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The exact commands to make this commit were: git reset --hard origin/master find -type f | # list all regular files grep -E '\.(h|cpp|fsh|vsh|mm)|LICENSE$' | # filter for text files xargs -n 1 -P $(nproc) sed -i 's:\s*$::' # for each file, trim trailing whitespace including the CR git commit -a
This commit is contained in:
@ -1,455 +1,455 @@
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// Copyright (C) 2002-2012 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#ifndef __I_GPU_PROGRAMMING_SERVICES_H_INCLUDED__
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#define __I_GPU_PROGRAMMING_SERVICES_H_INCLUDED__
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#include "EShaderTypes.h"
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#include "EMaterialTypes.h"
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#include "EPrimitiveTypes.h"
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#include "path.h"
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namespace irr
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{
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namespace io
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{
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class IReadFile;
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} // end namespace io
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namespace video
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{
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class IVideoDriver;
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class IShaderConstantSetCallBack;
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//! Interface making it possible to create and use programs running on the GPU.
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class IGPUProgrammingServices
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{
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public:
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//! Destructor
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virtual ~IGPUProgrammingServices() {}
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//! Adds a new high-level shading material renderer to the VideoDriver.
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/** Currently only HLSL/D3D9 and GLSL/OpenGL are supported.
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\param vertexShaderProgram String containing the source of the vertex
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shader program. This can be 0 if no vertex program shall be used.
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\param vertexShaderEntryPointName Name of the entry function of the
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vertexShaderProgram (p.e. "main")
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\param vsCompileTarget Vertex shader version the high level shader
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shall be compiled to.
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\param pixelShaderProgram String containing the source of the pixel
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shader program. This can be 0 if no pixel shader shall be used.
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\param pixelShaderEntryPointName Entry name of the function of the
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pixelShaderProgram (p.e. "main")
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\param psCompileTarget Pixel shader version the high level shader
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shall be compiled to.
|
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\param geometryShaderProgram String containing the source of the
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geometry shader program. This can be 0 if no geometry shader shall be
|
||||
used.
|
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\param geometryShaderEntryPointName Entry name of the function of the
|
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geometryShaderProgram (p.e. "main")
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\param gsCompileTarget Geometry shader version the high level shader
|
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shall be compiled to.
|
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\param inType Type of vertices passed to geometry shader
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\param outType Type of vertices created by geometry shader
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\param verticesOut Maximal number of vertices created by geometry
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shader. If 0, maximal number supported is assumed.
|
||||
\param callback Pointer to an implementation of
|
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IShaderConstantSetCallBack in which you can set the needed vertex,
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pixel, and geometry shader program constants. Set this to 0 if you
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||||
don't need this.
|
||||
\param baseMaterial Base material which renderstates will be used to
|
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shade the material.
|
||||
\param userData a user data int. This int can be set to any value and
|
||||
will be set as parameter in the callback method when calling
|
||||
OnSetConstants(). In this way it is easily possible to use the same
|
||||
callback method for multiple materials and distinguish between them
|
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during the call.
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\return Number of the material type which can be set in
|
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SMaterial::MaterialType to use the renderer. -1 is returned if an error
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occurred, e.g. if a shader program could not be compiled or a compile
|
||||
target is not reachable. The error strings are then printed to the
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error log and can be caught with a custom event receiver. */
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virtual s32 addHighLevelShaderMaterial(
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const c8* vertexShaderProgram,
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const c8* vertexShaderEntryPointName,
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E_VERTEX_SHADER_TYPE vsCompileTarget,
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const c8* pixelShaderProgram,
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const c8* pixelShaderEntryPointName,
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E_PIXEL_SHADER_TYPE psCompileTarget,
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const c8* geometryShaderProgram,
|
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const c8* geometryShaderEntryPointName = "main",
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E_GEOMETRY_SHADER_TYPE gsCompileTarget = EGST_GS_4_0,
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scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES,
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scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP,
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u32 verticesOut = 0,
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IShaderConstantSetCallBack* callback = 0,
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E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
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s32 userData = 0) = 0;
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//! convenience function for use without geometry shaders
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s32 addHighLevelShaderMaterial(
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const c8* vertexShaderProgram,
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const c8* vertexShaderEntryPointName="main",
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E_VERTEX_SHADER_TYPE vsCompileTarget=EVST_VS_1_1,
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const c8* pixelShaderProgram=0,
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const c8* pixelShaderEntryPointName="main",
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||||
E_PIXEL_SHADER_TYPE psCompileTarget=EPST_PS_1_1,
|
||||
IShaderConstantSetCallBack* callback=0,
|
||||
E_MATERIAL_TYPE baseMaterial=video::EMT_SOLID,
|
||||
s32 userData=0)
|
||||
{
|
||||
return addHighLevelShaderMaterial(
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vertexShaderProgram, vertexShaderEntryPointName,
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vsCompileTarget, pixelShaderProgram,
|
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pixelShaderEntryPointName, psCompileTarget,
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0, "main", EGST_GS_4_0,
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scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0,
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callback, baseMaterial, userData);
|
||||
}
|
||||
|
||||
//! convenience function for use with many defaults, without geometry shader
|
||||
/** All shader names are set to "main" and compile targets are shader
|
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type 1.1.
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*/
|
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s32 addHighLevelShaderMaterial(
|
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const c8* vertexShaderProgram,
|
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const c8* pixelShaderProgram=0,
|
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IShaderConstantSetCallBack* callback=0,
|
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E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
|
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s32 userData=0)
|
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{
|
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return addHighLevelShaderMaterial(
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vertexShaderProgram, "main",
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EVST_VS_1_1, pixelShaderProgram,
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"main", EPST_PS_1_1,
|
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0, "main", EGST_GS_4_0,
|
||||
scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0,
|
||||
callback, baseMaterial, userData);
|
||||
}
|
||||
|
||||
//! convenience function for use with many defaults, with geometry shader
|
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/** All shader names are set to "main" and compile targets are shader
|
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type 1.1 and geometry shader 4.0.
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*/
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s32 addHighLevelShaderMaterial(
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const c8* vertexShaderProgram,
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const c8* pixelShaderProgram = 0,
|
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const c8* geometryShaderProgram = 0,
|
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scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES,
|
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scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP,
|
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u32 verticesOut = 0,
|
||||
IShaderConstantSetCallBack* callback = 0,
|
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E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
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s32 userData = 0 )
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{
|
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return addHighLevelShaderMaterial(
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vertexShaderProgram, "main",
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EVST_VS_1_1, pixelShaderProgram,
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"main", EPST_PS_1_1,
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geometryShaderProgram, "main", EGST_GS_4_0,
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inType, outType, verticesOut,
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callback, baseMaterial, userData);
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||||
}
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||||
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//! Like IGPUProgrammingServices::addShaderMaterial(), but loads from files.
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||||
/** \param vertexShaderProgramFileName Text file containing the source
|
||||
of the vertex shader program. Set to empty string if no vertex shader
|
||||
shall be created.
|
||||
\param vertexShaderEntryPointName Name of the entry function of the
|
||||
vertexShaderProgram (p.e. "main")
|
||||
\param vsCompileTarget Vertex shader version the high level shader
|
||||
shall be compiled to.
|
||||
\param pixelShaderProgramFileName Text file containing the source of
|
||||
the pixel shader program. Set to empty string if no pixel shader shall
|
||||
be created.
|
||||
\param pixelShaderEntryPointName Entry name of the function of the
|
||||
pixelShaderProgram (p.e. "main")
|
||||
\param psCompileTarget Pixel shader version the high level shader
|
||||
shall be compiled to.
|
||||
\param geometryShaderProgramFileName Name of the source of
|
||||
the geometry shader program. Set to empty string if no geometry shader
|
||||
shall be created.
|
||||
\param geometryShaderEntryPointName Entry name of the function of the
|
||||
geometryShaderProgram (p.e. "main")
|
||||
\param gsCompileTarget Geometry shader version the high level shader
|
||||
shall be compiled to.
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||||
\param inType Type of vertices passed to geometry shader
|
||||
\param outType Type of vertices created by geometry shader
|
||||
\param verticesOut Maximal number of vertices created by geometry
|
||||
shader. If 0, maximal number supported is assumed.
|
||||
\param callback Pointer to an implementation of
|
||||
IShaderConstantSetCallBack in which you can set the needed vertex,
|
||||
pixel, and geometry shader program constants. Set this to 0 if you
|
||||
don't need this.
|
||||
\param baseMaterial Base material which renderstates will be used to
|
||||
shade the material.
|
||||
\param userData a user data int. This int can be set to any value and
|
||||
will be set as parameter in the callback method when calling
|
||||
OnSetConstants(). In this way it is easily possible to use the same
|
||||
callback method for multiple materials and distinguish between them
|
||||
during the call.
|
||||
\return Number of the material type which can be set in
|
||||
SMaterial::MaterialType to use the renderer. -1 is returned if an error
|
||||
occurred, e.g. if a shader program could not be compiled or a compile
|
||||
target is not reachable. The error strings are then printed to the
|
||||
error log and can be caught with a custom event receiver. */
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||||
virtual s32 addHighLevelShaderMaterialFromFiles(
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const io::path& vertexShaderProgramFileName,
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const c8* vertexShaderEntryPointName,
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E_VERTEX_SHADER_TYPE vsCompileTarget,
|
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const io::path& pixelShaderProgramFileName,
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const c8* pixelShaderEntryPointName,
|
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E_PIXEL_SHADER_TYPE psCompileTarget,
|
||||
const io::path& geometryShaderProgramFileName,
|
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const c8* geometryShaderEntryPointName = "main",
|
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E_GEOMETRY_SHADER_TYPE gsCompileTarget = EGST_GS_4_0,
|
||||
scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES,
|
||||
scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP,
|
||||
u32 verticesOut = 0,
|
||||
IShaderConstantSetCallBack* callback = 0,
|
||||
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
|
||||
s32 userData = 0) = 0;
|
||||
|
||||
//! convenience function for use without geometry shaders
|
||||
s32 addHighLevelShaderMaterialFromFiles(
|
||||
const io::path& vertexShaderProgramFileName,
|
||||
const c8* vertexShaderEntryPointName = "main",
|
||||
E_VERTEX_SHADER_TYPE vsCompileTarget = EVST_VS_1_1,
|
||||
const io::path& pixelShaderProgramFileName = "",
|
||||
const c8* pixelShaderEntryPointName = "main",
|
||||
E_PIXEL_SHADER_TYPE psCompileTarget = EPST_PS_1_1,
|
||||
IShaderConstantSetCallBack* callback = 0,
|
||||
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
|
||||
s32 userData = 0)
|
||||
{
|
||||
return addHighLevelShaderMaterialFromFiles(
|
||||
vertexShaderProgramFileName, vertexShaderEntryPointName,
|
||||
vsCompileTarget, pixelShaderProgramFileName,
|
||||
pixelShaderEntryPointName, psCompileTarget,
|
||||
"", "main", EGST_GS_4_0,
|
||||
scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0,
|
||||
callback, baseMaterial, userData);
|
||||
}
|
||||
|
||||
//! convenience function for use with many defaults, without geometry shader
|
||||
/** All shader names are set to "main" and compile targets are shader
|
||||
type 1.1.
|
||||
*/
|
||||
s32 addHighLevelShaderMaterialFromFiles(
|
||||
const io::path& vertexShaderProgramFileName,
|
||||
const io::path& pixelShaderProgramFileName = "",
|
||||
IShaderConstantSetCallBack* callback = 0,
|
||||
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
|
||||
s32 userData = 0 )
|
||||
{
|
||||
return addHighLevelShaderMaterialFromFiles(
|
||||
vertexShaderProgramFileName, "main",
|
||||
EVST_VS_1_1, pixelShaderProgramFileName,
|
||||
"main", EPST_PS_1_1,
|
||||
"", "main", EGST_GS_4_0,
|
||||
scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0,
|
||||
callback, baseMaterial, userData);
|
||||
}
|
||||
|
||||
//! convenience function for use with many defaults, with geometry shader
|
||||
/** All shader names are set to "main" and compile targets are shader
|
||||
type 1.1 and geometry shader 4.0.
|
||||
*/
|
||||
s32 addHighLevelShaderMaterialFromFiles(
|
||||
const io::path& vertexShaderProgramFileName,
|
||||
const io::path& pixelShaderProgramFileName = "",
|
||||
const io::path& geometryShaderProgramFileName = "",
|
||||
scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES,
|
||||
scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP,
|
||||
u32 verticesOut = 0,
|
||||
IShaderConstantSetCallBack* callback = 0,
|
||||
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
|
||||
s32 userData = 0 )
|
||||
{
|
||||
return addHighLevelShaderMaterialFromFiles(
|
||||
vertexShaderProgramFileName, "main",
|
||||
EVST_VS_1_1, pixelShaderProgramFileName,
|
||||
"main", EPST_PS_1_1,
|
||||
geometryShaderProgramFileName, "main", EGST_GS_4_0,
|
||||
inType, outType, verticesOut,
|
||||
callback, baseMaterial, userData);
|
||||
}
|
||||
|
||||
//! Like IGPUProgrammingServices::addShaderMaterial(), but loads from files.
|
||||
/** \param vertexShaderProgram Text file handle containing the source
|
||||
of the vertex shader program. Set to 0 if no vertex shader shall be
|
||||
created.
|
||||
\param vertexShaderEntryPointName Name of the entry function of the
|
||||
vertexShaderProgram
|
||||
\param vsCompileTarget Vertex shader version the high level shader
|
||||
shall be compiled to.
|
||||
\param pixelShaderProgram Text file handle containing the source of
|
||||
the pixel shader program. Set to 0 if no pixel shader shall be created.
|
||||
\param pixelShaderEntryPointName Entry name of the function of the
|
||||
pixelShaderProgram (p.e. "main")
|
||||
\param psCompileTarget Pixel shader version the high level shader
|
||||
shall be compiled to.
|
||||
\param geometryShaderProgram Text file handle containing the source of
|
||||
the geometry shader program. Set to 0 if no geometry shader shall be
|
||||
created.
|
||||
\param geometryShaderEntryPointName Entry name of the function of the
|
||||
geometryShaderProgram (p.e. "main")
|
||||
\param gsCompileTarget Geometry shader version the high level shader
|
||||
shall be compiled to.
|
||||
\param inType Type of vertices passed to geometry shader
|
||||
\param outType Type of vertices created by geometry shader
|
||||
\param verticesOut Maximal number of vertices created by geometry
|
||||
shader. If 0, maximal number supported is assumed.
|
||||
\param callback Pointer to an implementation of
|
||||
IShaderConstantSetCallBack in which you can set the needed vertex and
|
||||
pixel shader program constants. Set this to 0 if you don't need this.
|
||||
\param baseMaterial Base material which renderstates will be used to
|
||||
shade the material.
|
||||
\param userData a user data int. This int can be set to any value and
|
||||
will be set as parameter in the callback method when calling
|
||||
OnSetConstants(). In this way it is easily possible to use the same
|
||||
callback method for multiple materials and distinguish between them
|
||||
during the call.
|
||||
\return Number of the material type which can be set in
|
||||
SMaterial::MaterialType to use the renderer. -1 is returned if an
|
||||
error occurred, e.g. if a shader program could not be compiled or a
|
||||
compile target is not reachable. The error strings are then printed to
|
||||
the error log and can be caught with a custom event receiver. */
|
||||
virtual s32 addHighLevelShaderMaterialFromFiles(
|
||||
io::IReadFile* vertexShaderProgram,
|
||||
const c8* vertexShaderEntryPointName,
|
||||
E_VERTEX_SHADER_TYPE vsCompileTarget,
|
||||
io::IReadFile* pixelShaderProgram,
|
||||
const c8* pixelShaderEntryPointName,
|
||||
E_PIXEL_SHADER_TYPE psCompileTarget,
|
||||
io::IReadFile* geometryShaderProgram,
|
||||
const c8* geometryShaderEntryPointName = "main",
|
||||
E_GEOMETRY_SHADER_TYPE gsCompileTarget = EGST_GS_4_0,
|
||||
scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES,
|
||||
scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP,
|
||||
u32 verticesOut = 0,
|
||||
IShaderConstantSetCallBack* callback = 0,
|
||||
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
|
||||
s32 userData = 0) = 0;
|
||||
|
||||
//! convenience function for use without geometry shaders
|
||||
s32 addHighLevelShaderMaterialFromFiles(
|
||||
io::IReadFile* vertexShaderProgram,
|
||||
const c8* vertexShaderEntryPointName = "main",
|
||||
E_VERTEX_SHADER_TYPE vsCompileTarget = EVST_VS_1_1,
|
||||
io::IReadFile* pixelShaderProgram = 0,
|
||||
const c8* pixelShaderEntryPointName = "main",
|
||||
E_PIXEL_SHADER_TYPE psCompileTarget = EPST_PS_1_1,
|
||||
IShaderConstantSetCallBack* callback = 0,
|
||||
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
|
||||
s32 userData = 0)
|
||||
{
|
||||
return addHighLevelShaderMaterialFromFiles(
|
||||
vertexShaderProgram, vertexShaderEntryPointName,
|
||||
vsCompileTarget, pixelShaderProgram,
|
||||
pixelShaderEntryPointName, psCompileTarget,
|
||||
0, "main", EGST_GS_4_0,
|
||||
scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0,
|
||||
callback, baseMaterial, userData);
|
||||
}
|
||||
|
||||
//! Adds a new ASM shader material renderer to the VideoDriver
|
||||
/** Note that it is a good idea to call IVideoDriver::queryFeature() in
|
||||
advance to check if the IVideoDriver supports the vertex and/or pixel
|
||||
shader version your are using.
|
||||
|
||||
The material is added to the VideoDriver like with
|
||||
IVideoDriver::addMaterialRenderer() and can be used like it had been
|
||||
added with that method.
|
||||
\param vertexShaderProgram String containing the source of the vertex
|
||||
shader program. This can be 0 if no vertex program shall be used.
|
||||
|
||||
For DX8 programs, the will always input registers look like this: v0:
|
||||
position, v1: normal, v2: color, v3: texture coordinates, v4: texture
|
||||
coordinates 2 if available.
|
||||
|
||||
For DX9 programs, you can manually set the registers using the dcl_
|
||||
statements.
|
||||
\param pixelShaderProgram String containing the source of the pixel
|
||||
shader program. This can be 0 if you don't want to use a pixel shader.
|
||||
\param callback Pointer to an implementation of
|
||||
IShaderConstantSetCallBack in which you can set the needed vertex and
|
||||
pixel shader program constants. Set this to 0 if you don't need this.
|
||||
\param baseMaterial Base material which renderstates will be used to
|
||||
shade the material.
|
||||
\param userData a user data int. This int can be set to any value and
|
||||
will be set as parameter in the callback method when calling
|
||||
OnSetConstants(). In this way it is easily possible to use the same
|
||||
callback method for multiple materials and distinguish between them
|
||||
during the call.
|
||||
\return Returns the number of the material type which can be set in
|
||||
SMaterial::MaterialType to use the renderer. -1 is returned if an
|
||||
error occurred. -1 is returned for example if a vertex or pixel shader
|
||||
program could not be compiled, the error strings are then printed out
|
||||
into the error log, and can be caught with a custom event receiver. */
|
||||
virtual s32 addShaderMaterial(const c8* vertexShaderProgram = 0,
|
||||
const c8* pixelShaderProgram = 0,
|
||||
IShaderConstantSetCallBack* callback = 0,
|
||||
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
|
||||
s32 userData = 0) = 0;
|
||||
|
||||
//! Like IGPUProgrammingServices::addShaderMaterial(), but loads from files.
|
||||
/** \param vertexShaderProgram Text file containing the source of the
|
||||
vertex shader program. Set to 0 if no shader shall be created.
|
||||
\param pixelShaderProgram Text file containing the source of the pixel
|
||||
shader program. Set to 0 if no shader shall be created.
|
||||
\param callback Pointer to an IShaderConstantSetCallback object to
|
||||
which the OnSetConstants function is called.
|
||||
\param baseMaterial baseMaterial
|
||||
\param userData a user data int. This int can be set to any value and
|
||||
will be set as parameter in the callback method when calling
|
||||
OnSetConstants(). In this way it is easily possible to use the same
|
||||
callback method for multiple materials and distinguish between them
|
||||
during the call.
|
||||
\return Returns the number of the material type which can be set in
|
||||
SMaterial::MaterialType to use the renderer. -1 is returned if an
|
||||
error occurred. -1 is returned for example if a vertex or pixel shader
|
||||
program could not be compiled, the error strings are then printed out
|
||||
into the error log, and can be caught with a custom event receiver. */
|
||||
virtual s32 addShaderMaterialFromFiles(io::IReadFile* vertexShaderProgram,
|
||||
io::IReadFile* pixelShaderProgram,
|
||||
IShaderConstantSetCallBack* callback = 0,
|
||||
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
|
||||
s32 userData = 0) = 0;
|
||||
|
||||
//! Like IGPUProgrammingServices::addShaderMaterial(), but loads from files.
|
||||
/** \param vertexShaderProgramFileName Text file name containing the
|
||||
source of the vertex shader program. Set to 0 if no shader shall be
|
||||
created.
|
||||
\param pixelShaderProgramFileName Text file name containing the source
|
||||
of the pixel shader program. Set to 0 if no shader shall be created.
|
||||
\param callback Pointer to an IShaderConstantSetCallback object on
|
||||
which the OnSetConstants function is called.
|
||||
\param baseMaterial baseMaterial
|
||||
\param userData a user data int. This int can be set to any value and
|
||||
will be set as parameter in the callback method when calling
|
||||
OnSetConstants(). In this way it is easily possible to use the same
|
||||
callback method for multiple materials and distinguish between them
|
||||
during the call.
|
||||
\return Returns the number of the material type which can be set in
|
||||
SMaterial::MaterialType to use the renderer. -1 is returned if an
|
||||
error occurred. -1 is returned for example if a vertex or pixel shader
|
||||
program could not be compiled, the error strings are then printed out
|
||||
into the error log, and can be caught with a custom event receiver. */
|
||||
virtual s32 addShaderMaterialFromFiles(const io::path& vertexShaderProgramFileName,
|
||||
const io::path& pixelShaderProgramFileName,
|
||||
IShaderConstantSetCallBack* callback = 0,
|
||||
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
|
||||
s32 userData = 0) = 0;
|
||||
};
|
||||
|
||||
|
||||
} // end namespace video
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
|
||||
// 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
|
||||
|
||||
#ifndef __I_GPU_PROGRAMMING_SERVICES_H_INCLUDED__
|
||||
#define __I_GPU_PROGRAMMING_SERVICES_H_INCLUDED__
|
||||
|
||||
#include "EShaderTypes.h"
|
||||
#include "EMaterialTypes.h"
|
||||
#include "EPrimitiveTypes.h"
|
||||
#include "path.h"
|
||||
|
||||
namespace irr
|
||||
{
|
||||
|
||||
namespace io
|
||||
{
|
||||
class IReadFile;
|
||||
} // end namespace io
|
||||
|
||||
namespace video
|
||||
{
|
||||
|
||||
class IVideoDriver;
|
||||
class IShaderConstantSetCallBack;
|
||||
|
||||
//! Interface making it possible to create and use programs running on the GPU.
|
||||
class IGPUProgrammingServices
|
||||
{
|
||||
public:
|
||||
|
||||
//! Destructor
|
||||
virtual ~IGPUProgrammingServices() {}
|
||||
|
||||
//! Adds a new high-level shading material renderer to the VideoDriver.
|
||||
/** Currently only HLSL/D3D9 and GLSL/OpenGL are supported.
|
||||
\param vertexShaderProgram String containing the source of the vertex
|
||||
shader program. This can be 0 if no vertex program shall be used.
|
||||
\param vertexShaderEntryPointName Name of the entry function of the
|
||||
vertexShaderProgram (p.e. "main")
|
||||
\param vsCompileTarget Vertex shader version the high level shader
|
||||
shall be compiled to.
|
||||
\param pixelShaderProgram String containing the source of the pixel
|
||||
shader program. This can be 0 if no pixel shader shall be used.
|
||||
\param pixelShaderEntryPointName Entry name of the function of the
|
||||
pixelShaderProgram (p.e. "main")
|
||||
\param psCompileTarget Pixel shader version the high level shader
|
||||
shall be compiled to.
|
||||
\param geometryShaderProgram String containing the source of the
|
||||
geometry shader program. This can be 0 if no geometry shader shall be
|
||||
used.
|
||||
\param geometryShaderEntryPointName Entry name of the function of the
|
||||
geometryShaderProgram (p.e. "main")
|
||||
\param gsCompileTarget Geometry shader version the high level shader
|
||||
shall be compiled to.
|
||||
\param inType Type of vertices passed to geometry shader
|
||||
\param outType Type of vertices created by geometry shader
|
||||
\param verticesOut Maximal number of vertices created by geometry
|
||||
shader. If 0, maximal number supported is assumed.
|
||||
\param callback Pointer to an implementation of
|
||||
IShaderConstantSetCallBack in which you can set the needed vertex,
|
||||
pixel, and geometry shader program constants. Set this to 0 if you
|
||||
don't need this.
|
||||
\param baseMaterial Base material which renderstates will be used to
|
||||
shade the material.
|
||||
\param userData a user data int. This int can be set to any value and
|
||||
will be set as parameter in the callback method when calling
|
||||
OnSetConstants(). In this way it is easily possible to use the same
|
||||
callback method for multiple materials and distinguish between them
|
||||
during the call.
|
||||
\return Number of the material type which can be set in
|
||||
SMaterial::MaterialType to use the renderer. -1 is returned if an error
|
||||
occurred, e.g. if a shader program could not be compiled or a compile
|
||||
target is not reachable. The error strings are then printed to the
|
||||
error log and can be caught with a custom event receiver. */
|
||||
virtual s32 addHighLevelShaderMaterial(
|
||||
const c8* vertexShaderProgram,
|
||||
const c8* vertexShaderEntryPointName,
|
||||
E_VERTEX_SHADER_TYPE vsCompileTarget,
|
||||
const c8* pixelShaderProgram,
|
||||
const c8* pixelShaderEntryPointName,
|
||||
E_PIXEL_SHADER_TYPE psCompileTarget,
|
||||
const c8* geometryShaderProgram,
|
||||
const c8* geometryShaderEntryPointName = "main",
|
||||
E_GEOMETRY_SHADER_TYPE gsCompileTarget = EGST_GS_4_0,
|
||||
scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES,
|
||||
scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP,
|
||||
u32 verticesOut = 0,
|
||||
IShaderConstantSetCallBack* callback = 0,
|
||||
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
|
||||
s32 userData = 0) = 0;
|
||||
|
||||
//! convenience function for use without geometry shaders
|
||||
s32 addHighLevelShaderMaterial(
|
||||
const c8* vertexShaderProgram,
|
||||
const c8* vertexShaderEntryPointName="main",
|
||||
E_VERTEX_SHADER_TYPE vsCompileTarget=EVST_VS_1_1,
|
||||
const c8* pixelShaderProgram=0,
|
||||
const c8* pixelShaderEntryPointName="main",
|
||||
E_PIXEL_SHADER_TYPE psCompileTarget=EPST_PS_1_1,
|
||||
IShaderConstantSetCallBack* callback=0,
|
||||
E_MATERIAL_TYPE baseMaterial=video::EMT_SOLID,
|
||||
s32 userData=0)
|
||||
{
|
||||
return addHighLevelShaderMaterial(
|
||||
vertexShaderProgram, vertexShaderEntryPointName,
|
||||
vsCompileTarget, pixelShaderProgram,
|
||||
pixelShaderEntryPointName, psCompileTarget,
|
||||
0, "main", EGST_GS_4_0,
|
||||
scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0,
|
||||
callback, baseMaterial, userData);
|
||||
}
|
||||
|
||||
//! convenience function for use with many defaults, without geometry shader
|
||||
/** All shader names are set to "main" and compile targets are shader
|
||||
type 1.1.
|
||||
*/
|
||||
s32 addHighLevelShaderMaterial(
|
||||
const c8* vertexShaderProgram,
|
||||
const c8* pixelShaderProgram=0,
|
||||
IShaderConstantSetCallBack* callback=0,
|
||||
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
|
||||
s32 userData=0)
|
||||
{
|
||||
return addHighLevelShaderMaterial(
|
||||
vertexShaderProgram, "main",
|
||||
EVST_VS_1_1, pixelShaderProgram,
|
||||
"main", EPST_PS_1_1,
|
||||
0, "main", EGST_GS_4_0,
|
||||
scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0,
|
||||
callback, baseMaterial, userData);
|
||||
}
|
||||
|
||||
//! convenience function for use with many defaults, with geometry shader
|
||||
/** All shader names are set to "main" and compile targets are shader
|
||||
type 1.1 and geometry shader 4.0.
|
||||
*/
|
||||
s32 addHighLevelShaderMaterial(
|
||||
const c8* vertexShaderProgram,
|
||||
const c8* pixelShaderProgram = 0,
|
||||
const c8* geometryShaderProgram = 0,
|
||||
scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES,
|
||||
scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP,
|
||||
u32 verticesOut = 0,
|
||||
IShaderConstantSetCallBack* callback = 0,
|
||||
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
|
||||
s32 userData = 0 )
|
||||
{
|
||||
return addHighLevelShaderMaterial(
|
||||
vertexShaderProgram, "main",
|
||||
EVST_VS_1_1, pixelShaderProgram,
|
||||
"main", EPST_PS_1_1,
|
||||
geometryShaderProgram, "main", EGST_GS_4_0,
|
||||
inType, outType, verticesOut,
|
||||
callback, baseMaterial, userData);
|
||||
}
|
||||
|
||||
//! Like IGPUProgrammingServices::addShaderMaterial(), but loads from files.
|
||||
/** \param vertexShaderProgramFileName Text file containing the source
|
||||
of the vertex shader program. Set to empty string if no vertex shader
|
||||
shall be created.
|
||||
\param vertexShaderEntryPointName Name of the entry function of the
|
||||
vertexShaderProgram (p.e. "main")
|
||||
\param vsCompileTarget Vertex shader version the high level shader
|
||||
shall be compiled to.
|
||||
\param pixelShaderProgramFileName Text file containing the source of
|
||||
the pixel shader program. Set to empty string if no pixel shader shall
|
||||
be created.
|
||||
\param pixelShaderEntryPointName Entry name of the function of the
|
||||
pixelShaderProgram (p.e. "main")
|
||||
\param psCompileTarget Pixel shader version the high level shader
|
||||
shall be compiled to.
|
||||
\param geometryShaderProgramFileName Name of the source of
|
||||
the geometry shader program. Set to empty string if no geometry shader
|
||||
shall be created.
|
||||
\param geometryShaderEntryPointName Entry name of the function of the
|
||||
geometryShaderProgram (p.e. "main")
|
||||
\param gsCompileTarget Geometry shader version the high level shader
|
||||
shall be compiled to.
|
||||
\param inType Type of vertices passed to geometry shader
|
||||
\param outType Type of vertices created by geometry shader
|
||||
\param verticesOut Maximal number of vertices created by geometry
|
||||
shader. If 0, maximal number supported is assumed.
|
||||
\param callback Pointer to an implementation of
|
||||
IShaderConstantSetCallBack in which you can set the needed vertex,
|
||||
pixel, and geometry shader program constants. Set this to 0 if you
|
||||
don't need this.
|
||||
\param baseMaterial Base material which renderstates will be used to
|
||||
shade the material.
|
||||
\param userData a user data int. This int can be set to any value and
|
||||
will be set as parameter in the callback method when calling
|
||||
OnSetConstants(). In this way it is easily possible to use the same
|
||||
callback method for multiple materials and distinguish between them
|
||||
during the call.
|
||||
\return Number of the material type which can be set in
|
||||
SMaterial::MaterialType to use the renderer. -1 is returned if an error
|
||||
occurred, e.g. if a shader program could not be compiled or a compile
|
||||
target is not reachable. The error strings are then printed to the
|
||||
error log and can be caught with a custom event receiver. */
|
||||
virtual s32 addHighLevelShaderMaterialFromFiles(
|
||||
const io::path& vertexShaderProgramFileName,
|
||||
const c8* vertexShaderEntryPointName,
|
||||
E_VERTEX_SHADER_TYPE vsCompileTarget,
|
||||
const io::path& pixelShaderProgramFileName,
|
||||
const c8* pixelShaderEntryPointName,
|
||||
E_PIXEL_SHADER_TYPE psCompileTarget,
|
||||
const io::path& geometryShaderProgramFileName,
|
||||
const c8* geometryShaderEntryPointName = "main",
|
||||
E_GEOMETRY_SHADER_TYPE gsCompileTarget = EGST_GS_4_0,
|
||||
scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES,
|
||||
scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP,
|
||||
u32 verticesOut = 0,
|
||||
IShaderConstantSetCallBack* callback = 0,
|
||||
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
|
||||
s32 userData = 0) = 0;
|
||||
|
||||
//! convenience function for use without geometry shaders
|
||||
s32 addHighLevelShaderMaterialFromFiles(
|
||||
const io::path& vertexShaderProgramFileName,
|
||||
const c8* vertexShaderEntryPointName = "main",
|
||||
E_VERTEX_SHADER_TYPE vsCompileTarget = EVST_VS_1_1,
|
||||
const io::path& pixelShaderProgramFileName = "",
|
||||
const c8* pixelShaderEntryPointName = "main",
|
||||
E_PIXEL_SHADER_TYPE psCompileTarget = EPST_PS_1_1,
|
||||
IShaderConstantSetCallBack* callback = 0,
|
||||
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
|
||||
s32 userData = 0)
|
||||
{
|
||||
return addHighLevelShaderMaterialFromFiles(
|
||||
vertexShaderProgramFileName, vertexShaderEntryPointName,
|
||||
vsCompileTarget, pixelShaderProgramFileName,
|
||||
pixelShaderEntryPointName, psCompileTarget,
|
||||
"", "main", EGST_GS_4_0,
|
||||
scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0,
|
||||
callback, baseMaterial, userData);
|
||||
}
|
||||
|
||||
//! convenience function for use with many defaults, without geometry shader
|
||||
/** All shader names are set to "main" and compile targets are shader
|
||||
type 1.1.
|
||||
*/
|
||||
s32 addHighLevelShaderMaterialFromFiles(
|
||||
const io::path& vertexShaderProgramFileName,
|
||||
const io::path& pixelShaderProgramFileName = "",
|
||||
IShaderConstantSetCallBack* callback = 0,
|
||||
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
|
||||
s32 userData = 0 )
|
||||
{
|
||||
return addHighLevelShaderMaterialFromFiles(
|
||||
vertexShaderProgramFileName, "main",
|
||||
EVST_VS_1_1, pixelShaderProgramFileName,
|
||||
"main", EPST_PS_1_1,
|
||||
"", "main", EGST_GS_4_0,
|
||||
scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0,
|
||||
callback, baseMaterial, userData);
|
||||
}
|
||||
|
||||
//! convenience function for use with many defaults, with geometry shader
|
||||
/** All shader names are set to "main" and compile targets are shader
|
||||
type 1.1 and geometry shader 4.0.
|
||||
*/
|
||||
s32 addHighLevelShaderMaterialFromFiles(
|
||||
const io::path& vertexShaderProgramFileName,
|
||||
const io::path& pixelShaderProgramFileName = "",
|
||||
const io::path& geometryShaderProgramFileName = "",
|
||||
scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES,
|
||||
scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP,
|
||||
u32 verticesOut = 0,
|
||||
IShaderConstantSetCallBack* callback = 0,
|
||||
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
|
||||
s32 userData = 0 )
|
||||
{
|
||||
return addHighLevelShaderMaterialFromFiles(
|
||||
vertexShaderProgramFileName, "main",
|
||||
EVST_VS_1_1, pixelShaderProgramFileName,
|
||||
"main", EPST_PS_1_1,
|
||||
geometryShaderProgramFileName, "main", EGST_GS_4_0,
|
||||
inType, outType, verticesOut,
|
||||
callback, baseMaterial, userData);
|
||||
}
|
||||
|
||||
//! Like IGPUProgrammingServices::addShaderMaterial(), but loads from files.
|
||||
/** \param vertexShaderProgram Text file handle containing the source
|
||||
of the vertex shader program. Set to 0 if no vertex shader shall be
|
||||
created.
|
||||
\param vertexShaderEntryPointName Name of the entry function of the
|
||||
vertexShaderProgram
|
||||
\param vsCompileTarget Vertex shader version the high level shader
|
||||
shall be compiled to.
|
||||
\param pixelShaderProgram Text file handle containing the source of
|
||||
the pixel shader program. Set to 0 if no pixel shader shall be created.
|
||||
\param pixelShaderEntryPointName Entry name of the function of the
|
||||
pixelShaderProgram (p.e. "main")
|
||||
\param psCompileTarget Pixel shader version the high level shader
|
||||
shall be compiled to.
|
||||
\param geometryShaderProgram Text file handle containing the source of
|
||||
the geometry shader program. Set to 0 if no geometry shader shall be
|
||||
created.
|
||||
\param geometryShaderEntryPointName Entry name of the function of the
|
||||
geometryShaderProgram (p.e. "main")
|
||||
\param gsCompileTarget Geometry shader version the high level shader
|
||||
shall be compiled to.
|
||||
\param inType Type of vertices passed to geometry shader
|
||||
\param outType Type of vertices created by geometry shader
|
||||
\param verticesOut Maximal number of vertices created by geometry
|
||||
shader. If 0, maximal number supported is assumed.
|
||||
\param callback Pointer to an implementation of
|
||||
IShaderConstantSetCallBack in which you can set the needed vertex and
|
||||
pixel shader program constants. Set this to 0 if you don't need this.
|
||||
\param baseMaterial Base material which renderstates will be used to
|
||||
shade the material.
|
||||
\param userData a user data int. This int can be set to any value and
|
||||
will be set as parameter in the callback method when calling
|
||||
OnSetConstants(). In this way it is easily possible to use the same
|
||||
callback method for multiple materials and distinguish between them
|
||||
during the call.
|
||||
\return Number of the material type which can be set in
|
||||
SMaterial::MaterialType to use the renderer. -1 is returned if an
|
||||
error occurred, e.g. if a shader program could not be compiled or a
|
||||
compile target is not reachable. The error strings are then printed to
|
||||
the error log and can be caught with a custom event receiver. */
|
||||
virtual s32 addHighLevelShaderMaterialFromFiles(
|
||||
io::IReadFile* vertexShaderProgram,
|
||||
const c8* vertexShaderEntryPointName,
|
||||
E_VERTEX_SHADER_TYPE vsCompileTarget,
|
||||
io::IReadFile* pixelShaderProgram,
|
||||
const c8* pixelShaderEntryPointName,
|
||||
E_PIXEL_SHADER_TYPE psCompileTarget,
|
||||
io::IReadFile* geometryShaderProgram,
|
||||
const c8* geometryShaderEntryPointName = "main",
|
||||
E_GEOMETRY_SHADER_TYPE gsCompileTarget = EGST_GS_4_0,
|
||||
scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES,
|
||||
scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP,
|
||||
u32 verticesOut = 0,
|
||||
IShaderConstantSetCallBack* callback = 0,
|
||||
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
|
||||
s32 userData = 0) = 0;
|
||||
|
||||
//! convenience function for use without geometry shaders
|
||||
s32 addHighLevelShaderMaterialFromFiles(
|
||||
io::IReadFile* vertexShaderProgram,
|
||||
const c8* vertexShaderEntryPointName = "main",
|
||||
E_VERTEX_SHADER_TYPE vsCompileTarget = EVST_VS_1_1,
|
||||
io::IReadFile* pixelShaderProgram = 0,
|
||||
const c8* pixelShaderEntryPointName = "main",
|
||||
E_PIXEL_SHADER_TYPE psCompileTarget = EPST_PS_1_1,
|
||||
IShaderConstantSetCallBack* callback = 0,
|
||||
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
|
||||
s32 userData = 0)
|
||||
{
|
||||
return addHighLevelShaderMaterialFromFiles(
|
||||
vertexShaderProgram, vertexShaderEntryPointName,
|
||||
vsCompileTarget, pixelShaderProgram,
|
||||
pixelShaderEntryPointName, psCompileTarget,
|
||||
0, "main", EGST_GS_4_0,
|
||||
scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0,
|
||||
callback, baseMaterial, userData);
|
||||
}
|
||||
|
||||
//! Adds a new ASM shader material renderer to the VideoDriver
|
||||
/** Note that it is a good idea to call IVideoDriver::queryFeature() in
|
||||
advance to check if the IVideoDriver supports the vertex and/or pixel
|
||||
shader version your are using.
|
||||
|
||||
The material is added to the VideoDriver like with
|
||||
IVideoDriver::addMaterialRenderer() and can be used like it had been
|
||||
added with that method.
|
||||
\param vertexShaderProgram String containing the source of the vertex
|
||||
shader program. This can be 0 if no vertex program shall be used.
|
||||
|
||||
For DX8 programs, the will always input registers look like this: v0:
|
||||
position, v1: normal, v2: color, v3: texture coordinates, v4: texture
|
||||
coordinates 2 if available.
|
||||
|
||||
For DX9 programs, you can manually set the registers using the dcl_
|
||||
statements.
|
||||
\param pixelShaderProgram String containing the source of the pixel
|
||||
shader program. This can be 0 if you don't want to use a pixel shader.
|
||||
\param callback Pointer to an implementation of
|
||||
IShaderConstantSetCallBack in which you can set the needed vertex and
|
||||
pixel shader program constants. Set this to 0 if you don't need this.
|
||||
\param baseMaterial Base material which renderstates will be used to
|
||||
shade the material.
|
||||
\param userData a user data int. This int can be set to any value and
|
||||
will be set as parameter in the callback method when calling
|
||||
OnSetConstants(). In this way it is easily possible to use the same
|
||||
callback method for multiple materials and distinguish between them
|
||||
during the call.
|
||||
\return Returns the number of the material type which can be set in
|
||||
SMaterial::MaterialType to use the renderer. -1 is returned if an
|
||||
error occurred. -1 is returned for example if a vertex or pixel shader
|
||||
program could not be compiled, the error strings are then printed out
|
||||
into the error log, and can be caught with a custom event receiver. */
|
||||
virtual s32 addShaderMaterial(const c8* vertexShaderProgram = 0,
|
||||
const c8* pixelShaderProgram = 0,
|
||||
IShaderConstantSetCallBack* callback = 0,
|
||||
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
|
||||
s32 userData = 0) = 0;
|
||||
|
||||
//! Like IGPUProgrammingServices::addShaderMaterial(), but loads from files.
|
||||
/** \param vertexShaderProgram Text file containing the source of the
|
||||
vertex shader program. Set to 0 if no shader shall be created.
|
||||
\param pixelShaderProgram Text file containing the source of the pixel
|
||||
shader program. Set to 0 if no shader shall be created.
|
||||
\param callback Pointer to an IShaderConstantSetCallback object to
|
||||
which the OnSetConstants function is called.
|
||||
\param baseMaterial baseMaterial
|
||||
\param userData a user data int. This int can be set to any value and
|
||||
will be set as parameter in the callback method when calling
|
||||
OnSetConstants(). In this way it is easily possible to use the same
|
||||
callback method for multiple materials and distinguish between them
|
||||
during the call.
|
||||
\return Returns the number of the material type which can be set in
|
||||
SMaterial::MaterialType to use the renderer. -1 is returned if an
|
||||
error occurred. -1 is returned for example if a vertex or pixel shader
|
||||
program could not be compiled, the error strings are then printed out
|
||||
into the error log, and can be caught with a custom event receiver. */
|
||||
virtual s32 addShaderMaterialFromFiles(io::IReadFile* vertexShaderProgram,
|
||||
io::IReadFile* pixelShaderProgram,
|
||||
IShaderConstantSetCallBack* callback = 0,
|
||||
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
|
||||
s32 userData = 0) = 0;
|
||||
|
||||
//! Like IGPUProgrammingServices::addShaderMaterial(), but loads from files.
|
||||
/** \param vertexShaderProgramFileName Text file name containing the
|
||||
source of the vertex shader program. Set to 0 if no shader shall be
|
||||
created.
|
||||
\param pixelShaderProgramFileName Text file name containing the source
|
||||
of the pixel shader program. Set to 0 if no shader shall be created.
|
||||
\param callback Pointer to an IShaderConstantSetCallback object on
|
||||
which the OnSetConstants function is called.
|
||||
\param baseMaterial baseMaterial
|
||||
\param userData a user data int. This int can be set to any value and
|
||||
will be set as parameter in the callback method when calling
|
||||
OnSetConstants(). In this way it is easily possible to use the same
|
||||
callback method for multiple materials and distinguish between them
|
||||
during the call.
|
||||
\return Returns the number of the material type which can be set in
|
||||
SMaterial::MaterialType to use the renderer. -1 is returned if an
|
||||
error occurred. -1 is returned for example if a vertex or pixel shader
|
||||
program could not be compiled, the error strings are then printed out
|
||||
into the error log, and can be caught with a custom event receiver. */
|
||||
virtual s32 addShaderMaterialFromFiles(const io::path& vertexShaderProgramFileName,
|
||||
const io::path& pixelShaderProgramFileName,
|
||||
IShaderConstantSetCallBack* callback = 0,
|
||||
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
|
||||
s32 userData = 0) = 0;
|
||||
};
|
||||
|
||||
|
||||
} // end namespace video
|
||||
} // end namespace irr
|
||||
|
||||
#endif
|
||||
|
||||
|
Reference in New Issue
Block a user