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source: downloads/PlugIns/BSPSceneManager/include/OgreQuake3Shader.h @ 5

Last change on this file since 5 was 5, checked in by anonymous, 17 years ago

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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) 2000-2006 Torus Knot Software Ltd
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
24You may alternatively use this source under the terms of a specific version of
25the OGRE Unrestricted License provided you have obtained such a license from
26Torus Knot Software Ltd.
27-----------------------------------------------------------------------------
28*/
29#ifndef __QUAKE3SHADER_H__
30#define __QUAKE3SHADER_H__
31
32#include "OgreResource.h"
33#include "OgreBspPrerequisites.h"
34#include "OgreQuake3Types.h"
35#include "OgreCommon.h"
36#include "OgreColourValue.h"
37#include "OgreBlendMode.h"
38#include "OgreTextureUnitState.h"
39
40namespace Ogre {
41
42
43    /** Class for recording Quake3 shaders.
44        This is a temporary holding area since shaders are actually converted into
45        Material objects for use in the engine proper. However, because we have to read
46        in shader definitions en masse (because they are stored in shared .shader files)
47        without knowing which will actually be used, we store their definitions here
48        temporarily since their instantiations as Materials would use precious resources
49        because of the automatic loading of textures etc.
50    */
51    class Quake3Shader
52    {
53    protected:
54        String getAlternateName(const String& texName);
55        String mName;
56
57    public:
58
59        /** Default constructor - used by Quake3ShaderManager (do not call directly) */
60        Quake3Shader(const String& name);
61        ~Quake3Shader();
62
63        /** Creates this shader as an OGRE material.
64            Creates a new material based on this shaders settings.
65            Material name shader#lightmap.
66        */
67        MaterialPtr createAsMaterial(int lightmapNumber);
68
69        struct Pass {
70            unsigned int flags;
71            String textureName;
72            TexGen texGen;
73            // Multitexture blend
74            LayerBlendOperation blend;
75            // Multipass blends (Quake3 only supports multipass?? Surely not?)
76            SceneBlendFactor blendSrc;
77            SceneBlendFactor blendDest;
78            bool customBlend;
79            CompareFunction depthFunc;
80            TextureUnitState::TextureAddressingMode addressMode;
81            // TODO - alphaFunc
82            GenFunc rgbGenFunc;
83            WaveType rgbGenWave;
84            Real rgbGenParams[4];    // base, amplitude, phase, frequency
85            Real tcModScale[2];
86            Real tcModRotate;
87            Real tcModScroll[2];
88            Real tcModTransform[6];
89            bool tcModTurbOn;
90            Real tcModTurb[4];
91            WaveType tcModStretchWave;
92            Real tcModStretchParams[4];    // base, amplitude, phase, frequency
93            CompareFunction alphaFunc;
94            unsigned char alphaVal;
95
96            Real animFps;
97            unsigned int animNumFrames;
98            String frames[32];
99        };
100
101        unsigned int flags;
102        int numPasses;
103        typedef std::vector<Pass> PassList;
104        PassList pass;
105        bool farbox;            // Skybox
106        String farboxName;
107        bool skyDome;
108        Real cloudHeight;       // Skydome
109        DeformFunc deformFunc;
110        Real deformParams[5];
111        ManualCullingMode cullMode;
112
113        bool fog;
114        ColourValue fogColour;
115        Real fogDistance;
116
117    };
118}
119
120#endif
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