irrlicht/source/Irrlicht/CCgMaterialRenderer.h

178 lines
4.7 KiB
C++

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