mirror of
https://github.com/minetest/minetest.git
synced 2024-11-30 11:33:44 +01:00
80 lines
2.9 KiB
C
80 lines
2.9 KiB
C
|
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||
|
// This file is part of the "Irrlicht Engine".
|
||
|
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||
|
|
||
|
#pragma once
|
||
|
|
||
|
#include "IReferenceCounted.h"
|
||
|
|
||
|
namespace irr
|
||
|
{
|
||
|
namespace video
|
||
|
{
|
||
|
class IMaterialRendererServices;
|
||
|
class SMaterial;
|
||
|
|
||
|
//! Interface making it possible to set constants for gpu programs every frame.
|
||
|
/** Implement this interface in an own class and pass a pointer to it to one of
|
||
|
the methods in IGPUProgrammingServices when creating a shader. The
|
||
|
OnSetConstants method will be called every frame now. */
|
||
|
class IShaderConstantSetCallBack : public virtual IReferenceCounted
|
||
|
{
|
||
|
public:
|
||
|
//! Called to let the callBack know the used material (optional method)
|
||
|
/**
|
||
|
\code
|
||
|
class MyCallBack : public IShaderConstantSetCallBack
|
||
|
{
|
||
|
const video::SMaterial *UsedMaterial;
|
||
|
|
||
|
OnSetMaterial(const video::SMaterial& material)
|
||
|
{
|
||
|
UsedMaterial=&material;
|
||
|
}
|
||
|
|
||
|
OnSetConstants(IMaterialRendererServices* services, s32 userData)
|
||
|
{
|
||
|
services->setVertexShaderConstant("myColor", reinterpret_cast<f32*>(&UsedMaterial->color), 4);
|
||
|
}
|
||
|
}
|
||
|
\endcode
|
||
|
*/
|
||
|
virtual void OnSetMaterial(const SMaterial &material) {}
|
||
|
|
||
|
//! Called by the engine when the vertex and/or pixel shader constants for an material renderer should be set.
|
||
|
/**
|
||
|
Implement the IShaderConstantSetCallBack in an own class and implement your own
|
||
|
OnSetConstants method using the given IMaterialRendererServices interface.
|
||
|
Pass a pointer to this class to one of the methods in IGPUProgrammingServices
|
||
|
when creating a shader. The OnSetConstants method will now be called every time
|
||
|
before geometry is being drawn using your shader material. A sample implementation
|
||
|
would look like this:
|
||
|
\code
|
||
|
virtual void OnSetConstants(video::IMaterialRendererServices* services, s32 userData)
|
||
|
{
|
||
|
video::IVideoDriver* driver = services->getVideoDriver();
|
||
|
|
||
|
// set clip matrix at register 4
|
||
|
core::matrix4 worldViewProj(driver->getTransform(video::ETS_PROJECTION));
|
||
|
worldViewProj *= driver->getTransform(video::ETS_VIEW);
|
||
|
worldViewProj *= driver->getTransform(video::ETS_WORLD);
|
||
|
services->setVertexShaderConstant(&worldViewProj.M[0], 4, 4);
|
||
|
// for high level shading languages, this would be another solution:
|
||
|
//services->setVertexShaderConstant("mWorldViewProj", worldViewProj.M, 16);
|
||
|
|
||
|
// set some light color at register 9
|
||
|
video::SColorf col(0.0f,1.0f,1.0f,0.0f);
|
||
|
services->setVertexShaderConstant(reinterpret_cast<const f32*>(&col), 9, 1);
|
||
|
// for high level shading languages, this would be another solution:
|
||
|
//services->setVertexShaderConstant("myColor", reinterpret_cast<f32*>(&col), 4);
|
||
|
}
|
||
|
\endcode
|
||
|
\param services: Pointer to an interface providing methods to set the constants for the shader.
|
||
|
\param userData: Userdata int which can be specified when creating the shader.
|
||
|
*/
|
||
|
virtual void OnSetConstants(IMaterialRendererServices *services, s32 userData) = 0;
|
||
|
};
|
||
|
|
||
|
} // end namespace video
|
||
|
} // end namespace irr
|