/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * 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 General Public License for more details. * * You should have received a copy of the GNU 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. * * Author: * Markus 'atok' Wegmann * Co-authors: * ... * */ /** @file Contains the header of the WorldEntityShader class. @brief WorldEntityShader will be used in the future for "non-material" shaders that depend on WorldEntity data of the creator (such as their world position, orientation, etc.). "Non-material" means that they are not depending on a polygon-mesh of the creator (but can), simply rendering them. Therefore its best purpose is to implement screenspace-effects (e.g. Compositor). Motivation & Advantages: - WorldEntityShader's classes can be initalized and attached in every other WorldEntity object by XML. This makes leveldesign much more easy. - No id managment of the creators has to be done. Everything can be nested. Case scenarios would be coronas (position), godrays, etc. Some sort of implementation already exists: The GodrayShader class uses the same approach. It can be used as a (raw) template. **/