1 // Copyright (C) 2002-2012 Nikolaus Gebhardt
2 // This file is part of the "Irrlicht Engine".
3 // For conditions of distribution and use, see copyright notice in irrlicht.h
4 
5 #ifndef __I_GPU_PROGRAMMING_SERVICES_H_INCLUDED__
6 #define __I_GPU_PROGRAMMING_SERVICES_H_INCLUDED__
7 
8 #include "EShaderTypes.h"
9 #include "EMaterialTypes.h"
10 #include "EPrimitiveTypes.h"
11 #include "path.h"
12 
13 namespace irr
14 {
15 
16 namespace io
17 {
18 	class IReadFile;
19 } // end namespace io
20 
21 namespace video
22 {
23 
24 class IVideoDriver;
25 class IShaderConstantSetCallBack;
26 
27 //! Enumeration for different types of shading languages
28 enum E_GPU_SHADING_LANGUAGE
29 {
30 	//! The default language, so HLSL for Direct3D and GLSL for OpenGL.
31 	EGSL_DEFAULT = 0,
32 
33 	//! Cg shading language.*/
34 	EGSL_CG
35 };
36 
37 //! Interface making it possible to create and use programs running on the GPU.
38 class IGPUProgrammingServices
39 {
40 public:
41 
42 	//! Destructor
~IGPUProgrammingServices()43 	virtual ~IGPUProgrammingServices() {}
44 
45 	//! Adds a new high-level shading material renderer to the VideoDriver.
46 	/** Currently only HLSL/D3D9 and GLSL/OpenGL are supported.
47 	\param vertexShaderProgram String containing the source of the vertex
48 	shader program. This can be 0 if no vertex program shall be used.
49 	\param vertexShaderEntryPointName Name of the entry function of the
50 	vertexShaderProgram (p.e. "main")
51 	\param vsCompileTarget Vertex shader version the high level shader
52 	shall be compiled to.
53 	\param pixelShaderProgram String containing the source of the pixel
54 	shader program. This can be 0 if no pixel shader shall be used.
55 	\param pixelShaderEntryPointName Entry name of the function of the
56 	pixelShaderProgram (p.e. "main")
57 	\param psCompileTarget Pixel shader version the high level shader
58 	shall be compiled to.
59 	\param geometryShaderProgram String containing the source of the
60 	geometry shader program. This can be 0 if no geometry shader shall be
61 	used.
62 	\param geometryShaderEntryPointName Entry name of the function of the
63 	geometryShaderProgram (p.e. "main")
64 	\param gsCompileTarget Geometry shader version the high level shader
65 	shall be compiled to.
66 	\param inType Type of vertices passed to geometry shader
67 	\param outType Type of vertices created by geometry shader
68 	\param verticesOut Maximal number of vertices created by geometry
69 	shader. If 0, maximal number supported is assumed.
70 	\param callback Pointer to an implementation of
71 	IShaderConstantSetCallBack in which you can set the needed vertex,
72 	pixel, and geometry shader program constants. Set this to 0 if you
73 	don't need this.
74 	\param baseMaterial Base material which renderstates will be used to
75 	shade the material.
76 	\param userData a user data int. This int can be set to any value and
77 	will be set as parameter in the callback method when calling
78 	OnSetConstants(). In this way it is easily possible to use the same
79 	callback method for multiple materials and distinguish between them
80 	during the call.
81 	\param shaderLang a type of shading language used in current shader.
82 	\return Number of the material type which can be set in
83 	SMaterial::MaterialType to use the renderer. -1 is returned if an error
84 	occured, e.g. if a shader program could not be compiled or a compile
85 	target is not reachable. The error strings are then printed to the
86 	error log and can be catched with a custom event receiver. */
87 	virtual s32 addHighLevelShaderMaterial(
88 		const c8* vertexShaderProgram,
89 		const c8* vertexShaderEntryPointName,
90 		E_VERTEX_SHADER_TYPE vsCompileTarget,
91 		const c8* pixelShaderProgram,
92 		const c8* pixelShaderEntryPointName,
93 		E_PIXEL_SHADER_TYPE psCompileTarget,
94 		const c8* geometryShaderProgram,
95 		const c8* geometryShaderEntryPointName = "main",
96 		E_GEOMETRY_SHADER_TYPE gsCompileTarget = EGST_GS_4_0,
97 		scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES,
98 		scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP,
99 		u32 verticesOut = 0,
100 		IShaderConstantSetCallBack* callback = 0,
101 		E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
102 		s32 userData = 0,
103 		E_GPU_SHADING_LANGUAGE shadingLang = EGSL_DEFAULT) = 0;
104 
105 	//! convenience function for use without geometry shaders
106 	s32 addHighLevelShaderMaterial(
107 		const c8* vertexShaderProgram,
108 		const c8* vertexShaderEntryPointName="main",
109 		E_VERTEX_SHADER_TYPE vsCompileTarget=EVST_VS_1_1,
110 		const c8* pixelShaderProgram=0,
111 		const c8* pixelShaderEntryPointName="main",
112 		E_PIXEL_SHADER_TYPE psCompileTarget=EPST_PS_1_1,
113 		IShaderConstantSetCallBack* callback=0,
114 		E_MATERIAL_TYPE baseMaterial=video::EMT_SOLID,
115 		s32 userData=0,
116 		E_GPU_SHADING_LANGUAGE shadingLang=EGSL_DEFAULT)
117 	{
118 		return addHighLevelShaderMaterial(
119 			vertexShaderProgram, vertexShaderEntryPointName,
120 			vsCompileTarget, pixelShaderProgram,
121 			pixelShaderEntryPointName, psCompileTarget,
122 			0, "main", EGST_GS_4_0,
123 			scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0,
124 			callback, baseMaterial, userData, shadingLang);
125 	}
126 
127 	//! convenience function for use with many defaults, without geometry shader
128 	/** All shader names are set to "main" and compile targets are shader
129 	type 1.1.
130 	*/
131 	s32 addHighLevelShaderMaterial(
132 		const c8* vertexShaderProgram,
133 		const c8* pixelShaderProgram=0,
134 		IShaderConstantSetCallBack* callback=0,
135 		E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
136 		s32 userData=0)
137 	{
138 		return addHighLevelShaderMaterial(
139 			vertexShaderProgram, "main",
140 			EVST_VS_1_1, pixelShaderProgram,
141 			"main", EPST_PS_1_1,
142 			0, "main", EGST_GS_4_0,
143 			scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0,
144 			callback, baseMaterial, userData);
145 	}
146 
147 	//! convenience function for use with many defaults, with geometry shader
148 	/** All shader names are set to "main" and compile targets are shader
149 	type 1.1 and geometry shader 4.0.
150 	*/
151 	s32 addHighLevelShaderMaterial(
152 		const c8* vertexShaderProgram,
153 		const c8* pixelShaderProgram = 0,
154 		const c8* geometryShaderProgram = 0,
155 		scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES,
156 		scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP,
157 		u32 verticesOut = 0,
158 		IShaderConstantSetCallBack* callback = 0,
159 		E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
160 		s32 userData = 0 )
161 	{
162 		return addHighLevelShaderMaterial(
163 			vertexShaderProgram, "main",
164 			EVST_VS_1_1, pixelShaderProgram,
165 			"main", EPST_PS_1_1,
166 			geometryShaderProgram, "main", EGST_GS_4_0,
167 			inType, outType, verticesOut,
168 			callback, baseMaterial, userData);
169 	}
170 
171 	//! Like IGPUProgrammingServices::addShaderMaterial(), but loads from files.
172 	/** \param vertexShaderProgramFileName Text file containing the source
173 	of the vertex shader program. Set to empty string if no vertex shader
174 	shall be created.
175 	\param vertexShaderEntryPointName Name of the entry function of the
176 	vertexShaderProgram  (p.e. "main")
177 	\param vsCompileTarget Vertex shader version the high level shader
178 	shall be compiled to.
179 	\param pixelShaderProgramFileName Text file containing the source of
180 	the pixel shader program. Set to empty string if no pixel shader shall
181 	be created.
182 	\param pixelShaderEntryPointName Entry name of the function of the
183 	pixelShaderProgram (p.e. "main")
184 	\param psCompileTarget Pixel shader version the high level shader
185 	shall be compiled to.
186 	\param geometryShaderProgramFileName Name of the source of
187 	the geometry shader program. Set to empty string if no geometry shader
188 	shall be created.
189 	\param geometryShaderEntryPointName Entry name of the function of the
190 	geometryShaderProgram (p.e. "main")
191 	\param gsCompileTarget Geometry shader version the high level shader
192 	shall be compiled to.
193 	\param inType Type of vertices passed to geometry shader
194 	\param outType Type of vertices created by geometry shader
195 	\param verticesOut Maximal number of vertices created by geometry
196 	shader. If 0, maximal number supported is assumed.
197 	\param callback Pointer to an implementation of
198 	IShaderConstantSetCallBack in which you can set the needed vertex,
199 	pixel, and geometry shader program constants. Set this to 0 if you
200 	don't need this.
201 	\param baseMaterial Base material which renderstates will be used to
202 	shade the material.
203 	\param userData a user data int. This int can be set to any value and
204 	will be set as parameter in the callback method when calling
205 	OnSetConstants(). In this way it is easily possible to use the same
206 	callback method for multiple materials and distinguish between them
207 	during the call.
208 	\param shaderLang a type of shading language used in current shader.
209 	\return Number of the material type which can be set in
210 	SMaterial::MaterialType to use the renderer. -1 is returned if an error
211 	occured, e.g. if a shader program could not be compiled or a compile
212 	target is not reachable. The error strings are then printed to the
213 	error log and can be catched with a custom event receiver. */
214 	virtual s32 addHighLevelShaderMaterialFromFiles(
215 		const io::path& vertexShaderProgramFileName,
216 		const c8* vertexShaderEntryPointName,
217 		E_VERTEX_SHADER_TYPE vsCompileTarget,
218 		const io::path& pixelShaderProgramFileName,
219 		const c8* pixelShaderEntryPointName,
220 		E_PIXEL_SHADER_TYPE psCompileTarget,
221 		const io::path& geometryShaderProgramFileName,
222 		const c8* geometryShaderEntryPointName = "main",
223 		E_GEOMETRY_SHADER_TYPE gsCompileTarget = EGST_GS_4_0,
224 		scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES,
225 		scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP,
226 		u32 verticesOut = 0,
227 		IShaderConstantSetCallBack* callback = 0,
228 		E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
229 		s32 userData = 0,
230 		E_GPU_SHADING_LANGUAGE shadingLang = EGSL_DEFAULT) = 0;
231 
232 	//! convenience function for use without geometry shaders
233 	s32 addHighLevelShaderMaterialFromFiles(
234 		const io::path& vertexShaderProgramFileName,
235 		const c8* vertexShaderEntryPointName = "main",
236 		E_VERTEX_SHADER_TYPE vsCompileTarget = EVST_VS_1_1,
237 		const io::path& pixelShaderProgramFileName = "",
238 		const c8* pixelShaderEntryPointName = "main",
239 		E_PIXEL_SHADER_TYPE psCompileTarget = EPST_PS_1_1,
240 		IShaderConstantSetCallBack* callback = 0,
241 		E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
242 		s32 userData = 0,
243 		E_GPU_SHADING_LANGUAGE shadingLang = EGSL_DEFAULT)
244 	{
245 		return addHighLevelShaderMaterialFromFiles(
246 			vertexShaderProgramFileName, vertexShaderEntryPointName,
247 			vsCompileTarget, pixelShaderProgramFileName,
248 			pixelShaderEntryPointName, psCompileTarget,
249 			"", "main", EGST_GS_4_0,
250 			scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0,
251 			callback, baseMaterial, userData, shadingLang);
252 	}
253 
254 	//! convenience function for use with many defaults, without geometry shader
255 	/** All shader names are set to "main" and compile targets are shader
256 	type 1.1.
257 	*/
258 	s32 addHighLevelShaderMaterialFromFiles(
259 		const io::path& vertexShaderProgramFileName,
260 		const io::path& pixelShaderProgramFileName = "",
261 		IShaderConstantSetCallBack* callback = 0,
262 		E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
263 		s32 userData = 0 )
264 	{
265 		return addHighLevelShaderMaterialFromFiles(
266 			vertexShaderProgramFileName, "main",
267 			EVST_VS_1_1, pixelShaderProgramFileName,
268 			"main", EPST_PS_1_1,
269 			"", "main", EGST_GS_4_0,
270 			scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0,
271 			callback, baseMaterial, userData);
272 	}
273 
274 	//! convenience function for use with many defaults, with geometry shader
275 	/** All shader names are set to "main" and compile targets are shader
276 	type 1.1 and geometry shader 4.0.
277 	*/
278 	s32 addHighLevelShaderMaterialFromFiles(
279 		const io::path& vertexShaderProgramFileName,
280 		const io::path& pixelShaderProgramFileName = "",
281 		const io::path& geometryShaderProgramFileName = "",
282 		scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES,
283 		scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP,
284 		u32 verticesOut = 0,
285 		IShaderConstantSetCallBack* callback = 0,
286 		E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
287 		s32 userData = 0 )
288 	{
289 		return addHighLevelShaderMaterialFromFiles(
290 			vertexShaderProgramFileName, "main",
291 			EVST_VS_1_1, pixelShaderProgramFileName,
292 			"main", EPST_PS_1_1,
293 			geometryShaderProgramFileName, "main", EGST_GS_4_0,
294 			inType, outType, verticesOut,
295 			callback, baseMaterial, userData);
296 	}
297 
298 	//! Like IGPUProgrammingServices::addShaderMaterial(), but loads from files.
299 	/** \param vertexShaderProgram Text file handle containing the source
300 	of the vertex shader program. Set to 0 if no vertex shader shall be
301 	created.
302 	\param vertexShaderEntryPointName Name of the entry function of the
303 	vertexShaderProgram
304 	\param vsCompileTarget Vertex shader version the high level shader
305 	shall be compiled to.
306 	\param pixelShaderProgram Text file handle containing the source of
307 	the pixel shader program. Set to 0 if no pixel shader shall be created.
308 	\param pixelShaderEntryPointName Entry name of the function of the
309 	pixelShaderProgram (p.e. "main")
310 	\param psCompileTarget Pixel shader version the high level shader
311 	shall be compiled to.
312 	\param geometryShaderProgram Text file handle containing the source of
313 	the geometry shader program. Set to 0 if no geometry shader shall be
314 	created.
315 	\param geometryShaderEntryPointName Entry name of the function of the
316 	geometryShaderProgram (p.e. "main")
317 	\param gsCompileTarget Geometry shader version the high level shader
318 	shall be compiled to.
319 	\param inType Type of vertices passed to geometry shader
320 	\param outType Type of vertices created by geometry shader
321 	\param verticesOut Maximal number of vertices created by geometry
322 	shader. If 0, maximal number supported is assumed.
323 	\param callback Pointer to an implementation of
324 	IShaderConstantSetCallBack in which you can set the needed vertex and
325 	pixel shader program constants. Set this to 0 if you don't need this.
326 	\param baseMaterial Base material which renderstates will be used to
327 	shade the material.
328 	\param userData a user data int. This int can be set to any value and
329 	will be set as parameter in the callback method when calling
330 	OnSetConstants(). In this way it is easily possible to use the same
331 	callback method for multiple materials and distinguish between them
332 	during the call.
333 	\param shaderLang a type of shading language used in current shader.
334 	\return Number of the material type which can be set in
335 	SMaterial::MaterialType to use the renderer. -1 is returned if an
336 	error occured, e.g. if a shader program could not be compiled or a
337 	compile target is not reachable. The error strings are then printed to
338 	the error log and can be catched with a custom event receiver. */
339 	virtual s32 addHighLevelShaderMaterialFromFiles(
340 		io::IReadFile* vertexShaderProgram,
341 		const c8* vertexShaderEntryPointName,
342 		E_VERTEX_SHADER_TYPE vsCompileTarget,
343 		io::IReadFile* pixelShaderProgram,
344 		const c8* pixelShaderEntryPointName,
345 		E_PIXEL_SHADER_TYPE psCompileTarget,
346 		io::IReadFile* geometryShaderProgram,
347 		const c8* geometryShaderEntryPointName = "main",
348 		E_GEOMETRY_SHADER_TYPE gsCompileTarget = EGST_GS_4_0,
349 		scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES,
350 		scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP,
351 		u32 verticesOut = 0,
352 		IShaderConstantSetCallBack* callback = 0,
353 		E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
354 		s32 userData = 0,
355 		E_GPU_SHADING_LANGUAGE shadingLang = EGSL_DEFAULT) = 0;
356 
357 	//! convenience function for use without geometry shaders
358 	s32 addHighLevelShaderMaterialFromFiles(
359 		io::IReadFile* vertexShaderProgram,
360 		const c8* vertexShaderEntryPointName = "main",
361 		E_VERTEX_SHADER_TYPE vsCompileTarget = EVST_VS_1_1,
362 		io::IReadFile* pixelShaderProgram = 0,
363 		const c8* pixelShaderEntryPointName = "main",
364 		E_PIXEL_SHADER_TYPE psCompileTarget = EPST_PS_1_1,
365 		IShaderConstantSetCallBack* callback = 0,
366 		E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
367 		s32 userData = 0,
368 		E_GPU_SHADING_LANGUAGE shadingLang = EGSL_DEFAULT)
369 	{
370 		return addHighLevelShaderMaterialFromFiles(
371 			vertexShaderProgram, vertexShaderEntryPointName,
372 			vsCompileTarget, pixelShaderProgram,
373 			pixelShaderEntryPointName, psCompileTarget,
374 			0, "main", EGST_GS_4_0,
375 			scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0,
376 			callback, baseMaterial, userData, shadingLang);
377 	}
378 
379 	//! Adds a new ASM shader material renderer to the VideoDriver
380 	/** Note that it is a good idea to call IVideoDriver::queryFeature() in
381 	advance to check if the IVideoDriver supports the vertex and/or pixel
382 	shader version your are using.
383 
384 	The material is added to the VideoDriver like with
385 	IVideoDriver::addMaterialRenderer() and can be used like it had been
386 	added with that method.
387 	\param vertexShaderProgram String containing the source of the vertex
388 	shader program. This can be 0 if no vertex program shall be used.
389 
390 	For DX8 programs, the will always input registers look like this: v0:
391 	position, v1: normal, v2: color, v3: texture cooridnates, v4: texture
392 	coordinates 2 if available.
393 
394 	For DX9 programs, you can manually set the registers using the dcl_
395 	statements.
396 	\param pixelShaderProgram String containing the source of the pixel
397 	shader program. This can be 0 if you don't want to use a pixel shader.
398 	\param callback Pointer to an implementation of
399 	IShaderConstantSetCallBack in which you can set the needed vertex and
400 	pixel shader program constants. Set this to 0 if you don't need this.
401 	\param baseMaterial Base material which renderstates will be used to
402 	shade the material.
403 	\param userData a user data int. This int can be set to any value and
404 	will be set as parameter in the callback method when calling
405 	OnSetConstants(). In this way it is easily possible to use the same
406 	callback method for multiple materials and distinguish between them
407 	during the call.
408 	\return Returns the number of the material type which can be set in
409 	SMaterial::MaterialType to use the renderer. -1 is returned if an
410 	error occured. -1 is returned for example if a vertex or pixel shader
411 	program could not be compiled, the error strings are then printed out
412 	into the error log, and can be catched with a custom event receiver. */
413 	virtual s32 addShaderMaterial(const c8* vertexShaderProgram = 0,
414 		const c8* pixelShaderProgram = 0,
415 		IShaderConstantSetCallBack* callback = 0,
416 		E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
417 		s32 userData = 0) = 0;
418 
419 	//! Like IGPUProgrammingServices::addShaderMaterial(), but loads from files.
420 	/** \param vertexShaderProgram Text file containing the source of the
421 	vertex shader program. Set to 0 if no shader shall be created.
422 	\param pixelShaderProgram Text file containing the source of the pixel
423 	shader program. Set to 0 if no shader shall be created.
424 	\param callback Pointer to an IShaderConstantSetCallback object to
425 	which the OnSetConstants function is called.
426 	\param baseMaterial baseMaterial
427 	\param userData a user data int. This int can be set to any value and
428 	will be set as parameter in the callback method when calling
429 	OnSetConstants(). In this way it is easily possible to use the same
430 	callback method for multiple materials and distinguish between them
431 	during the call.
432 	\return Returns the number of the material type which can be set in
433 	SMaterial::MaterialType to use the renderer. -1 is returned if an
434 	error occured. -1 is returned for example if a vertex or pixel shader
435 	program could not be compiled, the error strings are then printed out
436 	into the error log, and can be catched with a custom event receiver. */
437 	virtual s32 addShaderMaterialFromFiles(io::IReadFile* vertexShaderProgram,
438 		io::IReadFile* pixelShaderProgram,
439 		IShaderConstantSetCallBack* callback = 0,
440 		E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
441 		s32 userData = 0) = 0;
442 
443 	//! Like IGPUProgrammingServices::addShaderMaterial(), but loads from files.
444 	/** \param vertexShaderProgramFileName Text file name containing the
445 	source of the vertex shader program. Set to 0 if no shader shall be
446 	created.
447 	\param pixelShaderProgramFileName Text file name containing the source
448 	of the pixel shader program. Set to 0 if no shader shall be created.
449 	\param callback Pointer to an IShaderConstantSetCallback object on
450 	which the OnSetConstants function is called.
451 	\param baseMaterial baseMaterial
452 	\param userData a user data int. This int can be set to any value and
453 	will be set as parameter in the callback method when calling
454 	OnSetConstants(). In this way it is easily possible to use the same
455 	callback method for multiple materials and distinguish between them
456 	during the call.
457 	\return Returns the number of the material type which can be set in
458 	SMaterial::MaterialType to use the renderer. -1 is returned if an
459 	error occured. -1 is returned for example if a vertex or pixel shader
460 	program could not be compiled, the error strings are then printed out
461 	into the error log, and can be catched with a custom event receiver. */
462 	virtual s32 addShaderMaterialFromFiles(const io::path& vertexShaderProgramFileName,
463 		const io::path& pixelShaderProgramFileName,
464 		IShaderConstantSetCallBack* callback = 0,
465 		E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
466 		s32 userData = 0) = 0;
467 };
468 
469 
470 } // end namespace video
471 } // end namespace irr
472 
473 #endif
474 
475