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99 lines
2.5 KiB
C++
99 lines
2.5 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#ifndef NL_SHADER_H
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#define NL_SHADER_H
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#include "nel/misc/types_nl.h"
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#include "nel/misc/smart_ptr.h"
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#include <list>
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namespace NL3D {
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using NLMISC::CRefCount;
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class IDriver;
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// List typedef.
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class IShaderDrvInfos;
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typedef std::list<IShaderDrvInfos*> TShaderDrvInfoPtrList;
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typedef TShaderDrvInfoPtrList::iterator ItShaderDrvInfoPtrList;
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/**
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* Interface for shader driver infos.
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*/
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class IShaderDrvInfos : public CRefCount
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{
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private:
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IDriver *_Driver;
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ItShaderDrvInfoPtrList _DriverIterator;
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public:
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IShaderDrvInfos(IDriver *drv, ItShaderDrvInfoPtrList it) {_Driver= drv; _DriverIterator= it;}
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// The virtual dtor is important.
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virtual ~IShaderDrvInfos();
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};
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/**
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* Shader resource for the driver. It is just a container for a ".fx" text file.
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*/
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/* *** IMPORTANT ********************
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* *** IF YOU MODIFY THE STRUCTURE OF THIS CLASS, PLEASE INCREMENT IDriver::InterfaceVersion TO INVALIDATE OLD DRIVER DLL
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* **********************************
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*/
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// --------------------------------------------------
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class CShader
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{
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public:
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CShader();
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~CShader();
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// Load a shader file
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bool loadShaderFile (const char *filename);
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// Set the shader text
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void setText (const char *text);
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// Get the shader text
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const char *getText () const { return _Text.c_str(); }
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// Set the shader name
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void setName (const char *name);
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// Get the shader name
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const char *getName () const { return _Name.c_str(); }
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public:
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// Private. For Driver only.
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bool _ShaderChanged;
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NLMISC::CRefPtr<IShaderDrvInfos> _DrvInfo;
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private:
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// The shader
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std::string _Text;
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// The shader name
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std::string _Name;
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};
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} // NL3D
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#endif // NL_SHADER_H
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/* End of shader.h */
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