mirror of
https://github.com/minetest/minetest.git
synced 2024-12-23 14:42:24 +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 "SMaterial.h"
|
|
|
|
namespace irr
|
|
{
|
|
namespace video
|
|
{
|
|
|
|
class IVideoDriver;
|
|
|
|
//! Interface providing some methods for changing advanced, internal states of a IVideoDriver.
|
|
class IMaterialRendererServices
|
|
{
|
|
public:
|
|
//! Destructor
|
|
virtual ~IMaterialRendererServices() {}
|
|
|
|
//! Can be called by an IMaterialRenderer to make its work easier.
|
|
/** Sets all basic renderstates if needed.
|
|
Basic render states are diffuse, ambient, specular, and emissive color,
|
|
specular power, bilinear and trilinear filtering, wireframe mode,
|
|
grouraudshading, lighting, zbuffer, zwriteenable, backfaceculling and
|
|
fog enabling.
|
|
\param material The new material to be used.
|
|
\param lastMaterial The material used until now.
|
|
\param resetAllRenderstates Set to true if all renderstates should be
|
|
set, regardless of their current state. */
|
|
virtual void setBasicRenderStates(const SMaterial &material,
|
|
const SMaterial &lastMaterial,
|
|
bool resetAllRenderstates) = 0;
|
|
|
|
//! Return an index constant for the vertex shader based on a uniform variable name.
|
|
virtual s32 getVertexShaderConstantID(const c8 *name) = 0;
|
|
|
|
//! Sets a value for a vertex shader uniform variable.
|
|
/** \param index Index of the variable (as received from getVertexShaderConstantID)
|
|
\param floats Pointer to array of floats
|
|
\param count Amount of floats in array.
|
|
\return True if successful.
|
|
*/
|
|
virtual bool setVertexShaderConstant(s32 index, const f32 *floats, int count) = 0;
|
|
|
|
//! Int interface for the above.
|
|
virtual bool setVertexShaderConstant(s32 index, const s32 *ints, int count) = 0;
|
|
|
|
//! Uint interface for the above.
|
|
virtual bool setVertexShaderConstant(s32 index, const u32 *ints, int count) = 0;
|
|
|
|
//! Return an index constant for the pixel shader for the given uniform variable name
|
|
virtual s32 getPixelShaderConstantID(const c8 *name) = 0;
|
|
|
|
//! Sets a value for the given pixel shader uniform variable
|
|
/** This can be used if you used a high level shader language like GLSL
|
|
or HLSL to create a shader. See setVertexShaderConstant() for an
|
|
example on how to use this.
|
|
\param index Index of the variable (as received from getPixelShaderConstantID)
|
|
\param floats Pointer to array of floats
|
|
\param count Amount of floats in array.
|
|
\return True if successful. */
|
|
virtual bool setPixelShaderConstant(s32 index, const f32 *floats, int count) = 0;
|
|
|
|
//! Int interface for the above.
|
|
virtual bool setPixelShaderConstant(s32 index, const s32 *ints, int count) = 0;
|
|
|
|
//! Uint interface for the above.
|
|
virtual bool setPixelShaderConstant(s32 index, const u32 *ints, int count) = 0;
|
|
|
|
//! Get pointer to the IVideoDriver interface
|
|
/** \return Pointer to the IVideoDriver interface */
|
|
virtual IVideoDriver *getVideoDriver() = 0;
|
|
};
|
|
|
|
} // end namespace video
|
|
} // end namespace irr
|