| 1 | /* | 
|---|
| 2 |  *   ORXONOX - the hottest 3D action shooter ever to exist | 
|---|
| 3 |  *                    > www.orxonox.net < | 
|---|
| 4 |  * | 
|---|
| 5 |  * | 
|---|
| 6 |  *   License notice: | 
|---|
| 7 |  * | 
|---|
| 8 |  *   This program is free software; you can redistribute it and/or | 
|---|
| 9 |  *   modify it under the terms of the GNU General Public License | 
|---|
| 10 |  *   as published by the Free Software Foundation; either version 2 | 
|---|
| 11 |  *   of the License, or (at your option) any later version. | 
|---|
| 12 |  * | 
|---|
| 13 |  *   This program is distributed in the hope that it will be useful, | 
|---|
| 14 |  *   but WITHOUT ANY WARRANTY; without even the implied warranty of | 
|---|
| 15 |  *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the | 
|---|
| 16 |  *   GNU General Public License for more details. | 
|---|
| 17 |  * | 
|---|
| 18 |  *   You should have received a copy of the GNU General Public License | 
|---|
| 19 |  *   along with this program; if not, write to the Free Software | 
|---|
| 20 |  *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA. | 
|---|
| 21 |  * | 
|---|
| 22 |  *   Author: | 
|---|
| 23 |  *      Markus 'atok' Wegmann | 
|---|
| 24 |  *   Co-authors: | 
|---|
| 25 |  *      ... | 
|---|
| 26 |  * | 
|---|
| 27 |  */ | 
|---|
| 28 |  | 
|---|
| 29 | /** | 
|---|
| 30 |  @file | 
|---|
| 31 |     Contains the header of the WorldEntityShader class. | 
|---|
| 32 |  @brief | 
|---|
| 33 |     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). | 
|---|
| 34 |     Motivation & Advantages:  | 
|---|
| 35 |         - WorldEntityShader's classes can be initalized and attached in every other WorldEntity object by XML. This makes leveldesign much more easy. | 
|---|
| 36 |         - No id managment of the creators has to be done. Everything can be nested. | 
|---|
| 37 |      | 
|---|
| 38 |     Case scenarios would be coronas (position), godrays, etc. | 
|---|
| 39 |   | 
|---|
| 40 |     Some sort of implementation already exists: The GodrayShader class uses the same approach. It can be used as a (raw) template. | 
|---|
| 41 |  **/ | 
|---|
| 42 |  | 
|---|
| 43 |  | 
|---|
| 44 |          | 
|---|