2007-11-04 03:34:51 +00:00
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/*
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Copyright (c) 2001, Loki software, inc.
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All rights reserved.
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Redistribution and use in source and binary forms, with or without modification,
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are permitted provided that the following conditions are met:
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Redistributions of source code must retain the above copyright notice, this list
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of conditions and the following disclaimer.
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Redistributions in binary form must reproduce the above copyright notice, this
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list of conditions and the following disclaimer in the documentation and/or
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other materials provided with the distribution.
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Neither the name of Loki software nor the names of its contributors may be used
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to endorse or promote products derived from this software without specific prior
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written permission.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS ``AS IS''
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AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE FOR ANY
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DIRECT,INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
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ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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//-----------------------------------------------------------------------------
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//
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// DESCRIPTION:
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// internal implementation of IShaders related stuff
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//
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#ifndef __SHADERS_H_
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#define __SHADERS_H_
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//++timo TODO: track all the calls to IncRef and look for not-called DecRef bugs
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//++timo TODO: move all needed stuff into the IShader interface
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// Radiant's internal implementation of the IShader object
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class CShader : public IShader
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{
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int refCount;
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qtexture_t *m_pTexture;
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// name is shader / texture name (if not a real shader) reletive to "textures/" directory
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char m_Name[QER_MAX_NAMELEN];
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char m_ShaderFileName[QER_MAX_NAMELEN];
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int m_nFlags;
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float m_fTrans;
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// the name of the texture file to be used to represent the shader
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//++timo FIXME?
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// must fit the qtexture_t convention or not? I think so ..
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// ((old .. NOTE: may be a straight copy of the .shader file, doesn't fit the qtexture_t naming requirements))
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CString m_strTextureName;
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bool m_bDisplayed;
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bool m_bInUse;
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// color stuff
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bool m_bColor;
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vec3_t m_vColor;
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// alphafunc stuff
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int m_nAlphaFunc;
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float m_fAlphaRef;
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// cull stuff
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int m_nCull;
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// will hook itself in g_ActiveShaders and increment ref count
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// will also update the underlying qtexture_t with some information about the shader name etc.
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void RegisterActivate();
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public:
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CShader() { refCount = 0; m_pTexture = NULL; m_Name[0]='\0'; m_ShaderFileName[0]='\0'; m_nFlags = 0; m_bInUse = false; m_bDisplayed = false; m_bColor = false; m_fTrans = 1.0f; m_nAlphaFunc = 0; m_fAlphaRef = 0.f; m_nCull = 0; }
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virtual ~CShader() { }
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// IShaders implementation -----------------
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// Increment the number of references to this object
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void IncRef () { refCount++; }
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// Decrement the reference count
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void DecRef ()
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{ if ( --refCount <= 0 )
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delete this;
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}
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// get/set the qtexture_t* Radiant uses to represent this shader object
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qtexture_t* getTexture() const { return m_pTexture; }
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void setTexture(qtexture_t *pTex) { m_pTexture = pTex; }
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// get shader name
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const char* getName() const { return m_Name; }
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bool IsDisplayed() const { return m_bDisplayed; }
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void SetDisplayed(bool b) { m_bDisplayed = b; }
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// setting in use also sets the display flag on
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bool IsInUse() const { return m_bInUse; }
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void SetInUse(bool b) { m_bInUse = b; if (m_pTexture) m_pTexture->inuse = true; if (b) m_bDisplayed = true; }
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// get the shader flags
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int getFlags() { return m_nFlags; }
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// get the transparency value
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float getTrans() { return m_fTrans; }
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// test if it's a true shader, or a default shader created to wrap around a texture
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bool IsDefault() { return m_ShaderFileName[0] == '\0'; }
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// test if it's a plain color shader, i.e. a shader we use on plain color stuff (like info_playerstart)
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bool IsColor() { return m_bColor; }
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// get the related color then!
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void getColor( vec3_t v) { VectorCopy( m_vColor, v); }
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// get the alphaFunc
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void getAlphaFunc(int *func, float *ref) { *func = m_nAlphaFunc; *ref = m_fAlphaRef; };
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// get the cull type
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int getCull() { return m_nCull; };
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// get/set shader file name (ie the file where this one is defined)
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const char* getShaderFileName() const { return m_ShaderFileName; }
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// -----------------------------------------
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// parse yourself!
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bool Parse();
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// search / load the texture to be used when displaying the shader
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// after a successfull call to one of these the shader will get displayed in the tex wnd
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// if m_strTextureName could not be loaded will set m_pTexture to NULL
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void Try_Activate();
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// if m_strTextureName could not be loaded will use a default qtexture
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// FIXME TTimo: Activate forces activation, always true
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bool Activate();
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// set shader name
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void setName(const char* name) { strcpy(m_Name, name); }
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void setShaderFileName(const char* name) { strcpy(m_ShaderFileName, name); }
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// create a default shader for a given texture name
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// will not activate!
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// NOTE: CreateDefault expects a texture name reletive to the base path. Adding a "textures/" may be needed
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void CreateDefault(const char* name);
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const char* getTextureName() { return m_strTextureName; }
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//++timo clean
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// color stuff
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// void setColor( vec3_t c ) { VectorCopy( c, m_vColor ); m_bColor = true; }
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// create a color shader
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void CreateColor(const char* name);
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};
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// the classical CPtrArray with some enhancements
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class CShaderArray : public CPtrArray
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{
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public:
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CShaderArray() { }
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virtual ~CShaderArray() { }
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// look for a shader with a given name (may return NULL)
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CShader* Shader_ForName( const char * ) const;
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// look for a shader with a given texture name (may return NULL)
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// NOTE: the texture name is supposed to fit qtexture_t naming conventions .. _DEBUG builds will check
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CShader* Shader_ForTextureName( const char * ) const;
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// will Add the given object if not already in
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void AddSingle(void*);
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// will copy / add another CShaderArray, and IncRef
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void operator = (const class CShaderArray &);
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// will empty the array, decreasing the refcount by 1
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void ReleaseAll();
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// will empty all shaders that match a given filename, decreasing the refcount by 1
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void ReleaseForShaderFile( const char * );
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// sort the array by shader name
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void SortShaders();
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// set the IsDisplayed flag for all shaders stored
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void SetDisplayed(bool b);
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// set the InUse flag for all shaders stored
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void SetInUse(bool b);
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};
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#endif
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