forked from Mirrorlandia_minetest/irrlicht
2ae2a551a6
GLES drivers adapted, but only did make compile-tests. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6038 dfc29bdd-3216-0410-991c-e03cc46cb475
108 lines
5.0 KiB
C++
108 lines
5.0 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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#ifndef __I_MATERIAL_RENDERER_H_INCLUDED__
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#define __I_MATERIAL_RENDERER_H_INCLUDED__
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#include "IReferenceCounted.h"
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#include "SMaterial.h"
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#include "S3DVertex.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 IVideoDriver;
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class IMaterialRendererServices;
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class IShaderConstantSetCallBack;
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//! Interface for material rendering.
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/** Can be used to extend the engine with new materials. Refer to
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IVideoDriver::addMaterialRenderer() for more information on how to extend the
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engine with new materials. */
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class IMaterialRenderer : public virtual IReferenceCounted
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{
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public:
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//! Called by the IVideoDriver implementation the let the renderer set its needed render states.
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/** This is called during the IVideoDriver::setMaterial() call.
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When overriding this, you can set some renderstates or for example a
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vertex or pixel shader if you like.
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\param material: The new material parameters to be set. The renderer
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may change the material flags in this material. For example if this
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material does not accept the zbuffer = true, it can set it to false.
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This is useful, because in the next lastMaterial will be just the
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material in this call.
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\param lastMaterial: The material parameters which have been set before
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this material.
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\param resetAllRenderstates: True if all renderstates should really be
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reset. This is usually true if the last rendering mode was not a usual
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3d rendering mode, but for example a 2d rendering mode.
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You should reset really all renderstates if this is true, no matter if
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the lastMaterial had some similar settings. This is used because in
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most cases, some common renderstates are not changed if they are
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already there, for example bilinear filtering, wireframe,
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gouraudshading, lighting, zbuffer, zwriteenable, backfaceculling and
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fogenable.
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\param services: Interface providing some methods for changing
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advanced, internal states of a IVideoDriver. */
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virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial,
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bool resetAllRenderstates, IMaterialRendererServices* services) {}
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//! Called every time before a new bunch of geometry is being drawn using this material with for example drawIndexedTriangleList() call.
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/** OnSetMaterial should normally only be called if the renderer decides
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that the renderstates should be changed, it won't be called if for
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example two drawIndexedTriangleList() will be called with the same
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material set. This method will be called every time. This is useful for
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example for materials with shaders, which don't only set new
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renderstates but also shader constants.
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\param service: Pointer to interface providing methods for setting
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constants and other things.
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\param vtxtype: Vertex type with which the next rendering will be done.
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This can be used by the material renderer to set some specific
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optimized shaders or if this is an incompatible vertex type for this
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renderer, to refuse rendering for example.
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\return Returns true if everything is OK, and false if nothing should
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be rendered. The material renderer can choose to return false for
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example if he doesn't support the specified vertex type. This is
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actually done in D3D9 when using a normal mapped material with
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a vertex type other than EVT_TANGENTS. */
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virtual bool OnRender(IMaterialRendererServices* service, E_VERTEX_TYPE vtxtype) { return true; }
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//! Called by the IVideoDriver to unset this material.
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/** Called during the IVideoDriver::setMaterial() call before the new
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material will get the OnSetMaterial() call. */
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virtual void OnUnsetMaterial() {}
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//! Returns if the material is transparent.
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/** The scene management needs to know this
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for being able to sort the materials by opaque and transparent. */
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virtual bool isTransparent() const { return false; }
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//! Returns the render capability of the material.
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/** Because some more complex materials
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are implemented in multiple ways and need special hardware capabilities, it is possible
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to query how the current material renderer is performing on the current hardware with this
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function.
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\return Returns 0 if everything is running fine. Any other value is material renderer
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specific and means for example that the renderer switched back to a fall back material because
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it cannot use the latest shaders. More specific examples:
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Fixed function pipeline materials should return 0 in most cases, parallax mapped
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material will only return 0 when at least pixel shader 1.4 is available on that machine. */
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virtual s32 getRenderCapability() const { return 0; }
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//! Access the callback provided by the users when creating shader materials
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/** \returns Returns either the users provided callback or 0 when no such
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callback exists. Non-shader materials will always return 0. */
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virtual IShaderConstantSetCallBack* getShaderConstantSetCallBack() const { return 0; }
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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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