/* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org/ Copyright (c) 2000-2006 Torus Knot Software Ltd Also see acknowledgements in Readme.html This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser 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 Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA, or go to http://www.gnu.org/copyleft/lesser.txt. You may alternatively use this source under the terms of a specific version of the OGRE Unrestricted License provided you have obtained such a license from Torus Knot Software Ltd. ----------------------------------------------------------------------------- */ #include "OgreQuake3Shader.h" #include "OgreSceneManager.h" #include "OgreMaterial.h" #include "OgreTechnique.h" #include "OgrePass.h" #include "OgreTextureUnitState.h" #include "OgreMath.h" #include "OgreLogManager.h" #include "OgreTextureManager.h" #include "OgreRoot.h" #include "OgreMaterialManager.h" namespace Ogre { //----------------------------------------------------------------------- Quake3Shader::Quake3Shader(const String& name) { mName = name; numPasses = 0; deformFunc = DEFORM_FUNC_NONE; farbox = false; skyDome = false; flags = 0; fog = false; cullMode = MANUAL_CULL_BACK; } //----------------------------------------------------------------------- Quake3Shader::~Quake3Shader() { } //----------------------------------------------------------------------- MaterialPtr Quake3Shader::createAsMaterial(int lightmapNumber) { String matName; StringUtil::StrStreamType str; String resourceGroup = ResourceGroupManager::getSingleton().getWorldResourceGroupName(); str << mName << "#" << lightmapNumber; matName = str.str(); MaterialPtr mat = MaterialManager::getSingleton().create(matName, resourceGroup); Ogre::Pass* ogrePass = mat->getTechnique(0)->getPass(0); LogManager::getSingleton().logMessage("Using Q3 shader " + mName, LML_CRITICAL); for (int p = 0; p < numPasses; ++p) { TextureUnitState* t; // Create basic texture if (pass[p].textureName == "$lightmap") { StringUtil::StrStreamType str2; str2 << "@lightmap" << lightmapNumber; t = ogrePass->createTextureUnitState(str2.str()); } // Animated texture support else if (pass[p].animNumFrames > 0) { Real sequenceTime = pass[p].animNumFrames / pass[p].animFps; /* Pre-load textures We need to know if each one was loaded OK since extensions may change for each Quake3 can still include alternate extension filenames e.g. jpg instead of tga Pain in the arse - have to check for each frame as letters.tga for example is different per frame! */ for (unsigned int alt = 0; alt < pass[p].animNumFrames; ++alt) { if (!ResourceGroupManager::getSingleton().resourceExists( resourceGroup, pass[p].frames[alt])) { // Try alternate extension pass[p].frames[alt] = getAlternateName(pass[p].frames[alt]); if (!ResourceGroupManager::getSingleton().resourceExists( resourceGroup, pass[p].frames[alt])) { // stuffed - no texture continue; } } } t = ogrePass->createTextureUnitState(""); t->setAnimatedTextureName(pass[p].frames, pass[p].animNumFrames, sequenceTime); } else { // Quake3 can still include alternate extension filenames e.g. jpg instead of tga // Pain in the arse - have to check for failure if (!ResourceGroupManager::getSingleton().resourceExists( resourceGroup, pass[p].textureName)) { // Try alternate extension pass[p].textureName = getAlternateName(pass[p].textureName); if (!ResourceGroupManager::getSingleton().resourceExists( resourceGroup, pass[p].textureName)) { // stuffed - no texture continue; } } t = ogrePass->createTextureUnitState(pass[p].textureName); } // Blending if (p == 0) { // scene blend mat->setSceneBlending(pass[p].blendSrc, pass[p].blendDest); if (mat->isTransparent()) mat->setDepthWriteEnabled(false); t->setColourOperation(LBO_REPLACE); // Alpha mode ogrePass->setAlphaRejectSettings( pass[p].alphaFunc, pass[p].alphaVal); } else { if (pass[p].customBlend) { // Fallback for now t->setColourOperation(LBO_MODULATE); } else { // simple layer blend t->setColourOperation(pass[p].blend); } // Alpha mode, prefer 'most alphary' CompareFunction currFunc = ogrePass->getAlphaRejectFunction(); unsigned char currVal = ogrePass->getAlphaRejectValue(); if (pass[p].alphaFunc > currFunc || (pass[p].alphaFunc == currFunc && pass[p].alphaVal < currVal)) { ogrePass->setAlphaRejectSettings( pass[p].alphaFunc, pass[p].alphaVal); } } // Tex coords if (pass[p].texGen == TEXGEN_BASE) { t->setTextureCoordSet(0); } else if (pass[p].texGen == TEXGEN_LIGHTMAP) { t->setTextureCoordSet(1); } else if (pass[p].texGen == TEXGEN_ENVIRONMENT) { t->setEnvironmentMap(true, TextureUnitState::ENV_PLANAR); } // Tex mod // Scale t->setTextureUScale(pass[p].tcModScale[0]); t->setTextureVScale(pass[p].tcModScale[1]); // Procedural mods // Custom - don't use mod if generating environment // Because I do env a different way it look horrible if (pass[p].texGen != TEXGEN_ENVIRONMENT) { if (pass[p].tcModRotate) { t->setRotateAnimation(pass[p].tcModRotate); } if (pass[p].tcModScroll[0] || pass[p].tcModScroll[1]) { if (pass[p].tcModTurbOn) { // Turbulent scroll if (pass[p].tcModScroll[0]) { t->setTransformAnimation(TextureUnitState::TT_TRANSLATE_U, WFT_SINE, pass[p].tcModTurb[0], pass[p].tcModTurb[3], pass[p].tcModTurb[2], pass[p].tcModTurb[1]); } if (pass[p].tcModScroll[1]) { t->setTransformAnimation(TextureUnitState::TT_TRANSLATE_V, WFT_SINE, pass[p].tcModTurb[0], pass[p].tcModTurb[3], pass[p].tcModTurb[2], pass[p].tcModTurb[1]); } } else { // Constant scroll t->setScrollAnimation(pass[p].tcModScroll[0], pass[p].tcModScroll[1]); } } if (pass[p].tcModStretchWave != SHADER_FUNC_NONE) { WaveformType wft; switch(pass[p].tcModStretchWave) { case SHADER_FUNC_SIN: wft = WFT_SINE; break; case SHADER_FUNC_TRIANGLE: wft = WFT_TRIANGLE; break; case SHADER_FUNC_SQUARE: wft = WFT_SQUARE; break; case SHADER_FUNC_SAWTOOTH: wft = WFT_SAWTOOTH; break; case SHADER_FUNC_INVERSESAWTOOTH: wft = WFT_INVERSE_SAWTOOTH; break; default: break; } // Create wave-based stretcher t->setTransformAnimation(TextureUnitState::TT_SCALE_U, wft, pass[p].tcModStretchParams[3], pass[p].tcModStretchParams[0], pass[p].tcModStretchParams[2], pass[p].tcModStretchParams[1]); t->setTransformAnimation(TextureUnitState::TT_SCALE_V, wft, pass[p].tcModStretchParams[3], pass[p].tcModStretchParams[0], pass[p].tcModStretchParams[2], pass[p].tcModStretchParams[1]); } } // Address mode t->setTextureAddressingMode(pass[p].addressMode); //assert(!t->isBlank()); } // Do farbox (create new material) // Set culling mode and lighting to defaults mat->setCullingMode(CULL_NONE); mat->setManualCullingMode(cullMode); mat->setLightingEnabled(false); mat->load(); return mat; } String Quake3Shader::getAlternateName(const String& texName) { // Get alternative JPG to TGA and vice versa size_t pos; String ext, base; pos = texName.find_last_of("."); ext = texName.substr(pos, 4); StringUtil::toLowerCase(ext); base = texName.substr(0,pos); if (ext == ".jpg") { return base + ".tga"; } else { return base + ".jpg"; } } }