mirror of
https://github.com/UberGames/GtkRadiant.git
synced 2024-11-25 13:21:47 +00:00
285 lines
14 KiB
C++
285 lines
14 KiB
C++
/*
|
|
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
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
//
|
|
// DESCRIPTION:
|
|
// a set of functions to manipulate textures in Radiant
|
|
//
|
|
|
|
#ifndef __ISHADERS_H_
|
|
#define __ISHADERS_H_
|
|
|
|
#define SHADERS_MAJOR "shaders"
|
|
// define a GUID for this interface so plugins can access and reference it
|
|
// {D42F798A-DF57-11d3-A3EE-0004AC96D4C3}
|
|
static const GUID QERShadersTable_GUID =
|
|
{ 0xd42f798a, 0xdf57, 0x11d3, { 0xa3, 0xee, 0x0, 0x4, 0xac, 0x96, 0xd4, 0xc3 } };
|
|
|
|
// NOTES ABOUT SYNTAX:
|
|
// if a function starts by 'Try' it means that if the requested thing could not be found / loaded it will return nothing / NULL
|
|
// otherwise a default object will be created
|
|
// the _QERShadersTable is also used by shader code inside Radiant. but for speed and "keep it simple" consideration you
|
|
// can get the static equivalent of the func pointers by adding 'QERApp_' (access to _QERShadersTable is better thought ..
|
|
// see the note to move all the shader language out of Radiant below)
|
|
|
|
/*!
|
|
\todo FIXME TTimo
|
|
fix the reference count strategy
|
|
- define the policy. It seems the initial policy of doing an inc ref when you create the shader is not good
|
|
(it doesn't work, and it's not being used right)
|
|
so, when you request an IShader and store it, incref it yourself
|
|
as a debugging safe check: push the created increfed objects into a list, and scan them at next idle loop
|
|
to make sure they have been decref'ed ? (sounds easy, may not be that much).
|
|
*/
|
|
|
|
class IShader
|
|
{
|
|
public:
|
|
virtual ~IShader() { }
|
|
// Increment the number of references to this object
|
|
virtual void IncRef() = 0;
|
|
// Decrement the reference count
|
|
virtual void DecRef() = 0;
|
|
// get/set the qtexture_t* Radiant uses to represent this shader object
|
|
virtual qtexture_t* getTexture() const = 0;
|
|
virtual void setTexture( qtexture_t *pTex ) = 0;
|
|
// get shader name
|
|
virtual const char* getName() const = 0;
|
|
// is this shader in use?
|
|
// NOTE: this flag can mean this shader has been in use at least once since the last rescan of in-use stuff
|
|
// (rescan of in-use happens in several cases, user command or during a texture directory load)
|
|
// NOTE: this is used to draw the green outline in the texture window
|
|
// NOTE: when does Radiant set the InUse flag? Whenever Select_SetTexture is called (well that doesn't necessarily means the texture actually gets in use, but that's close enough)
|
|
virtual bool IsInUse() const = 0;
|
|
virtual void SetInUse( bool ) = 0;
|
|
// is this shader displayed in the texture browser?
|
|
// NOTE: if IsInUse() == true, the shader will always be displayed in the texture window and this flag ingored
|
|
virtual bool IsDisplayed() const = 0;
|
|
virtual void SetDisplayed( bool ) = 0;
|
|
// get the editor flags (QER_NOCARVE QER_TRANS)
|
|
virtual int getFlags() = 0;
|
|
// get the transparency value
|
|
virtual float getTrans() = 0;
|
|
// test if it's a true shader, or a default shader created to wrap around a texture
|
|
virtual bool IsDefault() = 0;
|
|
// test if it's a plain color shader, i.e. a shader we use on plain color stuff (like info_playerstart)
|
|
virtual bool IsColor() = 0;
|
|
// get the related color then!
|
|
virtual void getColor( vec3_t v ) = 0;
|
|
// get the alphaFunc
|
|
virtual void getAlphaFunc( int *func, float *ref ) = 0;
|
|
// get the cull type
|
|
virtual int getCull() = 0;
|
|
// get shader file name (ie the file where this one is defined)
|
|
virtual const char* getShaderFileName() const = 0;
|
|
};
|
|
|
|
// NOTE: how to move all the shader language out of Radiant in a plugin?
|
|
// -> change this _QERShadersTable into an IShadersManager
|
|
// -> let the plugin create an instance of IShadersManager
|
|
// -> make sure Radiant uses this IShadersManager to load / query the shaders
|
|
|
|
// NOTE: shader and texture names used must be full path, ie. most often with "textures/" prefix
|
|
// (since shaders are defined in .shader files with textures/)
|
|
|
|
// free all shaders
|
|
// free the shaders, will not free the qtexture_t*
|
|
typedef void ( WINAPI * PFN_FREESHADERS )();
|
|
// reload all the shaders
|
|
// this will free everything (shaders and their textures), then reload all in use stuff
|
|
typedef void ( WINAPI * PFN_RELOADSHADERS )();
|
|
// load all shaders in a given directory
|
|
// this will scan the list of in-memory shaders, and load the related qtexture_t if needed
|
|
typedef int ( WINAPI * PFN_LOADSHADERSFROMDIR )( const char* path );
|
|
// 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!
|
|
typedef void ( WINAPI * PFN_LOADSHADERFILE )( const char* filename );
|
|
// tell if a given shader exists in our shader table
|
|
// NOTE: this doesn't tell wether it's corresponding qtexture is loaded
|
|
typedef int ( WINAPI * PFN_HASSHADER )( const char* name );
|
|
// 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
|
|
typedef IShader* ( WINAPI * PFN_TRYSHADERFORNAME )( const char* name );
|
|
// 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)
|
|
typedef IShader* ( WINAPI * PFN_SHADERFORNAME )( const char* name );
|
|
// 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)
|
|
typedef qtexture_t* ( WINAPI * PFN_TRYTEXTUREFORNAME )( const char* filename );
|
|
// 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"
|
|
typedef qtexture_t* ( WINAPI * PFN_TEXTUREFORNAME )( const char* filename );
|
|
// get the number of active shaders
|
|
// these are the shaders currently loaded, that have an associated qtexture_t*
|
|
typedef int ( WINAPI * PFN_GETACTIVESHADERCOUNT )();
|
|
// 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
|
|
typedef IShader* ( WINAPI * PFN_COLORSHADERFORNAME )( const char* name );
|
|
// 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
|
|
typedef void ( WINAPI * PFN_RELOADSHADERFILE )( const char* filename );
|
|
// retrieve a shader if exists, without loading the textures for it etc.
|
|
// use this function if you want special info on a shader
|
|
typedef IShader* ( WINAPI * PFN_SHADERFORNAMENOLOAD )( const char* name );
|
|
// force the "in use" flag on all active shaders
|
|
typedef void ( WINAPI * PFN_ACTIVESHADERSSETINUSE )( bool b );
|
|
// sort the shaders in alphabetical order, we use the order in the texture inspector
|
|
typedef void ( WINAPI * PFN_SORTACTIVESHADERS )();
|
|
// check if there exists an active shader with the given texture name (loaded or not, doesn't matter)
|
|
// (used to detect the textures we need to create a default shader for .. while scanning a directory)
|
|
typedef IShader* ( WINAPI * PFN_ACTIVESHADERFORTEXTURENAME )( char * );
|
|
// create a shader to wrap around a texture name, we use this when loading a texture directory and some textures
|
|
// are not present as shaders
|
|
typedef IShader* ( WINAPI * PFN_CREATESHADERFORTEXTURENAME )( const char* name );
|
|
// switch the IsDisplayed flag on all the active shaders
|
|
typedef void ( WINAPI * PFN_ACTIVESHADERSSETDISPLAYED )( bool b );
|
|
// retrieve an active shader based on index
|
|
typedef IShader* ( WINAPI * PFN_ACTIVESHADERFORINDEX )( int i );
|
|
// will cleanup a texture name and force it to the right format
|
|
// the debug version is painfully slow, but will detect more problems
|
|
// the idea being to avoid loading the same file several time because of uppercase/lowercase etc.
|
|
typedef const char* ( WINAPI * PFN_CLEANTEXTURENAME )( const char* name, bool bAddTexture );
|
|
|
|
struct _QERShadersTable
|
|
{
|
|
int m_nSize;
|
|
PFN_FREESHADERS m_pfnFreeShaders;
|
|
PFN_RELOADSHADERS m_pfnReloadShaders;
|
|
PFN_LOADSHADERSFROMDIR m_pfnLoadShadersFromDir;
|
|
PFN_LOADSHADERFILE m_pfnLoadShaderFile;
|
|
PFN_RELOADSHADERFILE m_pfnReloadShaderFile;
|
|
PFN_HASSHADER m_pfnHasShader;
|
|
PFN_TRYSHADERFORNAME m_pfnTry_Shader_ForName;
|
|
PFN_SHADERFORNAME m_pfnShader_ForName;
|
|
PFN_TRYTEXTUREFORNAME m_pfnTry_Texture_ForName;
|
|
PFN_TEXTUREFORNAME m_pfnTexture_ForName;
|
|
PFN_GETACTIVESHADERCOUNT m_pfnGetActiveShaderCount;
|
|
PFN_COLORSHADERFORNAME m_pfnColorShader_ForName;
|
|
PFN_SHADERFORNAMENOLOAD m_pfnShader_ForName_NoLoad;
|
|
PFN_ACTIVESHADERSSETINUSE m_pfnActiveShaders_SetInUse;
|
|
PFN_SORTACTIVESHADERS m_pfnSortActiveShaders;
|
|
PFN_ACTIVESHADERFORTEXTURENAME m_pfnActiveShader_ForTextureName;
|
|
PFN_CREATESHADERFORTEXTURENAME m_pfnCreateShader_ForTextureName;
|
|
PFN_ACTIVESHADERSSETDISPLAYED m_pfnActiveShaders_SetDisplayed;
|
|
PFN_ACTIVESHADERFORINDEX m_pfnActiveShader_ForIndex;
|
|
PFN_CLEANTEXTURENAME m_pfnCleanTextureName;
|
|
};
|
|
|
|
/*!
|
|
\todo FIXME fix the QERApp_ prototyping on shaders module
|
|
make it homogeneous with other modules, should be straight calls
|
|
*/
|
|
|
|
#ifdef USE_SHADERSTABLE_DEFINE
|
|
#ifndef __SHADERSTABLENAME
|
|
#define __SHADERSTABLENAME g_ShadersTable
|
|
#endif
|
|
#define QERApp_Shader_ForName __SHADERSTABLENAME.m_pfnShader_ForName
|
|
#define QERApp_Texture_ForName2 __SHADERSTABLENAME.m_pfnTexture_ForName
|
|
#define QERApp_FreeShaders __SHADERSTABLENAME.m_pfnFreeShaders
|
|
#define QERApp_ReloadShaders __SHADERSTABLENAME.m_pfnReloadShaders
|
|
#define QERApp_SortActiveShaders __SHADERSTABLENAME.m_pfnSortActiveShaders
|
|
#define QERApp_ReloadShaderFile __SHADERSTABLENAME.m_pfnReloadShaderFile
|
|
#define QERApp_LoadShaderFile __SHADERSTABLENAME.m_pfnLoadShaderFile
|
|
#define QERApp_HasShader __SHADERSTABLENAME.m_pfnHasShader
|
|
#define QERApp_Try_Shader_ForName __SHADERSTABLENAME.m_pfnTry_Shader_ForName
|
|
#define QERApp_Try_Texture_ForName __SHADERSTABLENAME.m_pfnTry_Texture_ForName
|
|
#define QERApp_ColorShader_ForName __SHADERSTABLENAME.m_pfnColorShader_ForName
|
|
#define QERApp_Shader_ForName_NoLoad __SHADERSTABLENAME.m_pfnShader_ForName_NoLoad
|
|
#define QERApp_LoadShadersFromDir __SHADERSTABLENAME.m_pfnLoadShadersFromDir
|
|
#define QERApp_LoadShadersFromDir __SHADERSTABLENAME.m_pfnLoadShadersFromDir
|
|
#define QERApp_CreateShader_ForTextureName __SHADERSTABLENAME.m_pfnCreateShader_ForTextureName
|
|
#define QERApp_GetActiveShaderCount __SHADERSTABLENAME.m_pfnGetActiveShaderCount
|
|
#define QERApp_ActiveShaders_SetDisplayed __SHADERSTABLENAME.m_pfnActiveShaders_SetDisplayed
|
|
#define QERApp_ActiveShader_ForIndex __SHADERSTABLENAME.m_pfnActiveShader_ForIndex
|
|
#define QERApp_ActiveShaders_SetInUse __SHADERSTABLENAME.m_pfnActiveShaders_SetInUse
|
|
#define QERApp_ActiveShader_ForTextureName __SHADERSTABLENAME.m_pfnActiveShader_ForTextureName
|
|
#define QERApp_ActiveShader_ForIndex __SHADERSTABLENAME.m_pfnActiveShader_ForIndex
|
|
#define QERApp_CleanTextureName __SHADERSTABLENAME.m_pfnCleanTextureName
|
|
#endif
|
|
|
|
#define APPSHADERS_MAJOR "appshaders"
|
|
// FIXME: remove
|
|
static const GUID QERAppShadersTable_GUID =
|
|
{ 0xec3008a8, 0xbd0b, 0x11d4, { 0x82, 0x51, 0x20, 0x4c, 0x4f, 0x4f, 0x50, 0x20 } };
|
|
|
|
// g_qeglobals.d_qtextures is used internally by the editor for actual camera drawing
|
|
typedef qtexture_t** ( WINAPI * PFN_QTEXTURES )();
|
|
// g_qeglobals.d_qtexmap is a map for fast access
|
|
typedef GHashTable* ( WINAPI * PFN_QTEXMAP )();
|
|
// d_texturewin
|
|
//++timo NOTE: this same function is also in isurface.h table, we would eventually have to merge some stuff
|
|
typedef texturewin_t* ( *PFN_QEGLOBALSTEXTUREWIN )();
|
|
// Texture_SetTexture
|
|
//++timo NOTE: this one may have to be reorganized too .. putting it here is a bit clumsy
|
|
// NOTE: the C++ function used internally has a lot of default values
|
|
typedef void ( WINAPI * PFN_TEXTURESETTEXTURE )( texdef_t *texdef, brushprimit_texdef_t *brushprimit_texdef );
|
|
// Texture_ShowInuse
|
|
typedef void ( WINAPI * PFN_TEXTURESHOWINUSE )();
|
|
// BuildShaderList
|
|
typedef void ( *PFN_BUILDSHADERLIST )();
|
|
// PreloadShaders
|
|
typedef void ( *PFN_PRELOADSHADERS )();
|
|
|
|
// a table that Radiant makes available to the shader module in return
|
|
struct _QERAppShadersTable
|
|
{
|
|
int m_nSize;
|
|
PFN_QTEXTURES m_pfnQTextures;
|
|
PFN_QTEXMAP m_pfnQTexmap;
|
|
PFN_QEGLOBALSTEXTUREWIN m_pfnQeglobalsTexturewin;
|
|
PFN_TEXTURESETTEXTURE m_pfnTexture_SetTexture;
|
|
PFN_TEXTURESHOWINUSE m_pfnTexture_ShowInuse;
|
|
PFN_BUILDSHADERLIST m_pfnBuildShaderList;
|
|
PFN_PRELOADSHADERS m_pfnPreloadShaders;
|
|
};
|
|
|
|
#ifdef USE_APPSHADERSTABLE_DEFINE
|
|
#ifndef __APPSHADERTABLENAME
|
|
#define __APPSHADERTABLENAME g_AppShadersTable
|
|
#endif
|
|
#define Texture_ShowInuse __APPSHADERTABLENAME.m_pfnTexture_ShowInuse
|
|
#endif
|
|
|
|
/*!
|
|
NOTE TTimo: there is an important distinction between SHADER_NOT_FOUND and SHADER_NOTEX:
|
|
SHADER_NOT_FOUND means we didn't find the raw texture or the shader for this
|
|
SHADER_NOTEX means we recognize this as a shader script, but we are missing the texture to represent it
|
|
this was in the initial design of the shader code since early GtkRadiant alpha, and got sort of foxed in 1.2 and put back in
|
|
*/
|
|
#define SHADER_NOT_FOUND "textures/radiant/notex"
|
|
#define SHADER_NOTEX "textures/radiant/shadernotex" ///< Q3 tech specific
|
|
|
|
#endif
|