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31 //-----------------------------------------------------------------------------
34 // internal implementation of IShaders related stuff
40 //++timo TODO: track all the calls to IncRef and look for not-called DecRef bugs
41 //++timo TODO: move all needed stuff into the IShader interface
43 // Radiant's internal implementation of the IShader object
44 class CShader : public IShader
47 qtexture_t *m_pTexture;
48 // name is shader / texture name (if not a real shader) reletive to "textures/" directory
49 char m_Name[QER_MAX_NAMELEN];
50 char m_ShaderFileName[QER_MAX_NAMELEN];
53 // the name of the texture file to be used to represent the shader
55 // must fit the qtexture_t convention or not? I think so ..
56 // ((old .. NOTE: may be a straight copy of the .shader file, doesn't fit the qtexture_t naming requirements))
57 CString m_strTextureName;
69 // will hook itself in g_ActiveShaders and increment ref count
70 // will also update the underlying qtexture_t with some information about the shader name etc.
71 void RegisterActivate();
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; }
75 virtual ~CShader() { }
77 // IShaders implementation -----------------
78 // Increment the number of references to this object
79 void IncRef() { refCount++; }
80 // Decrement the reference count
82 if ( --refCount <= 0 ) {
86 // get/set the qtexture_t* Radiant uses to represent this shader object
87 qtexture_t* getTexture() const { return m_pTexture; }
88 void setTexture( qtexture_t *pTex ) { m_pTexture = pTex; }
90 const char* getName() const { return m_Name; }
91 bool IsDisplayed() const { return m_bDisplayed; }
92 void SetDisplayed( bool b ) { m_bDisplayed = b; }
93 // setting in use also sets the display flag on
94 bool IsInUse() const { return m_bInUse; }
95 void SetInUse( bool b ) {
96 m_bInUse = b; if ( m_pTexture ) {
97 m_pTexture->inuse = true;
103 // get the shader flags
104 int getFlags() { return m_nFlags; }
105 // get the transparency value
106 float getTrans() { return m_fTrans; }
107 // test if it's a true shader, or a default shader created to wrap around a texture
108 bool IsDefault() { return m_ShaderFileName[0] == '\0'; }
109 // test if it's a plain color shader, i.e. a shader we use on plain color stuff (like info_playerstart)
110 bool IsColor() { return m_bColor; }
111 // get the related color then!
112 void getColor( vec3_t v ) { VectorCopy( m_vColor, v ); }
114 void getAlphaFunc( int *func, float *ref ) { *func = m_nAlphaFunc; *ref = m_fAlphaRef; };
116 int getCull() { return m_nCull; };
117 // get/set shader file name (ie the file where this one is defined)
118 const char* getShaderFileName() const { return m_ShaderFileName; }
119 // -----------------------------------------
124 // search / load the texture to be used when displaying the shader
125 // after a successfull call to one of these the shader will get displayed in the tex wnd
126 // if m_strTextureName could not be loaded will set m_pTexture to NULL
128 // if m_strTextureName could not be loaded will use a default qtexture
129 // FIXME TTimo: Activate forces activation, always true
133 void setName( const char* name ) { strcpy( m_Name, name ); }
134 void setShaderFileName( const char* name ) { strcpy( m_ShaderFileName, name ); }
135 // create a default shader for a given texture name
136 // will not activate!
137 // NOTE: CreateDefault expects a texture name reletive to the base path. Adding a "textures/" may be needed
138 void CreateDefault( const char* name );
139 const char* getTextureName() { return m_strTextureName; }
143 // void setColor( vec3_t c ) { VectorCopy( c, m_vColor ); m_bColor = true; }
144 // create a color shader
145 void CreateColor( const char* name );
148 // the classical CPtrArray with some enhancements
149 class CShaderArray : public CPtrArray
153 virtual ~CShaderArray() { }
154 // look for a shader with a given name (may return NULL)
155 CShader* Shader_ForName( const char * ) const;
156 // look for a shader with a given texture name (may return NULL)
157 // NOTE: the texture name is supposed to fit qtexture_t naming conventions .. _DEBUG builds will check
158 CShader* Shader_ForTextureName( const char * ) const;
159 // will Add the given object if not already in
160 void AddSingle( void* );
161 // will copy / add another CShaderArray, and IncRef
162 void operator =( const class CShaderArray & );
163 // will empty the array, decreasing the refcount by 1
165 // will empty all shaders that match a given filename, decreasing the refcount by 1
166 void ReleaseForShaderFile( const char * );
167 // sort the array by shader name
169 // set the IsDisplayed flag for all shaders stored
170 void SetDisplayed( bool b );
171 // set the InUse flag for all shaders stored
172 void SetInUse( bool b );