NL3D::IDriver Class Reference

#include <driver.h>

Inherits NLMISC::CRefCount.

Inherited by NL3D::CDriverD3D, and NL3D::CDriverGL.

List of all members.

Classes

class  CAdapter

Public Types

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
}
enum  TPolygonMode { Filled = 0, Line, Point }
 

Driver's polygon modes.

More...
enum  TMatrixCount { MaxModelMatrix = 16 }
 

Driver Max matrix count.

More...

Public Member Functions

 IDriver (void)
virtual ~IDriver (void)
virtual bool init (uint windowIcon=0, emptyProc exitFunc=0)=0
virtual bool isLost () const =0
virtual bool setDisplay (void *wnd, const GfxMode &mode, bool show=true, bool resizeable=true)=0 throw (EBadDisplay)
virtual bool setMode (const GfxMode &mode)=0
virtual bool getModes (std::vector< GfxMode > &modes)=0
virtual void setWindowTitle (const ucstring &title)=0
 Set the title of the NeL window.
virtual void setWindowPos (uint32 x, uint32 y)=0
 Set the position of the NeL window.
virtual void showWindow (bool show)=0
 Show or hide the NeL window.
virtual bool getCurrentScreenMode (GfxMode &mode)=0
 return the current screen mode (if we are in windowed, return the screen mode behind the window)
virtual void beginDialogMode ()=0
 enter/leave the dialog mode
virtual void endDialogMode ()=0
virtual void * getDisplay ()=0
virtual bool setMonitorColorProperties (const CMonitorColorProperties &properties)=0
 Setup monitor color properties.
virtual emptyProc getWindowProc ()=0
virtual bool activate (void)=0
 Before rendering via a driver in a thread, must activate() (per thread).
virtual uint getNbTextureStages () const =0
 Get the number of texture stage available, for multi texturing (Normal material shaders). Valid only after setDisplay().
virtual bool isTextureExist (const ITexture &tex)=0
 is the texture is set up in the driver NB: this method is thread safe.
virtual NLMISC::IEventEmittergetEventEmitter (void)=0
virtual bool clear2D (CRGBA rgba)=0
virtual bool clearZBuffer (float zval=1)=0
virtual bool clearStencilBuffer (float stencilval=0)=0
virtual void setColorMask (bool bRed, bool bGreen, bool bBlue, bool bAlpha)=0
 Set the color mask filter through where the operation done will pass.
virtual void setDepthRange (float znear, float zfar)=0
 Set depth range.
virtual void getDepthRange (float &znear, float &zfar) const =0
virtual bool setupTexture (ITexture &tex)=0
 setup a texture, generate and upload if needed.
virtual bool setupTextureEx (ITexture &tex, bool bUpload, bool &bAllUploaded, bool bMustRecreateSharedTexture=false)=0
 setup a texture in the driver.
virtual bool uploadTexture (ITexture &tex, NLMISC::CRect &rect, uint8 nNumMipMap)=0
 The texture must be created or uploadTexture do nothing.
virtual bool uploadTextureCube (ITexture &tex, NLMISC::CRect &rect, uint8 nNumMipMap, uint8 nNumFace)=0
bool invalidateShareTexture (ITexture &)
 Invalidate shared texture.
virtual void forceDXTCCompression (bool dxtcComp)=0
 if true force all the uncompressed RGBA 32 bits and RGBA 24 bits texture to be DXTC5 compressed.
virtual void forceTextureResize (uint divisor)=0
 if !=1, force mostly all the textures (but TextureFonts lightmaps, interfaces etc.
virtual void forceNativeFragmentPrograms (bool nativeOnly)=0
 Sets enforcement of native fragment programs.
virtual bool setupMaterial (CMaterial &mat)=0
virtual bool activeShader (CShader *shd)=0
 Activate a shader, NULL to disable the current shader.
virtual void startSpecularBatch ()=0
 Special for Faster Specular Setup.
virtual void endSpecularBatch ()=0
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
virtual void setupViewMatrix (const CMatrix &mtx)=0
 setup the view matrix (inverse of camera matrix).
virtual void setupViewMatrixEx (const CMatrix &mtx, const CVector &cameraPos)=0
 setup the view matrix (inverse of camera matrix).
virtual void setupModelMatrix (const CMatrix &mtx)=0
 setup the model matrix.
virtual CMatrix getViewMatrix (void) const =0
virtual void forceNormalize (bool normalize)=0
 Force input normal to be normalized by the driver.
virtual bool isForceNormalize () const =0
 return the forceNormalize() state.
virtual void getNumPerStageConstant (uint &lightedMaterial, uint &unlightedMaterial) const =0
 Get max number of per stage constant that can be used simultaneously.
virtual bool supportVertexBufferHard () const =0
 return true if driver support VertexBufferHard.
virtual bool supportVolatileVertexBuffer () const =0
 return true if volatile vertex buffer are supported.
virtual bool supportIndexOffset () const =0
 return true if driver support indices offset.
virtual bool slowUnlockVertexBufferHard () const =0
 return true if driver support VertexBufferHard, but vbHard->unlock() are slow (ATI-openGL).
bool getStaticMemoryToVRAM () const
void setStaticMemoryToVRAM (bool staticMemoryToVRAM)
uint getResetCounter () const
 Return the driver reset counter.
virtual uint getMaxVerticesByVertexBufferHard () const =0
 return How many vertices VertexBufferHard support
virtual bool initVertexBufferHard (uint agpMem, uint vramMem=0)=0
 Allocate the initial VertexArray Memory.
virtual uint32 getAvailableVertexAGPMemory ()=0
 Return the amount of AGP memory allocated by initVertexBufferHard() to store vertices.
virtual uint32 getAvailableVertexVRAMMemory ()=0
 Return the amount of video memory allocated by initVertexBufferHard() to store vertices.
virtual bool activeVertexBuffer (CVertexBuffer &VB)=0
 active a current VB, for future render().
virtual bool activeIndexBuffer (CIndexBuffer &IB)=0
 active a current IB, for future render().
virtual bool renderLines (CMaterial &mat, uint32 firstIndex, uint32 nlines)=0
 Render a list of indexed lines with previously setuped VertexBuffer / IndexBuffer / Matrixes.
virtual bool renderTriangles (CMaterial &mat, uint32 firstIndex, uint32 ntris)=0
 Render a list of indexed triangles with previously setuped VertexBuffer / IndexBuffer / Matrixes.
virtual bool renderSimpleTriangles (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.
virtual bool renderRawPoints (CMaterial &mat, uint32 startVertex, uint32 numPoints)=0
 Render points with previously setuped VertexBuffer / Matrixes.
virtual bool renderRawLines (CMaterial &mat, uint32 startVertex, uint32 numTri)=0
 Render lines with previously setuped VertexBuffer / Matrixes.
virtual bool renderRawTriangles (CMaterial &mat, uint32 startVertex, uint32 numTri)=0
 Render triangles with previously setuped VertexBuffer / Matrixes.
virtual bool renderLinesWithIndexOffset (CMaterial &mat, uint32 firstIndex, uint32 nlines, uint indexOffset)=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.
virtual bool renderTrianglesWithIndexOffset (CMaterial &mat, uint32 firstIndex, uint32 ntris, uint indexOffset)=0
virtual bool renderSimpleTrianglesWithIndexOffset (uint32 firstIndex, uint32 ntris, uint indexOffset)=0
virtual bool renderRawQuads (CMaterial &mat, uint32 startVertex, uint32 numQuads)=0
 render quads with previously setuped VertexBuffer / Matrixes.
virtual void mapTextureStageToUV (uint stage, uint uv)=0
 Say what Texture Stage use what UV coord.
virtual bool swapBuffers (void)=0
 Swap the back and front buffers.
virtual void setSwapVBLInterval (uint interval)=0
 set the number of VBL wait when a swapBuffers() is issued.
virtual uint getSwapVBLInterval ()=0
 get the number of VBL wait when a swapBuffers() is issued. 0 means no synchronisation to the VBL
virtual bool release (void)
 Deriver should calls IDriver::release() first, to destroy all driver components (textures, shaders, VBuffers).
virtual bool isActive ()=0
 Return true if driver is still active. Return false else. If he user close the window, must return false.
virtual uint8 getBitPerPixel ()=0
 Return the depth of the driver after init().
virtual TMessageBoxId systemMessageBox (const char *message, const char *title, TMessageBoxType type=okType, TMessageBoxIcon icon=noIcon)
 Output a system message box and print a message with an icon.
virtual void setupViewport (const class CViewport &viewport)=0
 Set the current viewport.
virtual void getViewport (CViewport &viewport)=0
 Get the current viewport.
virtual void setupScissor (const class CScissor &scissor)=0
 Set the current Scissor.
virtual uint32 getImplementationVersion () const =0
 Get the driver version.
virtual const char * getDriverInformation ()=0
 Get driver informations.
virtual const char * getVideocardInformation ()=0
 Get videocard informations.
virtual void getWindowSize (uint32 &width, uint32 &height)=0
 Get the width and the height of the window.
virtual void getWindowPos (uint32 &x, uint32 &y)=0
 Get the position of the window always (0,0) in fullscreen.
virtual void getBuffer (CBitmap &bitmap)=0
 get the RGBA back buffer.
virtual void getZBuffer (std::vector< float > &zbuffer)=0
 get the ZBuffer (back buffer).
virtual void getBufferPart (CBitmap &bitmap, NLMISC::CRect &rect)=0
 get a part of the RGBA back buffer.
virtual bool stretchRect (ITexture *srcText, NLMISC::CRect &srcRect, ITexture *destText, NLMISC::CRect &destRect)=0
virtual bool isTextureRectangle (ITexture *tex) const =0
virtual bool supportBloomEffect () const =0
virtual void getZBufferPart (std::vector< float > &zbuffer, NLMISC::CRect &rect)=0
 get a part of the ZBuffer (back buffer).
virtual bool setRenderTarget (ITexture *tex, uint32 x=0, uint32 y=0, uint32 width=0, uint32 height=0, uint32 mipmapLevel=0, uint32 cubeFace=0)=0
 Set the current render target.
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
 Trick method : copy the current texture target into another texture without updating the current texture.
virtual bool getRenderTargetSize (uint32 &width, uint32 &height)=0
 Retrieve the render target size.
virtual bool fillBuffer (CBitmap &bitmap)=0
 fill the RGBA back buffer
virtual void setPolygonMode (TPolygonMode mode)
 Set the global polygon mode.
virtual uint getMaxLight () const =0
 return the number of light supported by driver.
virtual void setLight (uint8 num, const CLight &light)=0
 Setup a light.
virtual void enableLight (uint8 num, bool enable=true)=0
 Enable / disable light.
virtual void setAmbientColor (CRGBA color)=0
 Set ambient.
virtual void setPerPixelLightingLight (CRGBA diffuse, CRGBA specular, float shininess)=0
 Setup the light used for per pixel lighting.
virtual void setLightMapDynamicLight (bool enable, const CLight &light)=0
 Setup the unique light used for Lightmap Shader.
TPolygonMode getPolygonMode ()
 Get the global polygon mode.
virtual bool supportPerPixelLighting (bool specular) const =0
virtual void swapTextureHandle (ITexture &tex0, ITexture &tex1)=0
 Special method to internally swap the Driver handle of 2 textures.
virtual uint getTextureHandle (const ITexture &tex)=0
 Advanced usage.
virtual bool supportMADOperator () const =0
virtual uint getNumAdapter () const =0
virtual bool getAdapter (uint adapter, CAdapter &desc) const =0
virtual bool setAdapter (uint adapter)=0
 Choose the hardware renderer.
virtual
CVertexBuffer::TVertexColorType 
getVertexColorFormat () const =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 uint64 getSwapBufferCounter () const =0
virtual void setCullMode (TCullMode cullMode)=0
 Set cull mode Useful for mirrors / cube map rendering or when the scene must be rendered upside down.
virtual TCullMode getCullMode () const =0
virtual void enableStencilTest (bool enable)=0
 Set stencil support.
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
Disable Hardware Feature



virtual void disableHardwareVertexProgram ()=0
 Disable some Feature that may be supported by the Hardware Call before setDisplay() to work properly.
virtual void disableHardwareVertexArrayAGP ()=0
virtual void disableHardwareTextureShader ()=0
Material multipass.



virtual sint beginMaterialMultiPass ()=0
 NB: setupMaterial() must be called before those methods.
virtual void setupMaterialPass (uint pass)=0
 active the ith pass of this material.
virtual void endMaterialMultiPass ()=0
 end multipass for this material.
Profiling.



virtual void profileRenderedPrimitives (CPrimitiveProfile &pIn, CPrimitiveProfile &pOut)=0
 Get the number of primitives rendered from the last swapBuffers() call.
virtual uint32 profileAllocatedTextureMemory ()=0
 Return the amount of Texture memory requested.
virtual uint32 profileSetupedMaterials () const =0
 Get the number of material setuped from the last swapBuffers() call.
virtual uint32 profileSetupedModelMatrix () const =0
 Get the number of matrix setuped from the last swapBuffers() call.
virtual void enableUsedTextureMemorySum (bool enable=true)=0
 Enable the sum of texture memory used since last swapBuffers() call.
virtual uint32 getUsedTextureMemory () const =0
 Return the amount of texture video memory used since last swapBuffers() call.
virtual void startProfileVBHardLock ()=0
 If the driver support it, enable profile VBHard locks.
virtual void endProfileVBHardLock (std::vector< std::string > &result)=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).
virtual void profileVBHardAllocation (std::vector< std::string > &result)=0
 display VBhards allocated
virtual void startProfileIBLock ()=0
virtual void endProfileIBLock (std::vector< std::string > &result)=0
virtual void profileIBAllocation (std::vector< std::string > &result)=0
void profileTextureUsage (std::vector< std::string > &result)
 For each texture setuped in the driver, "print" result: type, shareName, format and size (mipmap included).
Fog support.



virtual bool fogEnabled ()=0
virtual void enableFog (bool enable)=0
virtual void setupFog (float start, float end, CRGBA color)=0
 setup fog parameters. fog must enabled to see result. start and end are distance values.
virtual float getFogStart () const =0
 Get.
virtual float getFogEnd () const =0
virtual CRGBA getFogColor () const =0
Mouse / Keyboard / Game devices



virtual void showCursor (bool b)=0
 show cursor if b is true, or hide it if b is false
virtual void setMousePos (float x, float y)=0
 x and y must be between 0.0 and 1.0
virtual NLMISC::IMouseDeviceenableLowLevelMouse (bool enable, bool exclusive)=0
 Enable / disable low level mouse.
virtual NLMISC::IKeyboardDeviceenableLowLevelKeyboard (bool enable)=0
 Enable / disable a low level keyboard.
virtual uint getDoubleClickDelay (bool hardwareMouse)=0
 Get the delay in ms for mouse double clicks.
virtual void setCapture (bool b)=0
 If true, capture the mouse to force it to stay under the window.
virtual
NLMISC::IInputDeviceManager
getLowLevelInputDeviceManager ()=0
 Check whether there is a low level device manager available, and get its interface.
Texture addressing modes aka textures/pixels shaders



virtual bool supportTextureShaders () const =0
 test whether the device supports some form of texture shader. (could be limited to DX6 EMBM for example)
virtual bool isWaterShaderSupported () const =0
virtual bool isTextureAddrModeSupported (CMaterial::TTexAddressingMode mode) const =0
 test whether a texture addressing mode is supported
virtual void setMatrix2DForTextureOffsetAddrMode (const uint stage, const float mat[4])=0
 setup the 2D matrix for the OffsetTexture, OffsetTextureScale and OffsetTexture addressing mode It should be stored as the following [a0 a1] [a2 a3]
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



virtual bool supportEMBM () const =0
virtual bool isEMBMSupportedAtStage (uint stage) const =0
virtual void setEMBMMatrix (const uint stage, const float mat[4])=0
Misc



virtual bool supportBlendConstantColor () const =0
 Does the driver support Blend Constant Color ??? If yes CMaterial::blendConstant* enum can be used for blend Src ord Dst factor.
virtual void setBlendConstantColor (NLMISC::CRGBA col)=0
 see supportBlendConstantColor().
virtual NLMISC::CRGBA getBlendConstantColor () const =0
 see supportBlendConstantColor().
virtual void finish ()=0
 force the driver to flush all command.
virtual void flush ()=0
virtual void enablePolygonSmoothing (bool smooth)=0
 Use AntiAliasing For polygons (GL_POLYGON_SMOOTH like, not the FSAA).
virtual bool isPolygonSmoothingEnabled () const =0
 see enablePolygonSmoothing()
Bench



virtual void startBench (bool wantStandardDeviation=false, bool quick=false, bool reset=true)=0
virtual void endBench ()=0
virtual void displayBench (class NLMISC::CLog *log)=0
Occlusion query mechanism



virtual bool supportOcclusionQuery () const =0
virtual IOcclusionQuerycreateOcclusionQuery ()=0
 Create an occlusion query object.
virtual void deleteOcclusionQuery (IOcclusionQuery *oq)=0

Static Public Member Functions

static void getTextureShareName (const ITexture &tex, std::string &output)
 Get the driver share texture name.

Static Public Attributes

static const uint32 InterfaceVersion = 0x62
 Version of the driver interface. To increment when the interface change.

Protected Member Functions

void removeVBDrvInfoPtr (ItVBDrvInfoPtrList vbDrvInfoIt)
 remove ptr from the lists in the driver.
void removeIBDrvInfoPtr (ItIBDrvInfoPtrList ibDrvInfoIt)
void removeTextureDrvInfoPtr (ItTexDrvInfoPtrMap texDrvInfoIt)
void removeTextureDrvSharePtr (ItTexDrvSharePtrList texDrvShareIt)
void removeMatDrvInfoPtr (ItMatDrvInfoPtrList shaderIt)
void removeShaderDrvInfoPtr (ItShaderDrvInfoPtrList shaderIt)
void removeVtxPrgDrvInfoPtr (ItVtxPrgDrvInfoPtrList vtxPrgDrvInfoIt)

Protected Attributes

CSynchronized< TTexDrvInfoPtrMap_SyncTexDrvInfos
TTexDrvSharePtrList _TexDrvShares
TMatDrvInfoPtrList _MatDrvInfos
TVBDrvInfoPtrList _VBDrvInfos
TIBDrvInfoPtrList _IBDrvInfos
TPolygonMode _PolygonMode
TVtxPrgDrvInfoPtrList _VtxPrgDrvInfos
TShaderDrvInfoPtrList _ShaderDrvInfos
uint _ResetCounter

Private Attributes

bool _StaticMemoryToVRAM

Friends

class IVBDrvInfos
class IIBDrvInfos
class CTextureDrvShare
class ITextureDrvInfos
class IMaterialDrvInfos
class IVertexProgramDrvInfos
class IShaderDrvInfos

Vertex program interface



enum  TMatrix { ModelView = 0, Projection, ModelViewProjection, NumMatrix }
enum  TTransform {
  Identity = 0, Inverse, Transpose, InverseTranspose,
  NumTransform
}
virtual bool isVertexProgramSupported () const =0
 Does the driver supports vertex programs ?
virtual bool isVertexProgramEmulated () const =0
 Does the driver supports vertex program, but emulated by CPU ?
virtual bool activeVertexProgram (CVertexProgram *program)=0
 Activate / disactivate a vertex program.
virtual void setConstant (uint index, float, float, float, float)=0
 Setup constant values.
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
virtual void setConstant (uint index, uint num, const float *src)=0
 setup several 4 float csts taken from the given tab
virtual void setConstant (uint index, uint num, const double *src)=0
 setup several 4 double csts taken from the given tab
virtual void setConstantMatrix (uint index, TMatrix matrix, TTransform transform)=0
 Setup constants with a current matrix.
virtual void setConstantFog (uint index)=0
 Setup the constant with the fog vector.
virtual bool supportVertexProgramDoubleSidedColor () const =0
 Check if the driver support double sided colors vertex programs.
virtual bool supportCloudRenderSinglePass () const =0
virtual void enableVertexProgramDoubleSidedColor (bool doubleSided)=0
 Activate VertexProgram 2Sided Color mode.

Detailed Description

Definition at line 123 of file driver.h.


Member Enumeration Documentation

Enumerator:
CCW 
CW 

Definition at line 133 of file driver.h.

Enumerator:
ModelView 
Projection 
ModelViewProjection 
NumMatrix 

Definition at line 965 of file driver.h.

Driver Max matrix count.

Kept for backward compatibility. Suppose any Hardware VertexProgram can handle only 16 matrix

Enumerator:
MaxModelMatrix 

Definition at line 150 of file driver.h.

Enumerator:
noIcon 
handIcon 
questionIcon 
exclamationIcon 
asteriskIcon 
warningIcon 
errorIcon 
informationIcon 
stopIcon 
iconCount 

Definition at line 132 of file driver.h.

Enumerator:
okId 
yesId 
noId 
abortId 
retryId 
cancelId 
ignoreId 
idCount 

Definition at line 130 of file driver.h.

Enumerator:
okType 
okCancelType 
yesNoType 
abortRetryIgnoreType 
yesNoCancelType 
retryCancelType 
typeCount 

Definition at line 131 of file driver.h.

Driver's polygon modes.

See also:
setPolygonMode, getPolygonMode
Enumerator:
Filled 
Line 
Point 

Definition at line 142 of file driver.h.

Enumerator:
never 
less 
lessequal 
equal 
notequal 
greaterequal 
greater 
always 

Definition at line 135 of file driver.h.

Enumerator:
keep 
zero 
replace 
incr 
decr 
invert 

Definition at line 134 of file driver.h.

Enumerator:
Identity 
Inverse 
Transpose 
InverseTranspose 
NumTransform 

Definition at line 973 of file driver.h.


Constructor & Destructor Documentation

NL3D::IDriver::IDriver ( void   ) 

Definition at line 48 of file driver.cpp.

References _PolygonMode, _ResetCounter, _StaticMemoryToVRAM, and Filled.

NL3D::IDriver::~IDriver ( void   )  [virtual]

Member Function Documentation

virtual bool NL3D::IDriver::activate ( void   )  [pure virtual]

Before rendering via a driver in a thread, must activate() (per thread).

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

Referenced by NL3D::CDriverUser::activate().

virtual bool NL3D::IDriver::activeIndexBuffer ( CIndexBuffer IB  )  [pure virtual]

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.

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

Referenced by NL3D::CPSUtil::displayArrow(), NL3D::CPSUtil::displayBBox(), NL3D::CInstanceGroup::displayDebugClusters(), NL3D::CPSTailDot::displayRibbons(), NL3D::CPSRibbonLookAt::displayRibbons(), NL3D::CPSRibbon::displayRibbons(), NL3D::CPSConstraintMesh::doRenderPasses(), NL3D::CDRU::drawBitmap(), NL3D::CPSFanLightHelper::drawFanLight(), NL3D::CDRU::drawLine(), NL3D::CDriverUser::drawLine(), NL3D::CDRU::drawLinesUnlit(), NL3D::drawPassTriArray(), NL3D::CPSShockWaveHelper::drawShockWave(), NL3D::CDRU::drawTriangle(), NL3D::CDriverUser::drawTriangle(), NL3D::CDRU::drawTrianglesUnlit(), NL3D::CLodCharacterManager::endRender(), NL3D::CCoarseMeshManager::flushRender(), NL3D::CMeshInstance::generateShadowMap(), NL3D::CVisualCollisionMesh::receiveShadowMap(), NL3D::CVegetableManager::render(), NL3D::CVegetableBlendLayerModel::render(), NL3D::CSegRemanence::render(), NL3D::CMeshMRMSkinnedGeom::render(), NL3D::CMeshMRMGeom::render(), NL3D::CMeshGeom::render(), NL3D::CMeshInstance::renderIntoSkeletonShadowMap(), NL3D::CFlareModel::renderOcclusionMeshPrimitives(), NL3D::CMeshMRMGeom::renderPass(), NL3D::CMeshGeom::renderPass(), NL3D::CShadowPolyReceiver::renderSelection(), NL3D::CMeshMRMSkinnedGeom::renderShadowSkinPrimitives(), NL3D::CMeshMRMGeom::renderShadowSkinPrimitives(), NL3D::CMeshGeom::renderSimpleWithMaterial(), NL3D::CMeshMRMGeom::renderSkin(), NL3D::CMeshGeom::renderSkin(), NL3D::CMeshMRMSkinnedGeom::renderSkinGroupPrimitives(), NL3D::CMeshMRMGeom::renderSkinGroupPrimitives(), NL3D::CMeshMRMSkinnedGeom::renderSkinGroupSpecularRdrPass(), NL3D::CMeshMRMGeom::renderSkinGroupSpecularRdrPass(), NL3D::CWaterEnvMap::renderTestMesh(), NL3D::CPSGravity::show(), and NL3D::CWaterEnvMap::update().

virtual bool NL3D::IDriver::activeShader ( CShader shd  )  [pure virtual]

Activate a shader, NULL to disable the current shader.

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

virtual bool NL3D::IDriver::activeVertexBuffer ( CVertexBuffer VB  )  [pure virtual]

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 also:
activeVertexProgram

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

Referenced by NL3D::CShadowMapManager::applyFakeGaussianBlur(), NL3D::CMeshMRMGeom::beginMesh(), NL3D::CMeshGeom::beginMesh(), NL3D::CCloud::disp(), NL3D::CCloud::dispBill(), NL3D::CPSUtil::displayArrow(), NL3D::CPSUtil::displayBBox(), NL3D::CInstanceGroup::displayDebugClusters(), NL3D::CPSTailDot::displayRibbons(), NL3D::CPSRibbonLookAt::displayRibbons(), NL3D::CPSRibbon::displayRibbons(), NL3D::CCloud::dispXYZ(), NL3D::CDeform2d::doDeform(), NL3D::CDRU::drawBitmap(), NL3D::DrawDot(), NL3D::CPSFaceHelper::drawFaces(), NL3D::CPSFanLightHelper::drawFanLight(), NL3D::CDRU::drawLine(), NL3D::CDriverUser::drawLine(), NL3D::CDRU::drawLinesUnlit(), NL3D::CPSFaceLookAtHelper::drawLookAt(), NL3D::CPSFaceLookAtHelper::drawLookAtAlignOnMotion(), NL3D::CPSConstraintMeshHelper::drawMeshs(), NL3D::CPSConstraintMeshHelper::drawPrerotatedMeshs(), NL3D::CDRU::drawQuad(), NL3D::CDriverUser::drawQuad(), NL3D::CDriverUser::drawQuads(), NL3D::CPSShockWaveHelper::drawShockWave(), NL3D::CDRU::drawTriangle(), NL3D::CDriverUser::drawTriangle(), NL3D::CDriverUser::drawTriangles(), NL3D::CDRU::drawTrianglesUnlit(), NL3D::CShadowMapManager::fillBlackBorder(), NL3D::CNoise3d::flush(), NL3D::CRenderStringBuffer::flush(), NL3D::CNoise3d::flush2passes(), NL3D::CCoarseMeshManager::flushRender(), NL3D::CRenderStringBuffer::flushUnProjected(), NL3D::CCloud::genBill(), NL3D::CCloud::generate(), NL3D::CMeshInstance::generateShadowMap(), NL3D::CCloud::light(), NL3D::CFlareModel::occlusionTest(), NL3D::CMotionBlur::performMotionBlur(), NL3D::CVisualCollisionMesh::receiveShadowMap(), NL3D::CSegRemanence::render(), NL3D::CPackedZone16::render(), NL3D::CPackedZone32::render(), NL3D::CMeshMRMSkinnedGeom::render(), NL3D::CMeshMRMGeom::render(), NL3D::CMeshGeom::render(), NL3D::CComputedString::render2D(), NL3D::CComputedString::render3D(), NL3D::CShadowMapManager::renderGenerate(), NL3D::CMeshInstance::renderIntoSkeletonShadowMap(), NL3D::CFlareModel::renderOcclusionTestMesh(), NL3D::CShadowPolyReceiver::renderSelection(), NL3D::CMeshGeom::renderSimpleWithMaterial(), NL3D::CMeshMRMGeom::renderSkin(), NL3D::CMeshGeom::renderSkin(), NL3D::CWaterEnvMap::renderTestMesh(), NL3D::CCloud::reset(), NL3D::CMeshVPPerPixelLight::setupForMaterial(), NL3D::CPSGravity::show(), NL3D::CWaterModel::traverseRender(), NL3D::CFlareModel::traverseRender(), NL3D::CWaterEnvMap::update(), and NL3D::CFlareModel::updateOcclusionQuery().

virtual bool NL3D::IDriver::activeVertexProgram ( CVertexProgram program  )  [pure virtual]
virtual void NL3D::IDriver::beginDialogMode (  )  [pure virtual]

enter/leave the dialog mode

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

Referenced by NL3D::CDriverUser::beginDialogMode().

virtual sint NL3D::IDriver::beginMaterialMultiPass (  )  [pure virtual]

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.

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

virtual bool NL3D::IDriver::clear2D ( CRGBA  rgba  )  [pure virtual]
virtual bool NL3D::IDriver::clearStencilBuffer ( float  stencilval = 0  )  [pure virtual]
virtual bool NL3D::IDriver::clearZBuffer ( float  zval = 1  )  [pure virtual]
virtual bool NL3D::IDriver::copyTargetToTexture ( ITexture tex,
uint32  offsetx = 0,
uint32  offsety = 0,
uint32  x = 0,
uint32  y = 0,
uint32  width = 0,
uint32  height = 0,
uint32  mipmapLevel = 0 
) [pure virtual]

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.

Parameters:
tex the texture to render into.
offsetx x position within the destination texture.
y y position within the destination texture.
x x position within the current texture target.
y y position within the current texture target.
width width of the renderable area to copy, if 0, use the whole size.
height height of the renderable area to copy, if 0, use the whole size.
mipmapLevel the mipmap to copy texture to.

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

Referenced by NL3D::CCloud::light().

virtual IOcclusionQuery* NL3D::IDriver::createOcclusionQuery (  )  [pure virtual]

Create an occlusion query object.

Returns:
NULL is not enough resources or if not supported

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

Referenced by NL3D::CFlareModel::occlusionTest(), and NL3D::CFlareModel::updateOcclusionQuery().

virtual void NL3D::IDriver::deleteOcclusionQuery ( IOcclusionQuery oq  )  [pure virtual]

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

virtual void NL3D::IDriver::disableHardwareTextureShader (  )  [pure virtual]
virtual void NL3D::IDriver::disableHardwareVertexArrayAGP (  )  [pure virtual]
virtual void NL3D::IDriver::disableHardwareVertexProgram (  )  [pure virtual]

Disable some Feature that may be supported by the Hardware Call before setDisplay() to work properly.

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

Referenced by NL3D::CDriverUser::disableHardwareVertexProgram().

virtual void NL3D::IDriver::displayBench ( class NLMISC::CLog log  )  [pure virtual]
virtual void NL3D::IDriver::enableFog ( bool  enable  )  [pure virtual]
virtual void NL3D::IDriver::enableLight ( uint8  num,
bool  enable = true 
) [pure virtual]

Enable / disable light.

You must call setLight() if you active the light.

Parameters:
num is the number of the light to enable / disable.
enable is true to enable the light, false to disable it.
See also:
setLight()

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

Referenced by NL3D::CRenderTrav::changeLightSetup(), NL3D::CDriverUser::enableLight(), NL3D::CShadowMapManager::renderProject(), and NL3D::CRenderTrav::resetLightSetup().

virtual NLMISC::IKeyboardDevice* NL3D::IDriver::enableLowLevelKeyboard ( bool  enable  )  [pure virtual]

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

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

Referenced by NL3D::CDriverUser::enableLowLevelKeyboard().

virtual NLMISC::IMouseDevice* NL3D::IDriver::enableLowLevelMouse ( bool  enable,
bool  exclusive 
) [pure virtual]

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

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

Referenced by NL3D::CDriverUser::enableLowLevelMouse().

virtual void NL3D::IDriver::enablePolygonSmoothing ( bool  smooth  )  [pure virtual]

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)

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

Referenced by NL3D::CShadowMapManager::renderGenerate().

virtual void NL3D::IDriver::enableStencilTest ( bool  enable  )  [pure virtual]

Set stencil support.

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

Referenced by NL3D::CDriverUser::enableStencilTest().

virtual void NL3D::IDriver::enableUsedTextureMemorySum ( bool  enable = true  )  [pure virtual]

Enable the sum of texture memory used since last swapBuffers() call.

To retrieve the memory used call getUsedTextureMemory().

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

Referenced by NL3D::CDriverUser::enableUsedTextureMemorySum().

virtual void NL3D::IDriver::enableVertexProgramDoubleSidedColor ( bool  doubleSided  )  [pure virtual]

Activate VertexProgram 2Sided Color mode.

In 2Sided mode, the BackFace (if material 2Sided 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

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

virtual void NL3D::IDriver::endBench (  )  [pure virtual]

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

Referenced by NL3D::CDriverUser::endBench().

virtual void NL3D::IDriver::endDialogMode (  )  [pure virtual]
virtual void NL3D::IDriver::endMaterialMultiPass (  )  [pure virtual]

end multipass for this material.

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

virtual void NL3D::IDriver::endProfileIBLock ( std::vector< std::string > &  result  )  [pure virtual]
virtual void NL3D::IDriver::endProfileVBHardLock ( std::vector< std::string > &  result  )  [pure virtual]

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.

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

Referenced by NL3D::CDriverUser::endProfileVBHardLock().

virtual void NL3D::IDriver::endSpecularBatch (  )  [pure virtual]
virtual bool NL3D::IDriver::fillBuffer ( CBitmap bitmap  )  [pure virtual]

fill the RGBA back buffer

Parameters:
bitmap will be written in the buffer. no-op if bad size.
Returns:
true if success

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

Referenced by NL3D::CDriverUser::fillBuffer().

virtual void NL3D::IDriver::finish (  )  [pure virtual]

force the driver to flush all command.

glFinish() in opengl. Interesting only for debug and profiling purpose.

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

Referenced by NL3D::CDriverUser::finish().

virtual void NL3D::IDriver::flush (  )  [pure virtual]

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

Referenced by NL3D::CDriverUser::flush().

virtual bool NL3D::IDriver::fogEnabled (  )  [pure virtual]
virtual void NL3D::IDriver::forceDXTCCompression ( bool  dxtcComp  )  [pure virtual]

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.

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

Referenced by NL3D::CDriverUser::forceDXTCCompression().

virtual void NL3D::IDriver::forceNativeFragmentPrograms ( bool  nativeOnly  )  [pure virtual]

Sets enforcement of native fragment programs.

This is by default enabled.

Parameters:
nativeOnly If set to false, fragment programs don't need to be native to stay loaded, otherwise (aka if true) they will be purged.

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

Referenced by NL3D::CDriverUser::forceNativeFragmentPrograms().

virtual void NL3D::IDriver::forceNormalize ( bool  normalize  )  [pure virtual]

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.

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

Referenced by NL3D::CMeshMRMGeom::beginMesh(), NL3D::CMeshMRMGeom::endMesh(), NL3D::CMeshMRMSkinnedGeom::render(), NL3D::CMeshMRMGeom::render(), and NL3D::CSkeletonModel::renderSkins().

virtual void NL3D::IDriver::forceTextureResize ( uint  divisor  )  [pure virtual]

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

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

Referenced by NL3D::CDriverUser::forceTextureResize().

virtual bool NL3D::IDriver::getAdapter ( uint  adapter,
CAdapter desc 
) const [pure virtual]

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

virtual uint32 NL3D::IDriver::getAvailableVertexAGPMemory (  )  [pure virtual]

Return the amount of AGP memory allocated by initVertexBufferHard() to store vertices.

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

Referenced by NL3D::CDriverUser::getAvailableVertexAGPMemory().

virtual uint32 NL3D::IDriver::getAvailableVertexVRAMMemory (  )  [pure virtual]

Return the amount of video memory allocated by initVertexBufferHard() to store vertices.

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

Referenced by NL3D::CDriverUser::getAvailableVertexVRAMMemory().

virtual uint8 NL3D::IDriver::getBitPerPixel (  )  [pure virtual]

Return the depth of the driver after init().

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

virtual NLMISC::CRGBA NL3D::IDriver::getBlendConstantColor (  )  const [pure virtual]

see supportBlendConstantColor().

Get the current Blend Constant Color.

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

virtual void NL3D::IDriver::getBuffer ( CBitmap bitmap  )  [pure virtual]

get the RGBA back buffer.

After swapBuffers(), the content of the back buffer is undefined.

Parameters:
bitmap the buffer will be written in this bitmap

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

Referenced by NL3D::CDriverUser::getBuffer(), and NL3D::CNELU::screenshot().

virtual void NL3D::IDriver::getBufferPart ( CBitmap bitmap,
NLMISC::CRect rect 
) [pure virtual]

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.

Parameters:
bitmap the buffer will be written in this bitmap
rect the in/out (wanted/clipped) part of Color buffer to retrieve.

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

Referenced by NL3D::CDriverUser::getBufferPart().

virtual float NL3D::IDriver::getClipSpaceZMin (  )  const [pure virtual]
virtual TCullMode NL3D::IDriver::getCullMode (  )  const [pure virtual]
virtual bool NL3D::IDriver::getCurrentScreenMode ( GfxMode mode  )  [pure virtual]

return the current screen mode (if we are in windowed, return the screen mode behind the window)

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

Referenced by NL3D::CDriverUser::getCurrentScreenMode().

virtual void NL3D::IDriver::getDepthRange ( float znear,
float zfar 
) const [pure virtual]
virtual void* NL3D::IDriver::getDisplay (  )  [pure virtual]
virtual uint NL3D::IDriver::getDoubleClickDelay ( bool  hardwareMouse  )  [pure virtual]

Get the delay in ms for mouse double clicks.

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

Referenced by NL3D::CDriverUser::getDoubleClickDelay().

virtual const char* NL3D::IDriver::getDriverInformation (  )  [pure virtual]

Get driver informations.

get the nel name of the driver (ex: "Opengl 1.2 NeL Driver")

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

Referenced by NL3D::CDriverUser::getDriverInformation().

virtual NLMISC::IEventEmitter* NL3D::IDriver::getEventEmitter ( void   )  [pure virtual]
virtual CRGBA NL3D::IDriver::getFogColor (  )  const [pure virtual]
virtual float NL3D::IDriver::getFogEnd (  )  const [pure virtual]
virtual float NL3D::IDriver::getFogStart (  )  const [pure virtual]
virtual CMatrix NL3D::IDriver::getFrustumMatrix (  )  [pure virtual]
virtual uint32 NL3D::IDriver::getImplementationVersion (  )  const [pure virtual]

Get the driver version.

Not the same than interface version. Incremented at each implementation change.

See also:
InterfaceVersion

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

Referenced by NL3D::CDriverUser::getImplementationVersion().

virtual NLMISC::IInputDeviceManager* NL3D::IDriver::getLowLevelInputDeviceManager (  )  [pure virtual]

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 ...)

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

Referenced by NL3D::CDriverUser::getLowLevelInputDeviceManager().

virtual uint NL3D::IDriver::getMaxLight (  )  const [pure virtual]

return the number of light supported by driver.

typically 8.

See also:
enableLight() setLight()

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

Referenced by NL3D::CRenderTrav::resetLightSetup().

virtual uint NL3D::IDriver::getMaxVerticesByVertexBufferHard (  )  const [pure virtual]

return How many vertices VertexBufferHard support

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

virtual bool NL3D::IDriver::getModes ( std::vector< GfxMode > &  modes  )  [pure virtual]

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

Referenced by NL3D::CDriverUser::getModes().

virtual uint NL3D::IDriver::getNbTextureStages (  )  const [pure virtual]

Get the number of texture stage available, for multi texturing (Normal material shaders). Valid only after setDisplay().

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

Referenced by NL3D::CDriverUser::getNbTextureStages(), NL3D::CMaterial::isSupportedByDriver(), NL3D::CPSMultiTexturedParticle::setupMaterial(), and NL3D::CPSMultiTexturedParticle::setupMultiTexEnv().

virtual uint NL3D::IDriver::getNumAdapter (  )  const [pure virtual]

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

virtual void NL3D::IDriver::getNumPerStageConstant ( uint lightedMaterial,
uint unlightedMaterial 
) const [pure virtual]

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.

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

Referenced by NL3D::CShadowMapManager::updateBlurTexture().

TPolygonMode NL3D::IDriver::getPolygonMode (  )  [inline]

Get the global polygon mode.

Parameters:
polygon mode choose in this driver.
See also:
setPolygonMode(), TPolygonMode

Definition at line 957 of file driver.h.

References _PolygonMode.

Referenced by NL3D::CDriverUser::getPolygonMode(), NL3D::CSegRemanence::render(), NL3D::CPackedZone16::render(), NL3D::CPackedZone32::render(), and NL3D::CScene::renderOcclusionTestMeshs().

virtual bool NL3D::IDriver::getRenderTargetSize ( uint32 width,
uint32 height 
) [pure virtual]

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.

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

uint NL3D::IDriver::getResetCounter (  )  const [inline]

Return the driver reset counter.

The reset counter is incremented at each driver reset.

Definition at line 429 of file driver.h.

References _ResetCounter.

Referenced by NL3D::CCloudScape::anim(), and NL3D::CCloudScape::init().

bool NL3D::IDriver::getStaticMemoryToVRAM (  )  const [inline]
virtual uint64 NL3D::IDriver::getSwapBufferCounter (  )  const [pure virtual]
virtual uint NL3D::IDriver::getSwapVBLInterval (  )  [pure virtual]

get the number of VBL wait when a swapBuffers() is issued. 0 means no synchronisation to the VBL

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

Referenced by NL3D::CDriverUser::getSwapVBLInterval().

virtual uint NL3D::IDriver::getTextureHandle ( const ITexture tex  )  [pure virtual]

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.

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

Referenced by NL3D::CMeshMRMSkinnedGeom::renderSkinGroupPrimitives(), and NL3D::CMeshMRMGeom::renderSkinGroupPrimitives().

void NL3D::IDriver::getTextureShareName ( const ITexture tex,
std::string &  output 
) [static]
virtual uint32 NL3D::IDriver::getUsedTextureMemory (  )  const [pure virtual]

Return the amount of texture video memory used since last swapBuffers() call.

Before use this method, you should enable the sum with enableUsedTextureMemorySum().

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

Referenced by NL3D::CDriverUser::getUsedTextureMemory().

virtual CVertexBuffer::TVertexColorType NL3D::IDriver::getVertexColorFormat (  )  const [pure virtual]

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 *

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

Referenced by NL3D::CPSTailDot::displayRibbons(), NL3D::CPSRibbonLookAt::displayRibbons(), NL3D::CPSRibbon::displayRibbons(), NL3D::DrawDot(), NL3D::CPSFaceHelper::drawFaces(), NL3D::CPSFanLightHelper::drawFanLight(), NL3D::CPSFaceLookAtHelper::drawLookAt(), NL3D::CPSFaceLookAtHelper::drawLookAtAlignOnMotion(), NL3D::CPSConstraintMeshHelper::drawMeshs(), NL3D::CPSConstraintMeshHelper::drawPrerotatedMeshs(), NL3D::CPSShockWaveHelper::drawShockWave(), NL3D::CCoarseMeshManager::flushRender(), NL3D::CComputedString::render2DClip(), NL3D::CComputedString::render2DUnProjected(), and NL3D::CMeshMultiLod::renderCoarseMesh().

virtual const char* NL3D::IDriver::getVideocardInformation (  )  [pure virtual]

Get videocard informations.

get the official name of the driver

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

Referenced by NL3D::CDriverUser::getVideocardInformation().

virtual CMatrix NL3D::IDriver::getViewMatrix ( void   )  const [pure virtual]
virtual void NL3D::IDriver::getViewport ( CViewport viewport  )  [pure virtual]
virtual void NL3D::IDriver::getWindowPos ( uint32 x,
uint32 y 
) [pure virtual]

Get the position of the window always (0,0) in fullscreen.

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

Referenced by NL3D::CDriverUser::getWindowPos().

virtual emptyProc NL3D::IDriver::getWindowProc (  )  [pure virtual]

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

virtual void NL3D::IDriver::getWindowSize ( uint32 width,
uint32 height 
) [pure virtual]
virtual void NL3D::IDriver::getZBuffer ( std::vector< float > &  zbuffer  )  [pure virtual]

get the ZBuffer (back buffer).

Parameters:
zbuffer the returned array of Z. size of getWindowSize() .

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

Referenced by NL3D::CDriverUser::getZBuffer().

virtual void NL3D::IDriver::getZBufferPart ( std::vector< float > &  zbuffer,
NLMISC::CRect rect 
) [pure virtual]

get a part of the ZBuffer (back buffer).

NB: 0,0 is the bottom left corner of the screen.

Parameters:
zbuffer the returned array of Z. size of rec.Width*rec.Height.
rect the in/out (wanted/clipped) part of ZBuffer to retrieve.

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

Referenced by NL3D::CDriverUser::getZBufferPart(), and NL3D::CFlareModel::traverseRender().

virtual bool NL3D::IDriver::init ( uint  windowIcon = 0,
emptyProc  exitFunc = 0 
) [pure virtual]
virtual bool NL3D::IDriver::initVertexBufferHard ( uint  agpMem,
uint  vramMem = 0 
) [pure virtual]

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(16Mo, 0); so this is not necessary. NB: If allocation fails, mem/=2, and retry, until mem < 500K.

Parameters:
agpMem amount of AGP Memory required. if 0, reseted.
vramMem amount of VRAM Memory required. if 0, reseted.
Returns:
false if one the Buffer has not been allocated (at least at 500K).

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

bool NL3D::IDriver::invalidateShareTexture ( ITexture texture  ) 

Invalidate shared texture.

Definition at line 272 of file driver.cpp.

References _SyncTexDrvInfos, _TexDrvShares, and getTextureShareName().

virtual bool NL3D::IDriver::isActive (  )  [pure virtual]

Return true if driver is still active. Return false else. If he user close the window, must return false.

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

Referenced by NL3D::CDriverUser::isActive().

virtual bool NL3D::IDriver::isEMBMSupportedAtStage ( uint  stage  )  const [pure virtual]
virtual bool NL3D::IDriver::isForceNormalize (  )  const [pure virtual]
virtual bool NL3D::IDriver::isLost (  )  const [pure virtual]

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

Referenced by NL3D::CDriverUser::isLost().

virtual bool NL3D::IDriver::isPolygonSmoothingEnabled (  )  const [pure virtual]
virtual bool NL3D::IDriver::isStencilTestEnabled (  )  const [pure virtual]
virtual bool NL3D::IDriver::isTextureAddrModeSupported ( CMaterial::TTexAddressingMode  mode  )  const [pure virtual]
virtual bool NL3D::IDriver::isTextureExist ( const ITexture tex  )  [pure virtual]

is the texture is set up in the driver NB: this method is thread safe.

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

Referenced by NL3D::CShapeBank::processWaitingShapes(), and NL3D::CAsyncFileManager3D::CMeshLoad::run().

virtual bool NL3D::IDriver::isTextureRectangle ( ITexture tex  )  const [pure virtual]
virtual bool NL3D::IDriver::isVertexProgramEmulated (  )  const [pure virtual]

Does the driver supports vertex program, but emulated by CPU ?

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

Referenced by NL3D::CMeshVPWindTree::begin(), NL3D::CMeshVPPerPixelLight::begin(), and NL3D::CMeshVPWindTree::isMBRVpOk().

virtual bool NL3D::IDriver::isVertexProgramSupported (  )  const [pure virtual]

Does the driver supports vertex programs ?

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

Referenced by NL3D::CMeshVPWindTree::begin(), NL3D::CMeshVPPerPixelLight::begin(), and NL3D::CMeshVPWindTree::isMBRVpOk().

virtual bool NL3D::IDriver::isWaterShaderSupported (  )  const [pure virtual]
virtual void NL3D::IDriver::mapTextureStageToUV ( uint  stage,
uint  uv 
) [pure virtual]

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 0th texture stage to use the 2th 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.

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

Referenced by NL3D::CLandscape::render().

virtual uint32 NL3D::IDriver::profileAllocatedTextureMemory (  )  [pure virtual]

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 :).

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

Referenced by NL3D::CDriverUser::profileAllocatedTextureMemory().

virtual void NL3D::IDriver::profileIBAllocation ( std::vector< std::string > &  result  )  [pure virtual]
virtual void NL3D::IDriver::profileRenderedPrimitives ( CPrimitiveProfile pIn,
CPrimitiveProfile pOut 
) [pure virtual]

Get the number of primitives rendered from the last swapBuffers() call.

Parameters:
pIn the number of requested rendered primitive.
pOut the number of effective rendered primitive. pOut==pIn if no multi-pass material is used (Lightmap, Specular ...).

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

Referenced by NL3D::CDriverUser::profileRenderedPrimitives(), NL3D::CVegetableManager::render(), and NL3D::CVegetableBlendLayerModel::render().

virtual uint32 NL3D::IDriver::profileSetupedMaterials (  )  const [pure virtual]

Get the number of material setuped from the last swapBuffers() call.

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

Referenced by NL3D::CDriverUser::profileSetupedMaterials(), and NL3D::CLandscape::render().

virtual uint32 NL3D::IDriver::profileSetupedModelMatrix (  )  const [pure virtual]

Get the number of matrix setuped from the last swapBuffers() call.

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

Referenced by NL3D::CDriverUser::profileSetupedModelMatrix().

void NL3D::IDriver::profileTextureUsage ( std::vector< std::string > &  result  ) 
virtual void NL3D::IDriver::profileVBHardAllocation ( std::vector< std::string > &  result  )  [pure virtual]

display VBhards allocated

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

Referenced by NL3D::CDriverUser::profileVBHardAllocation().

bool NL3D::IDriver::release ( void   )  [virtual]

Deriver should calls IDriver::release() first, to destroy all driver components (textures, shaders, VBuffers).

Reimplemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

Definition at line 75 of file driver.cpp.

References _IBDrvInfos, _MatDrvInfos, _ShaderDrvInfos, _SyncTexDrvInfos, _TexDrvShares, _VBDrvInfos, _VtxPrgDrvInfos, and nlassert.

Referenced by NL3D::CDriverUser::release(), and NL3D::CNELU::releaseDriver().

void NL3D::IDriver::removeIBDrvInfoPtr ( ItIBDrvInfoPtrList  ibDrvInfoIt  )  [protected]

Definition at line 238 of file driver.cpp.

References _IBDrvInfos.

Referenced by NL3D::IIBDrvInfos::~IIBDrvInfos().

void NL3D::IDriver::removeMatDrvInfoPtr ( ItMatDrvInfoPtrList  shaderIt  )  [protected]

Definition at line 256 of file driver.cpp.

References _MatDrvInfos.

Referenced by NL3D::IMaterialDrvInfos::~IMaterialDrvInfos().

void NL3D::IDriver::removeShaderDrvInfoPtr ( ItShaderDrvInfoPtrList  shaderIt  )  [protected]

Definition at line 261 of file driver.cpp.

References _ShaderDrvInfos.

Referenced by NL3D::IShaderDrvInfos::~IShaderDrvInfos().

void NL3D::IDriver::removeTextureDrvInfoPtr ( ItTexDrvInfoPtrMap  texDrvInfoIt  )  [protected]

Definition at line 243 of file driver.cpp.

References _SyncTexDrvInfos.

Referenced by NL3D::ITextureDrvInfos::~ITextureDrvInfos().

void NL3D::IDriver::removeTextureDrvSharePtr ( ItTexDrvSharePtrList  texDrvShareIt  )  [protected]

Definition at line 251 of file driver.cpp.

References _TexDrvShares.

Referenced by NL3D::CTextureDrvShare::~CTextureDrvShare().

void NL3D::IDriver::removeVBDrvInfoPtr ( ItVBDrvInfoPtrList  vbDrvInfoIt  )  [protected]

remove ptr from the lists in the driver.

Definition at line 233 of file driver.cpp.

References _VBDrvInfos.

Referenced by NL3D::IVBDrvInfos::~IVBDrvInfos().

void NL3D::IDriver::removeVtxPrgDrvInfoPtr ( ItVtxPrgDrvInfoPtrList  vtxPrgDrvInfoIt  )  [protected]

Definition at line 266 of file driver.cpp.

References _VtxPrgDrvInfos.

Referenced by NL3D::IVertexProgramDrvInfos::~IVertexProgramDrvInfos().

virtual bool NL3D::IDriver::renderLines ( CMaterial mat,
uint32  firstIndex,
uint32  nlines 
) [pure virtual]

Render a list of indexed lines with previously setuped VertexBuffer / IndexBuffer / Matrixes.

Parameters:
mat is the material to use during this rendering
firstIndex is the first index in the index buffer to use as first line.
nlines is the number of line to render.

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

Referenced by NL3D::CPSUtil::displayBBox(), NL3D::CInstanceGroup::displayDebugClusters(), NL3D::CPSTailDot::displayRibbons(), NL3D::CPSConstraintMesh::doRenderPasses(), NL3D::CDRU::drawLine(), NL3D::CDriverUser::drawLine(), NL3D::CDRU::drawLinesUnlit(), and NL3D::CPSGravity::show().

virtual bool NL3D::IDriver::renderLinesWithIndexOffset ( CMaterial mat,
uint32  firstIndex,
uint32  nlines,
uint  indexOffset 
) [pure virtual]

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 also:
supportIndexOffset

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

virtual bool NL3D::IDriver::renderRawLines ( CMaterial mat,
uint32  startVertex,
uint32  numTri 
) [pure virtual]

Render lines with previously setuped VertexBuffer / Matrixes.

Lines are stored as a sequence in the vertex buffer.

Parameters:
mat is the material to use during this rendering
startVertex is the first vertex to use during this rendering.
numLine is the number of line to render.

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

virtual bool NL3D::IDriver::renderRawPoints ( CMaterial mat,
uint32  startVertex,
uint32  numPoints 
) [pure virtual]

Render points with previously setuped VertexBuffer / Matrixes.

Points are stored as a sequence in the vertex buffer.

Parameters:
mat is the material to use during this rendering
startVertex is the first vertex to use during this rendering.
numPoints is the number of point to render.

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

Referenced by NL3D::DrawDot(), and NL3D::CFlareModel::updateOcclusionQuery().

virtual bool NL3D::IDriver::renderRawQuads ( CMaterial mat,
uint32  startVertex,
uint32  numQuads 
) [pure virtual]
virtual bool NL3D::IDriver::renderRawTriangles ( CMaterial mat,
uint32  startVertex,
uint32  numTri 
) [pure virtual]

Render triangles with previously setuped VertexBuffer / Matrixes.

Triangles are stored as a sequence in the vertex buffer.

Parameters:
mat is the material to use during this rendering
startVertex is the first vertex to use during this rendering.
numTri is the number of triangle to render.

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

Referenced by NL3D::CDriverUser::drawTriangles(), NL3D::CPackedZone16::render(), NL3D::CPackedZone32::render(), and NL3D::CWaterModel::traverseRender().

virtual bool NL3D::IDriver::renderSimpleTriangles ( uint32  firstIndex,
uint32  ntris 
) [pure virtual]

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....

Parameters:
firstIndex is the first index in the index buffer to use as first triangle.
ntris is the number of triangle to render.

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

Referenced by NL3D::drawPassTriArray(), NL3D::CVegetableManager::render(), NL3D::CVegetableBlendLayerModel::render(), and NL3D::CFlareModel::renderOcclusionMeshPrimitives().

virtual bool NL3D::IDriver::renderSimpleTrianglesWithIndexOffset ( uint32  firstIndex,
uint32  ntris,
uint  indexOffset 
) [pure virtual]

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

virtual bool NL3D::IDriver::renderTriangles ( CMaterial mat,
uint32  firstIndex,
uint32  ntris 
) [pure virtual]

Render a list of indexed triangles with previously setuped VertexBuffer / IndexBuffer / Matrixes.

Parameters:
mat is the material to use during this rendering
firstIndex is the first index in the index buffer to use as first triangle.
ntris is the number of triangle to render.

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

Referenced by NL3D::CPSUtil::displayArrow(), NL3D::CInstanceGroup::displayDebugClusters(), NL3D::CPSRibbonLookAt::displayRibbons(), NL3D::CPSRibbon::displayRibbons(), NL3D::CPSConstraintMesh::doRenderPasses(), NL3D::CDRU::drawBitmap(), NL3D::CPSFanLightHelper::drawFanLight(), NL3D::CPSShockWaveHelper::drawShockWave(), NL3D::CDRU::drawTriangle(), NL3D::CDriverUser::drawTriangle(), NL3D::CDRU::drawTrianglesUnlit(), NL3D::CLodCharacterManager::endRender(), NL3D::CCoarseMeshManager::flushRender(), NL3D::CMeshInstance::generateShadowMap(), NL3D::CVisualCollisionMesh::receiveShadowMap(), NL3D::CSegRemanence::render(), NL3D::CMeshMRMSkinnedGeom::render(), NL3D::CMeshMRMGeom::render(), NL3D::CMeshGeom::render(), NL3D::CMeshInstance::renderIntoSkeletonShadowMap(), NL3D::CMeshMRMGeom::renderPass(), NL3D::CMeshGeom::renderPass(), NL3D::CShadowPolyReceiver::renderSelection(), NL3D::CMeshMRMSkinnedGeom::renderShadowSkinPrimitives(), NL3D::CMeshMRMGeom::renderShadowSkinPrimitives(), NL3D::CMeshGeom::renderSimpleWithMaterial(), NL3D::CMeshMRMGeom::renderSkin(), NL3D::CMeshGeom::renderSkin(), NL3D::CMeshMRMSkinnedGeom::renderSkinGroupPrimitives(), NL3D::CMeshMRMGeom::renderSkinGroupPrimitives(), NL3D::CMeshMRMSkinnedGeom::renderSkinGroupSpecularRdrPass(), NL3D::CMeshMRMGeom::renderSkinGroupSpecularRdrPass(), NL3D::CWaterEnvMap::renderTestMesh(), and NL3D::CWaterEnvMap::update().

virtual bool NL3D::IDriver::renderTrianglesWithIndexOffset ( CMaterial mat,
uint32  firstIndex,
uint32  ntris,
uint  indexOffset 
) [pure virtual]

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

virtual bool NL3D::IDriver::setAdapter ( uint  adapter  )  [pure virtual]

Choose the hardware renderer.

Call it before the setDisplay and enumModes methods Choose adapter = 0xffffffff for the default one.

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

virtual void NL3D::IDriver::setAmbientColor ( CRGBA  color  )  [pure virtual]

Set ambient.

Parameters:
color is the new global ambient color for the scene.
See also:
setLight(), enableLight()

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

Referenced by NL3D::CRenderTrav::resetLightSetup(), and NL3D::CDriverUser::setAmbientColor().

virtual void NL3D::IDriver::setBlendConstantColor ( NLMISC::CRGBA  col  )  [pure virtual]
virtual void NL3D::IDriver::setCapture ( bool  b  )  [pure virtual]

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

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

Referenced by NL3D::CDriverUser::setCapture().

virtual void NL3D::IDriver::setColorMask ( bool  bRed,
bool  bGreen,
bool  bBlue,
bool  bAlpha 
) [pure virtual]
virtual void NL3D::IDriver::setConstant ( uint  index,
uint  num,
const double src 
) [pure virtual]

setup several 4 double csts taken from the given tab

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

virtual void NL3D::IDriver::setConstant ( uint  index,
uint  num,
const float src 
) [pure virtual]

setup several 4 float csts taken from the given tab

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

virtual void NL3D::IDriver::setConstant ( uint  index,
const NLMISC::CVectorD value 
) [pure virtual]

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

virtual void NL3D::IDriver::setConstant ( uint  index,
const NLMISC::CVector value 
) [pure virtual]

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

virtual void NL3D::IDriver::setConstant ( uint  index,
double  ,
double  ,
double  ,
double   
) [pure virtual]

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

virtual void NL3D::IDriver::setConstant ( uint  index,
float  ,
float  ,
float  ,
float   
) [pure virtual]
virtual void NL3D::IDriver::setConstantFog ( uint  index  )  [pure virtual]

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.

Parameters:
index is the index where to store the vector.

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

Referenced by NL3D::CLandscape::render(), NL3D::CWaterModel::setupMaterialNVertexShader(), NL3D::CMeshVPWindTree::setupPerInstanceConstants(), NL3D::CVegetableManager::setupRenderStateForBlendLayerModel(), and NL3D::CVegetableManager::setupVertexProgramConstants().

virtual void NL3D::IDriver::setConstantMatrix ( uint  index,
TMatrix  matrix,
TTransform  transform 
) [pure virtual]

Setup constants with a current matrix.

This call must be done after setFrustum(), setupViewMatrix() or setupModelMatrix() to get correct results.

Parameters:
index is the base constant index where to store the matrix. This index must be a multiple of 4.
matrix is the matrix id to store in the constants
transform is the transformation to apply to the matrix before store it in the constants.

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

Referenced by NL3D::CMeshVPPerPixelLight::begin(), NL3D::CLandscape::render(), NL3D::CWaterEnvMap::renderTestMesh(), NL3D::CWaterModel::setupMaterialNVertexShader(), NL3D::CMeshVPWindTree::setupPerInstanceConstants(), and NL3D::CVegetableManager::setupVertexProgramConstants().

virtual void NL3D::IDriver::setCullMode ( TCullMode  cullMode  )  [pure virtual]

Set cull mode Useful for mirrors / cube map rendering or when the scene must be rendered upside down.

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

Referenced by NL3D::CDriverUser::setCullMode().

virtual void NL3D::IDriver::setDepthRange ( float  znear,
float  zfar 
) [pure virtual]

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

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

Referenced by NL3D::CDriverUser::setDepthRange().

virtual bool NL3D::IDriver::setDisplay ( void *  wnd,
const GfxMode mode,
bool  show = true,
bool  resizeable = true 
) throw (EBadDisplay) [pure virtual]
virtual void NL3D::IDriver::setEMBMMatrix ( const uint  stage,
const float  mat[4] 
) [pure virtual]
virtual void NL3D::IDriver::setFrustum ( float  left,
float  right,
float  bottom,
float  top,
float  znear,
float  zfar,
bool  perspective = true 
) [pure virtual]
virtual void NL3D::IDriver::setFrustumMatrix ( CMatrix frust  )  [pure virtual]
virtual void NL3D::IDriver::setLight ( uint8  num,
const CLight light 
) [pure virtual]

Setup a light.

You must call enableLight() to active the light.

Parameters:
num is the number of the light to set.
light is a light to set in this slot.
See also:
enableLight()

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

Referenced by NL3D::CRenderTrav::changeLightSetup(), NL3D::CVisualCollisionManager::receiveShadowMap(), NL3D::CRenderTrav::resetLightSetup(), and NL3D::CDriverUser::setLight().

virtual void NL3D::IDriver::setLightMapDynamicLight ( bool  enable,
const CLight light 
) [pure virtual]

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'

Parameters:
the light used for per pixel lighting

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

Referenced by NL3D::CLightTrav::traverse(), and NL3D::CPointLightModel::traverseLight().

virtual void NL3D::IDriver::setMatrix2DForTextureOffsetAddrMode ( const uint  stage,
const float  mat[4] 
) [pure virtual]

setup the 2D matrix for the OffsetTexture, OffsetTextureScale and OffsetTexture addressing mode It should be stored as the following [a0 a1] [a2 a3]

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

Referenced by NL3D::CPSMultiTexturedParticle::setupMaterial().

virtual bool NL3D::IDriver::setMode ( const GfxMode mode  )  [pure virtual]

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

Referenced by NL3D::CDriverUser::setMode().

virtual bool NL3D::IDriver::setMonitorColorProperties ( const CMonitorColorProperties properties  )  [pure virtual]

Setup monitor color properties.

Return false if setup failed.

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

Referenced by NL3D::CDriverUser::setMonitorColorProperties().

virtual void NL3D::IDriver::setMousePos ( float  x,
float  y 
) [pure virtual]

x and y must be between 0.0 and 1.0

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

Referenced by NL3D::CDriverUser::setMousePos().

virtual void NL3D::IDriver::setPerPixelLightingLight ( CRGBA  diffuse,
CRGBA  specular,
float  shininess 
) [pure virtual]

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'

Parameters:
the light used for per pixel lighting

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

Referenced by NL3D::CMeshVPPerPixelLight::setupForMaterial().

virtual void NL3D::IDriver::setPolygonMode ( TPolygonMode  mode  )  [inline, virtual]

Set the global polygon mode.

Can be filled, line or point. The implementation driver must call IDriver::setPolygonMode and active this mode.

Parameters:
polygon mode choose in this driver.
See also:
getPolygonMode(), TPolygonMode

Reimplemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

Definition at line 896 of file driver.h.

References _PolygonMode.

Referenced by NL3D::CCloud::dispBill(), NL3D::CSegRemanence::render(), NL3D::CPackedZone16::render(), NL3D::CPackedZone32::render(), NL3D::CScene::renderOcclusionTestMeshs(), and NL3D::CDriverUser::setPolygonMode().

virtual bool NL3D::IDriver::setRenderTarget ( ITexture tex,
uint32  x = 0,
uint32  y = 0,
uint32  width = 0,
uint32  height = 0,
uint32  mipmapLevel = 0,
uint32  cubeFace = 0 
) [pure virtual]

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 ())

Parameters:
tex the texture to render into.
x x position within the destination texture of the renderable area.
y y position within the destination texture of the renderable area.
width width of the renderable area, if 0, use the whole size.
height height of the renderable area, if 0, use the whole size.
mipmapLevel the mipmap to copy texture to.
cubaFace the face of the cube to copy texture to.
Returns:
true if the render target has been changed

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

Referenced by NL3D::CCloud::genBill(), NL3D::CCloud::generate(), NL3D::CCloud::light(), NL3D::CShadowMapManager::renderGenerate(), NL3D::CCloud::reset(), NL3D::CDriverUser::setRenderTarget(), and NL3D::CWaterEnvMap::update().

void NL3D::IDriver::setStaticMemoryToVRAM ( bool  staticMemoryToVRAM  ) 

Definition at line 325 of file driver.cpp.

References _StaticMemoryToVRAM.

virtual void NL3D::IDriver::setSwapVBLInterval ( uint  interval  )  [pure virtual]

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.

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

Referenced by NL3D::CDriverUser::setSwapVBLInterval().

virtual void NL3D::IDriver::setupFog ( float  start,
float  end,
CRGBA  color 
) [pure virtual]

setup fog parameters. fog must enabled to see result. start and end are distance values.

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

Referenced by NL3D::CLandscape::render(), NL3D::CShadowMapManager::renderProject(), and NL3D::CDriverUser::setupFog().

virtual bool NL3D::IDriver::setupMaterial ( CMaterial mat  )  [pure virtual]
virtual void NL3D::IDriver::setupMaterialPass ( uint  pass  )  [pure virtual]

active the ith pass of this material.

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

virtual void NL3D::IDriver::setupModelMatrix ( const CMatrix mtx  )  [pure virtual]

setup the model matrix.

NB: you must setupModelMatrix() AFTER setupViewMatrix(), or else undefined results.

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

Referenced by NL3D::CMeshMRMGeom::activeInstance(), NL3D::CMeshGeom::activeInstance(), NL3D::CLandscapeModel::clipAndRenderLandscape(), NL3D::CCloud::disp(), NL3D::CPSUtil::displayBasis(), NL3D::CInstanceGroup::displayDebugClusters(), NL3D::CPSTailDot::displayRibbons(), NL3D::CPSRibbonLookAt::displayRibbons(), NL3D::CPSRibbon::displayRibbons(), NL3D::CDeform2d::doDeform(), NL3D::CDRU::drawBitmap(), NL3D::CDRU::drawLine(), NL3D::CDRU::drawQuad(), NL3D::CDRU::drawTriangle(), NL3D::CLodCharacterManager::endRender(), NL3D::CRenderStringBuffer::flush(), NL3D::CCoarseMeshManager::flushRender(), NL3D::CCloud::genBill(), NL3D::CMeshInstance::generateShadowMap(), NL3D::CMotionBlur::performMotionBlur(), NL3D::CVisualCollisionMesh::receiveShadowMap(), NL3D::CLandscapeModel::receiveShadowMap(), NL3D::CVegetableManager::render(), NL3D::CSegRemanence::render(), NL3D::CMeshMRMSkinnedGeom::render(), NL3D::CMeshMRMGeom::render(), NL3D::CMeshGeom::render(), NL3D::CCloudScape::render(), NL3D::CComputedString::render2D(), NL3D::CComputedString::render3D(), NL3D::CShadowMapManager::renderGenerate(), NL3D::CSkeletonModel::renderIntoSkeletonShadowMap(), NL3D::CMeshInstance::renderIntoSkeletonShadowMap(), NL3D::CMeshGeom::renderSimpleWithMaterial(), NL3D::CSkeletonModel::renderSkins(), NL3D::CDriverUser::restoreMatrixContextMatrixOnly(), NL3D::CCloud::setMode2D(), NL3D::CPSLocated::setupDriverModelMatrix(), NL3D::CDriverUser::setupMatrixContext(), NL3D::CFlareModel::setupOcclusionMeshMatrix(), NL3D::CVegetableManager::setupRenderStateForBlendLayerModel(), NL3D::CPSLight::show(), NL3D::CPSGravity::show(), NL3D::CParticleSystem::step(), NL3D::CWaterModel::traverseRender(), NL3D::CFlareModel::traverseRender(), NL3D::CWaterEnvMap::update(), and NL3D::CFlareModel::updateOcclusionQueryBegin().

virtual void NL3D::IDriver::setupScissor ( const class CScissor scissor  )  [pure virtual]

Set the current Scissor.

Parameters:
scissor is a scissor to setup the current Scissor, in Window relative coordinate (0,1).

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

Referenced by NL3D::CCloud::disp(), NL3D::CCloudScape::render(), NL3D::CShadowMapManager::renderGenerate(), NL3D::CCloud::setMode2D(), and NL3D::CDriverUser::setupMatrixContext().

virtual bool NL3D::IDriver::setupTexture ( ITexture tex  )  [pure virtual]
virtual bool NL3D::IDriver::setupTextureEx ( ITexture tex,
bool  bUpload,
bool bAllUploaded,
bool  bMustRecreateSharedTexture = false 
) [pure virtual]

setup a texture in the driver.

Parameters:
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 also:
bAllUploaded
Parameters:
bAllUploaded true if any upload arise (texture invalid, must convert texture etc...).
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.

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

Referenced by NL3D::CShapeBank::processWSUploadTexture(), and NL3D::CAsyncTextureManager::uploadTexturePart().

virtual void NL3D::IDriver::setupViewMatrix ( const CMatrix mtx  )  [pure virtual]
virtual void NL3D::IDriver::setupViewMatrixEx ( const CMatrix mtx,
const CVector cameraPos 
) [pure virtual]

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.

Parameters:
mtx the same view matrix (still with correct "inversed" camera position) as if passed in setupViewMatrix()
cameraPos position of the camera (before inversion, ie mtx.getPos()!=cameraPos ).

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

Referenced by NL3D::CRenderTrav::setupDriverCamera().

virtual void NL3D::IDriver::setupViewport ( const class CViewport viewport  )  [pure virtual]
virtual void NL3D::IDriver::setWindowPos ( uint32  x,
uint32  y 
) [pure virtual]

Set the position of the NeL window.

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

Referenced by NL3D::CDriverUser::setWindowPos().

virtual void NL3D::IDriver::setWindowTitle ( const ucstring title  )  [pure virtual]

Set the title of the NeL window.

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

Referenced by NL3D::CDriverUser::setWindowTitle().

virtual void NL3D::IDriver::showCursor ( bool  b  )  [pure virtual]

show cursor if b is true, or hide it if b is false

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

Referenced by NL3D::CDriverUser::showCursor().

virtual void NL3D::IDriver::showWindow ( bool  show  )  [pure virtual]

Show or hide the NeL window.

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

Referenced by NL3D::CDriverUser::showWindow().

virtual bool NL3D::IDriver::slowUnlockVertexBufferHard (  )  const [pure virtual]

return true if driver support VertexBufferHard, but vbHard->unlock() are slow (ATI-openGL).

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

Referenced by NL3D::CMeshGeom::render().

virtual void NL3D::IDriver::startBench ( bool  wantStandardDeviation = false,
bool  quick = false,
bool  reset = true 
) [pure virtual]
virtual void NL3D::IDriver::startProfileIBLock (  )  [pure virtual]
virtual void NL3D::IDriver::startProfileVBHardLock (  )  [pure virtual]

If the driver support it, enable profile VBHard locks.

No-Op if already profiling

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

Referenced by NL3D::CDriverUser::startProfileVBHardLock().

virtual void NL3D::IDriver::startSpecularBatch (  )  [pure virtual]

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().

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

Referenced by NL3D::CSkeletonModel::renderSkinList().

virtual void NL3D::IDriver::stencilFunc ( TStencilFunc  stencilFunc,
int  ref,
uint  mask 
) [pure virtual]
virtual void NL3D::IDriver::stencilMask ( uint  mask  )  [pure virtual]
virtual void NL3D::IDriver::stencilOp ( TStencilOp  fail,
TStencilOp  zfail,
TStencilOp  zpass 
) [pure virtual]
virtual bool NL3D::IDriver::stretchRect ( ITexture srcText,
NLMISC::CRect srcRect,
ITexture destText,
NLMISC::CRect destRect 
) [pure virtual]
virtual bool NL3D::IDriver::supportBlendConstantColor (  )  const [pure virtual]

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.

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

Referenced by NL3D::CMaterial::isSupportedByDriver(), NL3D::CMeshBlender::prepareRenderForGlobalAlpha(), NL3D::CMeshBlender::prepareRenderForGlobalAlphaCoarseMesh(), NL3D::CMeshBlender::restoreRender(), and NL3D::CMeshBlender::restoreRenderCoarseMesh().

virtual bool NL3D::IDriver::supportBloomEffect (  )  const [pure virtual]
virtual bool NL3D::IDriver::supportCloudRenderSinglePass (  )  const [pure virtual]

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

Referenced by NL3D::CNoise3d::CNoise3d().

virtual bool NL3D::IDriver::supportEMBM (  )  const [pure virtual]
virtual bool NL3D::IDriver::supportIndexOffset (  )  const [pure virtual]

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

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

virtual bool NL3D::IDriver::supportMADOperator (  )  const [pure virtual]
virtual bool NL3D::IDriver::supportOcclusionQuery (  )  const [pure virtual]
virtual bool NL3D::IDriver::supportPerPixelLighting ( bool  specular  )  const [pure virtual]
virtual bool NL3D::IDriver::supportTextureShaders (  )  const [pure virtual]

test whether the device supports some form of texture shader. (could be limited to DX6 EMBM for example)

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

virtual bool NL3D::IDriver::supportVertexBufferHard (  )  const [pure virtual]

return true if driver support VertexBufferHard.

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

virtual bool NL3D::IDriver::supportVertexProgramDoubleSidedColor (  )  const [pure virtual]

Check if the driver support double sided colors vertex programs.

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

virtual bool NL3D::IDriver::supportVolatileVertexBuffer (  )  const [pure virtual]

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)

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

Referenced by NL3D::CVertexStreamManager::init().

virtual bool NL3D::IDriver::swapBuffers ( void   )  [pure virtual]

Swap the back and front buffers.

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

Referenced by NL3D::CNELU::swapBuffers(), and NL3D::CDriverUser::swapBuffers().

virtual void NL3D::IDriver::swapTextureHandle ( ITexture tex0,
ITexture tex1 
) [pure virtual]

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.

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

Referenced by NL3D::CAsyncTextureManager::update(), and NL3D::CAsyncTextureManager::updateTextureLodSystem().

IDriver::TMessageBoxId NL3D::IDriver::systemMessageBox ( const char *  message,
const char *  title,
IDriver::TMessageBoxType  type = okType,
IDriver::TMessageBoxIcon  icon = noIcon 
) [virtual]

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.

Parameters:
message This is the message to display in the message box.
title This is the title of the message box.
type This is the type of the message box, ie number of button and label of buttons.
icon This is the icon of the message box should use like warning, error etc...

Reimplemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

Definition at line 156 of file driver.cpp.

References abortId, abortRetryIgnoreType, cancelId, iconCount, ignoreId, nlassert, noId, okCancelType, okId, okType, retryCancelType, retryId, typeCount, yesId, yesNoCancelType, and yesNoType.

Referenced by NL3D::CDriverUser::systemMessageBox().

virtual bool NL3D::IDriver::uploadTexture ( ITexture tex,
NLMISC::CRect rect,
uint8  nNumMipMap 
) [pure virtual]

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 4x4 pixels).

Implemented in NL3D::CDriverD3D, and NL3D::CDriverGL.

Referenced by NL3D::CShapeBank::processWSUploadTexture(), and NL3D::CAsyncTextureManager::uploadTexturePart().

virtual bool NL3D::IDriver::uploadTextureCube ( ITexture tex,
NLMISC::CRect rect,
uint8  nNumMipMap,
uint8  nNumFace 
) [pure virtual]

Friends And Related Function Documentation

friend class CTextureDrvShare [friend]

Definition at line 1237 of file driver.h.

Referenced by NL3D::CDriverGL::setupTextureEx(), and NL3D::CDriverD3D::setupTextureEx().

friend class IIBDrvInfos [friend]

Definition at line 1236 of file driver.h.

friend class IMaterialDrvInfos [friend]

Definition at line 1239 of file driver.h.

friend class IShaderDrvInfos [friend]

Definition at line 1241 of file driver.h.

friend class ITextureDrvInfos [friend]

Definition at line 1238 of file driver.h.

friend class IVBDrvInfos [friend]

Definition at line 1235 of file driver.h.

friend class IVertexProgramDrvInfos [friend]

Definition at line 1240 of file driver.h.


Member Data Documentation

Definition at line 161 of file driver.h.

Referenced by getPolygonMode(), IDriver(), NL3D::CDriverGL::setPolygonMode(), and setPolygonMode().

Definition at line 1253 of file driver.h.

Referenced by getStaticMemoryToVRAM(), IDriver(), and setStaticMemoryToVRAM().

const uint32 NL3D::IDriver::InterfaceVersion = 0x62 [static]

Version of the driver interface. To increment when the interface change.

Definition at line 127 of file driver.h.

Referenced by NL3D::__declspec(), NL3D::CDRU::createGlDriver(), and NL3D::NL3D_interfaceVersion().


The documentation for this class was generated from the following files:

Generated on Thu Jan 7 08:30:03 2010 for NeL by  doxygen 1.6.1