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https://github.com/minetest/irrlicht.git
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1d58677e18
Removing includes which were not needed by headers Note that if you include those headers directly (instead of including irrlicht.h) you may have to add some new includes now. Thought I generally tried to avoid removing headers where it leads to too much changes in user-code Reason was mainly that IntelliSense in VisualStudio 17.7 added a new feature which shows those unused headers :) Has to be used a bit careful as it doesn't know about defines and other platforms And I only did clean up public headers so far (will probably do some more later or another time) git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6524 dfc29bdd-3216-0410-991c-e03cc46cb475
98 lines
3.2 KiB
C++
98 lines
3.2 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 IRR_C_OPENGL_SHADER_MATERIAL_RENDERER_H_INCLUDED
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#define IRR_C_OPENGL_SHADER_MATERIAL_RENDERER_H_INCLUDED
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#include "IrrCompileConfig.h"
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#ifdef _IRR_COMPILE_WITH_OPENGL_
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#include "IMaterialRenderer.h"
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#include "irrArray.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) IRR_OVERRIDE;
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virtual bool OnRender(IMaterialRendererServices* service, E_VERTEX_TYPE vtxtype) IRR_OVERRIDE;
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virtual void OnUnsetMaterial() IRR_OVERRIDE;
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//! Returns if the material is transparent.
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virtual bool isTransparent() const IRR_OVERRIDE;
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//! Access the callback provided by the users when creating shader materials
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virtual IShaderConstantSetCallBack* getShaderConstantSetCallBack() const IRR_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 FixedBlending;
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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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#endif
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