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virtual | ~IGPUProgrammingServices () |
| Destructor.
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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)=0 |
| Adds a new high-level shading material renderer to the VideoDriver.
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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) |
| convenience function for use without geometry shaders
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s32 | addHighLevelShaderMaterial (const c8 *vertexShaderProgram, const c8 *pixelShaderProgram=0, IShaderConstantSetCallBack *callback=0, E_MATERIAL_TYPE baseMaterial=video::EMT_SOLID, s32 userData=0) |
| convenience function for use with many defaults, without geometry shader
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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) |
| convenience function for use with many defaults, with geometry shader
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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)=0 |
| Like IGPUProgrammingServices::addShaderMaterial(), but loads from files.
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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) |
| convenience function for use without geometry shaders
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s32 | addHighLevelShaderMaterialFromFiles (const io::path &vertexShaderProgramFileName, const io::path &pixelShaderProgramFileName="", IShaderConstantSetCallBack *callback=0, E_MATERIAL_TYPE baseMaterial=video::EMT_SOLID, s32 userData=0) |
| convenience function for use with many defaults, without geometry shader
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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) |
| convenience function for use with many defaults, with geometry shader
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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)=0 |
| Like IGPUProgrammingServices::addShaderMaterial(), but loads from files.
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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) |
| convenience function for use without geometry shaders
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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 |
| Adds a new ASM shader material renderer to the VideoDriver.
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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.
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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 |
| Like IGPUProgrammingServices::addShaderMaterial(), but loads from files.
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Interface making it possible to create and use programs running on the GPU.
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.
- Parameters
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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 coordinates, v4: texture coordinates 2 if available.
For DX9 programs, you can manually set the registers using the dcl_ statements.
- Parameters
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pixelShaderProgram | String containing the source of the pixel shader program. This can be 0 if you don't want to use a pixel shader. |
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. |
baseMaterial | Base material which renderstates will be used to shade the material. |
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. |
- Returns
- Returns the number of the material type which can be set in SMaterial::MaterialType to use the renderer. -1 is returned if an error occurred. -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 caught with a custom event receiver.