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/*
Minetest
Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
Copyright (C) 2013 Kahrl <kahrl@gmx.net>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Publi/*
Minetest
Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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 NODEMETADATA_HEADER
#define NODEMETADATA_HEADER
#include "irrlichttypes_bloated.h"/*
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) {}
};
/*
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 {
if(var.empty())
m_stringvars.erase(name);
else
m_stringvars[name] = var;
}
// support variable names in values
std::string resolveString(const std::string &str) const
{
if(str.substr(0,2) == "${" && str[str.length()-1] == '}')
return resolveString(getString(str.substr(2,str.length()-3)));
return str;
}
std::map<std::string, std::string> getStrings() const
{
return m_stringvars;
}
// The inventory
Inventory* getInventory()
{
return m_inventory;
}
private:
std::map<std::string, std::string> m_stringvars;
Inventory *m_inventory;
};
/*
List of metadata of all the nodes of a block
*/
class NodeMetadataList
{
public:
~NodeMetadataList();
void serialize(std::ostream &os) const;
void deSerialize(std::<
virtual void rebuildShaders()=0;
virtual void addGlobalConstantSetter(IShaderConstantSetter *setter)=0;
};
IWritableShaderSource* createShaderSource(IrrlichtDevice *device);
#endif
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