// 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_OPENGL_SHADER_LANGUAGE_MATERIAL_RENDERER_H_INCLUDED__ #define __C_OPENGL_SHADER_LANGUAGE_MATERIAL_RENDERER_H_INCLUDED__ #include "IrrCompileConfig.h" #ifdef _IRR_COMPILE_WITH_OPENGL_ #ifdef _IRR_WINDOWS_API_ #define WIN32_LEAN_AND_MEAN #include <windows.h> #include <GL/gl.h> #include "glext.h" #else #if defined(_IRR_OPENGL_USE_EXTPOINTER_) #define GL_GLEXT_LEGACY 1 #else #define GL_GLEXT_PROTOTYPES 1 #endif #if defined(_IRR_OSX_PLATFORM_) #include <OpenGL/gl.h> #else #include <GL/gl.h> #endif #if defined(_IRR_OPENGL_USE_EXTPOINTER_) #include "glext.h" #endif #endif #include "IMaterialRenderer.h" #include "IMaterialRendererServices.h" #include "IGPUProgrammingServices.h" #include "irrArray.h" #include "irrString.h" namespace irr { namespace video { class COpenGLDriver; class IShaderConstantSetCallBack; //! Class for using GLSL shaders with OpenGL //! Please note: This renderer implements its own IMaterialRendererServices class COpenGLSLMaterialRenderer : public IMaterialRenderer, public IMaterialRendererServices { public: //! Constructor COpenGLSLMaterialRenderer( COpenGLDriver* driver, s32& outMaterialTypeNr, const c8* vertexShaderProgram = 0, const c8* vertexShaderEntryPointName = 0, E_VERTEX_SHADER_TYPE vsCompileTarget = video::EVST_VS_1_1, const c8* pixelShaderProgram = 0, const c8* pixelShaderEntryPointName = 0, E_PIXEL_SHADER_TYPE psCompileTarget = video::EPST_PS_1_1, const c8* geometryShaderProgram = 0, const c8* geometryShaderEntryPointName = "main", E_GEOMETRY_SHADER_TYPE gsCompileTarget = EGST_GS_4_0, scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES, scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP, u32 verticesOut = 0, IShaderConstantSetCallBack* callback = 0, IMaterialRenderer* baseMaterial = 0, s32 userData = 0); //! Destructor virtual ~COpenGLSLMaterialRenderer(); 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; // implementations for the render services virtual void setBasicRenderStates(const SMaterial& material, const SMaterial& lastMaterial, bool resetAllRenderstates); virtual bool setVertexShaderConstant(const c8* name, const f32* floats, int count); virtual void setVertexShaderConstant(const f32* data, s32 startRegister, s32 constantAmount=1); virtual bool setPixelShaderConstant(const c8* name, const f32* floats, int count); virtual void setPixelShaderConstant(const f32* data, s32 startRegister, s32 constantAmount=1); virtual IVideoDriver* getVideoDriver(); protected: //! constructor only for use by derived classes who want to //! create a fall back material for example. COpenGLSLMaterialRenderer(COpenGLDriver* driver, IShaderConstantSetCallBack* callback, IMaterialRenderer* baseMaterial, s32 userData=0); void init(s32& outMaterialTypeNr, const c8* vertexShaderProgram, const c8* pixelShaderProgram, const c8* geometryShaderProgram, scene::E_PRIMITIVE_TYPE inType=scene::EPT_TRIANGLES, scene::E_PRIMITIVE_TYPE outType=scene::EPT_TRIANGLE_STRIP, u32 verticesOut=0); bool createProgram(); bool createShader(GLenum shaderType, const char* shader); bool linkProgram(); COpenGLDriver* Driver; IShaderConstantSetCallBack* CallBack; IMaterialRenderer* BaseMaterial; struct SUniformInfo { core::stringc name; GLenum type; }; GLhandleARB Program; GLuint Program2; core::array<SUniformInfo> UniformInfo; s32 UserData; }; } // end namespace video } // end namespace irr #endif // compile with OpenGL #endif // if included
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