974deca5e1
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@11846 178a84e3-b1eb-0310-8ba1-8eac791a3b58
86 lines
2.4 KiB
C++
86 lines
2.4 KiB
C++
// Copyright (C) 2002-2012 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#ifndef __C_D3D9_HLSL_MATERIAL_RENDERER_H_INCLUDED__
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#define __C_D3D9_HLSL_MATERIAL_RENDERER_H_INCLUDED__
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#include "IrrCompileConfig.h"
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#ifdef _IRR_WINDOWS_
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#ifdef _IRR_COMPILE_WITH_DIRECT3D_9_
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#include "CD3D9ShaderMaterialRenderer.h"
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#include "IGPUProgrammingServices.h"
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namespace irr
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{
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namespace video
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{
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class IVideoDriver;
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class IShaderConstantSetCallBack;
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class IMaterialRenderer;
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//! Class for using vertex and pixel shaders via HLSL with D3D9
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class CD3D9HLSLMaterialRenderer : public CD3D9ShaderMaterialRenderer
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{
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public:
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//! Public constructor
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CD3D9HLSLMaterialRenderer(IDirect3DDevice9* d3ddev, video::IVideoDriver* driver,
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s32& outMaterialTypeNr,
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const c8* vertexShaderProgram,
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const c8* vertexShaderEntryPointName,
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E_VERTEX_SHADER_TYPE vsCompileTarget,
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const c8* pixelShaderProgram,
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const c8* pixelShaderEntryPointName,
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E_PIXEL_SHADER_TYPE psCompileTarget,
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IShaderConstantSetCallBack* callback,
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IMaterialRenderer* baseMaterial,
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s32 userData);
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//! Destructor
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~CD3D9HLSLMaterialRenderer();
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//! sets a variable in the shader.
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//! \param vertexShader: True if this should be set in the vertex shader, false if
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//! in the pixel shader.
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//! \param name: Name of the variable
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//! \param floats: Pointer to array of floats
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//! \param count: Amount of floats in array.
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virtual bool setVariable(bool vertexShader, const c8* name, const f32* floats, int count);
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//! Bool interface for the above.
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virtual bool setVariable(bool vertexShader, const c8* name, const bool* bools, int count);
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//! Int interface for the above.
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virtual bool setVariable(bool vertexShader, const c8* name, const s32* ints, int count);
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bool OnRender(IMaterialRendererServices* service, E_VERTEX_TYPE vtxtype);
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protected:
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bool createHLSLVertexShader(const char* vertexShaderProgram,
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const char* shaderEntryPointName,
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const char* shaderTargetName);
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bool createHLSLPixelShader(const char* pixelShaderProgram,
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const char* shaderEntryPointName,
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const char* shaderTargetName);
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void printHLSLVariables(LPD3DXCONSTANTTABLE table);
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LPD3DXCONSTANTTABLE VSConstantsTable;
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LPD3DXCONSTANTTABLE PSConstantsTable;
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};
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} // end namespace video
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} // end namespace irr
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#endif
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#endif
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#endif
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