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- // 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
- #pragma once
- #include "SMaterial.h"
- #include "S3DVertex.h"
- namespace irr
- {
- namespace video
- {
- class IVideoDriver;
- //! Interface providing some methods for changing advanced, internal states of a IVideoDriver.
- class IMaterialRendererServices
- {
- public:
- //! Destructor
- virtual ~IMaterialRendererServices() {}
- //! Can be called by an IMaterialRenderer to make its work easier.
- /** Sets all basic renderstates if needed.
- Basic render states are diffuse, ambient, specular, and emissive color,
- specular power, bilinear and trilinear filtering, wireframe mode,
- grouraudshading, lighting, zbuffer, zwriteenable, backfaceculling and
- fog enabling.
- \param material The new material to be used.
- \param lastMaterial The material used until now.
- \param resetAllRenderstates Set to true if all renderstates should be
- set, regardless of their current state. */
- virtual void setBasicRenderStates(const SMaterial &material,
- const SMaterial &lastMaterial,
- bool resetAllRenderstates) = 0;
- //! Return an index constant for the vertex shader based on a uniform variable name.
- virtual s32 getVertexShaderConstantID(const c8 *name) = 0;
- //! Sets a value for a vertex shader uniform variable.
- /** \param index Index of the variable (as received from getVertexShaderConstantID)
- \param floats Pointer to array of floats
- \param count Amount of floats in array.
- \return True if successful.
- */
- virtual bool setVertexShaderConstant(s32 index, const f32 *floats, int count) = 0;
- //! Int interface for the above.
- virtual bool setVertexShaderConstant(s32 index, const s32 *ints, int count) = 0;
- //! Uint interface for the above.
- virtual bool setVertexShaderConstant(s32 index, const u32 *ints, int count) = 0;
- //! Return an index constant for the pixel shader for the given uniform variable name
- virtual s32 getPixelShaderConstantID(const c8 *name) = 0;
- //! Sets a value for the given pixel shader uniform variable
- /** This can be used if you used a high level shader language like GLSL
- or HLSL to create a shader. See setVertexShaderConstant() for an
- example on how to use this.
- \param index Index of the variable (as received from getPixelShaderConstantID)
- \param floats Pointer to array of floats
- \param count Amount of floats in array.
- \return True if successful. */
- virtual bool setPixelShaderConstant(s32 index, const f32 *floats, int count) = 0;
- //! Int interface for the above.
- virtual bool setPixelShaderConstant(s32 index, const s32 *ints, int count) = 0;
- //! Uint interface for the above.
- virtual bool setPixelShaderConstant(s32 index, const u32 *ints, int count) = 0;
- //! Get pointer to the IVideoDriver interface
- /** \return Pointer to the IVideoDriver interface */
- virtual IVideoDriver *getVideoDriver() = 0;
- };
- } // end namespace video
- } // end namespace irr
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