// 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 __C_OPENGL_SHADER_MATERIAL_RENDERER_H_INCLUDED__ #define __C_OPENGL_SHADER_MATERIAL_RENDERER_H_INCLUDED__ #include "IrrCompileConfig.h" #ifdef _IRR_COMPILE_WITH_OPENGL_ #ifdef _IRR_WINDOWS_API_ #define WIN32_LEAN_AND_MEAN #include #include #else #if defined(_IRR_OPENGL_USE_EXTPOINTER_) #define GL_GLEXT_LEGACY 1 #endif #if defined(MACOSX) #include #else #include #endif #if defined(_IRR_OPENGL_USE_EXTPOINTER_) #include "glext.h" #endif #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); void init(s32& outMaterialTypeNr, const c8* vertexShaderProgram, const c8* pixelShaderProgram, E_VERTEX_TYPE type); bool createPixelShader(const c8* pxsh); bool createVertexShader(const char* vtxsh); COpenGLDriver* Driver; IShaderConstantSetCallBack* CallBack; IMaterialRenderer* BaseMaterial; GLuint VertexShader; GLuint PixelShader; s32 UserData; }; } // end namespace video } // end namespace irr #endif #endif