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96 lines
1.9 KiB
C++
96 lines
1.9 KiB
C++
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#ifndef __GL_TEXSHADERS_H__
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#define __GL_TEXSHADERS_H__
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#include "tarray.h"
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#include "zstring.h"
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#include "gl/utility/gl_cycler.h"
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enum
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{
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SHADER_TexGen_None = 0,
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SHADER_TexGen_Sphere,
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NUM_TexGenTypes
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};
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//==========================================================================
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//
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//
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//
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//==========================================================================
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class FShaderLayer
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{
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public:
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FShaderLayer();
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FShaderLayer(const FShaderLayer &layer);
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~FShaderLayer();
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void Update(float diff);
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CycleType ParseCycleType(FScanner &sc);
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bool ParseLayer(FScanner &sc);
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FTextureID texture;
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int warpspeed;
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unsigned char warp;
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bool animate;
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bool emissive;
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unsigned char texgen;
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float centerX, centerY;
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float rotation;
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float rotate;
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float offsetX, offsetY;
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FCycler adjustX, adjustY;
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FCycler vectorX, vectorY;
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FCycler scaleX, scaleY;
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FCycler alpha;
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FCycler r, g, b;
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FCycler srcFactor, dstFactor;
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unsigned int flags;
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unsigned int blendFuncSrc, blendFuncDst;
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FShaderLayer *layerMask;
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};
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//==========================================================================
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//
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//
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//
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//==========================================================================
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class FTextureShader
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{
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public:
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FTextureShader();
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bool ParseShader(FScanner &sc, TArray<FTextureID> &names);
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bool Available();
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bool Setup(float time);
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void Update(int framems);
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void FakeUpdate(int framems);
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FString CreateName();
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FString GenerateCode();
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FName name;
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TDeletingArray <FShaderLayer *> layers; // layers for shader
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unsigned int lastUpdate;
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};
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/*
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//extern TArray<FShader *> Shaders[NUM_ShaderClasses];
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//extern TArray<FShader *> ShaderLookup[NUM_ShaderClasses];
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void GL_InitShaders();
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void GL_ReleaseShaders();
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void GL_UpdateShaders();
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void GL_FakeUpdateShaders();
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//void GL_UpdateShader(FShader *shader);
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void GL_DrawShaders();
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//FShader *GL_ShaderForTexture(FTexture *tex);
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bool GL_ParseShader();
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*/
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#endif // __GL_TEXSHADERS_H__
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