irrlicht/source/Irrlicht/CD3D8ShaderMaterialRenderer.h

83 lines
2.3 KiB
C++

// 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_D3D8_SHADER_MATERIAL_RENDERER_H_INCLUDED__
#define __C_D3D8_SHADER_MATERIAL_RENDERER_H_INCLUDED__
#include "IrrCompileConfig.h"
#ifdef _IRR_WINDOWS_API_
#ifdef _IRR_COMPILE_WITH_DIRECT3D_8_
#include <d3d8.h>
#include <d3dx8core.h>
#include "IMaterialRenderer.h"
#include "S3DVertex.h"
namespace irr
{
namespace video
{
class IVideoDriver;
class IShaderConstantSetCallBack;
class IMaterialRenderer;
//! Class for using vertex and pixel shaders with D3D8
class CD3D8ShaderMaterialRenderer : public IMaterialRenderer
{
public:
//! Public constructor
CD3D8ShaderMaterialRenderer(IDirect3DDevice8* d3ddev, video::IVideoDriver* driver,
s32& outMaterialTypeNr, const c8* vertexShaderProgram, const c8* pixelShaderProgram,
IShaderConstantSetCallBack* callback, IMaterialRenderer* baseMaterial, s32 userData);
//! Destructor
~CD3D8ShaderMaterialRenderer();
virtual void OnSetMaterial(video::SMaterial& material, const video::SMaterial& lastMaterial,
bool resetAllRenderstates, video::IMaterialRendererServices* services);
virtual void OnUnsetMaterial();
virtual bool OnRender(IMaterialRendererServices* service, E_VERTEX_TYPE vtxtype);
//! Returns if the material is transparent.
virtual bool isTransparent();
protected:
//! constructor only for use by derived classes who want to
//! create a fall back material for example.
CD3D8ShaderMaterialRenderer(IDirect3DDevice8* d3ddev,
video::IVideoDriver* 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, E_VERTEX_TYPE type);
IDirect3DDevice8* pID3DDevice;
video::IVideoDriver* Driver;
IShaderConstantSetCallBack* CallBack;
IMaterialRenderer* BaseMaterial;
DWORD VertexShader;
DWORD OldVertexShader;
DWORD PixelShader;
s32 UserData;
};
} // end namespace video
} // end namespace irr
#endif
#endif
#endif