irrlicht/source/Irrlicht/COpenGLShaderMaterialRenderer.h

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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
#pragma once
#ifdef _IRR_COMPILE_WITH_OPENGL_
#include "IMaterialRenderer.h"
#include "COpenGLCommon.h"
namespace irr
{
namespace video
{
class COpenGLDriver;
class IShaderConstantSetCallBack;
//! Class for using vertex and pixel shaders with OpenGL (asm not glsl!)
class COpenGLShaderMaterialRenderer : public IMaterialRenderer
{
public:
//! Constructor
COpenGLShaderMaterialRenderer(COpenGLDriver* driver,
s32& outMaterialTypeNr, const c8* vertexShaderProgram, const c8* pixelShaderProgram,
IShaderConstantSetCallBack* callback, E_MATERIAL_TYPE baseMaterial, s32 userData);
//! Destructor
virtual ~COpenGLShaderMaterialRenderer();
virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial,
bool resetAllRenderstates, IMaterialRendererServices* services) override;
bool OnRender(IMaterialRendererServices* service, E_VERTEX_TYPE vtxtype) override;
void OnUnsetMaterial() override;
//! Returns if the material is transparent.
bool isTransparent() const override;
//! Access the callback provided by the users when creating shader materials
IShaderConstantSetCallBack* getShaderConstantSetCallBack() const override
{
return CallBack;
}
protected:
//! constructor only for use by derived classes who want to
//! create a fall back material for example.
COpenGLShaderMaterialRenderer(COpenGLDriver* driver,
IShaderConstantSetCallBack* callback,
E_MATERIAL_TYPE baseMaterial, s32 userData=0);
// must not be called more than once!
void init(s32& outMaterialTypeNr, const c8* vertexShaderProgram,
const c8* pixelShaderProgram, E_VERTEX_TYPE type);
bool createPixelShader(const c8* pxsh);
bool createVertexShader(const c8* vtxsh);
bool checkError(const irr::c8* type);
COpenGLDriver* Driver;
IShaderConstantSetCallBack* CallBack;
// I didn't write this, but here's my understanding:
// Those flags seem to be exclusive so far (so could be an enum).
// Maybe the idea was to make them non-exclusive in future (basically having a shader-material)
// Actually currently there's not even any need to cache them (probably even slower than not doing so).
// They seem to be mostly for downward compatibility.
// I suppose the idea is to use SMaterial.BlendOperation + SMaterial.BlendFactor and a simple non-transparent type as base for more flexibility in the future.
// Note that SMaterial.BlendOperation + SMaterial.BlendFactor are in some drivers already evaluated before OnSetMaterial.
bool Alpha;
bool Blending;
bool AlphaTest;
GLuint VertexShader;
// We have 4 values here, [0] is the non-fog version, the other three are
// ARB_fog_linear, ARB_fog_exp, and ARB_fog_exp2 in that order
core::array<GLuint> PixelShader;
s32 UserData;
};
} // end namespace video
} // end namespace irr
#endif