// Copyright (C) 2002-2008 Nikolaus Gebhardt // This file is part of the "Irrlicht Engine". // For conditions of distribution and use, see copyright notice in irrlicht.h #ifndef __I_SHADER_CONSTANT_SET_CALLBACT_H_INCLUDED__ #define __I_SHADER_CONSTANT_SET_CALLBACT_H_INCLUDED__ #include "IReferenceCounted.h" namespace irr { namespace video { class IMaterialRendererServices; //! Interface making it possible to set constants for gpu programs every frame. /** Implement this interface in an own class and pass a pointer to it to one of the methods in IGPUProgrammingServices when creating a shader. The OnSetConstants method will be called every frame now. */ class IShaderConstantSetCallBack : public virtual IReferenceCounted { public: //! Destructor. virtual ~IShaderConstantSetCallBack() {} //! Called to let the callBack know the used material (optional method) /** \code class MyCallBack : public IShaderConstantSetCallBack { const video::SMaterial *UsedMaterial; OnSetMaterial(const video::SMaterial& material) { UsedMaterial=&material; } OnSetConstants(IMaterialRendererServices* services, s32 userData) { services->setVertexShaderConstant("myColor", reinterpret_cast(&UsedMaterial->color), 4); } } \endcode */ virtual void OnSetMaterial(const SMaterial& material) { } //! Called by the engine when the vertex and/or pixel shader constants for an material renderer should be set. /** Implement the IShaderConstantSetCallBack in an own class and implement your own OnSetConstants method using the given IMaterialRendererServices interface. Pass a pointer to this class to one of the methods in IGPUProgrammingServices when creating a shader. The OnSetConstants method will now be called every time before geometry is being drawn using your shader material. A sample implementation would look like this: \code virtual void OnSetConstants(video::IMaterialRendererServices* services, s32 userData) { video::IVideoDriver* driver = services->getVideoDriver(); // set clip matrix at register 4 core::matrix4 worldViewProj(driver->getTransform(video::ETS_PROJECTION)); worldViewProj *= driver->getTransform(video::ETS_VIEW); worldViewProj *= driver->getTransform(video::ETS_WORLD); services->setVertexShaderConstant(&worldViewProj.M[0], 4, 4); // for high level shading languages, this would be another solution: //services->setVertexShaderConstant("mWorldViewProj", worldViewProj.M, 16); // set some light color at register 9 video::SColorf col(0.0f,1.0f,1.0f,0.0f); services->setVertexShaderConstant(reinterpret_cast(&col), 9, 1); // for high level shading languages, this would be another solution: //services->setVertexShaderConstant("myColor", reinterpret_cast(&col), 4); } \endcode \param services: Pointer to an interface providing methods to set the constants for the shader. \param userData: Userdata int which can be specified when creating the shader. */ virtual void OnSetConstants(IMaterialRendererServices* services, s32 userData) = 0; }; } // end namespace video } // end namespace irr #endif