// Copyright (C) 2014 Patryk Nadrowski // This file is part of the "Irrlicht Engine". // For conditions of distribution and use, see copyright notice in irrlicht.h #pragma once #include "EMaterialTypes.h" #include "IMaterialRenderer.h" #include "IMaterialRendererServices.h" #include "IGPUProgrammingServices.h" #include "irrArray.h" #include "irrString.h" #include "Common.h" namespace irr { namespace video { class COpenGL3DriverBase; class COpenGL3MaterialRenderer : public IMaterialRenderer, public IMaterialRendererServices { public: COpenGL3MaterialRenderer( COpenGL3DriverBase *driver, s32 &outMaterialTypeNr, const c8 *vertexShaderProgram = 0, const c8 *pixelShaderProgram = 0, IShaderConstantSetCallBack *callback = 0, E_MATERIAL_TYPE baseMaterial = EMT_SOLID, s32 userData = 0); virtual ~COpenGL3MaterialRenderer(); GLuint getProgram() const; virtual void OnSetMaterial(const SMaterial &material, const SMaterial &lastMaterial, bool resetAllRenderstates, IMaterialRendererServices *services); virtual bool OnRender(IMaterialRendererServices *service, E_VERTEX_TYPE vtxtype); virtual void OnUnsetMaterial(); virtual bool isTransparent() const; virtual s32 getRenderCapability() const; void setBasicRenderStates(const SMaterial &material, const SMaterial &lastMaterial, bool resetAllRenderstates) override; s32 getVertexShaderConstantID(const c8 *name) override; s32 getPixelShaderConstantID(const c8 *name) override; bool setVertexShaderConstant(s32 index, const f32 *floats, int count) override; bool setVertexShaderConstant(s32 index, const s32 *ints, int count) override; bool setVertexShaderConstant(s32 index, const u32 *ints, int count) override; bool setPixelShaderConstant(s32 index, const f32 *floats, int count) override; bool setPixelShaderConstant(s32 index, const s32 *ints, int count) override; bool setPixelShaderConstant(s32 index, const u32 *ints, int count) override; IVideoDriver *getVideoDriver() override; protected: COpenGL3MaterialRenderer(COpenGL3DriverBase *driver, IShaderConstantSetCallBack *callback = 0, E_MATERIAL_TYPE baseMaterial = EMT_SOLID, s32 userData = 0); void init(s32 &outMaterialTypeNr, const c8 *vertexShaderProgram, const c8 *pixelShaderProgram, bool addMaterial = true); bool createShader(GLenum shaderType, const char *shader); bool linkProgram(); COpenGL3DriverBase *Driver; IShaderConstantSetCallBack *CallBack; bool Alpha; bool Blending; struct SUniformInfo { core::stringc name; GLenum type; GLint location; }; GLuint Program; core::array UniformInfo; s32 UserData; }; } }