source: OGRE/trunk/ogrenew/PlugIns/BSPSceneManager/include/OgreQuake3Shader.h @ 657

Revision 657, 4.1 KB checked in by mattausch, 19 years ago (diff)

added ogre dependencies and patched ogre sources

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