/*
-Copyright (C) 1999-2007 id Software, Inc. and contributors.
-For a list of contributors, see the accompanying CONTRIBUTORS file.
+ Copyright (C) 1999-2007 id Software, Inc. and contributors.
+ For a list of contributors, see the accompanying CONTRIBUTORS file.
-This file is part of GtkRadiant.
+ 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 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.
+ 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
-*/
+ 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
+ */
#ifndef _ISHADERSMANAGER_H_
#define _ISHADERSMANAGER_H_
class IShadersManager
{
- public:
- IShadersManager ();
- virtual ~IShadersManager ();
-
- // Increment the number of references to this object
- virtual void IncRef () = 0;
- // Decrement the reference count
- virtual void DecRef () = 0;
-
- // free all shaders
- // free the shaders, will not free the qtexture_t*
- virtual void FreeShaders () = 0;
-
- // reload all the shaders
- // this will free everything (shaders and their textures), then reload all in use stuff
- virtual void ReloadShaders () = 0;
-
- // load all shaders in a given directory
- // this will scan the list of in-memory shaders, and load the related qtexture_t if needed
- virtual void LoadShadersFromDir (const char* path) = 0;
-
- // load a shader file (ie a set of shaders)
- // after LoadShaderFile shaders will be in memory, next step is to load the qtexture_t Radiant uses
- // to represent them if a shader with the same name exists, new one will not be loaded
- // don't use this to refresh the shaders!
- virtual void LoadShaderFile (const char* filename) = 0;
-
- // tell if a given shader exists in our shader table
- // NOTE: this doesn't tell wether it's corresponding qtexture is loaded
- virtual int HasShader (const char* name) = 0;
-
- // return the shader for a given name
- // if the qtexture is not already in memory, will try loading it
- // if the qtexture could not be found, will use default
- // will return NULL on shader not found
- virtual IShader* Try_Shader_ForName (const char* name) = 0;
-
- // return the shader for a given name
- // if the qtexture is not already in memory, will try loading it
- // will create a default shader if not found (will use a default texture)
- virtual IShader* Shader_ForName (const char* name) = 0;
-
- // query / load a texture
- // will not try loading a shader, will look for the actual image file ..
- // returns NULL on file not found
- // NOTE: strategy for file lookup:
- // paths must be relative, ie. textures/me/myfile
- // if a 3-letters filename extension (such as .jpg or .tga) is provided, it will get loaded first
- // if not found or no extension, will try loading after adding .tga and .jpg (in this order)
- virtual qtexture_t* Try_Texture_ForName (const char* filename) = 0;
-
- // query / load a texture
- // will not try loading a shader, will look for the actual image file ..
- // on file not found will use the "texture not found"
- virtual qtexture_t* Texture_ForName (const char* filename) = 0;
-
- // get the number of active shaders
- // these are the shaders currently loaded, that have an associated qtexture_t*
- virtual int GetActiveShaderCount () = 0;
-
- // for stuff that needs to be represented by a plain texture
- // the shader will get a "color" name, use GetColor to get the actual color
- virtual IShader* ColorShader_ForName (const char* name) = 0;
-
- // reload a shaderfile - update shaders and their display properties/qtexture_t if needed
- // will not reload the texture files
- // will switch to "show in use" atfer use
- // filename must be reletive path of the shader, ex. scripts/gothic_wall.shader
- virtual void ReloadShaderFile (const char* filename) = 0;
-
- // retrieve a shader if exists, without loading the textures for it etc.
- // use this function if you want special info on a shader
- virtual IShader* Shader_ForName_NoLoad (const char* name) = 0;
+public:
+IShadersManager ();
+virtual ~IShadersManager ();
+
+// Increment the number of references to this object
+virtual void IncRef() = 0;
+// Decrement the reference count
+virtual void DecRef() = 0;
+
+// free all shaders
+// free the shaders, will not free the qtexture_t*
+virtual void FreeShaders() = 0;
+
+// reload all the shaders
+// this will free everything (shaders and their textures), then reload all in use stuff
+virtual void ReloadShaders() = 0;
+
+// load all shaders in a given directory
+// this will scan the list of in-memory shaders, and load the related qtexture_t if needed
+virtual void LoadShadersFromDir( const char* path ) = 0;
+
+// load a shader file (ie a set of shaders)
+// after LoadShaderFile shaders will be in memory, next step is to load the qtexture_t Radiant uses
+// to represent them if a shader with the same name exists, new one will not be loaded
+// don't use this to refresh the shaders!
+virtual void LoadShaderFile( const char* filename ) = 0;
+
+// tell if a given shader exists in our shader table
+// NOTE: this doesn't tell wether it's corresponding qtexture is loaded
+virtual int HasShader( const char* name ) = 0;
+
+// return the shader for a given name
+// if the qtexture is not already in memory, will try loading it
+// if the qtexture could not be found, will use default
+// will return NULL on shader not found
+virtual IShader* Try_Shader_ForName( const char* name ) = 0;
+
+// return the shader for a given name
+// if the qtexture is not already in memory, will try loading it
+// will create a default shader if not found (will use a default texture)
+virtual IShader* Shader_ForName( const char* name ) = 0;
+
+// query / load a texture
+// will not try loading a shader, will look for the actual image file ..
+// returns NULL on file not found
+// NOTE: strategy for file lookup:
+// paths must be relative, ie. textures/me/myfile
+// if a 3-letters filename extension (such as .jpg or .tga) is provided, it will get loaded first
+// if not found or no extension, will try loading after adding .tga and .jpg (in this order)
+virtual qtexture_t* Try_Texture_ForName( const char* filename ) = 0;
+
+// query / load a texture
+// will not try loading a shader, will look for the actual image file ..
+// on file not found will use the "texture not found"
+virtual qtexture_t* Texture_ForName( const char* filename ) = 0;
+
+// get the number of active shaders
+// these are the shaders currently loaded, that have an associated qtexture_t*
+virtual int GetActiveShaderCount() = 0;
+
+// for stuff that needs to be represented by a plain texture
+// the shader will get a "color" name, use GetColor to get the actual color
+virtual IShader* ColorShader_ForName( const char* name ) = 0;
+
+// reload a shaderfile - update shaders and their display properties/qtexture_t if needed
+// will not reload the texture files
+// will switch to "show in use" atfer use
+// filename must be reletive path of the shader, ex. scripts/gothic_wall.shader
+virtual void ReloadShaderFile( const char* filename ) = 0;
+
+// retrieve a shader if exists, without loading the textures for it etc.
+// use this function if you want special info on a shader
+virtual IShader* Shader_ForName_NoLoad( const char* name ) = 0;
};
#endif // _ISHADERSMANAGER_H_