From 959831f4ef5a3e797f576c3de08cd65032c997ad Mon Sep 17 00:00:00 2001 From: David Walter Seikel Date: Sun, 13 Jan 2013 18:54:10 +1000 Subject: Remove damned ancient DOS line endings from Irrlicht. Hopefully I did not go overboard. --- .../irrlicht-1.8/include/IGPUProgrammingServices.h | 948 ++++++++++----------- 1 file changed, 474 insertions(+), 474 deletions(-) (limited to 'libraries/irrlicht-1.8/include/IGPUProgrammingServices.h') diff --git a/libraries/irrlicht-1.8/include/IGPUProgrammingServices.h b/libraries/irrlicht-1.8/include/IGPUProgrammingServices.h index 596f094..28717d5 100644 --- a/libraries/irrlicht-1.8/include/IGPUProgrammingServices.h +++ b/libraries/irrlicht-1.8/include/IGPUProgrammingServices.h @@ -1,474 +1,474 @@ -// 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 - -#ifndef __I_GPU_PROGRAMMING_SERVICES_H_INCLUDED__ -#define __I_GPU_PROGRAMMING_SERVICES_H_INCLUDED__ - -#include "EShaderTypes.h" -#include "EMaterialTypes.h" -#include "EPrimitiveTypes.h" -#include "path.h" - -namespace irr -{ - -namespace io -{ - class IReadFile; -} // end namespace io - -namespace video -{ - -class IVideoDriver; -class IShaderConstantSetCallBack; - -//! Enumeration for different types of shading languages -enum E_GPU_SHADING_LANGUAGE -{ - //! The default language, so HLSL for Direct3D and GLSL for OpenGL. - EGSL_DEFAULT = 0, - - //! Cg shading language.*/ - EGSL_CG -}; - -//! Interface making it possible to create and use programs running on the GPU. -class IGPUProgrammingServices -{ -public: - - //! Destructor - virtual ~IGPUProgrammingServices() {} - - //! Adds a new high-level shading material renderer to the VideoDriver. - /** Currently only HLSL/D3D9 and GLSL/OpenGL are supported. - \param vertexShaderProgram String containing the source of the vertex - shader program. This can be 0 if no vertex program shall be used. - \param vertexShaderEntryPointName Name of the entry function of the - vertexShaderProgram (p.e. "main") - \param vsCompileTarget Vertex shader version the high level shader - shall be compiled to. - \param pixelShaderProgram String containing the source of the pixel - shader program. This can be 0 if no pixel shader shall be used. - \param pixelShaderEntryPointName Entry name of the function of the - pixelShaderProgram (p.e. "main") - \param psCompileTarget Pixel shader version the high level shader - shall be compiled to. - \param geometryShaderProgram String containing the source of the - geometry shader program. This can be 0 if no geometry shader shall be - used. - \param geometryShaderEntryPointName Entry name of the function of the - geometryShaderProgram (p.e. "main") - \param gsCompileTarget Geometry shader version the high level shader - shall be compiled to. - \param inType Type of vertices passed to geometry shader - \param outType Type of vertices created by geometry shader - \param verticesOut Maximal number of vertices created by geometry - shader. If 0, maximal number supported is assumed. - \param callback Pointer to an implementation of - IShaderConstantSetCallBack in which you can set the needed vertex, - pixel, and geometry shader program constants. Set this to 0 if you - don't need this. - \param baseMaterial Base material which renderstates will be used to - shade the material. - \param userData a user data int. This int can be set to any value and - will be set as parameter in the callback method when calling - OnSetConstants(). In this way it is easily possible to use the same - callback method for multiple materials and distinguish between them - during the call. - \param shaderLang a type of shading language used in current shader. - \return Number of the material type which can be set in - SMaterial::MaterialType to use the renderer. -1 is returned if an error - occured, e.g. if a shader program could not be compiled or a compile - target is not reachable. The error strings are then printed to the - error log and can be catched with a custom event receiver. */ - virtual s32 addHighLevelShaderMaterial( - const c8* vertexShaderProgram, - const c8* vertexShaderEntryPointName, - E_VERTEX_SHADER_TYPE vsCompileTarget, - const c8* pixelShaderProgram, - const c8* pixelShaderEntryPointName, - E_PIXEL_SHADER_TYPE psCompileTarget, - const c8* geometryShaderProgram, - const c8* geometryShaderEntryPointName = "main", - E_GEOMETRY_SHADER_TYPE gsCompileTarget = EGST_GS_4_0, - scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES, - scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP, - u32 verticesOut = 0, - IShaderConstantSetCallBack* callback = 0, - E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID, - s32 userData = 0, - E_GPU_SHADING_LANGUAGE shadingLang = EGSL_DEFAULT) = 0; - - //! convenience function for use without geometry shaders - s32 addHighLevelShaderMaterial( - const c8* vertexShaderProgram, - const c8* vertexShaderEntryPointName="main", - E_VERTEX_SHADER_TYPE vsCompileTarget=EVST_VS_1_1, - const c8* pixelShaderProgram=0, - const c8* pixelShaderEntryPointName="main", - E_PIXEL_SHADER_TYPE psCompileTarget=EPST_PS_1_1, - IShaderConstantSetCallBack* callback=0, - E_MATERIAL_TYPE baseMaterial=video::EMT_SOLID, - s32 userData=0, - E_GPU_SHADING_LANGUAGE shadingLang=EGSL_DEFAULT) - { - return addHighLevelShaderMaterial( - vertexShaderProgram, vertexShaderEntryPointName, - vsCompileTarget, pixelShaderProgram, - pixelShaderEntryPointName, psCompileTarget, - 0, "main", EGST_GS_4_0, - scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, - callback, baseMaterial, userData, shadingLang); - } - - //! convenience function for use with many defaults, without geometry shader - /** All shader names are set to "main" and compile targets are shader - type 1.1. - */ - s32 addHighLevelShaderMaterial( - const c8* vertexShaderProgram, - const c8* pixelShaderProgram=0, - IShaderConstantSetCallBack* callback=0, - E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID, - s32 userData=0) - { - return addHighLevelShaderMaterial( - vertexShaderProgram, "main", - EVST_VS_1_1, pixelShaderProgram, - "main", EPST_PS_1_1, - 0, "main", EGST_GS_4_0, - scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, - callback, baseMaterial, userData); - } - - //! convenience function for use with many defaults, with geometry shader - /** All shader names are set to "main" and compile targets are shader - type 1.1 and geometry shader 4.0. - */ - s32 addHighLevelShaderMaterial( - const c8* vertexShaderProgram, - const c8* pixelShaderProgram = 0, - const c8* geometryShaderProgram = 0, - scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES, - scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP, - u32 verticesOut = 0, - IShaderConstantSetCallBack* callback = 0, - E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID, - s32 userData = 0 ) - { - return addHighLevelShaderMaterial( - vertexShaderProgram, "main", - EVST_VS_1_1, pixelShaderProgram, - "main", EPST_PS_1_1, - geometryShaderProgram, "main", EGST_GS_4_0, - inType, outType, verticesOut, - callback, baseMaterial, userData); - } - - //! Like IGPUProgrammingServices::addShaderMaterial(), but loads from files. - /** \param vertexShaderProgramFileName Text file containing the source - of the vertex shader program. Set to empty string if no vertex shader - shall be created. - \param vertexShaderEntryPointName Name of the entry function of the - vertexShaderProgram (p.e. "main") - \param vsCompileTarget Vertex shader version the high level shader - shall be compiled to. - \param pixelShaderProgramFileName Text file containing the source of - the pixel shader program. Set to empty string if no pixel shader shall - be created. - \param pixelShaderEntryPointName Entry name of the function of the - pixelShaderProgram (p.e. "main") - \param psCompileTarget Pixel shader version the high level shader - shall be compiled to. - \param geometryShaderProgramFileName Name of the source of - the geometry shader program. Set to empty string if no geometry shader - shall be created. - \param geometryShaderEntryPointName Entry name of the function of the - geometryShaderProgram (p.e. "main") - \param gsCompileTarget Geometry shader version the high level shader - shall be compiled to. - \param inType Type of vertices passed to geometry shader - \param outType Type of vertices created by geometry shader - \param verticesOut Maximal number of vertices created by geometry - shader. If 0, maximal number supported is assumed. - \param callback Pointer to an implementation of - IShaderConstantSetCallBack in which you can set the needed vertex, - pixel, and geometry shader program constants. Set this to 0 if you - don't need this. - \param baseMaterial Base material which renderstates will be used to - shade the material. - \param userData a user data int. This int can be set to any value and - will be set as parameter in the callback method when calling - OnSetConstants(). In this way it is easily possible to use the same - callback method for multiple materials and distinguish between them - during the call. - \param shaderLang a type of shading language used in current shader. - \return Number of the material type which can be set in - SMaterial::MaterialType to use the renderer. -1 is returned if an error - occured, e.g. if a shader program could not be compiled or a compile - target is not reachable. The error strings are then printed to the - error log and can be catched with a custom event receiver. */ - virtual s32 addHighLevelShaderMaterialFromFiles( - const io::path& vertexShaderProgramFileName, - const c8* vertexShaderEntryPointName, - E_VERTEX_SHADER_TYPE vsCompileTarget, - const io::path& pixelShaderProgramFileName, - const c8* pixelShaderEntryPointName, - E_PIXEL_SHADER_TYPE psCompileTarget, - const io::path& geometryShaderProgramFileName, - const c8* geometryShaderEntryPointName = "main", - E_GEOMETRY_SHADER_TYPE gsCompileTarget = EGST_GS_4_0, - scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES, - scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP, - u32 verticesOut = 0, - IShaderConstantSetCallBack* callback = 0, - E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID, - s32 userData = 0, - E_GPU_SHADING_LANGUAGE shadingLang = EGSL_DEFAULT) = 0; - - //! convenience function for use without geometry shaders - s32 addHighLevelShaderMaterialFromFiles( - const io::path& vertexShaderProgramFileName, - const c8* vertexShaderEntryPointName = "main", - E_VERTEX_SHADER_TYPE vsCompileTarget = EVST_VS_1_1, - const io::path& pixelShaderProgramFileName = "", - const c8* pixelShaderEntryPointName = "main", - E_PIXEL_SHADER_TYPE psCompileTarget = EPST_PS_1_1, - IShaderConstantSetCallBack* callback = 0, - E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID, - s32 userData = 0, - E_GPU_SHADING_LANGUAGE shadingLang = EGSL_DEFAULT) - { - return addHighLevelShaderMaterialFromFiles( - vertexShaderProgramFileName, vertexShaderEntryPointName, - vsCompileTarget, pixelShaderProgramFileName, - pixelShaderEntryPointName, psCompileTarget, - "", "main", EGST_GS_4_0, - scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, - callback, baseMaterial, userData, shadingLang); - } - - //! convenience function for use with many defaults, without geometry shader - /** All shader names are set to "main" and compile targets are shader - type 1.1. - */ - s32 addHighLevelShaderMaterialFromFiles( - const io::path& vertexShaderProgramFileName, - const io::path& pixelShaderProgramFileName = "", - IShaderConstantSetCallBack* callback = 0, - E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID, - s32 userData = 0 ) - { - return addHighLevelShaderMaterialFromFiles( - vertexShaderProgramFileName, "main", - EVST_VS_1_1, pixelShaderProgramFileName, - "main", EPST_PS_1_1, - "", "main", EGST_GS_4_0, - scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, - callback, baseMaterial, userData); - } - - //! convenience function for use with many defaults, with geometry shader - /** All shader names are set to "main" and compile targets are shader - type 1.1 and geometry shader 4.0. - */ - s32 addHighLevelShaderMaterialFromFiles( - const io::path& vertexShaderProgramFileName, - const io::path& pixelShaderProgramFileName = "", - const io::path& geometryShaderProgramFileName = "", - scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES, - scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP, - u32 verticesOut = 0, - IShaderConstantSetCallBack* callback = 0, - E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID, - s32 userData = 0 ) - { - return addHighLevelShaderMaterialFromFiles( - vertexShaderProgramFileName, "main", - EVST_VS_1_1, pixelShaderProgramFileName, - "main", EPST_PS_1_1, - geometryShaderProgramFileName, "main", EGST_GS_4_0, - inType, outType, verticesOut, - callback, baseMaterial, userData); - } - - //! Like IGPUProgrammingServices::addShaderMaterial(), but loads from files. - /** \param vertexShaderProgram Text file handle containing the source - of the vertex shader program. Set to 0 if no vertex shader shall be - created. - \param vertexShaderEntryPointName Name of the entry function of the - vertexShaderProgram - \param vsCompileTarget Vertex shader version the high level shader - shall be compiled to. - \param pixelShaderProgram Text file handle containing the source of - the pixel shader program. Set to 0 if no pixel shader shall be created. - \param pixelShaderEntryPointName Entry name of the function of the - pixelShaderProgram (p.e. "main") - \param psCompileTarget Pixel shader version the high level shader - shall be compiled to. - \param geometryShaderProgram Text file handle containing the source of - the geometry shader program. Set to 0 if no geometry shader shall be - created. - \param geometryShaderEntryPointName Entry name of the function of the - geometryShaderProgram (p.e. "main") - \param gsCompileTarget Geometry shader version the high level shader - shall be compiled to. - \param inType Type of vertices passed to geometry shader - \param outType Type of vertices created by geometry shader - \param verticesOut Maximal number of vertices created by geometry - shader. If 0, maximal number supported is assumed. - \param callback Pointer to an implementation of - IShaderConstantSetCallBack in which you can set the needed vertex and - pixel shader program constants. Set this to 0 if you don't need this. - \param baseMaterial Base material which renderstates will be used to - shade the material. - \param userData a user data int. This int can be set to any value and - will be set as parameter in the callback method when calling - OnSetConstants(). In this way it is easily possible to use the same - callback method for multiple materials and distinguish between them - during the call. - \param shaderLang a type of shading language used in current shader. - \return Number of the material type which can be set in - SMaterial::MaterialType to use the renderer. -1 is returned if an - error occured, e.g. if a shader program could not be compiled or a - compile target is not reachable. The error strings are then printed to - the error log and can be catched with a custom event receiver. */ - virtual s32 addHighLevelShaderMaterialFromFiles( - io::IReadFile* vertexShaderProgram, - const c8* vertexShaderEntryPointName, - E_VERTEX_SHADER_TYPE vsCompileTarget, - io::IReadFile* pixelShaderProgram, - const c8* pixelShaderEntryPointName, - E_PIXEL_SHADER_TYPE psCompileTarget, - io::IReadFile* geometryShaderProgram, - const c8* geometryShaderEntryPointName = "main", - E_GEOMETRY_SHADER_TYPE gsCompileTarget = EGST_GS_4_0, - scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES, - scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP, - u32 verticesOut = 0, - IShaderConstantSetCallBack* callback = 0, - E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID, - s32 userData = 0, - E_GPU_SHADING_LANGUAGE shadingLang = EGSL_DEFAULT) = 0; - - //! convenience function for use without geometry shaders - s32 addHighLevelShaderMaterialFromFiles( - io::IReadFile* vertexShaderProgram, - const c8* vertexShaderEntryPointName = "main", - E_VERTEX_SHADER_TYPE vsCompileTarget = EVST_VS_1_1, - io::IReadFile* pixelShaderProgram = 0, - const c8* pixelShaderEntryPointName = "main", - E_PIXEL_SHADER_TYPE psCompileTarget = EPST_PS_1_1, - IShaderConstantSetCallBack* callback = 0, - E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID, - s32 userData = 0, - E_GPU_SHADING_LANGUAGE shadingLang = EGSL_DEFAULT) - { - return addHighLevelShaderMaterialFromFiles( - vertexShaderProgram, vertexShaderEntryPointName, - vsCompileTarget, pixelShaderProgram, - pixelShaderEntryPointName, psCompileTarget, - 0, "main", EGST_GS_4_0, - scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, - callback, baseMaterial, userData, shadingLang); - } - - //! Adds a new ASM shader material renderer to the VideoDriver - /** Note that it is a good idea to call IVideoDriver::queryFeature() in - advance to check if the IVideoDriver supports the vertex and/or pixel - shader version your are using. - - The material is added to the VideoDriver like with - IVideoDriver::addMaterialRenderer() and can be used like it had been - added with that method. - \param vertexShaderProgram String containing the source of the vertex - shader program. This can be 0 if no vertex program shall be used. - - For DX8 programs, the will always input registers look like this: v0: - position, v1: normal, v2: color, v3: texture cooridnates, v4: texture - coordinates 2 if available. - - For DX9 programs, you can manually set the registers using the dcl_ - statements. - \param pixelShaderProgram String containing the source of the pixel - shader program. This can be 0 if you don't want to use a pixel shader. - \param callback Pointer to an implementation of - IShaderConstantSetCallBack in which you can set the needed vertex and - pixel shader program constants. Set this to 0 if you don't need this. - \param baseMaterial Base material which renderstates will be used to - shade the material. - \param userData a user data int. This int can be set to any value and - will be set as parameter in the callback method when calling - OnSetConstants(). In this way it is easily possible to use the same - callback method for multiple materials and distinguish between them - during the call. - \return Returns the number of the material type which can be set in - SMaterial::MaterialType to use the renderer. -1 is returned if an - error occured. -1 is returned for example if a vertex or pixel shader - program could not be compiled, the error strings are then printed out - into the error log, and can be catched with a custom event receiver. */ - virtual s32 addShaderMaterial(const c8* vertexShaderProgram = 0, - const c8* pixelShaderProgram = 0, - IShaderConstantSetCallBack* callback = 0, - E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID, - s32 userData = 0) = 0; - - //! Like IGPUProgrammingServices::addShaderMaterial(), but loads from files. - /** \param vertexShaderProgram Text file containing the source of the - vertex shader program. Set to 0 if no shader shall be created. - \param pixelShaderProgram Text file containing the source of the pixel - shader program. Set to 0 if no shader shall be created. - \param callback Pointer to an IShaderConstantSetCallback object to - which the OnSetConstants function is called. - \param baseMaterial baseMaterial - \param userData a user data int. This int can be set to any value and - will be set as parameter in the callback method when calling - OnSetConstants(). In this way it is easily possible to use the same - callback method for multiple materials and distinguish between them - during the call. - \return Returns the number of the material type which can be set in - SMaterial::MaterialType to use the renderer. -1 is returned if an - error occured. -1 is returned for example if a vertex or pixel shader - program could not be compiled, the error strings are then printed out - into the error log, and can be catched with a custom event receiver. */ - virtual s32 addShaderMaterialFromFiles(io::IReadFile* vertexShaderProgram, - io::IReadFile* pixelShaderProgram, - IShaderConstantSetCallBack* callback = 0, - E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID, - s32 userData = 0) = 0; - - //! Like IGPUProgrammingServices::addShaderMaterial(), but loads from files. - /** \param vertexShaderProgramFileName Text file name containing the - source of the vertex shader program. Set to 0 if no shader shall be - created. - \param pixelShaderProgramFileName Text file name containing the source - of the pixel shader program. Set to 0 if no shader shall be created. - \param callback Pointer to an IShaderConstantSetCallback object on - which the OnSetConstants function is called. - \param baseMaterial baseMaterial - \param userData a user data int. This int can be set to any value and - will be set as parameter in the callback method when calling - OnSetConstants(). In this way it is easily possible to use the same - callback method for multiple materials and distinguish between them - during the call. - \return Returns the number of the material type which can be set in - SMaterial::MaterialType to use the renderer. -1 is returned if an - error occured. -1 is returned for example if a vertex or pixel shader - program could not be compiled, the error strings are then printed out - into the error log, and can be catched with a custom event receiver. */ - virtual s32 addShaderMaterialFromFiles(const io::path& vertexShaderProgramFileName, - const io::path& pixelShaderProgramFileName, - IShaderConstantSetCallBack* callback = 0, - E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID, - s32 userData = 0) = 0; -}; - - -} // end namespace video -} // end namespace irr - -#endif - +// 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 + +#ifndef __I_GPU_PROGRAMMING_SERVICES_H_INCLUDED__ +#define __I_GPU_PROGRAMMING_SERVICES_H_INCLUDED__ + +#include "EShaderTypes.h" +#include "EMaterialTypes.h" +#include "EPrimitiveTypes.h" +#include "path.h" + +namespace irr +{ + +namespace io +{ + class IReadFile; +} // end namespace io + +namespace video +{ + +class IVideoDriver; +class IShaderConstantSetCallBack; + +//! Enumeration for different types of shading languages +enum E_GPU_SHADING_LANGUAGE +{ + //! The default language, so HLSL for Direct3D and GLSL for OpenGL. + EGSL_DEFAULT = 0, + + //! Cg shading language.*/ + EGSL_CG +}; + +//! Interface making it possible to create and use programs running on the GPU. +class IGPUProgrammingServices +{ +public: + + //! Destructor + virtual ~IGPUProgrammingServices() {} + + //! Adds a new high-level shading material renderer to the VideoDriver. + /** Currently only HLSL/D3D9 and GLSL/OpenGL are supported. + \param vertexShaderProgram String containing the source of the vertex + shader program. This can be 0 if no vertex program shall be used. + \param vertexShaderEntryPointName Name of the entry function of the + vertexShaderProgram (p.e. "main") + \param vsCompileTarget Vertex shader version the high level shader + shall be compiled to. + \param pixelShaderProgram String containing the source of the pixel + shader program. This can be 0 if no pixel shader shall be used. + \param pixelShaderEntryPointName Entry name of the function of the + pixelShaderProgram (p.e. "main") + \param psCompileTarget Pixel shader version the high level shader + shall be compiled to. + \param geometryShaderProgram String containing the source of the + geometry shader program. This can be 0 if no geometry shader shall be + used. + \param geometryShaderEntryPointName Entry name of the function of the + geometryShaderProgram (p.e. "main") + \param gsCompileTarget Geometry shader version the high level shader + shall be compiled to. + \param inType Type of vertices passed to geometry shader + \param outType Type of vertices created by geometry shader + \param verticesOut Maximal number of vertices created by geometry + shader. If 0, maximal number supported is assumed. + \param callback Pointer to an implementation of + IShaderConstantSetCallBack in which you can set the needed vertex, + pixel, and geometry shader program constants. Set this to 0 if you + don't need this. + \param baseMaterial Base material which renderstates will be used to + shade the material. + \param userData a user data int. This int can be set to any value and + will be set as parameter in the callback method when calling + OnSetConstants(). In this way it is easily possible to use the same + callback method for multiple materials and distinguish between them + during the call. + \param shaderLang a type of shading language used in current shader. + \return Number of the material type which can be set in + SMaterial::MaterialType to use the renderer. -1 is returned if an error + occured, e.g. if a shader program could not be compiled or a compile + target is not reachable. The error strings are then printed to the + error log and can be catched with a custom event receiver. */ + virtual s32 addHighLevelShaderMaterial( + const c8* vertexShaderProgram, + const c8* vertexShaderEntryPointName, + E_VERTEX_SHADER_TYPE vsCompileTarget, + const c8* pixelShaderProgram, + const c8* pixelShaderEntryPointName, + E_PIXEL_SHADER_TYPE psCompileTarget, + const c8* geometryShaderProgram, + const c8* geometryShaderEntryPointName = "main", + E_GEOMETRY_SHADER_TYPE gsCompileTarget = EGST_GS_4_0, + scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES, + scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP, + u32 verticesOut = 0, + IShaderConstantSetCallBack* callback = 0, + E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID, + s32 userData = 0, + E_GPU_SHADING_LANGUAGE shadingLang = EGSL_DEFAULT) = 0; + + //! convenience function for use without geometry shaders + s32 addHighLevelShaderMaterial( + const c8* vertexShaderProgram, + const c8* vertexShaderEntryPointName="main", + E_VERTEX_SHADER_TYPE vsCompileTarget=EVST_VS_1_1, + const c8* pixelShaderProgram=0, + const c8* pixelShaderEntryPointName="main", + E_PIXEL_SHADER_TYPE psCompileTarget=EPST_PS_1_1, + IShaderConstantSetCallBack* callback=0, + E_MATERIAL_TYPE baseMaterial=video::EMT_SOLID, + s32 userData=0, + E_GPU_SHADING_LANGUAGE shadingLang=EGSL_DEFAULT) + { + return addHighLevelShaderMaterial( + vertexShaderProgram, vertexShaderEntryPointName, + vsCompileTarget, pixelShaderProgram, + pixelShaderEntryPointName, psCompileTarget, + 0, "main", EGST_GS_4_0, + scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, + callback, baseMaterial, userData, shadingLang); + } + + //! convenience function for use with many defaults, without geometry shader + /** All shader names are set to "main" and compile targets are shader + type 1.1. + */ + s32 addHighLevelShaderMaterial( + const c8* vertexShaderProgram, + const c8* pixelShaderProgram=0, + IShaderConstantSetCallBack* callback=0, + E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID, + s32 userData=0) + { + return addHighLevelShaderMaterial( + vertexShaderProgram, "main", + EVST_VS_1_1, pixelShaderProgram, + "main", EPST_PS_1_1, + 0, "main", EGST_GS_4_0, + scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, + callback, baseMaterial, userData); + } + + //! convenience function for use with many defaults, with geometry shader + /** All shader names are set to "main" and compile targets are shader + type 1.1 and geometry shader 4.0. + */ + s32 addHighLevelShaderMaterial( + const c8* vertexShaderProgram, + const c8* pixelShaderProgram = 0, + const c8* geometryShaderProgram = 0, + scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES, + scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP, + u32 verticesOut = 0, + IShaderConstantSetCallBack* callback = 0, + E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID, + s32 userData = 0 ) + { + return addHighLevelShaderMaterial( + vertexShaderProgram, "main", + EVST_VS_1_1, pixelShaderProgram, + "main", EPST_PS_1_1, + geometryShaderProgram, "main", EGST_GS_4_0, + inType, outType, verticesOut, + callback, baseMaterial, userData); + } + + //! Like IGPUProgrammingServices::addShaderMaterial(), but loads from files. + /** \param vertexShaderProgramFileName Text file containing the source + of the vertex shader program. Set to empty string if no vertex shader + shall be created. + \param vertexShaderEntryPointName Name of the entry function of the + vertexShaderProgram (p.e. "main") + \param vsCompileTarget Vertex shader version the high level shader + shall be compiled to. + \param pixelShaderProgramFileName Text file containing the source of + the pixel shader program. Set to empty string if no pixel shader shall + be created. + \param pixelShaderEntryPointName Entry name of the function of the + pixelShaderProgram (p.e. "main") + \param psCompileTarget Pixel shader version the high level shader + shall be compiled to. + \param geometryShaderProgramFileName Name of the source of + the geometry shader program. Set to empty string if no geometry shader + shall be created. + \param geometryShaderEntryPointName Entry name of the function of the + geometryShaderProgram (p.e. "main") + \param gsCompileTarget Geometry shader version the high level shader + shall be compiled to. + \param inType Type of vertices passed to geometry shader + \param outType Type of vertices created by geometry shader + \param verticesOut Maximal number of vertices created by geometry + shader. If 0, maximal number supported is assumed. + \param callback Pointer to an implementation of + IShaderConstantSetCallBack in which you can set the needed vertex, + pixel, and geometry shader program constants. Set this to 0 if you + don't need this. + \param baseMaterial Base material which renderstates will be used to + shade the material. + \param userData a user data int. This int can be set to any value and + will be set as parameter in the callback method when calling + OnSetConstants(). In this way it is easily possible to use the same + callback method for multiple materials and distinguish between them + during the call. + \param shaderLang a type of shading language used in current shader. + \return Number of the material type which can be set in + SMaterial::MaterialType to use the renderer. -1 is returned if an error + occured, e.g. if a shader program could not be compiled or a compile + target is not reachable. The error strings are then printed to the + error log and can be catched with a custom event receiver. */ + virtual s32 addHighLevelShaderMaterialFromFiles( + const io::path& vertexShaderProgramFileName, + const c8* vertexShaderEntryPointName, + E_VERTEX_SHADER_TYPE vsCompileTarget, + const io::path& pixelShaderProgramFileName, + const c8* pixelShaderEntryPointName, + E_PIXEL_SHADER_TYPE psCompileTarget, + const io::path& geometryShaderProgramFileName, + const c8* geometryShaderEntryPointName = "main", + E_GEOMETRY_SHADER_TYPE gsCompileTarget = EGST_GS_4_0, + scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES, + scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP, + u32 verticesOut = 0, + IShaderConstantSetCallBack* callback = 0, + E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID, + s32 userData = 0, + E_GPU_SHADING_LANGUAGE shadingLang = EGSL_DEFAULT) = 0; + + //! convenience function for use without geometry shaders + s32 addHighLevelShaderMaterialFromFiles( + const io::path& vertexShaderProgramFileName, + const c8* vertexShaderEntryPointName = "main", + E_VERTEX_SHADER_TYPE vsCompileTarget = EVST_VS_1_1, + const io::path& pixelShaderProgramFileName = "", + const c8* pixelShaderEntryPointName = "main", + E_PIXEL_SHADER_TYPE psCompileTarget = EPST_PS_1_1, + IShaderConstantSetCallBack* callback = 0, + E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID, + s32 userData = 0, + E_GPU_SHADING_LANGUAGE shadingLang = EGSL_DEFAULT) + { + return addHighLevelShaderMaterialFromFiles( + vertexShaderProgramFileName, vertexShaderEntryPointName, + vsCompileTarget, pixelShaderProgramFileName, + pixelShaderEntryPointName, psCompileTarget, + "", "main", EGST_GS_4_0, + scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, + callback, baseMaterial, userData, shadingLang); + } + + //! convenience function for use with many defaults, without geometry shader + /** All shader names are set to "main" and compile targets are shader + type 1.1. + */ + s32 addHighLevelShaderMaterialFromFiles( + const io::path& vertexShaderProgramFileName, + const io::path& pixelShaderProgramFileName = "", + IShaderConstantSetCallBack* callback = 0, + E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID, + s32 userData = 0 ) + { + return addHighLevelShaderMaterialFromFiles( + vertexShaderProgramFileName, "main", + EVST_VS_1_1, pixelShaderProgramFileName, + "main", EPST_PS_1_1, + "", "main", EGST_GS_4_0, + scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, + callback, baseMaterial, userData); + } + + //! convenience function for use with many defaults, with geometry shader + /** All shader names are set to "main" and compile targets are shader + type 1.1 and geometry shader 4.0. + */ + s32 addHighLevelShaderMaterialFromFiles( + const io::path& vertexShaderProgramFileName, + const io::path& pixelShaderProgramFileName = "", + const io::path& geometryShaderProgramFileName = "", + scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES, + scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP, + u32 verticesOut = 0, + IShaderConstantSetCallBack* callback = 0, + E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID, + s32 userData = 0 ) + { + return addHighLevelShaderMaterialFromFiles( + vertexShaderProgramFileName, "main", + EVST_VS_1_1, pixelShaderProgramFileName, + "main", EPST_PS_1_1, + geometryShaderProgramFileName, "main", EGST_GS_4_0, + inType, outType, verticesOut, + callback, baseMaterial, userData); + } + + //! Like IGPUProgrammingServices::addShaderMaterial(), but loads from files. + /** \param vertexShaderProgram Text file handle containing the source + of the vertex shader program. Set to 0 if no vertex shader shall be + created. + \param vertexShaderEntryPointName Name of the entry function of the + vertexShaderProgram + \param vsCompileTarget Vertex shader version the high level shader + shall be compiled to. + \param pixelShaderProgram Text file handle containing the source of + the pixel shader program. Set to 0 if no pixel shader shall be created. + \param pixelShaderEntryPointName Entry name of the function of the + pixelShaderProgram (p.e. "main") + \param psCompileTarget Pixel shader version the high level shader + shall be compiled to. + \param geometryShaderProgram Text file handle containing the source of + the geometry shader program. Set to 0 if no geometry shader shall be + created. + \param geometryShaderEntryPointName Entry name of the function of the + geometryShaderProgram (p.e. "main") + \param gsCompileTarget Geometry shader version the high level shader + shall be compiled to. + \param inType Type of vertices passed to geometry shader + \param outType Type of vertices created by geometry shader + \param verticesOut Maximal number of vertices created by geometry + shader. If 0, maximal number supported is assumed. + \param callback Pointer to an implementation of + IShaderConstantSetCallBack in which you can set the needed vertex and + pixel shader program constants. Set this to 0 if you don't need this. + \param baseMaterial Base material which renderstates will be used to + shade the material. + \param userData a user data int. This int can be set to any value and + will be set as parameter in the callback method when calling + OnSetConstants(). In this way it is easily possible to use the same + callback method for multiple materials and distinguish between them + during the call. + \param shaderLang a type of shading language used in current shader. + \return Number of the material type which can be set in + SMaterial::MaterialType to use the renderer. -1 is returned if an + error occured, e.g. if a shader program could not be compiled or a + compile target is not reachable. The error strings are then printed to + the error log and can be catched with a custom event receiver. */ + virtual s32 addHighLevelShaderMaterialFromFiles( + io::IReadFile* vertexShaderProgram, + const c8* vertexShaderEntryPointName, + E_VERTEX_SHADER_TYPE vsCompileTarget, + io::IReadFile* pixelShaderProgram, + const c8* pixelShaderEntryPointName, + E_PIXEL_SHADER_TYPE psCompileTarget, + io::IReadFile* geometryShaderProgram, + const c8* geometryShaderEntryPointName = "main", + E_GEOMETRY_SHADER_TYPE gsCompileTarget = EGST_GS_4_0, + scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES, + scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP, + u32 verticesOut = 0, + IShaderConstantSetCallBack* callback = 0, + E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID, + s32 userData = 0, + E_GPU_SHADING_LANGUAGE shadingLang = EGSL_DEFAULT) = 0; + + //! convenience function for use without geometry shaders + s32 addHighLevelShaderMaterialFromFiles( + io::IReadFile* vertexShaderProgram, + const c8* vertexShaderEntryPointName = "main", + E_VERTEX_SHADER_TYPE vsCompileTarget = EVST_VS_1_1, + io::IReadFile* pixelShaderProgram = 0, + const c8* pixelShaderEntryPointName = "main", + E_PIXEL_SHADER_TYPE psCompileTarget = EPST_PS_1_1, + IShaderConstantSetCallBack* callback = 0, + E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID, + s32 userData = 0, + E_GPU_SHADING_LANGUAGE shadingLang = EGSL_DEFAULT) + { + return addHighLevelShaderMaterialFromFiles( + vertexShaderProgram, vertexShaderEntryPointName, + vsCompileTarget, pixelShaderProgram, + pixelShaderEntryPointName, psCompileTarget, + 0, "main", EGST_GS_4_0, + scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, + callback, baseMaterial, userData, shadingLang); + } + + //! Adds a new ASM shader material renderer to the VideoDriver + /** Note that it is a good idea to call IVideoDriver::queryFeature() in + advance to check if the IVideoDriver supports the vertex and/or pixel + shader version your are using. + + The material is added to the VideoDriver like with + IVideoDriver::addMaterialRenderer() and can be used like it had been + added with that method. + \param vertexShaderProgram String containing the source of the vertex + shader program. This can be 0 if no vertex program shall be used. + + For DX8 programs, the will always input registers look like this: v0: + position, v1: normal, v2: color, v3: texture cooridnates, v4: texture + coordinates 2 if available. + + For DX9 programs, you can manually set the registers using the dcl_ + statements. + \param pixelShaderProgram String containing the source of the pixel + shader program. This can be 0 if you don't want to use a pixel shader. + \param callback Pointer to an implementation of + IShaderConstantSetCallBack in which you can set the needed vertex and + pixel shader program constants. Set this to 0 if you don't need this. + \param baseMaterial Base material which renderstates will be used to + shade the material. + \param userData a user data int. This int can be set to any value and + will be set as parameter in the callback method when calling + OnSetConstants(). In this way it is easily possible to use the same + callback method for multiple materials and distinguish between them + during the call. + \return Returns the number of the material type which can be set in + SMaterial::MaterialType to use the renderer. -1 is returned if an + error occured. -1 is returned for example if a vertex or pixel shader + program could not be compiled, the error strings are then printed out + into the error log, and can be catched with a custom event receiver. */ + virtual s32 addShaderMaterial(const c8* vertexShaderProgram = 0, + const c8* pixelShaderProgram = 0, + IShaderConstantSetCallBack* callback = 0, + E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID, + s32 userData = 0) = 0; + + //! Like IGPUProgrammingServices::addShaderMaterial(), but loads from files. + /** \param vertexShaderProgram Text file containing the source of the + vertex shader program. Set to 0 if no shader shall be created. + \param pixelShaderProgram Text file containing the source of the pixel + shader program. Set to 0 if no shader shall be created. + \param callback Pointer to an IShaderConstantSetCallback object to + which the OnSetConstants function is called. + \param baseMaterial baseMaterial + \param userData a user data int. This int can be set to any value and + will be set as parameter in the callback method when calling + OnSetConstants(). In this way it is easily possible to use the same + callback method for multiple materials and distinguish between them + during the call. + \return Returns the number of the material type which can be set in + SMaterial::MaterialType to use the renderer. -1 is returned if an + error occured. -1 is returned for example if a vertex or pixel shader + program could not be compiled, the error strings are then printed out + into the error log, and can be catched with a custom event receiver. */ + virtual s32 addShaderMaterialFromFiles(io::IReadFile* vertexShaderProgram, + io::IReadFile* pixelShaderProgram, + IShaderConstantSetCallBack* callback = 0, + E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID, + s32 userData = 0) = 0; + + //! Like IGPUProgrammingServices::addShaderMaterial(), but loads from files. + /** \param vertexShaderProgramFileName Text file name containing the + source of the vertex shader program. Set to 0 if no shader shall be + created. + \param pixelShaderProgramFileName Text file name containing the source + of the pixel shader program. Set to 0 if no shader shall be created. + \param callback Pointer to an IShaderConstantSetCallback object on + which the OnSetConstants function is called. + \param baseMaterial baseMaterial + \param userData a user data int. This int can be set to any value and + will be set as parameter in the callback method when calling + OnSetConstants(). In this way it is easily possible to use the same + callback method for multiple materials and distinguish between them + during the call. + \return Returns the number of the material type which can be set in + SMaterial::MaterialType to use the renderer. -1 is returned if an + error occured. -1 is returned for example if a vertex or pixel shader + program could not be compiled, the error strings are then printed out + into the error log, and can be catched with a custom event receiver. */ + virtual s32 addShaderMaterialFromFiles(const io::path& vertexShaderProgramFileName, + const io::path& pixelShaderProgramFileName, + IShaderConstantSetCallBack* callback = 0, + E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID, + s32 userData = 0) = 0; +}; + + +} // end namespace video +} // end namespace irr + +#endif + -- cgit v1.1