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91<a href="_i_g_p_u_programming_services_8h.html">Go to the documentation of this file.</a><div class="fragment"><pre class="fragment"><a name="l00001"></a>00001 <span class="comment">// Copyright (C) 2002-2012 Nikolaus Gebhardt</span>
92<a name="l00002"></a>00002 <span class="comment">// This file is part of the &quot;Irrlicht Engine&quot;.</span>
93<a name="l00003"></a>00003 <span class="comment">// For conditions of distribution and use, see copyright notice in irrlicht.h</span>
94<a name="l00004"></a>00004
95<a name="l00005"></a>00005 <span class="preprocessor">#ifndef __I_GPU_PROGRAMMING_SERVICES_H_INCLUDED__</span>
96<a name="l00006"></a>00006 <span class="preprocessor"></span><span class="preprocessor">#define __I_GPU_PROGRAMMING_SERVICES_H_INCLUDED__</span>
97<a name="l00007"></a>00007 <span class="preprocessor"></span>
98<a name="l00008"></a>00008 <span class="preprocessor">#include &quot;<a class="code" href="_e_shader_types_8h.html">EShaderTypes.h</a>&quot;</span>
99<a name="l00009"></a>00009 <span class="preprocessor">#include &quot;<a class="code" href="_e_material_types_8h.html">EMaterialTypes.h</a>&quot;</span>
100<a name="l00010"></a>00010 <span class="preprocessor">#include &quot;<a class="code" href="_e_primitive_types_8h.html">EPrimitiveTypes.h</a>&quot;</span>
101<a name="l00011"></a>00011 <span class="preprocessor">#include &quot;<a class="code" href="path_8h.html">path.h</a>&quot;</span>
102<a name="l00012"></a>00012
103<a name="l00013"></a>00013 <span class="keyword">namespace </span>irr
104<a name="l00014"></a>00014 {
105<a name="l00015"></a>00015
106<a name="l00016"></a>00016 <span class="keyword">namespace </span>io
107<a name="l00017"></a>00017 {
108<a name="l00018"></a>00018 <span class="keyword">class </span>IReadFile;
109<a name="l00019"></a>00019 } <span class="comment">// end namespace io</span>
110<a name="l00020"></a>00020
111<a name="l00021"></a>00021 <span class="keyword">namespace </span>video
112<a name="l00022"></a>00022 {
113<a name="l00023"></a>00023
114<a name="l00024"></a>00024 <span class="keyword">class </span>IVideoDriver;
115<a name="l00025"></a>00025 <span class="keyword">class </span>IShaderConstantSetCallBack;
116<a name="l00026"></a>00026
117<a name="l00028"></a><a class="code" href="namespaceirr_1_1video.html#a913671e32f20f13e51336bfbe20a82a3">00028</a> <span class="keyword">enum</span> <a class="code" href="namespaceirr_1_1video.html#a913671e32f20f13e51336bfbe20a82a3" title="Enumeration for different types of shading languages.">E_GPU_SHADING_LANGUAGE</a>
118<a name="l00029"></a>00029 {
119<a name="l00031"></a><a class="code" href="namespaceirr_1_1video.html#a913671e32f20f13e51336bfbe20a82a3ac65c039e1c80a430a816c450a5f30d4b">00031</a> <a class="code" href="namespaceirr_1_1video.html#a913671e32f20f13e51336bfbe20a82a3ac65c039e1c80a430a816c450a5f30d4b" title="The default language, so HLSL for Direct3D and GLSL for OpenGL.">EGSL_DEFAULT</a> = 0,
120<a name="l00032"></a>00032
121<a name="l00034"></a><a class="code" href="namespaceirr_1_1video.html#a913671e32f20f13e51336bfbe20a82a3a703622fd615408677044b9ec67f5ea42">00034</a> <a class="code" href="namespaceirr_1_1video.html#a913671e32f20f13e51336bfbe20a82a3a703622fd615408677044b9ec67f5ea42" title="Cg shading language.*/.">EGSL_CG</a>
122<a name="l00035"></a>00035 };
123<a name="l00036"></a>00036
124<a name="l00038"></a><a class="code" href="classirr_1_1video_1_1_i_g_p_u_programming_services.html">00038</a> <span class="keyword">class </span><a class="code" href="classirr_1_1video_1_1_i_g_p_u_programming_services.html" title="Interface making it possible to create and use programs running on the GPU.">IGPUProgrammingServices</a>
125<a name="l00039"></a>00039 {
126<a name="l00040"></a>00040 <span class="keyword">public</span>:
127<a name="l00041"></a>00041
128<a name="l00043"></a><a class="code" href="classirr_1_1video_1_1_i_g_p_u_programming_services.html#a09d143ea5c55840c15ebcb84e8539bc0">00043</a> <span class="keyword">virtual</span> <a class="code" href="classirr_1_1video_1_1_i_g_p_u_programming_services.html#a09d143ea5c55840c15ebcb84e8539bc0" title="Destructor.">~IGPUProgrammingServices</a>() {}
129<a name="l00044"></a>00044
130<a name="l00046"></a>00046
131<a name="l00087"></a>00087 <span class="keyword">virtual</span> <a class="code" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> <a class="code" href="classirr_1_1video_1_1_i_g_p_u_programming_services.html#a4a8d3b727ee9223d8baa353b82da0478" title="Adds a new high-level shading material renderer to the VideoDriver.">addHighLevelShaderMaterial</a>(
132<a name="l00088"></a>00088 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410" title="8 bit character variable.">c8</a>* vertexShaderProgram,
133<a name="l00089"></a>00089 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410" title="8 bit character variable.">c8</a>* vertexShaderEntryPointName,
134<a name="l00090"></a>00090 <a class="code" href="namespaceirr_1_1video.html#a9decae50d4dc2455e7b009f5c71b24f9" title="Compile target enumeration for the addHighLevelShaderMaterial() method.">E_VERTEX_SHADER_TYPE</a> vsCompileTarget,
135<a name="l00091"></a>00091 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410" title="8 bit character variable.">c8</a>* pixelShaderProgram,
136<a name="l00092"></a>00092 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410" title="8 bit character variable.">c8</a>* pixelShaderEntryPointName,
137<a name="l00093"></a>00093 <a class="code" href="namespaceirr_1_1video.html#a07fb77e9aec681402ad376f7ef9b724c" title="Compile target enumeration for the addHighLevelShaderMaterial() method.">E_PIXEL_SHADER_TYPE</a> psCompileTarget,
138<a name="l00094"></a>00094 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410" title="8 bit character variable.">c8</a>* geometryShaderProgram,
139<a name="l00095"></a>00095 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410" title="8 bit character variable.">c8</a>* geometryShaderEntryPointName = <span class="stringliteral">&quot;main&quot;</span>,
140<a name="l00096"></a>00096 <a class="code" href="namespaceirr_1_1video.html#a3aad41cbdf894faaeeadf465592af18f" title="Enum for supported geometry shader types.">E_GEOMETRY_SHADER_TYPE</a> gsCompileTarget = <a class="code" href="namespaceirr_1_1video.html#a3aad41cbdf894faaeeadf465592af18fa12b261340852755273888e2243c46c82">EGST_GS_4_0</a>,
141<a name="l00097"></a>00097 <a class="code" href="namespaceirr_1_1scene.html#a5d7de82f2169761194b2f44d95cdc1dc" title="Enumeration for all primitive types there are.">scene::E_PRIMITIVE_TYPE</a> inType = <a class="code" href="namespaceirr_1_1scene.html#a5d7de82f2169761194b2f44d95cdc1dca237fc76e4b259febd27b4b84066ca581" title="Explicitly set all vertices for each triangle.">scene::EPT_TRIANGLES</a>,
142<a name="l00098"></a>00098 <a class="code" href="namespaceirr_1_1scene.html#a5d7de82f2169761194b2f44d95cdc1dc" title="Enumeration for all primitive types there are.">scene::E_PRIMITIVE_TYPE</a> outType = <a class="code" href="namespaceirr_1_1scene.html#a5d7de82f2169761194b2f44d95cdc1dcaef19e8b586de395af81c8cd9851a1b40">scene::EPT_TRIANGLE_STRIP</a>,
143<a name="l00099"></a>00099 <a class="code" href="namespaceirr.html#a0416a53257075833e7002efd0a18e804" title="32 bit unsigned variable.">u32</a> verticesOut = 0,
144<a name="l00100"></a>00100 <a class="code" href="classirr_1_1video_1_1_i_shader_constant_set_call_back.html" title="Interface making it possible to set constants for gpu programs every frame.">IShaderConstantSetCallBack</a>* callback = 0,
145<a name="l00101"></a>00101 <a class="code" href="namespaceirr_1_1video.html#ac8e9b6c66f7cebabd1a6d30cbc5430f1" title="Abstracted and easy to use fixed function/programmable pipeline material modes.">E_MATERIAL_TYPE</a> baseMaterial = <a class="code" href="namespaceirr_1_1video.html#ac8e9b6c66f7cebabd1a6d30cbc5430f1a9bc471b9c18c9e2d20496004d2a2e803" title="Standard solid material.">video::EMT_SOLID</a>,
146<a name="l00102"></a>00102 <a class="code" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> userData = 0,
147<a name="l00103"></a>00103 <a class="code" href="namespaceirr_1_1video.html#a913671e32f20f13e51336bfbe20a82a3" title="Enumeration for different types of shading languages.">E_GPU_SHADING_LANGUAGE</a> shadingLang = <a class="code" href="namespaceirr_1_1video.html#a913671e32f20f13e51336bfbe20a82a3ac65c039e1c80a430a816c450a5f30d4b" title="The default language, so HLSL for Direct3D and GLSL for OpenGL.">EGSL_DEFAULT</a>) = 0;
148<a name="l00104"></a>00104
149<a name="l00106"></a><a class="code" href="classirr_1_1video_1_1_i_g_p_u_programming_services.html#aa65337bb19777dd025ff02f1953277b6">00106</a> <a class="code" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> <a class="code" href="classirr_1_1video_1_1_i_g_p_u_programming_services.html#a4a8d3b727ee9223d8baa353b82da0478" title="Adds a new high-level shading material renderer to the VideoDriver.">addHighLevelShaderMaterial</a>(
150<a name="l00107"></a>00107 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410" title="8 bit character variable.">c8</a>* vertexShaderProgram,
151<a name="l00108"></a>00108 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410" title="8 bit character variable.">c8</a>* vertexShaderEntryPointName=<span class="stringliteral">&quot;main&quot;</span>,
152<a name="l00109"></a>00109 <a class="code" href="namespaceirr_1_1video.html#a9decae50d4dc2455e7b009f5c71b24f9" title="Compile target enumeration for the addHighLevelShaderMaterial() method.">E_VERTEX_SHADER_TYPE</a> vsCompileTarget=<a class="code" href="namespaceirr_1_1video.html#a9decae50d4dc2455e7b009f5c71b24f9a60cc4ef72d14e7192dc721bde0f07461">EVST_VS_1_1</a>,
153<a name="l00110"></a>00110 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410" title="8 bit character variable.">c8</a>* pixelShaderProgram=0,
154<a name="l00111"></a>00111 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410" title="8 bit character variable.">c8</a>* pixelShaderEntryPointName=<span class="stringliteral">&quot;main&quot;</span>,
155<a name="l00112"></a>00112 <a class="code" href="namespaceirr_1_1video.html#a07fb77e9aec681402ad376f7ef9b724c" title="Compile target enumeration for the addHighLevelShaderMaterial() method.">E_PIXEL_SHADER_TYPE</a> psCompileTarget=<a class="code" href="namespaceirr_1_1video.html#a07fb77e9aec681402ad376f7ef9b724ca600133dcb93a6cbdddaed1e09cc8a2cc">EPST_PS_1_1</a>,
156<a name="l00113"></a>00113 <a class="code" href="classirr_1_1video_1_1_i_shader_constant_set_call_back.html" title="Interface making it possible to set constants for gpu programs every frame.">IShaderConstantSetCallBack</a>* callback=0,
157<a name="l00114"></a>00114 <a class="code" href="namespaceirr_1_1video.html#ac8e9b6c66f7cebabd1a6d30cbc5430f1" title="Abstracted and easy to use fixed function/programmable pipeline material modes.">E_MATERIAL_TYPE</a> baseMaterial=<a class="code" href="namespaceirr_1_1video.html#ac8e9b6c66f7cebabd1a6d30cbc5430f1a9bc471b9c18c9e2d20496004d2a2e803" title="Standard solid material.">video::EMT_SOLID</a>,
158<a name="l00115"></a>00115 <a class="code" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> userData=0,
159<a name="l00116"></a>00116 <a class="code" href="namespaceirr_1_1video.html#a913671e32f20f13e51336bfbe20a82a3" title="Enumeration for different types of shading languages.">E_GPU_SHADING_LANGUAGE</a> shadingLang=<a class="code" href="namespaceirr_1_1video.html#a913671e32f20f13e51336bfbe20a82a3ac65c039e1c80a430a816c450a5f30d4b" title="The default language, so HLSL for Direct3D and GLSL for OpenGL.">EGSL_DEFAULT</a>)
160<a name="l00117"></a>00117 {
161<a name="l00118"></a>00118 <span class="keywordflow">return</span> <a class="code" href="classirr_1_1video_1_1_i_g_p_u_programming_services.html#a4a8d3b727ee9223d8baa353b82da0478" title="Adds a new high-level shading material renderer to the VideoDriver.">addHighLevelShaderMaterial</a>(
162<a name="l00119"></a>00119 vertexShaderProgram, vertexShaderEntryPointName,
163<a name="l00120"></a>00120 vsCompileTarget, pixelShaderProgram,
164<a name="l00121"></a>00121 pixelShaderEntryPointName, psCompileTarget,
165<a name="l00122"></a>00122 0, <span class="stringliteral">&quot;main&quot;</span>, <a class="code" href="namespaceirr_1_1video.html#a3aad41cbdf894faaeeadf465592af18fa12b261340852755273888e2243c46c82">EGST_GS_4_0</a>,
166<a name="l00123"></a>00123 <a class="code" href="namespaceirr_1_1scene.html#a5d7de82f2169761194b2f44d95cdc1dca237fc76e4b259febd27b4b84066ca581" title="Explicitly set all vertices for each triangle.">scene::EPT_TRIANGLES</a>, <a class="code" href="namespaceirr_1_1scene.html#a5d7de82f2169761194b2f44d95cdc1dcaef19e8b586de395af81c8cd9851a1b40">scene::EPT_TRIANGLE_STRIP</a>, 0,
167<a name="l00124"></a>00124 callback, baseMaterial, userData, shadingLang);
168<a name="l00125"></a>00125 }
169<a name="l00126"></a>00126
170<a name="l00128"></a>00128
171<a name="l00131"></a><a class="code" href="classirr_1_1video_1_1_i_g_p_u_programming_services.html#aeeecb11a1cab75912585b74e5329a593">00131</a> <a class="code" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> <a class="code" href="classirr_1_1video_1_1_i_g_p_u_programming_services.html#a4a8d3b727ee9223d8baa353b82da0478" title="Adds a new high-level shading material renderer to the VideoDriver.">addHighLevelShaderMaterial</a>(
172<a name="l00132"></a>00132 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410" title="8 bit character variable.">c8</a>* vertexShaderProgram,
173<a name="l00133"></a>00133 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410" title="8 bit character variable.">c8</a>* pixelShaderProgram=0,
174<a name="l00134"></a>00134 <a class="code" href="classirr_1_1video_1_1_i_shader_constant_set_call_back.html" title="Interface making it possible to set constants for gpu programs every frame.">IShaderConstantSetCallBack</a>* callback=0,
175<a name="l00135"></a>00135 <a class="code" href="namespaceirr_1_1video.html#ac8e9b6c66f7cebabd1a6d30cbc5430f1" title="Abstracted and easy to use fixed function/programmable pipeline material modes.">E_MATERIAL_TYPE</a> baseMaterial = <a class="code" href="namespaceirr_1_1video.html#ac8e9b6c66f7cebabd1a6d30cbc5430f1a9bc471b9c18c9e2d20496004d2a2e803" title="Standard solid material.">video::EMT_SOLID</a>,
176<a name="l00136"></a>00136 <a class="code" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> userData=0)
177<a name="l00137"></a>00137 {
178<a name="l00138"></a>00138 <span class="keywordflow">return</span> <a class="code" href="classirr_1_1video_1_1_i_g_p_u_programming_services.html#a4a8d3b727ee9223d8baa353b82da0478" title="Adds a new high-level shading material renderer to the VideoDriver.">addHighLevelShaderMaterial</a>(
179<a name="l00139"></a>00139 vertexShaderProgram, <span class="stringliteral">&quot;main&quot;</span>,
180<a name="l00140"></a>00140 <a class="code" href="namespaceirr_1_1video.html#a9decae50d4dc2455e7b009f5c71b24f9a60cc4ef72d14e7192dc721bde0f07461">EVST_VS_1_1</a>, pixelShaderProgram,
181<a name="l00141"></a>00141 <span class="stringliteral">&quot;main&quot;</span>, <a class="code" href="namespaceirr_1_1video.html#a07fb77e9aec681402ad376f7ef9b724ca600133dcb93a6cbdddaed1e09cc8a2cc">EPST_PS_1_1</a>,
182<a name="l00142"></a>00142 0, <span class="stringliteral">&quot;main&quot;</span>, <a class="code" href="namespaceirr_1_1video.html#a3aad41cbdf894faaeeadf465592af18fa12b261340852755273888e2243c46c82">EGST_GS_4_0</a>,
183<a name="l00143"></a>00143 <a class="code" href="namespaceirr_1_1scene.html#a5d7de82f2169761194b2f44d95cdc1dca237fc76e4b259febd27b4b84066ca581" title="Explicitly set all vertices for each triangle.">scene::EPT_TRIANGLES</a>, <a class="code" href="namespaceirr_1_1scene.html#a5d7de82f2169761194b2f44d95cdc1dcaef19e8b586de395af81c8cd9851a1b40">scene::EPT_TRIANGLE_STRIP</a>, 0,
184<a name="l00144"></a>00144 callback, baseMaterial, userData);
185<a name="l00145"></a>00145 }
186<a name="l00146"></a>00146
187<a name="l00148"></a>00148
188<a name="l00151"></a><a class="code" href="classirr_1_1video_1_1_i_g_p_u_programming_services.html#a53869b9475eecf48305ee97b72d458a7">00151</a> <a class="code" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> <a class="code" href="classirr_1_1video_1_1_i_g_p_u_programming_services.html#a4a8d3b727ee9223d8baa353b82da0478" title="Adds a new high-level shading material renderer to the VideoDriver.">addHighLevelShaderMaterial</a>(
189<a name="l00152"></a>00152 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410" title="8 bit character variable.">c8</a>* vertexShaderProgram,
190<a name="l00153"></a>00153 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410" title="8 bit character variable.">c8</a>* pixelShaderProgram = 0,
191<a name="l00154"></a>00154 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410" title="8 bit character variable.">c8</a>* geometryShaderProgram = 0,
192<a name="l00155"></a>00155 <a class="code" href="namespaceirr_1_1scene.html#a5d7de82f2169761194b2f44d95cdc1dc" title="Enumeration for all primitive types there are.">scene::E_PRIMITIVE_TYPE</a> inType = <a class="code" href="namespaceirr_1_1scene.html#a5d7de82f2169761194b2f44d95cdc1dca237fc76e4b259febd27b4b84066ca581" title="Explicitly set all vertices for each triangle.">scene::EPT_TRIANGLES</a>,
193<a name="l00156"></a>00156 <a class="code" href="namespaceirr_1_1scene.html#a5d7de82f2169761194b2f44d95cdc1dc" title="Enumeration for all primitive types there are.">scene::E_PRIMITIVE_TYPE</a> outType = <a class="code" href="namespaceirr_1_1scene.html#a5d7de82f2169761194b2f44d95cdc1dcaef19e8b586de395af81c8cd9851a1b40">scene::EPT_TRIANGLE_STRIP</a>,
194<a name="l00157"></a>00157 <a class="code" href="namespaceirr.html#a0416a53257075833e7002efd0a18e804" title="32 bit unsigned variable.">u32</a> verticesOut = 0,
195<a name="l00158"></a>00158 <a class="code" href="classirr_1_1video_1_1_i_shader_constant_set_call_back.html" title="Interface making it possible to set constants for gpu programs every frame.">IShaderConstantSetCallBack</a>* callback = 0,
196<a name="l00159"></a>00159 <a class="code" href="namespaceirr_1_1video.html#ac8e9b6c66f7cebabd1a6d30cbc5430f1" title="Abstracted and easy to use fixed function/programmable pipeline material modes.">E_MATERIAL_TYPE</a> baseMaterial = <a class="code" href="namespaceirr_1_1video.html#ac8e9b6c66f7cebabd1a6d30cbc5430f1a9bc471b9c18c9e2d20496004d2a2e803" title="Standard solid material.">video::EMT_SOLID</a>,
197<a name="l00160"></a>00160 <a class="code" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> userData = 0 )
198<a name="l00161"></a>00161 {
199<a name="l00162"></a>00162 <span class="keywordflow">return</span> <a class="code" href="classirr_1_1video_1_1_i_g_p_u_programming_services.html#a4a8d3b727ee9223d8baa353b82da0478" title="Adds a new high-level shading material renderer to the VideoDriver.">addHighLevelShaderMaterial</a>(
200<a name="l00163"></a>00163 vertexShaderProgram, <span class="stringliteral">&quot;main&quot;</span>,
201<a name="l00164"></a>00164 <a class="code" href="namespaceirr_1_1video.html#a9decae50d4dc2455e7b009f5c71b24f9a60cc4ef72d14e7192dc721bde0f07461">EVST_VS_1_1</a>, pixelShaderProgram,
202<a name="l00165"></a>00165 <span class="stringliteral">&quot;main&quot;</span>, <a class="code" href="namespaceirr_1_1video.html#a07fb77e9aec681402ad376f7ef9b724ca600133dcb93a6cbdddaed1e09cc8a2cc">EPST_PS_1_1</a>,
203<a name="l00166"></a>00166 geometryShaderProgram, <span class="stringliteral">&quot;main&quot;</span>, <a class="code" href="namespaceirr_1_1video.html#a3aad41cbdf894faaeeadf465592af18fa12b261340852755273888e2243c46c82">EGST_GS_4_0</a>,
204<a name="l00167"></a>00167 inType, outType, verticesOut,
205<a name="l00168"></a>00168 callback, baseMaterial, userData);
206<a name="l00169"></a>00169 }
207<a name="l00170"></a>00170
208<a name="l00172"></a>00172
209<a name="l00214"></a>00214 <span class="keyword">virtual</span> <a class="code" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> <a class="code" href="classirr_1_1video_1_1_i_g_p_u_programming_services.html#aeca8039e37e386b1e203cfa38338b848" title="Like IGPUProgrammingServices::addShaderMaterial(), but loads from files.">addHighLevelShaderMaterialFromFiles</a>(
210<a name="l00215"></a>00215 <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1string.html">io::path</a>&amp; vertexShaderProgramFileName,
211<a name="l00216"></a>00216 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410" title="8 bit character variable.">c8</a>* vertexShaderEntryPointName,
212<a name="l00217"></a>00217 <a class="code" href="namespaceirr_1_1video.html#a9decae50d4dc2455e7b009f5c71b24f9" title="Compile target enumeration for the addHighLevelShaderMaterial() method.">E_VERTEX_SHADER_TYPE</a> vsCompileTarget,
213<a name="l00218"></a>00218 <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1string.html">io::path</a>&amp; pixelShaderProgramFileName,
214<a name="l00219"></a>00219 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410" title="8 bit character variable.">c8</a>* pixelShaderEntryPointName,
215<a name="l00220"></a>00220 <a class="code" href="namespaceirr_1_1video.html#a07fb77e9aec681402ad376f7ef9b724c" title="Compile target enumeration for the addHighLevelShaderMaterial() method.">E_PIXEL_SHADER_TYPE</a> psCompileTarget,
216<a name="l00221"></a>00221 <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1string.html">io::path</a>&amp; geometryShaderProgramFileName,
217<a name="l00222"></a>00222 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410" title="8 bit character variable.">c8</a>* geometryShaderEntryPointName = <span class="stringliteral">&quot;main&quot;</span>,
218<a name="l00223"></a>00223 <a class="code" href="namespaceirr_1_1video.html#a3aad41cbdf894faaeeadf465592af18f" title="Enum for supported geometry shader types.">E_GEOMETRY_SHADER_TYPE</a> gsCompileTarget = <a class="code" href="namespaceirr_1_1video.html#a3aad41cbdf894faaeeadf465592af18fa12b261340852755273888e2243c46c82">EGST_GS_4_0</a>,
219<a name="l00224"></a>00224 <a class="code" href="namespaceirr_1_1scene.html#a5d7de82f2169761194b2f44d95cdc1dc" title="Enumeration for all primitive types there are.">scene::E_PRIMITIVE_TYPE</a> inType = <a class="code" href="namespaceirr_1_1scene.html#a5d7de82f2169761194b2f44d95cdc1dca237fc76e4b259febd27b4b84066ca581" title="Explicitly set all vertices for each triangle.">scene::EPT_TRIANGLES</a>,
220<a name="l00225"></a>00225 <a class="code" href="namespaceirr_1_1scene.html#a5d7de82f2169761194b2f44d95cdc1dc" title="Enumeration for all primitive types there are.">scene::E_PRIMITIVE_TYPE</a> outType = <a class="code" href="namespaceirr_1_1scene.html#a5d7de82f2169761194b2f44d95cdc1dcaef19e8b586de395af81c8cd9851a1b40">scene::EPT_TRIANGLE_STRIP</a>,
221<a name="l00226"></a>00226 <a class="code" href="namespaceirr.html#a0416a53257075833e7002efd0a18e804" title="32 bit unsigned variable.">u32</a> verticesOut = 0,
222<a name="l00227"></a>00227 <a class="code" href="classirr_1_1video_1_1_i_shader_constant_set_call_back.html" title="Interface making it possible to set constants for gpu programs every frame.">IShaderConstantSetCallBack</a>* callback = 0,
223<a name="l00228"></a>00228 <a class="code" href="namespaceirr_1_1video.html#ac8e9b6c66f7cebabd1a6d30cbc5430f1" title="Abstracted and easy to use fixed function/programmable pipeline material modes.">E_MATERIAL_TYPE</a> baseMaterial = <a class="code" href="namespaceirr_1_1video.html#ac8e9b6c66f7cebabd1a6d30cbc5430f1a9bc471b9c18c9e2d20496004d2a2e803" title="Standard solid material.">video::EMT_SOLID</a>,
224<a name="l00229"></a>00229 <a class="code" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> userData = 0,
225<a name="l00230"></a>00230 <a class="code" href="namespaceirr_1_1video.html#a913671e32f20f13e51336bfbe20a82a3" title="Enumeration for different types of shading languages.">E_GPU_SHADING_LANGUAGE</a> shadingLang = <a class="code" href="namespaceirr_1_1video.html#a913671e32f20f13e51336bfbe20a82a3ac65c039e1c80a430a816c450a5f30d4b" title="The default language, so HLSL for Direct3D and GLSL for OpenGL.">EGSL_DEFAULT</a>) = 0;
226<a name="l00231"></a>00231
227<a name="l00233"></a><a class="code" href="classirr_1_1video_1_1_i_g_p_u_programming_services.html#a2e6abff7d3e976d65955aae13df5e500">00233</a> <a class="code" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> <a class="code" href="classirr_1_1video_1_1_i_g_p_u_programming_services.html#aeca8039e37e386b1e203cfa38338b848" title="Like IGPUProgrammingServices::addShaderMaterial(), but loads from files.">addHighLevelShaderMaterialFromFiles</a>(
228<a name="l00234"></a>00234 <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1string.html">io::path</a>&amp; vertexShaderProgramFileName,
229<a name="l00235"></a>00235 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410" title="8 bit character variable.">c8</a>* vertexShaderEntryPointName = <span class="stringliteral">&quot;main&quot;</span>,
230<a name="l00236"></a>00236 <a class="code" href="namespaceirr_1_1video.html#a9decae50d4dc2455e7b009f5c71b24f9" title="Compile target enumeration for the addHighLevelShaderMaterial() method.">E_VERTEX_SHADER_TYPE</a> vsCompileTarget = <a class="code" href="namespaceirr_1_1video.html#a9decae50d4dc2455e7b009f5c71b24f9a60cc4ef72d14e7192dc721bde0f07461">EVST_VS_1_1</a>,
231<a name="l00237"></a>00237 <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1string.html">io::path</a>&amp; pixelShaderProgramFileName = <span class="stringliteral">&quot;&quot;</span>,
232<a name="l00238"></a>00238 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410" title="8 bit character variable.">c8</a>* pixelShaderEntryPointName = <span class="stringliteral">&quot;main&quot;</span>,
233<a name="l00239"></a>00239 <a class="code" href="namespaceirr_1_1video.html#a07fb77e9aec681402ad376f7ef9b724c" title="Compile target enumeration for the addHighLevelShaderMaterial() method.">E_PIXEL_SHADER_TYPE</a> psCompileTarget = <a class="code" href="namespaceirr_1_1video.html#a07fb77e9aec681402ad376f7ef9b724ca600133dcb93a6cbdddaed1e09cc8a2cc">EPST_PS_1_1</a>,
234<a name="l00240"></a>00240 <a class="code" href="classirr_1_1video_1_1_i_shader_constant_set_call_back.html" title="Interface making it possible to set constants for gpu programs every frame.">IShaderConstantSetCallBack</a>* callback = 0,
235<a name="l00241"></a>00241 <a class="code" href="namespaceirr_1_1video.html#ac8e9b6c66f7cebabd1a6d30cbc5430f1" title="Abstracted and easy to use fixed function/programmable pipeline material modes.">E_MATERIAL_TYPE</a> baseMaterial = <a class="code" href="namespaceirr_1_1video.html#ac8e9b6c66f7cebabd1a6d30cbc5430f1a9bc471b9c18c9e2d20496004d2a2e803" title="Standard solid material.">video::EMT_SOLID</a>,
236<a name="l00242"></a>00242 <a class="code" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> userData = 0,
237<a name="l00243"></a>00243 <a class="code" href="namespaceirr_1_1video.html#a913671e32f20f13e51336bfbe20a82a3" title="Enumeration for different types of shading languages.">E_GPU_SHADING_LANGUAGE</a> shadingLang = <a class="code" href="namespaceirr_1_1video.html#a913671e32f20f13e51336bfbe20a82a3ac65c039e1c80a430a816c450a5f30d4b" title="The default language, so HLSL for Direct3D and GLSL for OpenGL.">EGSL_DEFAULT</a>)
238<a name="l00244"></a>00244 {
239<a name="l00245"></a>00245 <span class="keywordflow">return</span> <a class="code" href="classirr_1_1video_1_1_i_g_p_u_programming_services.html#aeca8039e37e386b1e203cfa38338b848" title="Like IGPUProgrammingServices::addShaderMaterial(), but loads from files.">addHighLevelShaderMaterialFromFiles</a>(
240<a name="l00246"></a>00246 vertexShaderProgramFileName, vertexShaderEntryPointName,
241<a name="l00247"></a>00247 vsCompileTarget, pixelShaderProgramFileName,
242<a name="l00248"></a>00248 pixelShaderEntryPointName, psCompileTarget,
243<a name="l00249"></a>00249 <span class="stringliteral">&quot;&quot;</span>, <span class="stringliteral">&quot;main&quot;</span>, <a class="code" href="namespaceirr_1_1video.html#a3aad41cbdf894faaeeadf465592af18fa12b261340852755273888e2243c46c82">EGST_GS_4_0</a>,
244<a name="l00250"></a>00250 <a class="code" href="namespaceirr_1_1scene.html#a5d7de82f2169761194b2f44d95cdc1dca237fc76e4b259febd27b4b84066ca581" title="Explicitly set all vertices for each triangle.">scene::EPT_TRIANGLES</a>, <a class="code" href="namespaceirr_1_1scene.html#a5d7de82f2169761194b2f44d95cdc1dcaef19e8b586de395af81c8cd9851a1b40">scene::EPT_TRIANGLE_STRIP</a>, 0,
245<a name="l00251"></a>00251 callback, baseMaterial, userData, shadingLang);
246<a name="l00252"></a>00252 }
247<a name="l00253"></a>00253
248<a name="l00255"></a>00255
249<a name="l00258"></a><a class="code" href="classirr_1_1video_1_1_i_g_p_u_programming_services.html#a6ad72d2498a05669231531d54d849655">00258</a> <a class="code" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> <a class="code" href="classirr_1_1video_1_1_i_g_p_u_programming_services.html#aeca8039e37e386b1e203cfa38338b848" title="Like IGPUProgrammingServices::addShaderMaterial(), but loads from files.">addHighLevelShaderMaterialFromFiles</a>(
250<a name="l00259"></a>00259 <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1string.html">io::path</a>&amp; vertexShaderProgramFileName,
251<a name="l00260"></a>00260 <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1string.html">io::path</a>&amp; pixelShaderProgramFileName = <span class="stringliteral">&quot;&quot;</span>,
252<a name="l00261"></a>00261 <a class="code" href="classirr_1_1video_1_1_i_shader_constant_set_call_back.html" title="Interface making it possible to set constants for gpu programs every frame.">IShaderConstantSetCallBack</a>* callback = 0,
253<a name="l00262"></a>00262 <a class="code" href="namespaceirr_1_1video.html#ac8e9b6c66f7cebabd1a6d30cbc5430f1" title="Abstracted and easy to use fixed function/programmable pipeline material modes.">E_MATERIAL_TYPE</a> baseMaterial = <a class="code" href="namespaceirr_1_1video.html#ac8e9b6c66f7cebabd1a6d30cbc5430f1a9bc471b9c18c9e2d20496004d2a2e803" title="Standard solid material.">video::EMT_SOLID</a>,
254<a name="l00263"></a>00263 <a class="code" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> userData = 0 )
255<a name="l00264"></a>00264 {
256<a name="l00265"></a>00265 <span class="keywordflow">return</span> <a class="code" href="classirr_1_1video_1_1_i_g_p_u_programming_services.html#aeca8039e37e386b1e203cfa38338b848" title="Like IGPUProgrammingServices::addShaderMaterial(), but loads from files.">addHighLevelShaderMaterialFromFiles</a>(
257<a name="l00266"></a>00266 vertexShaderProgramFileName, <span class="stringliteral">&quot;main&quot;</span>,
258<a name="l00267"></a>00267 <a class="code" href="namespaceirr_1_1video.html#a9decae50d4dc2455e7b009f5c71b24f9a60cc4ef72d14e7192dc721bde0f07461">EVST_VS_1_1</a>, pixelShaderProgramFileName,
259<a name="l00268"></a>00268 <span class="stringliteral">&quot;main&quot;</span>, <a class="code" href="namespaceirr_1_1video.html#a07fb77e9aec681402ad376f7ef9b724ca600133dcb93a6cbdddaed1e09cc8a2cc">EPST_PS_1_1</a>,
260<a name="l00269"></a>00269 <span class="stringliteral">&quot;&quot;</span>, <span class="stringliteral">&quot;main&quot;</span>, <a class="code" href="namespaceirr_1_1video.html#a3aad41cbdf894faaeeadf465592af18fa12b261340852755273888e2243c46c82">EGST_GS_4_0</a>,
261<a name="l00270"></a>00270 <a class="code" href="namespaceirr_1_1scene.html#a5d7de82f2169761194b2f44d95cdc1dca237fc76e4b259febd27b4b84066ca581" title="Explicitly set all vertices for each triangle.">scene::EPT_TRIANGLES</a>, <a class="code" href="namespaceirr_1_1scene.html#a5d7de82f2169761194b2f44d95cdc1dcaef19e8b586de395af81c8cd9851a1b40">scene::EPT_TRIANGLE_STRIP</a>, 0,
262<a name="l00271"></a>00271 callback, baseMaterial, userData);
263<a name="l00272"></a>00272 }
264<a name="l00273"></a>00273
265<a name="l00275"></a>00275
266<a name="l00278"></a><a class="code" href="classirr_1_1video_1_1_i_g_p_u_programming_services.html#af3c8b043db5b9b63dcd008c59fb9686b">00278</a> <a class="code" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> <a class="code" href="classirr_1_1video_1_1_i_g_p_u_programming_services.html#aeca8039e37e386b1e203cfa38338b848" title="Like IGPUProgrammingServices::addShaderMaterial(), but loads from files.">addHighLevelShaderMaterialFromFiles</a>(
267<a name="l00279"></a>00279 <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1string.html">io::path</a>&amp; vertexShaderProgramFileName,
268<a name="l00280"></a>00280 <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1string.html">io::path</a>&amp; pixelShaderProgramFileName = <span class="stringliteral">&quot;&quot;</span>,
269<a name="l00281"></a>00281 <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1string.html">io::path</a>&amp; geometryShaderProgramFileName = <span class="stringliteral">&quot;&quot;</span>,
270<a name="l00282"></a>00282 <a class="code" href="namespaceirr_1_1scene.html#a5d7de82f2169761194b2f44d95cdc1dc" title="Enumeration for all primitive types there are.">scene::E_PRIMITIVE_TYPE</a> inType = <a class="code" href="namespaceirr_1_1scene.html#a5d7de82f2169761194b2f44d95cdc1dca237fc76e4b259febd27b4b84066ca581" title="Explicitly set all vertices for each triangle.">scene::EPT_TRIANGLES</a>,
271<a name="l00283"></a>00283 <a class="code" href="namespaceirr_1_1scene.html#a5d7de82f2169761194b2f44d95cdc1dc" title="Enumeration for all primitive types there are.">scene::E_PRIMITIVE_TYPE</a> outType = <a class="code" href="namespaceirr_1_1scene.html#a5d7de82f2169761194b2f44d95cdc1dcaef19e8b586de395af81c8cd9851a1b40">scene::EPT_TRIANGLE_STRIP</a>,
272<a name="l00284"></a>00284 <a class="code" href="namespaceirr.html#a0416a53257075833e7002efd0a18e804" title="32 bit unsigned variable.">u32</a> verticesOut = 0,
273<a name="l00285"></a>00285 <a class="code" href="classirr_1_1video_1_1_i_shader_constant_set_call_back.html" title="Interface making it possible to set constants for gpu programs every frame.">IShaderConstantSetCallBack</a>* callback = 0,
274<a name="l00286"></a>00286 <a class="code" href="namespaceirr_1_1video.html#ac8e9b6c66f7cebabd1a6d30cbc5430f1" title="Abstracted and easy to use fixed function/programmable pipeline material modes.">E_MATERIAL_TYPE</a> baseMaterial = <a class="code" href="namespaceirr_1_1video.html#ac8e9b6c66f7cebabd1a6d30cbc5430f1a9bc471b9c18c9e2d20496004d2a2e803" title="Standard solid material.">video::EMT_SOLID</a>,
275<a name="l00287"></a>00287 <a class="code" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> userData = 0 )
276<a name="l00288"></a>00288 {
277<a name="l00289"></a>00289 <span class="keywordflow">return</span> <a class="code" href="classirr_1_1video_1_1_i_g_p_u_programming_services.html#aeca8039e37e386b1e203cfa38338b848" title="Like IGPUProgrammingServices::addShaderMaterial(), but loads from files.">addHighLevelShaderMaterialFromFiles</a>(
278<a name="l00290"></a>00290 vertexShaderProgramFileName, <span class="stringliteral">&quot;main&quot;</span>,
279<a name="l00291"></a>00291 <a class="code" href="namespaceirr_1_1video.html#a9decae50d4dc2455e7b009f5c71b24f9a60cc4ef72d14e7192dc721bde0f07461">EVST_VS_1_1</a>, pixelShaderProgramFileName,
280<a name="l00292"></a>00292 <span class="stringliteral">&quot;main&quot;</span>, <a class="code" href="namespaceirr_1_1video.html#a07fb77e9aec681402ad376f7ef9b724ca600133dcb93a6cbdddaed1e09cc8a2cc">EPST_PS_1_1</a>,
281<a name="l00293"></a>00293 geometryShaderProgramFileName, <span class="stringliteral">&quot;main&quot;</span>, <a class="code" href="namespaceirr_1_1video.html#a3aad41cbdf894faaeeadf465592af18fa12b261340852755273888e2243c46c82">EGST_GS_4_0</a>,
282<a name="l00294"></a>00294 inType, outType, verticesOut,
283<a name="l00295"></a>00295 callback, baseMaterial, userData);
284<a name="l00296"></a>00296 }
285<a name="l00297"></a>00297
286<a name="l00299"></a>00299
287<a name="l00339"></a>00339 <span class="keyword">virtual</span> <a class="code" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> <a class="code" href="classirr_1_1video_1_1_i_g_p_u_programming_services.html#aeca8039e37e386b1e203cfa38338b848" title="Like IGPUProgrammingServices::addShaderMaterial(), but loads from files.">addHighLevelShaderMaterialFromFiles</a>(
288<a name="l00340"></a>00340 <a class="code" href="classirr_1_1io_1_1_i_read_file.html" title="Interface providing read acess to a file.">io::IReadFile</a>* vertexShaderProgram,
289<a name="l00341"></a>00341 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410" title="8 bit character variable.">c8</a>* vertexShaderEntryPointName,
290<a name="l00342"></a>00342 <a class="code" href="namespaceirr_1_1video.html#a9decae50d4dc2455e7b009f5c71b24f9" title="Compile target enumeration for the addHighLevelShaderMaterial() method.">E_VERTEX_SHADER_TYPE</a> vsCompileTarget,
291<a name="l00343"></a>00343 <a class="code" href="classirr_1_1io_1_1_i_read_file.html" title="Interface providing read acess to a file.">io::IReadFile</a>* pixelShaderProgram,
292<a name="l00344"></a>00344 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410" title="8 bit character variable.">c8</a>* pixelShaderEntryPointName,
293<a name="l00345"></a>00345 <a class="code" href="namespaceirr_1_1video.html#a07fb77e9aec681402ad376f7ef9b724c" title="Compile target enumeration for the addHighLevelShaderMaterial() method.">E_PIXEL_SHADER_TYPE</a> psCompileTarget,
294<a name="l00346"></a>00346 <a class="code" href="classirr_1_1io_1_1_i_read_file.html" title="Interface providing read acess to a file.">io::IReadFile</a>* geometryShaderProgram,
295<a name="l00347"></a>00347 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410" title="8 bit character variable.">c8</a>* geometryShaderEntryPointName = <span class="stringliteral">&quot;main&quot;</span>,
296<a name="l00348"></a>00348 <a class="code" href="namespaceirr_1_1video.html#a3aad41cbdf894faaeeadf465592af18f" title="Enum for supported geometry shader types.">E_GEOMETRY_SHADER_TYPE</a> gsCompileTarget = <a class="code" href="namespaceirr_1_1video.html#a3aad41cbdf894faaeeadf465592af18fa12b261340852755273888e2243c46c82">EGST_GS_4_0</a>,
297<a name="l00349"></a>00349 <a class="code" href="namespaceirr_1_1scene.html#a5d7de82f2169761194b2f44d95cdc1dc" title="Enumeration for all primitive types there are.">scene::E_PRIMITIVE_TYPE</a> inType = <a class="code" href="namespaceirr_1_1scene.html#a5d7de82f2169761194b2f44d95cdc1dca237fc76e4b259febd27b4b84066ca581" title="Explicitly set all vertices for each triangle.">scene::EPT_TRIANGLES</a>,
298<a name="l00350"></a>00350 <a class="code" href="namespaceirr_1_1scene.html#a5d7de82f2169761194b2f44d95cdc1dc" title="Enumeration for all primitive types there are.">scene::E_PRIMITIVE_TYPE</a> outType = <a class="code" href="namespaceirr_1_1scene.html#a5d7de82f2169761194b2f44d95cdc1dcaef19e8b586de395af81c8cd9851a1b40">scene::EPT_TRIANGLE_STRIP</a>,
299<a name="l00351"></a>00351 <a class="code" href="namespaceirr.html#a0416a53257075833e7002efd0a18e804" title="32 bit unsigned variable.">u32</a> verticesOut = 0,
300<a name="l00352"></a>00352 <a class="code" href="classirr_1_1video_1_1_i_shader_constant_set_call_back.html" title="Interface making it possible to set constants for gpu programs every frame.">IShaderConstantSetCallBack</a>* callback = 0,
301<a name="l00353"></a>00353 <a class="code" href="namespaceirr_1_1video.html#ac8e9b6c66f7cebabd1a6d30cbc5430f1" title="Abstracted and easy to use fixed function/programmable pipeline material modes.">E_MATERIAL_TYPE</a> baseMaterial = <a class="code" href="namespaceirr_1_1video.html#ac8e9b6c66f7cebabd1a6d30cbc5430f1a9bc471b9c18c9e2d20496004d2a2e803" title="Standard solid material.">video::EMT_SOLID</a>,
302<a name="l00354"></a>00354 <a class="code" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> userData = 0,
303<a name="l00355"></a>00355 <a class="code" href="namespaceirr_1_1video.html#a913671e32f20f13e51336bfbe20a82a3" title="Enumeration for different types of shading languages.">E_GPU_SHADING_LANGUAGE</a> shadingLang = <a class="code" href="namespaceirr_1_1video.html#a913671e32f20f13e51336bfbe20a82a3ac65c039e1c80a430a816c450a5f30d4b" title="The default language, so HLSL for Direct3D and GLSL for OpenGL.">EGSL_DEFAULT</a>) = 0;
304<a name="l00356"></a>00356
305<a name="l00358"></a><a class="code" href="classirr_1_1video_1_1_i_g_p_u_programming_services.html#ab50a1187abec7b8b4e6a0593053daaeb">00358</a> <a class="code" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> <a class="code" href="classirr_1_1video_1_1_i_g_p_u_programming_services.html#aeca8039e37e386b1e203cfa38338b848" title="Like IGPUProgrammingServices::addShaderMaterial(), but loads from files.">addHighLevelShaderMaterialFromFiles</a>(
306<a name="l00359"></a>00359 <a class="code" href="classirr_1_1io_1_1_i_read_file.html" title="Interface providing read acess to a file.">io::IReadFile</a>* vertexShaderProgram,
307<a name="l00360"></a>00360 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410" title="8 bit character variable.">c8</a>* vertexShaderEntryPointName = <span class="stringliteral">&quot;main&quot;</span>,
308<a name="l00361"></a>00361 <a class="code" href="namespaceirr_1_1video.html#a9decae50d4dc2455e7b009f5c71b24f9" title="Compile target enumeration for the addHighLevelShaderMaterial() method.">E_VERTEX_SHADER_TYPE</a> vsCompileTarget = <a class="code" href="namespaceirr_1_1video.html#a9decae50d4dc2455e7b009f5c71b24f9a60cc4ef72d14e7192dc721bde0f07461">EVST_VS_1_1</a>,
309<a name="l00362"></a>00362 <a class="code" href="classirr_1_1io_1_1_i_read_file.html" title="Interface providing read acess to a file.">io::IReadFile</a>* pixelShaderProgram = 0,
310<a name="l00363"></a>00363 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410" title="8 bit character variable.">c8</a>* pixelShaderEntryPointName = <span class="stringliteral">&quot;main&quot;</span>,
311<a name="l00364"></a>00364 <a class="code" href="namespaceirr_1_1video.html#a07fb77e9aec681402ad376f7ef9b724c" title="Compile target enumeration for the addHighLevelShaderMaterial() method.">E_PIXEL_SHADER_TYPE</a> psCompileTarget = <a class="code" href="namespaceirr_1_1video.html#a07fb77e9aec681402ad376f7ef9b724ca600133dcb93a6cbdddaed1e09cc8a2cc">EPST_PS_1_1</a>,
312<a name="l00365"></a>00365 <a class="code" href="classirr_1_1video_1_1_i_shader_constant_set_call_back.html" title="Interface making it possible to set constants for gpu programs every frame.">IShaderConstantSetCallBack</a>* callback = 0,
313<a name="l00366"></a>00366 <a class="code" href="namespaceirr_1_1video.html#ac8e9b6c66f7cebabd1a6d30cbc5430f1" title="Abstracted and easy to use fixed function/programmable pipeline material modes.">E_MATERIAL_TYPE</a> baseMaterial = <a class="code" href="namespaceirr_1_1video.html#ac8e9b6c66f7cebabd1a6d30cbc5430f1a9bc471b9c18c9e2d20496004d2a2e803" title="Standard solid material.">video::EMT_SOLID</a>,
314<a name="l00367"></a>00367 <a class="code" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> userData = 0,
315<a name="l00368"></a>00368 <a class="code" href="namespaceirr_1_1video.html#a913671e32f20f13e51336bfbe20a82a3" title="Enumeration for different types of shading languages.">E_GPU_SHADING_LANGUAGE</a> shadingLang = <a class="code" href="namespaceirr_1_1video.html#a913671e32f20f13e51336bfbe20a82a3ac65c039e1c80a430a816c450a5f30d4b" title="The default language, so HLSL for Direct3D and GLSL for OpenGL.">EGSL_DEFAULT</a>)
316<a name="l00369"></a>00369 {
317<a name="l00370"></a>00370 <span class="keywordflow">return</span> <a class="code" href="classirr_1_1video_1_1_i_g_p_u_programming_services.html#aeca8039e37e386b1e203cfa38338b848" title="Like IGPUProgrammingServices::addShaderMaterial(), but loads from files.">addHighLevelShaderMaterialFromFiles</a>(
318<a name="l00371"></a>00371 vertexShaderProgram, vertexShaderEntryPointName,
319<a name="l00372"></a>00372 vsCompileTarget, pixelShaderProgram,
320<a name="l00373"></a>00373 pixelShaderEntryPointName, psCompileTarget,
321<a name="l00374"></a>00374 0, <span class="stringliteral">&quot;main&quot;</span>, <a class="code" href="namespaceirr_1_1video.html#a3aad41cbdf894faaeeadf465592af18fa12b261340852755273888e2243c46c82">EGST_GS_4_0</a>,
322<a name="l00375"></a>00375 <a class="code" href="namespaceirr_1_1scene.html#a5d7de82f2169761194b2f44d95cdc1dca237fc76e4b259febd27b4b84066ca581" title="Explicitly set all vertices for each triangle.">scene::EPT_TRIANGLES</a>, <a class="code" href="namespaceirr_1_1scene.html#a5d7de82f2169761194b2f44d95cdc1dcaef19e8b586de395af81c8cd9851a1b40">scene::EPT_TRIANGLE_STRIP</a>, 0,
323<a name="l00376"></a>00376 callback, baseMaterial, userData, shadingLang);
324<a name="l00377"></a>00377 }
325<a name="l00378"></a>00378
326<a name="l00380"></a>00380
327<a name="l00413"></a>00413 <span class="keyword">virtual</span> <a class="code" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> <a class="code" href="classirr_1_1video_1_1_i_g_p_u_programming_services.html#af7c7515773d4be33e1c66b8e3b65c293" title="Adds a new ASM shader material renderer to the VideoDriver.">addShaderMaterial</a>(<span class="keyword">const</span> <a class="code" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410" title="8 bit character variable.">c8</a>* vertexShaderProgram = 0,
328<a name="l00414"></a>00414 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410" title="8 bit character variable.">c8</a>* pixelShaderProgram = 0,
329<a name="l00415"></a>00415 <a class="code" href="classirr_1_1video_1_1_i_shader_constant_set_call_back.html" title="Interface making it possible to set constants for gpu programs every frame.">IShaderConstantSetCallBack</a>* callback = 0,
330<a name="l00416"></a>00416 <a class="code" href="namespaceirr_1_1video.html#ac8e9b6c66f7cebabd1a6d30cbc5430f1" title="Abstracted and easy to use fixed function/programmable pipeline material modes.">E_MATERIAL_TYPE</a> baseMaterial = <a class="code" href="namespaceirr_1_1video.html#ac8e9b6c66f7cebabd1a6d30cbc5430f1a9bc471b9c18c9e2d20496004d2a2e803" title="Standard solid material.">video::EMT_SOLID</a>,
331<a name="l00417"></a>00417 <a class="code" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> userData = 0) = 0;
332<a name="l00418"></a>00418
333<a name="l00420"></a>00420
334<a name="l00437"></a>00437 <span class="keyword">virtual</span> <a class="code" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> <a class="code" href="classirr_1_1video_1_1_i_g_p_u_programming_services.html#a3d525d13fe863dc4f06af01eb44ea9e6" title="Like IGPUProgrammingServices::addShaderMaterial(), but loads from files.">addShaderMaterialFromFiles</a>(<a class="code" href="classirr_1_1io_1_1_i_read_file.html" title="Interface providing read acess to a file.">io::IReadFile</a>* vertexShaderProgram,
335<a name="l00438"></a>00438 <a class="code" href="classirr_1_1io_1_1_i_read_file.html" title="Interface providing read acess to a file.">io::IReadFile</a>* pixelShaderProgram,
336<a name="l00439"></a>00439 <a class="code" href="classirr_1_1video_1_1_i_shader_constant_set_call_back.html" title="Interface making it possible to set constants for gpu programs every frame.">IShaderConstantSetCallBack</a>* callback = 0,
337<a name="l00440"></a>00440 <a class="code" href="namespaceirr_1_1video.html#ac8e9b6c66f7cebabd1a6d30cbc5430f1" title="Abstracted and easy to use fixed function/programmable pipeline material modes.">E_MATERIAL_TYPE</a> baseMaterial = <a class="code" href="namespaceirr_1_1video.html#ac8e9b6c66f7cebabd1a6d30cbc5430f1a9bc471b9c18c9e2d20496004d2a2e803" title="Standard solid material.">video::EMT_SOLID</a>,
338<a name="l00441"></a>00441 <a class="code" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> userData = 0) = 0;
339<a name="l00442"></a>00442
340<a name="l00444"></a>00444
341<a name="l00462"></a>00462 <span class="keyword">virtual</span> <a class="code" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> <a class="code" href="classirr_1_1video_1_1_i_g_p_u_programming_services.html#a3d525d13fe863dc4f06af01eb44ea9e6" title="Like IGPUProgrammingServices::addShaderMaterial(), but loads from files.">addShaderMaterialFromFiles</a>(<span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1string.html">io::path</a>&amp; vertexShaderProgramFileName,
342<a name="l00463"></a>00463 <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1string.html">io::path</a>&amp; pixelShaderProgramFileName,
343<a name="l00464"></a>00464 <a class="code" href="classirr_1_1video_1_1_i_shader_constant_set_call_back.html" title="Interface making it possible to set constants for gpu programs every frame.">IShaderConstantSetCallBack</a>* callback = 0,
344<a name="l00465"></a>00465 <a class="code" href="namespaceirr_1_1video.html#ac8e9b6c66f7cebabd1a6d30cbc5430f1" title="Abstracted and easy to use fixed function/programmable pipeline material modes.">E_MATERIAL_TYPE</a> baseMaterial = <a class="code" href="namespaceirr_1_1video.html#ac8e9b6c66f7cebabd1a6d30cbc5430f1a9bc471b9c18c9e2d20496004d2a2e803" title="Standard solid material.">video::EMT_SOLID</a>,
345<a name="l00466"></a>00466 <a class="code" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> userData = 0) = 0;
346<a name="l00467"></a>00467 };
347<a name="l00468"></a>00468
348<a name="l00469"></a>00469
349<a name="l00470"></a>00470 } <span class="comment">// end namespace video</span>
350<a name="l00471"></a>00471 } <span class="comment">// end namespace irr</span>
351<a name="l00472"></a>00472
352<a name="l00473"></a>00473 <span class="preprocessor">#endif</span>
353<a name="l00474"></a>00474 <span class="preprocessor"></span>
354</pre></div></div>
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