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/*
Copyright (C) 1999-2006 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
*/
#if !defined(INCLUDED_ISHADERS_H)
#define INCLUDED_ISHADERS_H
#include "generic/constant.h"
enum
{
QER_TRANS = 1 << 0,
QER_NOCARVE = 1 << 1,
QER_NODRAW = 1 << 2,
QER_NONSOLID = 1 << 3,
QER_WATER = 1 << 4,
QER_LAVA = 1 << 5,
QER_FOG = 1 << 6,
QER_ALPHATEST = 1 << 7,
QER_CULL = 1 << 8,
QER_AREAPORTAL = 1 << 9,
QER_CLIP = 1 << 10,
QER_BOTCLIP = 1 << 11,
};
struct qtexture_t;
template<typename Element> class BasicVector3;
typedef BasicVector3<float> Vector3;
typedef Vector3 Colour3;
typedef unsigned char BlendFactor;
const BlendFactor BLEND_ZERO = 0;
const BlendFactor BLEND_ONE = 1;
const BlendFactor BLEND_SRC_COLOUR = 2;
const BlendFactor BLEND_ONE_MINUS_SRC_COLOUR = 3;
const BlendFactor BLEND_SRC_ALPHA = 4;
const BlendFactor BLEND_ONE_MINUS_SRC_ALPHA = 5;
const BlendFactor BLEND_DST_COLOUR = 6;
const BlendFactor BLEND_ONE_MINUS_DST_COLOUR = 7;
const BlendFactor BLEND_DST_ALPHA = 8;
const BlendFactor BLEND_ONE_MINUS_DST_ALPHA = 9;
const BlendFactor BLEND_SRC_ALPHA_SATURATE = 10;
class BlendFunc
{
public:
BlendFunc(BlendFactor src, BlendFactor dst) : m_src(src), m_dst(dst)
{
}
BlendFactor m_src;
BlendFactor m_dst;
};
class ShaderLayer
{
public:
virtual qtexture_t* texture() const = 0;
virtual BlendFunc blendFunc() const = 0;
virtual bool clampToBorder() const = 0;
virtual float alphaTest() const = 0;
};
template<typename FirstArgument>
class Callback1;
typedef Callback1<const ShaderLayer&> ShaderLayerCallback;
class IShader
{
public:
enum EAlphaFunc
{
eAlways,
eEqual,
eLess,
eGreater,
eLEqual,
eGEqual,
};
enum ECull
{
eCullNone,
eCullBack,
};
// 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 qtexture_t* getDiffuse() const = 0;
virtual qtexture_t* getBump() const = 0;
virtual qtexture_t* getSpecular() const = 0;
// get shader name
virtual const char* getName() const = 0;
virtual bool IsInUse() const = 0;
virtual void SetInUse(bool bInUse) = 0;
// get the editor flags (QER_NOCARVE QER_TRANS)
virtual int getFlags() const = 0;
// get the transparency value
virtual float getTrans() const = 0;
// test if it's a true shader, or a default shader created to wrap around a texture
virtual bool IsDefault() const = 0;
// get the alphaFunc
virtual void getAlphaFunc(EAlphaFunc *func, float *ref) = 0;
virtual BlendFunc getBlendFunc() const = 0;
// get the cull type
virtual ECull getCull() = 0;
// get shader file name (ie the file where this one is defined)
virtual const char* getShaderFileName() const = 0;
virtual const ShaderLayer* firstLayer() const = 0;
virtual void forEachLayer(const ShaderLayerCallback& layer) const = 0;
virtual qtexture_t* lightFalloffImage() const = 0;
};
class Callback;
typedef struct _GSList GSList;
typedef Callback1<const char*> ShaderNameCallback;
class ModuleObserver;
class ShaderSystem
{
public:
INTEGER_CONSTANT(Version, 1);
STRING_CONSTANT(Name, "shaders");
// NOTE: shader and texture names used must be full path.
// Shaders usable as textures have prefix equal to getTexturePrefix()
virtual void realise() = 0;
virtual void unrealise() = 0;
virtual void refresh() = 0;
// activate the shader for a given name and return it
// will return the default shader if name is not found
virtual IShader* getShaderForName(const char* name) = 0;
virtual void foreachShaderName(const ShaderNameCallback& callback) = 0;
// iterate over the list of active shaders
virtual void beginActiveShadersIterator() = 0;
virtual bool endActiveShadersIterator() = 0;
virtual IShader* dereferenceActiveShadersIterator() = 0;
virtual void incrementActiveShadersIterator() = 0;
virtual void setActiveShadersChangedNotify(const Callback& notify) = 0;
virtual void attach(ModuleObserver& observer) = 0;
virtual void detach(ModuleObserver& observer) = 0;
virtual void setLightingEnabled(bool enabled) = 0;
virtual const char* getTexturePrefix() const = 0;
};
#include "modulesystem.h"
template<typename Type>
class GlobalModule;
typedef GlobalModule<ShaderSystem> GlobalShadersModule;
template<typename Type>
class GlobalModuleRef;
typedef GlobalModuleRef<ShaderSystem> GlobalShadersModuleRef;
inline ShaderSystem& GlobalShaderSystem()
{
return GlobalShadersModule::getTable();
}
#define QERApp_Shader_ForName GlobalShaderSystem().getShaderForName
#define QERApp_ActiveShaders_IteratorBegin GlobalShaderSystem().beginActiveShadersIterator
#define QERApp_ActiveShaders_IteratorAtEnd GlobalShaderSystem().endActiveShadersIterator
#define QERApp_ActiveShaders_IteratorCurrent GlobalShaderSystem().dereferenceActiveShadersIterator
#define QERApp_ActiveShaders_IteratorIncrement GlobalShaderSystem().incrementActiveShadersIterator
#endif