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The way this was implemented BlendFactor and MaterialTypeParam could conflict otherwise as they both send the blend functions. We could probably rewrite all places which use EMT_ONETEXTURE_BLEND+MaterialTypeParam to additionally check for BlendFactor, but it would still set the blend-functions twice. I'm not sure if BlendFactor works with 2D materials currently? (but we can't set those to shaders yet anyway except in the gles branch...). I've also started documenting a few things about how I suppose it's working, I hope I got it all right. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6034 dfc29bdd-3216-0410-991c-e03cc46cb475
98 lines
3.2 KiB
C++
98 lines
3.2 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 __C_OPENGL_SHADER_MATERIAL_RENDERER_H_INCLUDED__
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#define __C_OPENGL_SHADER_MATERIAL_RENDERER_H_INCLUDED__
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#include "IrrCompileConfig.h"
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#ifdef _IRR_COMPILE_WITH_OPENGL_
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#include "IMaterialRenderer.h"
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#include "COpenGLCommon.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 COpenGLDriver;
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class IShaderConstantSetCallBack;
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//! Class for using vertex and pixel shaders with OpenGL (asm not glsl!)
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class COpenGLShaderMaterialRenderer : public IMaterialRenderer
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{
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public:
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//! Constructor
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COpenGLShaderMaterialRenderer(COpenGLDriver* driver,
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s32& outMaterialTypeNr, const c8* vertexShaderProgram, const c8* pixelShaderProgram,
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IShaderConstantSetCallBack* callback, E_MATERIAL_TYPE baseMaterial, s32 userData);
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//! Destructor
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virtual ~COpenGLShaderMaterialRenderer();
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virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial,
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bool resetAllRenderstates, IMaterialRendererServices* services) _IRR_OVERRIDE_;
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virtual bool OnRender(IMaterialRendererServices* service, E_VERTEX_TYPE vtxtype) _IRR_OVERRIDE_;
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virtual void OnUnsetMaterial() _IRR_OVERRIDE_;
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//! Returns if the material is transparent.
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virtual bool isTransparent() const _IRR_OVERRIDE_;
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//! Access the callback provided by the users when creating shader materials
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virtual IShaderConstantSetCallBack* getShaderConstantSetCallBack() const _IRR_OVERRIDE_
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{
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return CallBack;
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}
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protected:
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//! constructor only for use by derived classes who want to
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//! create a fall back material for example.
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COpenGLShaderMaterialRenderer(COpenGLDriver* driver,
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IShaderConstantSetCallBack* callback,
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E_MATERIAL_TYPE baseMaterial, s32 userData=0);
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// must not be called more than once!
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void init(s32& outMaterialTypeNr, const c8* vertexShaderProgram,
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const c8* pixelShaderProgram, E_VERTEX_TYPE type);
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bool createPixelShader(const c8* pxsh);
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bool createVertexShader(const c8* vtxsh);
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bool checkError(const irr::c8* type);
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COpenGLDriver* Driver;
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IShaderConstantSetCallBack* CallBack;
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// I didn't write this, but here's my understanding:
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// Those flags seem to be exclusive so far (so could be an enum).
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// Maybe the idea was to make them non-exclusive in future (basically having a shader-material)
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// Actually currently there's not even any need to cache them (probably even slower than not doing so).
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// They seem to be mostly for downward compatibility.
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// 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.
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// Note that SMaterial.BlendOperation + SMaterial.BlendFactor are in some drivers already evaluated before OnSetMaterial.
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bool Alpha;
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bool Blending;
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bool FixedBlending;
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bool AlphaTest;
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GLuint VertexShader;
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// We have 4 values here, [0] is the non-fog version, the other three are
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// ARB_fog_linear, ARB_fog_exp, and ARB_fog_exp2 in that order
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core::array<GLuint> PixelShader;
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s32 UserData;
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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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#endif
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