Drop old shader material functions

I'm not sure what these actually are, but the situation is the same as the last commit.
This commit is contained in:
sfan5
2024-02-20 21:01:25 +01:00
parent 92252f70d2
commit e60921f0cb
14 changed files with 3 additions and 794 deletions

View File

@ -155,7 +155,7 @@ public:
callback, baseMaterial, userData);
}
//! Like IGPUProgrammingServices::addShaderMaterial(), but loads from files.
//! Like addHighLevelShaderMaterial(), 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.
@ -279,7 +279,7 @@ public:
callback, baseMaterial, userData);
}
//! Like IGPUProgrammingServices::addShaderMaterial(), but loads from files.
//! Like addHighLevelShaderMaterial(), 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.
@ -356,95 +356,6 @@ public:
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;
};