84 lines
2.9 KiB
C++
84 lines
2.9 KiB
C++
// Copyright (C) 2002-2006 Nikolaus Gebhardt
|
|
// This file is part of the "Irrlicht Engine".
|
|
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
|
|
|
#pragma once
|
|
|
|
using namespace System;
|
|
|
|
#pragma unmanaged
|
|
#include "..\\..\\include\\irrlicht.h"
|
|
#pragma managed
|
|
|
|
#include "Material.h"
|
|
|
|
namespace Irrlicht
|
|
{
|
|
namespace Video
|
|
{
|
|
public __gc class IVideoDriver;
|
|
|
|
|
|
//// <summary>
|
|
/// Interface for material rendering. Can be used to extend the engine with new materials.
|
|
/// Refer to IVideoDriver::addMaterialRenderer() for more informations on how to extend the engine
|
|
/// with new materials.<summary>
|
|
///</summary>
|
|
public __gc class IMaterialRendererServices
|
|
{
|
|
public:
|
|
|
|
IMaterialRendererServices( irr::video::IMaterialRendererServices* realServices,
|
|
Irrlicht::Video::IVideoDriver* videoDriver );
|
|
|
|
/// <summary>
|
|
/// Can be called by an IMaterialRenderer to make its work easier.
|
|
/// Sets all basic renderstates if needed.
|
|
/// Basic render states are diffuse, ambient, specular, and emissive color, specular power,
|
|
/// bilinear and trilinear filtering, wireframe mode,
|
|
/// grouraudshading, lighting, zbuffer, zwriteenable, backfaceculling and fog enabling.
|
|
/// </summary>
|
|
void SetBasicRenderStates( Material material, Material lastMaterial, bool resetAllRenderstates );
|
|
|
|
/// <summary>
|
|
/// Sets a constant for the vertex shader based on a name. This can be used if you used
|
|
/// a high level shader language like GLSL or HLSL to create a shader.
|
|
/// </summary>
|
|
bool SetVertexShaderConstant( String* name, float floats __gc [], int count );
|
|
|
|
/// <summary>
|
|
/// Sets a vertex shader constant. Can be used if you created a shader using
|
|
/// pixel/vertex shader assembler or ARB_fragment_program or ARB_vertex_program.
|
|
/// </summary>
|
|
void SetVertexShaderConstant( float data __gc [], int startRegister, int constantAmount );
|
|
|
|
/// <summary>
|
|
/// Sets a constant for the pixel shader based on a name. This can be used if you used
|
|
/// a high level shader language like GLSL or HLSL to create a shader.
|
|
/// </summary>
|
|
bool SetPixelShaderConstant( String* name, float floats __gc [], int count );
|
|
|
|
/// <summary>
|
|
/// Sets a pixel shader constant. Can be used if you created a shader using
|
|
/// pixel/vertex shader assembler or ARB_fragment_program or ARB_vertex_program.
|
|
/// </summary>
|
|
void SetPixelShaderConstant( float data __gc [], int startRegister, int constantAmount );
|
|
|
|
/// <summary>
|
|
/// Returns the video driver.
|
|
/// </summary>
|
|
__property Irrlicht::Video::IVideoDriver* get_VideoDriver();
|
|
|
|
inline irr::video::IMaterialRendererServices* getMaterialRendererServices()
|
|
{
|
|
return (irr::video::IMaterialRendererServices*)materialRendererServices;
|
|
}
|
|
|
|
protected:
|
|
|
|
irr::video::IMaterialRendererServices* materialRendererServices;
|
|
Irrlicht::Video::IVideoDriver* TheVideoDriver;
|
|
|
|
};
|
|
}
|
|
} |