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Clean up Irrlicht shader API
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40afc84597
commit
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12 changed files with 79 additions and 458 deletions
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@ -449,54 +449,39 @@ public:
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//! Adds a new material renderer to the VideoDriver, based on a high level shading language.
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virtual s32 addHighLevelShaderMaterial(
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const c8 *vertexShaderProgram,
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const c8 *vertexShaderEntryPointName = 0,
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E_VERTEX_SHADER_TYPE vsCompileTarget = EVST_VS_1_1,
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const c8 *pixelShaderProgram = 0,
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const c8 *pixelShaderEntryPointName = 0,
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E_PIXEL_SHADER_TYPE psCompileTarget = EPST_PS_1_1,
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const c8 *geometryShaderProgram = 0,
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const c8 *geometryShaderEntryPointName = "main",
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E_GEOMETRY_SHADER_TYPE gsCompileTarget = EGST_GS_4_0,
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const c8 *pixelShaderProgram,
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const c8 *geometryShaderProgram,
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const c8 *shaderName = nullptr,
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scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES,
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scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP,
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u32 verticesOut = 0,
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IShaderConstantSetCallBack *callback = 0,
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IShaderConstantSetCallBack *callback = nullptr,
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E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
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s32 userData = 0) override;
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s32 userData = 0)override;
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virtual s32 addHighLevelShaderMaterialFromFiles(
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const io::path &vertexShaderProgramFile,
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const c8 *vertexShaderEntryPointName = "main",
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E_VERTEX_SHADER_TYPE vsCompileTarget = EVST_VS_1_1,
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const io::path &pixelShaderProgramFile = "",
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const c8 *pixelShaderEntryPointName = "main",
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E_PIXEL_SHADER_TYPE psCompileTarget = EPST_PS_1_1,
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const io::path &geometryShaderProgramFileName = "",
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const c8 *geometryShaderEntryPointName = "main",
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E_GEOMETRY_SHADER_TYPE gsCompileTarget = EGST_GS_4_0,
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const io::path &vertexShaderProgramFileName,
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const io::path &pixelShaderProgramFileName,
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const io::path &geometryShaderProgramFileName,
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const c8 *shaderName = nullptr,
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scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES,
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scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP,
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u32 verticesOut = 0,
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IShaderConstantSetCallBack *callback = 0,
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IShaderConstantSetCallBack *callback = nullptr,
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E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
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s32 userData = 0) override;
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virtual s32 addHighLevelShaderMaterialFromFiles(
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s32 addHighLevelShaderMaterialFromFiles(
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io::IReadFile *vertexShaderProgram,
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const c8 *vertexShaderEntryPointName = "main",
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E_VERTEX_SHADER_TYPE vsCompileTarget = EVST_VS_1_1,
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io::IReadFile *pixelShaderProgram = 0,
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const c8 *pixelShaderEntryPointName = "main",
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E_PIXEL_SHADER_TYPE psCompileTarget = EPST_PS_1_1,
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io::IReadFile *geometryShaderProgram = 0,
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const c8 *geometryShaderEntryPointName = "main",
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E_GEOMETRY_SHADER_TYPE gsCompileTarget = EGST_GS_4_0,
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const c8 *shaderName = nullptr,
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scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES,
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scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP,
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u32 verticesOut = 0,
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IShaderConstantSetCallBack *callback = 0,
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IShaderConstantSetCallBack *callback = nullptr,
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E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
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s32 userData = 0) override;
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s32 userData = 0);
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virtual void deleteShaderMaterial(s32 material) override;
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