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1// Copyright (C) 2002-2012 Nikolaus Gebhardt
2// This file is part of the "Irrlicht Engine".
3// For conditions of distribution and use, see copyright notice in irrlicht.h
4
5#ifndef __I_MATERIAL_RENDERER_SERVICES_H_INCLUDED__
6#define __I_MATERIAL_RENDERER_SERVICES_H_INCLUDED__
7
8#include "SMaterial.h"
9#include "S3DVertex.h"
10
11namespace irr
12{
13namespace video
14{
15
16class IVideoDriver;
17
18
19//! Interface providing some methods for changing advanced, internal states of a IVideoDriver.
20class IMaterialRendererServices
21{
22public:
23
24 //! Destructor
25 virtual ~IMaterialRendererServices() {}
26
27 //! Can be called by an IMaterialRenderer to make its work easier.
28 /** Sets all basic renderstates if needed.
29 Basic render states are diffuse, ambient, specular, and emissive color,
30 specular power, bilinear and trilinear filtering, wireframe mode,
31 grouraudshading, lighting, zbuffer, zwriteenable, backfaceculling and
32 fog enabling.
33 \param material The new material to be used.
34 \param lastMaterial The material used until now.
35 \param resetAllRenderstates Set to true if all renderstates should be
36 set, regardless of their current state. */
37 virtual void setBasicRenderStates(const SMaterial& material,
38 const SMaterial& lastMaterial,
39 bool resetAllRenderstates) = 0;
40
41 //! Sets a constant for the vertex shader based on a name.
42 /** This can be used if you used a high level shader language like GLSL
43 or HLSL to create a shader. Example: If you created a shader which has
44 variables named 'mWorldViewProj' (containing the WorldViewProjection
45 matrix) and another one named 'fTime' containing one float, you can set
46 them in your IShaderConstantSetCallBack derived class like this:
47 \code
48 virtual void OnSetConstants(video::IMaterialRendererServices* services, s32 userData)
49 {
50 video::IVideoDriver* driver = services->getVideoDriver();
51
52 f32 time = (f32)os::Timer::getTime()/100000.0f;
53 services->setVertexShaderConstant("fTime", &time, 1);
54
55 core::matrix4 worldViewProj(driver->getTransform(video::ETS_PROJECTION));
56 worldViewProj *= driver->getTransform(video::ETS_VIEW);
57 worldViewProj *= driver->getTransform(video::ETS_WORLD);
58 services->setVertexShaderConstant("mWorldViewProj", worldViewProj.M, 16);
59 }
60 \endcode
61 \param name Name of the variable
62 \param floats Pointer to array of floats
63 \param count Amount of floats in array.
64 \return True if successful.
65 */
66 virtual bool setVertexShaderConstant(const c8* name, const f32* floats, int count) = 0;
67
68 //! Bool interface for the above.
69 virtual bool setVertexShaderConstant(const c8* name, const bool* bools, int count) = 0;
70
71 //! Int interface for the above.
72 virtual bool setVertexShaderConstant(const c8* name, const s32* ints, int count) = 0;
73
74 //! Sets a vertex shader constant.
75 /** Can be used if you created a shader using pixel/vertex shader
76 assembler or ARB_fragment_program or ARB_vertex_program.
77 \param data: Data to be set in the constants
78 \param startRegister: First register to be set
79 \param constantAmount: Amount of registers to be set. One register consists of 4 floats. */
80 virtual void setVertexShaderConstant(const f32* data, s32 startRegister, s32 constantAmount=1) = 0;
81
82 //! Sets a constant for the pixel shader based on a name.
83 /** This can be used if you used a high level shader language like GLSL
84 or HLSL to create a shader. See setVertexShaderConstant() for an
85 example on how to use this.
86 \param name Name of the variable
87 \param floats Pointer to array of floats
88 \param count Amount of floats in array.
89 \return True if successful. */
90 virtual bool setPixelShaderConstant(const c8* name, const f32* floats, int count) = 0;
91
92 //! Bool interface for the above.
93 virtual bool setPixelShaderConstant(const c8* name, const bool* bools, int count) = 0;
94
95 //! Int interface for the above.
96 virtual bool setPixelShaderConstant(const c8* name, const s32* ints, int count) = 0;
97
98 //! Sets a pixel shader constant.
99 /** Can be used if you created a shader using pixel/vertex shader
100 assembler or ARB_fragment_program or ARB_vertex_program.
101 \param data Data to be set in the constants
102 \param startRegister First register to be set.
103 \param constantAmount Amount of registers to be set. One register consists of 4 floats. */
104 virtual void setPixelShaderConstant(const f32* data, s32 startRegister, s32 constantAmount=1) = 0;
105
106 //! Get pointer to the IVideoDriver interface
107 /** \return Pointer to the IVideoDriver interface */
108 virtual IVideoDriver* getVideoDriver() = 0;
109};
110
111} // end namespace video
112} // end namespace irr
113
114#endif
115