Nirtcpp 2.1.0
Nirtcpp is a high-performance c++ graphics engine.
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Interface for material rendering. More...
#include <nirtcpp/core/engine/IMaterialRenderer.hpp>
Public Member Functions | |
virtual void | OnSetMaterial (const SMaterial &material, const SMaterial &lastMaterial, bool resetAllRenderstates, IMaterialRendererServices *services) |
Called by the IVideoDriver implementation the let the renderer set its needed render states. | |
virtual bool | OnRender (IMaterialRendererServices *service, E_VERTEX_TYPE vtxtype) |
Called every time before a new bunch of geometry is being drawn using this material with for example drawIndexedTriangleList() call. | |
virtual void | OnUnsetMaterial () |
Called by the IVideoDriver to unset this material. | |
virtual bool | isTransparent () const |
Returns if the material is transparent. | |
virtual s32 | getRenderCapability () const |
Returns the render capability of the material. | |
virtual IShaderConstantSetCallBack * | getShaderConstantSetCallBack () const |
Access the callback provided by the users when creating shader materials. | |
Public Member Functions inherited from nirt::IReferenceCounted | |
IReferenceCounted () | |
Constructor. | |
virtual | ~IReferenceCounted () |
Destructor. | |
void | grab () const |
Grabs the object. Increments the reference counter by one. | |
bool | drop () const |
Drops the object. Decrements the reference counter by one. | |
s32 | getReferenceCount () const |
Get the reference count. | |
const c8 * | getDebugName () const |
Returns the debug name of the object. | |
Additional Inherited Members | |
Protected Member Functions inherited from nirt::IReferenceCounted | |
void | setDebugName (const c8 *newName) |
Sets the debug name of the object. | |
Interface for material rendering.
Can be used to extend the engine with new materials. Refer to IVideoDriver::addMaterialRenderer() for more information on how to extend the engine with new materials.
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inlinevirtual |
Returns the render capability of the material.
Because some more complex materials are implemented in multiple ways and need special hardware capabilities, it is possible to query how the current material renderer is performing on the current hardware with this function.
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inlinevirtual |
Access the callback provided by the users when creating shader materials.
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inlinevirtual |
Returns if the material is transparent.
The scene management needs to know this for being able to sort the materials by opaque and transparent.
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inlinevirtual |
Called every time before a new bunch of geometry is being drawn using this material with for example drawIndexedTriangleList() call.
OnSetMaterial should normally only be called if the renderer decides that the renderstates should be changed, it won't be called if for example two drawIndexedTriangleList() will be called with the same material set. This method will be called every time. This is useful for example for materials with shaders, which don't only set new renderstates but also shader constants.
service | Pointer to interface providing methods for setting constants and other things. |
vtxtype | Vertex type with which the next rendering will be done. This can be used by the material renderer to set some specific optimized shaders or if this is an incompatible vertex type for this renderer, to refuse rendering for example. |
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inlinevirtual |
Called by the IVideoDriver implementation the let the renderer set its needed render states.
This is called during the IVideoDriver::setMaterial() call. When overriding this, you can set some renderstates or for example a vertex or pixel shader if you like.
material | The new material parameters to be set. The renderer may change the material flags in this material. For example if this material does not accept the zbuffer = true, it can set it to false. This is useful, because in the next lastMaterial will be just the material in this call. |
lastMaterial | The material parameters which have been set before this material. |
resetAllRenderstates | True if all renderstates should really be reset. This is usually true if the last rendering mode was not a usual 3d rendering mode, but for example a 2d rendering mode. You should reset really all renderstates if this is true, no matter if the lastMaterial had some similar settings. This is used because in most cases, some common renderstates are not changed if they are already there, for example bilinear filtering, wireframe, gouraudshading, lighting, zbuffer, zwriteenable, backfaceculling and fogenable. |
services | Interface providing some methods for changing advanced, internal states of a IVideoDriver. |
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inlinevirtual |
Called by the IVideoDriver to unset this material.
Called during the IVideoDriver::setMaterial() call before the new material will get the OnSetMaterial() call.