forked from Mirrorlandia_minetest/irrlicht
92 lines
3.0 KiB
C++
92 lines
3.0 KiB
C++
// Copyright (C) 2002-2012 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#pragma once
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#ifdef _IRR_COMPILE_WITH_OPENGL_
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#include "IMaterialRenderer.h"
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#include "COpenGLCommon.h"
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namespace irr
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{
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namespace video
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{
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class COpenGLDriver;
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class IShaderConstantSetCallBack;
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//! Class for using vertex and pixel shaders with OpenGL (asm not glsl!)
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class COpenGLShaderMaterialRenderer : public IMaterialRenderer
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{
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public:
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//! Constructor
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COpenGLShaderMaterialRenderer(COpenGLDriver* driver,
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s32& outMaterialTypeNr, const c8* vertexShaderProgram, const c8* pixelShaderProgram,
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IShaderConstantSetCallBack* callback, E_MATERIAL_TYPE baseMaterial, s32 userData);
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//! Destructor
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virtual ~COpenGLShaderMaterialRenderer();
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virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial,
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bool resetAllRenderstates, IMaterialRendererServices* services) override;
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bool OnRender(IMaterialRendererServices* service, E_VERTEX_TYPE vtxtype) override;
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void OnUnsetMaterial() override;
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//! Returns if the material is transparent.
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bool isTransparent() const override;
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//! Access the callback provided by the users when creating shader materials
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IShaderConstantSetCallBack* getShaderConstantSetCallBack() const override
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{
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return CallBack;
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}
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protected:
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//! constructor only for use by derived classes who want to
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//! create a fall back material for example.
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COpenGLShaderMaterialRenderer(COpenGLDriver* driver,
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IShaderConstantSetCallBack* callback,
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E_MATERIAL_TYPE baseMaterial, s32 userData=0);
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// must not be called more than once!
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void init(s32& outMaterialTypeNr, const c8* vertexShaderProgram,
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const c8* pixelShaderProgram, E_VERTEX_TYPE type);
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bool createPixelShader(const c8* pxsh);
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bool createVertexShader(const c8* vtxsh);
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bool checkError(const irr::c8* type);
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COpenGLDriver* Driver;
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IShaderConstantSetCallBack* CallBack;
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// I didn't write this, but here's my understanding:
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// Those flags seem to be exclusive so far (so could be an enum).
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// Maybe the idea was to make them non-exclusive in future (basically having a shader-material)
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// Actually currently there's not even any need to cache them (probably even slower than not doing so).
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// They seem to be mostly for downward compatibility.
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// I suppose the idea is to use SMaterial.BlendOperation + SMaterial.BlendFactor and a simple non-transparent type as base for more flexibility in the future.
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// Note that SMaterial.BlendOperation + SMaterial.BlendFactor are in some drivers already evaluated before OnSetMaterial.
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bool Alpha;
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bool Blending;
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bool AlphaTest;
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GLuint VertexShader;
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// We have 4 values here, [0] is the non-fog version, the other three are
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// ARB_fog_linear, ARB_fog_exp, and ARB_fog_exp2 in that order
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core::array<GLuint> PixelShader;
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s32 UserData;
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};
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} // end namespace video
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} // end namespace irr
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#endif
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