// NeL - MMORPG Framework
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 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 Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see .
#include "nel/3d/shader_manager.h"
#include "nel/3d/shader_program.h"
#include "nel/3d/shader_visitor.h"
namespace NL3D
{
CShaderManager::CShaderManager()
{
}
CShaderManager::~CShaderManager()
{
clear();
}
void CShaderManager::clear()
{
std::tr1::unordered_map< std::string, CShaderProgram* >::iterator itr = programs.begin();
while( itr != programs.end() )
{
delete itr->second;
++itr;
}
programs.clear();
}
void CShaderManager::getShaderList( std::vector< std::string > &v )
{
v.clear();
std::string n;
std::tr1::unordered_map< std::string, CShaderProgram* >::iterator itr = programs.begin();
while( itr != programs.end() )
{
itr->second->getName( n );
v.push_back( n );
++itr;
}
}
bool CShaderManager::addShader( CShaderProgram *program )
{
std::string n;
program->getName( n );
std::tr1::unordered_map< std::string, CShaderProgram* >::iterator itr
= programs.find( n );
if( itr != programs.end() )
return false;
programs[ n ] = program;
return true;
}
bool CShaderManager::removeShader( const std::string &name )
{
std::tr1::unordered_map< std::string, CShaderProgram* >::iterator itr
= programs.find( name );
if( itr == programs.end() )
return false;
delete itr->second;
itr->second = NULL;
programs.erase( itr );
return true;
}
bool CShaderManager::changeShader( const std::string &name, CShaderProgram *program )
{
std::tr1::unordered_map< std::string, CShaderProgram* >::iterator itr
= programs.find( name );
if( itr == programs.end() )
return false;
CShaderProgram *p = itr->second;
std::string s;
program->getName( s );
p->setName( s );
program->getDescription( s );
p->setDescription( s );
program->getVP( s );
p->setVP( s );
program->getFP( s );
p->setFP( s );
return true;
}
bool CShaderManager::getShader( const std::string &name, CShaderProgram *program )
{
std::tr1::unordered_map< std::string, CShaderProgram* >::iterator itr
= programs.find( name );
if( itr == programs.end() )
return false;
CShaderProgram *p = itr->second;
std::string s;
program->setName( name );
p->getDescription( s );
program->setDescription( s );
p->getVP( s );
program->setVP( s );
p->getFP( s );
program->setFP( s );
return true;
}
void CShaderManager::visitShaders( IShaderVisitor *visitor )
{
std::tr1::unordered_map< std::string, CShaderProgram* >::iterator itr = programs.begin();
while( itr != programs.end() )
{
visitor->visit( itr->second );
++itr;
}
}
void CShaderManager::visitShader( const std::string &name, IShaderVisitor *visitor )
{
std::tr1::unordered_map< std::string, CShaderProgram* >::iterator itr =
programs.find( name );
if( itr == programs.end() )
return;
visitor->visit( itr->second );
}
}