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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:
@ -155,7 +155,7 @@ public:
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callback, baseMaterial, userData);
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}
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//! Like IGPUProgrammingServices::addShaderMaterial(), but loads from files.
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//! Like addHighLevelShaderMaterial(), but loads from files.
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/** \param vertexShaderProgramFileName Text file containing the source
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of the vertex shader program. Set to empty string if no vertex shader
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shall be created.
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@ -279,7 +279,7 @@ public:
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callback, baseMaterial, userData);
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}
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//! Like IGPUProgrammingServices::addShaderMaterial(), but loads from files.
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//! Like addHighLevelShaderMaterial(), but loads from files.
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/** \param vertexShaderProgram Text file handle containing the source
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of the vertex shader program. Set to 0 if no vertex shader shall be
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created.
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@ -356,95 +356,6 @@ public:
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scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0,
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callback, baseMaterial, userData);
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}
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//! Adds a new ASM shader material renderer to the VideoDriver
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/** Note that it is a good idea to call IVideoDriver::queryFeature() in
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advance to check if the IVideoDriver supports the vertex and/or pixel
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shader version your are using.
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The material is added to the VideoDriver like with
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IVideoDriver::addMaterialRenderer() and can be used like it had been
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added with that method.
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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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For DX8 programs, the will always input registers look like this: v0:
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position, v1: normal, v2: color, v3: texture coordinates, v4: texture
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coordinates 2 if available.
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For DX9 programs, you can manually set the registers using the dcl_
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statements.
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\param pixelShaderProgram String containing the source of the pixel
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shader program. This can be 0 if you don't want to use a pixel shader.
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\param callback Pointer to an implementation of
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IShaderConstantSetCallBack in which you can set the needed vertex and
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pixel shader program constants. Set this to 0 if you don't need this.
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\param baseMaterial Base material which renderstates will be used to
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shade the material.
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\param userData a user data int. This int can be set to any value and
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will be set as parameter in the callback method when calling
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OnSetConstants(). In this way it is easily possible to use the same
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callback method for multiple materials and distinguish between them
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during the call.
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\return Returns the 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
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error occurred. -1 is returned for example if a vertex or pixel shader
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program could not be compiled, the error strings are then printed out
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into the error log, and can be caught with a custom event receiver. */
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virtual s32 addShaderMaterial(const c8* vertexShaderProgram = 0,
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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) = 0;
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//! Like IGPUProgrammingServices::addShaderMaterial(), but loads from files.
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/** \param vertexShaderProgram Text file containing the source of the
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vertex shader program. Set to 0 if no shader shall be created.
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\param pixelShaderProgram Text file containing the source of the pixel
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shader program. Set to 0 if no shader shall be created.
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\param callback Pointer to an IShaderConstantSetCallback object to
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which the OnSetConstants function is called.
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\param baseMaterial baseMaterial
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\param userData a user data int. This int can be set to any value and
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will be set as parameter in the callback method when calling
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OnSetConstants(). In this way it is easily possible to use the same
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callback method for multiple materials and distinguish between them
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during the call.
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\return Returns the 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
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error occurred. -1 is returned for example if a vertex or pixel shader
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program could not be compiled, the error strings are then printed out
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into the error log, and can be caught with a custom event receiver. */
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virtual s32 addShaderMaterialFromFiles(io::IReadFile* vertexShaderProgram,
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io::IReadFile* pixelShaderProgram,
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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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//! Like IGPUProgrammingServices::addShaderMaterial(), but loads from files.
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/** \param vertexShaderProgramFileName Text file name containing the
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source of the vertex shader program. Set to 0 if no shader shall be
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created.
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\param pixelShaderProgramFileName Text file name containing the source
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of the pixel shader program. Set to 0 if no shader shall be created.
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\param callback Pointer to an IShaderConstantSetCallback object on
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which the OnSetConstants function is called.
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\param baseMaterial baseMaterial
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\param userData a user data int. This int can be set to any value and
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will be set as parameter in the callback method when calling
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OnSetConstants(). In this way it is easily possible to use the same
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callback method for multiple materials and distinguish between them
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during the call.
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\return Returns the 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
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error occurred. -1 is returned for example if a vertex or pixel shader
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program could not be compiled, the error strings are then printed out
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into the error log, and can be caught with a custom event receiver. */
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virtual s32 addShaderMaterialFromFiles(const io::path& vertexShaderProgramFileName,
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const io::path& pixelShaderProgramFileName,
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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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};
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