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