Esempio n. 1
0
IShader* WINAPI QERApp_Shader_ForName(const char* name)
{
	//++timo FIXME: do we allow NULL and "" calling?
	// how does it deal with notexture? can we simply replace by "textures/radiant/notex"?
	if (name == NULL || strlen(name) == 0)
	{
		Sys_Printf("FIXME: name == NULL || strlen(name) == 0 in QERApp_Shader_ForName\n");
		return QERApp_Shader_ForName("radiant/notex"); //++timo ???
	}

	// entities that should be represented with plain colors instead of textures
	// request a texture name with (r g b) (it's stored in their class_t)
	if (name[0]=='(')
	{
		return QERApp_ColorShader_ForName(name);
	}

	CShader* pShader = static_cast<CShader*>(QERApp_Try_Shader_ForName( name ));
	if (pShader)
	{
		pShader->SetDisplayed( true );
		return pShader;
	}
	// we don't know this shader, maybe it's a straight texture 
	pShader = new CShader;
	pShader->CreateDefault( name );
  // hook it into the shader list
	g_Shaders.Add( (LPVOID)pShader );
	pShader->IncRef();
	// if it can't find the texture, "textures/radiant/notex" will be used
  pShader->Activate();
  pShader->SetDisplayed( true );
	return pShader;
}
Esempio n. 2
0
IShader *WINAPI QERApp_CreateShader_ForTextureName( const char *name ){
	CShader *pShader;
	pShader = new CShader;
	// CreateDefault expects a texture / shader name relative to the "textures" directory
	// (cause shader names are reletive to "textures/")
	pShader->CreateDefault( name );
	// hook it into the shader list
	g_Shaders.Add( (void *) pShader );
	pShader->IncRef();
	// if it can't find the texture, SHADER_NOT_FOUND will be used
	// Hydra: display an error message, so the user can quickly find a list of missing
	// textures by looking at the console.
	if ( !pShader->Activate() ) {
		Sys_Printf( "WARNING: Activate shader failed for %s\n",pShader->getName() );
	}
	pShader->SetDisplayed( true );

	return pShader;
}