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0c6385cb92
Usually something like __IRR_SOME_GUARD_INCLUDED__ replaced by IRR_SOME_GUARD_INCLUDED. Removing underscores at the end wasn't necessary, but more symmetric (probably the reason they got added there as well). While this touches every header it shouldn't affect users (I hope). Also a few whitespace changes to unify whitespace usage a bit. And a bunch of spelling fixes in comments. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6252 dfc29bdd-3216-0410-991c-e03cc46cb475
107 lines
5.0 KiB
C++
107 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 IRR_I_MATERIAL_RENDERER_H_INCLUDED
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#define IRR_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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