irrlicht/source/Irrlicht/CSoftwareDriver2.h

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// Copyright (C) 2002-2012 Nikolaus Gebhardt / Thomas Alten
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef IRR_C_VIDEO_2_SOFTWARE_H_INCLUDED
#define IRR_C_VIDEO_2_SOFTWARE_H_INCLUDED
#include "SoftwareDriver2_compile_config.h"
#include "IBurningShader.h"
#include "CNullDriver.h"
#include "CImage.h"
#include "os.h"
#include "irrString.h"
#include "SIrrCreationParameters.h"
namespace irr
{
namespace video
{
class CBurningVideoDriver : public CNullDriver, public IMaterialRendererServices
{
public:
//! constructor
CBurningVideoDriver(const irr::SIrrlichtCreationParameters& params, io::IFileSystem* io, video::IImagePresenter* presenter);
//! destructor
virtual ~CBurningVideoDriver();
//! queries the features of the driver, returns true if feature is available
virtual bool queryFeature(E_VIDEO_DRIVER_FEATURE feature) const IRR_OVERRIDE;
//! Create render target.
virtual IRenderTarget* addRenderTarget() IRR_OVERRIDE;
//! Run occlusion query. Draws mesh stored in query.
/** If the mesh shall not be rendered visible, use
overrideMaterial to disable the color and depth buffer. */
virtual void runOcclusionQuery(scene::ISceneNode* node, bool visible = false) IRR_OVERRIDE;
//! Update occlusion query. Retrieves results from GPU.
/** If the query shall not block, set the flag to false.
Update might not occur in this case, though */
virtual void updateOcclusionQuery(scene::ISceneNode* node, bool block = true) IRR_OVERRIDE;
//! Return query result.
/** Return value is the number of visible pixels/fragments.
The value is a safe approximation, i.e. can be larger then the
actual value of pixels. */
virtual u32 getOcclusionQueryResult(const scene::ISceneNode* node) const IRR_OVERRIDE;
//! sets transformation
virtual void setTransform(E_TRANSFORMATION_STATE state, const core::matrix4& mat) IRR_OVERRIDE;
//! sets a material
virtual void setMaterial(const SMaterial& material) IRR_OVERRIDE;
virtual bool setRenderTargetEx(IRenderTarget* target, u16 clearFlag, SColor clearColor,
f32 clearDepth, u8 clearStencil) IRR_OVERRIDE;
//! sets a viewport
virtual void setViewPort(const core::rect<s32>& area) IRR_OVERRIDE;
virtual void setScissor(int x, int y, int width, int height);
virtual bool beginScene(u16 clearFlag, SColor clearColor, f32 clearDepth, u8 clearStencil,
const SExposedVideoData& videoData, core::rect<s32>* sourceRect) IRR_OVERRIDE;
#if defined(PATCH_SUPERTUX_8_0_1_with_1_9_0)
virtual bool beginScene(bool backBuffer, bool zBuffer, SColor color,
const SExposedVideoData& videoData, core::rect<s32>* sourceRect)
{
u16 flag = 0;
if (backBuffer) flag |= ECBF_COLOR;
if (zBuffer) flag |= ECBF_DEPTH;
return beginScene(flag, color, 1.f, 0, videoData, sourceRect);
}
virtual bool setRenderTarget(video::ITexture* texture, bool clearBackBuffer, bool clearZBuffer, SColor color);
#endif
virtual bool endScene() IRR_OVERRIDE;
//! Only used by the internal engine. Used to notify the driver that
//! the window was resized.
virtual void OnResize(const core::dimension2d<u32>& size) IRR_OVERRIDE;
//! returns size of the current render target
virtual const core::dimension2d<u32>& getCurrentRenderTargetSize() const IRR_OVERRIDE;
//! deletes all dynamic lights there are
virtual void deleteAllDynamicLights() IRR_OVERRIDE;
//! adds a dynamic light, returning an index to the light
//! \param light: the light data to use to create the light
//! \return An index to the light, or -1 if an error occurs
virtual s32 addDynamicLight(const SLight& light) IRR_OVERRIDE;
//! Turns a dynamic light on or off
//! \param lightIndex: the index returned by addDynamicLight
//! \param turnOn: true to turn the light on, false to turn it off
virtual void turnLightOn(s32 lightIndex, bool turnOn) IRR_OVERRIDE;
//! returns the maximal amount of dynamic lights the device can handle
virtual u32 getMaximalDynamicLightAmount() const IRR_OVERRIDE;
//! Sets the dynamic ambient light color. The default color is
//! (0,0,0,0) which means it is dark.
//! \param color: New color of the ambient light.
virtual void setAmbientLight(const SColorf& color) IRR_OVERRIDE;
//! draws a vertex primitive list
virtual void drawVertexPrimitiveList(const void* vertices, u32 vertexCount,
const void* indexList, u32 primitiveCount,
E_VERTEX_TYPE vType, scene::E_PRIMITIVE_TYPE pType, E_INDEX_TYPE iType) IRR_OVERRIDE;
//! draws a vertex primitive list in 2d
virtual void draw2DVertexPrimitiveList(const void* vertices, u32 vertexCount,
const void* indexList, u32 primitiveCount,
E_VERTEX_TYPE vType, scene::E_PRIMITIVE_TYPE pType, E_INDEX_TYPE iType) IRR_OVERRIDE;
//! draws an 2d image
//virtual void draw2DImage(const video::ITexture* texture, const core::position2d<s32>& destPos, bool useAlphaChannelOfTexture) IRR_OVERRIDE;
/* NullDriver calls
draw2DImage(texture, destPos,
core::rect<s32>(core::position2d<s32>(0, 0), core::dimension2di(texture->getOriginalSize())),
0,
SColor(255, 255, 255, 255),
useAlphaChannelOfTexture
*/
//! draws an 2d image, using a color (if color is other then Color(255,255,255,255)) and the alpha channel of the texture if wanted.
virtual void draw2DImage(const video::ITexture* texture, const core::position2d<s32>& destPos,
const core::rect<s32>& sourceRect, const core::rect<s32>* clipRect = 0,
SColor color=SColor(255,255,255,255), bool useAlphaChannelOfTexture=false) IRR_OVERRIDE;
//! Draws a part of the texture into the rectangle.
virtual void draw2DImage(const video::ITexture* texture, const core::rect<s32>& destRect,
const core::rect<s32>& sourceRect, const core::rect<s32>* clipRect = 0,
const video::SColor* const colors=0, bool useAlphaChannelOfTexture=false) IRR_OVERRIDE;
//! Draws a 3d line.
virtual void draw3DLine(const core::vector3df& start,
const core::vector3df& end, SColor color_start) IRR_OVERRIDE;
//! draw an 2d rectangle
//virtual void draw2DRectangle(SColor color, const core::rect<s32>& pos,
// const core::rect<s32>* clip = 0) IRR_OVERRIDE;
/* NullDriver calls
draw2DRectangle(pos, color, color, color, color, clip);
*/
//!Draws an 2d rectangle with a gradient.
virtual void draw2DRectangle(const core::rect<s32>& pos,
SColor colorLeftUp, SColor colorRightUp, SColor colorLeftDown, SColor colorRightDown,
const core::rect<s32>* clip = 0) IRR_OVERRIDE;
//! Draws a 2d line.
virtual void draw2DLine(const core::position2d<s32>& start,
const core::position2d<s32>& end,
SColor color=SColor(255,255,255,255)) IRR_OVERRIDE;
//! Draws a single pixel
virtual void drawPixel(u32 x, u32 y, const SColor & color) IRR_OVERRIDE;
//! \return Returns the name of the video driver. Example: In case of the DirectX8
//! driver, it would return "Direct3D8.1".
virtual const wchar_t* getName() const IRR_OVERRIDE;
//! Returns type of video driver
virtual E_DRIVER_TYPE getDriverType() const IRR_OVERRIDE;
//! get color format of the current color buffer
virtual ECOLOR_FORMAT getColorFormat() const IRR_OVERRIDE;
//! Returns the transformation set by setTransform
virtual const core::matrix4& getTransform(E_TRANSFORMATION_STATE state) const IRR_OVERRIDE;
//! Creates a render target texture.
virtual ITexture* addRenderTargetTexture(const core::dimension2d<u32>& size,
const io::path& name, const ECOLOR_FORMAT format = ECF_UNKNOWN
#if defined(PATCH_SUPERTUX_8_0_1_with_1_9_0)
, const bool useStencil = false
#endif
) IRR_OVERRIDE;
virtual void clearBuffers(u16 flag, SColor color, f32 depth, u8 stencil) IRR_OVERRIDE;
//! Returns an image created from the last rendered frame.
virtual IImage* createScreenShot(video::ECOLOR_FORMAT format=video::ECF_UNKNOWN, video::E_RENDER_TARGET target=video::ERT_FRAME_BUFFER) IRR_OVERRIDE;
//! Returns the maximum amount of primitives (mostly vertices) which
//! the device is able to render with one drawIndexedTriangleList
//! call.
virtual u32 getMaximalPrimitiveCount() const IRR_OVERRIDE;
//! Draws a shadow volume into the stencil buffer. To draw a stencil shadow, do
//! this: First, draw all geometry. Then use this method, to draw the shadow
//! volume. Then, use IVideoDriver::drawStencilShadow() to visualize the shadow.
virtual void drawStencilShadowVolume(const core::array<core::vector3df>& triangles, bool zfail=true, u32 debugDataVisible=0) IRR_OVERRIDE;
//! Fills the stencil shadow with color. After the shadow volume has been drawn
//! into the stencil buffer using IVideoDriver::drawStencilShadowVolume(), use this
//! to draw the color of the shadow.
virtual void drawStencilShadow(bool clearStencilBuffer=false,
video::SColor leftUpEdge = video::SColor(0,0,0,0),
video::SColor rightUpEdge = video::SColor(0,0,0,0),
video::SColor leftDownEdge = video::SColor(0,0,0,0),
video::SColor rightDownEdge = video::SColor(0,0,0,0)) IRR_OVERRIDE;
//! Enable the 2d override material
virtual void enableMaterial2D(bool enable = true) IRR_OVERRIDE;
//! Returns the graphics card vendor name.
virtual core::stringc getVendorInfo() IRR_OVERRIDE;
//! Returns the maximum texture size supported.
virtual core::dimension2du getMaxTextureSize() const IRR_OVERRIDE;
//! Check if the driver supports creating textures with the given color format
virtual bool queryTextureFormat(ECOLOR_FORMAT format) const IRR_OVERRIDE;
#if !defined(PATCH_SUPERTUX_8_0_1_with_1_9_0)
Unify checks if materials should use transparent render pass with new IVideoDriver::needsTransparentRenderPass function. Fix bug that AnimatedMeshSceneNode ignored ReadOnlyMaterials flag when checking materials for transparent render passes. Make IVideoDriver::getMaterialRenderer const. Fix bugs in COctreeSceneNode, CMeshSceneNode and CAnimatedMeshSceneNode where check for transparency in OnRegisterSceneNode() and in render() where no longer identical (those got added after Irrlicht 1.8). Some notes for future: - Maybe we should have a getRenderPass instead of just needsTransparentRenderPass, but this way the code didn't need so much changes and behaves (aside from fixes) pretty much as before. - Still wondering if the default implementation in CNullDriver::needsTransparentRenderPass should always return false when SMaterial.ZWriteEnable is set to EZW_ON. This might be nicer with another material flag. Thought then we might want a material enum to choose the renderpass and that's more work. And we get some recursion as needsTransparentRenderPass might want to check result of getWriteZBuffer which calls needsTransparentRenderPass, so we might need a second function or an additional flag there. But return false when SMaterial.ZWriteEnable == EZW_ON could still be done as EZW_ON is a new flag so existing behavior shouldn't break. I just don't know right now if having an extra render pass for transparent nodes might still make sense even when zbuffer is not written or if that's really the only reason to do that. Any feedback anyone? git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6033 dfc29bdd-3216-0410-991c-e03cc46cb475
2020-01-03 12:13:57 +01:00
//! Used by some SceneNodes to check if a material should be rendered in the transparent render pass
virtual bool needsTransparentRenderPass(const irr::video::SMaterial& material) const IRR_OVERRIDE;
#endif
Unify checks if materials should use transparent render pass with new IVideoDriver::needsTransparentRenderPass function. Fix bug that AnimatedMeshSceneNode ignored ReadOnlyMaterials flag when checking materials for transparent render passes. Make IVideoDriver::getMaterialRenderer const. Fix bugs in COctreeSceneNode, CMeshSceneNode and CAnimatedMeshSceneNode where check for transparency in OnRegisterSceneNode() and in render() where no longer identical (those got added after Irrlicht 1.8). Some notes for future: - Maybe we should have a getRenderPass instead of just needsTransparentRenderPass, but this way the code didn't need so much changes and behaves (aside from fixes) pretty much as before. - Still wondering if the default implementation in CNullDriver::needsTransparentRenderPass should always return false when SMaterial.ZWriteEnable is set to EZW_ON. This might be nicer with another material flag. Thought then we might want a material enum to choose the renderpass and that's more work. And we get some recursion as needsTransparentRenderPass might want to check result of getWriteZBuffer which calls needsTransparentRenderPass, so we might need a second function or an additional flag there. But return false when SMaterial.ZWriteEnable == EZW_ON could still be done as EZW_ON is a new flag so existing behavior shouldn't break. I just don't know right now if having an extra render pass for transparent nodes might still make sense even when zbuffer is not written or if that's really the only reason to do that. Any feedback anyone? git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6033 dfc29bdd-3216-0410-991c-e03cc46cb475
2020-01-03 12:13:57 +01:00
IDepthBuffer * getDepthBuffer () { return DepthBuffer; }
IStencilBuffer * getStencilBuffer () { return StencilBuffer; }
//! Adds a new material renderer to the VideoDriver, using pixel and/or
//! vertex shaders to render geometry.
virtual s32 addShaderMaterial(const c8* vertexShaderProgram,
const c8* pixelShaderProgram,
IShaderConstantSetCallBack* callback,
E_MATERIAL_TYPE baseMaterial,
s32 userData) IRR_OVERRIDE;
//! Adds a new material renderer to the VideoDriver, based on a high level shading
//! language. Currently only HLSL in D3D9 is supported.
virtual s32 addHighLevelShaderMaterial(
const c8* vertexShaderProgram,
const c8* vertexShaderEntryPointName = 0,
E_VERTEX_SHADER_TYPE vsCompileTarget = EVST_VS_1_1,
const c8* pixelShaderProgram = 0,
const c8* pixelShaderEntryPointName = 0,
E_PIXEL_SHADER_TYPE psCompileTarget = EPST_PS_1_1,
const c8* geometryShaderProgram = 0,
const c8* geometryShaderEntryPointName = "main",
E_GEOMETRY_SHADER_TYPE gsCompileTarget = EGST_GS_4_0,
scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES,
scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP,
u32 verticesOut = 0,
IShaderConstantSetCallBack* callback = 0,
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
s32 userData = 0
#if defined(PATCH_SUPERTUX_8_0_1_with_1_9_0)
, E_GPU_SHADING_LANGUAGE shadingLang = EGSL_DEFAULT
#endif
) IRR_OVERRIDE;
//IMaterialRendererService
void setBasicRenderStates(const SMaterial& material,
const SMaterial& lastMaterial,
bool resetAllRenderstates);
//pass BaseMaterialID
void setFallback_Material(E_MATERIAL_TYPE fallback_MaterialType
, eBurningVertexShader vertexShader);
//! Return an index constant for the vertex shader based on a name.
virtual s32 getVertexShaderConstantID(const c8* name) IRR_OVERRIDE;
virtual bool setVertexShaderConstant(s32 index, const f32* floats, int count) IRR_OVERRIDE;
virtual bool setVertexShaderConstant(s32 index, const s32* ints, int count) IRR_OVERRIDE;
virtual bool setVertexShaderConstant(s32 index, const u32* ints, int count) IRR_OVERRIDE;
virtual void setVertexShaderConstant(const f32* data, s32 startRegister, s32 constantAmount) IRR_OVERRIDE;
//! Return an index constant for the pixel shader based on a name.
virtual s32 getPixelShaderConstantID(const c8* name) IRR_OVERRIDE;
virtual bool setPixelShaderConstant(s32 index, const f32* floats, int count) IRR_OVERRIDE;
virtual bool setPixelShaderConstant(s32 index, const s32* ints, int count) IRR_OVERRIDE;
virtual bool setPixelShaderConstant(s32 index, const u32* ints, int count) IRR_OVERRIDE;
virtual void setPixelShaderConstant(const f32* data, s32 startRegister, s32 constantAmount) IRR_OVERRIDE;
#if defined(PATCH_SUPERTUX_8_0_1_with_1_9_0)
virtual bool setVertexShaderConstant(const c8* name, const f32* floats, int count)
{
return setVertexShaderConstant(getVertexShaderConstantID(name), floats, count);
}
virtual bool setVertexShaderConstant(const c8* name, const bool* bools, int count)
{
return setVertexShaderConstant(getVertexShaderConstantID(name), (const s32*)bools, count);
}
virtual bool setVertexShaderConstant(const c8* name, const s32* ints, int count)
{
return setVertexShaderConstant(getVertexShaderConstantID(name), ints, count);
}
virtual bool setPixelShaderConstant(const c8* name, const f32* floats, int count)
{
return setPixelShaderConstant(getPixelShaderConstantID(name), floats, count);
}
virtual bool setPixelShaderConstant(const c8* name, const bool* bools, int count)
{
return setPixelShaderConstant(getPixelShaderConstantID(name), (const s32*)bools, count);
}
virtual bool setPixelShaderConstant(const c8* name, const s32* ints, int count)
{
return setPixelShaderConstant(getPixelShaderConstantID(name), ints, count);
}
#endif
//! Get pointer to the IVideoDriver interface
/** \return Pointer to the IVideoDriver interface */
virtual IVideoDriver* getVideoDriver() IRR_OVERRIDE;
protected:
void saveBuffer();
//! sets a render target
void setRenderTargetImage2(video::IImage* color, video::IImage* depth=0, video::IImage* stencil=0);
//! sets the current Texture
//bool setTexture(u32 stage, video::ITexture* texture);
virtual ITexture* createDeviceDependentTexture(const io::path& name, IImage* image) IRR_OVERRIDE;
virtual ITexture* createDeviceDependentTextureCubemap(const io::path& name, const core::array<IImage*>& image) IRR_OVERRIDE;
video::CImage* BackBuffer;
video::IImagePresenter* Presenter;
void* WindowId;
core::rect<s32>* SceneSourceRect;
video::ITexture* RenderTargetTexture;
video::IImage* RenderTargetSurface;
core::dimension2d<u32> RenderTargetSize;
sVec4 RatioRenderTargetScreen; // Smaller Render Target
IBurningShader* CurrentShader;
IBurningShader* BurningShader[ETR2_COUNT];
PushShaderData PushShader;
void pushShader(scene::E_PRIMITIVE_TYPE pType, int testCurrent);
IDepthBuffer* DepthBuffer;
IStencilBuffer* StencilBuffer;
/*
extend Matrix Stack
-> combined CameraProjection
-> combined CameraProjectionWorld
-> ClipScale from NDC to DC Space
*/
enum E_TRANSFORMATION_STATE_BURNING_VIDEO
{
ETS_VIEW_PROJECTION = ETS_COUNT,
ETS_MODEL_VIEW_PROJ,
ETS_MODEL_VIEW,
ETS_NORMAL, //3x3 ModelView Transposed Inverse
ETS_MODEL_INVERSE, //normal,parallax
ETS_COUNT_BURNING = 16
};
// align manually to 16 byte start address
//u8 _pack_0[8];
enum E_TRANSFORMATION_FLAG
{
ETF_VALID = 1,
ETF_IDENTITY = 2,
ETF_TEXGEN_MATRIX = 4, // or !ETF_IDENTITY
ETF_TEXGEN_CAMERA_SPHERE = 8,
ETF_TEXGEN_CAMERA_REFLECTION = 16,
ETF_TEXGEN_MASK = ETF_TEXGEN_CAMERA_SPHERE | ETF_TEXGEN_CAMERA_REFLECTION | ETF_TEXGEN_MATRIX
};
enum E_TRANSFORMATION_STACK
{
ETF_STACK_3D = 0,
ETF_STACK_2D = 1,
};
size_t TransformationStack; // 0 .. 3D , 1 .. 2D, 2.. Geometric Clipper
core::matrix4 ALIGN(16) Transformation[2][ETS_COUNT_BURNING];
size_t TransformationFlag[2][ETS_COUNT_BURNING]; // E_TRANSFORMATION_FLAG
void setRenderStates2DMode(const video::SColor& color,const video::ITexture* texture,bool useAlphaChannelOfTexture);
void setRenderStates3DMode();
//ETS_CLIPSCALE, // moved outside to stay at 16 matrices
f32 Transformation_ETS_CLIPSCALE[2][4];
void transform_calc(E_TRANSFORMATION_STATE_BURNING_VIDEO state);
//core::recti ViewPort;
AbsRectangle Scissor;
// Vertex Cache
SVertexShader VertexShader;
int VertexCache_reset (const void* vertices, u32 vertexCount,
const void* indices, u32 indexCount,
E_VERTEX_TYPE vType,scene::E_PRIMITIVE_TYPE pType,
E_INDEX_TYPE iType);
//void VertexCache_get (s4DVertexPair* face[4] );
void VertexCache_map_source_format();
//s4DVertexPair* VertexCache_getVertex ( const u32 sourceIndex ) const;
// culling & clipping
//size_t inline clipToHyperPlane (s4DVertexPair* burning_restrict dest, const s4DVertexPair* burning_restrict source, const size_t inCount, const sVec4 &plane );
//size_t inline clipToFrustumTest ( const s4DVertex * v ) const;
public:
void VertexCache_fill(const u32 sourceIndex, const u32 destIndex);
u32 clipToFrustum( const u32 vIn /*, const size_t clipmask_for_face*/ );
protected:
// holds transformed, clipped vertices for a triangle. triangle expands on clipping
// Buffer is in in pairs of 4DVertex (0 ... ndc, 1 .. dc and projected)
SAligned4DVertex Clipper;
SAligned4DVertex Clipper_disjoint; // __restrict helper
#ifdef SOFTWARE_DRIVER_2_LIGHTING
void lightVertex_eye ( s4DVertex *dest, const u32 vertexargb );
#endif
//! Sets the fog mode.
virtual void setFog(SColor color, E_FOG_TYPE fogType, f32 start,
f32 end, f32 density, bool pixelFog, bool rangeFog) IRR_OVERRIDE;
//void ndc_2_dc_and_project (s4DVertexPair* dest,const s4DVertexPair* source, const size_t vIn ) const;
//const is misleading. **v is const that true, but not *v..
//f32 screenarea_inside (const s4DVertexPair* burning_restrict const face[] ) const;
//s32 lodFactor_inside ( const s4DVertexPair* burning_restrict const face[], const size_t tex, const f32 dc_area, const f32 lod_bias ) const;
//void select_polygon_mipmap_inside (s4DVertexPair* burning_restrict face[], const size_t tex, const CSoftwareTexture2_Bound& b ) const;
//void getCameraPosWorldSpace();
void assignHardwareLight(SBurningShaderLight& l, const SLight& dl);
SBurningShaderEyeSpace EyeSpace;
SBurningShaderMaterial Material;
//static const sVec4 NDCPlane[6+2];
//! Built-in 2D quad for 2D rendering.
S3DVertex Quad2DVertices[4];
interlaced_control Interlaced;
f32 TexBias[2];
public:
const interlaced_control& getInterlace() { return Interlaced; }
protected:
u32 samples_passed;
#if defined(PATCH_SUPERTUX_8_0_1_with_1_9_0)
core::array<IRenderTarget*> RenderTargets;
inline bool getWriteZBuffer(const SMaterial& material) const
{
return material.ZWriteEnable && (AllowZWriteOnTransparent || !material.isTransparent());
}
virtual video::ITexture* createDeviceDependentTexture(IImage* surface, const io::path& name, void* mipmapData = 0)
{
return createDeviceDependentTexture(name, surface);
}
#endif
};
} // end namespace video
} // end namespace irr
#endif