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iengine/engine.h

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00001 /*
00002     Crystal Space 3D Engine
00003     Copyright (C) 1998-2002 by Jorrit Tyberghein
00004 
00005     This library is free software; you can redistribute it and/or
00006     modify it under the terms of the GNU Library General Public
00007     License as published by the Free Software Foundation; either
00008     version 2 of the License, or (at your option) any later version.
00009 
00010     This library is distributed in the hope that it will be useful,
00011     but WITHOUT ANY WARRANTY; without even the implied warranty of
00012     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
00013     Library General Public License for more details.
00014 
00015     You should have received a copy of the GNU Library General Public
00016     License along with this library; if not, write to the Free
00017     Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
00018 */
00019 
00020 #ifndef __CS_IENGINE_ENGINE_H__
00021 #define __CS_IENGINE_ENGINE_H__
00022 
00031 #include "csutil/scf.h"
00032 #include "csgeom/vector3.h"
00033 #include "iengine/light.h"
00034 
00035 class csEngine;
00036 class csVector3;
00037 class csFrustum;
00038 class csMatrix3;
00039 class csColor;
00040 class csBox3;
00041 struct csTextureLayer;
00042 
00043 struct iSector;
00044 struct iFrustumView;
00045 struct iSectorIterator;
00046 struct iObjectIterator;
00047 struct iLight;
00048 struct iLightIterator;
00049 struct iSprite;
00050 struct iMeshWrapperIterator;
00051 struct iMeshObject;
00052 struct iMeshObjectFactory;
00053 struct iMeshWrapper;
00054 struct iMeshFactoryWrapper;
00055 struct iMeshObjectType;
00056 struct iMaterial;
00057 struct iMaterialWrapper;
00058 struct iMaterialList;
00059 struct iTextureWrapper;
00060 struct iTextureHandle;
00061 struct iTextureList;
00062 struct iCameraPosition;
00063 struct iCameraPositionList;
00064 struct iRegion;
00065 struct iPortal;
00066 struct iGraphics3D;
00067 struct iClipper2D;
00068 struct iObject;
00069 struct iObjectWatcher;
00070 struct iCollection;
00071 struct iCollectionList;
00072 struct iDataBuffer;
00073 struct iCamera;
00074 struct iRenderView;
00075 struct iSectorList;
00076 struct iMeshList;
00077 struct iMeshFactoryList;
00078 struct iProgressMeter;
00079 struct iRegionList;
00080 struct iLoaderContext;
00081 struct iCacheManager;
00082 struct iSharedVariableList;
00083 struct iRenderLoopManager;
00084 struct iRenderLoop;
00085 
00091 #define CS_ENGINE_CACHE_READ 1
00092 
00096 #define CS_ENGINE_CACHE_WRITE 2
00097 
00101 #define CS_ENGINE_CACHE_NOUPDATE 4
00102 
00109 #define CS_RENDPRI_NONE 0
00110 
00114 #define CS_RENDPRI_BACK2FRONT 1
00115 
00119 #define CS_RENDPRI_FRONT2BACK 2
00120 
00122 SCF_VERSION (iEngine, 0, 22, 0);
00123 
00142 struct iEngine : public iBase
00143 {
00145   virtual iObject *QueryObject() = 0;
00146 
00162   virtual bool Prepare (iProgressMeter* meter = 0) = 0;
00163 
00179   virtual void ForceRelight (iRegion* region = 0,
00180         iProgressMeter* meter = 0) = 0;
00181 
00194   virtual void ForceRelight (iLight* light, iRegion* region = 0) = 0;
00195 
00206   virtual void RemoveLight (iLight* light) = 0;
00207 
00215   virtual void PrepareTextures () = 0;
00216 
00222   virtual void PrepareMeshes () = 0;
00223 
00234   virtual void ShineLights (iRegion* region = 0,
00235         iProgressMeter* meter = 0) = 0;
00236 
00241   virtual int GetTextureFormat () const = 0;
00242 
00244   virtual void DeleteAll () = 0;
00245 
00267   virtual void RegisterRenderPriority (const char* name, long priority,
00268         int rendsort = CS_RENDPRI_NONE) = 0;
00269 
00277   virtual long GetRenderPriority (const char* name) const = 0;
00279   virtual int GetRenderPrioritySorting (const char* name) const = 0;
00281   virtual int GetRenderPrioritySorting (long priority) const = 0;
00283   virtual long GetSkyRenderPriority () = 0;
00285   virtual long GetPortalRenderPriority () = 0;
00287   virtual long GetWallRenderPriority () = 0;
00289   virtual long GetObjectRenderPriority () = 0;
00291   virtual long GetAlphaRenderPriority () = 0;
00293   virtual void ClearRenderPriorities () = 0;
00295   virtual int GetRenderPriorityCount () const = 0;
00297   virtual const char* GetRenderPriorityName (long priority) const = 0;
00298 
00308   virtual csPtr<iMaterial> CreateBaseMaterial (iTextureWrapper* txt) = 0;
00309 
00325   virtual csPtr<iMaterial> CreateBaseMaterial (iTextureWrapper* txt,
00326         int num_layers, iTextureWrapper** wrappers, csTextureLayer* layers) = 0;
00327 
00346   virtual iTextureWrapper* CreateTexture (const char *name,
00347         const char *fileName, csColor *transp, int flags) = 0;
00348 
00359   virtual iTextureWrapper* CreateBlackTexture (const char *name,
00360         int w, int h, csColor *iTransp, int iFlags) = 0;
00361 
00367   virtual iMaterialWrapper* CreateMaterial (const char *name,
00368         iTextureWrapper* texture) = 0;
00373   virtual iSector *CreateSector (const char *name) = 0;
00374 
00385   virtual csPtr<iMeshWrapper> CreateSectorWallsMesh (iSector* sector,
00386       const char* name) = 0;
00387 
00397   virtual csPtr<iMeshWrapper> CreateThingMesh (iSector* sector,
00398         const char* name) = 0;
00399 
00401   virtual iSectorList* GetSectors () = 0;
00403   virtual iMeshFactoryList* GetMeshFactories () = 0;
00405   virtual iMeshList* GetMeshes () = 0;
00407   virtual iCollectionList* GetCollections () = 0;
00409   virtual iCameraPositionList* GetCameraPositions () = 0;
00411   virtual iTextureList* GetTextureList () const = 0;
00413   virtual iMaterialList* GetMaterialList () const = 0;
00415   virtual iSharedVariableList* GetVariableList () const = 0;
00416 
00423   virtual iRegion* CreateRegion (const char* name) = 0;
00425   virtual iRegionList* GetRegions () = 0;
00426 
00439   virtual iMaterialWrapper* FindMaterial (const char* name,
00440         iRegion* region = 0) = 0;
00453   virtual iTextureWrapper* FindTexture (const char* name,
00454         iRegion* region = 0) = 0;
00455 
00468   virtual iSector* FindSector (const char* name,
00469         iRegion* region = 0) = 0;
00470 
00483   virtual iMeshWrapper* FindMeshObject (const char* name,
00484         iRegion* region = 0) = 0;
00497   virtual iMeshFactoryWrapper* FindMeshFactory (const char* name,
00498         iRegion* region = 0) = 0;
00511   virtual iCameraPosition* FindCameraPosition (const char* name,
00512         iRegion* region = 0) = 0;
00525   virtual iCollection* FindCollection (const char* name,
00526         iRegion* region = 0) = 0;
00527 
00541   virtual void SetLightingCacheMode (int mode) = 0;
00542 
00544   virtual int GetLightingCacheMode () = 0;
00545 
00558   virtual void SetClearZBuf (bool yesno) = 0;
00559 
00563   virtual bool GetClearZBuf () const = 0;
00564 
00566   virtual bool GetDefaultClearZBuf () const = 0;
00567 
00580   virtual void SetClearScreen (bool yesno) = 0;
00581 
00585   virtual bool GetClearScreen () const = 0;
00586 
00588   virtual bool GetDefaultClearScreen () const = 0;
00589 
00596   virtual void SetMaxLightmapSize(int w, int h) = 0;
00597 
00602   virtual void GetMaxLightmapSize(int& w, int& h) = 0;
00603 
00608   virtual void GetDefaultMaxLightmapSize(int& w, int& h) = 0;
00609 
00611   virtual int GetMaxLightmapAspectRatio () const = 0;
00612   
00620   virtual void ResetWorldSpecificSettings() = 0;  
00621 
00626   virtual csPtr<iCamera> CreateCamera () = 0;
00627 
00649   virtual csPtr<iLight> CreateLight (const char* name, const csVector3& pos,
00650         float radius, const csColor& color,
00651         int dyntype = CS_LIGHT_DYNAMICTYPE_STATIC) = 0;
00652 
00657   virtual iLight* FindLight (const char *Name, bool RegionOnly = false)
00658     const = 0;
00659 
00664   virtual iLight* FindLightID (const char* light_id) const = 0;
00665 
00672   virtual csPtr<iLightIterator> GetLightIterator (iRegion* region = 0) = 0;
00673 
00680   virtual int GetBeginDrawFlags () const = 0;
00681 
00685   virtual iRenderView* GetTopLevelClipper () const = 0;
00686 
00700   virtual csPtr<iMeshFactoryWrapper> CreateMeshFactory (const char* classId,
00701         const char* name) = 0;
00702 
00710   virtual csPtr<iMeshFactoryWrapper> CreateMeshFactory (
00711         iMeshObjectFactory * factory, const char* name) = 0;
00712 
00718   virtual csPtr<iMeshFactoryWrapper> CreateMeshFactory (const char* name) = 0;
00719 
00728   virtual csPtr<iLoaderContext> CreateLoaderContext (
00729         iRegion* region = 0, bool curRegOnly = true) = 0;
00730 
00738   virtual csPtr<iMeshFactoryWrapper> LoadMeshFactory (
00739         const char* name, const char* loaderClassId,
00740         iDataBuffer* input) = 0;
00741 
00755   virtual csPtr<iMeshWrapper> CreateMeshWrapper (iMeshFactoryWrapper* factory,
00756         const char* name, iSector* sector = 0,
00757         const csVector3& pos = csVector3 (0, 0, 0)) = 0;
00758 
00771   virtual csPtr<iMeshWrapper> CreateMeshWrapper (iMeshObject* meshobj,
00772         const char* name, iSector* sector = 0,
00773         const csVector3& pos = csVector3 (0, 0, 0)) = 0;
00774 
00794   virtual csPtr<iMeshWrapper> CreateMeshWrapper (const char* classid,
00795         const char* name, iSector* sector = 0,
00796         const csVector3& pos = csVector3 (0, 0, 0)) = 0;
00797 
00802   virtual csPtr<iMeshWrapper> CreateMeshWrapper (const char* name) = 0;
00803 
00818   virtual csPtr<iMeshWrapper> LoadMeshWrapper (
00819         const char* name, const char* loaderClassId,
00820         iDataBuffer* input, iSector* sector, const csVector3& pos) = 0;
00821 
00835   virtual csPtr<iMeshWrapper> CreatePortalContainer (const char* name,
00836         iSector* sector = 0, const csVector3& pos = csVector3 (0, 0, 0)) = 0;
00837 
00855   virtual csPtr<iMeshWrapper> CreatePortal (
00856         const char* name,
00857         iMeshWrapper* parentMesh, iSector* destSector,
00858         csVector3* vertices, int num_vertices,
00859         iPortal*& portal) = 0;
00860 
00878   virtual csPtr<iMeshWrapper> CreatePortal (
00879         const char* name,
00880         iSector* sourceSector, const csVector3& pos,
00881         iSector* destSector,
00882         csVector3* vertices, int num_vertices,
00883         iPortal*& portal) = 0;
00884 
00892   virtual void Draw (iCamera* c, iClipper2D* clipper) = 0;
00893 
00899   virtual void SetContext (iTextureHandle* ctxt) = 0;
00901   virtual iTextureHandle *GetContext () const = 0;
00902 
00907   virtual void SetAmbientLight (const csColor &) = 0;
00909   virtual void GetAmbientLight (csColor &) const = 0;
00910 
00922   virtual int GetNearbyLights (iSector* sector, const csVector3& pos,
00923         iLight** lights, int max_num_lights) = 0;
00924 
00936   virtual int GetNearbyLights (iSector* sector, const csBox3& box,
00937         iLight** lights, int max_num_lights) = 0;
00938 
00944   virtual csPtr<iSectorIterator> GetNearbySectors (iSector* sector,
00945         const csVector3& pos, float radius) = 0;
00946 
00959   virtual csPtr<iObjectIterator> GetNearbyObjects (iSector* sector,
00960     const csVector3& pos, float radius, bool crossPortals = true ) = 0;
00961 
00968   virtual csPtr<iMeshWrapperIterator> GetNearbyMeshes (iSector* sector,
00969     const csVector3& pos, float radius, bool crossPortals = true ) = 0;
00970 
00980   virtual csPtr<iObjectIterator> GetVisibleObjects (iSector* sector,
00981     const csVector3& pos) = 0;
00982 
00989   virtual csPtr<iMeshWrapperIterator> GetVisibleMeshes (iSector* sector,
00990     const csVector3& pos) = 0;
00991 
01001   virtual csPtr<iObjectIterator> GetVisibleObjects (iSector* sector,
01002     const csFrustum& frustum) = 0;
01003 
01010   virtual csPtr<iMeshWrapperIterator> GetVisibleMeshes (iSector* sector,
01011     const csFrustum& frustum) = 0;
01012 
01028   virtual bool RemoveObject (iBase* object) = 0;
01029 
01037   virtual void SetCacheManager (iCacheManager* cache_mgr) = 0;
01038 
01042   virtual iCacheManager* GetCacheManager () = 0;
01043 
01045   virtual void GetDefaultAmbientLight (csColor &c) const = 0;
01046 
01053   virtual csPtr<iFrustumView> CreateFrustumView () = 0;
01054 
01059   virtual csPtr<iObjectWatcher> CreateObjectWatcher () = 0;
01060 
01067   virtual void WantToDie (iMeshWrapper* mesh) = 0;
01068   
01069   // ======================================================================
01070   // Render loop stuff
01071   // ======================================================================
01072   
01077   virtual iRenderLoopManager* GetRenderLoopManager () = 0;
01078   
01092   virtual iRenderLoop* GetCurrentDefaultRenderloop () = 0;
01093 
01100   virtual bool SetCurrentDefaultRenderloop (iRenderLoop* loop) = 0;
01101 
01105   virtual uint GetCurrentFrameNumber () const = 0;
01106 };
01107 
01110 #endif // __CS_IENGINE_ENGINE_H__

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