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83 lines
2.9 KiB
C++
83 lines
2.9 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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#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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//! Interface providing some methods for changing advanced, internal states of a IVideoDriver.
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class IMaterialRendererServices
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{
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public:
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//! Destructor
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virtual ~IMaterialRendererServices() {}
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//! Can be called by an IMaterialRenderer to make its work easier.
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/** Sets all basic renderstates if needed.
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Basic render states are diffuse, ambient, specular, and emissive color,
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specular power, bilinear and trilinear filtering, wireframe mode,
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grouraudshading, lighting, zbuffer, zwriteenable, backfaceculling and
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fog enabling.
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\param material The new material to be used.
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\param lastMaterial The material used until now.
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\param resetAllRenderstates Set to true if all renderstates should be
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set, regardless of their current state. */
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virtual void setBasicRenderStates(const SMaterial& material,
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const SMaterial& lastMaterial,
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bool resetAllRenderstates) = 0;
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//! Return an index constant for the vertex shader based on a uniform variable name.
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virtual s32 getVertexShaderConstantID(const c8* name) = 0;
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//! Sets a value for a vertex shader uniform variable.
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/** \param index Index of the variable (as received from getVertexShaderConstantID)
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\param floats Pointer to array of floats
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\param count Amount of floats in array.
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\return True if successful.
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*/
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virtual bool setVertexShaderConstant(s32 index, const f32* floats, int count) = 0;
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//! Int interface for the above.
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virtual bool setVertexShaderConstant(s32 index, const s32* ints, int count) = 0;
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//! Uint interface for the above.
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virtual bool setVertexShaderConstant(s32 index, const u32* ints, int count) = 0;
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//! Return an index constant for the pixel shader for the given uniform variable name
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virtual s32 getPixelShaderConstantID(const c8* name) = 0;
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//! Sets a value for the given pixel shader uniform variable
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/** This can be used if you used a high level shader language like GLSL
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or HLSL to create a shader. See setVertexShaderConstant() for an
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example on how to use this.
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\param index Index of the variable (as received from getPixelShaderConstantID)
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\param floats Pointer to array of floats
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\param count Amount of floats in array.
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\return True if successful. */
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virtual bool setPixelShaderConstant(s32 index, const f32* floats, int count) = 0;
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//! Int interface for the above.
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virtual bool setPixelShaderConstant(s32 index, const s32* ints, int count) = 0;
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//! Uint interface for the above.
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virtual bool setPixelShaderConstant(s32 index, const u32* ints, int count) = 0;
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//! Get pointer to the IVideoDriver interface
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/** \return Pointer to the IVideoDriver interface */
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virtual IVideoDriver* getVideoDriver() = 0;
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};
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} // end namespace video
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} // end namespace irr
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