irrlicht/include/IShaderConstantSetCallBack.h
cutealien 0c6385cb92 Replace public header guards to avoid using indentifiers reserved by c++
Usually something like __IRR_SOME_GUARD_INCLUDED__ replaced by IRR_SOME_GUARD_INCLUDED.
Removing underscores at the end wasn't necessary, but more symmetric (probably the reason they got added there as well).
While this touches every header it shouldn't affect users (I hope).

Also a few whitespace changes to unify whitespace usage a bit.
And a bunch of spelling fixes in comments.

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6252 dfc29bdd-3216-0410-991c-e03cc46cb475
2021-08-27 15:03:34 +00:00

85 lines
3.1 KiB
C++

// 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 IRR_I_SHADER_CONSTANT_SET_CALLBACT_H_INCLUDED
#define IRR_I_SHADER_CONSTANT_SET_CALLBACT_H_INCLUDED
#include "IReferenceCounted.h"
namespace irr
{
namespace video
{
class IMaterialRendererServices;
class SMaterial;
//! Interface making it possible to set constants for gpu programs every frame.
/** Implement this interface in an own class and pass a pointer to it to one of
the methods in IGPUProgrammingServices when creating a shader. The
OnSetConstants method will be called every frame now. */
class IShaderConstantSetCallBack : public virtual IReferenceCounted
{
public:
//! Called to let the callBack know the used material (optional method)
/**
\code
class MyCallBack : public IShaderConstantSetCallBack
{
const video::SMaterial *UsedMaterial;
OnSetMaterial(const video::SMaterial& material)
{
UsedMaterial=&material;
}
OnSetConstants(IMaterialRendererServices* services, s32 userData)
{
services->setVertexShaderConstant("myColor", reinterpret_cast<f32*>(&UsedMaterial->color), 4);
}
}
\endcode
*/
virtual void OnSetMaterial(const SMaterial& material) { }
//! Called by the engine when the vertex and/or pixel shader constants for an material renderer should be set.
/**
Implement the IShaderConstantSetCallBack in an own class and implement your own
OnSetConstants method using the given IMaterialRendererServices interface.
Pass a pointer to this class to one of the methods in IGPUProgrammingServices
when creating a shader. The OnSetConstants method will now be called every time
before geometry is being drawn using your shader material. A sample implementation
would look like this:
\code
virtual void OnSetConstants(video::IMaterialRendererServices* services, s32 userData)
{
video::IVideoDriver* driver = services->getVideoDriver();
// set clip matrix at register 4
core::matrix4 worldViewProj(driver->getTransform(video::ETS_PROJECTION));
worldViewProj *= driver->getTransform(video::ETS_VIEW);
worldViewProj *= driver->getTransform(video::ETS_WORLD);
services->setVertexShaderConstant(&worldViewProj.M[0], 4, 4);
// for high level shading languages, this would be another solution:
//services->setVertexShaderConstant("mWorldViewProj", worldViewProj.M, 16);
// set some light color at register 9
video::SColorf col(0.0f,1.0f,1.0f,0.0f);
services->setVertexShaderConstant(reinterpret_cast<const f32*>(&col), 9, 1);
// for high level shading languages, this would be another solution:
//services->setVertexShaderConstant("myColor", reinterpret_cast<f32*>(&col), 4);
}
\endcode
\param services: Pointer to an interface providing methods to set the constants for the shader.
\param userData: Userdata int which can be specified when creating the shader.
*/
virtual void OnSetConstants(IMaterialRendererServices* services, s32 userData) = 0;
};
} // end namespace video
} // end namespace irr
#endif