Last change
on this file since 9827 was
9823,
checked in by bensch, 18 years ago
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orxonox/new_class_id: now it should also be possible, to cache the resources, by suppling a LoadString.
This is vital to loading Resources, when you only know the TypeName and a LoadString, but not the c++-type and the LoadParameters as is the case when loading over the internet.
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File size:
933 bytes
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1 | /*! |
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2 | * @file resource_shader.h |
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3 | * @brief Contains the ResourceShader class, that handles the Resource-specific loading part of the Shader. |
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4 | * |
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5 | */ |
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6 | |
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7 | #ifndef _RESOURCE_SHADER_H |
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8 | #define _RESOURCE_SHADER_H |
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9 | |
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10 | #include "util/loading/resource.h" |
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11 | #include "shader.h" |
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12 | |
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13 | |
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14 | class ResourceShader : public Shader, public Resources::NewResource |
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15 | { |
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16 | public: |
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17 | ResourceShader(const std::string& vertexShaderName, const std::string& fragmentShaderName); |
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18 | static ResourceShader createFromString(const std::string& loadString); |
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19 | |
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20 | private: |
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21 | class ShaderResourcePointer : public Resources::StorePointer |
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22 | { |
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23 | public: |
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24 | ShaderResourcePointer(const std::string& loadString, const Resources::KeepLevel& keepLevel, const ShaderData::Pointer& data); |
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25 | inline const ShaderData::Pointer& ptr() const { return pointer; } |
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26 | private: |
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27 | ShaderData::Pointer pointer; |
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28 | }; |
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29 | |
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30 | private: |
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31 | static Resources::tType<ResourceShader> type; |
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32 | }; |
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33 | |
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34 | |
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35 | #endif /* _RESOURCE_SHADER_H */ |
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