// 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_D3D8_PARALLAX_MAPMATERIAL_RENDERER_H_INCLUDED__ #define __C_D3D8_PARALLAX_MAPMATERIAL_RENDERER_H_INCLUDED__ #include "IrrCompileConfig.h" #ifdef _IRR_WINDOWS_API_ #ifdef _IRR_COMPILE_WITH_DIRECT3D_8_ #include #include "CD3D8ShaderMaterialRenderer.h" #include "IShaderConstantSetCallBack.h" namespace irr { namespace video { //! Renderer for parallax maps class CD3D8ParallaxMapRenderer : public CD3D8ShaderMaterialRenderer, IShaderConstantSetCallBack { public: CD3D8ParallaxMapRenderer( IDirect3DDevice8* d3ddev, video::IVideoDriver* driver, s32& outMaterialTypeNr, IMaterialRenderer* baseMaterial); ~CD3D8ParallaxMapRenderer(); //! Called by the engine when the vertex and/or pixel shader constants for an //! material renderer should be set. virtual void OnSetConstants(IMaterialRendererServices* services, s32 userData); virtual bool OnRender(IMaterialRendererServices* service, E_VERTEX_TYPE vtxtype); virtual void OnSetMaterial(const SMaterial& material) { } virtual void OnSetMaterial(const video::SMaterial& material, const video::SMaterial& lastMaterial, bool resetAllRenderstates, video::IMaterialRendererServices* services); //! Returns the render capability of the material. virtual s32 getRenderCapability() const; private: //! stores if this shader compiled the shaders and is //! allowed to delete them again. D3D8 lacks reference counting //! support for shaders. bool CompiledShaders; f32 CurrentScale; }; } // end namespace video } // end namespace irr #endif #endif #endif