<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> <html><head><meta http-equiv="Content-Type" content="text/html;charset=iso-8859-1"> <title>Crystal Space 1.2.1: ivideo/shader/shader.h Source File (Crystal Space 1.2.1 Public API Reference)</title> <link href="tabs.css" rel="stylesheet" type="text/css"> <link href="doxygen.css" rel="stylesheet" type="text/css"> </head><body> <table border="0" cellpadding="0" cellspacing="0" width="100%" class="head"> <tr height="59"> <td class="head" width="202" valign="bottom" style="padding-left:0;"><a href="http://www.crystalspace3d.org/"><img src="csblur.png" width="236" height="59" alt="CrystalSpace" border="0"></a></td> <td class="head"><h2>Public API Reference</h2></td> </tr> <tr height="11"> <td colspan="2" class="headshadow" valign="top" style="padding-left:0;"><img src="csblurb.png" width="236" height="11" alt="" border="0"></td> </tr> </table> <div class="content"> <!-- Generated by Doxygen 1.5.3 --> <div class="tabs"> <ul> <li><a href="index.html"><span>Main Page</span></a></li> <li><a href="modules.html"><span>Modules</span></a></li> <li><a href="namespaces.html"><span>Namespaces</span></a></li> <li><a href="classes.html"><span>Classes</span></a></li> <li class="current"><a href="files.html"><span>Files</span></a></li> <li><a href="pages.html"><span>Related Pages</span></a></li> </ul> </div> <h1>ivideo/shader/shader.h</h1><a href="shader_8h.html">Go to the documentation of this file.</a><div class="fragment"><pre class="fragment"><a name="l00001"></a>00001 <span class="comment">/*</span> <a name="l00002"></a>00002 <span class="comment"> Copyright (C) 2002 by Marten Svanfeldt</span> <a name="l00003"></a>00003 <span class="comment"> Anders Stenberg</span> <a name="l00004"></a>00004 <span class="comment"></span> <a name="l00005"></a>00005 <span class="comment"> This library is free software; you can redistribute it and/or</span> <a name="l00006"></a>00006 <span class="comment"> modify it under the terms of the GNU Library General Public</span> <a name="l00007"></a>00007 <span class="comment"> License as published by the Free Software Foundation; either</span> <a name="l00008"></a>00008 <span class="comment"> version 2 of the License, or (at your option) any later version.</span> <a name="l00009"></a>00009 <span class="comment"></span> <a name="l00010"></a>00010 <span class="comment"> This library is distributed in the hope that it will be useful,</span> <a name="l00011"></a>00011 <span class="comment"> but WITHOUT ANY WARRANTY; without even the implied warranty of</span> <a name="l00012"></a>00012 <span class="comment"> MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU</span> <a name="l00013"></a>00013 <span class="comment"> Library General Public License for more details.</span> <a name="l00014"></a>00014 <span class="comment"></span> <a name="l00015"></a>00015 <span class="comment"> You should have received a copy of the GNU Library General Public</span> <a name="l00016"></a>00016 <span class="comment"> License along with this library; if not, write to the Free</span> <a name="l00017"></a>00017 <span class="comment"> Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.</span> <a name="l00018"></a>00018 <span class="comment">*/</span> <a name="l00019"></a>00019 <a name="l00020"></a>00020 <a name="l00021"></a>00021 <span class="preprocessor">#ifndef __CS_IVIDEO_SHADER_H__</span> <a name="l00022"></a>00022 <span class="preprocessor"></span><span class="preprocessor">#define __CS_IVIDEO_SHADER_H__</span> <a name="l00023"></a>00023 <span class="preprocessor"></span> <a name="l00028"></a>00028 <span class="preprocessor">#include "<a class="code" href="scf_8h.html" title="Crystal Space Shared Class Facility (SCF).">csutil/scf.h</a>"</span> <a name="l00029"></a>00029 <a name="l00030"></a>00030 <span class="preprocessor">#include "<a class="code" href="iutil_2array_8h.html" title="Templates for array interfaces.">iutil/array.h</a>"</span> <a name="l00031"></a>00031 <a name="l00032"></a>00032 <span class="preprocessor">#include "<a class="code" href="shadervar_8h.html" title="Shader variable.">csgfx/shadervar.h</a>"</span> <a name="l00033"></a>00033 <span class="preprocessor">#include "<a class="code" href="csutil_2array_8h.html" title="Generic Array Template.">csutil/array.h</a>"</span> <a name="l00034"></a>00034 <span class="preprocessor">#include "<a class="code" href="refarr_8h.html" title="Smart Pointer array.">csutil/refarr.h</a>"</span> <a name="l00035"></a>00035 <span class="preprocessor">#include "<a class="code" href="set_8h.html" title="Basic set for objects.">csutil/set.h</a>"</span> <a name="l00036"></a>00036 <span class="preprocessor">#include "<a class="code" href="csutil_2strset_8h.html" title="String-to-ID hash table.">csutil/strset.h</a>"</span> <a name="l00037"></a>00037 <a name="l00038"></a>00038 <span class="keyword">struct </span><a class="code" href="structiDocumentNode.html" title="Representation of a node in a document.">iDocumentNode</a>; <a name="l00039"></a>00039 <span class="keyword">struct </span><a class="code" href="structiLight.html" title="The iLight interface is the SCF interface for the csLight class.">iLight</a>; <a name="l00040"></a>00040 <span class="keyword">struct </span><a class="code" href="structiObject.html" title="This interface is an SCF interface for encapsulating csObject.">iObject</a>; <a name="l00041"></a>00041 <span class="keyword">struct </span><a class="code" href="structiLoaderContext.html" title="This interface gives the context for the loader.">iLoaderContext</a>; <a name="l00042"></a>00042 <a name="l00043"></a>00043 <span class="keyword">struct </span><a class="code" href="structcsRenderMesh.html" title="Mesh data as returned by mesh plugins.">csRenderMesh</a>; <a name="l00044"></a>00044 <span class="keyword">class </span><a class="code" href="classcsShaderVariable.html" title="Storage class for &quot;shader vars&quot;, inheritable variables in the shader system...">csShaderVariable</a>; <a name="l00045"></a>00045 <a name="l00046"></a>00046 <span class="keyword">struct </span><a class="code" href="structiShader.html" title="Specific shader.">iShader</a>; <a name="l00047"></a>00047 <span class="keyword">struct </span><a class="code" href="structiShaderCompiler.html" title="Compiler of shaders.">iShaderCompiler</a>; <a name="l00048"></a><a class="code" href="shader_8h.html#16342d39b5945f4bccde3d5747f85838">00048</a> <span class="keyword">struct </span><a class="code" href="structiShaderManager.html" title="A manager for all shaders.">iShaderManager</a>; <a name="l00049"></a>00049 <a name="l00051"></a>00051 <a name="l00055"></a>00055 <span class="keyword">typedef</span> <a class="code" href="classcsArray.html" title="A templated array class.">csArray<csShaderVariable*></a> <a class="code" href="classcsArray.html" title="A templated array class.">csShaderVarStack</a>; <a name="l00056"></a><a class="code" href="structiShaderVarStack.html">00056</a> <span class="keyword">struct </span><a class="code" href="structiShaderVarStack.html">iShaderVarStack</a> : <span class="keyword">public</span> <a class="code" href="structiArrayChangeAll.html" title="Array interface template, completely changeable.">iArrayChangeAll</a><csShaderVariable*> <a name="l00057"></a>00057 { <a name="l00058"></a>00058 SCF_IARRAYCHANGEALL_INTERFACE (<a class="code" href="structiShaderVarStack.html">iShaderVarStack</a>); <a name="l00059"></a>00059 }; <a name="l00061"></a>00061 <a name="l00063"></a>00063 <a name="l00066"></a>00066 <span class="keyword">static</span> <span class="keyword">inline</span> <a class="code" href="classcsShaderVariable.html" title="Storage class for &quot;shader vars&quot;, inheritable variables in the shader system...">csShaderVariable</a>* <a class="code" href="shader_8h.html#28da1d8ecc3441f3fac0aaa694a87d48" title="Helper function to retrieve a single value from a shader variable stack.">csGetShaderVariableFromStack</a> <a name="l00067"></a><a class="code" href="shader_8h.html#28da1d8ecc3441f3fac0aaa694a87d48">00067</a> (<span class="keyword">const</span> <a class="code" href="classcsArray.html" title="A templated array class.">csShaderVarStack</a>& stack, <span class="keyword">const</span> <a class="code" href="group__util.html#gbe4f44c93bfeee85c507a999dccf21dd" title="An identifier for a string.">csStringID</a> &name) <a name="l00068"></a>00068 { <a name="l00069"></a>00069 <span class="keywordflow">if</span> ((name != <a class="code" href="group__util.html#g441e9321397d7398ee7f4da14ba477c8" title="An invalid csStringID.">csInvalidStringID</a>) && <a name="l00070"></a>00070 (name < (<a class="code" href="group__util.html#gbe4f44c93bfeee85c507a999dccf21dd" title="An identifier for a string.">csStringID</a>)stack.<a class="code" href="classcsArray.html#d9707ffab9a7c3f30f76189f6a1ac7c2" title="Return the number of elements in the array.">GetSize</a> ())) <a name="l00071"></a>00071 { <a name="l00072"></a>00072 <span class="keywordflow">return</span> stack[name]; <a name="l00073"></a>00073 } <a name="l00074"></a>00074 <span class="keywordflow">return</span> 0; <a name="l00075"></a>00075 } <a name="l00076"></a>00076 <span class="keyword">static</span> <span class="keyword">inline</span> <a class="code" href="classcsShaderVariable.html" title="Storage class for &quot;shader vars&quot;, inheritable variables in the shader system...">csShaderVariable</a>* <a class="code" href="shader_8h.html#28da1d8ecc3441f3fac0aaa694a87d48" title="Helper function to retrieve a single value from a shader variable stack.">csGetShaderVariableFromStack</a> <a name="l00077"></a><a class="code" href="shader_8h.html#61a5008c359481a0bd68bd3ea8b28ea5">00077</a> (<span class="keyword">const</span> <a class="code" href="structiShaderVarStack.html">iShaderVarStack</a>* stack, <span class="keyword">const</span> <a class="code" href="group__util.html#gbe4f44c93bfeee85c507a999dccf21dd" title="An identifier for a string.">csStringID</a> &name) <a name="l00078"></a>00078 { <a name="l00079"></a>00079 <span class="keywordflow">if</span> ((name != <a class="code" href="group__util.html#g441e9321397d7398ee7f4da14ba477c8" title="An invalid csStringID.">csInvalidStringID</a>) && <a name="l00080"></a>00080 (name < (<a class="code" href="group__util.html#gbe4f44c93bfeee85c507a999dccf21dd" title="An identifier for a string.">csStringID</a>)stack-><a class="code" href="structiArrayReadOnly.html#a17db8fd7343b9837f8c4183f21bfba0" title="Return the number of elements in the array.">GetSize</a> ())) <a name="l00081"></a>00081 { <a name="l00082"></a>00082 <span class="keywordflow">return</span> <span class="keyword">static_cast<</span><span class="keyword">const </span><a class="code" href="structiArrayReadOnly.html" title="Array interface template, read-only.">iArrayReadOnly<csShaderVariable*></a>*<span class="keyword">></span> (stack) <a name="l00083"></a>00083 ->Get (name); <a name="l00084"></a>00084 } <a name="l00085"></a>00085 <span class="keywordflow">return</span> 0; <a name="l00086"></a>00086 } <a name="l00088"></a>00088 <a name="l00093"></a><a class="code" href="structiShaderVariableContext.html">00093</a> <span class="keyword">struct </span><a class="code" href="structiShaderVariableContext.html" title="This is a baseclass for all interfaces which provides shadervariables both dynamically...">iShaderVariableContext</a> : <span class="keyword">public</span> <span class="keyword">virtual</span> <a class="code" href="structiBase.html" title="This is the basic interface: all other interfaces should be derived from this one...">iBase</a> <a name="l00094"></a>00094 { <a name="l00095"></a>00095 SCF_INTERFACE(<a class="code" href="structiShaderVariableContext.html" title="This is a baseclass for all interfaces which provides shadervariables both dynamically...">iShaderVariableContext</a>, 2, 1, 1); <a name="l00096"></a>00096 <a name="l00102"></a>00102 <span class="keyword">virtual</span> <span class="keywordtype">void</span> <a class="code" href="structiShaderVariableContext.html#6c9373f25e41b4b0a3ece1f42612662b" title="Add a variable to this context.">AddVariable</a> (<a class="code" href="classcsShaderVariable.html" title="Storage class for &quot;shader vars&quot;, inheritable variables in the shader system...">csShaderVariable</a> *variable) = 0; <a name="l00103"></a>00103 <a name="l00105"></a>00105 <span class="keyword">virtual</span> <a class="code" href="classcsShaderVariable.html" title="Storage class for &quot;shader vars&quot;, inheritable variables in the shader system...">csShaderVariable</a>* <a class="code" href="structiShaderVariableContext.html#420a6c2de50fe37f822d4ceb34e38503" title="Get a named variable from this context.">GetVariable</a> (<a class="code" href="group__util.html#gbe4f44c93bfeee85c507a999dccf21dd" title="An identifier for a string.">csStringID</a> name) <span class="keyword">const</span> = 0; <a name="l00106"></a>00106 <a name="l00108"></a><a class="code" href="structiShaderVariableContext.html#0691ea994cf59d6b59696760d0ffc391">00108</a> <a class="code" href="classcsShaderVariable.html" title="Storage class for &quot;shader vars&quot;, inheritable variables in the shader system...">csShaderVariable</a>* <a class="code" href="structiShaderVariableContext.html#0691ea994cf59d6b59696760d0ffc391" title="Like GetVariable(), but it also adds it if doesn&#39;t exist already.">GetVariableAdd</a> (<a class="code" href="group__util.html#gbe4f44c93bfeee85c507a999dccf21dd" title="An identifier for a string.">csStringID</a> name) <a name="l00109"></a>00109 { <a name="l00110"></a>00110 <a class="code" href="classcsShaderVariable.html" title="Storage class for &quot;shader vars&quot;, inheritable variables in the shader system...">csShaderVariable</a>* sv; <a name="l00111"></a>00111 sv = <a class="code" href="structiShaderVariableContext.html#420a6c2de50fe37f822d4ceb34e38503" title="Get a named variable from this context.">GetVariable</a> (name); <a name="l00112"></a>00112 <span class="keywordflow">if</span> (sv == 0) <a name="l00113"></a>00113 { <a name="l00114"></a>00114 <a class="code" href="classcsRef.html" title="A smart pointer.">csRef<csShaderVariable></a> nsv ( <a name="l00115"></a>00115 <a class="code" href="classcsPtr.html" title="A pointer encapsulator.">csPtr<csShaderVariable></a> (<span class="keyword">new</span> <a class="code" href="classcsShaderVariable.html" title="Storage class for &quot;shader vars&quot;, inheritable variables in the shader system...">csShaderVariable</a> (name))); <a name="l00116"></a>00116 <a class="code" href="structiShaderVariableContext.html#6c9373f25e41b4b0a3ece1f42612662b" title="Add a variable to this context.">AddVariable</a> (nsv); <a name="l00117"></a>00117 sv = nsv; <span class="comment">// OK, sv won't be destructed, SV context takes ownership</span> <a name="l00118"></a>00118 } <a name="l00119"></a>00119 <span class="keywordflow">return</span> sv; <a name="l00120"></a>00120 } <a name="l00121"></a>00121 <a name="l00123"></a>00123 <span class="keyword">virtual</span> <span class="keyword">const</span> <a class="code" href="classcsRefArray.html" title="An array of smart pointers.">csRefArray<csShaderVariable></a>& <a class="code" href="structiShaderVariableContext.html#5f4ad2febd6f8e0936865a2fbf9545c3" title="Get Array of all ShaderVariables.">GetShaderVariables</a> () <span class="keyword">const</span> = 0; <a name="l00124"></a>00124 <a name="l00129"></a>00129 <span class="keyword">virtual</span> <span class="keywordtype">void</span> <a class="code" href="structiShaderVariableContext.html#4ad04615ccb73366c32130b5f8bdb8cf" title="Push the variables of this context onto the variable stacks supplied in the &quot;stacks&quot;...">PushVariables</a> (<a class="code" href="structiShaderVarStack.html">iShaderVarStack</a>* stacks) <span class="keyword">const</span> = 0; <a name="l00130"></a>00130 <a name="l00132"></a>00132 <span class="keyword">virtual</span> <span class="keywordtype">bool</span> <a class="code" href="structiShaderVariableContext.html#b4ba5e2a32c84ffa0d8ee8e65f2ce2bd" title="Determine whether this SV context contains any variables at all.">IsEmpty</a> () <span class="keyword">const</span> = 0; <a name="l00133"></a>00133 <a name="l00140"></a>00140 <span class="keyword">virtual</span> <span class="keywordtype">void</span> <a class="code" href="structiShaderVariableContext.html#4f327328bffa8bd54703ad5436effb53" title="Replace the current variable object of the same name as variable with the latter...">ReplaceVariable</a> (<a class="code" href="classcsShaderVariable.html" title="Storage class for &quot;shader vars&quot;, inheritable variables in the shader system...">csShaderVariable</a>* variable) = 0; <a name="l00141"></a>00141 <a name="l00143"></a>00143 <span class="keyword">virtual</span> <span class="keywordtype">void</span> <a class="code" href="structiShaderVariableContext.html#ab67b7a6e185e0b2bfa78476ca8036dc" title="Remove all variables from this context.">Clear</a>() = 0; <a name="l00144"></a>00144 <a name="l00146"></a>00146 <span class="keyword">virtual</span> <span class="keywordtype">bool</span> <a class="code" href="structiShaderVariableContext.html#d101477212ccf9b30a21d6c0c25e9720" title="Remove the given variable from this context.">RemoveVariable</a> (<a class="code" href="classcsShaderVariable.html" title="Storage class for &quot;shader vars&quot;, inheritable variables in the shader system...">csShaderVariable</a>* variable) = 0; <a name="l00147"></a>00147 }; <a name="l00148"></a>00148 <a name="l00152"></a><a class="code" href="shader_8h.html#569185ecc5e0b5c32cc4e092ff9ec3ca">00152</a> <span class="keyword">enum</span> <a class="code" href="shader_8h.html#569185ecc5e0b5c32cc4e092ff9ec3ca" title="Possible settings regarding a techique tag&#39;s presence.">csShaderTagPresence</a> <a name="l00153"></a>00153 { <a name="l00158"></a><a class="code" href="shader_8h.html#569185ecc5e0b5c32cc4e092ff9ec3cabda08f3e70f89653c3f2c7d35ee339fa">00158</a> <a class="code" href="shader_8h.html#569185ecc5e0b5c32cc4e092ff9ec3cabda08f3e70f89653c3f2c7d35ee339fa" title="The tag is neither required nor forbidden.">TagNeutral</a>, <a name="l00162"></a><a class="code" href="shader_8h.html#569185ecc5e0b5c32cc4e092ff9ec3ca9eedc259d33b0549fe002d64f274189c">00162</a> <a class="code" href="shader_8h.html#569185ecc5e0b5c32cc4e092ff9ec3ca9eedc259d33b0549fe002d64f274189c" title="Techniques were this tag is present are rejected to be loaded.">TagForbidden</a>, <a name="l00168"></a><a class="code" href="shader_8h.html#569185ecc5e0b5c32cc4e092ff9ec3caafe7c1db92fcfd36e5071221283dd9b3">00168</a> <a class="code" href="shader_8h.html#569185ecc5e0b5c32cc4e092ff9ec3caafe7c1db92fcfd36e5071221283dd9b3" title="Techniques are required to have one such tag.">TagRequired</a> <a name="l00169"></a>00169 }; <a name="l00170"></a>00170 <a name="l00174"></a><a class="code" href="structiShaderManager.html">00174</a> <span class="keyword">struct </span><a class="code" href="structiShaderManager.html" title="A manager for all shaders.">iShaderManager</a> : <span class="keyword">public</span> <span class="keyword">virtual</span> <a class="code" href="structiShaderVariableContext.html" title="This is a baseclass for all interfaces which provides shadervariables both dynamically...">iShaderVariableContext</a> <a name="l00175"></a>00175 { <a name="l00176"></a>00176 SCF_INTERFACE (<a class="code" href="structiShaderManager.html" title="A manager for all shaders.">iShaderManager</a>, 2, 0, 0); <a name="l00181"></a>00181 <span class="keyword">virtual</span> <span class="keywordtype">void</span> <a class="code" href="structiShaderManager.html#ee2d13e2816763a3743d423d022aedb2" title="Register a shader to the shadermanager.">RegisterShader</a> (<a class="code" href="structiShader.html" title="Specific shader.">iShader</a>* shader) = 0; <a name="l00183"></a>00183 <span class="keyword">virtual</span> <span class="keywordtype">void</span> <a class="code" href="structiShaderManager.html#2399e0d727edc305bbada85895685d0b" title="Unregister a shader.">UnregisterShader</a> (<a class="code" href="structiShader.html" title="Specific shader.">iShader</a>* shader) = 0; <a name="l00185"></a>00185 <span class="keyword">virtual</span> <span class="keywordtype">void</span> <a class="code" href="structiShaderManager.html#f8f6f81da1cec252a3dda949fc9d692e" title="Remove all shaders.">UnregisterShaders</a> () = 0; <a name="l00187"></a>00187 <span class="keyword">virtual</span> <a class="code" href="structiShader.html" title="Specific shader.">iShader</a>* <a class="code" href="structiShaderManager.html#c2d1494ef431710b7f9ccf30da3fb4c6" title="Get a shader by name.">GetShader</a> (<span class="keyword">const</span> <span class="keywordtype">char</span>* name) = 0; <a name="l00189"></a>00189 <span class="keyword">virtual</span> <span class="keyword">const</span> <a class="code" href="classcsRefArray.html" title="An array of smart pointers.">csRefArray<iShader></a> &<a class="code" href="structiShaderManager.html#3ff7912e71d9fe5e089e3425fce47b06" title="Returns all shaders that have been created.">GetShaders</a> () = 0; <a name="l00190"></a>00190 <a name="l00192"></a>00192 <span class="keyword">virtual</span> <span class="keywordtype">void</span> <a class="code" href="structiShaderManager.html#2955a4c4a8fcadb4267f7fa77413983c" title="Register a compiler to the manager.">RegisterCompiler</a> (<a class="code" href="structiShaderCompiler.html" title="Compiler of shaders.">iShaderCompiler</a>* compiler) = 0; <a name="l00194"></a>00194 <span class="keyword">virtual</span> <a class="code" href="structiShaderCompiler.html" title="Compiler of shaders.">iShaderCompiler</a>* <a class="code" href="structiShaderManager.html#8348c5ffe614703d05ad41dba650d502" title="Get a shadercompiler by name.">GetCompiler</a>(<span class="keyword">const</span> <span class="keywordtype">char</span>* name) = 0; <a name="l00195"></a>00195 <a name="l00199"></a>00199 <span class="keyword">virtual</span> <span class="keywordtype">void</span> <a class="code" href="structiShaderManager.html#f480969b27a6753c693e54dcf425086e" title="Register a named shader variable accessor.">RegisterShaderVariableAccessor</a> (<span class="keyword">const</span> <span class="keywordtype">char</span>* name, <a name="l00200"></a>00200 <a class="code" href="structiShaderVariableAccessor.html" title="Interface to an accessorcallback for shadervariables.">iShaderVariableAccessor</a>* accessor) = 0; <a name="l00204"></a>00204 <span class="keyword">virtual</span> <span class="keywordtype">void</span> <a class="code" href="structiShaderManager.html#f186ef19f017bdb02e59be0d02af9089" title="Unregister a shader variable accessor.">UnregisterShaderVariableAccessor</a> (<span class="keyword">const</span> <span class="keywordtype">char</span>* name, <a name="l00205"></a>00205 <a class="code" href="structiShaderVariableAccessor.html" title="Interface to an accessorcallback for shadervariables.">iShaderVariableAccessor</a>* accessor) = 0; <a name="l00209"></a>00209 <span class="keyword">virtual</span> <a class="code" href="structiShaderVariableAccessor.html" title="Interface to an accessorcallback for shadervariables.">iShaderVariableAccessor</a>* <a class="code" href="structiShaderManager.html#b93a01924a5b1046784ac1946b3c2de0" title="Find a shader variable accessor.">GetShaderVariableAccessor</a> ( <a name="l00210"></a>00210 <span class="keyword">const</span> <span class="keywordtype">char</span>* name) = 0; <a name="l00211"></a>00211 <a name="l00215"></a>00215 <span class="keyword">virtual</span> <span class="keywordtype">void</span> <a class="code" href="structiShaderManager.html#5bb356361b7072adab937a5cff55e676" title="Remove all shader variable accessors.">UnregisterShaderVariableAcessors</a> () = 0; <a name="l00216"></a>00216 <a name="l00218"></a>00218 <span class="keyword">virtual</span> <a class="code" href="structiShaderVarStack.html">iShaderVarStack</a>* <a class="code" href="structiShaderManager.html#0c405a373237a68b701ba109a94f98d1" title="Get the shadervariablestack used to handle shadervariables on rendering.">GetShaderVariableStack</a> () = 0; <a name="l00219"></a>00219 <a name="l00228"></a>00228 <span class="keyword">virtual</span> <span class="keywordtype">void</span> <a class="code" href="structiShaderManager.html#09375691e61c5ee6628be3cd8598f540" title="Set a technique tag&#39;s options.">SetTagOptions</a> (<a class="code" href="group__util.html#gbe4f44c93bfeee85c507a999dccf21dd" title="An identifier for a string.">csStringID</a> tag, <a class="code" href="shader_8h.html#569185ecc5e0b5c32cc4e092ff9ec3ca" title="Possible settings regarding a techique tag&#39;s presence.">csShaderTagPresence</a> presence, <a name="l00229"></a>00229 <span class="keywordtype">int</span> priority = 0) = 0; <a name="l00234"></a>00234 <span class="keyword">virtual</span> <span class="keywordtype">void</span> <a class="code" href="structiShaderManager.html#4f08bd7e8d6f41a1b962751c54c118ee" title="Get a technique tag&#39;s options.">GetTagOptions</a> (<a class="code" href="group__util.html#gbe4f44c93bfeee85c507a999dccf21dd" title="An identifier for a string.">csStringID</a> tag, <a class="code" href="shader_8h.html#569185ecc5e0b5c32cc4e092ff9ec3ca" title="Possible settings regarding a techique tag&#39;s presence.">csShaderTagPresence</a>& presence, <a name="l00235"></a>00235 <span class="keywordtype">int</span>& priority) = 0; <a name="l00236"></a>00236 <a name="l00240"></a>00240 <span class="keyword">virtual</span> <span class="keyword">const</span> <a class="code" href="classcsSet.html" title="This class implements a basic set for objects.">csSet<csStringID></a>& <a class="code" href="structiShaderManager.html#8dbad8eece62fdc2603a88d9407df75e" title="Get the list of all tags with a specific presence setting.">GetTags</a> (<a class="code" href="shader_8h.html#569185ecc5e0b5c32cc4e092ff9ec3ca" title="Possible settings regarding a techique tag&#39;s presence.">csShaderTagPresence</a> presence, <a name="l00241"></a>00241 <span class="keywordtype">int</span>& count) = 0; <a name="l00242"></a>00242 <a name="l00247"></a>00247 <span class="keyword">virtual</span> <span class="keywordtype">void</span> <a class="code" href="structiShaderManager.html#2712256781564c0dc3ca92a1da42d27d" title="Set the list of active lights.">SetActiveLights</a> (<span class="keyword">const</span> <a class="code" href="classcsArray.html" title="A templated array class.">csArray<iLight*></a>& lights) = 0; <a name="l00248"></a>00248 <a name="l00252"></a>00252 <span class="keyword">virtual</span> <span class="keyword">const</span> <a class="code" href="classcsArray.html" title="A templated array class.">csArray<iLight*></a>& <a class="code" href="structiShaderManager.html#7dc75b039bd9b8b64d02d7293c34c251" title="Get the list of active lights.">GetActiveLights</a> () <span class="keyword">const</span> = 0; <a name="l00253"></a>00253 }; <a name="l00254"></a>00254 <a name="l00262"></a><a class="code" href="structcsShaderMetadata.html">00262</a> <span class="keyword">struct </span><a class="code" href="structcsShaderMetadata.html" title="Shader metadata.">csShaderMetadata</a> <a name="l00263"></a>00263 { <a name="l00265"></a><a class="code" href="structcsShaderMetadata.html#e62664e8f585c77668d8cf180f1b6cf9">00265</a> <span class="keywordtype">char</span> *<a class="code" href="structcsShaderMetadata.html#e62664e8f585c77668d8cf180f1b6cf9" title="Descriptive string.">description</a>; <a name="l00266"></a>00266 <a name="l00272"></a><a class="code" href="structcsShaderMetadata.html#0854450e408ed7b39bc1425aabdd8229">00272</a> <a class="code" href="group__util.html#g91ad9478d81a7aaf2593e8d9c3d06a14" title="Shortcut for default unsigned int.">uint</a> <a class="code" href="structcsShaderMetadata.html#0854450e408ed7b39bc1425aabdd8229" title="Number of lights this shader can process in a pass.">numberOfLights</a>; <a name="l00273"></a>00273 <a name="l00275"></a><a class="code" href="structcsShaderMetadata.html#941b967afb26ce4498ae83a8998277f4">00275</a> <a class="code" href="structcsShaderMetadata.html#941b967afb26ce4498ae83a8998277f4" title="Constructor to null out parameters.">csShaderMetadata</a> () <a name="l00276"></a>00276 : <a class="code" href="structcsShaderMetadata.html#e62664e8f585c77668d8cf180f1b6cf9" title="Descriptive string.">description</a> (0), <a class="code" href="structcsShaderMetadata.html#0854450e408ed7b39bc1425aabdd8229" title="Number of lights this shader can process in a pass.">numberOfLights</a> (0) <a name="l00277"></a>00277 {} <a name="l00278"></a>00278 }; <a name="l00279"></a>00279 <a name="l00284"></a><a class="code" href="structiShader.html">00284</a> <span class="keyword">struct </span><a class="code" href="structiShader.html" title="Specific shader.">iShader</a> : <span class="keyword">public</span> <span class="keyword">virtual</span> <a class="code" href="structiShaderVariableContext.html" title="This is a baseclass for all interfaces which provides shadervariables both dynamically...">iShaderVariableContext</a> <a name="l00285"></a>00285 { <a name="l00286"></a>00286 SCF_INTERFACE(<a class="code" href="structiShader.html" title="Specific shader.">iShader</a>, 3, 1, 0); <a name="l00287"></a>00287 <a name="l00289"></a>00289 <span class="keyword">virtual</span> <a class="code" href="structiObject.html" title="This interface is an SCF interface for encapsulating csObject.">iObject</a>* <a class="code" href="structiShader.html#ea8b04825736214e92deae7b3afaa0cd" title="Query the object.">QueryObject</a> () = 0; <a name="l00290"></a>00290 <a name="l00292"></a>00292 <span class="keyword">virtual</span> <span class="keyword">const</span> <span class="keywordtype">char</span>* <a class="code" href="structiShader.html#3cbb631f99fba7d222dec476e482b230" title="Get name of the File where it was loaded from.">GetFileName</a> () = 0; <a name="l00293"></a>00293 <a name="l00295"></a>00295 <span class="keyword">virtual</span> <span class="keywordtype">void</span> <a class="code" href="structiShader.html#b68b65351f3d165258a08c62be531665" title="Set name of the File where it was loaded from.">SetFileName</a> (<span class="keyword">const</span> <span class="keywordtype">char</span>* filename) = 0; <a name="l00296"></a>00296 <a name="l00307"></a>00307 <span class="keyword">virtual</span> <span class="keywordtype">size_t</span> <a class="code" href="structiShader.html#09a0300c30a64436156b44fb0d5cd821" title="Query a &quot;shader ticket&quot;.">GetTicket</a> (<span class="keyword">const</span> <a class="code" href="structcsRenderMeshModes.html" title="Mesh render mode information.">csRenderMeshModes</a>& modes, <a name="l00308"></a>00308 <span class="keyword">const</span> <a class="code" href="structiShaderVarStack.html">iShaderVarStack</a>* stacks) = 0; <a name="l00309"></a>00309 <a name="l00311"></a>00311 <span class="keyword">virtual</span> <span class="keywordtype">size_t</span> <a class="code" href="structiShader.html#89a4bcd38e0c7a37bee9e39119a9fcd7" title="Get number of passes this shader have.">GetNumberOfPasses</a> (<span class="keywordtype">size_t</span> ticket) = 0; <a name="l00312"></a>00312 <a name="l00314"></a>00314 <span class="keyword">virtual</span> <span class="keywordtype">bool</span> <a class="code" href="structiShader.html#746c31e9dda53b8dffef8a5d7d9831e3" title="Activate a pass for rendering.">ActivatePass</a> (<span class="keywordtype">size_t</span> ticket, <span class="keywordtype">size_t</span> number) = 0; <a name="l00315"></a>00315 <a name="l00317"></a>00317 <span class="keyword">virtual</span> <span class="keywordtype">bool</span> <a class="code" href="structiShader.html#f1198e69735f523dec2ac125efc11fe8" title="Setup a pass.">SetupPass</a> (<span class="keywordtype">size_t</span> ticket, <span class="keyword">const</span> <a class="code" href="structcsRenderMesh.html" title="Mesh data as returned by mesh plugins.">csRenderMesh</a> *mesh, <a name="l00318"></a>00318 <a class="code" href="structcsRenderMeshModes.html" title="Mesh render mode information.">csRenderMeshModes</a>& modes, <a name="l00319"></a>00319 <span class="keyword">const</span> <a class="code" href="structiShaderVarStack.html">iShaderVarStack</a>* stacks) = 0; <a name="l00320"></a>00320 <a name="l00325"></a>00325 <span class="keyword">virtual</span> <span class="keywordtype">bool</span> <a class="code" href="structiShader.html#6e9434bbb1d60930513d4537832a3cd3" title="Tear down current state, and prepare for a new mesh (for which SetupPass is called)...">TeardownPass</a> (<span class="keywordtype">size_t</span> ticket) = 0; <a name="l00326"></a>00326 <a name="l00328"></a>00328 <span class="keyword">virtual</span> <span class="keywordtype">bool</span> <a class="code" href="structiShader.html#de86803424d3e46e7dc53c955a398229" title="Completly deactivate a pass.">DeactivatePass</a> (<span class="keywordtype">size_t</span> ticket) = 0; <a name="l00329"></a>00329 <a name="l00331"></a>00331 <span class="keyword">virtual</span> <span class="keyword">const</span> <a class="code" href="structcsShaderMetadata.html" title="Shader metadata.">csShaderMetadata</a>& <a class="code" href="structiShader.html#3b023b1f3c62c453a2cd4a2f8196331e" title="Get shader metadata.">GetMetadata</a> (<span class="keywordtype">size_t</span> ticket) <span class="keyword">const</span> = 0; <a name="l00332"></a>00332 }; <a name="l00333"></a>00333 <a name="l00334"></a>00334 <a name="l00338"></a><a class="code" href="structiShaderPriorityList.html">00338</a> <span class="keyword">struct </span><a class="code" href="structiShaderPriorityList.html" title="A list of priorities as returned by iShaderCompiler-&gt;GetPriorities().">iShaderPriorityList</a> : <span class="keyword">public</span> <span class="keyword">virtual</span> <a class="code" href="structiBase.html" title="This is the basic interface: all other interfaces should be derived from this one...">iBase</a> <a name="l00339"></a>00339 { <a name="l00340"></a>00340 SCF_INTERFACE (<a class="code" href="structiShaderPriorityList.html" title="A list of priorities as returned by iShaderCompiler-&gt;GetPriorities().">iShaderPriorityList</a>, 1,0,0); <a name="l00342"></a>00342 <span class="keyword">virtual</span> <span class="keywordtype">size_t</span> <a class="code" href="structiShaderPriorityList.html#866f600b5af6d8f142f524f528d49bdb" title="Get number of priorities.">GetCount</a> () <span class="keyword">const</span> = 0; <a name="l00344"></a>00344 <span class="keyword">virtual</span> <span class="keywordtype">int</span> <a class="code" href="structiShaderPriorityList.html#f4899c076b85cc029350f29f97c9ad7a" title="Get priority.">GetPriority</a> (<span class="keywordtype">size_t</span> idx) <span class="keyword">const</span> = 0; <a name="l00345"></a>00345 }; <a name="l00346"></a>00346 <a name="l00352"></a><a class="code" href="structiShaderCompiler.html">00352</a> <span class="keyword">struct </span><a class="code" href="structiShaderCompiler.html" title="Compiler of shaders.">iShaderCompiler</a> : <span class="keyword">public</span> <span class="keyword">virtual</span> <a class="code" href="structiBase.html" title="This is the basic interface: all other interfaces should be derived from this one...">iBase</a> <a name="l00353"></a>00353 { <a name="l00354"></a>00354 SCF_INTERFACE (<a class="code" href="structiShaderCompiler.html" title="Compiler of shaders.">iShaderCompiler</a>, 0,0,1); <a name="l00356"></a>00356 <span class="keyword">virtual</span> <span class="keyword">const</span> <span class="keywordtype">char</span>* <a class="code" href="structiShaderCompiler.html#2db225d5eb62c493b4095e1746fe7051" title="Get a name identifying this compiler.">GetName</a>() = 0; <a name="l00357"></a>00357 <a name="l00366"></a>00366 <span class="keyword">virtual</span> <a class="code" href="classcsPtr.html" title="A pointer encapsulator.">csPtr<iShader></a> <a class="code" href="structiShaderCompiler.html#310155c98b018976e0d0f4b45b3317f7" title="Compile a template into a shader.">CompileShader</a> ( <a name="l00367"></a>00367 <a class="code" href="structiLoaderContext.html" title="This interface gives the context for the loader.">iLoaderContext</a>* ldr_context, <a class="code" href="structiDocumentNode.html" title="Representation of a node in a document.">iDocumentNode</a> *templ, <a name="l00368"></a>00368 <span class="keywordtype">int</span> forcepriority = -1) = 0; <a name="l00369"></a>00369 <a name="l00371"></a>00371 <span class="keyword">virtual</span> <span class="keywordtype">bool</span> <a class="code" href="structiShaderCompiler.html#1d360c0b0c8d49018f0024dc06fc0503" title="Validate if a template is a valid shader to this compiler.">ValidateTemplate</a> (<a class="code" href="structiDocumentNode.html" title="Representation of a node in a document.">iDocumentNode</a> *templ) = 0; <a name="l00372"></a>00372 <a name="l00374"></a>00374 <span class="keyword">virtual</span> <span class="keywordtype">bool</span> <a class="code" href="structiShaderCompiler.html#1bd83523f3333e55db521ce08d52c972" title="Check if template is parsable by this compiler.">IsTemplateToCompiler</a> (<a class="code" href="structiDocumentNode.html" title="Representation of a node in a document.">iDocumentNode</a> *templ) = 0; <a name="l00375"></a>00375 <a name="l00381"></a>00381 <span class="keyword">virtual</span> <a class="code" href="classcsPtr.html" title="A pointer encapsulator.">csPtr<iShaderPriorityList></a> <a class="code" href="structiShaderCompiler.html#3207172db1335b3261c092bbe8d67104" title="Return a list of all possible priorities (for techniques) for this shader.">GetPriorities</a> ( <a name="l00382"></a>00382 <a class="code" href="structiDocumentNode.html" title="Representation of a node in a document.">iDocumentNode</a>* templ) = 0; <a name="l00383"></a>00383 }; <a name="l00384"></a>00384 <a name="l00385"></a>00385 <span class="preprocessor">#endif // __CS_IVIDEO_SHADER_H__</span> </pre></div><hr size="1"><address><small>Generated for Crystal Space 1.2.1 by <a href="http://www.doxygen.org/index.html">doxygen</a> 1.5.3 </small></address> </div></body> </html>