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irr/src/OpenGL/MaterialRenderer.h
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irr/src/OpenGL/MaterialRenderer.h
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// Copyright (C) 2014 Patryk Nadrowski
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#pragma once
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#include "EMaterialTypes.h"
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#include "IMaterialRenderer.h"
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#include "IMaterialRendererServices.h"
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#include "IGPUProgrammingServices.h"
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#include "irrArray.h"
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#include "irrString.h"
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#include "Common.h"
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namespace irr
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{
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namespace video
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{
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class COpenGL3DriverBase;
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class COpenGL3MaterialRenderer : public IMaterialRenderer, public IMaterialRendererServices
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{
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public:
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COpenGL3MaterialRenderer(
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COpenGL3DriverBase *driver,
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s32 &outMaterialTypeNr,
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const c8 *vertexShaderProgram = 0,
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const c8 *pixelShaderProgram = 0,
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IShaderConstantSetCallBack *callback = 0,
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E_MATERIAL_TYPE baseMaterial = EMT_SOLID,
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s32 userData = 0);
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virtual ~COpenGL3MaterialRenderer();
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GLuint getProgram() const;
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virtual void OnSetMaterial(const SMaterial &material, const SMaterial &lastMaterial,
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bool resetAllRenderstates, IMaterialRendererServices *services);
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virtual bool OnRender(IMaterialRendererServices *service, E_VERTEX_TYPE vtxtype);
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virtual void OnUnsetMaterial();
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virtual bool isTransparent() const;
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virtual s32 getRenderCapability() const;
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void setBasicRenderStates(const SMaterial &material, const SMaterial &lastMaterial, bool resetAllRenderstates) override;
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s32 getVertexShaderConstantID(const c8 *name) override;
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s32 getPixelShaderConstantID(const c8 *name) override;
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bool setVertexShaderConstant(s32 index, const f32 *floats, int count) override;
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bool setVertexShaderConstant(s32 index, const s32 *ints, int count) override;
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bool setVertexShaderConstant(s32 index, const u32 *ints, int count) override;
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bool setPixelShaderConstant(s32 index, const f32 *floats, int count) override;
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bool setPixelShaderConstant(s32 index, const s32 *ints, int count) override;
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bool setPixelShaderConstant(s32 index, const u32 *ints, int count) override;
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IVideoDriver *getVideoDriver() override;
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protected:
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COpenGL3MaterialRenderer(COpenGL3DriverBase *driver,
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IShaderConstantSetCallBack *callback = 0,
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E_MATERIAL_TYPE baseMaterial = EMT_SOLID,
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s32 userData = 0);
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void init(s32 &outMaterialTypeNr, const c8 *vertexShaderProgram, const c8 *pixelShaderProgram, bool addMaterial = true);
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bool createShader(GLenum shaderType, const char *shader);
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bool linkProgram();
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COpenGL3DriverBase *Driver;
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IShaderConstantSetCallBack *CallBack;
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bool Alpha;
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bool Blending;
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struct SUniformInfo
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{
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core::stringc name;
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GLenum type;
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GLint location;
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};
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GLuint Program;
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core::array<SUniformInfo> UniformInfo;
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s32 UserData;
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};
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}
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}
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