2 Copyright (c) 2001, Loki software, inc.
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5 Redistribution and use in source and binary forms, with or without modification,
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6 are permitted provided that the following conditions are met:
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8 Redistributions of source code must retain the above copyright notice, this list
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9 of conditions and the following disclaimer.
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11 Redistributions in binary form must reproduce the above copyright notice, this
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12 list of conditions and the following disclaimer in the documentation and/or
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13 other materials provided with the distribution.
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15 Neither the name of Loki software nor the names of its contributors may be used
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16 to endorse or promote products derived from this software without specific prior
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17 written permission.
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19 THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS ``AS IS''
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20 AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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21 IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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22 DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE FOR ANY
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23 DIRECT,INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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24 (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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25 LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
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26 ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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27 (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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28 SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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31 //-----------------------------------------------------------------------------
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34 // internal implementation of IShaders related stuff
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37 #ifndef __SHADERS_H_
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38 #define __SHADERS_H_
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40 //++timo TODO: track all the calls to IncRef and look for not-called DecRef bugs
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41 //++timo TODO: move all needed stuff into the IShader interface
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43 // Radiant's internal implementation of the IShader object
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44 class CShader : public IShader
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47 qtexture_t *m_pTexture;
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48 // name is shader / texture name (if not a real shader) reletive to "textures/" directory
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49 char m_Name[QER_MAX_NAMELEN];
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50 char m_ShaderFileName[QER_MAX_NAMELEN];
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53 // the name of the texture file to be used to represent the shader
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55 // must fit the qtexture_t convention or not? I think so ..
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56 // ((old .. NOTE: may be a straight copy of the .shader file, doesn't fit the qtexture_t naming requirements))
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57 CString m_strTextureName;
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69 // will hook itself in g_ActiveShaders and increment ref count
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70 // will also update the underlying qtexture_t with some information about the shader name etc.
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71 void RegisterActivate();
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74 CShader() { refCount = 0; m_pTexture = NULL; m_Name[0]='\0'; m_ShaderFileName[0]='\0'; m_nFlags = 0; m_bInUse = false; m_bDisplayed = false; m_bColor = false; m_fTrans = 1.0f; m_nAlphaFunc = 0; m_fAlphaRef = 0.f; m_nCull = 0; }
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75 virtual ~CShader() { }
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77 // IShaders implementation -----------------
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78 // Increment the number of references to this object
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79 void IncRef () { refCount++; }
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80 // Decrement the reference count
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82 { if ( --refCount <= 0 )
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85 // get/set the qtexture_t* Radiant uses to represent this shader object
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86 qtexture_t* getTexture() const { return m_pTexture; }
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87 void setTexture(qtexture_t *pTex) { m_pTexture = pTex; }
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89 const char* getName() const { return m_Name; }
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90 bool IsDisplayed() const { return m_bDisplayed; }
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91 void SetDisplayed(bool b) { m_bDisplayed = b; }
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92 // setting in use also sets the display flag on
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93 bool IsInUse() const { return m_bInUse; }
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94 void SetInUse(bool b) { m_bInUse = b; if (m_pTexture) m_pTexture->inuse = true; if (b) m_bDisplayed = true; }
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95 // get the shader flags
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96 int getFlags() { return m_nFlags; }
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97 // get the transparency value
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98 float getTrans() { return m_fTrans; }
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99 // test if it's a true shader, or a default shader created to wrap around a texture
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100 bool IsDefault() { return m_ShaderFileName[0] == '\0'; }
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101 // test if it's a plain color shader, i.e. a shader we use on plain color stuff (like info_playerstart)
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102 bool IsColor() { return m_bColor; }
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103 // get the related color then!
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104 void getColor( vec3_t v) { VectorCopy( m_vColor, v); }
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105 // get the alphaFunc
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106 void getAlphaFunc(int *func, float *ref) { *func = m_nAlphaFunc; *ref = m_fAlphaRef; };
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107 // get the cull type
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108 int getCull() { return m_nCull; };
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109 // get/set shader file name (ie the file where this one is defined)
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110 const char* getShaderFileName() const { return m_ShaderFileName; }
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111 // -----------------------------------------
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116 // search / load the texture to be used when displaying the shader
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117 // after a successfull call to one of these the shader will get displayed in the tex wnd
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118 // if m_strTextureName could not be loaded will set m_pTexture to NULL
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119 void Try_Activate();
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120 // if m_strTextureName could not be loaded will use a default qtexture
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121 // FIXME TTimo: Activate forces activation, always true
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125 void setName(const char* name) { strcpy(m_Name, name); }
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126 void setShaderFileName(const char* name) { strcpy(m_ShaderFileName, name); }
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127 // create a default shader for a given texture name
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128 // will not activate!
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129 // NOTE: CreateDefault expects a texture name reletive to the base path. Adding a "textures/" may be needed
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130 void CreateDefault(const char* name);
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131 const char* getTextureName() { return m_strTextureName; }
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135 // void setColor( vec3_t c ) { VectorCopy( c, m_vColor ); m_bColor = true; }
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136 // create a color shader
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137 void CreateColor(const char* name);
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140 // the classical CPtrArray with some enhancements
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141 class CShaderArray : public CPtrArray
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145 virtual ~CShaderArray() { }
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146 // look for a shader with a given name (may return NULL)
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147 CShader* Shader_ForName( const char * ) const;
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148 // look for a shader with a given texture name (may return NULL)
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149 // NOTE: the texture name is supposed to fit qtexture_t naming conventions .. _DEBUG builds will check
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150 CShader* Shader_ForTextureName( const char * ) const;
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151 // will Add the given object if not already in
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152 void AddSingle(void*);
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153 // will copy / add another CShaderArray, and IncRef
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154 void operator = (const class CShaderArray &);
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155 // will empty the array, decreasing the refcount by 1
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157 // will empty all shaders that match a given filename, decreasing the refcount by 1
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158 void ReleaseForShaderFile( const char * );
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159 // sort the array by shader name
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160 void SortShaders();
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161 // set the IsDisplayed flag for all shaders stored
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162 void SetDisplayed(bool b);
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163 // set the InUse flag for all shaders stored
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164 void SetInUse(bool b);
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