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https://github.com/minetest/irrlicht.git
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3280b3319e
To avoid changing burnings now those functions have no IRRLICHT_FAST_MATH anymore, there's a new header irrMathFastCompat.h which has ..._fast functions doing the old behavior. With the troubles they have documented. I changed burnings to use those functions throughout. Or as much as possible... Burnings probably also uses classes like SColor which also have functions using those, but I don't plan to adapt them. Maybe IRRLICHT_FAST_MATH should be a flag exlusive to burnings in the future, I don't think it makes much sense otherwise anymore (it often expects 32-bit asm). git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6012 dfc29bdd-3216-0410-991c-e03cc46cb475
203 lines
5.6 KiB
C++
203 lines
5.6 KiB
C++
// Copyright (C) 2002-2012 Nikolaus Gebhardt / Thomas Alten
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#ifndef __I_BURNING_SHADER_H_INCLUDED__
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#define __I_BURNING_SHADER_H_INCLUDED__
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#include "SoftwareDriver2_compile_config.h"
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#include "IReferenceCounted.h"
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#include "irrMath.h"
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#include "irrMathFastCompat.h"
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#include "IImage.h"
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#include "S2DVertex.h"
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#include "rect.h"
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#include "CDepthBuffer.h"
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#include "S4DVertex.h"
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#include "irrArray.h"
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#include "SLight.h"
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#include "SMaterial.h"
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#include "os.h"
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namespace irr
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{
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namespace video
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{
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struct SBurningShaderLight
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{
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//SLight org;
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bool LightIsOn;
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E_LIGHT_TYPE Type;
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f32 radius;
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f32 linearAttenuation;
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f32 constantAttenuation;
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f32 quadraticAttenuation;
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sVec4 pos;
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sVec3 AmbientColor;
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sVec3 DiffuseColor;
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sVec3 SpecularColor;
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sVec4 pos_objectspace;
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};
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enum eLightFlags
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{
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ENABLED = 0x01,
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POINTLIGHT = 0x02,
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SPECULAR = 0x04,
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FOG = 0x08,
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NORMALIZE = 0x10,
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VERTEXTRANSFORM = 0x20,
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};
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struct SBurningShaderLightSpace
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{
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void reset ()
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{
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Light.set_used ( 0 );
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Global_AmbientLight.set ( 0.f, 0.f, 0.f );
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Flags = 0;
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}
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core::array<SBurningShaderLight> Light;
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sVec3 Global_AmbientLight;
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sVec4 FogColor;
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sVec4 campos;
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sVec4 vertex;
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sVec4 normal;
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u32 Flags;
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};
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struct SBurningShaderMaterial
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{
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SMaterial org;
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sVec3 AmbientColor;
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sVec3 DiffuseColor;
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sVec3 SpecularColor;
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sVec3 EmissiveColor;
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};
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enum EBurningFFShader
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{
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ETR_FLAT = 0,
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ETR_FLAT_WIRE,
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ETR_GOURAUD,
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ETR_GOURAUD_WIRE,
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ETR_TEXTURE_FLAT,
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ETR_TEXTURE_FLAT_WIRE,
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ETR_TEXTURE_GOURAUD,
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ETR_TEXTURE_GOURAUD_WIRE,
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ETR_TEXTURE_GOURAUD_NOZ,
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ETR_TEXTURE_GOURAUD_ADD,
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ETR_TEXTURE_GOURAUD_ADD_NO_Z,
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ETR_TEXTURE_GOURAUD_VERTEX_ALPHA,
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ETR_TEXTURE_GOURAUD_LIGHTMAP_M1,
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ETR_TEXTURE_GOURAUD_LIGHTMAP_M2,
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ETR_TEXTURE_GOURAUD_LIGHTMAP_M4,
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ETR_TEXTURE_LIGHTMAP_M4,
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ETR_TEXTURE_GOURAUD_DETAIL_MAP,
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ETR_TEXTURE_GOURAUD_LIGHTMAP_ADD,
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ETR_GOURAUD_ALPHA,
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ETR_GOURAUD_ALPHA_NOZ,
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ETR_TEXTURE_GOURAUD_ALPHA,
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ETR_TEXTURE_GOURAUD_ALPHA_NOZ,
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ETR_NORMAL_MAP_SOLID,
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ETR_STENCIL_SHADOW,
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ETR_TEXTURE_BLEND,
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ETR_REFERENCE,
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ETR_INVALID,
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ETR2_COUNT
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};
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class CBurningVideoDriver;
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class IBurningShader : public virtual IReferenceCounted
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{
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public:
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IBurningShader(CBurningVideoDriver* driver);
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//! destructor
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virtual ~IBurningShader();
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//! sets a render target
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virtual void setRenderTarget(video::IImage* surface, const core::rect<s32>& viewPort);
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//! sets the Texture
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virtual void setTextureParam( u32 stage, video::CSoftwareTexture2* texture, s32 lodLevel);
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virtual void drawTriangle ( const s4DVertex *a,const s4DVertex *b,const s4DVertex *c ) = 0;
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virtual void drawLine ( const s4DVertex *a,const s4DVertex *b) {};
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virtual void setParam ( u32 index, f32 value) {};
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virtual void setZCompareFunc ( u32 func) {};
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virtual void setMaterial ( const SBurningShaderMaterial &material ) {};
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protected:
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CBurningVideoDriver *Driver;
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video::CImage* RenderTarget;
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CDepthBuffer* DepthBuffer;
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CStencilBuffer * Stencil;
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tVideoSample ColorMask;
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sInternalTexture IT[ BURNING_MATERIAL_MAX_TEXTURES ];
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static const tFixPointu dithermask[ 4 * 4];
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};
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IBurningShader* createTriangleRendererTextureGouraud2(CBurningVideoDriver* driver);
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IBurningShader* createTriangleRendererTextureLightMap2_M1(CBurningVideoDriver* driver);
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IBurningShader* createTriangleRendererTextureLightMap2_M2(CBurningVideoDriver* driver);
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IBurningShader* createTriangleRendererTextureLightMap2_M4(CBurningVideoDriver* driver);
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IBurningShader* createTriangleRendererGTextureLightMap2_M4(CBurningVideoDriver* driver);
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IBurningShader* createTriangleRendererTextureLightMap2_Add(CBurningVideoDriver* driver);
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IBurningShader* createTriangleRendererTextureDetailMap2(CBurningVideoDriver* driver);
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IBurningShader* createTriangleRendererTextureVertexAlpha2(CBurningVideoDriver* driver);
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IBurningShader* createTriangleRendererTextureGouraudWire2(CBurningVideoDriver* driver);
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IBurningShader* createTriangleRendererGouraud2(CBurningVideoDriver* driver);
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IBurningShader* createTriangleRendererGouraudAlpha2(CBurningVideoDriver* driver);
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IBurningShader* createTRGouraudAlphaNoZ2(CBurningVideoDriver* driver);
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IBurningShader* createTriangleRendererGouraudWire2(CBurningVideoDriver* driver);
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IBurningShader* createTriangleRendererTextureFlat2(CBurningVideoDriver* driver);
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IBurningShader* createTriangleRendererTextureFlatWire2(CBurningVideoDriver* driver);
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IBurningShader* createTRFlat2(CBurningVideoDriver* driver);
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IBurningShader* createTRFlatWire2(CBurningVideoDriver* driver);
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IBurningShader* createTRTextureGouraudNoZ2(CBurningVideoDriver* driver);
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IBurningShader* createTRTextureGouraudAdd2(CBurningVideoDriver* driver);
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IBurningShader* createTRTextureGouraudAddNoZ2(CBurningVideoDriver* driver);
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IBurningShader* createTRTextureGouraudAlpha(CBurningVideoDriver* driver);
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IBurningShader* createTRTextureGouraudAlphaNoZ(CBurningVideoDriver* driver);
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IBurningShader* createTRTextureBlend(CBurningVideoDriver* driver);
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IBurningShader* createTRTextureInverseAlphaBlend(CBurningVideoDriver* driver);
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IBurningShader* createTRNormalMap(CBurningVideoDriver* driver);
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IBurningShader* createTRStencilShadow(CBurningVideoDriver* driver);
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IBurningShader* createTriangleRendererReference(CBurningVideoDriver* driver);
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} // end namespace video
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} // end namespace irr
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#endif
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