mirror of
https://github.com/minetest/minetest.git
synced 2024-11-30 03:23:45 +01:00
102 lines
4.9 KiB
C++
102 lines
4.9 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"
|
|
#include "SMaterial.h"
|
|
#include "S3DVertex.h"
|
|
|
|
namespace irr
|
|
{
|
|
namespace video
|
|
{
|
|
|
|
class IVideoDriver;
|
|
class IMaterialRendererServices;
|
|
class IShaderConstantSetCallBack;
|
|
|
|
//! Interface for material rendering.
|
|
/** Can be used to extend the engine with new materials. Refer to
|
|
IVideoDriver::addMaterialRenderer() for more information on how to extend the
|
|
engine with new materials. */
|
|
class IMaterialRenderer : public virtual IReferenceCounted
|
|
{
|
|
public:
|
|
//! Called by the IVideoDriver implementation the let the renderer set its needed render states.
|
|
/** This is called during the IVideoDriver::setMaterial() call.
|
|
When overriding this, you can set some renderstates or for example a
|
|
vertex or pixel shader if you like.
|
|
\param material: The new material parameters to be set. The renderer
|
|
may change the material flags in this material. For example if this
|
|
material does not accept the zbuffer = true, it can set it to false.
|
|
This is useful, because in the next lastMaterial will be just the
|
|
material in this call.
|
|
\param lastMaterial: The material parameters which have been set before
|
|
this material.
|
|
\param resetAllRenderstates: True if all renderstates should really be
|
|
reset. This is usually true if the last rendering mode was not a usual
|
|
3d rendering mode, but for example a 2d rendering mode.
|
|
You should reset really all renderstates if this is true, no matter if
|
|
the lastMaterial had some similar settings. This is used because in
|
|
most cases, some common renderstates are not changed if they are
|
|
already there, for example bilinear filtering, wireframe,
|
|
gouraudshading, lighting, zbuffer, zwriteenable, backfaceculling and
|
|
fogenable.
|
|
\param services: Interface providing some methods for changing
|
|
advanced, internal states of a IVideoDriver. */
|
|
virtual void OnSetMaterial(const SMaterial &material, const SMaterial &lastMaterial,
|
|
bool resetAllRenderstates, IMaterialRendererServices *services) {}
|
|
|
|
//! Called every time before a new bunch of geometry is being drawn using this material with for example drawIndexedTriangleList() call.
|
|
/** OnSetMaterial should normally only be called if the renderer decides
|
|
that the renderstates should be changed, it won't be called if for
|
|
example two drawIndexedTriangleList() will be called with the same
|
|
material set. This method will be called every time. This is useful for
|
|
example for materials with shaders, which don't only set new
|
|
renderstates but also shader constants.
|
|
\param service: Pointer to interface providing methods for setting
|
|
constants and other things.
|
|
\param vtxtype: Vertex type with which the next rendering will be done.
|
|
This can be used by the material renderer to set some specific
|
|
optimized shaders or if this is an incompatible vertex type for this
|
|
renderer, to refuse rendering for example.
|
|
\return Returns true if everything is OK, and false if nothing should
|
|
be rendered. The material renderer can choose to return false for
|
|
example if he doesn't support the specified vertex type. This is
|
|
actually done in D3D9 when using a normal mapped material with
|
|
a vertex type other than EVT_TANGENTS. */
|
|
virtual bool OnRender(IMaterialRendererServices *service, E_VERTEX_TYPE vtxtype) { return true; }
|
|
|
|
//! Called by the IVideoDriver to unset this material.
|
|
/** Called during the IVideoDriver::setMaterial() call before the new
|
|
material will get the OnSetMaterial() call. */
|
|
virtual void OnUnsetMaterial() {}
|
|
|
|
//! Returns if the material is transparent.
|
|
/** The scene management needs to know this
|
|
for being able to sort the materials by opaque and transparent. */
|
|
virtual bool isTransparent() const { return false; }
|
|
|
|
//! Returns the render capability of the material.
|
|
/** Because some more complex materials
|
|
are implemented in multiple ways and need special hardware capabilities, it is possible
|
|
to query how the current material renderer is performing on the current hardware with this
|
|
function.
|
|
\return Returns 0 if everything is running fine. Any other value is material renderer
|
|
specific and means for example that the renderer switched back to a fall back material because
|
|
it cannot use the latest shaders. More specific examples:
|
|
Fixed function pipeline materials should return 0 in most cases, parallax mapped
|
|
material will only return 0 when at least pixel shader 1.4 is available on that machine. */
|
|
virtual s32 getRenderCapability() const { return 0; }
|
|
|
|
//! Access the callback provided by the users when creating shader materials
|
|
/** \returns Returns either the users provided callback or 0 when no such
|
|
callback exists. Non-shader materials will always return 0. */
|
|
virtual IShaderConstantSetCallBack *getShaderConstantSetCallBack() const { return 0; }
|
|
};
|
|
|
|
} // end namespace video
|
|
} // end namespace irr
|