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