stk-code_catmod/lib/irrlicht/include/IShaderConstantSetCallBack.h
hikerstk 974deca5e1 Added our own irrlicht version - not used atm.
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@11846 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2012-11-01 02:00:02 +00:00

86 lines
3.1 KiB
C++

// Copyright (C) 2002-2012 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