Skylicht Engine
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CBaseShaderCallback.h
1/*
2!@
3MIT License
4
5Copyright (c) 2019 Skylicht Technology CO., LTD
6
7Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files
8(the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify,
9merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so,
10subject to the following conditions:
11
12The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
13
14THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
15INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
16IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
17WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
18OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
19
20This file is part of the "Skylicht Engine".
21https://github.com/skylicht-lab/skylicht-engine
22!#
23*/
24
25#pragma once
26
27#include "pch.h"
28#include "CShaderManager.h"
29
30namespace Skylicht
31{
32
33 class SKYLICHT_API CBaseShaderCallback : public video::IShaderConstantSetCallBack
34 {
35 protected:
36 int m_materialRenderID;
37 bool m_initCallback;
38
39 public:
40 CBaseShaderCallback();
41 virtual ~CBaseShaderCallback();
42
43 inline void setMaterialRenderID(int id)
44 {
45 m_materialRenderID = id;
46 }
47
48 inline int getMaterialRenderID()
49 {
50 return m_materialRenderID;
51 }
52
53 void offsetUV(core::vector2df& uv, float speedX, float speedY);
54
55 bool isOpenGLFamily();
56
57 void setColor(IMaterialRenderer *matRender, int colorID, bool vertexConstant, const SColorf& c, float intensity);
58
59 void setWorldDirection(IMaterialRenderer *matRender, int directionID, bool vertexConstant, const core::vector3df& dir, int count = 4);
60
61 void setWorldInvPosition(IMaterialRenderer *matRender, int posID, const core::vector3df& pos, bool vertexConstant = true);
62
63 void setWorldPosition(IMaterialRenderer *matRender, int posID, const core::vector3df& pos, bool vertexConstant = true);
64 };
65
66}
Interface for material rendering.
Definition IMaterialRenderer.h:27
Interface making it possible to set constants for gpu programs every frame.
Definition IShaderConstantSetCallBack.h:22
Class representing a color with four floats.
Definition SColor.h:542
Everything in the Skylicht Engine. You can start by looking at the topics.
Definition AudioDebugLog.h:29
vector3d< f32 > vector3df
Typedef for a f32 3d vector.
Definition vector3d.h:445
vector2d< f32 > vector2df
Typedef for f32 2d vector.
Definition vector2d.h:323