178 lines
4.7 KiB
C++
178 lines
4.7 KiB
C++
// Copyright (C) 2012 Patryk Nadrowski
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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_CG_MATERIAL_RENDERER_H_INCLUDED__
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#define __C_CG_MATERIAL_RENDERER_H_INCLUDED__
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#include "IrrCompileConfig.h"
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#ifdef _IRR_COMPILE_WITH_CG_
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#include "IMaterialRenderer.h"
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#include "IMaterialRendererServices.h"
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#include "IShaderConstantSetCallBack.h"
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#include "IGPUProgrammingServices.h"
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#include "irrArray.h"
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#include "irrString.h"
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#include "IVideoDriver.h"
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#include "os.h"
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#include "Cg/cg.h"
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#ifdef _MSC_VER
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#pragma comment(lib, "cg.lib")
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#endif
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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 CCgUniform
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{
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public:
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CCgUniform(const CGparameter& parameter, bool global);
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virtual ~CCgUniform();
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const core::stringc& getName() const;
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const CGparameter& getParameter() const;
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CGenum getSpace() const;
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CGtype getType() const;
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virtual void update(const void* data, const SMaterial& material) const = 0;
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protected:
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core::stringc Name;
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CGparameter Parameter;
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CGenum Space;
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CGtype Type;
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};
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class CCgUniform1f : public CCgUniform
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{
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public:
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CCgUniform1f(const CGparameter& parameter, bool global);
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void update(const void* data, const SMaterial& material) const;
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};
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class CCgUniform2f : public CCgUniform
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{
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public:
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CCgUniform2f(const CGparameter& parameter, bool global);
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void update(const void* data, const SMaterial& material) const;
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};
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class CCgUniform3f : public CCgUniform
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{
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public:
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CCgUniform3f(const CGparameter& parameter, bool global);
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void update(const void* data, const SMaterial& material) const;
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};
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class CCgUniform4f : public CCgUniform
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{
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public:
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CCgUniform4f(const CGparameter& parameter, bool global);
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void update(const void* data, const SMaterial& material) const;
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};
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class CCgUniform1i : public CCgUniform
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{
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public:
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CCgUniform1i(const CGparameter& parameter, bool global);
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void update(const void* data, const SMaterial& material) const;
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};
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class CCgUniform2i : public CCgUniform
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{
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public:
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CCgUniform2i(const CGparameter& parameter, bool global);
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void update(const void* data, const SMaterial& material) const;
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};
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class CCgUniform3i : public CCgUniform
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{
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public:
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CCgUniform3i(const CGparameter& parameter, bool global);
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void update(const void* data, const SMaterial& material) const;
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};
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class CCgUniform4i : public CCgUniform
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{
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public:
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CCgUniform4i(const CGparameter& parameter, bool global);
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void update(const void* data, const SMaterial& material) const;
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};
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class CCgUniform4x4f : public CCgUniform
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{
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public:
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CCgUniform4x4f(const CGparameter& parameter, bool global);
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void update(const void* data, const SMaterial& material) const;
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};
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class CCgUniformSampler2D : public CCgUniform
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{
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public:
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CCgUniformSampler2D(const CGparameter& parameter, bool global);
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void update(const void* data, const SMaterial& material) const;
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};
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class CCgMaterialRenderer : public IMaterialRenderer, public IMaterialRendererServices
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{
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public:
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CCgMaterialRenderer(IShaderConstantSetCallBack* callback = 0, IMaterialRenderer* baseMaterial = 0, s32 userData = 0);
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virtual ~CCgMaterialRenderer();
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virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial, bool resetAllRenderstates, IMaterialRendererServices* services) = 0;
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virtual bool OnRender(IMaterialRendererServices* service, E_VERTEX_TYPE vtxtype) = 0;
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virtual void OnUnsetMaterial() = 0;
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virtual bool isTransparent() const;
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virtual void setBasicRenderStates(const SMaterial& material, const SMaterial& lastMaterial, bool resetAllRenderstates) = 0;
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virtual s32 getVertexShaderConstantID(const c8* name);
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virtual s32 getPixelShaderConstantID(const c8* name);
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virtual void setVertexShaderConstant(const f32* data, s32 startRegister, s32 constantAmount=1);
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virtual void setPixelShaderConstant(const f32* data, s32 startRegister, s32 constantAmount=1);
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virtual bool setVertexShaderConstant(s32 index, const f32* floats, int count);
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virtual bool setVertexShaderConstant(s32 index, const s32* ints, int count);
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virtual bool setPixelShaderConstant(s32 index, const f32* floats, int count);
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virtual bool setPixelShaderConstant(s32 index, const s32* ints, int count);
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virtual IVideoDriver* getVideoDriver() = 0;
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protected:
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void getUniformList();
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IShaderConstantSetCallBack* CallBack;
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IMaterialRenderer* BaseMaterial;
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s32 UserData;
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core::array<CCgUniform*> UniformInfo;
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CGprogram VertexProgram;
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CGprogram FragmentProgram;
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CGprogram GeometryProgram;
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CGprofile VertexProfile;
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CGprofile FragmentProfile;
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CGprofile GeometryProfile;
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SMaterial Material;
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CGerror Error;
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};
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}
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}
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#endif
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#endif
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