<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> <head> <meta http-equiv="Content-Type" content="text/xhtml;charset=UTF-8"/> <title>Irrlicht 3D Engine: IGPUProgrammingServices.h Source File</title> <link href="tabs.css" rel="stylesheet" type="text/css"/> <link href="doxygen.css" rel="stylesheet" type="text/css" /> <link href="navtree.css" rel="stylesheet" type="text/css"/> <script type="text/javascript" src="jquery.js"></script> <script type="text/javascript" src="resize.js"></script> <script type="text/javascript" src="navtree.js"></script> <script type="text/javascript"> $(document).ready(initResizable); </script> <link href="search/search.css" rel="stylesheet" type="text/css"/> <script type="text/javascript" src="search/search.js"></script> <script type="text/javascript"> $(document).ready(function() { searchBox.OnSelectItem(0); }); </script> </head> <body> <div 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<script type="text/javascript"> var searchBox = new SearchBox("searchBox", "search",false,'Search'); </script> <script type="text/javascript" src="dynsections.js"></script> </div> <div id="side-nav" class="ui-resizable side-nav-resizable"> <div id="nav-tree"> <div id="nav-tree-contents"> </div> </div> <div id="splitbar" style="-moz-user-select:none;" class="ui-resizable-handle"> </div> </div> <script type="text/javascript"> initNavTree('_i_g_p_u_programming_services_8h.html',''); </script> <div id="doc-content"> <div class="header"> <div class="headertitle"> <div class="title">IGPUProgrammingServices.h</div> </div> </div> <div class="contents"> <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) 2002-2012 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>00023 <a name="l00024"></a>00024 <span class="keyword">class </span>IVideoDriver; <a name="l00025"></a>00025 <span class="keyword">class </span>IShaderConstantSetCallBack; <a name="l00026"></a>00026 <a name="l00028"></a><a class="code" href="namespaceirr_1_1video.html#a913671e32f20f13e51336bfbe20a82a3">00028</a> <span class="keyword">enum</span> <a class="code" href="namespaceirr_1_1video.html#a913671e32f20f13e51336bfbe20a82a3" title="Enumeration for different types of shading languages.">E_GPU_SHADING_LANGUAGE</a> <a name="l00029"></a>00029 { <a name="l00031"></a><a class="code" href="namespaceirr_1_1video.html#a913671e32f20f13e51336bfbe20a82a3ac65c039e1c80a430a816c450a5f30d4b">00031</a> <a class="code" href="namespaceirr_1_1video.html#a913671e32f20f13e51336bfbe20a82a3ac65c039e1c80a430a816c450a5f30d4b" title="The default language, so HLSL for Direct3D and GLSL for OpenGL.">EGSL_DEFAULT</a> = 0, <a name="l00032"></a>00032 <a name="l00034"></a><a class="code" href="namespaceirr_1_1video.html#a913671e32f20f13e51336bfbe20a82a3a703622fd615408677044b9ec67f5ea42">00034</a> <a class="code" href="namespaceirr_1_1video.html#a913671e32f20f13e51336bfbe20a82a3a703622fd615408677044b9ec67f5ea42" title="Cg shading language.*/.">EGSL_CG</a> <a name="l00035"></a>00035 }; <a name="l00036"></a>00036 <a name="l00038"></a><a class="code" href="classirr_1_1video_1_1_i_g_p_u_programming_services.html">00038</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="l00039"></a>00039 { <a name="l00040"></a>00040 <span class="keyword">public</span>: <a name="l00041"></a>00041 <a name="l00043"></a><a class="code" href="classirr_1_1video_1_1_i_g_p_u_programming_services.html#a09d143ea5c55840c15ebcb84e8539bc0">00043</a> <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="l00044"></a>00044 <a name="l00046"></a>00046 <a name="l00087"></a>00087 <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#a4a8d3b727ee9223d8baa353b82da0478" title="Adds a new high-level shading material renderer to the VideoDriver.">addHighLevelShaderMaterial</a>( <a name="l00088"></a>00088 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410" title="8 bit character variable.">c8</a>* vertexShaderProgram, <a name="l00089"></a>00089 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410" title="8 bit character variable.">c8</a>* vertexShaderEntryPointName, <a name="l00090"></a>00090 <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="l00091"></a>00091 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410" title="8 bit character variable.">c8</a>* pixelShaderProgram, <a name="l00092"></a>00092 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410" title="8 bit character variable.">c8</a>* pixelShaderEntryPointName, <a name="l00093"></a>00093 <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="l00094"></a>00094 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410" title="8 bit character variable.">c8</a>* geometryShaderProgram, <a name="l00095"></a>00095 <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="l00096"></a>00096 <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="l00097"></a>00097 <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="l00098"></a>00098 <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="l00099"></a>00099 <a class="code" href="namespaceirr.html#a0416a53257075833e7002efd0a18e804" title="32 bit unsigned variable.">u32</a> verticesOut = 0, <a name="l00100"></a>00100 <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="l00101"></a>00101 <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="l00102"></a>00102 <a class="code" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> userData = 0, <a name="l00103"></a>00103 <a class="code" href="namespaceirr_1_1video.html#a913671e32f20f13e51336bfbe20a82a3" title="Enumeration for different types of shading languages.">E_GPU_SHADING_LANGUAGE</a> shadingLang = <a class="code" href="namespaceirr_1_1video.html#a913671e32f20f13e51336bfbe20a82a3ac65c039e1c80a430a816c450a5f30d4b" title="The default language, so HLSL for Direct3D and GLSL for OpenGL.">EGSL_DEFAULT</a>) = 0; <a name="l00104"></a>00104 <a name="l00106"></a><a class="code" href="classirr_1_1video_1_1_i_g_p_u_programming_services.html#aa65337bb19777dd025ff02f1953277b6">00106</a> <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#a4a8d3b727ee9223d8baa353b82da0478" title="Adds a new high-level shading material renderer to the VideoDriver.">addHighLevelShaderMaterial</a>( <a name="l00107"></a>00107 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410" title="8 bit character variable.">c8</a>* vertexShaderProgram, <a name="l00108"></a>00108 <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="l00109"></a>00109 <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="l00110"></a>00110 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410" title="8 bit character variable.">c8</a>* pixelShaderProgram=0, <a name="l00111"></a>00111 <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="l00112"></a>00112 <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="l00113"></a>00113 <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="l00114"></a>00114 <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="l00115"></a>00115 <a class="code" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> userData=0, <a name="l00116"></a>00116 <a class="code" href="namespaceirr_1_1video.html#a913671e32f20f13e51336bfbe20a82a3" title="Enumeration for different types of shading languages.">E_GPU_SHADING_LANGUAGE</a> shadingLang=<a class="code" href="namespaceirr_1_1video.html#a913671e32f20f13e51336bfbe20a82a3ac65c039e1c80a430a816c450a5f30d4b" title="The default language, so HLSL for Direct3D and GLSL for OpenGL.">EGSL_DEFAULT</a>) <a name="l00117"></a>00117 { <a name="l00118"></a>00118 <span class="keywordflow">return</span> <a class="code" href="classirr_1_1video_1_1_i_g_p_u_programming_services.html#a4a8d3b727ee9223d8baa353b82da0478" title="Adds a new high-level shading material renderer to the VideoDriver.">addHighLevelShaderMaterial</a>( <a name="l00119"></a>00119 vertexShaderProgram, vertexShaderEntryPointName, <a name="l00120"></a>00120 vsCompileTarget, pixelShaderProgram, <a name="l00121"></a>00121 pixelShaderEntryPointName, psCompileTarget, <a name="l00122"></a>00122 0, <span class="stringliteral">"main"</span>, <a class="code" href="namespaceirr_1_1video.html#a3aad41cbdf894faaeeadf465592af18fa12b261340852755273888e2243c46c82">EGST_GS_4_0</a>, <a name="l00123"></a>00123 <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="l00124"></a>00124 callback, baseMaterial, userData, shadingLang); <a name="l00125"></a>00125 } <a name="l00126"></a>00126 <a name="l00128"></a>00128 <a name="l00131"></a><a class="code" href="classirr_1_1video_1_1_i_g_p_u_programming_services.html#aeeecb11a1cab75912585b74e5329a593">00131</a> <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#a4a8d3b727ee9223d8baa353b82da0478" title="Adds a new high-level shading material renderer to the VideoDriver.">addHighLevelShaderMaterial</a>( <a name="l00132"></a>00132 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410" title="8 bit character variable.">c8</a>* vertexShaderProgram, <a name="l00133"></a>00133 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410" title="8 bit character variable.">c8</a>* pixelShaderProgram=0, <a name="l00134"></a>00134 <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="l00135"></a>00135 <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="l00136"></a>00136 <a class="code" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> userData=0) <a name="l00137"></a>00137 { <a name="l00138"></a>00138 <span class="keywordflow">return</span> <a class="code" href="classirr_1_1video_1_1_i_g_p_u_programming_services.html#a4a8d3b727ee9223d8baa353b82da0478" title="Adds a new high-level shading material renderer to the VideoDriver.">addHighLevelShaderMaterial</a>( <a name="l00139"></a>00139 vertexShaderProgram, <span class="stringliteral">"main"</span>, <a name="l00140"></a>00140 <a class="code" href="namespaceirr_1_1video.html#a9decae50d4dc2455e7b009f5c71b24f9a60cc4ef72d14e7192dc721bde0f07461">EVST_VS_1_1</a>, pixelShaderProgram, <a name="l00141"></a>00141 <span class="stringliteral">"main"</span>, <a class="code" href="namespaceirr_1_1video.html#a07fb77e9aec681402ad376f7ef9b724ca600133dcb93a6cbdddaed1e09cc8a2cc">EPST_PS_1_1</a>, <a name="l00142"></a>00142 0, <span class="stringliteral">"main"</span>, <a class="code" href="namespaceirr_1_1video.html#a3aad41cbdf894faaeeadf465592af18fa12b261340852755273888e2243c46c82">EGST_GS_4_0</a>, <a name="l00143"></a>00143 <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="l00144"></a>00144 callback, baseMaterial, userData); <a name="l00145"></a>00145 } <a name="l00146"></a>00146 <a name="l00148"></a>00148 <a name="l00151"></a><a class="code" href="classirr_1_1video_1_1_i_g_p_u_programming_services.html#a53869b9475eecf48305ee97b72d458a7">00151</a> <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#a4a8d3b727ee9223d8baa353b82da0478" title="Adds a new high-level shading material renderer to the VideoDriver.">addHighLevelShaderMaterial</a>( <a name="l00152"></a>00152 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410" title="8 bit character variable.">c8</a>* vertexShaderProgram, <a name="l00153"></a>00153 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410" title="8 bit character variable.">c8</a>* pixelShaderProgram = 0, <a name="l00154"></a>00154 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410" title="8 bit character variable.">c8</a>* geometryShaderProgram = 0, <a name="l00155"></a>00155 <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="l00156"></a>00156 <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="l00157"></a>00157 <a class="code" href="namespaceirr.html#a0416a53257075833e7002efd0a18e804" title="32 bit unsigned variable.">u32</a> verticesOut = 0, <a name="l00158"></a>00158 <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="l00159"></a>00159 <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="l00160"></a>00160 <a class="code" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> userData = 0 ) <a name="l00161"></a>00161 { <a name="l00162"></a>00162 <span class="keywordflow">return</span> <a class="code" href="classirr_1_1video_1_1_i_g_p_u_programming_services.html#a4a8d3b727ee9223d8baa353b82da0478" title="Adds a new high-level shading material renderer to the VideoDriver.">addHighLevelShaderMaterial</a>( <a name="l00163"></a>00163 vertexShaderProgram, <span class="stringliteral">"main"</span>, <a name="l00164"></a>00164 <a class="code" href="namespaceirr_1_1video.html#a9decae50d4dc2455e7b009f5c71b24f9a60cc4ef72d14e7192dc721bde0f07461">EVST_VS_1_1</a>, pixelShaderProgram, <a name="l00165"></a>00165 <span class="stringliteral">"main"</span>, <a class="code" href="namespaceirr_1_1video.html#a07fb77e9aec681402ad376f7ef9b724ca600133dcb93a6cbdddaed1e09cc8a2cc">EPST_PS_1_1</a>, <a name="l00166"></a>00166 geometryShaderProgram, <span class="stringliteral">"main"</span>, <a class="code" href="namespaceirr_1_1video.html#a3aad41cbdf894faaeeadf465592af18fa12b261340852755273888e2243c46c82">EGST_GS_4_0</a>, <a name="l00167"></a>00167 inType, outType, verticesOut, <a name="l00168"></a>00168 callback, baseMaterial, userData); <a name="l00169"></a>00169 } <a name="l00170"></a>00170 <a name="l00172"></a>00172 <a name="l00214"></a>00214 <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#aeca8039e37e386b1e203cfa38338b848" title="Like IGPUProgrammingServices::addShaderMaterial(), but loads from files.">addHighLevelShaderMaterialFromFiles</a>( <a name="l00215"></a>00215 <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1string.html">io::path</a>& vertexShaderProgramFileName, <a name="l00216"></a>00216 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410" title="8 bit character variable.">c8</a>* vertexShaderEntryPointName, <a name="l00217"></a>00217 <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="l00218"></a>00218 <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1string.html">io::path</a>& pixelShaderProgramFileName, <a name="l00219"></a>00219 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410" title="8 bit character variable.">c8</a>* pixelShaderEntryPointName, <a name="l00220"></a>00220 <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="l00221"></a>00221 <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1string.html">io::path</a>& geometryShaderProgramFileName, <a name="l00222"></a>00222 <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="l00223"></a>00223 <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="l00224"></a>00224 <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="l00225"></a>00225 <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="l00226"></a>00226 <a class="code" href="namespaceirr.html#a0416a53257075833e7002efd0a18e804" title="32 bit unsigned variable.">u32</a> verticesOut = 0, <a name="l00227"></a>00227 <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="l00228"></a>00228 <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="l00229"></a>00229 <a class="code" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> userData = 0, <a name="l00230"></a>00230 <a class="code" href="namespaceirr_1_1video.html#a913671e32f20f13e51336bfbe20a82a3" title="Enumeration for different types of shading languages.">E_GPU_SHADING_LANGUAGE</a> shadingLang = <a class="code" href="namespaceirr_1_1video.html#a913671e32f20f13e51336bfbe20a82a3ac65c039e1c80a430a816c450a5f30d4b" title="The default language, so HLSL for Direct3D and GLSL for OpenGL.">EGSL_DEFAULT</a>) = 0; <a name="l00231"></a>00231 <a name="l00233"></a><a class="code" href="classirr_1_1video_1_1_i_g_p_u_programming_services.html#a2e6abff7d3e976d65955aae13df5e500">00233</a> <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#aeca8039e37e386b1e203cfa38338b848" title="Like IGPUProgrammingServices::addShaderMaterial(), but loads from files.">addHighLevelShaderMaterialFromFiles</a>( <a name="l00234"></a>00234 <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1string.html">io::path</a>& vertexShaderProgramFileName, <a name="l00235"></a>00235 <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="l00236"></a>00236 <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="l00237"></a>00237 <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="l00238"></a>00238 <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="l00239"></a>00239 <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="l00240"></a>00240 <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="l00241"></a>00241 <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="l00242"></a>00242 <a class="code" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> userData = 0, <a name="l00243"></a>00243 <a class="code" href="namespaceirr_1_1video.html#a913671e32f20f13e51336bfbe20a82a3" title="Enumeration for different types of shading languages.">E_GPU_SHADING_LANGUAGE</a> shadingLang = <a class="code" href="namespaceirr_1_1video.html#a913671e32f20f13e51336bfbe20a82a3ac65c039e1c80a430a816c450a5f30d4b" title="The default language, so HLSL for Direct3D and GLSL for OpenGL.">EGSL_DEFAULT</a>) <a name="l00244"></a>00244 { <a name="l00245"></a>00245 <span class="keywordflow">return</span> <a class="code" href="classirr_1_1video_1_1_i_g_p_u_programming_services.html#aeca8039e37e386b1e203cfa38338b848" title="Like IGPUProgrammingServices::addShaderMaterial(), but loads from files.">addHighLevelShaderMaterialFromFiles</a>( <a name="l00246"></a>00246 vertexShaderProgramFileName, vertexShaderEntryPointName, <a name="l00247"></a>00247 vsCompileTarget, pixelShaderProgramFileName, <a name="l00248"></a>00248 pixelShaderEntryPointName, psCompileTarget, <a name="l00249"></a>00249 <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="l00250"></a>00250 <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="l00251"></a>00251 callback, baseMaterial, userData, shadingLang); <a name="l00252"></a>00252 } <a name="l00253"></a>00253 <a name="l00255"></a>00255 <a name="l00258"></a><a class="code" href="classirr_1_1video_1_1_i_g_p_u_programming_services.html#a6ad72d2498a05669231531d54d849655">00258</a> <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#aeca8039e37e386b1e203cfa38338b848" title="Like IGPUProgrammingServices::addShaderMaterial(), but loads from files.">addHighLevelShaderMaterialFromFiles</a>( <a name="l00259"></a>00259 <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1string.html">io::path</a>& vertexShaderProgramFileName, <a name="l00260"></a>00260 <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="l00261"></a>00261 <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="l00262"></a>00262 <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="l00263"></a>00263 <a class="code" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> userData = 0 ) <a name="l00264"></a>00264 { <a name="l00265"></a>00265 <span class="keywordflow">return</span> <a class="code" href="classirr_1_1video_1_1_i_g_p_u_programming_services.html#aeca8039e37e386b1e203cfa38338b848" title="Like IGPUProgrammingServices::addShaderMaterial(), but loads from files.">addHighLevelShaderMaterialFromFiles</a>( <a name="l00266"></a>00266 vertexShaderProgramFileName, <span class="stringliteral">"main"</span>, <a name="l00267"></a>00267 <a class="code" href="namespaceirr_1_1video.html#a9decae50d4dc2455e7b009f5c71b24f9a60cc4ef72d14e7192dc721bde0f07461">EVST_VS_1_1</a>, pixelShaderProgramFileName, <a name="l00268"></a>00268 <span class="stringliteral">"main"</span>, <a class="code" href="namespaceirr_1_1video.html#a07fb77e9aec681402ad376f7ef9b724ca600133dcb93a6cbdddaed1e09cc8a2cc">EPST_PS_1_1</a>, <a name="l00269"></a>00269 <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="l00270"></a>00270 <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="l00271"></a>00271 callback, baseMaterial, userData); <a name="l00272"></a>00272 } <a name="l00273"></a>00273 <a name="l00275"></a>00275 <a name="l00278"></a><a class="code" href="classirr_1_1video_1_1_i_g_p_u_programming_services.html#af3c8b043db5b9b63dcd008c59fb9686b">00278</a> <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#aeca8039e37e386b1e203cfa38338b848" title="Like IGPUProgrammingServices::addShaderMaterial(), but loads from files.">addHighLevelShaderMaterialFromFiles</a>( <a name="l00279"></a>00279 <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1string.html">io::path</a>& vertexShaderProgramFileName, <a name="l00280"></a>00280 <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="l00281"></a>00281 <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1string.html">io::path</a>& geometryShaderProgramFileName = <span class="stringliteral">""</span>, <a name="l00282"></a>00282 <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="l00283"></a>00283 <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="l00284"></a>00284 <a class="code" href="namespaceirr.html#a0416a53257075833e7002efd0a18e804" title="32 bit unsigned variable.">u32</a> verticesOut = 0, <a name="l00285"></a>00285 <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="l00286"></a>00286 <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="l00287"></a>00287 <a class="code" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> userData = 0 ) <a name="l00288"></a>00288 { <a name="l00289"></a>00289 <span class="keywordflow">return</span> <a class="code" href="classirr_1_1video_1_1_i_g_p_u_programming_services.html#aeca8039e37e386b1e203cfa38338b848" title="Like IGPUProgrammingServices::addShaderMaterial(), but loads from files.">addHighLevelShaderMaterialFromFiles</a>( <a name="l00290"></a>00290 vertexShaderProgramFileName, <span class="stringliteral">"main"</span>, <a name="l00291"></a>00291 <a class="code" href="namespaceirr_1_1video.html#a9decae50d4dc2455e7b009f5c71b24f9a60cc4ef72d14e7192dc721bde0f07461">EVST_VS_1_1</a>, pixelShaderProgramFileName, <a name="l00292"></a>00292 <span class="stringliteral">"main"</span>, <a class="code" href="namespaceirr_1_1video.html#a07fb77e9aec681402ad376f7ef9b724ca600133dcb93a6cbdddaed1e09cc8a2cc">EPST_PS_1_1</a>, <a name="l00293"></a>00293 geometryShaderProgramFileName, <span class="stringliteral">"main"</span>, <a class="code" href="namespaceirr_1_1video.html#a3aad41cbdf894faaeeadf465592af18fa12b261340852755273888e2243c46c82">EGST_GS_4_0</a>, <a name="l00294"></a>00294 inType, outType, verticesOut, <a name="l00295"></a>00295 callback, baseMaterial, userData); <a name="l00296"></a>00296 } <a name="l00297"></a>00297 <a name="l00299"></a>00299 <a name="l00339"></a>00339 <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#aeca8039e37e386b1e203cfa38338b848" title="Like IGPUProgrammingServices::addShaderMaterial(), but loads from files.">addHighLevelShaderMaterialFromFiles</a>( <a name="l00340"></a>00340 <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="l00341"></a>00341 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410" title="8 bit character variable.">c8</a>* vertexShaderEntryPointName, <a name="l00342"></a>00342 <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="l00343"></a>00343 <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="l00344"></a>00344 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410" title="8 bit character variable.">c8</a>* pixelShaderEntryPointName, <a name="l00345"></a>00345 <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="l00346"></a>00346 <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="l00347"></a>00347 <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="l00348"></a>00348 <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="l00349"></a>00349 <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="l00350"></a>00350 <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="l00351"></a>00351 <a class="code" href="namespaceirr.html#a0416a53257075833e7002efd0a18e804" title="32 bit unsigned variable.">u32</a> verticesOut = 0, <a name="l00352"></a>00352 <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="l00353"></a>00353 <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="l00354"></a>00354 <a class="code" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> userData = 0, <a name="l00355"></a>00355 <a class="code" href="namespaceirr_1_1video.html#a913671e32f20f13e51336bfbe20a82a3" title="Enumeration for different types of shading languages.">E_GPU_SHADING_LANGUAGE</a> shadingLang = <a class="code" href="namespaceirr_1_1video.html#a913671e32f20f13e51336bfbe20a82a3ac65c039e1c80a430a816c450a5f30d4b" title="The default language, so HLSL for Direct3D and GLSL for OpenGL.">EGSL_DEFAULT</a>) = 0; <a name="l00356"></a>00356 <a name="l00358"></a><a class="code" href="classirr_1_1video_1_1_i_g_p_u_programming_services.html#ab50a1187abec7b8b4e6a0593053daaeb">00358</a> <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#aeca8039e37e386b1e203cfa38338b848" title="Like IGPUProgrammingServices::addShaderMaterial(), but loads from files.">addHighLevelShaderMaterialFromFiles</a>( <a name="l00359"></a>00359 <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="l00360"></a>00360 <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="l00361"></a>00361 <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="l00362"></a>00362 <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="l00363"></a>00363 <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="l00364"></a>00364 <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="l00365"></a>00365 <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="l00366"></a>00366 <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="l00367"></a>00367 <a class="code" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> userData = 0, <a name="l00368"></a>00368 <a class="code" href="namespaceirr_1_1video.html#a913671e32f20f13e51336bfbe20a82a3" title="Enumeration for different types of shading languages.">E_GPU_SHADING_LANGUAGE</a> shadingLang = <a class="code" href="namespaceirr_1_1video.html#a913671e32f20f13e51336bfbe20a82a3ac65c039e1c80a430a816c450a5f30d4b" title="The default language, so HLSL for Direct3D and GLSL for OpenGL.">EGSL_DEFAULT</a>) <a name="l00369"></a>00369 { <a name="l00370"></a>00370 <span class="keywordflow">return</span> <a class="code" href="classirr_1_1video_1_1_i_g_p_u_programming_services.html#aeca8039e37e386b1e203cfa38338b848" title="Like IGPUProgrammingServices::addShaderMaterial(), but loads from files.">addHighLevelShaderMaterialFromFiles</a>( <a name="l00371"></a>00371 vertexShaderProgram, vertexShaderEntryPointName, <a name="l00372"></a>00372 vsCompileTarget, pixelShaderProgram, <a name="l00373"></a>00373 pixelShaderEntryPointName, psCompileTarget, <a name="l00374"></a>00374 0, <span class="stringliteral">"main"</span>, <a class="code" href="namespaceirr_1_1video.html#a3aad41cbdf894faaeeadf465592af18fa12b261340852755273888e2243c46c82">EGST_GS_4_0</a>, <a name="l00375"></a>00375 <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="l00376"></a>00376 callback, baseMaterial, userData, shadingLang); <a name="l00377"></a>00377 } <a name="l00378"></a>00378 <a name="l00380"></a>00380 <a name="l00413"></a>00413 <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="l00414"></a>00414 <span class="keyword">const</span> <a class="code" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410" title="8 bit character variable.">c8</a>* pixelShaderProgram = 0, <a name="l00415"></a>00415 <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="l00416"></a>00416 <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="l00417"></a>00417 <a class="code" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> userData = 0) = 0; <a name="l00418"></a>00418 <a name="l00420"></a>00420 <a name="l00437"></a>00437 <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="l00438"></a>00438 <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="l00439"></a>00439 <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="l00440"></a>00440 <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="l00441"></a>00441 <a class="code" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> userData = 0) = 0; <a name="l00442"></a>00442 <a name="l00444"></a>00444 <a name="l00462"></a>00462 <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="l00463"></a>00463 <span class="keyword">const</span> <a class="code" href="classirr_1_1core_1_1string.html">io::path</a>& pixelShaderProgramFileName, <a name="l00464"></a>00464 <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="l00465"></a>00465 <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="l00466"></a>00466 <a class="code" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> userData = 0) = 0; <a name="l00467"></a>00467 }; <a name="l00468"></a>00468 <a name="l00469"></a>00469 <a name="l00470"></a>00470 } <span class="comment">// end namespace video</span> <a name="l00471"></a>00471 } <span class="comment">// end namespace irr</span> <a name="l00472"></a>00472 <a name="l00473"></a>00473 <span class="preprocessor">#endif</span> <a name="l00474"></a>00474 <span class="preprocessor"></span> </pre></div></div> </div> <div id="nav-path" class="navpath"> <ul> <li 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