/* * 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: * Fabian 'x3n' Landau * Co-authors: * ... * */ #include "GlobalShader.h" #include "util/Exception.h" #include "core/CoreIncludes.h" #include "core/XMLPort.h" #include "Scene.h" namespace orxonox { RegisterClass(GlobalShader); GlobalShader::GlobalShader(Context* context) : BaseObject(context), Synchronisable(context) { RegisterObject(GlobalShader); if (!this->getScene()) ThrowException(AbortLoading, "Can't create GlobalShader, no scene given."); // if (!this->getScene()->getSceneManager()) // ThrowException(AbortLoading, "Can't create GlobalShader, no scene manager given."); if (this->getScene()->getSceneManager()) this->shader_.setSceneManager(this->getScene()->getSceneManager()); this->registerVariables(); } GlobalShader::~GlobalShader() { } void GlobalShader::XMLPort(Element& xmlelement, XMLPort::Mode mode) { SUPER(GlobalShader, XMLPort, xmlelement, mode); XMLPortParamExtern(GlobalShader, Shader, &this->shader_, "compositor", setCompositorName, getCompositorName, xmlelement, mode); } void GlobalShader::registerVariables() { registerVariable(this->bVisible_, VariableDirection::ToClient, new NetworkCallback(this, &GlobalShader::changedVisibility)); registerVariable(const_cast(this->shader_.getCompositorName()), VariableDirection::ToClient, new NetworkCallback(&this->shader_, &Shader::changedCompositorName)); } void GlobalShader::changedVisibility() { SUPER(GlobalShader, changedVisibility); this->shader_.setVisible(this->isVisible()); } }