// 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_D3D9_HLSL_MATERIAL_RENDERER_H_INCLUDED__ #define __C_D3D9_HLSL_MATERIAL_RENDERER_H_INCLUDED__ #include "IrrCompileConfig.h" #ifdef _IRR_WINDOWS_ #ifdef _IRR_COMPILE_WITH_DIRECT3D_9_ #include "CD3D9ShaderMaterialRenderer.h" #include "IGPUProgrammingServices.h" namespace irr { namespace video { class IVideoDriver; class IShaderConstantSetCallBack; class IMaterialRenderer; //! Class for using vertex and pixel shaders via HLSL with D3D9 class CD3D9HLSLMaterialRenderer : public CD3D9ShaderMaterialRenderer { public: //! Public constructor CD3D9HLSLMaterialRenderer(IDirect3DDevice9* d3ddev, video::IVideoDriver* driver, s32& outMaterialTypeNr, const c8* vertexShaderProgram, const c8* vertexShaderEntryPointName, E_VERTEX_SHADER_TYPE vsCompileTarget, const c8* pixelShaderProgram, const c8* pixelShaderEntryPointName, E_PIXEL_SHADER_TYPE psCompileTarget, IShaderConstantSetCallBack* callback, IMaterialRenderer* baseMaterial, s32 userData); //! Destructor ~CD3D9HLSLMaterialRenderer(); virtual s32 getVariableID(bool vertexShader, const c8* name); //! sets a variable in the shader. //! \param vertexShader: True if this should be set in the vertex shader, false if //! in the pixel shader. //! \param index: Index of the variable //! \param floats: Pointer to array of floats //! \param count: Amount of floats in array. virtual bool setVariable(bool vertexShader, s32 index, const f32* floats, int count); //! Int interface for the above. virtual bool setVariable(bool vertexShader, s32 index, const s32* ints, int count); //! Uint interface for the above. virtual bool setVariable(bool vertexShader, s32 index, const u32* ints, int count); bool OnRender(IMaterialRendererServices* service, E_VERTEX_TYPE vtxtype) _IRR_OVERRIDE_; protected: bool createHLSLVertexShader(const char* vertexShaderProgram, const char* shaderEntryPointName, const char* shaderTargetName); bool createHLSLPixelShader(const char* pixelShaderProgram, const char* shaderEntryPointName, const char* shaderTargetName); void printHLSLVariables(LPD3DXCONSTANTTABLE table); LPD3DXCONSTANTTABLE VSConstantsTable; LPD3DXCONSTANTTABLE PSConstantsTable; }; } // end namespace video } // end namespace irr #endif #endif #endif