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// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
# ifndef NL_DRV_H
# define NL_DRV_H
# include "nel/misc/types_nl.h"
# include "nel/misc/common.h"
# include "nel/misc/smart_ptr.h"
# include "nel/misc/rgba.h"
# include "nel/misc/matrix.h"
# include "nel/misc/stream.h"
# include "nel/misc/uv.h"
# include "nel/misc/hierarchical_timer.h"
# include "nel/3d/texture.h"
# include "nel/3d/shader.h"
# include "nel/3d/vertex_buffer.h"
# include "nel/3d/index_buffer.h"
# include "nel/3d/vertex_program.h"
# include "nel/3d/material.h"
# include "nel/misc/mutex.h"
# include "nel/3d/primitive_profile.h"
# include <vector>
# include <list>
namespace NLMISC
{
class IEventEmitter ;
struct IMouseDevice ;
struct IKeyboardDevice ;
struct IInputDeviceManager ;
class CRect ;
class CLog ;
} ;
namespace NL3D
{
using NLMISC : : CRefPtr ;
using NLMISC : : CRefCount ;
using NLMISC : : CSmartPtr ;
using NLMISC : : CRGBA ;
using NLMISC : : CVector ;
using NLMISC : : CMatrix ;
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using NLMISC : : CUnfairSynchronized ;
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class CMaterial ;
class CIndexBuffer ;
class CLight ;
class CScissor ;
class CViewport ;
struct CMonitorColorProperties ;
struct IOcclusionQuery ;
//****************************************************************************
/// A Graphic Mode descriptor.
struct GfxMode
{
bool OffScreen ;
bool Windowed ;
uint16 Width ;
uint16 Height ;
uint8 Depth ;
uint Frequency ; // In hz. Default is Windows selection
sint8 AntiAlias ; // -1 = no AA, 0 = max, 2 = 2x sample, 4 = 4x sample, ...
GfxMode ( )
{
OffScreen = false ;
Windowed = false ;
Width = 0 ;
Height = 0 ;
Depth = 0 ;
Frequency = 0 ;
AntiAlias = - 1 ;
}
GfxMode ( uint16 w , uint16 h , uint8 d , bool windowed = true , bool offscreen = false , uint frequency = 0 , sint8 aa = - 1 ) ;
} ;
//****************************************************************************
// Exceptions.
struct EBadDisplay : public NLMISC : : Exception
{
EBadDisplay ( const std : : string & reason ) : Exception ( reason ) { }
} ;
//****************************************************************************
typedef void ( * emptyProc ) ( void ) ;
//****************************************************************************
// *** IMPORTANT ********************
// *** IF YOU MODIFY THE STRUCTURE OF THIS CLASS, PLEASE INCREMENT IDriver::InterfaceVersion TO INVALIDATE OLD DRIVER DLL
// **********************************
//
// * Driver implementation notes:
// *
// * Driver implementation must save monitor color parameters at initialization and restore it at release.
class IDriver : public NLMISC : : CRefCount
{
public :
/// Version of the driver interface. To increment when the interface change.
static const uint32 InterfaceVersion ;
public :
enum TMessageBoxId { okId = 0 , yesId , noId , abortId , retryId , cancelId , ignoreId , idCount } ;
enum TMessageBoxType { okType = 0 , okCancelType , yesNoType , abortRetryIgnoreType , yesNoCancelType , retryCancelType , typeCount } ;
enum TMessageBoxIcon { noIcon = 0 , handIcon , questionIcon , exclamationIcon , asteriskIcon , warningIcon , errorIcon , informationIcon , stopIcon , iconCount } ;
enum TCullMode { CCW = 0 , CW } ;
enum TStencilOp { keep = 0 , zero , replace , incr , decr , invert } ;
enum TStencilFunc { never = 0 , less , lessequal , equal , notequal , greaterequal , greater , always } ;
/**
* Driver ' s polygon modes .
*
* \ see setPolygonMode , getPolygonMode
*/
enum TPolygonMode { Filled = 0 , Line , Point } ;
/**
* Driver Max matrix count .
* Kept for backward compatibility . Suppose any Hardware VertexProgram can handle only 16 matrix
*
*/
enum TMatrixCount { MaxModelMatrix = 16 } ;
protected :
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CUnfairSynchronized < TTexDrvInfoPtrMap > _SyncTexDrvInfos ;
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TTexDrvSharePtrList _TexDrvShares ;
TMatDrvInfoPtrList _MatDrvInfos ;
TVBDrvInfoPtrList _VBDrvInfos ;
TIBDrvInfoPtrList _IBDrvInfos ;
TPolygonMode _PolygonMode ;
TVtxPrgDrvInfoPtrList _VtxPrgDrvInfos ;
TShaderDrvInfoPtrList _ShaderDrvInfos ;
uint _ResetCounter ;
public :
IDriver ( void ) ;
virtual ~ IDriver ( void ) ;
virtual bool init ( uint windowIcon = 0 , emptyProc exitFunc = 0 ) = 0 ;
// Test if the device is lost. Can only happen with D3D.
// The calling application may skip some part of its rendering when it is the case (this is not a requirement, but may save cpu for other applications)
virtual bool isLost ( ) const = 0 ;
/// \name Disable Hardware Feature
/** Disable some Feature that may be supported by the Hardware
* Call before setDisplay ( ) to work properly
*/
// @{
virtual void disableHardwareVertexProgram ( ) = 0 ;
virtual void disableHardwareVertexArrayAGP ( ) = 0 ;
virtual void disableHardwareTextureShader ( ) = 0 ;
// @}
// first param is the associated window.
// Must be a HWND for Windows (WIN32).
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virtual bool setDisplay ( nlWindow wnd , const GfxMode & mode , bool show = true , bool resizeable = true ) throw ( EBadDisplay ) = 0 ;
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// Must be called after a setDisplay that initialize the mode
virtual bool setMode ( const GfxMode & mode ) = 0 ;
virtual bool getModes ( std : : vector < GfxMode > & modes ) = 0 ;
/// Set the title of the NeL window
virtual void setWindowTitle ( const ucstring & title ) = 0 ;
/// Set the position of the NeL window
virtual void setWindowPos ( uint32 x , uint32 y ) = 0 ;
/// Show or hide the NeL window
virtual void showWindow ( bool show ) = 0 ;
/// return the current screen mode (if we are in windowed, return the screen mode behind the window)
virtual bool getCurrentScreenMode ( GfxMode & mode ) = 0 ;
/// enter/leave the dialog mode
virtual void beginDialogMode ( ) = 0 ;
virtual void endDialogMode ( ) = 0 ;
// Return is the associated window information. (Implementation dependent)
// Must be a HWND for Windows (WIN32).
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virtual nlWindow getDisplay ( ) = 0 ;
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/**
* Setup monitor color properties .
*
* Return false if setup failed .
*/
virtual bool setMonitorColorProperties ( const CMonitorColorProperties & properties ) = 0 ;
// Return is the associated default window proc for the driver. (Implementation dependent)
// Must be a void GlWndProc(IDriver *driver, HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam) for Windows (WIN32).
virtual emptyProc getWindowProc ( ) = 0 ;
/// Before rendering via a driver in a thread, must activate() (per thread).
virtual bool activate ( void ) = 0 ;
/// Get the number of texture stage available, for multi texturing (Normal material shaders). Valid only after setDisplay().
virtual uint getNbTextureStages ( ) const = 0 ;
/** is the texture is set up in the driver
* NB : this method is thread safe .
*/
virtual bool isTextureExist ( const ITexture & tex ) = 0 ;
virtual NLMISC : : IEventEmitter * getEventEmitter ( void ) = 0 ;
/* Clear the current target surface pixels. The function ignores the viewport settings but uses the scissor. */
virtual bool clear2D ( CRGBA rgba ) = 0 ;
/* Clear the current target surface zbuffer. The function ignores the viewport settings but uses the scissor. */
virtual bool clearZBuffer ( float zval = 1 ) = 0 ;
/* Clear the current target surface stencil buffer. The function ignores the viewport settings but uses the scissor. */
virtual bool clearStencilBuffer ( float stencilval = 0 ) = 0 ;
/// Set the color mask filter through where the operation done will pass
virtual void setColorMask ( bool bRed , bool bGreen , bool bBlue , bool bAlpha ) = 0 ;
/** Set depth range. Depth range specify a linear mapping from device z coordinates (in the [-1, 1] range) to window coordinates (in the [0, 1] range)
* This mapping occurs after clipping of primitives and division by w of vertices coordinates .
* Default depth range is [ 0 , 1 ] .
* NB : znear should be different from zfar or an assertion is raised
*/
virtual void setDepthRange ( float znear , float zfar ) = 0 ;
// Get the current depth range
virtual void getDepthRange ( float & znear , float & zfar ) const = 0 ;
/** setup a texture, generate and upload if needed. same as setupTextureEx(tex, true, dummy);
*/
virtual bool setupTexture ( ITexture & tex ) = 0 ;
/** setup a texture in the driver.
* \ param bUpload if true the texture is created and uploaded to VRAM , if false the texture is only created
* it is useful for the async upload texture to only create the texture and then make invalidate to upload
* small piece each frame . There is ONE case where bUpload is forced to be true inside the method : if the texture
* must be converted to RGBA . \ see bAllUploaded
* \ param bAllUploaded true if any upload arise ( texture invalid , must convert texture etc . . . ) .
* \ param bMustRecreateSharedTexture if true and if the texture supportSharing , then the texture is recreated
* ( and uploaded if bUpload = = true ) into the shared DrvInfo ( if found ) . Default setup ( false ) imply that the DrvInfo
* is only bound to tex ( thus creating and uploading nothing )
* NB : the texture must be at least touch ( ) - ed for the recreate to work .
*/
virtual bool setupTextureEx ( ITexture & tex , bool bUpload , bool & bAllUploaded ,
bool bMustRecreateSharedTexture = false ) = 0 ;
/** The texture must be created or uploadTexture do nothing.
* These function can be used to upload piece by piece a texture . Use it in conjunction with setupTextureEx ( . . . , false ) ;
* For compressed textures , the rect must aligned on pixel block . ( a block of pixel size is 4 x4 pixels ) .
*/
virtual bool uploadTexture ( ITexture & tex , NLMISC : : CRect & rect , uint8 nNumMipMap ) = 0 ;
virtual bool uploadTextureCube ( ITexture & tex , NLMISC : : CRect & rect , uint8 nNumMipMap , uint8 nNumFace ) = 0 ;
/**
* Invalidate shared texture
*/
bool invalidateShareTexture ( ITexture & ) ;
/**
* Get the driver share texture name
*/
static void getTextureShareName ( const ITexture & tex , std : : string & output ) ;
/** if true force all the uncompressed RGBA 32 bits and RGBA 24 bits texture to be DXTC5 compressed.
* Do this only during upload if ITexture : : allowDegradation ( ) is true and if ITexture : : UploadFormat is " Automatic "
* and if bitmap format is RGBA .
*/
virtual void forceDXTCCompression ( bool dxtcComp ) = 0 ;
/** if !=1, force mostly all the textures (but TextureFonts lightmaps, interfaces etc..)
* to be divided by Divisor ( 2 , 4 , 8. . . )
* Default is 1.
* NB : this is done only on TextureFile
*/
virtual void forceTextureResize ( uint divisor ) = 0 ;
/** Sets enforcement of native fragment programs. This is by default enabled.
*
* \ param nativeOnly If set to false , fragment programs don ' t need to be native to stay loaded ,
* otherwise ( aka if true ) they will be purged .
*/
virtual void forceNativeFragmentPrograms ( bool nativeOnly ) = 0 ;
virtual bool setupMaterial ( CMaterial & mat ) = 0 ;
/**
* Activate a shader , NULL to disable the current shader .
*/
virtual bool activeShader ( CShader * shd ) = 0 ;
/** Special for Faster Specular Setup. Call this between lot of primitives rendered with Specular Materials.
* Visual Errors may arise if you don ' t correctly call endSpecularBatch ( ) .
*/
virtual void startSpecularBatch ( ) = 0 ;
virtual void endSpecularBatch ( ) = 0 ;
/// \name Material multipass.
/** NB: setupMaterial() must be called before those methods.
* NB : This is intended to be use with the rendering of simple primitives .
* NB : Other render calls performs the needed setup automatically
*/
// @{
/// init multipass for _CurrentMaterial. return number of pass required to render this material.
virtual sint beginMaterialMultiPass ( ) = 0 ;
/// active the ith pass of this material.
virtual void setupMaterialPass ( uint pass ) = 0 ;
/// end multipass for this material.
virtual void endMaterialMultiPass ( ) = 0 ;
// @}
// Setup the camera mode as a perspective/ortho camera. NB: znear and zfar must be >0 (if perspective).
virtual void setFrustum ( float left , float right , float bottom , float top , float znear , float zfar , bool perspective = true ) = 0 ;
virtual void setFrustumMatrix ( CMatrix & frust ) = 0 ;
virtual CMatrix getFrustumMatrix ( ) = 0 ;
virtual float getClipSpaceZMin ( ) const = 0 ;
/** setup the view matrix (inverse of camera matrix).
*
* NB : you must setupViewMatrix ( ) BEFORE setupModelMatrix ( ) , or else undefined results .
*/
virtual void setupViewMatrix ( const CMatrix & mtx ) = 0 ;
/** setup the view matrix (inverse of camera matrix).
* Extended : give a cameraPos ( mtx . Pos ( ) is not taken into account but for getViewMatrix ( ) ) ,
* so the driver use it to remove translation from all ModelMatrixes ( and lights pos ) .
* This approach improves greatly ZBuffer precision .
*
* This is transparent to user , and getViewMatrix ( ) return mtx ( as in setupViewMatrix ( ) ) .
*
* NB : you must setupViewMatrixEx ( ) BEFORE setupModelMatrix ( ) , or else undefined results .
*
* \ param mtx the same view matrix ( still with correct " inversed " camera position ) as if passed in setupViewMatrix ( )
* \ param cameraPos position of the camera ( before inversion , ie mtx . getPos ( ) ! = cameraPos ) .
*/
virtual void setupViewMatrixEx ( const CMatrix & mtx , const CVector & cameraPos ) = 0 ;
/** setup the model matrix.
*
* NB : you must setupModelMatrix ( ) AFTER setupViewMatrix ( ) , or else undefined results .
*/
virtual void setupModelMatrix ( const CMatrix & mtx ) = 0 ;
virtual CMatrix getViewMatrix ( void ) const = 0 ;
/** Force input normal to be normalized by the driver. default is false.
* NB : driver force the normalization himself if :
* - current Model matrix has a scale .
*/
virtual void forceNormalize ( bool normalize ) = 0 ;
/** return the forceNormalize() state.
*/
virtual bool isForceNormalize ( ) const = 0 ;
/** Get max number of per stage constant that can be used simultaneously.
* This will usually match the number of texture stages , but with a D3D driver , this feature is not available most of the time
* so it is emulated . If pixel shaders are available this will be fully supported .
*/
virtual void getNumPerStageConstant ( uint & lightedMaterial , uint & unlightedMaterial ) const = 0 ;
/** return true if driver support VertexBufferHard.
*/
virtual bool supportVertexBufferHard ( ) const = 0 ;
/** return true if volatile vertex buffer are supported. (e.g a vertex buffer which can be created with the flag CVertexBuffer::AGPVolatile or CVertexBuffer::RAMVolatile)
* If these are not supported , a RAM vb is created instead ( transparent to user )
*/
virtual bool supportVolatileVertexBuffer ( ) const = 0 ;
/** return true if driver support indices offset. That is, allow to specify a constant value that is added to each
* index in current active active index buffer when rendering indexed primitives
*/
virtual bool supportIndexOffset ( ) const = 0 ;
/** return true if driver support VertexBufferHard, but vbHard->unlock() are slow (ATI-openGL).
*/
virtual bool slowUnlockVertexBufferHard ( ) const = 0 ;
/* Returns true if static vertex and index buffers must by allocated in VRAM, false in AGP.
* Default is false .
*/
bool getStaticMemoryToVRAM ( ) const { return _StaticMemoryToVRAM ; }
/* Set to true if static vertex and index buffers must by allocated in VRAM, false in AGP.
* Default is false .
*/
void setStaticMemoryToVRAM ( bool staticMemoryToVRAM ) ;
/** Return the driver reset counter.
* The reset counter is incremented at each driver reset .
*/
uint getResetCounter ( ) const { return _ResetCounter ; }
/** return How many vertices VertexBufferHard support
*/
virtual uint getMaxVerticesByVertexBufferHard ( ) const = 0 ;
/** Allocate the initial VertexArray Memory. (no-op if !supportVertexBufferHard()).
* VertexArrayRange is first reseted , so any VBhard created before will be deleted .
* NB : call it after setDisplay ( ) . But setDisplay ( ) by default call initVertexBufferHard ( 16 Mo , 0 ) ;
* so this is not necessary .
* NB : If allocation fails , mem / = 2 , and retry , until mem < 500 K .
* \ param agpMem amount of AGP Memory required . if 0 , reseted .
* \ param vramMem amount of VRAM Memory required . if 0 , reseted .
* \ return false if one the Buffer has not been allocated ( at least at 500 K ) .
*/
virtual bool initVertexBufferHard ( uint agpMem , uint vramMem = 0 ) = 0 ;
/** Return the amount of AGP memory allocated by initVertexBufferHard() to store vertices.
*/
virtual uint32 getAvailableVertexAGPMemory ( ) = 0 ;
/** Return the amount of video memory allocated by initVertexBufferHard() to store vertices.
*/
virtual uint32 getAvailableVertexVRAMMemory ( ) = 0 ;
/** active a current VB, for future render().
* This method suppose that all vertices in the VB will be used .
*
* NB : please make sure you have setuped / unsetuped the current vertex program BEFORE activate the vertex buffer .
* Don ' t change the vertex buffer format / size after having activated it .
* Don ' t lock the vertex buffer after having activated it .
*
* \ see activeVertexProgram
*/
virtual bool activeVertexBuffer ( CVertexBuffer & VB ) = 0 ;
/** active a current IB, for future render().
*
* Don ' t change the index buffer format / size after having activated it .
* Don ' t lock the index buffer after having activated it .
*/
virtual bool activeIndexBuffer ( CIndexBuffer & IB ) = 0 ;
/** Render a list of indexed lines with previously setuped VertexBuffer / IndexBuffer / Matrixes.
* \ param mat is the material to use during this rendering
* \ param firstIndex is the first index in the index buffer to use as first line .
* \ param nlines is the number of line to render .
*/
virtual bool renderLines ( CMaterial & mat , uint32 firstIndex , uint32 nlines ) = 0 ;
/** Render a list of indexed triangles with previously setuped VertexBuffer / IndexBuffer / Matrixes.
* \ param mat is the material to use during this rendering
* \ param firstIndex is the first index in the index buffer to use as first triangle .
* \ param ntris is the number of triangle to render .
*/
virtual bool renderTriangles ( CMaterial & mat , uint32 firstIndex , uint32 ntris ) = 0 ;
/** Render a list of triangles with previously setuped VertexBuffer / IndexBuffer / Matrixes, AND previously setuped MATERIAL!!
* This use the last material setuped . It should be a " Normal shader " material , because no multi - pass is allowed
* with this method .
* Actually , it is like a straight drawTriangles ( ) in OpenGL .
* NB : nlassert ( ) if ntris is 0 ! ! ! ! this is unlike other render ( ) call methods . For optimisation concern .
* NB : this is useful for landscape . . . .
* \ param firstIndex is the first index in the index buffer to use as first triangle .
* \ param ntris is the number of triangle to render .
*/
virtual bool renderSimpleTriangles ( uint32 firstIndex , uint32 ntris ) = 0 ;
/** Render points with previously setuped VertexBuffer / Matrixes.
* Points are stored as a sequence in the vertex buffer .
* \ param mat is the material to use during this rendering
* \ param startVertex is the first vertex to use during this rendering .
* \ param numPoints is the number of point to render .
*/
virtual bool renderRawPoints ( CMaterial & mat , uint32 startVertex , uint32 numPoints ) = 0 ;
/** Render lines with previously setuped VertexBuffer / Matrixes.
* Lines are stored as a sequence in the vertex buffer .
* \ param mat is the material to use during this rendering
* \ param startVertex is the first vertex to use during this rendering .
* \ param numLine is the number of line to render .
*/
virtual bool renderRawLines ( CMaterial & mat , uint32 startVertex , uint32 numTri ) = 0 ;
/** Render triangles with previously setuped VertexBuffer / Matrixes.
* Triangles are stored as a sequence in the vertex buffer .
* \ param mat is the material to use during this rendering
* \ param startVertex is the first vertex to use during this rendering .
* \ param numTri is the number of triangle to render .
*/
virtual bool renderRawTriangles ( CMaterial & mat , uint32 startVertex , uint32 numTri ) = 0 ;
/** If the driver support it, primitive can be rendered with an offset added to each index
* These are the offseted version of the ' render ' functions
* \ see supportIndexOffset
*/
virtual bool renderLinesWithIndexOffset ( CMaterial & mat , uint32 firstIndex , uint32 nlines , uint indexOffset ) = 0 ;
virtual bool renderTrianglesWithIndexOffset ( CMaterial & mat , uint32 firstIndex , uint32 ntris , uint indexOffset ) = 0 ;
virtual bool renderSimpleTrianglesWithIndexOffset ( uint32 firstIndex , uint32 ntris , uint indexOffset ) = 0 ;
/** render quads with previously setuped VertexBuffer / Matrixes.
* Quads are stored as a sequence in the vertex buffer .
* There ' s a guaranty for the orientation of its diagonal , which is drawn as follow :
*
* 3 - - - - 2
* | / |
* | / |
* | / |
* 0 - - - - 1
*
* \ param mat is the material to use during this rendering
* \ param startVertex is the first vertex to use during this rendering .
* \ param numQuad is the number of quad to render .
*/
virtual bool renderRawQuads ( CMaterial & mat , uint32 startVertex , uint32 numQuads ) = 0 ;
/** Say what Texture Stage use what UV coord.
* by default activeVertexBuffer * ( ) methods map all stage i to UV i . You can change this behavior ,
* after calling activeVertexBuffer * ( ) , by using this method .
*
* eg : mapTextureStageToUV ( 0 , 2 ) will force the 0 th texture stage to use the 2 th UV .
*
* Warning ! This DOESN ' T work with VertexProgram enabled ! ! ( assert )
*
* Warning ! : some CMaterial Shader may change automatically this behavior too when setupMaterial ( )
* ( and so render * ( ) ) is called . But Normal shader doesn ' t do it .
*/
virtual void mapTextureStageToUV ( uint stage , uint uv ) = 0 ;
/// Swap the back and front buffers.
virtual bool swapBuffers ( void ) = 0 ;
/** set the number of VBL wait when a swapBuffers() is issued. 0 means no synchronisation to the VBL
* Default is 1. Values > 1 may be clamped to 1 by the driver .
*/
virtual void setSwapVBLInterval ( uint interval ) = 0 ;
/// get the number of VBL wait when a swapBuffers() is issued. 0 means no synchronisation to the VBL
virtual uint getSwapVBLInterval ( ) = 0 ;
/// \name Profiling.
// @{
/** Get the number of primitives rendered from the last swapBuffers() call.
* \ param pIn the number of requested rendered primitive .
* \ param pOut the number of effective rendered primitive . pOut = = pIn if no multi - pass material is used
* ( Lightmap , Specular . . . ) .
*/
virtual void profileRenderedPrimitives ( CPrimitiveProfile & pIn , CPrimitiveProfile & pOut ) = 0 ;
/** Return the amount of Texture memory requested. taking mipmap, compression, texture format, etc... into account.
* NB : because of GeForce * , RGB888 is considered to be 32 bits . So it may be false for others cards : ) .
*/
virtual uint32 profileAllocatedTextureMemory ( ) = 0 ;
/** Get the number of material setuped from the last swapBuffers() call.
*/
virtual uint32 profileSetupedMaterials ( ) const = 0 ;
/** Get the number of matrix setuped from the last swapBuffers() call.
*/
virtual uint32 profileSetupedModelMatrix ( ) const = 0 ;
/** Enable the sum of texture memory used since last swapBuffers() call. To retrieve the memory used call getUsedTextureMemory().
*/
virtual void enableUsedTextureMemorySum ( bool enable = true ) = 0 ;
/** Return the amount of texture video memory used since last swapBuffers() call. Before use this method, you should enable
* the sum with enableUsedTextureMemorySum ( ) .
*/
virtual uint32 getUsedTextureMemory ( ) const = 0 ;
/** If the driver support it, enable profile VBHard locks.
* No - Op if already profiling
*/
virtual void startProfileVBHardLock ( ) = 0 ;
/** If the driver support it, stop profile VBHard locks, and "print" result
* No - Op if already profiling
* NB : The results are the Locks in Chronological time ( since last swapBuffers ) .
* Since multiple frame are summed , an " * " is marked against the VBHard name to show if it was not
* always this one ( ptr test and not name test ) in the chronological order .
* NB : if the driver does not support VBHard or VBHard profiling ( like ATI VBHard ) , result is empty .
* NB : ? ? ? ? string is displayed if the VBHard has no name or if was just deleted .
*/
virtual void endProfileVBHardLock ( std : : vector < std : : string > & result ) = 0 ;
/** display VBhards allocated
*/
virtual void profileVBHardAllocation ( std : : vector < std : : string > & result ) = 0 ;
// Index buffer profiling, same use than with vertex buffers
virtual void startProfileIBLock ( ) = 0 ;
virtual void endProfileIBLock ( std : : vector < std : : string > & result ) = 0 ;
virtual void profileIBAllocation ( std : : vector < std : : string > & result ) = 0 ;
/** For each texture setuped in the driver, "print" result: type, shareName, format and size (mipmap included)
*/
void profileTextureUsage ( std : : vector < std : : string > & result ) ;
// @}
/// \name Fog support.
// @{
virtual bool fogEnabled ( ) = 0 ;
virtual void enableFog ( bool enable ) = 0 ;
/// setup fog parameters. fog must enabled to see result. start and end are distance values.
virtual void setupFog ( float start , float end , CRGBA color ) = 0 ;
/// Get.
virtual float getFogStart ( ) const = 0 ;
virtual float getFogEnd ( ) const = 0 ;
virtual CRGBA getFogColor ( ) const = 0 ;
// @}
/// Deriver should calls IDriver::release() first, to destroy all driver components (textures, shaders, VBuffers).
virtual bool release ( void ) ;
/// Return true if driver is still active. Return false else. If he user close the window, must return false.
virtual bool isActive ( ) = 0 ;
/// Return the depth of the driver after init().
virtual uint8 getBitPerPixel ( ) = 0 ;
/** Output a system message box and print a message with an icon. This method can be call even if the driver is not initialized.
* This method is used to return internal driver problem when string can ' t be displayed in the driver window .
* If the driver can ' t open a messageBox , it should not override this method and let the IDriver class manage it with the ASCII console .
*
* \ param message This is the message to display in the message box .
* \ param title This is the title of the message box .
* \ param type This is the type of the message box , ie number of button and label of buttons .
* \ param icon This is the icon of the message box should use like warning , error etc . . .
*/
virtual TMessageBoxId systemMessageBox ( const char * message , const char * title , TMessageBoxType type = okType , TMessageBoxIcon icon = noIcon ) ;
/** Set the current viewport
*
* \ param viewport is a viewport to setup as current viewport .
*/
virtual void setupViewport ( const class CViewport & viewport ) = 0 ;
/** Get the current viewport
*/
virtual void getViewport ( CViewport & viewport ) = 0 ;
/** Set the current Scissor.
* \ param scissor is a scissor to setup the current Scissor , in Window relative coordinate ( 0 , 1 ) .
*/
virtual void setupScissor ( const class CScissor & scissor ) = 0 ;
/**
* Get the driver version . Not the same than interface version . Incremented at each implementation change .
*
* \ see InterfaceVersion
*/
virtual uint32 getImplementationVersion ( ) const = 0 ;
/**
* Get driver informations .
* get the nel name of the driver ( ex : " Opengl 1.2 NeL Driver " )
*/
virtual const char * getDriverInformation ( ) = 0 ;
/**
* Get videocard informations .
* get the official name of the driver
*/
virtual const char * getVideocardInformation ( ) = 0 ;
/// \name Mouse / Keyboard / Game devices
// @{
/// show cursor if b is true, or hide it if b is false
virtual void showCursor ( bool b ) = 0 ;
/// x and y must be between 0.0 and 1.0
virtual void setMousePos ( float x , float y ) = 0 ;
/** Enable / disable low level mouse. This allow to take advantage of some options (speed of the mouse, automatic wrapping)
* It returns a interface to these parameters when it is supported , or NULL otherwise
* The interface pointer is valid as long as the low level mouse is enabled .
* A call to disable the mouse returns NULL , and restore the default mouse behavior
* NB : - In this mode the mouse cursor isn ' t drawn .
* - Calls to showCursor have no effects
* - Calls to setCapture have no effects
*/
virtual NLMISC : : IMouseDevice * enableLowLevelMouse ( bool enable , bool exclusive ) = 0 ;
/** Enable / disable a low level keyboard.
* Such a keyboard can only send KeyDown and KeyUp event . It just consider the keyboard as a
* gamepad with lots of buttons . . .
* This returns a interface to some parameters when it is supported , or NULL otherwise .
* The interface pointer is valid as long as the low level keyboard is enabled .
* A call to disable the keyboard returns NULL , and restore the default keyboard behavior
*/
virtual NLMISC : : IKeyboardDevice * enableLowLevelKeyboard ( bool enable ) = 0 ;
/** Get the delay in ms for mouse double clicks.
*/
virtual uint getDoubleClickDelay ( bool hardwareMouse ) = 0 ;
/** If true, capture the mouse to force it to stay under the window.
* NB : this has no effects if a low level mouse is used
*/
virtual void setCapture ( bool b ) = 0 ;
/** Check whether there is a low level device manager available, and get its interface. Return NULL if not available
* From this interface you can deal with mouse and keyboard as above , but you can also manage game device ( joysticks , joypads . . . )
*/
virtual NLMISC : : IInputDeviceManager * getLowLevelInputDeviceManager ( ) = 0 ;
// @}
/// Get the width and the height of the window
virtual void getWindowSize ( uint32 & width , uint32 & height ) = 0 ;
/// Get the position of the window always (0,0) in fullscreen
virtual void getWindowPos ( uint32 & x , uint32 & y ) = 0 ;
/** get the RGBA back buffer. After swapBuffers(), the content of the back buffer is undefined.
*
* \ param bitmap the buffer will be written in this bitmap
*/
virtual void getBuffer ( CBitmap & bitmap ) = 0 ;
/** get the ZBuffer (back buffer).
*
* \ param zbuffer the returned array of Z . size of getWindowSize ( ) .
*/
virtual void getZBuffer ( std : : vector < float > & zbuffer ) = 0 ;
/** get a part of the RGBA back buffer. After swapBuffers(), the content of the back buffer is undefined.
* NB : 0 , 0 is the bottom left corner of the screen .
*
* \ param bitmap the buffer will be written in this bitmap
* \ param rect the in / out ( wanted / clipped ) part of Color buffer to retrieve .
*/
virtual void getBufferPart ( CBitmap & bitmap , NLMISC : : CRect & rect ) = 0 ;
// copy the first texture in a second one of different dimensions
virtual bool stretchRect ( ITexture * srcText , NLMISC : : CRect & srcRect , ITexture * destText , NLMISC : : CRect & destRect ) = 0 ;
// is this texture a rectangle texture ?
virtual bool isTextureRectangle ( ITexture * tex ) const = 0 ;
// return true if driver support Bloom effect.
virtual bool supportBloomEffect ( ) const = 0 ;
// return true if driver support non-power of two textures
virtual bool supportNonPowerOfTwoTextures ( ) const = 0 ;
/** get a part of the ZBuffer (back buffer).
* NB : 0 , 0 is the bottom left corner of the screen .
*
* \ param zbuffer the returned array of Z . size of rec . Width * rec . Height .
* \ param rect the in / out ( wanted / clipped ) part of ZBuffer to retrieve .
*/
virtual void getZBufferPart ( std : : vector < float > & zbuffer , NLMISC : : CRect & rect ) = 0 ;
/** Set the current render target.
*
* The render target can be a texture ( tex pointer ) or the back buffer ( tex = NULL ) .
* The texture must have been right sized before the call .
* This mark the texture as valid , but doesn ' t copy data to system memory .
* This also mean that regenerating texture data will erase what
* has been copied before in the device memory .
* This doesn ' t work with compressed textures .
* Ideally , the FrameBuffer should have the same format than the texture .
*
* When direct render to texture is not available ( openGl ) , it uses the frame buffer for the rendering and copy the frame buffer
* content into the texture when setRenderTarget ( NULL ) is called .
*
* The x , y , width and height parameters are only used in this case to optimize the copy from the framebuffer
* to the texture .
*
* If a texture is set as target , the viewport and the scissor are now relative to the texture sizes ,
* and not to the x , y , width and height parameters .
*
* The texture content can be lost after the first setRenderTarget ( ) .
*
* The texture must have the render target abilities enabled . ( ITexture : : setRenderTarget ( ) )
*
* \ param tex the texture to render into .
* \ param x x position within the destination texture of the renderable area .
* \ param y y position within the destination texture of the renderable area .
* \ param width width of the renderable area , if 0 , use the whole size .
* \ param height height of the renderable area , if 0 , use the whole size .
* \ param mipmapLevel the mipmap to copy texture to .
* \ param cubaFace the face of the cube to copy texture to .
* \ return true if the render target has been changed
*/
virtual bool setRenderTarget ( ITexture * tex ,
uint32 x = 0 ,
uint32 y = 0 ,
uint32 width = 0 ,
uint32 height = 0 ,
uint32 mipmapLevel = 0 ,
uint32 cubeFace = 0
) = 0 ;
/** Trick method : copy the current texture target into another texture without updating the current texture.
*
* This method copies the current texture into another texture .
* WARNING : at the next setRenderTarget ( ) call , the current texture target WILL NOT BE UPDATED .
*
* When direct render to texture is not available , this method can save a texture copy :
*
* Use this method to copy a temporary texture target into a destination texture .
* Then , resets the rendering target with setRenderTarget ( ) .
*
* The temporary texture is copied into the final texture direct from the frame buffer . The temporary texture is not filled in VRAM when
* the framebuffer is set back as render target .
*
* Works only if a texture is used as render target .
*
* This method invalidates the vertex buffer , the view and model matrices , the viewport and the frustum .
*
* \ param tex the texture to render into .
* \ param offsetx x position within the destination texture .
* \ param y y position within the destination texture .
* \ param x x position within the current texture target .
* \ param y y position within the current texture target .
* \ param width width of the renderable area to copy , if 0 , use the whole size .
* \ param height height of the renderable area to copy , if 0 , use the whole size .
* \ param mipmapLevel the mipmap to copy texture to .
*/
virtual bool copyTargetToTexture ( ITexture * tex ,
uint32 offsetx = 0 ,
uint32 offsety = 0 ,
uint32 x = 0 ,
uint32 y = 0 ,
uint32 width = 0 ,
uint32 height = 0 ,
uint32 mipmapLevel = 0
) = 0 ;
/** Retrieve the render target size.
* If the render target is the frame buffer , it returns the size of the frame buffer .
* It the render target is a texture , it returns the size of the texture mipmap selected as render target .
*/
virtual bool getRenderTargetSize ( uint32 & width , uint32 & height ) = 0 ;
/** fill the RGBA back buffer
*
* \ param bitmap will be written in the buffer . no - op if bad size .
* \ return true if success
*/
virtual bool fillBuffer ( CBitmap & bitmap ) = 0 ;
/** Set the global polygon mode. Can be filled, line or point. The implementation driver must
* call IDriver : : setPolygonMode and active this mode .
*
* \ param polygon mode choose in this driver .
* \ see getPolygonMode ( ) , TPolygonMode
*/
virtual void setPolygonMode ( TPolygonMode mode )
{
_PolygonMode = mode ;
}
/**
* return the number of light supported by driver . typically 8.
*
* \ see enableLight ( ) setLight ( )
*/
virtual uint getMaxLight ( ) const = 0 ;
/**
* Setup a light .
*
* You must call enableLight ( ) to active the light .
*
* \ param num is the number of the light to set .
* \ param light is a light to set in this slot .
* \ see enableLight ( )
*/
virtual void setLight ( uint8 num , const CLight & light ) = 0 ;
/**
* Enable / disable light .
*
* You must call setLight ( ) if you active the light .
*
* \ param num is the number of the light to enable / disable .
* \ param enable is true to enable the light , false to disable it .
* \ see setLight ( )
*/
virtual void enableLight ( uint8 num , bool enable = true ) = 0 ;
/**
* Set ambient .
*
* \ param color is the new global ambient color for the scene .
* \ see setLight ( ) , enableLight ( )
*/
virtual void setAmbientColor ( CRGBA color ) = 0 ;
/** Setup the light used for per pixel lighting. The given values should have been modulated by the material diffuse and specular.
* This is only useful for material that have their shader set as ' PerPixelLighting '
* \ param the light used for per pixel lighting
*/
virtual void setPerPixelLightingLight ( CRGBA diffuse , CRGBA specular , float shininess ) = 0 ;
/** Setup the unique light used for Lightmap Shader.
* Lightmaped primitives are lit per vertex with this light ( should be local attenuated for maximum efficiency )
* This is only useful for material that have their shader set as ' LightMap '
* \ param the light used for per pixel lighting
*/
virtual void setLightMapDynamicLight ( bool enable , const CLight & light ) = 0 ;
/** Get the global polygon mode.
*
* \ param polygon mode choose in this driver .
* \ see setPolygonMode ( ) , TPolygonMode
*/
TPolygonMode getPolygonMode ( )
{
return _PolygonMode ;
}
/// \name Vertex program interface
// @{
enum TMatrix
{
ModelView = 0 ,
Projection ,
ModelViewProjection ,
NumMatrix
} ;
enum TTransform
{
Identity = 0 ,
Inverse ,
Transpose ,
InverseTranspose ,
NumTransform
} ;
/**
* Does the driver supports vertex programs ?
*/
virtual bool isVertexProgramSupported ( ) const = 0 ;
/**
* Does the driver supports vertex program , but emulated by CPU ?
*/
virtual bool isVertexProgramEmulated ( ) const = 0 ;
/**
* Activate / disactivate a vertex program
*
* \ param program is a pointer on a vertex program . Can be NULL to disable the current vertex program .
*
* \ return true if setup / unsetup succeeded , false else .
*/
virtual bool activeVertexProgram ( CVertexProgram * program ) = 0 ;
/**
* Setup constant values .
*/
virtual void setConstant ( uint index , float , float , float , float ) = 0 ;
virtual void setConstant ( uint index , double , double , double , double ) = 0 ;
virtual void setConstant ( uint index , const NLMISC : : CVector & value ) = 0 ;
virtual void setConstant ( uint index , const NLMISC : : CVectorD & value ) = 0 ;
/// setup several 4 float csts taken from the given tab
virtual void setConstant ( uint index , uint num , const float * src ) = 0 ;
/// setup several 4 double csts taken from the given tab
virtual void setConstant ( uint index , uint num , const double * src ) = 0 ;
/**
* Setup constants with a current matrix .
*
* This call must be done after setFrustum ( ) , setupViewMatrix ( ) or setupModelMatrix ( ) to get correct
* results .
*
* \ param index is the base constant index where to store the matrix . This index must be a multiple of 4.
* \ param matrix is the matrix id to store in the constants
* \ param transform is the transformation to apply to the matrix before store it in the constants .
*
*/
virtual void setConstantMatrix ( uint index , TMatrix matrix , TTransform transform ) = 0 ;
/**
* Setup the constant with the fog vector . This vector must be used to get the final fog value in a vertex shader .
* You must use it like this :
* DP4 o [ FOGC ] . x , c [ 4 ] , R4 ;
* With c [ 4 ] the constant used for the fog vector and R4 the vertex local position .
*
* This call must be done after setFrustum ( ) , setupViewMatrix ( ) , setupModelMatrix ( ) and setupFog ( ) to get correct
* results .
*
* \ param index is the index where to store the vector .
*
*/
virtual void setConstantFog ( uint index ) = 0 ;
/// Check if the driver support double sided colors vertex programs
virtual bool supportVertexProgramDoubleSidedColor ( ) const = 0 ;
// test if support for cloud render in a single pass
virtual bool supportCloudRenderSinglePass ( ) const = 0 ;
/**
* Activate VertexProgram 2 Sided Color mode . In 2 Sided mode , the BackFace ( if material 2 Sided enabled ) read the
* result from o [ BFC0 ] , and not o [ COL0 ] .
* default is false . you should reset to false after use .
* NB : no - op if not supported by driver
*/
virtual void enableVertexProgramDoubleSidedColor ( bool doubleSided ) = 0 ;
// @}
/// \name Texture addressing modes aka textures/pixels shaders
// @{
/// test whether the device supports some form of texture shader. (could be limited to DX6 EMBM for example)
virtual bool supportTextureShaders ( ) const = 0 ;
// Is the shader water supported ? If not, the driver caller should implement its own version
virtual bool isWaterShaderSupported ( ) const = 0 ;
//
/// test whether a texture addressing mode is supported
virtual bool isTextureAddrModeSupported ( CMaterial : : TTexAddressingMode mode ) const = 0 ;
/** setup the 2D matrix for the OffsetTexture, OffsetTextureScale and OffsetTexture addressing mode
* It should be stored as the following
* [ a0 a1 ]
* [ a2 a3 ]
*/
virtual void setMatrix2DForTextureOffsetAddrMode ( const uint stage , const float mat [ 4 ] ) = 0 ;
//@}
/** \name EMBM support. If texture shaders are present, this is not available, must use them instead.
* EMBM is a color op of CMaterial .
* NB : EMBM is the equivalent of the CMaterial : : OffsetTexture addressing mode . However , it is both a texture
* addressing mode and a color op .
* NB : EMBM may not be supported by all stages .
*
* if embm unit is at last last stage , it operates on texture at first stage
* otherwise it operates on texture at next stage
*/
// @{
// Test if EMBM is supported.
virtual bool supportEMBM ( ) const = 0 ;
// Test if EMBM is supported for the given stage
virtual bool isEMBMSupportedAtStage ( uint stage ) const = 0 ;
// set the matrix used for EMBM addressing
virtual void setEMBMMatrix ( const uint stage , const float mat [ 4 ] ) = 0 ;
// @}
// Does the driver support the per-pixel lighting shader ?
virtual bool supportPerPixelLighting ( bool specular ) const = 0 ;
/// \name Misc
// @{
/** Does the driver support Blend Constant Color ??? If yes CMaterial::blendConstant* enum can be used
* for blend Src ord Dst factor . If no , using these enum will have undefined results .
*/
virtual bool supportBlendConstantColor ( ) const = 0 ;
/** see supportBlendConstantColor(). Set the current Blend Constant Color.
*/
virtual void setBlendConstantColor ( NLMISC : : CRGBA col ) = 0 ;
/** see supportBlendConstantColor(). Get the current Blend Constant Color.
*/
virtual NLMISC : : CRGBA getBlendConstantColor ( ) const = 0 ;
/** force the driver to flush all command. glFinish() in opengl.
* Interesting only for debug and profiling purpose .
*/
virtual void finish ( ) = 0 ;
// Flush command queue an immediately returns
virtual void flush ( ) = 0 ;
/** Use AntiAliasing For polygons (GL_POLYGON_SMOOTH like, not the FSAA).
* See GL_POLYGON_SMOOTH help , and GL_SRC_ALPHA_SATURATE OpenGL doc ( not yet implemented now since
* used only for alpha part in ShadowMap gen )
*/
virtual void enablePolygonSmoothing ( bool smooth ) = 0 ;
/// see enablePolygonSmoothing()
virtual bool isPolygonSmoothingEnabled ( ) const = 0 ;
// @}
/** Special method to internally swap the Driver handle of 2 textures.
* USE IT WITH CARE ( eg : may have Size problems , mipmap problems , format problems . . . )
* Actually , it is used only by CAsyncTextureManager , to manage Lods of DXTC CTextureFile .
* NB : internally , all textures slots are disabled .
*/
virtual void swapTextureHandle ( ITexture & tex0 , ITexture & tex1 ) = 0 ;
/** Advanced usage. Get the texture Handle.Useful for texture sorting for instance
* NB : if the texture is not setuped in the driver , 0 is returned .
* NB : if implementation does not support it , 0 may be returned . OpenGL ones return the Texture ID .
* NB : unlike isTextureExist ( ) , this method is not thread safe .
*/
virtual uint getTextureHandle ( const ITexture & tex ) = 0 ;
// see if the Multiply-Add Tex Env operator is supported (see CMaterial::Mad)
virtual bool supportMADOperator ( ) const = 0 ;
// Adapter class
class CAdapter
{
public :
std : : string Driver ;
std : : string Description ;
std : : string DeviceName ;
std : : string Vendor ;
sint64 DriverVersion ;
uint32 VendorId ;
uint32 DeviceId ;
uint32 SubSysId ;
uint32 Revision ;
} ;
// Get the number of hardware renderer available on the client platform.
virtual uint getNumAdapter ( ) const = 0 ;
// Get a hardware renderer description.
virtual bool getAdapter ( uint adapter , CAdapter & desc ) const = 0 ;
/** Choose the hardware renderer.
* Call it before the setDisplay and enumModes methods
* Choose adapter = 0xffffffff for the default one .
*/
virtual bool setAdapter ( uint adapter ) = 0 ;
/** Tell if the vertex color memory format is RGBA (openGL) or BGRA (directx)
* BGRA :
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
* Offset : * 0 * 1 * 2 * 3 *
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
* RGBA * red * green * blue * alpha *
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
* BGRA * blue * green * red * alpha *
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
*/
virtual CVertexBuffer : : TVertexColorType getVertexColorFormat ( ) const = 0 ;
/// \name Bench
// @{
// Start the bench. See CHTimer::startBench();
virtual void startBench ( bool wantStandardDeviation = false , bool quick = false , bool reset = true ) = 0 ;
// End the bench. See CHTimer::endBench();
virtual void endBench ( ) = 0 ;
// Display the bench result
virtual void displayBench ( class NLMISC : : CLog * log ) = 0 ;
// @}
/// \name Occlusion query mechanism
// @{
// Test whether this device supports the occlusion query mechanism
virtual bool supportOcclusionQuery ( ) const = 0 ;
/** Create an occlusion query object.
* \ return NULL is not enough resources or if not supported
*/
virtual IOcclusionQuery * createOcclusionQuery ( ) = 0 ;
// Delete an occlusion query object previously obtained by a call to createOcclusionQuery
virtual void deleteOcclusionQuery ( IOcclusionQuery * oq ) = 0 ;
// @}
// get the number of call to swapBuffer since the driver was created
virtual uint64 getSwapBufferCounter ( ) const = 0 ;
/** Set cull mode
* Useful for mirrors / cube map rendering or when the scene must be rendered upside down
*/
virtual void setCullMode ( TCullMode cullMode ) = 0 ;
virtual TCullMode getCullMode ( ) const = 0 ;
/** Set stencil support
*/
virtual void enableStencilTest ( bool enable ) = 0 ;
virtual bool isStencilTestEnabled ( ) const = 0 ;
virtual void stencilFunc ( TStencilFunc stencilFunc , int ref , uint mask ) = 0 ;
virtual void stencilOp ( TStencilOp fail , TStencilOp zfail , TStencilOp zpass ) = 0 ;
virtual void stencilMask ( uint mask ) = 0 ;
protected :
friend class IVBDrvInfos ;
friend class IIBDrvInfos ;
friend class CTextureDrvShare ;
friend class ITextureDrvInfos ;
friend class IMaterialDrvInfos ;
friend class IVertexProgramDrvInfos ;
friend class IShaderDrvInfos ;
/// remove ptr from the lists in the driver.
void removeVBDrvInfoPtr ( ItVBDrvInfoPtrList vbDrvInfoIt ) ;
void removeIBDrvInfoPtr ( ItIBDrvInfoPtrList ibDrvInfoIt ) ;
void removeTextureDrvInfoPtr ( ItTexDrvInfoPtrMap texDrvInfoIt ) ;
void removeTextureDrvSharePtr ( ItTexDrvSharePtrList texDrvShareIt ) ;
void removeMatDrvInfoPtr ( ItMatDrvInfoPtrList shaderIt ) ;
void removeShaderDrvInfoPtr ( ItShaderDrvInfoPtrList shaderIt ) ;
void removeVtxPrgDrvInfoPtr ( ItVtxPrgDrvInfoPtrList vtxPrgDrvInfoIt ) ;
private :
bool _StaticMemoryToVRAM ;
} ;
// --------------------------------------------------
}
# endif // NL_DRV_H