irrlicht/include/IMaterialRendererServices.h

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// Copyright (C) 2002-2007 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __I_MATERIAL_RENDERER_SERVICES_H_INCLUDED__
#define __I_MATERIAL_RENDERER_SERVICES_H_INCLUDED__
#include "IUnknown.h"
#include "SMaterial.h"
#include "S3DVertex.h"
namespace irr
{
namespace video
{
class IVideoDriver;
//! Interface providing some methods for changing advanced, internal states of a IVideoDriver.
class IMaterialRendererServices
{
public:
//! destructor
virtual ~IMaterialRendererServices() {}
//! 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.
virtual void setBasicRenderStates(const SMaterial& material,
const SMaterial& lastMaterial,
bool resetAllRenderstates) = 0;
//! 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. Example: If you
//! created a shader which has variables named 'mWorldViewProj' (containing the
//! WorldViewProjection matrix) and another one named 'fTime' containing one float,
//! you can set them in your IShaderConstantSetCallBack derived class like this:
//! \code
//! virtual void OnSetConstants(video::IMaterialRendererServices* services, s32 userData)
//! {
//! video::IVideoDriver* driver = services->getVideoDriver();
//!
//! f32 time = (f32)os::Timer::getTime()/100000.0f;
//! services->setVertexShaderConstant("fTime", &time, 1);
//!
//! core::matrix4 worldViewProj(driver->getTransform(video::ETS_PROJECTION));
//! worldViewProj *= driver->getTransform(video::ETS_VIEW);
//! worldViewProj *= driver->getTransform(video::ETS_WORLD);
//! services->setVertexShaderConstant("mWorldViewProj", worldViewProj.M, 16);
//! }
//! \endcode
//! \param name: Name of the variable
//! \param floats: Pointer to array of floats
//! \param count: Amount of floats in array.
//! \return: Returns true if successful.
virtual bool setVertexShaderConstant(const c8* name, const f32* floats, int count) = 0;
//! 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.
//! \param data: Data to be set in the constants
//! \param startRegister: First register to be set
//! \param constantAmount: Amount of registers to be set. One register consists of 4 floats.
virtual void setVertexShaderConstant(const f32* data, s32 startRegister, s32 constantAmount=1) = 0;
//! 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. See
//! setVertexShaderConstant() for an example on how to use this.
//! \param name: Name of the variable
//! \param floats: Pointer to array of floats
//! \param count: Amount of floats in array.
//! \return: Returns true if successful.
virtual bool setPixelShaderConstant(const c8* name, const f32* floats, int count) = 0;
//! 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.
//! \param data: Data to be set in the constants
//! \param startRegister: First register to be set.
//! \param constantAmount: Amount of registers to be set. One register consists of 4 floats.
virtual void setPixelShaderConstant(const f32* data, s32 startRegister, s32 constantAmount=1) = 0;
//! Returns a pointer to the IVideoDriver interface
virtual IVideoDriver* getVideoDriver() = 0;
};
} // end namespace video
} // end namespace irr
#endif