// 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 __C_OPENGL_SHADER_MATERIAL_RENDERER_H_INCLUDED__ #define __C_OPENGL_SHADER_MATERIAL_RENDERER_H_INCLUDED__ #include "IrrCompileConfig.h" #ifdef _IRR_COMPILE_WITH_OPENGL_ #include "IMaterialRenderer.h" #include "COpenGLCommon.h" namespace irr { namespace video { class COpenGLDriver; class IShaderConstantSetCallBack; //! Class for using vertex and pixel shaders with OpenGL class COpenGLShaderMaterialRenderer : public IMaterialRenderer { public: //! Constructor COpenGLShaderMaterialRenderer(COpenGLDriver* driver, s32& outMaterialTypeNr, const c8* vertexShaderProgram, const c8* pixelShaderProgram, IShaderConstantSetCallBack* callback, E_MATERIAL_TYPE baseMaterial, s32 userData); //! Destructor virtual ~COpenGLShaderMaterialRenderer(); virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial, bool resetAllRenderstates, IMaterialRendererServices* services) _IRR_OVERRIDE_; virtual bool OnRender(IMaterialRendererServices* service, E_VERTEX_TYPE vtxtype) _IRR_OVERRIDE_; virtual void OnUnsetMaterial() _IRR_OVERRIDE_; //! Returns if the material is transparent. virtual bool isTransparent() const _IRR_OVERRIDE_; //! Access the callback provided by the users when creating shader materials virtual IShaderConstantSetCallBack* getShaderConstantSetCallBack() const _IRR_OVERRIDE_ { return CallBack; } protected: //! constructor only for use by derived classes who want to //! create a fall back material for example. COpenGLShaderMaterialRenderer(COpenGLDriver* driver, IShaderConstantSetCallBack* callback, E_MATERIAL_TYPE baseMaterial, s32 userData=0); // must not be called more than once! void init(s32& outMaterialTypeNr, const c8* vertexShaderProgram, const c8* pixelShaderProgram, E_VERTEX_TYPE type); bool createPixelShader(const c8* pxsh); bool createVertexShader(const c8* vtxsh); bool checkError(const irr::c8* type); COpenGLDriver* Driver; IShaderConstantSetCallBack* CallBack; // I didn't write this, but here's my understanding: // Those flags seem to be exclusive so far (so could be an enum). // Maybe the idea was to make them non-exclusive in future (basically having a shader-material) // Actually currently there's not even any need to cache them (probably even slower than not doing so). // They seem to be mostly for downward compatibility. // I suppose the idea is to use SMaterial.BlendOperation + SMaterial.BlendFactor and a simple non-transparent type as base for more flexibility in the future. // Note that SMaterial.BlendOperation + SMaterial.BlendFactor are in some drivers already evaluated before OnSetMaterial. bool Alpha; bool Blending; bool FixedBlending; bool AlphaTest; GLuint VertexShader; // We have 4 values here, [0] is the non-fog version, the other three are // ARB_fog_linear, ARB_fog_exp, and ARB_fog_exp2 in that order core::array PixelShader; s32 UserData; }; } // end namespace video } // end namespace irr #endif #endif