mirror of
https://github.com/minetest/irrlicht.git
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21e2569e5b
removed CTRGouraudAlpha2.cpp added CTRParallaxMap.cpp git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6371 dfc29bdd-3216-0410-991c-e03cc46cb475
484 lines
19 KiB
C++
484 lines
19 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 IRR_C_VIDEO_2_SOFTWARE_H_INCLUDED
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#define IRR_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, public IMaterialRendererServices
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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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//! Run occlusion query. Draws mesh stored in query.
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/** If the mesh shall not be rendered visible, use
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overrideMaterial to disable the color and depth buffer. */
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virtual void runOcclusionQuery(scene::ISceneNode* node, bool visible = false) IRR_OVERRIDE;
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//! Update occlusion query. Retrieves results from GPU.
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/** If the query shall not block, set the flag to false.
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Update might not occur in this case, though */
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virtual void updateOcclusionQuery(scene::ISceneNode* node, bool block = true) IRR_OVERRIDE;
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//! Return query result.
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/** Return value is the number of visible pixels/fragments.
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The value is a safe approximation, i.e. can be larger then the
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actual value of pixels. */
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virtual u32 getOcclusionQueryResult(scene::ISceneNode* node) const 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,
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f32 clearDepth, u8 clearStencil) 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 void setScissor(int x, int y, int width, int height);
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virtual bool beginScene(u16 clearFlag, SColor clearColor, f32 clearDepth, u8 clearStencil,
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const SExposedVideoData& videoData, core::rect<s32>* sourceRect) IRR_OVERRIDE;
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#if defined(PATCH_SUPERTUX_8_0_1_with_1_9_0)
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virtual bool beginScene(bool backBuffer, bool zBuffer, SColor color,
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const SExposedVideoData& videoData, core::rect<s32>* sourceRect)
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{
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u16 flag = 0;
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if (backBuffer) flag |= ECBF_COLOR;
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if (zBuffer) flag |= ECBF_DEPTH;
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return beginScene(flag, color, 1.f, 0, videoData, sourceRect);
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}
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virtual bool setRenderTarget(video::ITexture* texture, bool clearBackBuffer, bool clearZBuffer, SColor color);
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#endif
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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 a vertex primitive list in 2d
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virtual void draw2DVertexPrimitiveList(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
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//virtual void draw2DImage(const video::ITexture* texture, const core::position2d<s32>& destPos, bool useAlphaChannelOfTexture) IRR_OVERRIDE;
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/* NullDriver calls
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draw2DImage(texture, destPos,
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core::rect<s32>(core::position2d<s32>(0, 0), core::dimension2di(texture->getOriginalSize())),
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0,
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SColor(255, 255, 255, 255),
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useAlphaChannelOfTexture
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*/
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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_start) 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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/* NullDriver calls
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draw2DRectangle(pos, color, color, color, color, clip);
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*/
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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
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#if defined(PATCH_SUPERTUX_8_0_1_with_1_9_0)
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, const bool useStencil = false
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#endif
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) IRR_OVERRIDE;
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virtual void clearBuffers(u16 flag, SColor color, f32 depth, u8 stencil) 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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//! Enable the 2d override material
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virtual void enableMaterial2D(bool enable = true) 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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#if !defined(PATCH_SUPERTUX_8_0_1_with_1_9_0)
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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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#endif
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IDepthBuffer * getDepthBuffer () { return DepthBuffer; }
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IStencilBuffer * getStencilBuffer () { return StencilBuffer; }
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//! Adds a new material renderer to the VideoDriver, using pixel and/or
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//! vertex shaders to render geometry.
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virtual s32 addShaderMaterial(const c8* vertexShaderProgram,
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const c8* pixelShaderProgram,
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IShaderConstantSetCallBack* callback,
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E_MATERIAL_TYPE baseMaterial,
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s32 userData) IRR_OVERRIDE;
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//! Adds a new material renderer to the VideoDriver, based on a high level shading
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//! language. Currently only HLSL in D3D9 is supported.
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virtual s32 addHighLevelShaderMaterial(
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const c8* vertexShaderProgram,
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const c8* vertexShaderEntryPointName = 0,
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E_VERTEX_SHADER_TYPE vsCompileTarget = EVST_VS_1_1,
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const c8* pixelShaderProgram = 0,
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const c8* pixelShaderEntryPointName = 0,
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E_PIXEL_SHADER_TYPE psCompileTarget = EPST_PS_1_1,
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const c8* geometryShaderProgram = 0,
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const c8* geometryShaderEntryPointName = "main",
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E_GEOMETRY_SHADER_TYPE gsCompileTarget = EGST_GS_4_0,
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scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES,
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scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP,
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u32 verticesOut = 0,
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IShaderConstantSetCallBack* callback = 0,
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E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
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s32 userData = 0
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#if defined(PATCH_SUPERTUX_8_0_1_with_1_9_0)
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, E_GPU_SHADING_LANGUAGE shadingLang = EGSL_DEFAULT
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#endif
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) IRR_OVERRIDE;
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//IMaterialRendererService
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virtual void setBasicRenderStates(const SMaterial& material,
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const SMaterial& lastMaterial,
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bool resetAllRenderstates) IRR_OVERRIDE;
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//pass BaseMaterialID
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void setFallback_Material(E_MATERIAL_TYPE fallback_MaterialType
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, eBurningVertexShader vertexShader);
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//! Return an index constant for the vertex shader based on a name.
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virtual s32 getVertexShaderConstantID(const c8* name) IRR_OVERRIDE;
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virtual bool setVertexShaderConstant(s32 index, const f32* floats, int count) IRR_OVERRIDE;
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virtual bool setVertexShaderConstant(s32 index, const s32* ints, int count) IRR_OVERRIDE;
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virtual bool setVertexShaderConstant(s32 index, const u32* ints, int count) IRR_OVERRIDE;
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virtual void setVertexShaderConstant(const f32* data, s32 startRegister, s32 constantAmount) IRR_OVERRIDE;
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//! Return an index constant for the pixel shader based on a name.
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virtual s32 getPixelShaderConstantID(const c8* name) IRR_OVERRIDE;
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virtual bool setPixelShaderConstant(s32 index, const f32* floats, int count) IRR_OVERRIDE;
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virtual bool setPixelShaderConstant(s32 index, const s32* ints, int count) IRR_OVERRIDE;
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virtual bool setPixelShaderConstant(s32 index, const u32* ints, int count) IRR_OVERRIDE;
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virtual void setPixelShaderConstant(const f32* data, s32 startRegister, s32 constantAmount) IRR_OVERRIDE;
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#if defined(PATCH_SUPERTUX_8_0_1_with_1_9_0)
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virtual bool setVertexShaderConstant(const c8* name, const f32* floats, int count)
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{
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return setVertexShaderConstant(getVertexShaderConstantID(name), floats, count);
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}
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virtual bool setVertexShaderConstant(const c8* name, const bool* bools, int count)
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{
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return setVertexShaderConstant(getVertexShaderConstantID(name), (const s32*)bools, count);
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}
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virtual bool setVertexShaderConstant(const c8* name, const s32* ints, int count)
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{
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return setVertexShaderConstant(getVertexShaderConstantID(name), ints, count);
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}
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virtual bool setPixelShaderConstant(const c8* name, const f32* floats, int count)
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{
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return setPixelShaderConstant(getPixelShaderConstantID(name), floats, count);
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}
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virtual bool setPixelShaderConstant(const c8* name, const bool* bools, int count)
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{
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return setPixelShaderConstant(getPixelShaderConstantID(name), (const s32*)bools, count);
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}
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virtual bool setPixelShaderConstant(const c8* name, const s32* ints, int count)
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{
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return setPixelShaderConstant(getPixelShaderConstantID(name), ints, count);
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}
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#endif
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//! Get pointer to the IVideoDriver interface
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/** \return Pointer to the IVideoDriver interface */
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virtual IVideoDriver* getVideoDriver() IRR_OVERRIDE;
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protected:
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void saveBuffer();
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//! sets a render target
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void setRenderTargetImage2(video::IImage* color, video::IImage* depth=0, video::IImage* stencil=0);
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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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sVec4 RatioRenderTargetScreen; // Smaller Render Target
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IBurningShader* CurrentShader;
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IBurningShader* BurningShader[ETR2_COUNT];
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PushShaderData PushShader;
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void pushShader(scene::E_PRIMITIVE_TYPE pType, int testCurrent);
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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_MODEL_VIEW_PROJ,
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ETS_MODEL_VIEW,
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ETS_NORMAL, //3x3 ModelView Transposed Inverse
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ETS_MODEL_INVERSE, //normal,parallax
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ETS_COUNT_BURNING = 16
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};
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// align manually to 16 byte start address
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//u8 _pack_0[8];
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enum E_TRANSFORMATION_FLAG
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{
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ETF_VALID = 1,
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ETF_IDENTITY = 2,
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ETF_TEXGEN_MATRIX = 4, // or !ETF_IDENTITY
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ETF_TEXGEN_CAMERA_SPHERE = 8,
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ETF_TEXGEN_CAMERA_REFLECTION = 16,
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ETF_TEXGEN_MASK = ETF_TEXGEN_CAMERA_SPHERE | ETF_TEXGEN_CAMERA_REFLECTION | ETF_TEXGEN_MATRIX
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};
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enum E_TRANSFORMATION_STACK
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{
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ETF_STACK_3D = 0,
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ETF_STACK_2D = 1,
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};
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size_t TransformationStack; // 0 .. 3D , 1 .. 2D, 2.. Geometric Clipper
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core::matrix4 ALIGN(16) Transformation[2][ETS_COUNT_BURNING];
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size_t TransformationFlag[2][ETS_COUNT_BURNING]; // E_TRANSFORMATION_FLAG
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void setRenderStates2DMode(const video::SColor& color,const video::ITexture* texture,bool useAlphaChannelOfTexture);
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void setRenderStates3DMode();
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//ETS_CLIPSCALE, // moved outside to stay at 16 matrices
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f32 Transformation_ETS_CLIPSCALE[2][4];
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void transform_calc(E_TRANSFORMATION_STATE_BURNING_VIDEO state);
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//core::recti ViewPort;
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AbsRectangle Scissor;
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// Vertex Cache
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SVertexShader VertexShader;
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int 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 (s4DVertexPair* face[4] );
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void VertexCache_map_source_format();
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//s4DVertexPair* VertexCache_getVertex ( const u32 sourceIndex ) const;
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// culling & clipping
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//size_t inline clipToHyperPlane (s4DVertexPair* burning_restrict dest, const s4DVertexPair* burning_restrict source, const size_t inCount, const sVec4 &plane );
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//size_t inline clipToFrustumTest ( const s4DVertex * v ) const;
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public:
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void VertexCache_fill(const u32 sourceIndex, const u32 destIndex);
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u32 clipToFrustum( const u32 vIn /*, const size_t clipmask_for_face*/ );
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protected:
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// holds transformed, clipped vertices for a triangle. triangle expands on clipping
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// Buffer is in in pairs of 4DVertex (0 ... ndc, 1 .. dc and projected)
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SAligned4DVertex Clipper;
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SAligned4DVertex Clipper_disjoint; // __restrict helper
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#ifdef SOFTWARE_DRIVER_2_LIGHTING
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void lightVertex_eye ( s4DVertex *dest, const u32 vertexargb );
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#endif
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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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//void ndc_2_dc_and_project (s4DVertexPair* dest,const s4DVertexPair* source, const size_t vIn ) const;
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//const is misleading. **v is const that true, but not *v..
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//f32 screenarea_inside (const s4DVertexPair* burning_restrict const face[] ) const;
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//s32 lodFactor_inside ( const s4DVertexPair* burning_restrict const face[], const size_t tex, const f32 dc_area, const f32 lod_bias ) const;
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//void select_polygon_mipmap_inside (s4DVertexPair* burning_restrict face[], const size_t tex, const CSoftwareTexture2_Bound& b ) const;
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//void getCameraPosWorldSpace();
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void assignHardwareLight(SBurningShaderLight& l, const SLight& dl);
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SBurningShaderEyeSpace EyeSpace;
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SBurningShaderMaterial Material;
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//static const sVec4 NDCPlane[6+2];
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//! Built-in 2D quad for 2D rendering.
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S3DVertex Quad2DVertices[4];
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interlaced_control Interlaced;
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f32 TexBias[2];
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public:
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const interlaced_control& getInterlace() { return Interlaced; }
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protected:
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u32 samples_passed;
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#if defined(PATCH_SUPERTUX_8_0_1_with_1_9_0)
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core::array<IRenderTarget*> RenderTargets;
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|
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inline bool getWriteZBuffer(const SMaterial& material) const
|
|
{
|
|
return material.ZWriteEnable && (AllowZWriteOnTransparent || !material.isTransparent());
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}
|
|
virtual video::ITexture* createDeviceDependentTexture(IImage* surface, const io::path& name, void* mipmapData = 0)
|
|
{
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|
return createDeviceDependentTexture(name, surface);
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}
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#endif
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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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