DarkRadiant shader system: Difference between revisions

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It consists of a few components:
It consists of a few components:
* The [[DarkRadiant ShaderLibrary|ShaderLibrary]] which holds all the named [[ShaderDefinition|ShaderDefinitions]] and named Shader objects. It gets populated by the ShaderFileParser during startup or when the user requests a shader refresh.
* The [[DarkRadiant ShaderLibrary|ShaderLibrary]] which holds all the named [[ShaderDefinition|ShaderDefinitions]] and named [[DarkRadiant Shader|Shader]] objects. It gets populated by the [[DarkRadiant ShaderFileParser|ShaderFileParser]] during startup or when the user requests a shader refresh.
* The [[DarkRadiant GLTextureManager|GLTextureManager]], responsible for "realising" the actual Texture objects (this includes image post-processing like gamma-adjustment and resampling).
* The [[DarkRadiant GLTextureManager|GLTextureManager]], responsible for "realising" the actual Texture objects (this includes image post-processing like gamma-adjustment and resampling).
* The actual [[DarkRadiant Shader|Shader]] objects.
* The actual [[DarkRadiant Shader|Shader]] objects.

Revision as of 17:19, 7 February 2007

shadersystemzh6.th.jpg

The Shader System module is initialised during DarkRadiant startup and parses the material files during this phase.

It consists of a few components:

The Shader and Texture objects are allocated on the heap using boost::shared_ptrs.

Note that the actual image data isn't loaded until they are requested by the render system. If the latter requests a TexturePtr by calling Shader::getDiffuse(), the Shader object checks the contained TexturePtr for realisation. If the TexturePtr is still NULL, it sends a request to the GLTextureManager for the Texture to be realised. This happens by passing the TextureConstructor to the GLTextureManager, which can be used to retrieve an Image object containing the raw pixel data.