Skylicht Engine
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Material
Shader
CBaseShaderCallback.h
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/*
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!@
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MIT License
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Copyright (c) 2019 Skylicht Technology CO., LTD
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Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files
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(the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify,
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merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so,
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subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
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INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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This file is part of the "Skylicht Engine".
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https://github.com/skylicht-lab/skylicht-engine
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!#
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*/
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#pragma once
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#include "pch.h"
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#include "CShaderManager.h"
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namespace
Skylicht
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{
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class
SKYLICHT_API CBaseShaderCallback :
public
video::IShaderConstantSetCallBack
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{
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protected
:
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int
m_materialRenderID;
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bool
m_initCallback;
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public
:
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CBaseShaderCallback();
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virtual
~CBaseShaderCallback();
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inline
void
setMaterialRenderID(
int
id
)
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{
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m_materialRenderID = id;
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}
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inline
int
getMaterialRenderID()
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{
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return
m_materialRenderID;
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}
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void
offsetUV(
core::vector2df
& uv,
float
speedX,
float
speedY);
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bool
isOpenGLFamily();
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void
setColor(
IMaterialRenderer
*matRender,
int
colorID,
bool
vertexConstant,
const
SColorf
& c,
float
intensity);
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void
setWorldDirection(
IMaterialRenderer
*matRender,
int
directionID,
bool
vertexConstant,
const
core::vector3df
& dir,
int
count = 4);
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void
setWorldInvPosition(
IMaterialRenderer
*matRender,
int
posID,
const
core::vector3df
& pos,
bool
vertexConstant =
true
);
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void
setWorldPosition(
IMaterialRenderer
*matRender,
int
posID,
const
core::vector3df
& pos,
bool
vertexConstant =
true
);
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};
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}
irr::video::IMaterialRenderer
Interface for material rendering.
Definition
IMaterialRenderer.h:27
irr::video::IShaderConstantSetCallBack
Interface making it possible to set constants for gpu programs every frame.
Definition
IShaderConstantSetCallBack.h:22
irr::video::SColorf
Class representing a color with four floats.
Definition
SColor.h:542
Skylicht
Everything in the Skylicht Engine. You can start by looking at the topics.
Definition
AudioDebugLog.h:29
irr::core::vector3df
vector3d< f32 > vector3df
Typedef for a f32 3d vector.
Definition
vector3d.h:445
irr::core::vector2df
vector2d< f32 > vector2df
Typedef for f32 2d vector.
Definition
vector2d.h:323
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