Retour
Version Originale

./aip/1.8aipmod/include/IShaderConstantSetCallBack.h :


// 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 __I_SHADER_CONSTANT_SET_CALLBACT_H_INCLUDED__
#define __I_SHADER_CONSTANT_SET_CALLBACT_H_INCLUDED__

#include "IReferenceCounted.h"

namespace irr
{
namespace video
{
	class IMaterialRendererServices;
	class SMaterial;

//! 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:

	//! 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<f32*>(&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<const f32*>(&col), 9, 1);
		// for high level shading languages, this would be another solution:

		//services->setVertexShaderConstant("myColor", reinterpret_cast<f32*>(&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

Options Liens officiels Caractéristiques Statistiques Communauté
Corrections
irrlicht
irrklang
irredit
irrxml
xhtml 1.0
css 2.1
Propulsé par FluxBB
Traduit par FluxBB.fr
882 membres
1429 sujets
11119 messages
Dernier membre inscrit: LiseBuisson96
31 invités en ligne
Aucun membre connecté
RSS Feed