| 1 | /* |
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| 2 | * ORXONOX - the hottest 3D action shooter ever to exist |
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| 3 | * > www.orxonox.net < |
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| 4 | * |
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| 5 | * |
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| 6 | * License notice: |
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| 7 | * |
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| 8 | * This program is free software; you can redistribute it and/or |
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| 9 | * modify it under the terms of the GNU General Public License |
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| 10 | * as published by the Free Software Foundation; either version 2 |
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| 11 | * of the License, or (at your option) any later version. |
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| 12 | * |
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| 13 | * This program is distributed in the hope that it will be useful, |
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| 14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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| 15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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| 16 | * GNU General Public License for more details. |
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| 17 | * |
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| 18 | * You should have received a copy of the GNU General Public License |
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| 19 | * along with this program; if not, write to the Free Software |
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| 20 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
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| 21 | * |
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| 22 | * Author: |
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| 23 | * Fabian 'x3n' Landau |
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| 24 | * Co-authors: |
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| 25 | * ... |
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| 26 | * |
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| 27 | */ |
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| 28 | |
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| 29 | #include "OrxonoxStableHeaders.h" |
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| 30 | |
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| 31 | #include <OgreEntity.h> |
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| 32 | #include <OgreMaterialManager.h> |
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| 33 | #include "Model.h" |
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| 34 | #include "core/GameMode.h" |
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| 35 | #include "core/CoreIncludes.h" |
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| 36 | #include "core/XMLPort.h" |
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| 37 | #include "objects/Scene.h" |
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| 38 | |
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| 39 | namespace orxonox |
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| 40 | { |
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| 41 | CreateFactory(Model); |
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| 42 | |
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| 43 | Model::Model(BaseObject* creator) : StaticEntity(creator) |
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| 44 | { |
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| 45 | RegisterObject(Model); |
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| 46 | |
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| 47 | this->bCastShadows_ = true; |
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| 48 | |
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| 49 | this->registerVariables(); |
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| 50 | } |
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| 51 | |
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| 52 | Model::~Model() |
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| 53 | { |
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| 54 | if (this->isInitialized() && this->mesh_.getEntity()) |
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| 55 | this->detachOgreObject(this->mesh_.getEntity()); |
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| 56 | } |
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| 57 | |
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| 58 | void Model::XMLPort(Element& xmlelement, XMLPort::Mode mode) |
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| 59 | { |
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| 60 | SUPER(Model, XMLPort, xmlelement, mode); |
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| 61 | |
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| 62 | XMLPortParam(Model, "mesh", setMeshSource, getMeshSource, xmlelement, mode); |
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| 63 | XMLPortParam(Model, "shadow", setCastShadows, getCastShadows, xmlelement, mode).defaultValues(true); |
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| 64 | |
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| 65 | //HACK |
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| 66 | if (true)//this->meshSrc_ == "assasdfff.mesh") |
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| 67 | { |
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| 68 | this->mesh_.getEntity()->setMaterialName("ToonShader"); |
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| 69 | static bool load = true; |
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| 70 | |
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| 71 | if (load) |
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| 72 | { |
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| 73 | Ogre::MaterialPtr matPtr = Ogre::MaterialManager::getSingleton().getByName("ToonShader"); |
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| 74 | if (!matPtr.isNull()) { |
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| 75 | // is this necessary to do here? Someday try it without |
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| 76 | matPtr->compile(); |
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| 77 | matPtr->load(); |
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| 78 | } |
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| 79 | else |
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| 80 | COUT(0) << "frakking shader\n"; |
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| 81 | |
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| 82 | COUT(0) << "shiiit\n"; |
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| 83 | |
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| 84 | //Ogre::MaterialManager& mm = Ogre::MaterialManager::getSingleton(); |
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| 85 | //Ogre::Material* m = Ogre::Material*(Ogre::MaterialManager::getSingleton().getByName("ToonShader")); |
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| 86 | load = false; |
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| 87 | } |
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| 88 | } |
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| 89 | } |
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| 90 | |
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| 91 | void Model::registerVariables() |
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| 92 | { |
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| 93 | registerVariable(this->meshSrc_, variableDirection::toclient, new NetworkCallback<Model>(this, &Model::changedMesh)); |
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| 94 | registerVariable(this->bCastShadows_, variableDirection::toclient, new NetworkCallback<Model>(this, &Model::changedShadows)); |
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| 95 | } |
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| 96 | |
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| 97 | void Model::changedMesh() |
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| 98 | { |
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| 99 | if (GameMode::showsGraphics()) |
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| 100 | { |
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| 101 | if (this->mesh_.getEntity()) |
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| 102 | this->detachOgreObject(this->mesh_.getEntity()); |
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| 103 | |
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| 104 | this->mesh_.setMeshSource(this->getScene()->getSceneManager(), this->meshSrc_); |
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| 105 | |
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| 106 | if (this->mesh_.getEntity()) |
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| 107 | { |
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| 108 | this->attachOgreObject(this->mesh_.getEntity()); |
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| 109 | this->mesh_.getEntity()->setCastShadows(this->bCastShadows_); |
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| 110 | this->mesh_.setVisible(this->isVisible()); |
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| 111 | } |
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| 112 | } |
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| 113 | if (true)//this->meshSrc_ == "assasdfff.mesh") |
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| 114 | { |
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| 115 | this->mesh_.getEntity()->setMaterialName("ToonShader"); |
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| 116 | } |
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| 117 | } |
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| 118 | |
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| 119 | void Model::changedShadows() |
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| 120 | { |
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| 121 | this->mesh_.setCastShadows(this->bCastShadows_); |
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| 122 | } |
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| 123 | |
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| 124 | void Model::changedVisibility() |
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| 125 | { |
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| 126 | SUPER(Model, changedVisibility); |
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| 127 | |
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| 128 | this->mesh_.setVisible(this->isVisible()); |
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| 129 | } |
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| 130 | } |
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