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Accessing IMaterialRendererServices outside of OnSetConstants can be useful and Irrlicht made this a bit too hard to access. Also OnCreate allows actually for nicer code where initialization and update of shader constants are strictly separated (see changed example). git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6465 dfc29bdd-3216-0410-991c-e03cc46cb475
93 lines
3.6 KiB
C++
93 lines
3.6 KiB
C++
// Copyright (C) 2002-2012 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#ifndef IRR_I_SHADER_CONSTANT_SET_CALLBACT_H_INCLUDED
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#define IRR_I_SHADER_CONSTANT_SET_CALLBACT_H_INCLUDED
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#include "IReferenceCounted.h"
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namespace irr
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{
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namespace video
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{
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class IMaterialRendererServices;
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class SMaterial;
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//! Interface making it possible to set constants for gpu programs every frame.
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/** Implement this interface in an own class and pass a pointer to it to one of
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the methods in IGPUProgrammingServices when creating a shader. The
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OnSetConstants method will be called every frame now. */
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class IShaderConstantSetCallBack : public virtual IReferenceCounted
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{
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public:
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//! Called by the engine after a shader material has been created successfully
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/** If you are using one callback instance per shader (much recommended)
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this is a good place to get shader constant id's for high level shaders.
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\param services: Pointer to an interface providing methods to set/get the constants for the shader.
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\param userData: Userdata int which can be specified when creating the shader. */
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virtual void OnCreate(IMaterialRendererServices* services, s32 userData) { }
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//! Called to let the callBack know the used material (optional method)
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/**
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\code
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class MyCallBack : public IShaderConstantSetCallBack
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{
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const video::SMaterial *UsedMaterial;
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OnSetMaterial(const video::SMaterial& material)
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{
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UsedMaterial=&material;
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}
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OnSetConstants(IMaterialRendererServices* services, s32 userData)
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{
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services->setVertexShaderConstant("myColor", reinterpret_cast<f32*>(&UsedMaterial->color), 4);
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}
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}
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\endcode
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*/
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virtual void OnSetMaterial(const SMaterial& material) { }
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//! Called by the engine when the vertex and/or pixel shader constants for an material renderer should be set.
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/**
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Implement the IShaderConstantSetCallBack in an own class and implement your own
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OnSetConstants method using the given IMaterialRendererServices interface.
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Pass a pointer to this class to one of the methods in IGPUProgrammingServices
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when creating a shader. The OnSetConstants method will now be called every time
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before geometry is being drawn using your shader material. A sample implementation
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would look like this:
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\code
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virtual void OnSetConstants(video::IMaterialRendererServices* services, s32 userData)
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{
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video::IVideoDriver* driver = services->getVideoDriver();
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// set clip matrix at register 4
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core::matrix4 worldViewProj(driver->getTransform(video::ETS_PROJECTION));
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worldViewProj *= driver->getTransform(video::ETS_VIEW);
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worldViewProj *= driver->getTransform(video::ETS_WORLD);
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services->setVertexShaderConstant(&worldViewProj.M[0], 4, 4);
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// for high level shading languages, this would be another solution:
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//services->setVertexShaderConstant("mWorldViewProj", worldViewProj.M, 16);
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// set some light color at register 9
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video::SColorf col(0.0f,1.0f,1.0f,0.0f);
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services->setVertexShaderConstant(reinterpret_cast<const f32*>(&col), 9, 1);
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// for high level shading languages, this would be another solution:
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//services->setVertexShaderConstant("myColor", reinterpret_cast<f32*>(&col), 4);
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}
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\endcode
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\param services: Pointer to an interface providing methods to set the constants for the shader.
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\param userData: Userdata int which can be specified when creating the shader.
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*/
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virtual void OnSetConstants(IMaterialRendererServices* services, s32 userData) = 0;
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};
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} // end namespace video
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} // end namespace irr
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#endif
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