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https://github.com/minetest/irrlicht.git
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c57da57edc
Wasn't ever used by anything and not that well defined anyway. So they all just passed it on to the drivers. And then sometimes the driver version was called and sometimes the IMaterialRendererServices version. So now everything just calls the driver - all places which need it have access to the driver anyway. Also made the driver version non-virtual for now. If someone actually really needs this for some reason I can add it back as virtual function directly in IVideoDriver. But I doubt it - the interface was hardly accessible until recently and originally only meant for internal stuff. GLES version still to do, but checked them earlier and they also just do nothing with it. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6486 dfc29bdd-3216-0410-991c-e03cc46cb475
498 lines
16 KiB
C++
498 lines
16 KiB
C++
// Copyright (C) 2002-2012 Nikolaus Gebhardt / Thomas Alten
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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_BURNING_SHADER_H_INCLUDED
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#define IRR_I_BURNING_SHADER_H_INCLUDED
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#include "SoftwareDriver2_compile_config.h"
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#include "IReferenceCounted.h"
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#include "irrMath.h"
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#include "IImage.h"
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#include "S2DVertex.h"
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#include "rect.h"
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#include "CDepthBuffer.h"
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#include "S4DVertex.h"
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#include "irrArray.h"
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#include "SLight.h"
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#include "SMaterial.h"
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#include "os.h"
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#include "IMaterialRenderer.h"
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#include "IMaterialRendererServices.h"
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#include "IGPUProgrammingServices.h"
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#include "IShaderConstantSetCallBack.h"
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burning_namespace_start
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struct SBurningShaderLight
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{
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//SLight org;
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//s32 HardwareLightIndex;
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sVec4 pos; //light position input
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sVec4 pos4; //light position Model*View (Identity*View)
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//sVec4 pos4n; //Norm direction to infinite light = Normalize( Position )
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//sVec4 halfVector; //Norm( VP_inf_norm + <0,0,1> )
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E_LIGHT_TYPE Type;
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f32 linearAttenuation;
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f32 constantAttenuation;
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f32 quadraticAttenuation;
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sVec4 spotDirection;
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sVec4 spotDirection4;
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f32 spotCosCutoff;
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f32 spotCosInnerCutoff;
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f32 spotExponent;
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bool LightIsOn;
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sVec3Color AmbientColor;
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sVec3Color DiffuseColor;
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sVec3Color SpecularColor;
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//normal,parallax
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sVec4 pos_local; //modelinverse
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f32 nmap_linearAttenuation;
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SBurningShaderLight()
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{
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LightIsOn = false;
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}
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};
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enum eTransformLightFlags
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{
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//ENABLED = 0x01,
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TL_SCISSOR = 0x02,
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TL_LIGHT = 0x04,
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TL_SPECULAR = 0x08,
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TL_FOG = 0x10,
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TL_NORMALIZE_NORMALS = 0x20,
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TL_TEXTURE_TRANSFORM = 0x40, // need eyespace matrices
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TL_LIGHT_LOCAL_VIEWER = 0x80,
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TL_LIGHT0_IS_NORMAL_MAP = 0x100, // sVec4 Light Vector is used as normal or specular
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TL_COLORMAT_AMBIENT = 0x200,
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TL_COLORMAT_DIFFUSE = 0x400,
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TL_COLORMAT_SPECULAR = 0x800,
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};
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struct SBurningShaderEyeSpace
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{
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SBurningShaderEyeSpace() {}
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virtual ~SBurningShaderEyeSpace() {}
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void init()
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{
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Light.set_used(0);
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Global_AmbientLight.set(0.2f,0.2f,0.2f,1.f);
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fog_scale = 0.f;
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TL_Flag = TL_LIGHT_LOCAL_VIEWER;
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}
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void deleteAllDynamicLights()
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{
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Light.set_used(0);
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TL_Flag &= ~(TL_LIGHT | TL_SPECULAR);
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}
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core::array<SBurningShaderLight> Light;
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sVec3Color Global_AmbientLight;
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//sVec4 cam_eye_pos; //Camera Position in eye Space (0,0,-1)
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//sVec4 cam_world_pos; //Camera Position in world Space
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//sVec4 vertex4; //eye coordinate position of vertex
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sVec4 normal; // normal in eye space,transpose(inverse(mat3(mv_matrix)); gl_NormalMatrix
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sVec4 vertex; //eye coordinate position of vertex projected
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//derivative of vertex
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//f32 cam_distance; // vertex.length();
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sVec4 vertexn; //vertex.normalize(); eye = -vertex.normalize()
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f32 fog_scale; // 1 / (fog.end-fog.start)
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size_t TL_Flag; // eTransformLightFlags
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// objectspace
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core::matrix4 mvi; // inverse Model*View
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sVec4 leye; //eye vector unprojected
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};
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enum eBurningCullFlag
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{
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CULL_FRONT = 1,
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CULL_BACK = 2,
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CULL_INVISIBLE = 4, //primitive smaller than a pixel (AreaMinDrawSize)
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CULL_FRONT_AND_BACK = 8,
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CULL_EPSILON_001 = 981668463, /*0.001f*/
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CULL_EPSILON_00001 = 925353388, /* 0.00001f*/
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CULL_EPSILON_01 = 0x3e000000 /*0.125f*/
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};
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enum eBurningStencilOp
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{
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StencilOp_KEEP = 0x1E00,
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StencilOp_INCR = 0x1E02,
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StencilOp_DECR = 0x1E03
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};
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enum eBurningVertexShader
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{
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BVT_Fix = 0,
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BVT_815_0x1f847599, /* example 27 pp_opengl.vert */
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BVT_opengl_vsh_shaderexample,
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STK_1259_0xc8226e1a, /* supertuxkart bubble.vert */
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STK_958_0xa048973b, /* supertuxkart motion_blur.vert */
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STK_1204_0x072a4094, /* supertuxkart splatting.vert */
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STK_1309_0x1fd689c2, /* supertuxkart normalmap.vert */
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STK_1303_0xd872cdb6, /* supertuxkart water.vert */
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};
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struct SBurningShaderMaterial
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{
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SMaterial org;
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SMaterial lastMaterial;
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bool resetRenderStates;
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E_MATERIAL_TYPE Fallback_MaterialType;
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eBurningVertexShader VertexShader;
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SMaterial mat2D;
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//SMaterial save3D;
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size_t CullFlag; //eCullFlag
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u32 depth_write;
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u32 depth_test;
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sVec4 AmbientColor;
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sVec4 DiffuseColor;
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sVec4 SpecularColor;
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sVec4 EmissiveColor;
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};
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enum EBurningFFShader
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{
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ETR_FLAT = 0,
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ETR_FLAT_WIRE,
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ETR_GOURAUD,
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ETR_GOURAUD_WIRE,
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ETR_TEXTURE_FLAT,
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ETR_TEXTURE_FLAT_WIRE,
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ETR_TEXTURE_GOURAUD,
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ETR_TEXTURE_GOURAUD_WIRE,
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ETR_TEXTURE_GOURAUD_NOZ,
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ETR_TEXTURE_GOURAUD_ADD,
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ETR_TEXTURE_GOURAUD_ADD_NO_Z,
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ETR_TEXTURE_GOURAUD_VERTEX_ALPHA,
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ETR_TEXTURE_GOURAUD_LIGHTMAP_M1,
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ETR_TEXTURE_GOURAUD_LIGHTMAP_M2,
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ETR_TEXTURE_GOURAUD_LIGHTMAP_M4,
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ETR_TEXTURE_LIGHTMAP_M4,
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ETR_TEXTURE_GOURAUD_DETAIL_MAP,
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ETR_TEXTURE_GOURAUD_LIGHTMAP_ADD,
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ETR_GOURAUD_NOZ,
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//ETR_GOURAUD_ALPHA,
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ETR_GOURAUD_ALPHA_NOZ,
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ETR_TEXTURE_GOURAUD_ALPHA,
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ETR_TEXTURE_GOURAUD_ALPHA_NOZ,
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ETR_TEXTURE_GOURAUD_ALPHA_NOZ_NOPERSPECTIVE_CORRECT,
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ETR_NORMAL_MAP_SOLID,
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ETR_PARALLAX_MAP_SOLID,
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ETR_STENCIL_SHADOW,
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ETR_TEXTURE_BLEND,
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ETR_TRANSPARENT_REFLECTION_2_LAYER,
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ETR_COLOR,
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//ETR_REFERENCE,
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ETR_INVALID,
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ETR2_COUNT
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};
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typedef enum
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{
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BL_VERTEX_PROGRAM = 1,
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BL_FRAGMENT_PROGRAM = 2,
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BL_TYPE_FLOAT = 4,
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BL_TYPE_INT = 8,
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BL_TYPE_UINT = 16,
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BL_VERTEX_FLOAT = (BL_VERTEX_PROGRAM | BL_TYPE_FLOAT),
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BL_VERTEX_INT = (BL_VERTEX_PROGRAM | BL_TYPE_INT),
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BL_VERTEX_UINT = (BL_VERTEX_PROGRAM | BL_TYPE_UINT),
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BL_FRAGMENT_FLOAT = (BL_FRAGMENT_PROGRAM | BL_TYPE_FLOAT),
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BL_FRAGMENT_INT = (BL_FRAGMENT_PROGRAM | BL_TYPE_INT),
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BL_FRAGMENT_UINT = (BL_FRAGMENT_PROGRAM | BL_TYPE_UINT),
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BL_ACTIVE_UNIFORM_MAX_LENGTH = 28
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} EBurningUniformFlags;
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struct BurningUniform
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{
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c8 name[BL_ACTIVE_UNIFORM_MAX_LENGTH];
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u32 type; //EBurningUniformFlags
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//int location; // UniformLocation is index
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f32 data[16]; // simple LocalParameter
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bool operator==(const BurningUniform& other) const
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{
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return ((type & 3) == (other.type & 3)) && tiny_istoken(name, other.name);
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}
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};
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class IBurningShader;
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struct PushShaderData
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{
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IBurningShader* CurrentShader;
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size_t EdgeTestPass; /* edge_test_flag*/
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void push(IBurningShader* shader);
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void pop();
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};
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class CBurningVideoDriver;
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class IBurningShader : public IMaterialRenderer, public IMaterialRendererServices, public IShaderConstantSetCallBack
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{
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public:
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//! Constructor
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IBurningShader(CBurningVideoDriver* driver, E_MATERIAL_TYPE baseMaterial );
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//! Constructor
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IBurningShader(
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CBurningVideoDriver* driver,
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s32& outMaterialTypeNr,
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const c8* vertexShaderProgram = 0,
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const c8* vertexShaderEntryPointName = 0,
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E_VERTEX_SHADER_TYPE vsCompileTarget = video::EVST_VS_1_1,
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const c8* pixelShaderProgram = 0,
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const c8* pixelShaderEntryPointName = 0,
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E_PIXEL_SHADER_TYPE psCompileTarget = video::EPST_PS_1_1,
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const c8* geometryShaderProgram = 0,
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const c8* geometryShaderEntryPointName = "main",
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E_GEOMETRY_SHADER_TYPE gsCompileTarget = EGST_GS_4_0,
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scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES,
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scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP,
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u32 verticesOut = 0,
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IShaderConstantSetCallBack* callback = 0,
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E_MATERIAL_TYPE baseMaterial = EMT_SOLID,
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s32 userData = 0);
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//! destructor
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virtual ~IBurningShader();
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//! sets a render target
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virtual void setRenderTarget(video::IImage* surface, const core::rect<s32>& viewPort, const interlaced_control interlaced);
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//! sets the Texture
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virtual void setTextureParam(const size_t stage, video::CSoftwareTexture2* texture, s32 lodFactor);
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virtual void drawTriangle(const s4DVertex* burning_restrict a, const s4DVertex* burning_restrict b, const s4DVertex* burning_restrict c) {};
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virtual void drawLine(const s4DVertex* a, const s4DVertex* b);
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virtual void drawPoint(const s4DVertex* a);
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void drawWireFrameTriangle(s4DVertex* a, s4DVertex* b, s4DVertex* c);
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virtual void OnSetMaterialBurning(const SBurningShaderMaterial& material) {};
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void setEdgeTest(const int wireFrame, const int pointCloud)
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{
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EdgeTestPass = pointCloud ? edge_test_point : wireFrame ? edge_test_left : edge_test_pass;
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}
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void pushShader(PushShaderData* data, int save);
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virtual bool canWireFrame() { return false; }
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virtual bool canPointCloud() { return false; }
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void setStencilOp(eBurningStencilOp sfail, eBurningStencilOp dpfail, eBurningStencilOp dppass);
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//IShaderConstantSetCallBack
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virtual void OnSetConstants(IMaterialRendererServices* services, s32 userData) IRR_OVERRIDE {};
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virtual void OnSetMaterial(const SMaterial& material) IRR_OVERRIDE { }
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//IMaterialRenderer
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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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// implementations for the render services
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virtual s32 getVertexShaderConstantID(const c8* name) IRR_OVERRIDE;
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virtual s32 getPixelShaderConstantID(const c8* name) IRR_OVERRIDE;
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virtual void setVertexShaderConstant(const f32* data, s32 startRegister, s32 constantAmount = 1) IRR_OVERRIDE;
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virtual void setPixelShaderConstant(const f32* data, s32 startRegister, s32 constantAmount = 1) IRR_OVERRIDE;
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virtual bool setVertexShaderConstant(s32 index, const f32* floats, int count) IRR_OVERRIDE;
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virtual bool setVertexShaderConstant(s32 index, const s32* ints, int count) IRR_OVERRIDE;
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virtual bool setVertexShaderConstant(s32 index, const u32* ints, int count) IRR_OVERRIDE;
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virtual bool setPixelShaderConstant(s32 index, const f32* floats, int count) IRR_OVERRIDE;
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virtual bool setPixelShaderConstant(s32 index, const s32* ints, int count) IRR_OVERRIDE;
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virtual bool setPixelShaderConstant(s32 index, const u32* ints, int count) IRR_OVERRIDE;
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virtual IVideoDriver* getVideoDriver() IRR_OVERRIDE;
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#if defined(PATCH_SUPERTUX_8_0_1_with_1_9_0)
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virtual bool setVertexShaderConstant(const c8* name, const f32* floats, int count)
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{
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return setVertexShaderConstant(getVertexShaderConstantID(name), floats, count);
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}
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virtual bool setVertexShaderConstant(const c8* name, const bool* bools, int count)
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{
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return setVertexShaderConstant(getVertexShaderConstantID(name), (const s32*)bools, count);
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}
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virtual bool setVertexShaderConstant(const c8* name, const s32* ints, int count)
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{
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return setVertexShaderConstant(getVertexShaderConstantID(name), ints, count);
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}
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virtual bool setPixelShaderConstant(const c8* name, const f32* floats, int count)
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{
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return setPixelShaderConstant(getPixelShaderConstantID(name), floats, count);
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}
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virtual bool setPixelShaderConstant(const c8* name, const bool* bools, int count)
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{
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return setPixelShaderConstant(getPixelShaderConstantID(name), (const s32*)bools, count);
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}
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virtual bool setPixelShaderConstant(const c8* name, const s32* ints, int count)
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{
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return setPixelShaderConstant(getPixelShaderConstantID(name), ints, count);
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}
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#endif
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//used if no color interpolation is defined
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void setPrimitiveColor(const video::SColor& color)
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{
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PrimitiveColor = color_to_sample(color);
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}
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void setTLFlag(size_t in /*eTransformLightFlags*/)
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{
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TL_Flag = in;
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}
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void setFog(SColor color_fog)
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{
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fog_color_sample = color_to_sample(color_fog);
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color_to_fix(fog_color, fog_color_sample);
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}
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void setScissor(const AbsRectangle& scissor)
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{
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Scissor = scissor;
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}
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u32 fragment_draw_count;
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const f32* getUniform(const c8* name, EBurningUniformFlags flags) const;
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protected:
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//friend class CBurningVideoDriver;
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void constructor_IBurningShader(CBurningVideoDriver* driver, E_MATERIAL_TYPE baseMaterial);
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CBurningVideoDriver* Driver;
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IShaderConstantSetCallBack* CallBack;
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E_MATERIAL_TYPE BaseMaterial;
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s32 UserData;
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core::array<BurningUniform> UniformInfo;
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s32 getShaderConstantID(EBurningUniformFlags program, const c8* name);
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bool setShaderConstantID(EBurningUniformFlags flags, s32 index, const void* data, size_t u32_count);
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video::CImage* RenderTarget;
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CDepthBuffer* DepthBuffer;
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CStencilBuffer* Stencil;
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tVideoSample ColorMask;
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sInternalTexture IT[BURNING_MATERIAL_MAX_TEXTURES];
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static const tFixPointu dithermask[4 * 4];
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//draw degenerate triangle as line (left edge) drawTriangle -> holes,drawLine dda/bresenham
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size_t EdgeTestPass; //edge_test_flag
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interlaced_control Interlaced; // passed from driver
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eBurningStencilOp stencilOp[4];
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tFixPoint AlphaRef;
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int RenderPass_ShaderIsTransparent;
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sScanConvertData ALIGN(16) scan;
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sScanLineData line;
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tVideoSample PrimitiveColor; //used if no color interpolation is defined
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size_t /*eTransformLightFlags*/ TL_Flag;
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tFixPoint fog_color[4];
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tVideoSample fog_color_sample;
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AbsRectangle Scissor;
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//core::stringc VertexShaderProgram;
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//core::stringc PixelShaderProgram;
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eBurningVertexShader VertexShaderProgram_buildin;
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inline tVideoSample color_to_sample(const video::SColor& color) const
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{
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//RenderTarget->getColorFormat()
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#if SOFTWARE_DRIVER_2_RENDERTARGET_COLOR_FORMAT == ECF_A8R8G8B8
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return color.color;
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#else
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return color.toA1R5G5B5();
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#endif
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}
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};
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IBurningShader* createTriangleRendererTextureGouraud2(CBurningVideoDriver* driver);
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IBurningShader* createTriangleRendererTextureLightMap2_M1(CBurningVideoDriver* driver);
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IBurningShader* createTriangleRendererTextureLightMap2_M2(CBurningVideoDriver* driver);
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IBurningShader* createTriangleRendererTextureLightMap2_M4(CBurningVideoDriver* driver);
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IBurningShader* createTriangleRendererGTextureLightMap2_M4(CBurningVideoDriver* driver);
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IBurningShader* createTriangleRendererTextureLightMap2_Add(CBurningVideoDriver* driver);
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IBurningShader* createTriangleRendererTextureDetailMap2(CBurningVideoDriver* driver);
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IBurningShader* createTriangleRendererTextureVertexAlpha2(CBurningVideoDriver* driver);
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IBurningShader* createTriangleRendererTextureGouraudWire2(CBurningVideoDriver* driver);
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IBurningShader* createTriangleRendererGouraud2(CBurningVideoDriver* driver);
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IBurningShader* createTriangleRendererGouraudNoZ2(CBurningVideoDriver* driver);
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IBurningShader* createTRGouraudAlphaNoZ2(CBurningVideoDriver* driver);
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IBurningShader* createTriangleRendererGouraudWire2(CBurningVideoDriver* driver);
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IBurningShader* createTriangleRendererTextureFlat2(CBurningVideoDriver* driver);
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IBurningShader* createTriangleRendererTextureFlatWire2(CBurningVideoDriver* driver);
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IBurningShader* createTRFlat2(CBurningVideoDriver* driver);
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IBurningShader* createTRFlatWire2(CBurningVideoDriver* driver);
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IBurningShader* createTRTextureGouraudNoZ2(CBurningVideoDriver* driver);
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IBurningShader* createTRTextureGouraudAdd2(CBurningVideoDriver* driver);
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IBurningShader* createTRTextureGouraudAddNoZ2(CBurningVideoDriver* driver);
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IBurningShader* createTRTextureGouraudAlpha(CBurningVideoDriver* driver);
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IBurningShader* createTRTextureGouraudAlphaNoZ(CBurningVideoDriver* driver);
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IBurningShader* createTRTextureBlend(CBurningVideoDriver* driver);
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IBurningShader* createTRTextureInverseAlphaBlend(CBurningVideoDriver* driver);
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IBurningShader* createTRNormalMap(CBurningVideoDriver* driver, s32& outMaterialTypeNr, E_MATERIAL_TYPE baseMaterial);
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IBurningShader* createTRParallaxMap(CBurningVideoDriver* driver, s32& outMaterialTypeNr, E_MATERIAL_TYPE baseMaterial);
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IBurningShader* createTRStencilShadow(CBurningVideoDriver* driver);
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IBurningShader* createTriangleRendererReference(CBurningVideoDriver* driver);
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IBurningShader* createTriangleRendererTexture_transparent_reflection_2_layer(CBurningVideoDriver* driver);
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IBurningShader* create_burning_shader_color(CBurningVideoDriver* driver);
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burning_namespace_end
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#endif
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