Delete deprecated video driver methods

This commit is contained in:
sfan5 2024-03-09 22:22:07 +01:00
parent a7dd075dec
commit 70b0b46d50
13 changed files with 0 additions and 1086 deletions

@ -13,7 +13,6 @@
#include "dimension2d.h"
#include "position2d.h"
#include "IMeshBuffer.h"
#include "triangle3d.h"
#include "EDriverTypes.h"
#include "EDriverFeatures.h"
#include "SExposedVideoData.h"

@ -128,7 +128,6 @@
#include "SSkinMeshBuffer.h"
#include "SVertexIndex.h"
#include "SViewFrustum.h"
#include "triangle3d.h"
#include "vector2d.h"
#include "vector3d.h"
#include "IrrCompileConfig.h" // for IRRLICHT_API and IRRCALLCONV

@ -1,276 +0,0 @@
// Copyright (C) 2002-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#pragma once
#include "vector3d.h"
#include "line3d.h"
#include "plane3d.h"
#include "aabbox3d.h"
namespace irr
{
namespace core
{
//! 3d triangle template class for doing collision detection and other things.
template <class T>
class triangle3d
{
public:
//! Constructor for an all 0 triangle
triangle3d() {}
//! Constructor for triangle with given three vertices
triangle3d(const vector3d<T>& v1, const vector3d<T>& v2, const vector3d<T>& v3) : pointA(v1), pointB(v2), pointC(v3) {}
//! Equality operator
bool operator==(const triangle3d<T>& other) const
{
return other.pointA==pointA && other.pointB==pointB && other.pointC==pointC;
}
//! Inequality operator
bool operator!=(const triangle3d<T>& other) const
{
return !(*this==other);
}
//! Determines if the triangle is totally inside a bounding box.
/** \param box Box to check.
\return True if triangle is within the box, otherwise false. */
bool isTotalInsideBox(const aabbox3d<T>& box) const
{
return (box.isPointInside(pointA) &&
box.isPointInside(pointB) &&
box.isPointInside(pointC));
}
//! Determines if the triangle is totally outside a bounding box.
/** \param box Box to check.
\return True if triangle is outside the box, otherwise false. */
bool isTotalOutsideBox(const aabbox3d<T>& box) const
{
return ((pointA.X > box.MaxEdge.X && pointB.X > box.MaxEdge.X && pointC.X > box.MaxEdge.X) ||
(pointA.Y > box.MaxEdge.Y && pointB.Y > box.MaxEdge.Y && pointC.Y > box.MaxEdge.Y) ||
(pointA.Z > box.MaxEdge.Z && pointB.Z > box.MaxEdge.Z && pointC.Z > box.MaxEdge.Z) ||
(pointA.X < box.MinEdge.X && pointB.X < box.MinEdge.X && pointC.X < box.MinEdge.X) ||
(pointA.Y < box.MinEdge.Y && pointB.Y < box.MinEdge.Y && pointC.Y < box.MinEdge.Y) ||
(pointA.Z < box.MinEdge.Z && pointB.Z < box.MinEdge.Z && pointC.Z < box.MinEdge.Z));
}
//! Get the closest point on a triangle to a point on the same plane.
/** \param p Point which must be on the same plane as the triangle.
\return The closest point of the triangle */
core::vector3d<T> closestPointOnTriangle(const core::vector3d<T>& p) const
{
const core::vector3d<T> rab = line3d<T>(pointA, pointB).getClosestPoint(p);
const core::vector3d<T> rbc = line3d<T>(pointB, pointC).getClosestPoint(p);
const core::vector3d<T> rca = line3d<T>(pointC, pointA).getClosestPoint(p);
const T d1 = rab.getDistanceFrom(p);
const T d2 = rbc.getDistanceFrom(p);
const T d3 = rca.getDistanceFrom(p);
if (d1 < d2)
return d1 < d3 ? rab : rca;
return d2 < d3 ? rbc : rca;
}
//! Check if a point is inside the triangle (border-points count also as inside)
/*
\param p Point to test. Assumes that this point is already
on the plane of the triangle.
\return True if the point is inside the triangle, otherwise false. */
bool isPointInside(const vector3d<T>& p) const
{
vector3d<f64> af64((f64)pointA.X, (f64)pointA.Y, (f64)pointA.Z);
vector3d<f64> bf64((f64)pointB.X, (f64)pointB.Y, (f64)pointB.Z);
vector3d<f64> cf64((f64)pointC.X, (f64)pointC.Y, (f64)pointC.Z);
vector3d<f64> pf64((f64)p.X, (f64)p.Y, (f64)p.Z);
return (isOnSameSide(pf64, af64, bf64, cf64) &&
isOnSameSide(pf64, bf64, af64, cf64) &&
isOnSameSide(pf64, cf64, af64, bf64));
}
//! Check if a point is inside the triangle (border-points count also as inside)
/** This method uses a barycentric coordinate system.
It is faster than isPointInside but is more susceptible to floating point rounding
errors.
\param p Point to test. Assumes that this point is already
on the plane of the triangle.
\return True if point is inside the triangle, otherwise false. */
bool isPointInsideFast(const vector3d<T>& p) const
{
const vector3d<T> a = pointC - pointA;
const vector3d<T> b = pointB - pointA;
const vector3d<T> c = p - pointA;
const f64 dotAA = a.dotProduct( a);
const f64 dotAB = a.dotProduct( b);
const f64 dotAC = a.dotProduct( c);
const f64 dotBB = b.dotProduct( b);
const f64 dotBC = b.dotProduct( c);
// get coordinates in barycentric coordinate system
const f64 invDenom = 1/(dotAA * dotBB - dotAB * dotAB);
const f64 u = (dotBB * dotAC - dotAB * dotBC) * invDenom;
const f64 v = (dotAA * dotBC - dotAB * dotAC ) * invDenom;
// We count border-points as inside to keep downward compatibility.
// Rounding-error also needed for some test-cases.
return (u > -ROUNDING_ERROR_f32) && (v >= 0) && (u + v < 1+ROUNDING_ERROR_f32);
}
//! Get an intersection with a 3d line.
/** \param line Line to intersect with.
\param outIntersection Place to store the intersection point, if there is one.
\return True if there was an intersection, false if not. */
bool getIntersectionWithLimitedLine(const line3d<T>& line,
vector3d<T>& outIntersection) const
{
return getIntersectionWithLine(line.start,
line.getVector(), outIntersection) &&
outIntersection.isBetweenPoints(line.start, line.end);
}
//! Get an intersection with a 3d line.
/** Please note that also points are returned as intersection which
are on the line, but not between the start and end point of the line.
If you want the returned point be between start and end
use getIntersectionWithLimitedLine().
\param linePoint Point of the line to intersect with.
\param lineVect Vector of the line to intersect with.
\param outIntersection Place to store the intersection point, if there is one.
\return True if there was an intersection, false if there was not. */
bool getIntersectionWithLine(const vector3d<T>& linePoint,
const vector3d<T>& lineVect, vector3d<T>& outIntersection) const
{
if (getIntersectionOfPlaneWithLine(linePoint, lineVect, outIntersection))
return isPointInside(outIntersection);
return false;
}
//! Calculates the intersection between a 3d line and the plane the triangle is on.
/** \param lineVect Vector of the line to intersect with.
\param linePoint Point of the line to intersect with.
\param outIntersection Place to store the intersection point, if there is one.
\return True if there was an intersection, else false. */
bool getIntersectionOfPlaneWithLine(const vector3d<T>& linePoint,
const vector3d<T>& lineVect, vector3d<T>& outIntersection) const
{
// Work with f64 to get more precise results (makes enough difference to be worth the casts).
const vector3d<f64> linePointf64(linePoint.X, linePoint.Y, linePoint.Z);
const vector3d<f64> lineVectf64(lineVect.X, lineVect.Y, lineVect.Z);
vector3d<f64> outIntersectionf64;
core::triangle3d<irr::f64> trianglef64(vector3d<f64>((f64)pointA.X, (f64)pointA.Y, (f64)pointA.Z)
,vector3d<f64>((f64)pointB.X, (f64)pointB.Y, (f64)pointB.Z)
, vector3d<f64>((f64)pointC.X, (f64)pointC.Y, (f64)pointC.Z));
const vector3d<irr::f64> normalf64 = trianglef64.getNormal().normalize();
f64 t2;
if ( core::iszero ( t2 = normalf64.dotProduct(lineVectf64) ) )
return false;
f64 d = trianglef64.pointA.dotProduct(normalf64);
f64 t = -(normalf64.dotProduct(linePointf64) - d) / t2;
outIntersectionf64 = linePointf64 + (lineVectf64 * t);
outIntersection.X = (T)outIntersectionf64.X;
outIntersection.Y = (T)outIntersectionf64.Y;
outIntersection.Z = (T)outIntersectionf64.Z;
return true;
}
//! Get the normal of the triangle.
/** Please note: The normal is not always normalized. */
vector3d<T> getNormal() const
{
return (pointB - pointA).crossProduct(pointC - pointA);
}
//! Test if the triangle would be front or backfacing from any point.
/** Thus, this method assumes a camera position from which the
triangle is definitely visible when looking at the given direction.
Do not use this method with points as it will give wrong results!
\param lookDirection Look direction.
\return True if the plane is front facing and false if it is backfacing. */
bool isFrontFacing(const vector3d<T>& lookDirection) const
{
const vector3d<T> n = getNormal().normalize();
const f32 d = (f32)n.dotProduct(lookDirection);
return F32_LOWER_EQUAL_0(d);
}
//! Get the plane of this triangle.
plane3d<T> getPlane() const
{
return plane3d<T>(pointA, pointB, pointC);
}
//! Get the area of the triangle
T getArea() const
{
return (pointB - pointA).crossProduct(pointC - pointA).getLength() * 0.5f;
}
//! sets the triangle's points
void set(const core::vector3d<T>& a, const core::vector3d<T>& b, const core::vector3d<T>& c)
{
pointA = a;
pointB = b;
pointC = c;
}
//! the three points of the triangle
vector3d<T> pointA;
vector3d<T> pointB;
vector3d<T> pointC;
private:
// Using f64 instead of <T> to avoid integer overflows when T=int (maybe also less floating point troubles).
bool isOnSameSide(const vector3d<f64>& p1, const vector3d<f64>& p2,
const vector3d<f64>& a, const vector3d<f64>& b) const
{
vector3d<f64> bminusa = b - a;
vector3d<f64> cp1 = bminusa.crossProduct(p1 - a);
vector3d<f64> cp2 = bminusa.crossProduct(p2 - a);
f64 res = cp1.dotProduct(cp2);
if ( res < 0 )
{
// This catches some floating point troubles.
// Unfortunately slightly expensive and we don't really know the best epsilon for iszero.
vector3d<f64> cp1n = bminusa.normalize().crossProduct((p1 - a).normalize());
if (core::iszero(cp1n.X, (f64)ROUNDING_ERROR_f32)
&& core::iszero(cp1n.Y, (f64)ROUNDING_ERROR_f32)
&& core::iszero(cp1n.Z, (f64)ROUNDING_ERROR_f32) )
{
res = 0.f;
}
}
return (res >= 0.0f);
}
};
//! Typedef for a f32 3d triangle.
typedef triangle3d<f32> triangle3df;
//! Typedef for an integer 3d triangle.
typedef triangle3d<s32> triangle3di;
} // end namespace core
} // end namespace irr

@ -8,7 +8,6 @@
#include "CMeshBuffer.h"
#include "SAnimatedMesh.h"
#include "os.h"
#include "triangle3d.h"
namespace irr
{

@ -1891,16 +1891,6 @@ void CNullDriver::enableClipPlane(u32 index, bool enable)
}
ITexture* CNullDriver::createRenderTargetTexture(const core::dimension2d<u32>& size,
const c8* name)
{
os::Printer::log("createRenderTargetTexture is deprecated, use addRenderTargetTexture instead");
ITexture* tex = addRenderTargetTexture(size, name);
tex->grab();
return tex;
}
void CNullDriver::setMinHardwareBufferVertexCount(u32 count)
{
MinVertexCountForVBO = count;

@ -119,9 +119,6 @@ namespace video
virtual void draw3DLine(const core::vector3df& start,
const core::vector3df& end, SColor color = SColor(255,255,255,255)) override;
[[deprecated]] virtual void draw3DTriangle(const core::triangle3df& triangle,
SColor color = SColor(255,255,255,255)) {}
//! Draws a 3d axis aligned box.
virtual void draw3DBox(const core::aabbox3d<f32>& box,
SColor color = SColor(255,255,255,255)) override;
@ -129,32 +126,6 @@ namespace video
//! draws an 2d image
void draw2DImage(const video::ITexture* texture, const core::position2d<s32>& destPos, bool useAlphaChannelOfTexture) override;
//! draws a set of 2d images, using a color and the alpha
/** channel of the texture if desired. The images are drawn
beginning at pos and concatenated in one line. All drawings
are clipped against clipRect (if != 0).
The subtextures are defined by the array of sourceRects
and are chosen by the indices given.
\param texture: Texture to be drawn.
\param pos: Upper left 2d destination position where the image will be drawn.
\param sourceRects: Source rectangles of the image.
\param indices: List of indices which choose the actual rectangle used each time.
\param kerningWidth: offset on position
\param clipRect: Pointer to rectangle on the screen where the image is clipped to.
This pointer can be 0. Then the image is not clipped.
\param color: Color with which the image is colored.
Note that the alpha component is used: If alpha is other than 255, the image will be transparent.
\param useAlphaChannelOfTexture: If true, the alpha channel of the texture is
used to draw the image. */
[[deprecated]] virtual void draw2DImageBatch(const video::ITexture* texture,
const core::position2d<s32>& pos,
const core::array<core::rect<s32> >& sourceRects,
const core::array<s32>& indices,
s32 kerningWidth = 0,
const core::rect<s32>* clipRect = 0,
SColor color=SColor(255,255,255,255),
bool useAlphaChannelOfTexture=false) {}
//! Draws a set of 2d images, using a color and the alpha channel of the texture.
/** All drawings are clipped against clipRect (if != 0).
The subtextures are defined by the array of sourceRects and are
@ -196,21 +167,11 @@ namespace video
SColor colorLeftUp, SColor colorRightUp, SColor colorLeftDown, SColor colorRightDown,
const core::rect<s32>* clip = 0) override;
//! Draws the outline of a 2d rectangle
[[deprecated]] virtual void draw2DRectangleOutline(const core::recti& pos, SColor color=SColor(255,255,255,255)) {}
//! Draws a 2d line.
virtual void draw2DLine(const core::position2d<s32>& start,
const core::position2d<s32>& end,
SColor color=SColor(255,255,255,255)) override;
//! Draws a pixel
[[deprecated]] virtual void drawPixel(u32 x, u32 y, const SColor & color) {}
//! Draws a non filled concyclic reqular 2d polygon.
[[deprecated]] virtual void draw2DPolygon(core::position2d<s32> center,
f32 radius, video::SColor Color, s32 vertexCount) {}
virtual void setFog(SColor color=SColor(0,255,255,255),
E_FOG_TYPE fogType=EFT_FOG_LINEAR,
f32 start=50.0f, f32 end=100.0f, f32 density=0.01f,
@ -257,22 +218,6 @@ namespace video
//! Adds an external image writer to the engine.
void addExternalImageWriter(IImageWriter* writer) 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.
[[deprecated]] virtual void drawStencilShadowVolume(const core::array<core::vector3df>& triangles,
bool zfail=true, u32 debugDataVisible=0) {}
//! 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.
[[deprecated]] 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)) {}
//! Removes a texture from the texture cache and deletes it, freeing lot of
//! memory.
void removeTexture(ITexture* texture) override;
@ -605,10 +550,6 @@ namespace video
virtual void convertColor(const void* sP, ECOLOR_FORMAT sF, s32 sN,
void* dP, ECOLOR_FORMAT dF) const override;
//! deprecated method
virtual ITexture* createRenderTargetTexture(const core::dimension2d<u32>& size,
const c8* name=0);
bool checkDriverReset() override {return false;}
protected:

@ -1021,84 +1021,6 @@ void COGLES1Driver::draw2DImage(const video::ITexture* texture, u32 layer, bool
}
//! draws a set of 2d images, using a color and the alpha channel
void COGLES1Driver::draw2DImageBatch(const video::ITexture* texture,
const core::position2d<s32>& pos,
const core::array<core::rect<s32> >& sourceRects,
const core::array<s32>& indices, s32 kerningWidth,
const core::rect<s32>* clipRect, SColor color,
bool useAlphaChannelOfTexture)
{
if (!texture)
return;
if (!CacheHandler->getTextureCache().set(0, texture))
return;
setRenderStates2DMode(color.getAlpha()<255, true, useAlphaChannelOfTexture);
if (clipRect)
{
if (!clipRect->isValid())
return;
glEnable(GL_SCISSOR_TEST);
const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
glScissor(clipRect->UpperLeftCorner.X, renderTargetSize.Height-clipRect->LowerRightCorner.Y,
clipRect->getWidth(),clipRect->getHeight());
}
const core::dimension2du& ss = texture->getOriginalSize();
core::position2d<s32> targetPos(pos);
// texcoords need to be flipped horizontally for RTTs
const bool isRTT = texture->isRenderTarget();
const f32 invW = 1.f / static_cast<f32>(ss.Width);
const f32 invH = 1.f / static_cast<f32>(ss.Height);
core::array<S3DVertex> vertices;
core::array<u16> quadIndices;
vertices.reallocate(indices.size()*4);
quadIndices.reallocate(indices.size()*6);
for (u32 i=0; i<indices.size(); ++i)
{
const s32 currentIndex = indices[i];
if (!sourceRects[currentIndex].isValid())
break;
const core::rect<f32> tcoords(
sourceRects[currentIndex].UpperLeftCorner.X * invW,
(isRTT?sourceRects[currentIndex].LowerRightCorner.Y:sourceRects[currentIndex].UpperLeftCorner.Y) * invH,
sourceRects[currentIndex].LowerRightCorner.X * invW,
(isRTT?sourceRects[currentIndex].UpperLeftCorner.Y:sourceRects[currentIndex].LowerRightCorner.Y) * invH);
const core::rect<s32> poss(targetPos, sourceRects[currentIndex].getSize());
const u32 vstart = vertices.size();
vertices.push_back(S3DVertex((f32)poss.UpperLeftCorner.X, (f32)poss.UpperLeftCorner.Y, 0, 0,0,1, color, tcoords.UpperLeftCorner.X, tcoords.UpperLeftCorner.Y));
vertices.push_back(S3DVertex((f32)poss.LowerRightCorner.X, (f32)poss.UpperLeftCorner.Y, 0, 0,0,1, color, tcoords.LowerRightCorner.X, tcoords.UpperLeftCorner.Y));
vertices.push_back(S3DVertex((f32)poss.LowerRightCorner.X, (f32)poss.LowerRightCorner.Y, 0, 0,0,1, color, tcoords.LowerRightCorner.X, tcoords.LowerRightCorner.Y));
vertices.push_back(S3DVertex((f32)poss.UpperLeftCorner.X, (f32)poss.LowerRightCorner.Y, 0, 0,0,1, color, tcoords.UpperLeftCorner.X, tcoords.LowerRightCorner.Y));
quadIndices.push_back(vstart);
quadIndices.push_back(vstart+1);
quadIndices.push_back(vstart+2);
quadIndices.push_back(vstart);
quadIndices.push_back(vstart+2);
quadIndices.push_back(vstart+3);
targetPos.X += sourceRects[currentIndex].getWidth();
}
if (vertices.size())
drawVertexPrimitiveList2d3d(vertices.pointer(), vertices.size(),
quadIndices.pointer(), vertices.size()/2,
video::EVT_STANDARD, scene::EPT_TRIANGLES,
EIT_16BIT, false);
if (clipRect)
glDisable(GL_SCISSOR_TEST);
}
//! draws a set of 2d images, using a color and the alpha channel of the texture if desired.
void COGLES1Driver::draw2DImageBatch(const video::ITexture* texture,
const core::array<core::position2d<s32> >& positions,
@ -1312,22 +1234,6 @@ void COGLES1Driver::draw2DLine(const core::position2d<s32>& start,
}
//! Draws a pixel
void COGLES1Driver::drawPixel(u32 x, u32 y, const SColor &color)
{
const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
if (x > (u32)renderTargetSize.Width || y > (u32)renderTargetSize.Height)
return;
setRenderStates2DMode(color.getAlpha() < 255, false, false);
u16 indices[] = {0};
S3DVertex vertices[1];
vertices[0] = S3DVertex((f32)x, (f32)y, 0, 0, 0, 1, color, 0, 0);
drawVertexPrimitiveList2d3d(vertices, 1, indices, 1, video::EVT_STANDARD, scene::EPT_POINTS, EIT_16BIT, false);
}
//! creates a matrix in supplied GLfloat array to pass to OGLES1
inline void COGLES1Driver::getGLMatrix(GLfloat gl_matrix[16], const core::matrix4& m)
{
@ -2077,182 +1983,6 @@ void COGLES1Driver::setViewPortRaw(u32 width, u32 height)
}
//! Draws a shadow volume into the stencil buffer.
void COGLES1Driver::drawStencilShadowVolume(const core::array<core::vector3df>& triangles, bool zfail, u32 debugDataVisible)
{
const u32 count=triangles.size();
if (!StencilBuffer || !count)
return;
u8 colorMask = LastMaterial.ColorMask;
const GLboolean lightingEnabled = glIsEnabled(GL_LIGHTING);
const GLboolean fogEnabled = glIsEnabled(GL_FOG);
const GLboolean cullFaceEnabled = glIsEnabled(GL_CULL_FACE);
GLint cullFaceMode = 0;
glGetIntegerv(GL_CULL_FACE_MODE, &cullFaceMode);
GLint depthFunc = 0;
glGetIntegerv(GL_DEPTH_FUNC, &depthFunc);
GLboolean depthMask = 0;
glGetBooleanv(GL_DEPTH_WRITEMASK, &depthMask);
glDisable(GL_LIGHTING);
glDisable(GL_FOG);
glDepthFunc(GL_LEQUAL);
glDepthMask(GL_FALSE);
if (!(debugDataVisible & (scene::EDS_SKELETON|scene::EDS_MESH_WIRE_OVERLAY)))
{
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
glEnable(GL_STENCIL_TEST);
}
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3, GL_FLOAT, sizeof(core::vector3df), triangles.const_pointer());
glStencilMask(~0);
glStencilFunc(GL_ALWAYS, 0, ~0);
GLenum decr = GL_DECR;
GLenum incr = GL_INCR;
#if defined(GL_OES_stencil_wrap)
if (FeatureAvailable[COGLESCoreExtensionHandler::IRR_GL_OES_stencil_wrap])
{
decr = GL_DECR_WRAP_OES;
incr = GL_INCR_WRAP_OES;
}
#endif
glEnable(GL_CULL_FACE);
if (zfail)
{
glCullFace(GL_FRONT);
glStencilOp(GL_KEEP, incr, GL_KEEP);
glDrawArrays(GL_TRIANGLES, 0, count);
glCullFace(GL_BACK);
glStencilOp(GL_KEEP, decr, GL_KEEP);
glDrawArrays(GL_TRIANGLES, 0, count);
}
else // zpass
{
glCullFace(GL_BACK);
glStencilOp(GL_KEEP, GL_KEEP, incr);
glDrawArrays(GL_TRIANGLES, 0, count);
glCullFace(GL_FRONT);
glStencilOp(GL_KEEP, GL_KEEP, decr);
glDrawArrays(GL_TRIANGLES, 0, count);
}
glDisableClientState(GL_VERTEX_ARRAY);
glColorMask((colorMask & ECP_RED)?GL_TRUE:GL_FALSE,
(colorMask & ECP_GREEN)?GL_TRUE:GL_FALSE,
(colorMask & ECP_BLUE)?GL_TRUE:GL_FALSE,
(colorMask & ECP_ALPHA)?GL_TRUE:GL_FALSE);
glDisable(GL_STENCIL_TEST);
if (lightingEnabled)
glEnable(GL_LIGHTING);
if (fogEnabled)
glEnable(GL_FOG);
if (cullFaceEnabled)
glEnable(GL_CULL_FACE);
else
glDisable(GL_CULL_FACE);
glCullFace(cullFaceMode);
glDepthFunc(depthFunc);
glDepthMask(depthMask);
}
void COGLES1Driver::drawStencilShadow(bool clearStencilBuffer,
video::SColor leftUpEdge, video::SColor rightUpEdge,
video::SColor leftDownEdge, video::SColor rightDownEdge)
{
if (!StencilBuffer)
return;
setTextureRenderStates(SMaterial(), false);
u8 colorMask = LastMaterial.ColorMask;
const GLboolean lightingEnabled = glIsEnabled(GL_LIGHTING);
const GLboolean fogEnabled = glIsEnabled(GL_FOG);
const GLboolean blendEnabled = glIsEnabled(GL_BLEND);
GLboolean depthMask = 0;
glGetBooleanv(GL_DEPTH_WRITEMASK, &depthMask);
GLint shadeModel = 0;
glGetIntegerv(GL_SHADE_MODEL, &shadeModel);
GLint blendSrc = 0, blendDst = 0;
glGetIntegerv(GL_BLEND_SRC, &blendSrc);
glGetIntegerv(GL_BLEND_DST, &blendDst);
glDisable(GL_LIGHTING);
glDisable(GL_FOG);
glDepthMask(GL_FALSE);
glShadeModel(GL_FLAT);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_STENCIL_TEST);
glStencilFunc(GL_NOTEQUAL, 0, ~0);
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
u16 indices[] = {0, 1, 2, 3};
S3DVertex vertices[4];
vertices[0] = S3DVertex(-1.f, 1.f, 0.9f, 0, 0, 1, leftDownEdge, 0, 0);
vertices[1] = S3DVertex(1.f, 1.f, 0.9f, 0, 0, 1, leftUpEdge, 0, 0);
vertices[2] = S3DVertex(1.f, -1.f, 0.9f, 0, 0, 1, rightUpEdge, 0, 0);
vertices[3] = S3DVertex(-1.f, -1.f, 0.9f, 0, 0, 1, rightDownEdge, 0, 0);
drawVertexPrimitiveList2d3d(vertices, 4, indices, 2, EVT_STANDARD, scene::EPT_TRIANGLE_FAN, EIT_16BIT, false);
if (clearStencilBuffer)
glClear(GL_STENCIL_BUFFER_BIT);
glColorMask((colorMask & ECP_RED)?GL_TRUE:GL_FALSE,
(colorMask & ECP_GREEN)?GL_TRUE:GL_FALSE,
(colorMask & ECP_BLUE)?GL_TRUE:GL_FALSE,
(colorMask & ECP_ALPHA)?GL_TRUE:GL_FALSE);
glDisable(GL_STENCIL_TEST);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
if (lightingEnabled)
glEnable(GL_LIGHTING);
if (fogEnabled)
glEnable(GL_FOG);
if (!blendEnabled)
glDisable(GL_BLEND);
glDepthMask(depthMask);
glShadeModel(shadeModel);
glBlendFunc(blendSrc, blendDst);
}
//! Sets the fog mode.
void COGLES1Driver::setFog(SColor c, E_FOG_TYPE fogType, f32 start,
f32 end, f32 density, bool pixelFog, bool rangeFog)

@ -96,15 +96,6 @@ namespace video
virtual void draw2DImage(const video::ITexture* texture, u32 layer, bool flip);
//! draws a set of 2d images
virtual void draw2DImageBatch(const video::ITexture* texture,
const core::position2d<s32>& pos,
const core::array<core::rect<s32> >& sourceRects,
const core::array<s32>& indices, s32 kerningWidth = 0,
const core::rect<s32>* clipRect=0,
SColor color=SColor(255,255,255,255),
bool useAlphaChannelOfTexture=false) override;
//! draws a set of 2d images, using a color and the alpha channel of the texture if desired.
virtual void draw2DImageBatch(const video::ITexture* texture,
const core::array<core::position2d<s32> >& positions,
@ -127,9 +118,6 @@ namespace video
const core::position2d<s32>& end,
SColor color=SColor(255,255,255,255)) override;
//! Draws a single pixel
void drawPixel(u32 x, u32 y, const SColor & color) override;
//! Draws a 3d line.
virtual void draw3DLine(const core::vector3df& start,
const core::vector3df& end,
@ -141,16 +129,6 @@ namespace video
//! Sets the dynamic ambient light color.
void setAmbientLight(const SColorf& color) override;
//! Draws a shadow volume into the stencil buffer.
void drawStencilShadowVolume(const core::array<core::vector3df>& triangles, bool zfail, u32 debugDataVisible=0) override;
//! Fills the stencil shadow with color.
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)) override;
//! sets a viewport
void setViewPort(const core::rect<s32>& area) override;

@ -1614,103 +1614,6 @@ void COpenGLDriver::draw2DImageBatch(const video::ITexture* texture,
}
//! draws a set of 2d images, using a color and the alpha channel of the
//! texture if desired. The images are drawn beginning at pos and concatenated
//! in one line. All drawings are clipped against clipRect (if != 0).
//! The subtextures are defined by the array of sourceRects and are chosen
//! by the indices given.
void COpenGLDriver::draw2DImageBatch(const video::ITexture* texture,
const core::position2d<s32>& pos,
const core::array<core::rect<s32> >& sourceRects,
const core::array<s32>& indices,
s32 kerningWidth,
const core::rect<s32>* clipRect, SColor color,
bool useAlphaChannelOfTexture)
{
if (!texture)
return;
disableTextures(1);
if (!CacheHandler->getTextureCache().set(0, texture))
return;
setRenderStates2DMode(color.getAlpha()<255, true, useAlphaChannelOfTexture);
if (clipRect)
{
if (!clipRect->isValid())
return;
glEnable(GL_SCISSOR_TEST);
const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
glScissor(clipRect->UpperLeftCorner.X, renderTargetSize.Height-clipRect->LowerRightCorner.Y,
clipRect->getWidth(),clipRect->getHeight());
}
const core::dimension2d<u32>& ss = texture->getOriginalSize();
core::position2d<s32> targetPos(pos);
const f32 invW = 1.f / static_cast<f32>(ss.Width);
const f32 invH = 1.f / static_cast<f32>(ss.Height);
Quad2DVertices[0].Color = color;
Quad2DVertices[1].Color = color;
Quad2DVertices[2].Color = color;
Quad2DVertices[3].Color = color;
if (!FeatureAvailable[IRR_ARB_vertex_array_bgra] && !FeatureAvailable[IRR_EXT_vertex_array_bgra])
getColorBuffer(Quad2DVertices, 4, EVT_STANDARD);
CacheHandler->setClientState(true, false, true, true);
glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(Quad2DVertices))[0].TCoords);
glVertexPointer(2, GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(Quad2DVertices))[0].Pos);
#ifdef GL_BGRA
const GLint colorSize=(FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra])?GL_BGRA:4;
#else
const GLint colorSize=4;
#endif
if (FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra])
glColorPointer(colorSize, GL_UNSIGNED_BYTE, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(Quad2DVertices))[0].Color);
else
{
_IRR_DEBUG_BREAK_IF(ColorBuffer.size()==0);
glColorPointer(colorSize, GL_UNSIGNED_BYTE, 0, &ColorBuffer[0]);
}
for (u32 i=0; i<indices.size(); ++i)
{
const s32 currentIndex = indices[i];
if (!sourceRects[currentIndex].isValid())
break;
const core::rect<f32> tcoords(
sourceRects[currentIndex].UpperLeftCorner.X * invW,
sourceRects[currentIndex].UpperLeftCorner.Y * invH,
sourceRects[currentIndex].LowerRightCorner.X * invW,
sourceRects[currentIndex].LowerRightCorner.Y * invH);
const core::rect<s32> poss(targetPos, sourceRects[currentIndex].getSize());
Quad2DVertices[0].Pos = core::vector3df((f32)poss.UpperLeftCorner.X, (f32)poss.UpperLeftCorner.Y, 0.0f);
Quad2DVertices[1].Pos = core::vector3df((f32)poss.LowerRightCorner.X, (f32)poss.UpperLeftCorner.Y, 0.0f);
Quad2DVertices[2].Pos = core::vector3df((f32)poss.LowerRightCorner.X, (f32)poss.LowerRightCorner.Y, 0.0f);
Quad2DVertices[3].Pos = core::vector3df((f32)poss.UpperLeftCorner.X, (f32)poss.LowerRightCorner.Y, 0.0f);
Quad2DVertices[0].TCoords = core::vector2df(tcoords.UpperLeftCorner.X, tcoords.UpperLeftCorner.Y);
Quad2DVertices[1].TCoords = core::vector2df(tcoords.LowerRightCorner.X, tcoords.UpperLeftCorner.Y);
Quad2DVertices[2].TCoords = core::vector2df(tcoords.LowerRightCorner.X, tcoords.LowerRightCorner.Y);
Quad2DVertices[3].TCoords = core::vector2df(tcoords.UpperLeftCorner.X, tcoords.LowerRightCorner.Y);
glDrawElements(GL_TRIANGLE_FAN, 4, GL_UNSIGNED_SHORT, Quad2DIndices);
targetPos.X += sourceRects[currentIndex].getWidth();
}
if (clipRect)
glDisable(GL_SCISSOR_TEST);
}
//! draw a 2d rectangle
void COpenGLDriver::draw2DRectangle(SColor color, const core::rect<s32>& position,
const core::rect<s32>* clip)
@ -1790,9 +1693,6 @@ void COpenGLDriver::draw2DRectangle(const core::rect<s32>& position,
void COpenGLDriver::draw2DLine(const core::position2d<s32>& start,
const core::position2d<s32>& end, SColor color)
{
if (start==end)
drawPixel(start.X, start.Y, color);
else
{
disableTextures();
setRenderStates2DMode(color.getAlpha() < 255, false, false);
@ -1832,42 +1732,6 @@ void COpenGLDriver::draw2DLine(const core::position2d<s32>& start,
}
}
//! Draws a pixel
void COpenGLDriver::drawPixel(u32 x, u32 y, const SColor &color)
{
const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
if (x > (u32)renderTargetSize.Width || y > (u32)renderTargetSize.Height)
return;
disableTextures();
setRenderStates2DMode(color.getAlpha() < 255, false, false);
Quad2DVertices[0].Color = color;
Quad2DVertices[0].Pos = core::vector3df((f32)x, (f32)y, 0.0f);
if (!FeatureAvailable[IRR_ARB_vertex_array_bgra] && !FeatureAvailable[IRR_EXT_vertex_array_bgra])
getColorBuffer(Quad2DVertices, 1, EVT_STANDARD);
CacheHandler->setClientState(true, false, true, false);
glVertexPointer(2, GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(Quad2DVertices))[0].Pos);
#ifdef GL_BGRA
const GLint colorSize=(FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra])?GL_BGRA:4;
#else
const GLint colorSize=4;
#endif
if (FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra])
glColorPointer(colorSize, GL_UNSIGNED_BYTE, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(Quad2DVertices))[0].Color);
else
{
_IRR_DEBUG_BREAK_IF(ColorBuffer.size()==0);
glColorPointer(colorSize, GL_UNSIGNED_BYTE, 0, &ColorBuffer[0]);
}
glDrawArrays(GL_POINTS, 0, 1);
}
//! disables all textures beginning with the optional fromStage parameter. Otherwise all texture stages are disabled.
//! Returns whether disabling was successful or not.
@ -2957,234 +2821,6 @@ void COpenGLDriver::setViewPortRaw(u32 width, u32 height)
}
//! 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. Next use IVideoDriver::drawStencilShadow() to visualize the shadow.
void COpenGLDriver::drawStencilShadowVolume(const core::array<core::vector3df>& triangles, bool zfail, u32 debugDataVisible)
{
const u32 count=triangles.size();
if (!StencilBuffer || !count)
return;
// unset last 3d material
if (CurrentRenderMode == ERM_3D &&
static_cast<u32>(Material.MaterialType) < MaterialRenderers.size())
{
MaterialRenderers[Material.MaterialType].Renderer->OnUnsetMaterial();
ResetRenderStates = true;
}
// store current OpenGL state
glPushAttrib(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_ENABLE_BIT |
GL_POLYGON_BIT | GL_STENCIL_BUFFER_BIT);
glDisable(GL_LIGHTING);
glDisable(GL_FOG);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glDepthMask(GL_FALSE);
if (debugDataVisible & scene::EDS_MESH_WIRE_OVERLAY)
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
if (!(debugDataVisible & (scene::EDS_SKELETON|scene::EDS_MESH_WIRE_OVERLAY)))
{
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); // no color buffer drawing
glEnable(GL_STENCIL_TEST);
}
CacheHandler->setClientState(true, false, false, false);
glVertexPointer(3,GL_FLOAT,sizeof(core::vector3df),triangles.const_pointer());
glStencilMask(~0);
glStencilFunc(GL_ALWAYS, 0, ~0);
GLenum incr = GL_INCR;
GLenum decr = GL_DECR;
#ifdef GL_EXT_stencil_wrap
if (FeatureAvailable[IRR_EXT_stencil_wrap])
{
incr = GL_INCR_WRAP_EXT;
decr = GL_DECR_WRAP_EXT;
}
#endif
#ifdef GL_NV_depth_clamp
if (FeatureAvailable[IRR_NV_depth_clamp])
glEnable(GL_DEPTH_CLAMP_NV);
#elif defined(GL_ARB_depth_clamp)
if (FeatureAvailable[IRR_ARB_depth_clamp])
{
glEnable(GL_DEPTH_CLAMP);
}
#endif
// The first parts are not correctly working, yet.
#if 0
#ifdef GL_EXT_stencil_two_side
if (FeatureAvailable[IRR_EXT_stencil_two_side])
{
glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
glDisable(GL_CULL_FACE);
if (zfail)
{
extGlActiveStencilFace(GL_BACK);
glStencilOp(GL_KEEP, incr, GL_KEEP);
glStencilMask(~0);
glStencilFunc(GL_ALWAYS, 0, ~0);
extGlActiveStencilFace(GL_FRONT);
glStencilOp(GL_KEEP, decr, GL_KEEP);
}
else // zpass
{
extGlActiveStencilFace(GL_BACK);
glStencilOp(GL_KEEP, GL_KEEP, decr);
glStencilMask(~0);
glStencilFunc(GL_ALWAYS, 0, ~0);
extGlActiveStencilFace(GL_FRONT);
glStencilOp(GL_KEEP, GL_KEEP, incr);
}
glStencilMask(~0);
glStencilFunc(GL_ALWAYS, 0, ~0);
glDrawArrays(GL_TRIANGLES,0,count);
glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
}
else
#endif
if (FeatureAvailable[IRR_ATI_separate_stencil])
{
glDisable(GL_CULL_FACE);
if (zfail)
{
extGlStencilOpSeparate(GL_BACK, GL_KEEP, incr, GL_KEEP);
extGlStencilOpSeparate(GL_FRONT, GL_KEEP, decr, GL_KEEP);
}
else // zpass
{
extGlStencilOpSeparate(GL_BACK, GL_KEEP, GL_KEEP, decr);
extGlStencilOpSeparate(GL_FRONT, GL_KEEP, GL_KEEP, incr);
}
extGlStencilFuncSeparate(GL_ALWAYS, GL_ALWAYS, 0, ~0);
glStencilMask(~0);
glDrawArrays(GL_TRIANGLES,0,count);
}
else
#endif
{
glEnable(GL_CULL_FACE);
if (zfail)
{
glCullFace(GL_FRONT);
glStencilOp(GL_KEEP, incr, GL_KEEP);
glDrawArrays(GL_TRIANGLES,0,count);
glCullFace(GL_BACK);
glStencilOp(GL_KEEP, decr, GL_KEEP);
glDrawArrays(GL_TRIANGLES,0,count);
}
else // zpass
{
glCullFace(GL_BACK);
glStencilOp(GL_KEEP, GL_KEEP, incr);
glDrawArrays(GL_TRIANGLES,0,count);
glCullFace(GL_FRONT);
glStencilOp(GL_KEEP, GL_KEEP, decr);
glDrawArrays(GL_TRIANGLES,0,count);
}
}
#ifdef GL_NV_depth_clamp
if (FeatureAvailable[IRR_NV_depth_clamp])
glDisable(GL_DEPTH_CLAMP_NV);
#elif defined(GL_ARB_depth_clamp)
if (FeatureAvailable[IRR_ARB_depth_clamp])
{
glDisable(GL_DEPTH_CLAMP);
}
#endif
glDisable(GL_POLYGON_OFFSET_FILL);
glPopAttrib();
}
//! 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.
void COpenGLDriver::drawStencilShadow(bool clearStencilBuffer, video::SColor leftUpEdge,
video::SColor rightUpEdge, video::SColor leftDownEdge, video::SColor rightDownEdge)
{
if (!StencilBuffer)
return;
disableTextures();
// store attributes
glPushAttrib(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_ENABLE_BIT | GL_POLYGON_BIT | GL_STENCIL_BUFFER_BIT | GL_LIGHTING_BIT);
glDisable(GL_LIGHTING);
glDisable(GL_FOG);
glDepthMask(GL_FALSE);
glShadeModel(GL_FLAT);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_STENCIL_TEST);
glStencilFunc(GL_NOTEQUAL, 0, ~0);
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
// draw a shadow rectangle covering the entire screen using stencil buffer
CacheHandler->setMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
CacheHandler->setMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
Quad2DVertices[0].Color = leftDownEdge;
Quad2DVertices[1].Color = leftUpEdge;
Quad2DVertices[2].Color = rightUpEdge;
Quad2DVertices[3].Color = rightDownEdge;
Quad2DVertices[0].Pos = core::vector3df(-1.0f, -1.0f, -0.9f);
Quad2DVertices[1].Pos = core::vector3df(-1.0f, 1.0f, -0.9f);
Quad2DVertices[2].Pos = core::vector3df(1.0f, 1.0f, -0.9f);
Quad2DVertices[3].Pos = core::vector3df(1.0f, -1.0f, -0.9f);
if (!FeatureAvailable[IRR_ARB_vertex_array_bgra] && !FeatureAvailable[IRR_EXT_vertex_array_bgra])
getColorBuffer(Quad2DVertices, 4, EVT_STANDARD);
CacheHandler->setClientState(true, false, true, false);
glVertexPointer(3, GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(Quad2DVertices))[0].Pos);
#ifdef GL_BGRA
const GLint colorSize=(FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra])?GL_BGRA:4;
#else
const GLint colorSize=4;
#endif
if (FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra])
glColorPointer(colorSize, GL_UNSIGNED_BYTE, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(Quad2DVertices))[0].Color);
else
{
_IRR_DEBUG_BREAK_IF(ColorBuffer.size()==0);
glColorPointer(colorSize, GL_UNSIGNED_BYTE, 0, &ColorBuffer[0]);
}
glDrawElements(GL_TRIANGLE_FAN, 4, GL_UNSIGNED_SHORT, Quad2DIndices);
if (clearStencilBuffer)
glClear(GL_STENCIL_BUFFER_BIT);
// restore settings
glPopMatrix();
CacheHandler->setMatrixMode(GL_MODELVIEW);
glPopMatrix();
glPopAttrib();
}
//! Sets the fog mode.
void COpenGLDriver::setFog(SColor c, E_FOG_TYPE fogType, f32 start,
f32 end, f32 density, bool pixelFog, bool rangeFog)

@ -153,31 +153,6 @@ namespace video
SColor color,
bool useAlphaChannelOfTexture) override;
//! draws a set of 2d images, using a color and the alpha
/** channel of the texture if desired. The images are drawn
beginning at pos and concatenated in one line. All drawings
are clipped against clipRect (if != 0).
The subtextures are defined by the array of sourceRects
and are chosen by the indices given.
\param texture: Texture to be drawn.
\param pos: Upper left 2d destination position where the image will be drawn.
\param sourceRects: Source rectangles of the image.
\param indices: List of indices which choose the actual rectangle used each time.
\param clipRect: Pointer to rectangle on the screen where the image is clipped to.
This pointer can be 0. Then the image is not clipped.
\param color: Color with which the image is colored.
Note that the alpha component is used: If alpha is other than 255, the image will be transparent.
\param useAlphaChannelOfTexture: If true, the alpha channel of the texture is
used to draw the image. */
virtual void draw2DImageBatch(const video::ITexture* texture,
const core::position2d<s32>& pos,
const core::array<core::rect<s32> >& sourceRects,
const core::array<s32>& indices,
s32 kerningWidth=0,
const core::rect<s32>* clipRect=0,
SColor color=SColor(255,255,255,255),
bool useAlphaChannelOfTexture=false) override;
//! draw an 2d rectangle
virtual void draw2DRectangle(SColor color, const core::rect<s32>& pos,
const core::rect<s32>* clip = 0) override;
@ -192,9 +167,6 @@ namespace video
const core::position2d<s32>& end,
SColor color=SColor(255,255,255,255)) override;
//! Draws a single pixel
void drawPixel(u32 x, u32 y, const SColor & color) override;
//! Draws a 3d box
void draw3DBox( const core::aabbox3d<f32>& box, SColor color = SColor(255,255,255,255 ) ) override;
@ -212,20 +184,6 @@ namespace video
//! \param color: New color of the ambient light.
void setAmbientLight(const SColorf& color) 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.
void drawStencilShadowVolume(const core::array<core::vector3df>& triangles, bool zfail, u32 debugDataVisible=0) 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)) override;
//! sets a viewport
void setViewPort(const core::rect<s32>& area) override;

@ -8,18 +8,9 @@
#include "SColor.h"
#include "vector3d.h"
#include "vector2d.h"
#include "line2d.h"
#include "line3d.h"
#include "triangle3d.h"
#include "position2d.h"
#include "rect.h"
#include "dimension2d.h"
#include "matrix4.h"
#include "quaternion.h"
#include "plane3d.h"
#include "triangle3d.h"
#include "line2d.h"
#include "line3d.h"
#include "irrString.h"
#include "irrArray.h"
#include "EAttributes.h"

@ -1068,9 +1068,6 @@ COpenGL3DriverBase::~COpenGL3DriverBase()
void COpenGL3DriverBase::draw2DLine(const core::position2d<s32>& start,
const core::position2d<s32>& end, SColor color)
{
if (start==end)
drawPixel(start.X, start.Y, color);
else
{
chooseMaterial2D();
setMaterialTexture(0, 0);
@ -1092,28 +1089,6 @@ COpenGL3DriverBase::~COpenGL3DriverBase()
}
}
//! Draws a pixel
void COpenGL3DriverBase::drawPixel(u32 x, u32 y, const SColor &color)
{
const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
if (x > (u32)renderTargetSize.Width || y > (u32)renderTargetSize.Height)
return;
chooseMaterial2D();
setMaterialTexture(0, 0);
setRenderStates2DMode(color.getAlpha() < 255, false, false);
f32 X = (f32)x / (f32)renderTargetSize.Width * 2.f - 1.f;
f32 Y = 2.f - (f32)y / (f32)renderTargetSize.Height * 2.f - 1.f;
S3DVertex vertices[1];
vertices[0] = S3DVertex(X, Y, 0, 0, 0, 1, color, 0, 0);
drawArrays(GL_POINTS, vtPrimitive, vertices, 1);
}
void COpenGL3DriverBase::drawQuad(const VertexType &vertexType, const S3DVertex (&vertices)[4])
{
drawArrays(GL_TRIANGLE_FAN, vertexType, vertices, 4);

@ -124,17 +124,11 @@ namespace video
const core::position2d<s32>& end,
SColor color = SColor(255, 255, 255, 255)) override;
//! Draws a single pixel
void drawPixel(u32 x, u32 y, const SColor & color) override;
//! Draws a 3d line.
virtual void draw3DLine(const core::vector3df& start,
const core::vector3df& end,
SColor color = SColor(255, 255, 255, 255)) override;
//! Draws a pixel
// virtual void drawPixel(u32 x, u32 y, const SColor & color);
//! Returns the name of the video driver.
const char* getName() const override;