[692] | 1 | /*
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| 2 | -----------------------------------------------------------------------------
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| 3 | This source file is part of OGRE
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| 4 | (Object-oriented Graphics Rendering Engine)
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| 5 | For the latest info, see http://www.ogre3d.org/
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| 6 |
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| 7 | Copyright (c) 2000-2005 The OGRE Team
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| 8 | Also see acknowledgements in Readme.html
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| 9 |
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| 10 | This program is free software; you can redistribute it and/or modify it under
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| 11 | the terms of the GNU Lesser General Public License as published by the Free Software
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| 12 | Foundation; either version 2 of the License, or (at your option) any later
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| 13 | version.
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| 14 |
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| 15 | This program is distributed in the hope that it will be useful, but WITHOUT
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| 16 | ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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| 17 | FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
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| 18 |
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| 19 | You should have received a copy of the GNU Lesser General Public License along with
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| 20 | this program; if not, write to the Free Software Foundation, Inc., 59 Temple
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| 21 | Place - Suite 330, Boston, MA 02111-1307, USA, or go to
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| 22 | http://www.gnu.org/copyleft/lesser.txt.
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| 23 | -----------------------------------------------------------------------------
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| 24 | */
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| 25 | #ifndef __QUAKE3SHADER_H__
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| 26 | #define __QUAKE3SHADER_H__
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| 27 |
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| 28 | #include "OgreResource.h"
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| 29 | #include "OgreBspPrerequisites.h"
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| 30 | #include "OgreQuake3Types.h"
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| 31 | #include "OgreCommon.h"
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| 32 | #include "OgreColourValue.h"
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| 33 | #include "OgreBlendMode.h"
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| 34 | #include "OgreTextureUnitState.h"
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| 35 |
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| 36 | namespace Ogre {
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| 37 |
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| 38 |
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| 39 | /** Class for recording Quake3 shaders.
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| 40 | This is a temporary holding area since shaders are actually converted into
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| 41 | Material objects for use in the engine proper. However, because we have to read
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| 42 | in shader definitions en masse (because they are stored in shared .shader files)
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| 43 | without knowing which will actually be used, we store their definitions here
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| 44 | temporarily since their instantiations as Materials would use precious resources
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| 45 | because of the automatic loading of textures etc.
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| 46 | */
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| 47 | class Quake3Shader
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| 48 | {
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| 49 | protected:
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| 50 | String getAlternateName(const String& texName);
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| 51 | String mName;
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| 52 |
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| 53 | public:
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| 54 |
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| 55 | /** Default constructor - used by Quake3ShaderManager (do not call directly) */
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| 56 | Quake3Shader(const String& name);
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| 57 | ~Quake3Shader();
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| 58 |
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| 59 | /** Creates this shader as an OGRE material.
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| 60 | Creates a new material based on this shaders settings.
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| 61 | Material name shader#lightmap.
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| 62 | */
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| 63 | MaterialPtr createAsMaterial(int lightmapNumber);
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| 64 |
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| 65 | struct Pass {
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| 66 | unsigned int flags;
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| 67 | String textureName;
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| 68 | TexGen texGen;
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| 69 | // Multitexture blend
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| 70 | LayerBlendOperation blend;
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| 71 | // Multipass blends (Quake3 only supports multipass?? Surely not?)
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| 72 | SceneBlendFactor blendSrc;
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| 73 | SceneBlendFactor blendDest;
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| 74 | bool customBlend;
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| 75 | CompareFunction depthFunc;
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| 76 | TextureUnitState::TextureAddressingMode addressMode;
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| 77 | // TODO - alphaFunc
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| 78 | GenFunc rgbGenFunc;
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| 79 | WaveType rgbGenWave;
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| 80 | Real rgbGenParams[4]; // base, amplitude, phase, frequency
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| 81 | Real tcModScale[2];
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| 82 | Real tcModRotate;
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| 83 | Real tcModScroll[2];
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| 84 | Real tcModTransform[6];
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| 85 | bool tcModTurbOn;
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| 86 | Real tcModTurb[4];
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| 87 | WaveType tcModStretchWave;
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| 88 | Real tcModStretchParams[4]; // base, amplitude, phase, frequency
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| 89 | CompareFunction alphaFunc;
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| 90 | unsigned char alphaVal;
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| 91 |
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| 92 | Real animFps;
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| 93 | unsigned int animNumFrames;
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| 94 | String frames[32];
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| 95 | };
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| 96 |
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| 97 | unsigned int flags;
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| 98 | int numPasses;
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| 99 | typedef std::vector<Pass> PassList;
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| 100 | PassList pass;
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| 101 | bool farbox; // Skybox
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| 102 | String farboxName;
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| 103 | bool skyDome;
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| 104 | Real cloudHeight; // Skydome
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| 105 | DeformFunc deformFunc;
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| 106 | Real deformParams[5];
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| 107 | ManualCullingMode cullMode;
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| 108 |
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| 109 | bool fog;
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| 110 | ColourValue fogColour;
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| 111 | Real fogDistance;
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| 112 |
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| 113 | };
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| 114 | }
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| 115 |
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| 116 | #endif
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