<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> <html><head><meta http-equiv="Content-Type" content="text/html;charset=iso-8859-1"> <title>Irrlicht Engine: IGPUProgrammingServices.h Source File</title> <link href="doxygen.css" rel="stylesheet" type="text/css"> </head><body> <table class="irrlicht" > <tr valign="middle"> <td><font size="2"><a class="qindex" href="index.html"><font color="#FFFFFF">Home</font></a> | <a class="qindex" href="namespaces.html"><font color="#FFFFFF">Namespaces</font></a> | <a class="qindex" href="hierarchy.html"><font color="#FFFFFF">Hierarchy</font></a> | <a class="qindex" href="classes.html"><font color="#FFFFFF">Alphabetical List</font></a> | <a class="qindex" href="annotated.html"><font color="#FFFFFF"> Class list</font></a> | <a class="qindex" href="files.html"><font color="#FFFFFF">Files</font></a> | <a class="qindex" href="namespacemembers.html"><font color="#FFFFFF"> Namespace Members</font></a> | <a class="qindex" href="functions.html"><font color="#FFFFFF">Class members</font></a> | <a class="qindex" href="globals.html"><font color="#FFFFFF">File members</font></a> | <a class="qindex" href="pages.html"><font color="#FFFFFF">Tutorials</font></a></font> </td> </tr> </table> <!-- Generated by Doxygen 1.6.2 --> <h1>IGPUProgrammingServices.h</h1><a href="_i_g_p_u_programming_services_8h.html">Go to the documentation of this file.</a><div class="fragment"><pre class="fragment"><a name="l00001"></a>00001 <span class="comment">// Copyright (C) 2002-2010 Nikolaus Gebhardt</span> <a name="l00002"></a>00002 <span class="comment">// This file is part of the "Irrlicht Engine".</span> <a name="l00003"></a>00003 <span class="comment">// For conditions of distribution and use, see copyright notice in irrlicht.h</span> <a name="l00004"></a>00004 <a name="l00005"></a>00005 <span class="preprocessor">#ifndef __I_GPU_PROGRAMMING_SERVICES_H_INCLUDED__</span> <a name="l00006"></a>00006 <span class="preprocessor"></span><span class="preprocessor">#define __I_GPU_PROGRAMMING_SERVICES_H_INCLUDED__</span> <a name="l00007"></a>00007 <span class="preprocessor"></span> <a name="l00008"></a>00008 <span class="preprocessor">#include "<a class="code" href="_e_shader_types_8h.html">EShaderTypes.h</a>"</span> <a name="l00009"></a>00009 <span class="preprocessor">#include "<a class="code" href="_e_material_types_8h.html">EMaterialTypes.h</a>"</span> <a name="l00010"></a>00010 <span class="preprocessor">#include "<a class="code" href="_e_primitive_types_8h.html">EPrimitiveTypes.h</a>"</span> <a name="l00011"></a>00011 <span class="preprocessor">#include "<a class="code" href="path_8h.html">path.h</a>"</span> <a name="l00012"></a>00012 <a name="l00013"></a>00013 <span class="keyword">namespace </span>irr <a name="l00014"></a>00014 { <a name="l00015"></a>00015 <a name="l00016"></a>00016 <span class="keyword">namespace </span>io <a name="l00017"></a>00017 { <a name="l00018"></a>00018 <span class="keyword">class </span>IReadFile; <a name="l00019"></a>00019 } <span class="comment">// end namespace io</span> <a name="l00020"></a>00020 <a name="l00021"></a>00021 <span class="keyword">namespace </span>video <a name="l00022"></a>00022 { <a name="l00023"></a><a class="code" href="classirr_1_1video_1_1_i_g_p_u_programming_services.html">00023</a> <a name="l00024"></a>00024 <span class="keyword">class </span><a class="code" href="classirr_1_1video_1_1_i_video_driver.html" title="Interface to driver which is able to perform 2d and 3d graphics functions.">IVideoDriver</a>; <a name="l00025"></a>00025 <span class="keyword">class </span><a class="code" href="classirr_1_1video_1_1_i_shader_constant_set_call_back.html" title="Interface making it possible to set constants for gpu programs every frame.">IShaderConstantSetCallBack</a>; <a name="l00026"></a>00026 <a name="l00028"></a><a class="code" href="classirr_1_1video_1_1_i_g_p_u_programming_services.html#a09d143ea5c55840c15ebcb84e8539bc0">00028</a> <span class="keyword">class </span><a class="code" href="classirr_1_1video_1_1_i_g_p_u_programming_services.html" title="Interface making it possible to create and use programs running on the GPU.">IGPUProgrammingServices</a> <a name="l00029"></a>00029 { <a name="l00030"></a>00030 <span class="keyword">public</span>: <a name="l00031"></a>00031 <a name="l00033"></a>00033 <span class="keyword">virtual</span> <a class="code" href="classirr_1_1video_1_1_i_g_p_u_programming_services.html#a09d143ea5c55840c15ebcb84e8539bc0" title="Destructor.">~IGPUProgrammingServices</a>() {} <a name="l00034"></a>00034 <a name="l00036"></a>00036 <a name="l00076"></a>00076 <span class="keyword">virtual</span> <a class="code" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> <a class="code" href="classirr_1_1video_1_1_i_g_p_u_programming_services.html#a51d8b03d12a4a03ca8f03efd9f3da73b" title="Adds a new high-level shading material renderer to the VideoDriver.">addHighLevelShaderMaterial</a>( <a name="l00077"></a>00077 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410" title="8 bit character variable.">c8</a>* vertexShaderProgram, <a name="l00078"></a>00078 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410" title="8 bit character variable.">c8</a>* vertexShaderEntryPointName, <a name="l00079"></a>00079 <a class="code" href="namespaceirr_1_1video.html#a9decae50d4dc2455e7b009f5c71b24f9" title="Compile target enumeration for the addHighLevelShaderMaterial() method.">E_VERTEX_SHADER_TYPE</a> vsCompileTarget, <a name="l00080"></a>00080 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410" title="8 bit character variable.">c8</a>* pixelShaderProgram, <a name="l00081"></a>00081 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410" title="8 bit character variable.">c8</a>* pixelShaderEntryPointName, <a name="l00082"></a>00082 <a class="code" href="namespaceirr_1_1video.html#a07fb77e9aec681402ad376f7ef9b724c" title="Compile target enumeration for the addHighLevelShaderMaterial() method.">E_PIXEL_SHADER_TYPE</a> psCompileTarget, <a name="l00083"></a>00083 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410" title="8 bit character variable.">c8</a>* geometryShaderProgram, <a name="l00084"></a>00084 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410" title="8 bit character variable.">c8</a>* geometryShaderEntryPointName = <span class="stringliteral">"main"</span>, <a name="l00085"></a>00085 <a class="code" href="namespaceirr_1_1video.html#a3aad41cbdf894faaeeadf465592af18f" title="Enum for supported geometry shader types.">E_GEOMETRY_SHADER_TYPE</a> gsCompileTarget = <a class="code" href="namespaceirr_1_1video.html#a3aad41cbdf894faaeeadf465592af18fa12b261340852755273888e2243c46c82">EGST_GS_4_0</a>, <a name="l00086"></a>00086 <a class="code" href="namespaceirr_1_1scene.html#a5d7de82f2169761194b2f44d95cdc1dc" title="Enumeration for all primitive types there are.">scene::E_PRIMITIVE_TYPE</a> inType = <a class="code" href="namespaceirr_1_1scene.html#a5d7de82f2169761194b2f44d95cdc1dca237fc76e4b259febd27b4b84066ca581" title="Explicitly set all vertices for each triangle.">scene::EPT_TRIANGLES</a>, <a name="l00087"></a>00087 <a class="code" href="namespaceirr_1_1scene.html#a5d7de82f2169761194b2f44d95cdc1dc" title="Enumeration for all primitive types there are.">scene::E_PRIMITIVE_TYPE</a> outType = <a class="code" href="namespaceirr_1_1scene.html#a5d7de82f2169761194b2f44d95cdc1dcaef19e8b586de395af81c8cd9851a1b40">scene::EPT_TRIANGLE_STRIP</a>, <a name="l00088"></a>00088 <a class="code" href="namespaceirr.html#a0416a53257075833e7002efd0a18e804" title="32 bit unsigned variable.">u32</a> verticesOut = 0, <a name="l00089"></a><a class="code" href="classirr_1_1video_1_1_i_g_p_u_programming_services.html#ad970aa24e1493f95e8240d9003334acd">00089</a> <a class="code" href="classirr_1_1video_1_1_i_shader_constant_set_call_back.html" title="Interface making it possible to set constants for gpu programs every frame.">IShaderConstantSetCallBack</a>* callback = 0, <a name="l00090"></a>00090 <a class="code" href="namespaceirr_1_1video.html#ac8e9b6c66f7cebabd1a6d30cbc5430f1" title="Abstracted and easy to use fixed function/programmable pipeline material modes.">E_MATERIAL_TYPE</a> baseMaterial = <a class="code" href="namespaceirr_1_1video.html#ac8e9b6c66f7cebabd1a6d30cbc5430f1a9bc471b9c18c9e2d20496004d2a2e803" title="Standard solid material.">video::EMT_SOLID</a>, <a name="l00091"></a>00091 <a class="code" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> userData = 0 ) = 0; <a name="l00092"></a>00092 <a name="l00094"></a>00094 <a class="code" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> <a class="code" href="classirr_1_1video_1_1_i_g_p_u_programming_services.html#a51d8b03d12a4a03ca8f03efd9f3da73b" title="Adds a new high-level shading material renderer to the VideoDriver.">addHighLevelShaderMaterial</a>( <a name="l00095"></a>00095 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410" title="8 bit character variable.">c8</a>* vertexShaderProgram, <a name="l00096"></a>00096 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410" title="8 bit character variable.">c8</a>* vertexShaderEntryPointName = <span class="stringliteral">"main"</span>, <a name="l00097"></a>00097 <a class="code" href="namespaceirr_1_1video.html#a9decae50d4dc2455e7b009f5c71b24f9" title="Compile target enumeration for the addHighLevelShaderMaterial() method.">E_VERTEX_SHADER_TYPE</a> vsCompileTarget = <a class="code" href="namespaceirr_1_1video.html#a9decae50d4dc2455e7b009f5c71b24f9a60cc4ef72d14e7192dc721bde0f07461">EVST_VS_1_1</a>, <a name="l00098"></a>00098 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410" title="8 bit character variable.">c8</a>* pixelShaderProgram = 0, <a name="l00099"></a>00099 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410" title="8 bit character variable.">c8</a>* pixelShaderEntryPointName = <span class="stringliteral">"main"</span>, <a name="l00100"></a>00100 <a class="code" href="namespaceirr_1_1video.html#a07fb77e9aec681402ad376f7ef9b724c" title="Compile target enumeration for the addHighLevelShaderMaterial() method.">E_PIXEL_SHADER_TYPE</a> psCompileTarget = <a class="code" href="namespaceirr_1_1video.html#a07fb77e9aec681402ad376f7ef9b724ca600133dcb93a6cbdddaed1e09cc8a2cc">EPST_PS_1_1</a>, <a name="l00101"></a>00101 <a class="code" href="classirr_1_1video_1_1_i_shader_constant_set_call_back.html" title="Interface making it possible to set constants for gpu programs every frame.">IShaderConstantSetCallBack</a>* callback = 0, <a name="l00102"></a>00102 <a class="code" href="namespaceirr_1_1video.html#ac8e9b6c66f7cebabd1a6d30cbc5430f1" title="Abstracted and easy to use fixed function/programmable pipeline material modes.">E_MATERIAL_TYPE</a> baseMaterial = <a class="code" href="namespaceirr_1_1video.html#ac8e9b6c66f7cebabd1a6d30cbc5430f1a9bc471b9c18c9e2d20496004d2a2e803" title="Standard solid material.">video::EMT_SOLID</a>, <a name="l00103"></a>00103 <a class="code" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> userData = 0 ) <a name="l00104"></a>00104 { <a name="l00105"></a>00105 <span class="keywordflow">return</span> <a class="code" href="classirr_1_1video_1_1_i_g_p_u_programming_services.html#a51d8b03d12a4a03ca8f03efd9f3da73b" title="Adds a new high-level shading material renderer to the VideoDriver.">addHighLevelShaderMaterial</a>( <a name="l00106"></a>00106 vertexShaderProgram, vertexShaderEntryPointName, <a name="l00107"></a>00107 vsCompileTarget, pixelShaderProgram, <a name="l00108"></a>00108 pixelShaderEntryPointName, psCompileTarget, <a name="l00109"></a>00109 0, <span class="stringliteral">"main"</span>, <a class="code" href="namespaceirr_1_1video.html#a3aad41cbdf894faaeeadf465592af18fa12b261340852755273888e2243c46c82">EGST_GS_4_0</a>, <a name="l00110"></a>00110 <a class="code" href="namespaceirr_1_1scene.html#a5d7de82f2169761194b2f44d95cdc1dca237fc76e4b259febd27b4b84066ca581" title="Explicitly set all vertices for each triangle.">scene::EPT_TRIANGLES</a>, <a class="code" href="namespaceirr_1_1scene.html#a5d7de82f2169761194b2f44d95cdc1dcaef19e8b586de395af81c8cd9851a1b40">scene::EPT_TRIANGLE_STRIP</a>, 0, <a name="l00111"></a>00111 callback, baseMaterial, userData); <a name="l00112"></a>00112 } <a name="l00113"></a>00113 <a name="l00115"></a>00115 <a name="l00156"></a>00156 <span class="keyword">virtual</span> <a class="code" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> <a class="code" href="classirr_1_1video_1_1_i_g_p_u_programming_services.html#a63db9ae2f1684a888ac491278eeb8585" title="Like IGPUProgrammingServices::addShaderMaterial(), but loads from files.">addHighLevelShaderMaterialFromFiles</a>( <a name="l00157"></a>00157 <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1string.html">io::path</a>& vertexShaderProgramFileName, <a name="l00158"></a>00158 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410" title="8 bit character variable.">c8</a>* vertexShaderEntryPointName, <a name="l00159"></a>00159 <a class="code" href="namespaceirr_1_1video.html#a9decae50d4dc2455e7b009f5c71b24f9" title="Compile target enumeration for the addHighLevelShaderMaterial() method.">E_VERTEX_SHADER_TYPE</a> vsCompileTarget, <a name="l00160"></a>00160 <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1string.html">io::path</a>& pixelShaderProgramFileName, <a name="l00161"></a>00161 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410" title="8 bit character variable.">c8</a>* pixelShaderEntryPointName, <a name="l00162"></a>00162 <a class="code" href="namespaceirr_1_1video.html#a07fb77e9aec681402ad376f7ef9b724c" title="Compile target enumeration for the addHighLevelShaderMaterial() method.">E_PIXEL_SHADER_TYPE</a> psCompileTarget, <a name="l00163"></a>00163 <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1string.html">io::path</a>& geometryShaderProgramFileName, <a name="l00164"></a>00164 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410" title="8 bit character variable.">c8</a>* geometryShaderEntryPointName = <span class="stringliteral">"main"</span>, <a name="l00165"></a>00165 <a class="code" href="namespaceirr_1_1video.html#a3aad41cbdf894faaeeadf465592af18f" title="Enum for supported geometry shader types.">E_GEOMETRY_SHADER_TYPE</a> gsCompileTarget = <a class="code" href="namespaceirr_1_1video.html#a3aad41cbdf894faaeeadf465592af18fa12b261340852755273888e2243c46c82">EGST_GS_4_0</a>, <a name="l00166"></a>00166 <a class="code" href="namespaceirr_1_1scene.html#a5d7de82f2169761194b2f44d95cdc1dc" title="Enumeration for all primitive types there are.">scene::E_PRIMITIVE_TYPE</a> inType = <a class="code" href="namespaceirr_1_1scene.html#a5d7de82f2169761194b2f44d95cdc1dca237fc76e4b259febd27b4b84066ca581" title="Explicitly set all vertices for each triangle.">scene::EPT_TRIANGLES</a>, <a name="l00167"></a>00167 <a class="code" href="namespaceirr_1_1scene.html#a5d7de82f2169761194b2f44d95cdc1dc" title="Enumeration for all primitive types there are.">scene::E_PRIMITIVE_TYPE</a> outType = <a class="code" href="namespaceirr_1_1scene.html#a5d7de82f2169761194b2f44d95cdc1dcaef19e8b586de395af81c8cd9851a1b40">scene::EPT_TRIANGLE_STRIP</a>, <a name="l00168"></a>00168 <a class="code" href="namespaceirr.html#a0416a53257075833e7002efd0a18e804" title="32 bit unsigned variable.">u32</a> verticesOut = 0, <a name="l00169"></a><a class="code" href="classirr_1_1video_1_1_i_g_p_u_programming_services.html#a6a3ad46cf6516499dffae78f4849a481">00169</a> <a class="code" href="classirr_1_1video_1_1_i_shader_constant_set_call_back.html" title="Interface making it possible to set constants for gpu programs every frame.">IShaderConstantSetCallBack</a>* callback = 0, <a name="l00170"></a>00170 <a class="code" href="namespaceirr_1_1video.html#ac8e9b6c66f7cebabd1a6d30cbc5430f1" title="Abstracted and easy to use fixed function/programmable pipeline material modes.">E_MATERIAL_TYPE</a> baseMaterial = <a class="code" href="namespaceirr_1_1video.html#ac8e9b6c66f7cebabd1a6d30cbc5430f1a9bc471b9c18c9e2d20496004d2a2e803" title="Standard solid material.">video::EMT_SOLID</a>, <a name="l00171"></a>00171 <a class="code" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> userData = 0) = 0; <a name="l00172"></a>00172 <a name="l00174"></a>00174 <a class="code" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> <a class="code" href="classirr_1_1video_1_1_i_g_p_u_programming_services.html#a63db9ae2f1684a888ac491278eeb8585" title="Like IGPUProgrammingServices::addShaderMaterial(), but loads from files.">addHighLevelShaderMaterialFromFiles</a>( <a name="l00175"></a>00175 <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1string.html">io::path</a>& vertexShaderProgramFileName, <a name="l00176"></a>00176 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410" title="8 bit character variable.">c8</a>* vertexShaderEntryPointName = <span class="stringliteral">"main"</span>, <a name="l00177"></a>00177 <a class="code" href="namespaceirr_1_1video.html#a9decae50d4dc2455e7b009f5c71b24f9" title="Compile target enumeration for the addHighLevelShaderMaterial() method.">E_VERTEX_SHADER_TYPE</a> vsCompileTarget = <a class="code" href="namespaceirr_1_1video.html#a9decae50d4dc2455e7b009f5c71b24f9a60cc4ef72d14e7192dc721bde0f07461">EVST_VS_1_1</a>, <a name="l00178"></a>00178 <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1string.html">io::path</a>& pixelShaderProgramFileName = <span class="stringliteral">""</span>, <a name="l00179"></a>00179 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410" title="8 bit character variable.">c8</a>* pixelShaderEntryPointName = <span class="stringliteral">"main"</span>, <a name="l00180"></a>00180 <a class="code" href="namespaceirr_1_1video.html#a07fb77e9aec681402ad376f7ef9b724c" title="Compile target enumeration for the addHighLevelShaderMaterial() method.">E_PIXEL_SHADER_TYPE</a> psCompileTarget = <a class="code" href="namespaceirr_1_1video.html#a07fb77e9aec681402ad376f7ef9b724ca600133dcb93a6cbdddaed1e09cc8a2cc">EPST_PS_1_1</a>, <a name="l00181"></a>00181 <a class="code" href="classirr_1_1video_1_1_i_shader_constant_set_call_back.html" title="Interface making it possible to set constants for gpu programs every frame.">IShaderConstantSetCallBack</a>* callback = 0, <a name="l00182"></a>00182 <a class="code" href="namespaceirr_1_1video.html#ac8e9b6c66f7cebabd1a6d30cbc5430f1" title="Abstracted and easy to use fixed function/programmable pipeline material modes.">E_MATERIAL_TYPE</a> baseMaterial = <a class="code" href="namespaceirr_1_1video.html#ac8e9b6c66f7cebabd1a6d30cbc5430f1a9bc471b9c18c9e2d20496004d2a2e803" title="Standard solid material.">video::EMT_SOLID</a>, <a name="l00183"></a>00183 <a class="code" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> userData = 0) <a name="l00184"></a>00184 { <a name="l00185"></a>00185 <span class="keywordflow">return</span> <a class="code" href="classirr_1_1video_1_1_i_g_p_u_programming_services.html#a63db9ae2f1684a888ac491278eeb8585" title="Like IGPUProgrammingServices::addShaderMaterial(), but loads from files.">addHighLevelShaderMaterialFromFiles</a>( <a name="l00186"></a>00186 vertexShaderProgramFileName, vertexShaderEntryPointName, <a name="l00187"></a>00187 vsCompileTarget, pixelShaderProgramFileName, <a name="l00188"></a>00188 pixelShaderEntryPointName, psCompileTarget, <a name="l00189"></a>00189 <span class="stringliteral">""</span>, <span class="stringliteral">"main"</span>, <a class="code" href="namespaceirr_1_1video.html#a3aad41cbdf894faaeeadf465592af18fa12b261340852755273888e2243c46c82">EGST_GS_4_0</a>, <a name="l00190"></a>00190 <a class="code" href="namespaceirr_1_1scene.html#a5d7de82f2169761194b2f44d95cdc1dca237fc76e4b259febd27b4b84066ca581" title="Explicitly set all vertices for each triangle.">scene::EPT_TRIANGLES</a>, <a class="code" href="namespaceirr_1_1scene.html#a5d7de82f2169761194b2f44d95cdc1dcaef19e8b586de395af81c8cd9851a1b40">scene::EPT_TRIANGLE_STRIP</a>, 0, <a name="l00191"></a>00191 callback, baseMaterial, userData); <a name="l00192"></a>00192 } <a name="l00193"></a>00193 <a name="l00195"></a>00195 <a name="l00234"></a>00234 <span class="keyword">virtual</span> <a class="code" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> <a class="code" href="classirr_1_1video_1_1_i_g_p_u_programming_services.html#a63db9ae2f1684a888ac491278eeb8585" title="Like IGPUProgrammingServices::addShaderMaterial(), but loads from files.">addHighLevelShaderMaterialFromFiles</a>( <a name="l00235"></a>00235 <a class="code" href="classirr_1_1io_1_1_i_read_file.html" title="Interface providing read acess to a file.">io::IReadFile</a>* vertexShaderProgram, <a name="l00236"></a>00236 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410" title="8 bit character variable.">c8</a>* vertexShaderEntryPointName, <a name="l00237"></a>00237 <a class="code" href="namespaceirr_1_1video.html#a9decae50d4dc2455e7b009f5c71b24f9" title="Compile target enumeration for the addHighLevelShaderMaterial() method.">E_VERTEX_SHADER_TYPE</a> vsCompileTarget, <a name="l00238"></a>00238 <a class="code" href="classirr_1_1io_1_1_i_read_file.html" title="Interface providing read acess to a file.">io::IReadFile</a>* pixelShaderProgram, <a name="l00239"></a>00239 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410" title="8 bit character variable.">c8</a>* pixelShaderEntryPointName, <a name="l00240"></a>00240 <a class="code" href="namespaceirr_1_1video.html#a07fb77e9aec681402ad376f7ef9b724c" title="Compile target enumeration for the addHighLevelShaderMaterial() method.">E_PIXEL_SHADER_TYPE</a> psCompileTarget, <a name="l00241"></a>00241 <a class="code" href="classirr_1_1io_1_1_i_read_file.html" title="Interface providing read acess to a file.">io::IReadFile</a>* geometryShaderProgram, <a name="l00242"></a>00242 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410" title="8 bit character variable.">c8</a>* geometryShaderEntryPointName = <span class="stringliteral">"main"</span>, <a name="l00243"></a>00243 <a class="code" href="namespaceirr_1_1video.html#a3aad41cbdf894faaeeadf465592af18f" title="Enum for supported geometry shader types.">E_GEOMETRY_SHADER_TYPE</a> gsCompileTarget = <a class="code" href="namespaceirr_1_1video.html#a3aad41cbdf894faaeeadf465592af18fa12b261340852755273888e2243c46c82">EGST_GS_4_0</a>, <a name="l00244"></a>00244 <a class="code" href="namespaceirr_1_1scene.html#a5d7de82f2169761194b2f44d95cdc1dc" title="Enumeration for all primitive types there are.">scene::E_PRIMITIVE_TYPE</a> inType = <a class="code" href="namespaceirr_1_1scene.html#a5d7de82f2169761194b2f44d95cdc1dca237fc76e4b259febd27b4b84066ca581" title="Explicitly set all vertices for each triangle.">scene::EPT_TRIANGLES</a>, <a name="l00245"></a>00245 <a class="code" href="namespaceirr_1_1scene.html#a5d7de82f2169761194b2f44d95cdc1dc" title="Enumeration for all primitive types there are.">scene::E_PRIMITIVE_TYPE</a> outType = <a class="code" href="namespaceirr_1_1scene.html#a5d7de82f2169761194b2f44d95cdc1dcaef19e8b586de395af81c8cd9851a1b40">scene::EPT_TRIANGLE_STRIP</a>, <a name="l00246"></a>00246 <a class="code" href="namespaceirr.html#a0416a53257075833e7002efd0a18e804" title="32 bit unsigned variable.">u32</a> verticesOut = 0, <a name="l00247"></a><a class="code" href="classirr_1_1video_1_1_i_g_p_u_programming_services.html#a17a3e2a17b9f8a391c9ad9d7e52e8719">00247</a> <a class="code" href="classirr_1_1video_1_1_i_shader_constant_set_call_back.html" title="Interface making it possible to set constants for gpu programs every frame.">IShaderConstantSetCallBack</a>* callback = 0, <a name="l00248"></a>00248 <a class="code" href="namespaceirr_1_1video.html#ac8e9b6c66f7cebabd1a6d30cbc5430f1" title="Abstracted and easy to use fixed function/programmable pipeline material modes.">E_MATERIAL_TYPE</a> baseMaterial = <a class="code" href="namespaceirr_1_1video.html#ac8e9b6c66f7cebabd1a6d30cbc5430f1a9bc471b9c18c9e2d20496004d2a2e803" title="Standard solid material.">video::EMT_SOLID</a>, <a name="l00249"></a>00249 <a class="code" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> userData = 0) = 0; <a name="l00250"></a>00250 <a name="l00252"></a>00252 <a class="code" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> <a class="code" href="classirr_1_1video_1_1_i_g_p_u_programming_services.html#a63db9ae2f1684a888ac491278eeb8585" title="Like IGPUProgrammingServices::addShaderMaterial(), but loads from files.">addHighLevelShaderMaterialFromFiles</a>( <a name="l00253"></a>00253 <a class="code" href="classirr_1_1io_1_1_i_read_file.html" title="Interface providing read acess to a file.">io::IReadFile</a>* vertexShaderProgram, <a name="l00254"></a>00254 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410" title="8 bit character variable.">c8</a>* vertexShaderEntryPointName = <span class="stringliteral">"main"</span>, <a name="l00255"></a>00255 <a class="code" href="namespaceirr_1_1video.html#a9decae50d4dc2455e7b009f5c71b24f9" title="Compile target enumeration for the addHighLevelShaderMaterial() method.">E_VERTEX_SHADER_TYPE</a> vsCompileTarget = <a class="code" href="namespaceirr_1_1video.html#a9decae50d4dc2455e7b009f5c71b24f9a60cc4ef72d14e7192dc721bde0f07461">EVST_VS_1_1</a>, <a name="l00256"></a>00256 <a class="code" href="classirr_1_1io_1_1_i_read_file.html" title="Interface providing read acess to a file.">io::IReadFile</a>* pixelShaderProgram = 0, <a name="l00257"></a>00257 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410" title="8 bit character variable.">c8</a>* pixelShaderEntryPointName = <span class="stringliteral">"main"</span>, <a name="l00258"></a>00258 <a class="code" href="namespaceirr_1_1video.html#a07fb77e9aec681402ad376f7ef9b724c" title="Compile target enumeration for the addHighLevelShaderMaterial() method.">E_PIXEL_SHADER_TYPE</a> psCompileTarget = <a class="code" href="namespaceirr_1_1video.html#a07fb77e9aec681402ad376f7ef9b724ca600133dcb93a6cbdddaed1e09cc8a2cc">EPST_PS_1_1</a>, <a name="l00259"></a>00259 <a class="code" href="classirr_1_1video_1_1_i_shader_constant_set_call_back.html" title="Interface making it possible to set constants for gpu programs every frame.">IShaderConstantSetCallBack</a>* callback = 0, <a name="l00260"></a>00260 <a class="code" href="namespaceirr_1_1video.html#ac8e9b6c66f7cebabd1a6d30cbc5430f1" title="Abstracted and easy to use fixed function/programmable pipeline material modes.">E_MATERIAL_TYPE</a> baseMaterial = <a class="code" href="namespaceirr_1_1video.html#ac8e9b6c66f7cebabd1a6d30cbc5430f1a9bc471b9c18c9e2d20496004d2a2e803" title="Standard solid material.">video::EMT_SOLID</a>, <a name="l00261"></a>00261 <a class="code" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> userData = 0) <a name="l00262"></a>00262 { <a name="l00263"></a>00263 <span class="keywordflow">return</span> <a class="code" href="classirr_1_1video_1_1_i_g_p_u_programming_services.html#a63db9ae2f1684a888ac491278eeb8585" title="Like IGPUProgrammingServices::addShaderMaterial(), but loads from files.">addHighLevelShaderMaterialFromFiles</a>( <a name="l00264"></a>00264 vertexShaderProgram, vertexShaderEntryPointName, <a name="l00265"></a>00265 vsCompileTarget, pixelShaderProgram, <a name="l00266"></a>00266 pixelShaderEntryPointName, psCompileTarget, <a name="l00267"></a>00267 0, <span class="stringliteral">"main"</span>, <a class="code" href="namespaceirr_1_1video.html#a3aad41cbdf894faaeeadf465592af18fa12b261340852755273888e2243c46c82">EGST_GS_4_0</a>, <a name="l00268"></a>00268 <a class="code" href="namespaceirr_1_1scene.html#a5d7de82f2169761194b2f44d95cdc1dca237fc76e4b259febd27b4b84066ca581" title="Explicitly set all vertices for each triangle.">scene::EPT_TRIANGLES</a>, <a class="code" href="namespaceirr_1_1scene.html#a5d7de82f2169761194b2f44d95cdc1dcaef19e8b586de395af81c8cd9851a1b40">scene::EPT_TRIANGLE_STRIP</a>, 0, <a name="l00269"></a>00269 callback, baseMaterial, userData); <a name="l00270"></a>00270 } <a name="l00271"></a>00271 <a name="l00273"></a>00273 <a name="l00306"></a>00306 <span class="keyword">virtual</span> <a class="code" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> <a class="code" href="classirr_1_1video_1_1_i_g_p_u_programming_services.html#af7c7515773d4be33e1c66b8e3b65c293" title="Adds a new ASM shader material renderer to the VideoDriver.">addShaderMaterial</a>(<span class="keyword">const</span> <a class="code" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410" title="8 bit character variable.">c8</a>* vertexShaderProgram = 0, <a name="l00307"></a>00307 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410" title="8 bit character variable.">c8</a>* pixelShaderProgram = 0, <a name="l00308"></a>00308 <a class="code" href="classirr_1_1video_1_1_i_shader_constant_set_call_back.html" title="Interface making it possible to set constants for gpu programs every frame.">IShaderConstantSetCallBack</a>* callback = 0, <a name="l00309"></a>00309 <a class="code" href="namespaceirr_1_1video.html#ac8e9b6c66f7cebabd1a6d30cbc5430f1" title="Abstracted and easy to use fixed function/programmable pipeline material modes.">E_MATERIAL_TYPE</a> baseMaterial = <a class="code" href="namespaceirr_1_1video.html#ac8e9b6c66f7cebabd1a6d30cbc5430f1a9bc471b9c18c9e2d20496004d2a2e803" title="Standard solid material.">video::EMT_SOLID</a>, <a name="l00310"></a>00310 <a class="code" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> userData = 0) = 0; <a name="l00311"></a>00311 <a name="l00313"></a>00313 <a name="l00330"></a>00330 <span class="keyword">virtual</span> <a class="code" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> <a class="code" href="classirr_1_1video_1_1_i_g_p_u_programming_services.html#a3d525d13fe863dc4f06af01eb44ea9e6" title="Like IGPUProgrammingServices::addShaderMaterial(), but loads from files.">addShaderMaterialFromFiles</a>(<a class="code" href="classirr_1_1io_1_1_i_read_file.html" title="Interface providing read acess to a file.">io::IReadFile</a>* vertexShaderProgram, <a name="l00331"></a>00331 <a class="code" href="classirr_1_1io_1_1_i_read_file.html" title="Interface providing read acess to a file.">io::IReadFile</a>* pixelShaderProgram, <a name="l00332"></a>00332 <a class="code" href="classirr_1_1video_1_1_i_shader_constant_set_call_back.html" title="Interface making it possible to set constants for gpu programs every frame.">IShaderConstantSetCallBack</a>* callback = 0, <a name="l00333"></a>00333 <a class="code" href="namespaceirr_1_1video.html#ac8e9b6c66f7cebabd1a6d30cbc5430f1" title="Abstracted and easy to use fixed function/programmable pipeline material modes.">E_MATERIAL_TYPE</a> baseMaterial = <a class="code" href="namespaceirr_1_1video.html#ac8e9b6c66f7cebabd1a6d30cbc5430f1a9bc471b9c18c9e2d20496004d2a2e803" title="Standard solid material.">video::EMT_SOLID</a>, <a name="l00334"></a>00334 <a class="code" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> userData = 0) = 0; <a name="l00335"></a>00335 <a name="l00337"></a>00337 <a name="l00355"></a>00355 <span class="keyword">virtual</span> <a class="code" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> <a class="code" href="classirr_1_1video_1_1_i_g_p_u_programming_services.html#a3d525d13fe863dc4f06af01eb44ea9e6" title="Like IGPUProgrammingServices::addShaderMaterial(), but loads from files.">addShaderMaterialFromFiles</a>(<span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1string.html">io::path</a>& vertexShaderProgramFileName, <a name="l00356"></a>00356 <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1string.html">io::path</a>& pixelShaderProgramFileName, <a name="l00357"></a>00357 <a class="code" href="classirr_1_1video_1_1_i_shader_constant_set_call_back.html" title="Interface making it possible to set constants for gpu programs every frame.">IShaderConstantSetCallBack</a>* callback = 0, <a name="l00358"></a>00358 <a class="code" href="namespaceirr_1_1video.html#ac8e9b6c66f7cebabd1a6d30cbc5430f1" title="Abstracted and easy to use fixed function/programmable pipeline material modes.">E_MATERIAL_TYPE</a> baseMaterial = <a class="code" href="namespaceirr_1_1video.html#ac8e9b6c66f7cebabd1a6d30cbc5430f1a9bc471b9c18c9e2d20496004d2a2e803" title="Standard solid material.">video::EMT_SOLID</a>, <a name="l00359"></a>00359 <a class="code" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> userData = 0) = 0; <a name="l00360"></a>00360 }; <a name="l00361"></a>00361 <a name="l00362"></a>00362 <a name="l00363"></a>00363 } <span class="comment">// end namespace video</span> <a name="l00364"></a>00364 } <span class="comment">// end namespace irr</span> <a name="l00365"></a>00365 <a name="l00366"></a>00366 <span class="preprocessor">#endif</span> <a name="l00367"></a>00367 <span class="preprocessor"></span> </pre></div></div> <hr size="1"> <address style="align: right;"> <small> </small> </address> <table width="100%" border="0" cellspacing="0" cellpadding="2"> <tr> <td width="0"> <div align="left"><small><a href="http://irrlicht.sourceforge.net" target="_blank"><img src="irrlicht.png" alt="The Irrlicht Engine" align="middle" border=0 width=88 height=31></a></small></div></td> <td> <div align="left"><small><em><font size="2">The <a href="http://irrlicht.sourceforge.net" target="_blank">Irrlicht Engine</a> Documentation © 2003-2010 by Nikolaus Gebhardt. Generated on Sun Oct 24 12:41:56 2010 by <a href="http://www.doxygen.org" target="_blank">Doxygen</a> (1.6.2)</font></em></small></div></td> </tr> </table> <address style="align: right;"> </address> </body> </html>