void LoadShaderFile( const char *filename );
-qtexture_t *Texture_ForName( const char *filename );
-
-
/*!
NOTE TTimo: there is an important distinction between SHADER_NOT_FOUND and SHADER_NOTEX:
SHADER_NOT_FOUND means we didn't find the raw texture or the shader for this
{
std::size_t m_refcount;
CopiedString m_Name;
+CopiedString m_WadName;
public:
ShaderParameters m_params;
const char* m_filename;
// name is shader-name, otherwise texture-name ( if not a real shader )
CopiedString m_Name;
+CopiedString m_WadName;
qtexture_t* m_pTexture;
qtexture_t* m_notfound;
return m_Name.c_str();
}
+const char* getWadName() const {
+ return m_WadName.c_str();
+}
+
bool IsInUse() const {
return m_bInUse;
}
m_Name = name;
}
+void setWadName( const char* name ){
+ m_WadName = name;
+}
+
class MapLayer : public ShaderLayer
{
qtexture_t* m_texture;
}
return &m_layers.front();
}
-void forEachLayer( const ShaderLayerCallback& callback ) const {
- for ( MapLayers::const_iterator i = m_layers.begin(); i != m_layers.end(); ++i )
- {
- callback( *i );
- }
-}
qtexture_t* lightFalloffImage() const {
if ( !string_empty( m_template.m_lightFalloffImage.c_str() ) ) {