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