mirror of
https://github.com/minetest/minetest.git
synced 2024-12-22 22:22:23 +01:00
370 lines
15 KiB
C
370 lines
15 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 "EShaderTypes.h"
|
||
|
#include "EMaterialTypes.h"
|
||
|
#include "EPrimitiveTypes.h"
|
||
|
#include "path.h"
|
||
|
|
||
|
namespace irr
|
||
|
{
|
||
|
|
||
|
namespace io
|
||
|
{
|
||
|
class IReadFile;
|
||
|
} // end namespace io
|
||
|
|
||
|
namespace video
|
||
|
{
|
||
|
|
||
|
class IVideoDriver;
|
||
|
class IShaderConstantSetCallBack;
|
||
|
|
||
|
//! Interface making it possible to create and use programs running on the GPU.
|
||
|
class IGPUProgrammingServices
|
||
|
{
|
||
|
public:
|
||
|
//! Destructor
|
||
|
virtual ~IGPUProgrammingServices() {}
|
||
|
|
||
|
//! Adds a new high-level shading material renderer to the VideoDriver.
|
||
|
/** Currently only HLSL/D3D9 and GLSL/OpenGL are supported.
|
||
|
\param vertexShaderProgram String containing the source of the vertex
|
||
|
shader program. This can be 0 if no vertex program shall be used.
|
||
|
\param vertexShaderEntryPointName Name of the entry function of the
|
||
|
vertexShaderProgram (p.e. "main")
|
||
|
\param vsCompileTarget Vertex shader version the high level shader
|
||
|
shall be compiled to.
|
||
|
\param pixelShaderProgram String containing the source of the pixel
|
||
|
shader program. This can be 0 if no pixel shader shall be used.
|
||
|
\param pixelShaderEntryPointName Entry name of the function of the
|
||
|
pixelShaderProgram (p.e. "main")
|
||
|
\param psCompileTarget Pixel shader version the high level shader
|
||
|
shall be compiled to.
|
||
|
\param geometryShaderProgram String containing the source of the
|
||
|
geometry shader program. This can be 0 if no geometry shader shall be
|
||
|
used.
|
||
|
\param geometryShaderEntryPointName Entry name of the function of the
|
||
|
geometryShaderProgram (p.e. "main")
|
||
|
\param gsCompileTarget Geometry shader version the high level shader
|
||
|
shall be compiled to.
|
||
|
\param inType Type of vertices passed to geometry shader
|
||
|
\param outType Type of vertices created by geometry shader
|
||
|
\param verticesOut Maximal number of vertices created by geometry
|
||
|
shader. If 0, maximal number supported is assumed.
|
||
|
\param callback Pointer to an implementation of
|
||
|
IShaderConstantSetCallBack in which you can set the needed vertex,
|
||
|
pixel, and geometry shader program constants. Set this to 0 if you
|
||
|
don't need this.
|
||
|
\param baseMaterial Base material which renderstates will be used to
|
||
|
shade the material.
|
||
|
\param userData a user data int. This int can be set to any value and
|
||
|
will be set as parameter in the callback method when calling
|
||
|
OnSetConstants(). In this way it is easily possible to use the same
|
||
|
callback method for multiple materials and distinguish between them
|
||
|
during the call.
|
||
|
\return Number of the material type which can be set in
|
||
|
SMaterial::MaterialType to use the renderer. -1 is returned if an error
|
||
|
occurred, e.g. if a shader program could not be compiled or a compile
|
||
|
target is not reachable. The error strings are then printed to the
|
||
|
error log and can be caught with a custom event receiver. */
|
||
|
virtual s32 addHighLevelShaderMaterial(
|
||
|
const c8 *vertexShaderProgram,
|
||
|
const c8 *vertexShaderEntryPointName,
|
||
|
E_VERTEX_SHADER_TYPE vsCompileTarget,
|
||
|
const c8 *pixelShaderProgram,
|
||
|
const c8 *pixelShaderEntryPointName,
|
||
|
E_PIXEL_SHADER_TYPE psCompileTarget,
|
||
|
const c8 *geometryShaderProgram,
|
||
|
const c8 *geometryShaderEntryPointName = "main",
|
||
|
E_GEOMETRY_SHADER_TYPE gsCompileTarget = EGST_GS_4_0,
|
||
|
scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES,
|
||
|
scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP,
|
||
|
u32 verticesOut = 0,
|
||
|
IShaderConstantSetCallBack *callback = 0,
|
||
|
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
|
||
|
s32 userData = 0) = 0;
|
||
|
|
||
|
//! convenience function for use without geometry shaders
|
||
|
s32 addHighLevelShaderMaterial(
|
||
|
const c8 *vertexShaderProgram,
|
||
|
const c8 *vertexShaderEntryPointName = "main",
|
||
|
E_VERTEX_SHADER_TYPE vsCompileTarget = EVST_VS_1_1,
|
||
|
const c8 *pixelShaderProgram = 0,
|
||
|
const c8 *pixelShaderEntryPointName = "main",
|
||
|
E_PIXEL_SHADER_TYPE psCompileTarget = EPST_PS_1_1,
|
||
|
IShaderConstantSetCallBack *callback = 0,
|
||
|
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
|
||
|
s32 userData = 0)
|
||
|
{
|
||
|
return addHighLevelShaderMaterial(
|
||
|
vertexShaderProgram, vertexShaderEntryPointName,
|
||
|
vsCompileTarget, pixelShaderProgram,
|
||
|
pixelShaderEntryPointName, psCompileTarget,
|
||
|
0, "main", EGST_GS_4_0,
|
||
|
scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0,
|
||
|
callback, baseMaterial, userData);
|
||
|
}
|
||
|
|
||
|
//! convenience function for use with many defaults, without geometry shader
|
||
|
/** All shader names are set to "main" and compile targets are shader
|
||
|
type 1.1.
|
||
|
*/
|
||
|
s32 addHighLevelShaderMaterial(
|
||
|
const c8 *vertexShaderProgram,
|
||
|
const c8 *pixelShaderProgram = 0,
|
||
|
IShaderConstantSetCallBack *callback = 0,
|
||
|
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
|
||
|
s32 userData = 0)
|
||
|
{
|
||
|
return addHighLevelShaderMaterial(
|
||
|
vertexShaderProgram, "main",
|
||
|
EVST_VS_1_1, pixelShaderProgram,
|
||
|
"main", EPST_PS_1_1,
|
||
|
0, "main", EGST_GS_4_0,
|
||
|
scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0,
|
||
|
callback, baseMaterial, userData);
|
||
|
}
|
||
|
|
||
|
//! convenience function for use with many defaults, with geometry shader
|
||
|
/** All shader names are set to "main" and compile targets are shader
|
||
|
type 1.1 and geometry shader 4.0.
|
||
|
*/
|
||
|
s32 addHighLevelShaderMaterial(
|
||
|
const c8 *vertexShaderProgram,
|
||
|
const c8 *pixelShaderProgram = 0,
|
||
|
const c8 *geometryShaderProgram = 0,
|
||
|
scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES,
|
||
|
scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP,
|
||
|
u32 verticesOut = 0,
|
||
|
IShaderConstantSetCallBack *callback = 0,
|
||
|
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
|
||
|
s32 userData = 0)
|
||
|
{
|
||
|
return addHighLevelShaderMaterial(
|
||
|
vertexShaderProgram, "main",
|
||
|
EVST_VS_1_1, pixelShaderProgram,
|
||
|
"main", EPST_PS_1_1,
|
||
|
geometryShaderProgram, "main", EGST_GS_4_0,
|
||
|
inType, outType, verticesOut,
|
||
|
callback, baseMaterial, userData);
|
||
|
}
|
||
|
|
||
|
//! Like addHighLevelShaderMaterial(), but loads from files.
|
||
|
/** \param vertexShaderProgramFileName Text file containing the source
|
||
|
of the vertex shader program. Set to empty string if no vertex shader
|
||
|
shall be created.
|
||
|
\param vertexShaderEntryPointName Name of the entry function of the
|
||
|
vertexShaderProgram (p.e. "main")
|
||
|
\param vsCompileTarget Vertex shader version the high level shader
|
||
|
shall be compiled to.
|
||
|
\param pixelShaderProgramFileName Text file containing the source of
|
||
|
the pixel shader program. Set to empty string if no pixel shader shall
|
||
|
be created.
|
||
|
\param pixelShaderEntryPointName Entry name of the function of the
|
||
|
pixelShaderProgram (p.e. "main")
|
||
|
\param psCompileTarget Pixel shader version the high level shader
|
||
|
shall be compiled to.
|
||
|
\param geometryShaderProgramFileName Name of the source of
|
||
|
the geometry shader program. Set to empty string if no geometry shader
|
||
|
shall be created.
|
||
|
\param geometryShaderEntryPointName Entry name of the function of the
|
||
|
geometryShaderProgram (p.e. "main")
|
||
|
\param gsCompileTarget Geometry shader version the high level shader
|
||
|
shall be compiled to.
|
||
|
\param inType Type of vertices passed to geometry shader
|
||
|
\param outType Type of vertices created by geometry shader
|
||
|
\param verticesOut Maximal number of vertices created by geometry
|
||
|
shader. If 0, maximal number supported is assumed.
|
||
|
\param callback Pointer to an implementation of
|
||
|
IShaderConstantSetCallBack in which you can set the needed vertex,
|
||
|
pixel, and geometry shader program constants. Set this to 0 if you
|
||
|
don't need this.
|
||
|
\param baseMaterial Base material which renderstates will be used to
|
||
|
shade the material.
|
||
|
\param userData a user data int. This int can be set to any value and
|
||
|
will be set as parameter in the callback method when calling
|
||
|
OnSetConstants(). In this way it is easily possible to use the same
|
||
|
callback method for multiple materials and distinguish between them
|
||
|
during the call.
|
||
|
\return Number of the material type which can be set in
|
||
|
SMaterial::MaterialType to use the renderer. -1 is returned if an error
|
||
|
occurred, e.g. if a shader program could not be compiled or a compile
|
||
|
target is not reachable. The error strings are then printed to the
|
||
|
error log and can be caught with a custom event receiver. */
|
||
|
virtual s32 addHighLevelShaderMaterialFromFiles(
|
||
|
const io::path &vertexShaderProgramFileName,
|
||
|
const c8 *vertexShaderEntryPointName,
|
||
|
E_VERTEX_SHADER_TYPE vsCompileTarget,
|
||
|
const io::path &pixelShaderProgramFileName,
|
||
|
const c8 *pixelShaderEntryPointName,
|
||
|
E_PIXEL_SHADER_TYPE psCompileTarget,
|
||
|
const io::path &geometryShaderProgramFileName,
|
||
|
const c8 *geometryShaderEntryPointName = "main",
|
||
|
E_GEOMETRY_SHADER_TYPE gsCompileTarget = EGST_GS_4_0,
|
||
|
scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES,
|
||
|
scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP,
|
||
|
u32 verticesOut = 0,
|
||
|
IShaderConstantSetCallBack *callback = 0,
|
||
|
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
|
||
|
s32 userData = 0) = 0;
|
||
|
|
||
|
//! convenience function for use without geometry shaders
|
||
|
s32 addHighLevelShaderMaterialFromFiles(
|
||
|
const io::path &vertexShaderProgramFileName,
|
||
|
const c8 *vertexShaderEntryPointName = "main",
|
||
|
E_VERTEX_SHADER_TYPE vsCompileTarget = EVST_VS_1_1,
|
||
|
const io::path &pixelShaderProgramFileName = "",
|
||
|
const c8 *pixelShaderEntryPointName = "main",
|
||
|
E_PIXEL_SHADER_TYPE psCompileTarget = EPST_PS_1_1,
|
||
|
IShaderConstantSetCallBack *callback = 0,
|
||
|
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
|
||
|
s32 userData = 0)
|
||
|
{
|
||
|
return addHighLevelShaderMaterialFromFiles(
|
||
|
vertexShaderProgramFileName, vertexShaderEntryPointName,
|
||
|
vsCompileTarget, pixelShaderProgramFileName,
|
||
|
pixelShaderEntryPointName, psCompileTarget,
|
||
|
"", "main", EGST_GS_4_0,
|
||
|
scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0,
|
||
|
callback, baseMaterial, userData);
|
||
|
}
|
||
|
|
||
|
//! convenience function for use with many defaults, without geometry shader
|
||
|
/** All shader names are set to "main" and compile targets are shader
|
||
|
type 1.1.
|
||
|
*/
|
||
|
s32 addHighLevelShaderMaterialFromFiles(
|
||
|
const io::path &vertexShaderProgramFileName,
|
||
|
const io::path &pixelShaderProgramFileName = "",
|
||
|
IShaderConstantSetCallBack *callback = 0,
|
||
|
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
|
||
|
s32 userData = 0)
|
||
|
{
|
||
|
return addHighLevelShaderMaterialFromFiles(
|
||
|
vertexShaderProgramFileName, "main",
|
||
|
EVST_VS_1_1, pixelShaderProgramFileName,
|
||
|
"main", EPST_PS_1_1,
|
||
|
"", "main", EGST_GS_4_0,
|
||
|
scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0,
|
||
|
callback, baseMaterial, userData);
|
||
|
}
|
||
|
|
||
|
//! convenience function for use with many defaults, with geometry shader
|
||
|
/** All shader names are set to "main" and compile targets are shader
|
||
|
type 1.1 and geometry shader 4.0.
|
||
|
*/
|
||
|
s32 addHighLevelShaderMaterialFromFiles(
|
||
|
const io::path &vertexShaderProgramFileName,
|
||
|
const io::path &pixelShaderProgramFileName = "",
|
||
|
const io::path &geometryShaderProgramFileName = "",
|
||
|
scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES,
|
||
|
scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP,
|
||
|
u32 verticesOut = 0,
|
||
|
IShaderConstantSetCallBack *callback = 0,
|
||
|
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
|
||
|
s32 userData = 0)
|
||
|
{
|
||
|
return addHighLevelShaderMaterialFromFiles(
|
||
|
vertexShaderProgramFileName, "main",
|
||
|
EVST_VS_1_1, pixelShaderProgramFileName,
|
||
|
"main", EPST_PS_1_1,
|
||
|
geometryShaderProgramFileName, "main", EGST_GS_4_0,
|
||
|
inType, outType, verticesOut,
|
||
|
callback, baseMaterial, userData);
|
||
|
}
|
||
|
|
||
|
//! Like addHighLevelShaderMaterial(), but loads from files.
|
||
|
/** \param vertexShaderProgram Text file handle containing the source
|
||
|
of the vertex shader program. Set to 0 if no vertex shader shall be
|
||
|
created.
|
||
|
\param vertexShaderEntryPointName Name of the entry function of the
|
||
|
vertexShaderProgram
|
||
|
\param vsCompileTarget Vertex shader version the high level shader
|
||
|
shall be compiled to.
|
||
|
\param pixelShaderProgram Text file handle containing the source of
|
||
|
the pixel shader program. Set to 0 if no pixel shader shall be created.
|
||
|
\param pixelShaderEntryPointName Entry name of the function of the
|
||
|
pixelShaderProgram (p.e. "main")
|
||
|
\param psCompileTarget Pixel shader version the high level shader
|
||
|
shall be compiled to.
|
||
|
\param geometryShaderProgram Text file handle containing the source of
|
||
|
the geometry shader program. Set to 0 if no geometry shader shall be
|
||
|
created.
|
||
|
\param geometryShaderEntryPointName Entry name of the function of the
|
||
|
geometryShaderProgram (p.e. "main")
|
||
|
\param gsCompileTarget Geometry shader version the high level shader
|
||
|
shall be compiled to.
|
||
|
\param inType Type of vertices passed to geometry shader
|
||
|
\param outType Type of vertices created by geometry shader
|
||
|
\param verticesOut Maximal number of vertices created by geometry
|
||
|
shader. If 0, maximal number supported is assumed.
|
||
|
\param callback Pointer to an implementation of
|
||
|
IShaderConstantSetCallBack in which you can set the needed vertex and
|
||
|
pixel shader program constants. Set this to 0 if you don't need this.
|
||
|
\param baseMaterial Base material which renderstates will be used to
|
||
|
shade the material.
|
||
|
\param userData a user data int. This int can be set to any value and
|
||
|
will be set as parameter in the callback method when calling
|
||
|
OnSetConstants(). In this way it is easily possible to use the same
|
||
|
callback method for multiple materials and distinguish between them
|
||
|
during the call.
|
||
|
\return Number of the material type which can be set in
|
||
|
SMaterial::MaterialType to use the renderer. -1 is returned if an
|
||
|
error occurred, e.g. if a shader program could not be compiled or a
|
||
|
compile target is not reachable. The error strings are then printed to
|
||
|
the error log and can be caught with a custom event receiver. */
|
||
|
virtual s32 addHighLevelShaderMaterialFromFiles(
|
||
|
io::IReadFile *vertexShaderProgram,
|
||
|
const c8 *vertexShaderEntryPointName,
|
||
|
E_VERTEX_SHADER_TYPE vsCompileTarget,
|
||
|
io::IReadFile *pixelShaderProgram,
|
||
|
const c8 *pixelShaderEntryPointName,
|
||
|
E_PIXEL_SHADER_TYPE psCompileTarget,
|
||
|
io::IReadFile *geometryShaderProgram,
|
||
|
const c8 *geometryShaderEntryPointName = "main",
|
||
|
E_GEOMETRY_SHADER_TYPE gsCompileTarget = EGST_GS_4_0,
|
||
|
scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES,
|
||
|
scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP,
|
||
|
u32 verticesOut = 0,
|
||
|
IShaderConstantSetCallBack *callback = 0,
|
||
|
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
|
||
|
s32 userData = 0) = 0;
|
||
|
|
||
|
//! convenience function for use without geometry shaders
|
||
|
s32 addHighLevelShaderMaterialFromFiles(
|
||
|
io::IReadFile *vertexShaderProgram,
|
||
|
const c8 *vertexShaderEntryPointName = "main",
|
||
|
E_VERTEX_SHADER_TYPE vsCompileTarget = EVST_VS_1_1,
|
||
|
io::IReadFile *pixelShaderProgram = 0,
|
||
|
const c8 *pixelShaderEntryPointName = "main",
|
||
|
E_PIXEL_SHADER_TYPE psCompileTarget = EPST_PS_1_1,
|
||
|
IShaderConstantSetCallBack *callback = 0,
|
||
|
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
|
||
|
s32 userData = 0)
|
||
|
{
|
||
|
return addHighLevelShaderMaterialFromFiles(
|
||
|
vertexShaderProgram, vertexShaderEntryPointName,
|
||
|
vsCompileTarget, pixelShaderProgram,
|
||
|
pixelShaderEntryPointName, psCompileTarget,
|
||
|
0, "main", EGST_GS_4_0,
|
||
|
scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0,
|
||
|
callback, baseMaterial, userData);
|
||
|
}
|
||
|
|
||
|
//! Delete a shader material and associated data.
|
||
|
/**
|
||
|
After you have deleted a material it is invalid to still use and doing
|
||
|
so might result in a crash. The ID may be reused in the future when new
|
||
|
materials are added.
|
||
|
\param material Number of the material type. Must not be a built-in
|
||
|
material. */
|
||
|
virtual void deleteShaderMaterial(s32 material) = 0;
|
||
|
};
|
||
|
|
||
|
} // end namespace video
|
||
|
} // end namespace irr
|