// Copyright (C) 2002-2011 Nikolaus Gebhardt / Thomas Alten // This file is part of the "Irrlicht Engine". // For conditions of distribution and use, see copyright notice in irrlicht.h #ifndef __I_BURNING_SHADER_H_INCLUDED__ #define __I_BURNING_SHADER_H_INCLUDED__ #include "SoftwareDriver2_compile_config.h" #include "IReferenceCounted.h" #include "irrMath.h" #include "IImage.h" #include "S2DVertex.h" #include "rect.h" #include "CDepthBuffer.h" #include "S4DVertex.h" #include "irrArray.h" #include "SLight.h" #include "SMaterial.h" #include "os.h" namespace irr { namespace video { struct SBurningShaderLight { //SLight org; bool LightIsOn; E_LIGHT_TYPE Type; f32 radius; f32 linearAttenuation; f32 constantAttenuation; f32 quadraticAttenuation; sVec4 pos; sVec3 AmbientColor; sVec3 DiffuseColor; sVec3 SpecularColor; sVec4 pos_objectspace; }; enum eLightFlags { ENABLED = 0x01, POINTLIGHT = 0x02, SPECULAR = 0x04, FOG = 0x08, NORMALIZE = 0x10, VERTEXTRANSFORM = 0x20, }; struct SBurningShaderLightSpace { void reset () { Light.set_used ( 0 ); Global_AmbientLight.set ( 0.f, 0.f, 0.f ); Flags = 0; } core::array<SBurningShaderLight> Light; sVec3 Global_AmbientLight; sVec4 FogColor; sVec4 campos; sVec4 vertex; sVec4 normal; u32 Flags; }; struct SBurningShaderMaterial { SMaterial org; sVec3 AmbientColor; sVec3 DiffuseColor; sVec3 SpecularColor; sVec3 EmissiveColor; }; enum EBurningFFShader { ETR_FLAT = 0, ETR_FLAT_WIRE, ETR_GOURAUD, ETR_GOURAUD_WIRE, ETR_TEXTURE_FLAT, ETR_TEXTURE_FLAT_WIRE, ETR_TEXTURE_GOURAUD, ETR_TEXTURE_GOURAUD_WIRE, ETR_TEXTURE_GOURAUD_NOZ, ETR_TEXTURE_GOURAUD_ADD, ETR_TEXTURE_GOURAUD_ADD_NO_Z, ETR_TEXTURE_GOURAUD_VERTEX_ALPHA, ETR_TEXTURE_GOURAUD_LIGHTMAP_M1, ETR_TEXTURE_GOURAUD_LIGHTMAP_M2, ETR_TEXTURE_GOURAUD_LIGHTMAP_M4, ETR_TEXTURE_LIGHTMAP_M4, ETR_TEXTURE_GOURAUD_DETAIL_MAP, ETR_TEXTURE_GOURAUD_LIGHTMAP_ADD, ETR_GOURAUD_ALPHA, ETR_GOURAUD_ALPHA_NOZ, ETR_TEXTURE_GOURAUD_ALPHA, ETR_TEXTURE_GOURAUD_ALPHA_NOZ, ETR_NORMAL_MAP_SOLID, ETR_STENCIL_SHADOW, ETR_TEXTURE_BLEND, ETR_REFERENCE, ETR_INVALID, ETR2_COUNT }; class CBurningVideoDriver; class IBurningShader : public virtual IReferenceCounted { public: IBurningShader(CBurningVideoDriver* driver); //! destructor virtual ~IBurningShader(); //! sets a render target virtual void setRenderTarget(video::IImage* surface, const core::rect<s32>& viewPort); //! sets the Texture virtual void setTextureParam( u32 stage, video::CSoftwareTexture2* texture, s32 lodLevel); virtual void drawTriangle ( const s4DVertex *a,const s4DVertex *b,const s4DVertex *c ) = 0; virtual void drawLine ( const s4DVertex *a,const s4DVertex *b) {}; virtual void setParam ( u32 index, f32 value) {}; virtual void setZCompareFunc ( u32 func) {}; virtual void setMaterial ( const SBurningShaderMaterial &material ) {}; protected: CBurningVideoDriver *Driver; video::CImage* RenderTarget; CDepthBuffer* DepthBuffer; CStencilBuffer * Stencil; tVideoSample ColorMask; sInternalTexture IT[ BURNING_MATERIAL_MAX_TEXTURES ]; static const tFixPointu dithermask[ 4 * 4]; }; IBurningShader* createTriangleRendererTextureGouraud2(CBurningVideoDriver* driver); IBurningShader* createTriangleRendererTextureLightMap2_M1(CBurningVideoDriver* driver); IBurningShader* createTriangleRendererTextureLightMap2_M2(CBurningVideoDriver* driver); IBurningShader* createTriangleRendererTextureLightMap2_M4(CBurningVideoDriver* driver); IBurningShader* createTriangleRendererGTextureLightMap2_M4(CBurningVideoDriver* driver); IBurningShader* createTriangleRendererTextureLightMap2_Add(CBurningVideoDriver* driver); IBurningShader* createTriangleRendererTextureDetailMap2(CBurningVideoDriver* driver); IBurningShader* createTriangleRendererTextureVertexAlpha2(CBurningVideoDriver* driver); IBurningShader* createTriangleRendererTextureGouraudWire2(CBurningVideoDriver* driver); IBurningShader* createTriangleRendererGouraud2(CBurningVideoDriver* driver); IBurningShader* createTriangleRendererGouraudAlpha2(CBurningVideoDriver* driver); IBurningShader* createTRGouraudAlphaNoZ2(CBurningVideoDriver* driver); IBurningShader* createTriangleRendererGouraudWire2(CBurningVideoDriver* driver); IBurningShader* createTriangleRendererTextureFlat2(CBurningVideoDriver* driver); IBurningShader* createTriangleRendererTextureFlatWire2(CBurningVideoDriver* driver); IBurningShader* createTRFlat2(CBurningVideoDriver* driver); IBurningShader* createTRFlatWire2(CBurningVideoDriver* driver); IBurningShader* createTRTextureGouraudNoZ2(CBurningVideoDriver* driver); IBurningShader* createTRTextureGouraudAdd2(CBurningVideoDriver* driver); IBurningShader* createTRTextureGouraudAddNoZ2(CBurningVideoDriver* driver); IBurningShader* createTRTextureGouraudAlpha(CBurningVideoDriver* driver); IBurningShader* createTRTextureGouraudAlphaNoZ(CBurningVideoDriver* driver); IBurningShader* createTRTextureBlend(CBurningVideoDriver* driver); IBurningShader* createTRTextureInverseAlphaBlend(CBurningVideoDriver* driver); IBurningShader* createTRNormalMap(CBurningVideoDriver* driver); IBurningShader* createTRStencilShadow(CBurningVideoDriver* driver); IBurningShader* createTriangleRendererReference(CBurningVideoDriver* driver); } // end namespace video } // end namespace irr #endif
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