gtkradiant/include/ishadersmanager.h
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git-svn-id: svn://svn.icculus.org/gtkradiant/GtkRadiant/branches/ZeroRadiant@183 8a3a26a2-13c4-0310-b231-cf6edde360e5
2007-11-04 03:34:51 +00:00

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/*
Copyright (C) 1999-2007 id Software, Inc. and contributors.
For a list of contributors, see the accompanying CONTRIBUTORS file.
This file is part of GtkRadiant.
GtkRadiant is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
GtkRadiant is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with GtkRadiant; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*/
#ifndef _ISHADERSMANAGER_H_
#define _ISHADERSMANAGER_H_
class IShadersManager
{
public:
IShadersManager ();
virtual ~IShadersManager ();
// Increment the number of references to this object
virtual void IncRef () = 0;
// Decrement the reference count
virtual void DecRef () = 0;
// free all shaders
// free the shaders, will not free the qtexture_t*
virtual void FreeShaders () = 0;
// reload all the shaders
// this will free everything (shaders and their textures), then reload all in use stuff
virtual void ReloadShaders () = 0;
// load all shaders in a given directory
// this will scan the list of in-memory shaders, and load the related qtexture_t if needed
virtual void LoadShadersFromDir (const char* path) = 0;
// load a shader file (ie a set of shaders)
// after LoadShaderFile shaders will be in memory, next step is to load the qtexture_t Radiant uses
// to represent them if a shader with the same name exists, new one will not be loaded
// don't use this to refresh the shaders!
virtual void LoadShaderFile (const char* filename) = 0;
// tell if a given shader exists in our shader table
// NOTE: this doesn't tell wether it's corresponding qtexture is loaded
virtual int HasShader (const char* name) = 0;
// return the shader for a given name
// if the qtexture is not already in memory, will try loading it
// if the qtexture could not be found, will use default
// will return NULL on shader not found
virtual IShader* Try_Shader_ForName (const char* name) = 0;
// return the shader for a given name
// if the qtexture is not already in memory, will try loading it
// will create a default shader if not found (will use a default texture)
virtual IShader* Shader_ForName (const char* name) = 0;
// query / load a texture
// will not try loading a shader, will look for the actual image file ..
// returns NULL on file not found
// NOTE: strategy for file lookup:
// paths must be relative, ie. textures/me/myfile
// if a 3-letters filename extension (such as .jpg or .tga) is provided, it will get loaded first
// if not found or no extension, will try loading after adding .tga and .jpg (in this order)
virtual qtexture_t* Try_Texture_ForName (const char* filename) = 0;
// query / load a texture
// will not try loading a shader, will look for the actual image file ..
// on file not found will use the "texture not found"
virtual qtexture_t* Texture_ForName (const char* filename) = 0;
// get the number of active shaders
// these are the shaders currently loaded, that have an associated qtexture_t*
virtual int GetActiveShaderCount () = 0;
// for stuff that needs to be represented by a plain texture
// the shader will get a "color" name, use GetColor to get the actual color
virtual IShader* ColorShader_ForName (const char* name) = 0;
// reload a shaderfile - update shaders and their display properties/qtexture_t if needed
// will not reload the texture files
// will switch to "show in use" atfer use
// filename must be reletive path of the shader, ex. scripts/gothic_wall.shader
virtual void ReloadShaderFile (const char* filename) = 0;
// retrieve a shader if exists, without loading the textures for it etc.
// use this function if you want special info on a shader
virtual IShader* Shader_ForName_NoLoad (const char* name) = 0;
};
#endif // _ISHADERSMANAGER_H_