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Merging r6426 through r6466 from trunk to ogl-es branch
Note: Updated IShaderConstantSetCallBack not yet supported by ogl-es drivers git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6467 dfc29bdd-3216-0410-991c-e03cc46cb475
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234
examples/10.Shaders/Shaders_vc17.vcxproj
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234
examples/10.Shaders/Shaders_vc17.vcxproj
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@ -48,19 +48,15 @@ class MyShaderCallBack : public video::IShaderConstantSetCallBack
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{
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public:
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MyShaderCallBack() : WorldViewProjID(-1), TransWorldID(-1), InvWorldID(-1), PositionID(-1),
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ColorID(-1), TextureID(-1), FirstUpdate(true)
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ColorID(-1), TextureID(-1)
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{
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}
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virtual void OnSetConstants(video::IMaterialRendererServices* services,
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s32 userData)
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virtual void OnCreate(video::IMaterialRendererServices* services, s32 userData)
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{
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video::IVideoDriver* driver = services->getVideoDriver();
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// get shader constants id.
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if (UseHighLevelShaders && FirstUpdate)
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if (UseHighLevelShaders)
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{
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// get shader constants id.
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WorldViewProjID = services->getVertexShaderConstantID("mWorldViewProj");
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TransWorldID = services->getVertexShaderConstantID("mTransWorld");
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InvWorldID = services->getVertexShaderConstantID("mInvWorld");
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@ -68,12 +64,16 @@ public:
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ColorID = services->getVertexShaderConstantID("mLightColor");
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// Textures ID are important only for OpenGL interface.
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video::IVideoDriver* driver = services->getVideoDriver();
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if(driver->getDriverType() == video::EDT_OPENGL)
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TextureID = services->getVertexShaderConstantID("myTexture");
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FirstUpdate = false;
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}
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}
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virtual void OnSetConstants(video::IMaterialRendererServices* services,
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s32 userData)
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{
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video::IVideoDriver* driver = services->getVideoDriver();
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// set inverted world matrix
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// if we are using highlevel shaders (the user can select this when
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@ -143,8 +143,6 @@ private:
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s32 PositionID;
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s32 ColorID;
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s32 TextureID;
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bool FirstUpdate;
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};
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/*
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@ -296,6 +294,11 @@ int main()
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To demonstrate this, we create two materials with a different base
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material, one with EMT_SOLID and one with EMT_TRANSPARENT_ADD_COLOR.
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The role of the base material is to set the alpha (transparency)
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and blending settings as used in the base material. Avoid the
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EMT_NORMAL_... or EMT_PARALLAX... types as base materials as they
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are internally shaders themselves and will only create conflicts with
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your shaders.
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*/
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// create materials
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