Add IShaderConstantSetCallBack::OnCreate to allow earlier access to IMaterialRendererServices

Accessing IMaterialRendererServices outside of OnSetConstants can be useful and Irrlicht made this a bit too hard to access.
Also OnCreate allows actually for nicer code where initialization and update of shader constants are strictly separated (see changed example).

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6465 dfc29bdd-3216-0410-991c-e03cc46cb475
This commit is contained in:
cutealien 2023-04-21 14:41:01 +00:00
parent 02165eccc8
commit 16c960c5ed
7 changed files with 41 additions and 14 deletions

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@ -1,6 +1,7 @@
-------------------------- --------------------------
Changes in 1.9 (not yet released) Changes in 1.9 (not yet released)
- Add IShaderConstantSetCallBack::OnCreate to allow earlier access to IMaterialRendererServices
- CIrrDeviceWin32::yield() now uses Sleep(0) instead of Sleep(1). - CIrrDeviceWin32::yield() now uses Sleep(0) instead of Sleep(1).
We had Sleep(1) to allow yielding to all processes back in Windows XP time. We had Sleep(1) to allow yielding to all processes back in Windows XP time.
But a) This caused Windows apps to sleep for 15ms usually and b) behavior for Sleep(0) was changed after Window XP to do what we want it to do. But a) This caused Windows apps to sleep for 15ms usually and b) behavior for Sleep(0) was changed after Window XP to do what we want it to do.

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@ -48,19 +48,15 @@ class MyShaderCallBack : public video::IShaderConstantSetCallBack
{ {
public: public:
MyShaderCallBack() : WorldViewProjID(-1), TransWorldID(-1), InvWorldID(-1), PositionID(-1), MyShaderCallBack() : WorldViewProjID(-1), TransWorldID(-1), InvWorldID(-1), PositionID(-1),
ColorID(-1), TextureID(-1), FirstUpdate(true) ColorID(-1), TextureID(-1)
{ {
} }
virtual void OnSetConstants(video::IMaterialRendererServices* services, virtual void OnCreate(video::IMaterialRendererServices* services, s32 userData)
s32 userData)
{ {
video::IVideoDriver* driver = services->getVideoDriver(); if (UseHighLevelShaders)
// get shader constants id.
if (UseHighLevelShaders && FirstUpdate)
{ {
// get shader constants id.
WorldViewProjID = services->getVertexShaderConstantID("mWorldViewProj"); WorldViewProjID = services->getVertexShaderConstantID("mWorldViewProj");
TransWorldID = services->getVertexShaderConstantID("mTransWorld"); TransWorldID = services->getVertexShaderConstantID("mTransWorld");
InvWorldID = services->getVertexShaderConstantID("mInvWorld"); InvWorldID = services->getVertexShaderConstantID("mInvWorld");
@ -68,12 +64,16 @@ public:
ColorID = services->getVertexShaderConstantID("mLightColor"); ColorID = services->getVertexShaderConstantID("mLightColor");
// Textures ID are important only for OpenGL interface. // Textures ID are important only for OpenGL interface.
video::IVideoDriver* driver = services->getVideoDriver();
if(driver->getDriverType() == video::EDT_OPENGL) if(driver->getDriverType() == video::EDT_OPENGL)
TextureID = services->getVertexShaderConstantID("myTexture"); TextureID = services->getVertexShaderConstantID("myTexture");
FirstUpdate = false;
} }
}
virtual void OnSetConstants(video::IMaterialRendererServices* services,
s32 userData)
{
video::IVideoDriver* driver = services->getVideoDriver();
// set inverted world matrix // set inverted world matrix
// if we are using highlevel shaders (the user can select this when // if we are using highlevel shaders (the user can select this when
@ -143,8 +143,6 @@ private:
s32 PositionID; s32 PositionID;
s32 ColorID; s32 ColorID;
s32 TextureID; s32 TextureID;
bool FirstUpdate;
}; };
/* /*

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@ -22,6 +22,14 @@ class IShaderConstantSetCallBack : public virtual IReferenceCounted
{ {
public: public:
//! Called by the engine after a shader material has been created successfully
/** If you are using one callback instance per shader (much recommended)
this is a good place to get shader constant id's for high level shaders.
\param services: Pointer to an interface providing methods to set/get the constants for the shader.
\param userData: Userdata int which can be specified when creating the shader. */
virtual void OnCreate(IMaterialRendererServices* services, s32 userData) { }
//! Called to let the callBack know the used material (optional method) //! Called to let the callBack know the used material (optional method)
/** /**
\code \code

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@ -3176,6 +3176,10 @@ s32 CD3D9Driver::addShaderMaterial(const c8* vertexShaderProgram,
callback, getMaterialRenderer(baseMaterial), userData); callback, getMaterialRenderer(baseMaterial), userData);
r->drop(); r->drop();
if (callback && nr >= 0)
callback->OnCreate(this, userData);
return nr; return nr;
} }
@ -3213,6 +3217,9 @@ s32 CD3D9Driver::addHighLevelShaderMaterial(
r->drop(); r->drop();
if (callback && nr >= 0)
callback->OnCreate(r, userData);
return nr; return nr;
} }

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@ -3725,6 +3725,10 @@ s32 COpenGLDriver::addShaderMaterial(const c8* vertexShaderProgram,
callback, baseMaterial, userData); callback, baseMaterial, userData);
r->drop(); r->drop();
if (callback && nr >= 0)
callback->OnCreate(this, userData);
return nr; return nr;
} }
@ -3759,6 +3763,9 @@ s32 COpenGLDriver::addHighLevelShaderMaterial(
r->drop(); r->drop();
if (callback && nr >= 0)
callback->OnCreate(r, userData);
return nr; return nr;
} }

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@ -4654,6 +4654,9 @@ s32 CBurningVideoDriver::addShaderMaterial(const c8* vertexShaderProgram,
shader->drop(); shader->drop();
if (callback && materialID >= 0)
callback->OnCreate(shader, userData);
return materialID; return materialID;
} }
@ -4691,6 +4694,9 @@ s32 CBurningVideoDriver::addHighLevelShaderMaterial(
shader->drop(); shader->drop();
if (callback && materialID >= 0)
callback->OnCreate(shader, userData);
return materialID; return materialID;
} }

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@ -1,4 +1,4 @@
Tests finished. 72 tests of 72 passed. Tests finished. 72 tests of 72 passed.
Compiled as DEBUG Compiled as DEBUG
Test suite pass at GMT Fri Apr 21 13:49:43 2023 Test suite pass at GMT Fri Apr 21 14:37:22 2023