irrlicht/source/Irrlicht/OpenGL/MaterialRenderer.h

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// Copyright (C) 2014 Patryk Nadrowski
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#pragma once
#include "EMaterialTypes.h"
#include "IMaterialRenderer.h"
#include "IMaterialRendererServices.h"
#include "IGPUProgrammingServices.h"
#include "irrArray.h"
#include "irrString.h"
#include "Common.h"
namespace irr
{
namespace video
{
class COpenGL3DriverBase;
class COpenGL3MaterialRenderer : public IMaterialRenderer, public IMaterialRendererServices
{
public:
COpenGL3MaterialRenderer(
COpenGL3DriverBase *driver,
s32 &outMaterialTypeNr,
const c8 *vertexShaderProgram = 0,
const c8 *pixelShaderProgram = 0,
IShaderConstantSetCallBack *callback = 0,
E_MATERIAL_TYPE baseMaterial = EMT_SOLID,
s32 userData = 0);
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virtual ~COpenGL3MaterialRenderer();
GLuint getProgram() const;
virtual void OnSetMaterial(const SMaterial &material, const SMaterial &lastMaterial,
bool resetAllRenderstates, IMaterialRendererServices *services);
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virtual bool OnRender(IMaterialRendererServices *service, E_VERTEX_TYPE vtxtype);
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virtual void OnUnsetMaterial();
virtual bool isTransparent() const;
virtual s32 getRenderCapability() const;
void setBasicRenderStates(const SMaterial &material, const SMaterial &lastMaterial, bool resetAllRenderstates) override;
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s32 getVertexShaderConstantID(const c8 *name) override;
s32 getPixelShaderConstantID(const c8 *name) override;
bool setVertexShaderConstant(s32 index, const f32 *floats, int count) override;
bool setVertexShaderConstant(s32 index, const s32 *ints, int count) override;
bool setVertexShaderConstant(s32 index, const u32 *ints, int count) override;
bool setPixelShaderConstant(s32 index, const f32 *floats, int count) override;
bool setPixelShaderConstant(s32 index, const s32 *ints, int count) override;
bool setPixelShaderConstant(s32 index, const u32 *ints, int count) override;
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IVideoDriver *getVideoDriver() override;
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protected:
COpenGL3MaterialRenderer(COpenGL3DriverBase *driver,
IShaderConstantSetCallBack *callback = 0,
E_MATERIAL_TYPE baseMaterial = EMT_SOLID,
s32 userData = 0);
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void init(s32 &outMaterialTypeNr, const c8 *vertexShaderProgram, const c8 *pixelShaderProgram, bool addMaterial = true);
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bool createShader(GLenum shaderType, const char *shader);
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bool linkProgram();
COpenGL3DriverBase *Driver;
IShaderConstantSetCallBack *CallBack;
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bool Alpha;
bool Blending;
struct SUniformInfo
{
core::stringc name;
GLenum type;
GLint location;
};
GLuint Program;
core::array<SUniformInfo> UniformInfo;
s32 UserData;
};
}
}