irrlicht/source/Irrlicht/COpenGLSLMaterialRenderer.h
JosiahWI 59fc4401f1 Replace _IRR_OVERRIDE_ macro with override keyword
The commit also establishes a precedent of leaving off the `virtual`
keyword in overrides. Although not strictly necessary, I believe this is
good for readability because it makes it clear it is an override and not
a pure virtual function, and it helps keep line lengths shorter. We
should move towards eliminating the macro altogether, but the definition
has been left in with a note on deprecation so that in-progress work
will not suffer merge conflicts.
2022-10-15 01:09:09 +02:00

137 lines
4.4 KiB
C++

// Copyright (C) 2002-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __C_OPENGL_SHADER_LANGUAGE_MATERIAL_RENDERER_H_INCLUDED__
#define __C_OPENGL_SHADER_LANGUAGE_MATERIAL_RENDERER_H_INCLUDED__
#include "IrrCompileConfig.h"
#ifdef _IRR_COMPILE_WITH_OPENGL_
#include "EMaterialTypes.h"
#include "IMaterialRenderer.h"
#include "IMaterialRendererServices.h"
#include "IGPUProgrammingServices.h"
#include "irrArray.h"
#include "irrString.h"
#include "COpenGLCommon.h"
namespace irr
{
namespace video
{
class COpenGLDriver;
class IShaderConstantSetCallBack;
//! Class for using GLSL shaders with OpenGL
//! Please note: This renderer implements its own IMaterialRendererServices
class COpenGLSLMaterialRenderer : public IMaterialRenderer, public IMaterialRendererServices
{
public:
//! Constructor
COpenGLSLMaterialRenderer(
COpenGLDriver* driver,
s32& outMaterialTypeNr,
const c8* vertexShaderProgram = 0,
const c8* vertexShaderEntryPointName = 0,
E_VERTEX_SHADER_TYPE vsCompileTarget = video::EVST_VS_1_1,
const c8* pixelShaderProgram = 0,
const c8* pixelShaderEntryPointName = 0,
E_PIXEL_SHADER_TYPE psCompileTarget = video::EPST_PS_1_1,
const c8* geometryShaderProgram = 0,
const c8* geometryShaderEntryPointName = "main",
E_GEOMETRY_SHADER_TYPE gsCompileTarget = EGST_GS_4_0,
scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES,
scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP,
u32 verticesOut = 0,
IShaderConstantSetCallBack* callback = 0,
E_MATERIAL_TYPE baseMaterial = EMT_SOLID,
s32 userData = 0);
//! Destructor
virtual ~COpenGLSLMaterialRenderer();
virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial,
bool resetAllRenderstates, IMaterialRendererServices* services) override;
bool OnRender(IMaterialRendererServices* service, E_VERTEX_TYPE vtxtype) override;
void OnUnsetMaterial() override;
//! Returns if the material is transparent.
bool isTransparent() const override;
//! Access the callback provided by the users when creating shader materials
IShaderConstantSetCallBack* getShaderConstantSetCallBack() const override
{
return CallBack;
}
// implementations for the render services
void setBasicRenderStates(const SMaterial& material, const SMaterial& lastMaterial, bool resetAllRenderstates) override;
s32 getVertexShaderConstantID(const c8* name) override;
s32 getPixelShaderConstantID(const c8* name) override;
void setVertexShaderConstant(const f32* data, s32 startRegister, s32 constantAmount=1) override;
void setPixelShaderConstant(const f32* data, s32 startRegister, s32 constantAmount=1) override;
bool setVertexShaderConstant(s32 index, const f32* floats, int count) override;
bool setVertexShaderConstant(s32 index, const s32* ints, int count) override;
bool setVertexShaderConstant(s32 index, const u32* ints, int count) override;
bool setPixelShaderConstant(s32 index, const f32* floats, int count) override;
bool setPixelShaderConstant(s32 index, const s32* ints, int count) override;
bool setPixelShaderConstant(s32 index, const u32* ints, int count) override;
IVideoDriver* getVideoDriver() override;
protected:
//! constructor only for use by derived classes who want to
//! create a fall back material for example.
COpenGLSLMaterialRenderer(COpenGLDriver* driver,
IShaderConstantSetCallBack* callback,
E_MATERIAL_TYPE baseMaterial,
s32 userData=0);
void init(s32& outMaterialTypeNr,
const c8* vertexShaderProgram,
const c8* pixelShaderProgram,
const c8* geometryShaderProgram,
scene::E_PRIMITIVE_TYPE inType=scene::EPT_TRIANGLES,
scene::E_PRIMITIVE_TYPE outType=scene::EPT_TRIANGLE_STRIP,
u32 verticesOut=0);
bool createProgram();
bool createShader(GLenum shaderType, const char* shader);
bool linkProgram();
COpenGLDriver* Driver;
IShaderConstantSetCallBack* CallBack;
bool Alpha;
bool Blending;
bool FixedBlending;
bool AlphaTest;
struct SUniformInfo
{
core::stringc name;
GLenum type;
GLint location;
};
GLhandleARB Program;
GLuint Program2;
core::array<SUniformInfo> UniformInfo;
s32 UserData;
};
} // end namespace video
} // end namespace irr
#endif // compile with OpenGL
#endif // if included