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ShaderSource and silly example shaders
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@@ -28,6 +28,7 @@ class INodeDefManager;
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class ICraftDefManager;
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class ITextureSource;
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class ISoundManager;
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class IShaderSource;
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class MtEventManager;
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class IRollbackReportSink;
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@@ -48,6 +49,8 @@ public:
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// This is always thread-safe, but referencing the irrlicht texture
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// pointers in other threads than main thread will make things explode.
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virtual ITextureSource* getTextureSource()=0;
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virtual IShaderSource* getShaderSource()=0;
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// Used for keeping track of names/ids of unknown nodes
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virtual u16 allocateUnknownNodeId(const std::string &name)=0;
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@@ -70,6 +73,7 @@ public:
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ICraftDefManager* cdef(){return getCraftDefManager();}
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ITextureSource* tsrc(){return getTextureSource();}
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ISoundManager* sound(){return getSoundManager();}
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IShaderSource* shsrc(){return getShaderSource();}
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MtEventManager* event(){return getEventManager();}
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IRollbackReportSink* rollback(){return getRollbackReportSink();}
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};
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