/* 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. 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 */ #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; }; #endif // _ISHADERSMANAGER_H_