974deca5e1
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@11846 178a84e3-b1eb-0310-8ba1-8eac791a3b58
475 lines
21 KiB
C++
475 lines
21 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_GPU_PROGRAMMING_SERVICES_H_INCLUDED__
|
|
#define __I_GPU_PROGRAMMING_SERVICES_H_INCLUDED__
|
|
|
|
#include "EShaderTypes.h"
|
|
#include "EMaterialTypes.h"
|
|
#include "EPrimitiveTypes.h"
|
|
#include "path.h"
|
|
|
|
namespace irr
|
|
{
|
|
|
|
namespace io
|
|
{
|
|
class IReadFile;
|
|
} // end namespace io
|
|
|
|
namespace video
|
|
{
|
|
|
|
class IVideoDriver;
|
|
class IShaderConstantSetCallBack;
|
|
|
|
//! Enumeration for different types of shading languages
|
|
enum E_GPU_SHADING_LANGUAGE
|
|
{
|
|
//! The default language, so HLSL for Direct3D and GLSL for OpenGL.
|
|
EGSL_DEFAULT = 0,
|
|
|
|
//! Cg shading language.*/
|
|
EGSL_CG
|
|
};
|
|
|
|
//! Interface making it possible to create and use programs running on the GPU.
|
|
class IGPUProgrammingServices
|
|
{
|
|
public:
|
|
|
|
//! Destructor
|
|
virtual ~IGPUProgrammingServices() {}
|
|
|
|
//! Adds a new high-level shading material renderer to the VideoDriver.
|
|
/** Currently only HLSL/D3D9 and GLSL/OpenGL are supported.
|
|
\param vertexShaderProgram String containing the source of the vertex
|
|
shader program. This can be 0 if no vertex program shall be used.
|
|
\param vertexShaderEntryPointName Name of the entry function of the
|
|
vertexShaderProgram (p.e. "main")
|
|
\param vsCompileTarget Vertex shader version the high level shader
|
|
shall be compiled to.
|
|
\param pixelShaderProgram String containing the source of the pixel
|
|
shader program. This can be 0 if no pixel shader shall be used.
|
|
\param pixelShaderEntryPointName Entry name of the function of the
|
|
pixelShaderProgram (p.e. "main")
|
|
\param psCompileTarget Pixel shader version the high level shader
|
|
shall be compiled to.
|
|
\param geometryShaderProgram String containing the source of the
|
|
geometry shader program. This can be 0 if no geometry shader shall be
|
|
used.
|
|
\param geometryShaderEntryPointName Entry name of the function of the
|
|
geometryShaderProgram (p.e. "main")
|
|
\param gsCompileTarget Geometry shader version the high level shader
|
|
shall be compiled to.
|
|
\param inType Type of vertices passed to geometry shader
|
|
\param outType Type of vertices created by geometry shader
|
|
\param verticesOut Maximal number of vertices created by geometry
|
|
shader. If 0, maximal number supported is assumed.
|
|
\param callback Pointer to an implementation of
|
|
IShaderConstantSetCallBack in which you can set the needed vertex,
|
|
pixel, and geometry shader program constants. Set this to 0 if you
|
|
don't need this.
|
|
\param baseMaterial Base material which renderstates will be used to
|
|
shade the material.
|
|
\param userData a user data int. This int can be set to any value and
|
|
will be set as parameter in the callback method when calling
|
|
OnSetConstants(). In this way it is easily possible to use the same
|
|
callback method for multiple materials and distinguish between them
|
|
during the call.
|
|
\param shaderLang a type of shading language used in current shader.
|
|
\return Number of the material type which can be set in
|
|
SMaterial::MaterialType to use the renderer. -1 is returned if an error
|
|
occured, e.g. if a shader program could not be compiled or a compile
|
|
target is not reachable. The error strings are then printed to the
|
|
error log and can be catched with a custom event receiver. */
|
|
virtual s32 addHighLevelShaderMaterial(
|
|
const c8* vertexShaderProgram,
|
|
const c8* vertexShaderEntryPointName,
|
|
E_VERTEX_SHADER_TYPE vsCompileTarget,
|
|
const c8* pixelShaderProgram,
|
|
const c8* pixelShaderEntryPointName,
|
|
E_PIXEL_SHADER_TYPE psCompileTarget,
|
|
const c8* geometryShaderProgram,
|
|
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,
|
|
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
|
|
s32 userData = 0,
|
|
E_GPU_SHADING_LANGUAGE shadingLang = EGSL_DEFAULT) = 0;
|
|
|
|
//! convenience function for use without geometry shaders
|
|
s32 addHighLevelShaderMaterial(
|
|
const c8* vertexShaderProgram,
|
|
const c8* vertexShaderEntryPointName="main",
|
|
E_VERTEX_SHADER_TYPE vsCompileTarget=EVST_VS_1_1,
|
|
const c8* pixelShaderProgram=0,
|
|
const c8* pixelShaderEntryPointName="main",
|
|
E_PIXEL_SHADER_TYPE psCompileTarget=EPST_PS_1_1,
|
|
IShaderConstantSetCallBack* callback=0,
|
|
E_MATERIAL_TYPE baseMaterial=video::EMT_SOLID,
|
|
s32 userData=0,
|
|
E_GPU_SHADING_LANGUAGE shadingLang=EGSL_DEFAULT)
|
|
{
|
|
return addHighLevelShaderMaterial(
|
|
vertexShaderProgram, vertexShaderEntryPointName,
|
|
vsCompileTarget, pixelShaderProgram,
|
|
pixelShaderEntryPointName, psCompileTarget,
|
|
0, "main", EGST_GS_4_0,
|
|
scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0,
|
|
callback, baseMaterial, userData, shadingLang);
|
|
}
|
|
|
|
//! convenience function for use with many defaults, without geometry shader
|
|
/** All shader names are set to "main" and compile targets are shader
|
|
type 1.1.
|
|
*/
|
|
s32 addHighLevelShaderMaterial(
|
|
const c8* vertexShaderProgram,
|
|
const c8* pixelShaderProgram=0,
|
|
IShaderConstantSetCallBack* callback=0,
|
|
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
|
|
s32 userData=0)
|
|
{
|
|
return addHighLevelShaderMaterial(
|
|
vertexShaderProgram, "main",
|
|
EVST_VS_1_1, pixelShaderProgram,
|
|
"main", EPST_PS_1_1,
|
|
0, "main", EGST_GS_4_0,
|
|
scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0,
|
|
callback, baseMaterial, userData);
|
|
}
|
|
|
|
//! convenience function for use with many defaults, with geometry shader
|
|
/** All shader names are set to "main" and compile targets are shader
|
|
type 1.1 and geometry shader 4.0.
|
|
*/
|
|
s32 addHighLevelShaderMaterial(
|
|
const c8* vertexShaderProgram,
|
|
const c8* pixelShaderProgram = 0,
|
|
const c8* geometryShaderProgram = 0,
|
|
scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES,
|
|
scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP,
|
|
u32 verticesOut = 0,
|
|
IShaderConstantSetCallBack* callback = 0,
|
|
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
|
|
s32 userData = 0 )
|
|
{
|
|
return addHighLevelShaderMaterial(
|
|
vertexShaderProgram, "main",
|
|
EVST_VS_1_1, pixelShaderProgram,
|
|
"main", EPST_PS_1_1,
|
|
geometryShaderProgram, "main", EGST_GS_4_0,
|
|
inType, outType, verticesOut,
|
|
callback, baseMaterial, userData);
|
|
}
|
|
|
|
//! Like IGPUProgrammingServices::addShaderMaterial(), but loads from files.
|
|
/** \param vertexShaderProgramFileName Text file containing the source
|
|
of the vertex shader program. Set to empty string if no vertex shader
|
|
shall be created.
|
|
\param vertexShaderEntryPointName Name of the entry function of the
|
|
vertexShaderProgram (p.e. "main")
|
|
\param vsCompileTarget Vertex shader version the high level shader
|
|
shall be compiled to.
|
|
\param pixelShaderProgramFileName Text file containing the source of
|
|
the pixel shader program. Set to empty string if no pixel shader shall
|
|
be created.
|
|
\param pixelShaderEntryPointName Entry name of the function of the
|
|
pixelShaderProgram (p.e. "main")
|
|
\param psCompileTarget Pixel shader version the high level shader
|
|
shall be compiled to.
|
|
\param geometryShaderProgramFileName Name of the source of
|
|
the geometry shader program. Set to empty string if no geometry shader
|
|
shall be created.
|
|
\param geometryShaderEntryPointName Entry name of the function of the
|
|
geometryShaderProgram (p.e. "main")
|
|
\param gsCompileTarget Geometry shader version the high level shader
|
|
shall be compiled to.
|
|
\param inType Type of vertices passed to geometry shader
|
|
\param outType Type of vertices created by geometry shader
|
|
\param verticesOut Maximal number of vertices created by geometry
|
|
shader. If 0, maximal number supported is assumed.
|
|
\param callback Pointer to an implementation of
|
|
IShaderConstantSetCallBack in which you can set the needed vertex,
|
|
pixel, and geometry shader program constants. Set this to 0 if you
|
|
don't need this.
|
|
\param baseMaterial Base material which renderstates will be used to
|
|
shade the material.
|
|
\param userData a user data int. This int can be set to any value and
|
|
will be set as parameter in the callback method when calling
|
|
OnSetConstants(). In this way it is easily possible to use the same
|
|
callback method for multiple materials and distinguish between them
|
|
during the call.
|
|
\param shaderLang a type of shading language used in current shader.
|
|
\return Number of the material type which can be set in
|
|
SMaterial::MaterialType to use the renderer. -1 is returned if an error
|
|
occured, e.g. if a shader program could not be compiled or a compile
|
|
target is not reachable. The error strings are then printed to the
|
|
error log and can be catched with a custom event receiver. */
|
|
virtual s32 addHighLevelShaderMaterialFromFiles(
|
|
const io::path& vertexShaderProgramFileName,
|
|
const c8* vertexShaderEntryPointName,
|
|
E_VERTEX_SHADER_TYPE vsCompileTarget,
|
|
const io::path& pixelShaderProgramFileName,
|
|
const c8* pixelShaderEntryPointName,
|
|
E_PIXEL_SHADER_TYPE psCompileTarget,
|
|
const io::path& geometryShaderProgramFileName,
|
|
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,
|
|
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
|
|
s32 userData = 0,
|
|
E_GPU_SHADING_LANGUAGE shadingLang = EGSL_DEFAULT) = 0;
|
|
|
|
//! convenience function for use without geometry shaders
|
|
s32 addHighLevelShaderMaterialFromFiles(
|
|
const io::path& vertexShaderProgramFileName,
|
|
const c8* vertexShaderEntryPointName = "main",
|
|
E_VERTEX_SHADER_TYPE vsCompileTarget = EVST_VS_1_1,
|
|
const io::path& pixelShaderProgramFileName = "",
|
|
const c8* pixelShaderEntryPointName = "main",
|
|
E_PIXEL_SHADER_TYPE psCompileTarget = EPST_PS_1_1,
|
|
IShaderConstantSetCallBack* callback = 0,
|
|
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
|
|
s32 userData = 0,
|
|
E_GPU_SHADING_LANGUAGE shadingLang = EGSL_DEFAULT)
|
|
{
|
|
return addHighLevelShaderMaterialFromFiles(
|
|
vertexShaderProgramFileName, vertexShaderEntryPointName,
|
|
vsCompileTarget, pixelShaderProgramFileName,
|
|
pixelShaderEntryPointName, psCompileTarget,
|
|
"", "main", EGST_GS_4_0,
|
|
scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0,
|
|
callback, baseMaterial, userData, shadingLang);
|
|
}
|
|
|
|
//! convenience function for use with many defaults, without geometry shader
|
|
/** All shader names are set to "main" and compile targets are shader
|
|
type 1.1.
|
|
*/
|
|
s32 addHighLevelShaderMaterialFromFiles(
|
|
const io::path& vertexShaderProgramFileName,
|
|
const io::path& pixelShaderProgramFileName = "",
|
|
IShaderConstantSetCallBack* callback = 0,
|
|
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
|
|
s32 userData = 0 )
|
|
{
|
|
return addHighLevelShaderMaterialFromFiles(
|
|
vertexShaderProgramFileName, "main",
|
|
EVST_VS_1_1, pixelShaderProgramFileName,
|
|
"main", EPST_PS_1_1,
|
|
"", "main", EGST_GS_4_0,
|
|
scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0,
|
|
callback, baseMaterial, userData);
|
|
}
|
|
|
|
//! convenience function for use with many defaults, with geometry shader
|
|
/** All shader names are set to "main" and compile targets are shader
|
|
type 1.1 and geometry shader 4.0.
|
|
*/
|
|
s32 addHighLevelShaderMaterialFromFiles(
|
|
const io::path& vertexShaderProgramFileName,
|
|
const io::path& pixelShaderProgramFileName = "",
|
|
const io::path& geometryShaderProgramFileName = "",
|
|
scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES,
|
|
scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP,
|
|
u32 verticesOut = 0,
|
|
IShaderConstantSetCallBack* callback = 0,
|
|
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
|
|
s32 userData = 0 )
|
|
{
|
|
return addHighLevelShaderMaterialFromFiles(
|
|
vertexShaderProgramFileName, "main",
|
|
EVST_VS_1_1, pixelShaderProgramFileName,
|
|
"main", EPST_PS_1_1,
|
|
geometryShaderProgramFileName, "main", EGST_GS_4_0,
|
|
inType, outType, verticesOut,
|
|
callback, baseMaterial, userData);
|
|
}
|
|
|
|
//! Like IGPUProgrammingServices::addShaderMaterial(), but loads from files.
|
|
/** \param vertexShaderProgram Text file handle containing the source
|
|
of the vertex shader program. Set to 0 if no vertex shader shall be
|
|
created.
|
|
\param vertexShaderEntryPointName Name of the entry function of the
|
|
vertexShaderProgram
|
|
\param vsCompileTarget Vertex shader version the high level shader
|
|
shall be compiled to.
|
|
\param pixelShaderProgram Text file handle containing the source of
|
|
the pixel shader program. Set to 0 if no pixel shader shall be created.
|
|
\param pixelShaderEntryPointName Entry name of the function of the
|
|
pixelShaderProgram (p.e. "main")
|
|
\param psCompileTarget Pixel shader version the high level shader
|
|
shall be compiled to.
|
|
\param geometryShaderProgram Text file handle containing the source of
|
|
the geometry shader program. Set to 0 if no geometry shader shall be
|
|
created.
|
|
\param geometryShaderEntryPointName Entry name of the function of the
|
|
geometryShaderProgram (p.e. "main")
|
|
\param gsCompileTarget Geometry shader version the high level shader
|
|
shall be compiled to.
|
|
\param inType Type of vertices passed to geometry shader
|
|
\param outType Type of vertices created by geometry shader
|
|
\param verticesOut Maximal number of vertices created by geometry
|
|
shader. If 0, maximal number supported is assumed.
|
|
\param callback Pointer to an implementation of
|
|
IShaderConstantSetCallBack in which you can set the needed vertex and
|
|
pixel shader program constants. Set this to 0 if you don't need this.
|
|
\param baseMaterial Base material which renderstates will be used to
|
|
shade the material.
|
|
\param userData a user data int. This int can be set to any value and
|
|
will be set as parameter in the callback method when calling
|
|
OnSetConstants(). In this way it is easily possible to use the same
|
|
callback method for multiple materials and distinguish between them
|
|
during the call.
|
|
\param shaderLang a type of shading language used in current shader.
|
|
\return Number of the material type which can be set in
|
|
SMaterial::MaterialType to use the renderer. -1 is returned if an
|
|
error occured, e.g. if a shader program could not be compiled or a
|
|
compile target is not reachable. The error strings are then printed to
|
|
the error log and can be catched with a custom event receiver. */
|
|
virtual s32 addHighLevelShaderMaterialFromFiles(
|
|
io::IReadFile* vertexShaderProgram,
|
|
const c8* vertexShaderEntryPointName,
|
|
E_VERTEX_SHADER_TYPE vsCompileTarget,
|
|
io::IReadFile* pixelShaderProgram,
|
|
const c8* pixelShaderEntryPointName,
|
|
E_PIXEL_SHADER_TYPE psCompileTarget,
|
|
io::IReadFile* geometryShaderProgram,
|
|
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,
|
|
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
|
|
s32 userData = 0,
|
|
E_GPU_SHADING_LANGUAGE shadingLang = EGSL_DEFAULT) = 0;
|
|
|
|
//! convenience function for use without geometry shaders
|
|
s32 addHighLevelShaderMaterialFromFiles(
|
|
io::IReadFile* vertexShaderProgram,
|
|
const c8* vertexShaderEntryPointName = "main",
|
|
E_VERTEX_SHADER_TYPE vsCompileTarget = EVST_VS_1_1,
|
|
io::IReadFile* pixelShaderProgram = 0,
|
|
const c8* pixelShaderEntryPointName = "main",
|
|
E_PIXEL_SHADER_TYPE psCompileTarget = EPST_PS_1_1,
|
|
IShaderConstantSetCallBack* callback = 0,
|
|
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
|
|
s32 userData = 0,
|
|
E_GPU_SHADING_LANGUAGE shadingLang = EGSL_DEFAULT)
|
|
{
|
|
return addHighLevelShaderMaterialFromFiles(
|
|
vertexShaderProgram, vertexShaderEntryPointName,
|
|
vsCompileTarget, pixelShaderProgram,
|
|
pixelShaderEntryPointName, psCompileTarget,
|
|
0, "main", EGST_GS_4_0,
|
|
scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0,
|
|
callback, baseMaterial, userData, shadingLang);
|
|
}
|
|
|
|
//! Adds a new ASM shader material renderer to the VideoDriver
|
|
/** Note that it is a good idea to call IVideoDriver::queryFeature() in
|
|
advance to check if the IVideoDriver supports the vertex and/or pixel
|
|
shader version your are using.
|
|
|
|
The material is added to the VideoDriver like with
|
|
IVideoDriver::addMaterialRenderer() and can be used like it had been
|
|
added with that method.
|
|
\param vertexShaderProgram String containing the source of the vertex
|
|
shader program. This can be 0 if no vertex program shall be used.
|
|
|
|
For DX8 programs, the will always input registers look like this: v0:
|
|
position, v1: normal, v2: color, v3: texture cooridnates, v4: texture
|
|
coordinates 2 if available.
|
|
|
|
For DX9 programs, you can manually set the registers using the dcl_
|
|
statements.
|
|
\param pixelShaderProgram String containing the source of the pixel
|
|
shader program. This can be 0 if you don't want to use a pixel shader.
|
|
\param callback Pointer to an implementation of
|
|
IShaderConstantSetCallBack in which you can set the needed vertex and
|
|
pixel shader program constants. Set this to 0 if you don't need this.
|
|
\param baseMaterial Base material which renderstates will be used to
|
|
shade the material.
|
|
\param userData a user data int. This int can be set to any value and
|
|
will be set as parameter in the callback method when calling
|
|
OnSetConstants(). In this way it is easily possible to use the same
|
|
callback method for multiple materials and distinguish between them
|
|
during the call.
|
|
\return Returns the number of the material type which can be set in
|
|
SMaterial::MaterialType to use the renderer. -1 is returned if an
|
|
error occured. -1 is returned for example if a vertex or pixel shader
|
|
program could not be compiled, the error strings are then printed out
|
|
into the error log, and can be catched with a custom event receiver. */
|
|
virtual s32 addShaderMaterial(const c8* vertexShaderProgram = 0,
|
|
const c8* pixelShaderProgram = 0,
|
|
IShaderConstantSetCallBack* callback = 0,
|
|
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
|
|
s32 userData = 0) = 0;
|
|
|
|
//! Like IGPUProgrammingServices::addShaderMaterial(), but loads from files.
|
|
/** \param vertexShaderProgram Text file containing the source of the
|
|
vertex shader program. Set to 0 if no shader shall be created.
|
|
\param pixelShaderProgram Text file containing the source of the pixel
|
|
shader program. Set to 0 if no shader shall be created.
|
|
\param callback Pointer to an IShaderConstantSetCallback object to
|
|
which the OnSetConstants function is called.
|
|
\param baseMaterial baseMaterial
|
|
\param userData a user data int. This int can be set to any value and
|
|
will be set as parameter in the callback method when calling
|
|
OnSetConstants(). In this way it is easily possible to use the same
|
|
callback method for multiple materials and distinguish between them
|
|
during the call.
|
|
\return Returns the number of the material type which can be set in
|
|
SMaterial::MaterialType to use the renderer. -1 is returned if an
|
|
error occured. -1 is returned for example if a vertex or pixel shader
|
|
program could not be compiled, the error strings are then printed out
|
|
into the error log, and can be catched with a custom event receiver. */
|
|
virtual s32 addShaderMaterialFromFiles(io::IReadFile* vertexShaderProgram,
|
|
io::IReadFile* pixelShaderProgram,
|
|
IShaderConstantSetCallBack* callback = 0,
|
|
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
|
|
s32 userData = 0) = 0;
|
|
|
|
//! Like IGPUProgrammingServices::addShaderMaterial(), but loads from files.
|
|
/** \param vertexShaderProgramFileName Text file name containing the
|
|
source of the vertex shader program. Set to 0 if no shader shall be
|
|
created.
|
|
\param pixelShaderProgramFileName Text file name containing the source
|
|
of the pixel shader program. Set to 0 if no shader shall be created.
|
|
\param callback Pointer to an IShaderConstantSetCallback object on
|
|
which the OnSetConstants function is called.
|
|
\param baseMaterial baseMaterial
|
|
\param userData a user data int. This int can be set to any value and
|
|
will be set as parameter in the callback method when calling
|
|
OnSetConstants(). In this way it is easily possible to use the same
|
|
callback method for multiple materials and distinguish between them
|
|
during the call.
|
|
\return Returns the number of the material type which can be set in
|
|
SMaterial::MaterialType to use the renderer. -1 is returned if an
|
|
error occured. -1 is returned for example if a vertex or pixel shader
|
|
program could not be compiled, the error strings are then printed out
|
|
into the error log, and can be catched with a custom event receiver. */
|
|
virtual s32 addShaderMaterialFromFiles(const io::path& vertexShaderProgramFileName,
|
|
const io::path& pixelShaderProgramFileName,
|
|
IShaderConstantSetCallBack* callback = 0,
|
|
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
|
|
s32 userData = 0) = 0;
|
|
};
|
|
|
|
|
|
} // end namespace video
|
|
} // end namespace irr
|
|
|
|
#endif
|
|
|