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473ab1ea58
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
293 lines
11 KiB
C++
293 lines
11 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 __C_VIDEO_2_SOFTWARE_H_INCLUDED__
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#define __C_VIDEO_2_SOFTWARE_H_INCLUDED__
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#include "SoftwareDriver2_compile_config.h"
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#include "IBurningShader.h"
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#include "CNullDriver.h"
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#include "CImage.h"
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#include "os.h"
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#include "irrString.h"
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#include "SIrrCreationParameters.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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class CBurningVideoDriver : public CNullDriver
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{
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public:
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//! constructor
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CBurningVideoDriver(const irr::SIrrlichtCreationParameters& params, io::IFileSystem* io, video::IImagePresenter* presenter);
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//! destructor
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virtual ~CBurningVideoDriver();
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//! queries the features of the driver, returns true if feature is available
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virtual bool queryFeature(E_VIDEO_DRIVER_FEATURE feature) const _IRR_OVERRIDE_;
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//! Create render target.
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virtual IRenderTarget* addRenderTarget() _IRR_OVERRIDE_;
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//! sets transformation
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virtual void setTransform(E_TRANSFORMATION_STATE state, const core::matrix4& mat) _IRR_OVERRIDE_;
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//! sets a material
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virtual void setMaterial(const SMaterial& material) _IRR_OVERRIDE_;
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virtual bool setRenderTargetEx(IRenderTarget* target, u16 clearFlag, SColor clearColor = SColor(255,0,0,0),
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f32 clearDepth = 1.f, u8 clearStencil = 0) _IRR_OVERRIDE_;
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//! sets a viewport
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virtual void setViewPort(const core::rect<s32>& area) _IRR_OVERRIDE_;
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virtual bool beginScene(u16 clearFlag, SColor clearColor = SColor(255,0,0,0), f32 clearDepth = 1.f, u8 clearStencil = 0,
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const SExposedVideoData& videoData = SExposedVideoData(), core::rect<s32>* sourceRect = 0) _IRR_OVERRIDE_;
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virtual bool endScene() _IRR_OVERRIDE_;
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//! Only used by the internal engine. Used to notify the driver that
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//! the window was resized.
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virtual void OnResize(const core::dimension2d<u32>& size) _IRR_OVERRIDE_;
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//! returns size of the current render target
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virtual const core::dimension2d<u32>& getCurrentRenderTargetSize() const _IRR_OVERRIDE_;
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//! deletes all dynamic lights there are
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virtual void deleteAllDynamicLights() _IRR_OVERRIDE_;
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//! adds a dynamic light, returning an index to the light
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//! \param light: the light data to use to create the light
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//! \return An index to the light, or -1 if an error occurs
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virtual s32 addDynamicLight(const SLight& light) _IRR_OVERRIDE_;
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//! Turns a dynamic light on or off
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//! \param lightIndex: the index returned by addDynamicLight
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//! \param turnOn: true to turn the light on, false to turn it off
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virtual void turnLightOn(s32 lightIndex, bool turnOn) _IRR_OVERRIDE_;
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//! returns the maximal amount of dynamic lights the device can handle
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virtual u32 getMaximalDynamicLightAmount() const _IRR_OVERRIDE_;
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//! Sets the dynamic ambient light color. The default color is
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//! (0,0,0,0) which means it is dark.
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//! \param color: New color of the ambient light.
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virtual void setAmbientLight(const SColorf& color) _IRR_OVERRIDE_;
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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) _IRR_OVERRIDE_;
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//! 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.
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virtual void draw2DImage(const video::ITexture* texture, 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) _IRR_OVERRIDE_;
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//! Draws a part of the texture into the rectangle.
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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) _IRR_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, SColor color = SColor(255,255,255,255)) _IRR_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) _IRR_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) _IRR_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)) _IRR_OVERRIDE_;
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//! Draws a single pixel
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virtual void drawPixel(u32 x, u32 y, const SColor & color) _IRR_OVERRIDE_;
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//! \return Returns the name of the video driver. Example: In case of the DirectX8
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//! driver, it would return "Direct3D8.1".
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virtual const wchar_t* getName() const _IRR_OVERRIDE_;
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//! Returns type of video driver
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virtual E_DRIVER_TYPE getDriverType() const _IRR_OVERRIDE_;
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//! get color format of the current color buffer
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virtual ECOLOR_FORMAT getColorFormat() const _IRR_OVERRIDE_;
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//! Returns the transformation set by setTransform
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virtual const core::matrix4& getTransform(E_TRANSFORMATION_STATE state) const _IRR_OVERRIDE_;
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//! Creates a render target texture.
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virtual ITexture* addRenderTargetTexture(const core::dimension2d<u32>& size,
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const io::path& name, const ECOLOR_FORMAT format = ECF_UNKNOWN) _IRR_OVERRIDE_;
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virtual void clearBuffers(u16 flag, SColor color = SColor(255,0,0,0), f32 depth = 1.f, u8 stencil = 0) _IRR_OVERRIDE_;
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//! Returns an image created from the last rendered frame.
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virtual IImage* createScreenShot(video::ECOLOR_FORMAT format=video::ECF_UNKNOWN, video::E_RENDER_TARGET target=video::ERT_FRAME_BUFFER) _IRR_OVERRIDE_;
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//! Returns the maximum amount of primitives (mostly vertices) which
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//! the device is able to render with one drawIndexedTriangleList
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//! call.
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virtual u32 getMaximalPrimitiveCount() const _IRR_OVERRIDE_;
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//! Draws a shadow volume into the stencil buffer. To draw a stencil shadow, do
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//! this: First, draw all geometry. Then use this method, to draw the shadow
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//! volume. Then, use IVideoDriver::drawStencilShadow() to visualize the shadow.
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virtual void drawStencilShadowVolume(const core::array<core::vector3df>& triangles, bool zfail=true, u32 debugDataVisible=0) _IRR_OVERRIDE_;
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//! Fills the stencil shadow with color. After the shadow volume has been drawn
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//! into the stencil buffer using IVideoDriver::drawStencilShadowVolume(), use this
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//! to draw the color of the shadow.
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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)) _IRR_OVERRIDE_;
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//! Returns the graphics card vendor name.
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virtual core::stringc getVendorInfo() _IRR_OVERRIDE_;
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//! Returns the maximum texture size supported.
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virtual core::dimension2du getMaxTextureSize() const _IRR_OVERRIDE_;
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//! Check if the driver supports creating textures with the given color format
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virtual bool queryTextureFormat(ECOLOR_FORMAT format) const _IRR_OVERRIDE_;
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//! Used by some SceneNodes to check if a material should be rendered in the transparent render pass
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virtual bool needsTransparentRenderPass(const irr::video::SMaterial& material) const _IRR_OVERRIDE_;
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IDepthBuffer * getDepthBuffer () { return DepthBuffer; }
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IStencilBuffer * getStencilBuffer () { return StencilBuffer; }
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protected:
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//! sets a render target
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void setRenderTargetImage(video::CImage* image);
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//! sets the current Texture
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//bool setTexture(u32 stage, video::ITexture* texture);
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virtual ITexture* createDeviceDependentTexture(const io::path& name, IImage* image) _IRR_OVERRIDE_;
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virtual ITexture* createDeviceDependentTextureCubemap(const io::path& name, const core::array<IImage*>& image) _IRR_OVERRIDE_;
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video::CImage* BackBuffer;
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video::IImagePresenter* Presenter;
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void* WindowId;
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core::rect<s32>* SceneSourceRect;
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video::ITexture* RenderTargetTexture;
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video::IImage* RenderTargetSurface;
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core::dimension2d<u32> RenderTargetSize;
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//! selects the right triangle renderer based on the render states.
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void setCurrentShader();
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IBurningShader* CurrentShader;
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IBurningShader* BurningShader[ETR2_COUNT];
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IDepthBuffer* DepthBuffer;
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IStencilBuffer* StencilBuffer;
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/*
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extend Matrix Stack
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-> combined CameraProjection
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-> combined CameraProjectionWorld
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-> ClipScale from NDC to DC Space
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*/
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enum E_TRANSFORMATION_STATE_BURNING_VIDEO
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{
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ETS_VIEW_PROJECTION = ETS_COUNT,
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ETS_CURRENT,
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ETS_CLIPSCALE,
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ETS_VIEW_INVERSE,
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ETS_WORLD_INVERSE,
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ETS_COUNT_BURNING
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};
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enum E_TRANSFORMATION_FLAG
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{
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ETF_IDENTITY = 1,
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ETF_TEXGEN_CAMERA_NORMAL = 2,
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ETF_TEXGEN_CAMERA_REFLECTION = 4,
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};
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u32 TransformationFlag[ETS_COUNT_BURNING];
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core::matrix4 Transformation[ETS_COUNT_BURNING];
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void getCameraPosWorldSpace ();
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void getLightPosObjectSpace ();
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// Vertex Cache
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static const SVSize vSize[];
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SVertexCache VertexCache;
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void VertexCache_reset (const void* vertices, u32 vertexCount,
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const void* indices, u32 indexCount,
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E_VERTEX_TYPE vType,scene::E_PRIMITIVE_TYPE pType,
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E_INDEX_TYPE iType);
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void VertexCache_get ( const s4DVertex ** face );
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void VertexCache_getbypass ( s4DVertex ** face );
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void VertexCache_fill ( const u32 sourceIndex,const u32 destIndex );
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s4DVertex * VertexCache_getVertex ( const u32 sourceIndex );
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// culling & clipping
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u32 clipToHyperPlane ( s4DVertex * dest, const s4DVertex * source, u32 inCount, const sVec4 &plane );
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u32 clipToFrustumTest ( const s4DVertex * v ) const;
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u32 clipToFrustum ( s4DVertex *source, s4DVertex * temp, const u32 vIn );
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#ifdef SOFTWARE_DRIVER_2_LIGHTING
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void lightVertex ( s4DVertex *dest, u32 vertexargb );
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//! Sets the fog mode.
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virtual void setFog(SColor color, E_FOG_TYPE fogType, f32 start,
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f32 end, f32 density, bool pixelFog, bool rangeFog) _IRR_OVERRIDE_;
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#endif
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// holds transformed, clipped vertices
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SAlignedVertex CurrentOut;
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SAlignedVertex Temp;
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void ndc_2_dc_and_project ( s4DVertex *dest,s4DVertex *source, u32 vIn ) const;
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f32 screenarea ( const s4DVertex *v0 ) const;
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void select_polygon_mipmap ( s4DVertex *source, u32 vIn, u32 tex, const core::dimension2du& texSize ) const;
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f32 texelarea ( const s4DVertex *v0, int tex ) const;
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void ndc_2_dc_and_project2 ( const s4DVertex **v, const u32 size ) const;
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f32 screenarea2 ( const s4DVertex **v ) const;
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f32 texelarea2 ( const s4DVertex **v, int tex ) const;
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void select_polygon_mipmap2 ( s4DVertex **source, u32 tex, const core::dimension2du& texSize ) const;
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SBurningShaderLightSpace LightSpace;
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SBurningShaderMaterial Material;
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static const sVec4 NDCPlane[6];
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};
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} // end namespace video
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} // end namespace irr
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#endif
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