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128 lines
5.0 KiB
C++
128 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_SERVICES_H_INCLUDED__
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#define __I_MATERIAL_RENDERER_SERVICES_H_INCLUDED__
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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 name.
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virtual s32 getVertexShaderConstantID(const c8* name) = 0;
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//! Sets a constant for the vertex shader based on a name.
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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. Example: If you created a shader which has
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variables named 'mWorldViewProj' (containing the WorldViewProjection
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matrix) and another one named 'fTime' containing one float, you can set
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them in your IShaderConstantSetCallBack derived class like this:
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\code
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virtual void OnSetConstants(video::IMaterialRendererServices* services, s32 userData)
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{
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video::IVideoDriver* driver = services->getVideoDriver();
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f32 time = (f32)os::Timer::getTime()/100000.0f;
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services->setVertexShaderConstant("fTime", &time, 1);
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core::matrix4 worldViewProj(driver->getTransform(video::ETS_PROJECTION));
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worldViewProj *= driver->getTransform(video::ETS_VIEW);
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worldViewProj *= driver->getTransform(video::ETS_WORLD);
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services->setVertexShaderConstant("mWorldViewProj", worldViewProj.M, 16);
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}
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\endcode
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\param index Index of the variable
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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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/* NOTE: UINT only works with GLSL, not supported for other shaders.
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Also GLES drivers in Irrlicht do not support it as this needs at least GLES 3.0.
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*/
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virtual bool setVertexShaderConstant(s32 index, const u32* ints, int count) = 0;
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//! Sets a vertex shader constant.
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/** Can be used if you created a shader using pixel/vertex shader
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assembler or ARB_fragment_program or ARB_vertex_program.
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\param data: Data to be set in the constants
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\param startRegister: First register to be set
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\param constantAmount: Amount of registers to be set. One register consists of 4 floats. */
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virtual void setVertexShaderConstant(const f32* data, s32 startRegister, s32 constantAmount=1) = 0;
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//! Return an index constant for the pixel shader based on a name.
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virtual s32 getPixelShaderConstantID(const c8* name) = 0;
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//! Sets a constant for the pixel shader based on a name.
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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
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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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/* NOTE: UINT only works with GLSL, not supported for other shaders.
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Also GLES drivers in Irrlicht do not support it as this needs at least GLES 3.0.
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*/
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virtual bool setPixelShaderConstant(s32 index, const u32* ints, int count) = 0;
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//! Sets a pixel shader constant.
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/** Can be used if you created a shader using pixel/vertex shader
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assembler or ARB_fragment_program or ARB_vertex_program.
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\param data Data to be set in the constants
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\param startRegister First register to be set.
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\param constantAmount Amount of registers to be set. One register consists of 4 floats. */
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virtual void setPixelShaderConstant(const f32* data, s32 startRegister, s32 constantAmount=1) = 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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#endif
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