irrlicht-ogl-es/source/Irrlicht/COpenGLShaderMaterialRender...

98 lines
2.6 KiB
C++

// Copyright (C) 2002-2011 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __C_OPENGL_SHADER_MATERIAL_RENDERER_H_INCLUDED__
#define __C_OPENGL_SHADER_MATERIAL_RENDERER_H_INCLUDED__
#include "IrrCompileConfig.h"
#ifdef _IRR_COMPILE_WITH_OPENGL_
#if defined(_IRR_OPENGL_USE_EXTPOINTER_)
#define GL_GLEXT_LEGACY 1
#else
#define GL_GLEXT_PROTOTYPES 1
#endif
#ifdef _IRR_WINDOWS_API_
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#include <GL/gl.h>
#elif defined(_IRR_OSX_PLATFORM_)
#include <OpenGL/gl.h>
#elif defined(_IRR_COMPILE_WITH_SDL_DEVICE_)
#define NO_SDL_GLEXT
#include <SDL/SDL_video.h>
#include <SDL/SDL_opengl.h>
#else
#include <GL/gl.h>
#endif
#include "IMaterialRenderer.h"
namespace irr
{
namespace video
{
class COpenGLDriver;
class IShaderConstantSetCallBack;
class IMaterialRenderer;
//! Class for using vertex and pixel shaders with OpenGL
class COpenGLShaderMaterialRenderer : public IMaterialRenderer
{
public:
//! Constructor
COpenGLShaderMaterialRenderer(COpenGLDriver* driver,
s32& outMaterialTypeNr, const c8* vertexShaderProgram, const c8* pixelShaderProgram,
IShaderConstantSetCallBack* callback, IMaterialRenderer* baseMaterial, s32 userData);
//! Destructor
virtual ~COpenGLShaderMaterialRenderer();
virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial,
bool resetAllRenderstates, IMaterialRendererServices* services);
virtual bool OnRender(IMaterialRendererServices* service, E_VERTEX_TYPE vtxtype);
virtual void OnUnsetMaterial();
//! Returns if the material is transparent.
virtual bool isTransparent() const;
protected:
//! constructor only for use by derived classes who want to
//! create a fall back material for example.
COpenGLShaderMaterialRenderer(COpenGLDriver* driver,
IShaderConstantSetCallBack* callback,
IMaterialRenderer* baseMaterial, s32 userData=0);
// must not be called more than once!
void init(s32& outMaterialTypeNr, const c8* vertexShaderProgram,
const c8* pixelShaderProgram, E_VERTEX_TYPE type);
bool createPixelShader(const c8* pxsh);
bool createVertexShader(const c8* vtxsh);
bool checkError(const irr::c8* type);
COpenGLDriver* Driver;
IShaderConstantSetCallBack* CallBack;
IMaterialRenderer* BaseMaterial;
GLuint VertexShader;
// We have 4 values here, [0] is the non-fog version, the other three are
// ARB_fog_linear, ARB_fog_exp, and ARB_fog_exp2 in that order
core::array<GLuint> PixelShader;
s32 UserData;
};
} // end namespace video
} // end namespace irr
#endif
#endif