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irr::video::IGPUProgrammingServices Class Reference

Interface making it possible to create and use programs running on the GPU. More...

#include <IGPUProgrammingServices.h>

List of all members.

Public Member Functions

virtual 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)=0
 Adds a new high-level shading material renderer to the VideoDriver.
virtual 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)=0
 Like IGPUProgrammingServices::addShaderMaterial(), but loads from files.
virtual 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)=0
 Like IGPUProgrammingServices::addShaderMaterial(), but loads from files.
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.
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.
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.
virtual ~IGPUProgrammingServices ()
 Destructor.


Detailed Description

Interface making it possible to create and use programs running on the GPU.

Definition at line 75 of file IGPUProgrammingServices.h.


Constructor & Destructor Documentation

virtual irr::video::IGPUProgrammingServices::~IGPUProgrammingServices (  )  [inline, virtual]

Destructor.

Definition at line 80 of file IGPUProgrammingServices.h.


Member Function Documentation

virtual s32 irr::video::IGPUProgrammingServices::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 
) [pure virtual]

Adds a new high-level shading material renderer to the VideoDriver.

Currently only HLSL/D3D9 and GLSL/OpenGL are supported.

Parameters:
vertexShaderProgram,: String containing the source of the vertex shader program. This can be 0 if no vertex program shall be used.
vertexShaderEntryPointName,: Name of the entry function of the vertexShaderProgram
vsCompileTarget,: Vertex shader version where the high level shader shall be compiled to.
pixelShaderProgram,: String containing the source of the pixel shader program. This can be 0 if no pixel shader shall be used.
pixelShaderEntryPointName,: Entry name of the function of the pixelShaderEntryPointName
psCompileTarget,: Pixel shader version where the high level shader shall be compiled to.
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 occured, e.g. if a vertex or pixel shader program could not be compiled or a compile target is not reachable. The error strings are then printed to the error log and can be catched with a custom event receiver.

virtual s32 irr::video::IGPUProgrammingServices::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 
) [pure virtual]

Like IGPUProgrammingServices::addShaderMaterial(), but loads from files.

Parameters:
vertexShaderProgram,: Text file handle containing the source of the vertex shader program. Set to 0 if no shader shall be created.
vertexShaderEntryPointName,: Name of the entry function of the vertexShaderProgram
vsCompileTarget,: Vertex shader version where the high level shader shall be compiled to.
pixelShaderProgram,: Text file containing the source of the pixel shader program. Set to
pixelShaderProgram,: Text file handle containing the source of the pixel shader program. Set to 0 if no shader shall be created.
pixelShaderEntryPointName,: Entry name of the function of the pixelShaderEntryPointName
psCompileTarget,: Pixel shader version where the high level shader shall be compiled to.
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 occured, e.g. if a vertex or pixel shader program could not be compiled or a compile target is not reachable. The error strings are then printed to the error log and can be catched with a custom event receiver.

virtual s32 irr::video::IGPUProgrammingServices::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 
) [pure virtual]

Like IGPUProgrammingServices::addShaderMaterial(), but loads from files.

Parameters:
vertexShaderProgram,: Text file containing the source of the vertex shader program. Set to 0 if no shader shall be created.
vertexShaderEntryPointName,: Name of the entry function of the vertexShaderProgram
vsCompileTarget,: Vertex shader version where the high level shader shall be compiled to.
pixelShaderProgram,: Text file containing the source of the pixel shader program. Set to 0 if no shader shall be created.
vertexShaderEntryPointName,: Name of the entry function of the vertexShaderProgram
vsCompileTarget,: Vertex shader version where the high level shader shall be compiled to.
pixelShaderProgram,: String containing the source of the pixel shader program. This can be 0 if no pixel shader shall be used.
pixelShaderEntryPointName,: Entry name of the function of the pixelShaderEntryPointName
psCompileTarget,: Pixel shader version where the high level shader shall be compiled to.
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 occured, e.g. if a vertex or pixel shader program could not be compiled or a compile target is not reachable. The error strings are then printed to the error log and can be catched with a custom event receiver.

virtual s32 irr::video::IGPUProgrammingServices::addShaderMaterial ( const c8 vertexShaderProgram = 0,
const c8 pixelShaderProgram = 0,
IShaderConstantSetCallBack callback = 0,
E_MATERIAL_TYPE  baseMaterial = video::EMT_SOLID,
s32  userData = 0 
) [pure virtual]

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:
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 cooridnates, v4: texture coordinates 2 if available.

For DX9 programs, you can manually set the registers using the dcl_ statements.

Parameters:
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 occured. -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 catched with a custom event receiver.

virtual s32 irr::video::IGPUProgrammingServices::addShaderMaterialFromFiles ( const io::path vertexShaderProgramFileName,
const io::path pixelShaderProgramFileName,
IShaderConstantSetCallBack callback = 0,
E_MATERIAL_TYPE  baseMaterial = video::EMT_SOLID,
s32  userData = 0 
) [pure virtual]

Like IGPUProgrammingServices::addShaderMaterial(), but loads from files.

Parameters:
vertexShaderProgramFileName,: Text file name containing the source of the vertex shader program. Set to 0 if no shader shall be created.
pixelShaderProgramFileName,: Text file name containing the source of the pixel shader program. Set to 0 if no shader shall be created.
callback,: Pointer to an IShaderConstantSetCallback object on which the OnSetConstants function is called.
baseMaterial,: baseMaterial
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 occured. -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 catched with a custom event receiver.

virtual s32 irr::video::IGPUProgrammingServices::addShaderMaterialFromFiles ( io::IReadFile vertexShaderProgram,
io::IReadFile pixelShaderProgram,
IShaderConstantSetCallBack callback = 0,
E_MATERIAL_TYPE  baseMaterial = video::EMT_SOLID,
s32  userData = 0 
) [pure virtual]

Like IGPUProgrammingServices::addShaderMaterial(), but loads from files.

Parameters:
vertexShaderProgram,: Text file containing the source of the vertex shader program. Set to 0 if no shader shall be created.
pixelShaderProgram,: Text file containing the source of the pixel shader program. Set to 0 if no shader shall be created.
callback,: Pointer to an IShaderConstantSetCallback object to which the OnSetConstants function is called.
baseMaterial,: baseMaterial
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 occured. -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 catched with a custom event receiver.


The documentation for this class was generated from the following file:

The Irrlicht Engine
The Irrlicht Engine Documentation © 2003-2009 by Nikolaus Gebhardt. Generated on Sun Jan 10 09:24:18 2010 by Doxygen (1.5.6)