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// 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 __C_D3D8_NORMAL_MAPMATERIAL_RENDERER_H_INCLUDED__
#define __C_D3D8_NORMAL_MAPMATERIAL_RENDERER_H_INCLUDED__
#include "IrrCompileConfig.h"
#ifdef _IRR_WINDOWS_API_
#ifdef _IRR_COMPILE_WITH_DIRECT3D_8_
#include <d3d8.h>
#include "CD3D8ShaderMaterialRenderer.h"
#include "IShaderConstantSetCallBack.h"
namespace irr
{
namespace video
{
//! Renderer for normal maps
class CD3D8NormalMapRenderer : public CD3D8ShaderMaterialRenderer, IShaderConstantSetCallBack
{
public:
CD3D8NormalMapRenderer(
IDirect3DDevice8* d3ddev, video::IVideoDriver* driver,
s32& outMaterialTypeNr, IMaterialRenderer* baseMaterial);
~CD3D8NormalMapRenderer();
//! Called by the engine when the vertex and/or pixel shader constants for an
//! material renderer should be set.
virtual void OnSetConstants(IMaterialRendererServices* services, s32 userData);
bool OnRender(IMaterialRendererServices* service, E_VERTEX_TYPE vtxtype);
//! Returns the render capability of the material.
virtual s32 getRenderCapability() const;
private:
//! stores if this shader compiled the shaders and is
//! allowed to delete them again. D3D8 lacks reference counting
//! support for shaders.
bool CompiledShaders;
};
} // end namespace video
} // end namespace irr
#endif
#endif
#endif
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