[657] | 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 |
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| 26 | #include "OgreQuake3Shader.h"
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| 27 | #include "OgreSceneManager.h"
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| 28 | #include "OgreMaterial.h"
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| 29 | #include "OgreTechnique.h"
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| 30 | #include "OgrePass.h"
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| 31 | #include "OgreTextureUnitState.h"
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| 32 | #include "OgreMath.h"
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| 33 | #include "OgreLogManager.h"
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| 34 | #include "OgreTextureManager.h"
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| 35 | #include "OgreRoot.h"
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| 36 |
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| 37 | namespace Ogre {
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| 38 |
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| 39 |
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| 40 | //-----------------------------------------------------------------------
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| 41 | Quake3Shader::Quake3Shader(const String& name)
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| 42 | {
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| 43 | mName = name;
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| 44 | numPasses = 0;
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| 45 | deformFunc = DEFORM_FUNC_NONE;
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| 46 | farbox = false;
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| 47 | skyDome = false;
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| 48 | flags = 0;
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| 49 | fog = false;
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| 50 | cullMode = MANUAL_CULL_BACK;
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| 51 |
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| 52 | }
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| 53 | //-----------------------------------------------------------------------
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| 54 | Quake3Shader::~Quake3Shader()
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| 55 | {
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| 56 | }
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| 57 | //-----------------------------------------------------------------------
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| 58 | MaterialPtr Quake3Shader::createAsMaterial(int lightmapNumber)
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| 59 | {
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| 60 | String matName;
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| 61 | StringUtil::StrStreamType str;
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| 62 | String resourceGroup = ResourceGroupManager::getSingleton().getWorldResourceGroupName();
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| 63 |
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| 64 | str << mName << "#" << lightmapNumber;
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| 65 | matName = str.str();
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| 66 |
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| 67 | MaterialPtr mat = MaterialManager::getSingleton().create(matName,
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| 68 | resourceGroup);
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| 69 | Ogre::Pass* ogrePass = mat->getTechnique(0)->getPass(0);
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| 70 |
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| 71 | LogManager::getSingleton().logMessage("Using Q3 shader " + mName, LML_CRITICAL);
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| 72 | for (int p = 0; p < numPasses; ++p)
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| 73 | {
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| 74 | TextureUnitState* t;
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| 75 | // Create basic texture
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| 76 | if (pass[p].textureName == "$lightmap")
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| 77 | {
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| 78 | StringUtil::StrStreamType str2;
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| 79 | str2 << "@lightmap" << lightmapNumber;
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| 80 | t = ogrePass->createTextureUnitState(str2.str());
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| 81 | }
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| 82 | // Animated texture support
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| 83 | else if (pass[p].animNumFrames > 0)
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| 84 | {
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| 85 | Real sequenceTime = pass[p].animNumFrames / pass[p].animFps;
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| 86 | /* Pre-load textures
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| 87 | We need to know if each one was loaded OK since extensions may change for each
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| 88 | Quake3 can still include alternate extension filenames e.g. jpg instead of tga
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| 89 | Pain in the arse - have to check for each frame as letters<n>.tga for example
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| 90 | is different per frame!
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| 91 | */
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| 92 | for (unsigned int alt = 0; alt < pass[p].animNumFrames; ++alt)
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| 93 | {
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| 94 | if (!ResourceGroupManager::getSingleton().resourceExists(
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| 95 | resourceGroup, pass[p].frames[alt]))
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| 96 | {
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| 97 | // Try alternate extension
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| 98 | pass[p].frames[alt] = getAlternateName(pass[p].frames[alt]);
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| 99 | if (!ResourceGroupManager::getSingleton().resourceExists(
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| 100 | resourceGroup, pass[p].frames[alt]))
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| 101 | {
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| 102 | // stuffed - no texture
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| 103 | continue;
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| 104 | }
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| 105 | }
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| 106 |
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| 107 | }
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| 108 |
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| 109 | t = ogrePass->createTextureUnitState("");
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| 110 | t->setAnimatedTextureName(pass[p].frames, pass[p].animNumFrames, sequenceTime);
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| 111 |
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| 112 | }
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| 113 | else
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| 114 | {
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| 115 | // Quake3 can still include alternate extension filenames e.g. jpg instead of tga
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| 116 | // Pain in the arse - have to check for failure
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| 117 | if (!ResourceGroupManager::getSingleton().resourceExists(
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| 118 | resourceGroup, pass[p].textureName))
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| 119 | {
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| 120 | // Try alternate extension
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| 121 | pass[p].textureName = getAlternateName(pass[p].textureName);
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| 122 | if (!ResourceGroupManager::getSingleton().resourceExists(
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| 123 | resourceGroup, pass[p].textureName))
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| 124 | {
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| 125 | // stuffed - no texture
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| 126 | continue;
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| 127 | }
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| 128 | }
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| 129 | t = ogrePass->createTextureUnitState(pass[p].textureName);
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| 130 | }
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| 131 | // Blending
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| 132 | if (p == 0)
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| 133 | {
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| 134 | // scene blend
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| 135 | mat->setSceneBlending(pass[p].blendSrc, pass[p].blendDest);
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| 136 | if (mat->isTransparent() &&
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| 137 | pass[p].blendSrc != SBF_SOURCE_ALPHA)
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| 138 | mat->setDepthWriteEnabled(false);
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| 139 |
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| 140 | t->setColourOperation(LBO_REPLACE);
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| 141 | // Alpha mode
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| 142 | ogrePass->setAlphaRejectSettings(
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| 143 | pass[p].alphaFunc, pass[p].alphaVal);
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| 144 | }
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| 145 | else
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| 146 | {
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| 147 | if (pass[p].customBlend)
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| 148 | {
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| 149 | // Fallback for now
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| 150 | t->setColourOperation(LBO_MODULATE);
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| 151 | }
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| 152 | else
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| 153 | {
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| 154 | // simple layer blend
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| 155 | t->setColourOperation(pass[p].blend);
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| 156 | }
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| 157 | // Alpha mode, prefer 'most alphary'
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| 158 | CompareFunction currFunc = ogrePass->getAlphaRejectFunction();
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| 159 | unsigned char currVal = ogrePass->getAlphaRejectValue();
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| 160 | if (pass[p].alphaFunc > currFunc ||
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| 161 | (pass[p].alphaFunc == currFunc && pass[p].alphaVal < currVal))
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| 162 | {
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| 163 | ogrePass->setAlphaRejectSettings(
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| 164 | pass[p].alphaFunc, pass[p].alphaVal);
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| 165 | }
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| 166 | }
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| 167 | // Tex coords
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| 168 | if (pass[p].texGen == TEXGEN_BASE)
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| 169 | {
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| 170 | t->setTextureCoordSet(0);
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| 171 | }
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| 172 | else if (pass[p].texGen == TEXGEN_LIGHTMAP)
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| 173 | {
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| 174 | t->setTextureCoordSet(1);
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| 175 | }
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| 176 | else if (pass[p].texGen == TEXGEN_ENVIRONMENT)
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| 177 | {
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| 178 | t->setEnvironmentMap(true, TextureUnitState::ENV_PLANAR);
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| 179 | }
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| 180 | // Tex mod
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| 181 | // Scale
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| 182 | t->setTextureUScale(pass[p].tcModScale[0]);
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| 183 | t->setTextureVScale(pass[p].tcModScale[1]);
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| 184 | // Procedural mods
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| 185 | // Custom - don't use mod if generating environment
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| 186 | // Because I do env a different way it look horrible
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| 187 | if (pass[p].texGen != TEXGEN_ENVIRONMENT)
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| 188 | {
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| 189 | if (pass[p].tcModRotate)
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| 190 | {
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| 191 | t->setRotateAnimation(pass[p].tcModRotate);
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| 192 | }
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| 193 | if (pass[p].tcModScroll[0] || pass[p].tcModScroll[1])
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| 194 | {
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| 195 | if (pass[p].tcModTurbOn)
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| 196 | {
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| 197 | // Turbulent scroll
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| 198 | if (pass[p].tcModScroll[0])
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| 199 | {
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| 200 | t->setTransformAnimation(TextureUnitState::TT_TRANSLATE_U, WFT_SINE,
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| 201 | pass[p].tcModTurb[0], pass[p].tcModTurb[3], pass[p].tcModTurb[2], pass[p].tcModTurb[1]);
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| 202 | }
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| 203 | if (pass[p].tcModScroll[1])
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| 204 | {
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| 205 | t->setTransformAnimation(TextureUnitState::TT_TRANSLATE_V, WFT_SINE,
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| 206 | pass[p].tcModTurb[0], pass[p].tcModTurb[3], pass[p].tcModTurb[2], pass[p].tcModTurb[1]);
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| 207 | }
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| 208 | }
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| 209 | else
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| 210 | {
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| 211 | // Constant scroll
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| 212 | t->setScrollAnimation(pass[p].tcModScroll[0], pass[p].tcModScroll[1]);
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| 213 | }
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| 214 | }
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| 215 | if (pass[p].tcModStretchWave != SHADER_FUNC_NONE)
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| 216 | {
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| 217 | WaveformType wft;
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| 218 | switch(pass[p].tcModStretchWave)
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| 219 | {
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| 220 | case SHADER_FUNC_SIN:
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| 221 | wft = WFT_SINE;
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| 222 | break;
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| 223 | case SHADER_FUNC_TRIANGLE:
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| 224 | wft = WFT_TRIANGLE;
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| 225 | break;
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| 226 | case SHADER_FUNC_SQUARE:
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| 227 | wft = WFT_SQUARE;
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| 228 | break;
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| 229 | case SHADER_FUNC_SAWTOOTH:
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| 230 | wft = WFT_SAWTOOTH;
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| 231 | break;
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| 232 | case SHADER_FUNC_INVERSESAWTOOTH:
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| 233 | wft = WFT_INVERSE_SAWTOOTH;
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| 234 | break;
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| 235 | default:
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| 236 | break;
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| 237 | }
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| 238 | // Create wave-based stretcher
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| 239 | t->setTransformAnimation(TextureUnitState::TT_SCALE_U, wft, pass[p].tcModStretchParams[3],
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| 240 | pass[p].tcModStretchParams[0], pass[p].tcModStretchParams[2], pass[p].tcModStretchParams[1]);
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| 241 | t->setTransformAnimation(TextureUnitState::TT_SCALE_V, wft, pass[p].tcModStretchParams[3],
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| 242 | pass[p].tcModStretchParams[0], pass[p].tcModStretchParams[2], pass[p].tcModStretchParams[1]);
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| 243 | }
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| 244 | }
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| 245 | // Address mode
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| 246 | t->setTextureAddressingMode(pass[p].addressMode);
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| 247 |
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| 248 | //assert(!t->isBlank());
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| 249 |
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| 250 |
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| 251 | }
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| 252 | // Do farbox (create new material)
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| 253 |
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| 254 | // Do skydome (use this material)
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| 255 | if (skyDome)
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| 256 | {
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| 257 | // Quake3 is always aligned with Z upwards
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| 258 | Quaternion q;
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| 259 | q.FromAngleAxis(Radian(Math::HALF_PI), Vector3::UNIT_X);
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| 260 | // Also draw last, and make close to camera (far clip plane is shorter)
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| 261 | Root::getSingleton().getSceneManager(ST_INTERIOR)
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| 262 | ->setSkyDome(true, matName, 20 - (cloudHeight / 256 * 18), 12, 2000, false, q);
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| 263 | }
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| 264 |
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| 265 |
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| 266 | // Set culling mode and lighting to defaults
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| 267 | mat->setCullingMode(CULL_NONE);
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| 268 | mat->setManualCullingMode(cullMode);
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| 269 | mat->setLightingEnabled(false);
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| 270 | mat->load();
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| 271 | return mat;
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| 272 | }
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| 273 | String Quake3Shader::getAlternateName(const String& texName)
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| 274 | {
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| 275 | // Get alternative JPG to TGA and vice versa
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| 276 | size_t pos;
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| 277 | String ext, base;
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| 278 |
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| 279 | pos = texName.find_last_of(".");
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| 280 | ext = texName.substr(pos, 4);
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| 281 | StringUtil::toLowerCase(ext);
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| 282 | base = texName.substr(0,pos);
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| 283 | if (ext == ".jpg")
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| 284 | {
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| 285 | return base + ".tga";
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| 286 | }
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| 287 | else
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| 288 | {
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| 289 | return base + ".jpg";
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| 290 | }
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| 291 |
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| 292 | }
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| 293 | }
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