Merging r6493 through r6517 from trunk to ogl-es branch
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6518 dfc29bdd-3216-0410-991c-e03cc46cb475
This commit is contained in:
@@ -24,7 +24,7 @@ public:
|
||||
//! Destructor
|
||||
virtual ~IMaterialRendererServices() {}
|
||||
|
||||
//! Return an index constant for the vertex shader based on a name.
|
||||
//! Return an index constant for the vertex shader based on a uniform variable name.
|
||||
virtual s32 getVertexShaderConstantID(const c8* name) = 0;
|
||||
|
||||
//! Call when you set shader constants outside of IShaderConstantSetCallBack
|
||||
@@ -41,27 +41,8 @@ public:
|
||||
//! Call this when you are done setting shader constants outside of OnCreate or OnSetConstants
|
||||
virtual void stopUseProgram() {}
|
||||
|
||||
//! Sets a constant for the vertex shader based on a name.
|
||||
/** This can be used if you used a high level shader language like GLSL
|
||||
or HLSL to create a shader. Example: If you created a shader which has
|
||||
variables named 'mWorldViewProj' (containing the WorldViewProjection
|
||||
matrix) and another one named 'fTime' containing one float, you can set
|
||||
them in your IShaderConstantSetCallBack derived class like this:
|
||||
\code
|
||||
virtual void OnSetConstants(video::IMaterialRendererServices* services, s32 userData)
|
||||
{
|
||||
video::IVideoDriver* driver = services->getVideoDriver();
|
||||
|
||||
f32 time = (f32)os::Timer::getTime()/100000.0f;
|
||||
services->setVertexShaderConstant("fTime", &time, 1);
|
||||
|
||||
core::matrix4 worldViewProj(driver->getTransform(video::ETS_PROJECTION));
|
||||
worldViewProj *= driver->getTransform(video::ETS_VIEW);
|
||||
worldViewProj *= driver->getTransform(video::ETS_WORLD);
|
||||
services->setVertexShaderConstant("mWorldViewProj", worldViewProj.M, 16);
|
||||
}
|
||||
\endcode
|
||||
\param index Index of the variable
|
||||
//! Sets a value for a vertex shader uniform variable.
|
||||
/**\param index Index of the variable (as received from getVertexShaderConstantID)
|
||||
\param floats Pointer to array of floats
|
||||
\param count Amount of floats in array.
|
||||
\return True if successful.
|
||||
@@ -77,7 +58,7 @@ public:
|
||||
*/
|
||||
virtual bool setVertexShaderConstant(s32 index, const u32* ints, int count) = 0;
|
||||
|
||||
//! Sets a vertex shader constant.
|
||||
//! Sets a vertex shader constant (or "uniform" in more modern terms)
|
||||
/** Can be used if you created a shader using pixel/vertex shader
|
||||
assembler or ARB_fragment_program or ARB_vertex_program.
|
||||
\param data: Data to be set in the constants
|
||||
@@ -85,14 +66,14 @@ public:
|
||||
\param constantAmount: Amount of registers to be set. One register consists of 4 floats. */
|
||||
virtual void setVertexShaderConstant(const f32* data, s32 startRegister, s32 constantAmount=1) = 0;
|
||||
|
||||
//! Return an index constant for the pixel shader based on a name.
|
||||
//! Return an index constant for the pixel shader for the given uniform variable name
|
||||
virtual s32 getPixelShaderConstantID(const c8* name) = 0;
|
||||
|
||||
//! Sets a constant for the pixel shader based on a name.
|
||||
//! Sets a value for the given pixel shader uniform variable
|
||||
/** This can be used if you used a high level shader language like GLSL
|
||||
or HLSL to create a shader. See setVertexShaderConstant() for an
|
||||
example on how to use this.
|
||||
\param index Index of the variable
|
||||
\param index Index of the variable (as received from getPixelShaderConstantID)
|
||||
\param floats Pointer to array of floats
|
||||
\param count Amount of floats in array.
|
||||
\return True if successful. */
|
||||
@@ -116,6 +97,26 @@ public:
|
||||
virtual void setPixelShaderConstant(const f32* data, s32 startRegister, s32 constantAmount=1) = 0;
|
||||
|
||||
//! \deprecated. This method may be removed by Irrlicht 2.0
|
||||
/** This can be used if you use a high level shader language like GLSL
|
||||
or HLSL to create a shader. Example: If you created a shader which has
|
||||
variables named 'mWorldViewProj' (containing the WorldViewProjection
|
||||
matrix) and another one named 'fTime' containing one float, you can set
|
||||
them in your IShaderConstantSetCallBack derived class like this:
|
||||
\code
|
||||
virtual void OnSetConstants(video::IMaterialRendererServices* services, s32 userData)
|
||||
{
|
||||
video::IVideoDriver* driver = services->getVideoDriver();
|
||||
|
||||
f32 time = (f32)os::Timer::getTime()/100000.0f;
|
||||
services->setVertexShaderConstant("fTime", &time, 1);
|
||||
|
||||
core::matrix4 worldViewProj(driver->getTransform(video::ETS_PROJECTION));
|
||||
worldViewProj *= driver->getTransform(video::ETS_VIEW);
|
||||
worldViewProj *= driver->getTransform(video::ETS_WORLD);
|
||||
services->setVertexShaderConstant("mWorldViewProj", worldViewProj.M, 16);
|
||||
}
|
||||
\endcode
|
||||
**/
|
||||
IRR_DEPRECATED bool setVertexShaderConstant(const c8* name, const f32* floats, int count)
|
||||
{
|
||||
return setVertexShaderConstant(getVertexShaderConstantID(name), floats, count);
|
||||
|
Reference in New Issue
Block a user