/* Minetest Copyright (C) 2013 celeron55, Perttu Ahola Copyright (C) 2013 Kahrl This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This program 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 Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ #ifndef SHADER_HEADER #define SHADER_HEADER #include "irrlichttypes_extrabloated.h" #include "threads.h" #include class IGameDef; /* shader.{h,cpp}: Shader handling stuff. */ /* Gets the path to a shader by first checking if the file name_of_shader/filename exists in shader_path and if not, using the data path. If not found, returns "". Utilizes a thread-safe cache. */ std::string getShaderPath(const std::string &name_of_shader, const std::string &filename); struct ShaderInfo { std::string name; video::E_MATERIAL_TYPE material; ShaderInfo(): name(""), material(video::EMT_SOLID) {} virtual ~ShaderInfo() {} }; /* Setter of constants for shaders */ namespace irr { namespace video { class IMaterialRendererServices; } } class IShaderConstantSetter { public: virtual ~IShaderConstantSetter(){}; virtual void onSetConstants(video::IMaterialRendererServices *services, bool is_highlevel) = 0; }; /* ShaderSource creates and caches shaders. */ class IShaderSource { public: IShaderSource(){} virtual ~IShaderSource(){} virtual u32 getShaderId(const std::string &name){return 0;} virtual u32 getShaderIdDirect(const std::string &name){return 0;} virtual std::string getShaderName(u32 id){return "";} virtual ShaderInfo getShader(u32 id){return ShaderInfo();} virtual ShaderInfo getShader(const std::string &name){return ShaderInfo();} }; class IWritableShaderSource : public IShaderSource { public: IWritableShaderSource(){} virtual ~IWritableShaderSource(){} virtual u32 getShaderId(const std::string &name){return 0;} virtual u32 getShaderIdDirect(const std::string &name){return 0;} virtual std::string getShaderName(u32 id){return "";} virtual ShaderInfo getShader(u32 id){return ShaderInfo();} virtual ShaderInfo getShader(const std::string &name){return ShaderInfo();} virtual void processQueue()=0; virtual void insertSourceShader(const std::string &name_of_shader, const std::string &filename, const std::string &program)=0; virtual void rebuildShaders()=0; virtual void addGlobalConstantSetter(IShaderConstantSetter *setter)=0; }; IWritableShaderSource* createShaderSource(IrrlichtDevice *device); #endif