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59fc4401f1
The commit also establishes a precedent of leaving off the `virtual` keyword in overrides. Although not strictly necessary, I believe this is good for readability because it makes it clear it is an override and not a pure virtual function, and it helps keep line lengths shorter. We should move towards eliminating the macro altogether, but the definition has been left in with a note on deprecation so that in-progress work will not suffer merge conflicts.
147 lines
5.6 KiB
C++
147 lines
5.6 KiB
C++
// Copyright (C) 2017 Michael Zeilfelder
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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 __C_WEBGL1_DRIVER_H_INCLUDED__
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#define __C_WEBGL1_DRIVER_H_INCLUDED__
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#include "IrrCompileConfig.h"
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#include "SIrrCreationParameters.h"
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#ifdef _IRR_COMPILE_WITH_WEBGL1_
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#include "COGLES2Driver.h"
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#include "CWebGLExtensionHandler.h"
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#include "CMeshBuffer.h"
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#include "EHardwareBufferFlags.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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//! WebGL friendly subset of OGL ES 2.0.
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//! Written for use with emscripten
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class CWebGL1Driver : public COGLES2Driver
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{
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friend class COpenGLCoreTexture<CWebGL1Driver>;
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friend IVideoDriver* createWebGL1Driver(const SIrrlichtCreationParameters& params, io::IFileSystem* io, IContextManager* contextManager);
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protected:
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//! constructor
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CWebGL1Driver(const SIrrlichtCreationParameters& params, io::IFileSystem* io, IContextManager* contextManager);
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public:
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//! destructor
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virtual ~CWebGL1Driver();
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//! Returns type of video driver
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E_DRIVER_TYPE getDriverType() const override;
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//! Is VBO recommended on this mesh?
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bool isHardwareBufferRecommend(const scene::IMeshBuffer* mb) override
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{
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// All buffers must be bound, WebGL doesn't allow sending unbound buffers at all.
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return true;
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}
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//! draws a vertex primitive list
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virtual void drawVertexPrimitiveList(const void* vertices, u32 vertexCount,
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const void* indexList, u32 primitiveCount,
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E_VERTEX_TYPE vType, scene::E_PRIMITIVE_TYPE pType, E_INDEX_TYPE iType) override;
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//! Draws a mesh buffer
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void drawMeshBuffer(const scene::IMeshBuffer* mb) override;
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virtual void draw2DImage(const video::ITexture* texture,
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const core::position2d<s32>& destPos,
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const core::rect<s32>& sourceRect, const core::rect<s32>* clipRect = 0,
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SColor color = SColor(255, 255, 255, 255), bool useAlphaChannelOfTexture = false) override;
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virtual void draw2DImage(const video::ITexture* texture, const core::rect<s32>& destRect,
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const core::rect<s32>& sourceRect, const core::rect<s32>* clipRect = 0,
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const video::SColor* const colors = 0, bool useAlphaChannelOfTexture = false) override;
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// internally used
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void draw2DImage(const video::ITexture* texture, u32 layer, bool flip) override;
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//! draws a set of 2d images
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virtual void draw2DImageBatch(const video::ITexture* texture,
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const core::position2d<s32>& pos,
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const core::array<core::rect<s32> >& sourceRects,
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const core::array<s32>& indices, s32 kerningWidth = 0,
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const core::rect<s32>* clipRect = 0,
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SColor color = SColor(255, 255, 255, 255),
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bool useAlphaChannelOfTexture = false) override;
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void draw2DImageBatch(const video::ITexture* texture,
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const core::array<core::position2d<s32> >& positions,
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const core::array<core::rect<s32> >& sourceRects,
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const core::rect<s32>* clipRect,
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SColor color,
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bool useAlphaChannelOfTexture) override;
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//! draw an 2d rectangle
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virtual void draw2DRectangle(SColor color, const core::rect<s32>& pos,
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const core::rect<s32>* clip = 0) override;
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//!Draws an 2d rectangle with a gradient.
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virtual void draw2DRectangle(const core::rect<s32>& pos,
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SColor colorLeftUp, SColor colorRightUp, SColor colorLeftDown, SColor colorRightDown,
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const core::rect<s32>* clip = 0) override;
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//! Draws a 2d line.
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virtual void draw2DLine(const core::position2d<s32>& start,
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const core::position2d<s32>& end,
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SColor color = SColor(255, 255, 255, 255)) override;
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//! Draws a single pixel
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void drawPixel(u32 x, u32 y, const SColor & color) override;
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//! Draws a 3d line.
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virtual void draw3DLine(const core::vector3df& start,
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const core::vector3df& end,
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SColor color = SColor(255, 255, 255, 255)) override;
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//! Draws a shadow volume into the stencil buffer.
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void drawStencilShadowVolume(const core::array<core::vector3df>& triangles, bool zfail, u32 debugDataVisible=0) override;
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//! Fills the stencil shadow with color.
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virtual void drawStencilShadow(bool clearStencilBuffer=false,
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video::SColor leftUpEdge = video::SColor(0,0,0,0),
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video::SColor rightUpEdge = video::SColor(0,0,0,0),
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video::SColor leftDownEdge = video::SColor(0,0,0,0),
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video::SColor rightDownEdge = video::SColor(0,0,0,0)) override;
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//! Get ZBuffer bits.
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GLenum getZBufferBits() const override;
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virtual bool getColorFormatParameters(ECOLOR_FORMAT format, GLint& internalFormat, GLenum& pixelFormat,
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GLenum& pixelType, void(**converter)(const void*, s32, void*)) const override;
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protected:
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// create a meshbuffer which has as many vertices as indices
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scene::SMeshBuffer* createSimpleMeshBuffer(irr::u32 numVertices, scene::E_PRIMITIVE_TYPE primitiveType, scene::E_HARDWARE_MAPPING vertexMappingHint=scene::EHM_STREAM, scene::E_HARDWARE_MAPPING indexMappingHint=scene::EHM_STATIC) const;
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bool genericDriverInit(const core::dimension2d<u32>& screenSize, bool stencilBuffer) override;
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void initWebGLExtensions();
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private:
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// CWebGL1Driver is derived from COGLES2Driver so it already got an extension handler from that.
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// But we shouldn't use other extensions most of the time as there are minor differences.
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CWebGLExtensionHandler WebGLExtensions;
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// Because we can't have unbound buffers in webgl we give drawing functions bound buffers to use
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scene::SMeshBuffer* MBTriangleFanSize4;
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scene::SMeshBuffer* MBLinesSize2;
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scene::SMeshBuffer* MBPointsSize1;
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};
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} // end namespace video
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} // end namespace irr
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#endif // _IRR_COMPILE_WITH_WEBGL1_
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#endif // __C_WEBGL1_DRIVER_H_INCLUDED__
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