[3] | 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) 2000-2006 Torus Knot Software Ltd |
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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 | You may alternatively use this source under the terms of a specific version of |
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| 25 | the OGRE Unrestricted License provided you have obtained such a license from |
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| 26 | Torus Knot Software Ltd. |
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| 27 | ----------------------------------------------------------------------------- |
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| 28 | */ |
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| 29 | #ifndef __QUAKE3SHADERMANAGER_H__ |
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| 30 | #define __QUAKE3SHADERMANAGER_H__ |
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| 31 | |
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| 32 | #include "OgreBspPrerequisites.h" |
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| 33 | #include "OgreSingleton.h" |
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| 34 | #include "OgreResourceManager.h" |
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| 35 | #include "OgreQuake3Shader.h" |
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| 36 | #include "OgreBlendMode.h" |
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| 37 | |
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| 38 | namespace Ogre { |
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| 39 | |
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| 40 | |
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| 41 | /** Class for managing Quake3 custom shaders. |
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| 42 | Quake3 uses .shader files to define custom shaders, or Materials in Ogre-speak. |
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| 43 | When a surface texture is mentioned in a level file, it includes no file extension |
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| 44 | meaning that it can either be a standard texture image (+lightmap) if there is only a .jpg or .tga |
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| 45 | file, or it may refer to a custom shader if a shader with that name is included in one of the .shader |
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| 46 | files in the scripts/ folder. Because there are multiple shaders per file you have to parse all the |
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| 47 | .shader files available to know if there is a custom shader available. This class is designed to parse |
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| 48 | all the .shader files available and save their settings for future use. </p> |
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| 49 | I choose not to set up Material instances for shaders found since they may or may not be used by a level, |
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| 50 | so it would be very wasteful to set up Materials since they load texture images for each layer (apart from the |
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| 51 | lightmap). Once the usage of a shader is confirmed, a full Material instance can be set up from it.</p> |
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| 52 | Because this is a subclass of ScriptLoader, any files mentioned will be searched for in any path or |
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| 53 | archive added to the ResourceGroupManager::WORLD_GROUP_NAME group. See ResourceGroupManager for details. |
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| 54 | */ |
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| 55 | class Quake3ShaderManager : public ScriptLoader, public Singleton<Quake3ShaderManager> |
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| 56 | { |
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| 57 | protected: |
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| 58 | void parseNewShaderPass(DataStreamPtr& stream, Quake3Shader* pShader); |
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| 59 | void parseShaderAttrib( const String& line, Quake3Shader* pShader); |
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| 60 | void parseShaderPassAttrib( const String& line, Quake3Shader* pShader, Quake3Shader::Pass* pPass); |
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| 61 | SceneBlendFactor convertBlendFunc( const String& q3func); |
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| 62 | |
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| 63 | typedef std::map<String, Quake3Shader*> Quake3ShaderMap; |
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| 64 | Quake3ShaderMap mShaderMap; |
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| 65 | StringVector mScriptPatterns; |
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| 66 | |
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| 67 | |
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| 68 | public: |
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| 69 | Quake3ShaderManager(); |
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| 70 | virtual ~Quake3ShaderManager(); |
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| 71 | |
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| 72 | /** @copydoc ScriptLoader::getScriptPatterns */ |
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| 73 | const StringVector& getScriptPatterns(void) const; |
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| 74 | |
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| 75 | /** @copydoc ScriptLoader::parseScript */ |
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| 76 | void parseScript(DataStreamPtr& stream, const String& groupName); |
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| 77 | |
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| 78 | /** @copydoc ScriptLoader::parseScript */ |
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| 79 | Real getLoadingOrder(void) const; |
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| 80 | |
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| 81 | /** Create implementation. */ |
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| 82 | Quake3Shader* create(const String& name); |
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| 83 | /** Clear all the current shaders */ |
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| 84 | void clear(void); |
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| 85 | /** Retrieve a Quake3Shader by name */ |
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| 86 | Quake3Shader* getByName(const String& name); |
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| 87 | |
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| 88 | /** Override standard Singleton retrieval. |
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| 89 | @remarks |
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| 90 | Why do we do this? Well, it's because the Singleton |
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| 91 | implementation is in a .h file, which means it gets compiled |
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| 92 | into anybody who includes it. This is needed for the |
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| 93 | Singleton template to work, but we actually only want it |
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| 94 | compiled into the implementation of the class based on the |
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| 95 | Singleton, not all of them. If we don't change this, we get |
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| 96 | link errors when trying to use the Singleton-based class from |
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| 97 | an outside dll. |
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| 98 | @par |
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| 99 | This method just delegates to the template version anyway, |
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| 100 | but the implementation stays in this single compilation unit, |
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| 101 | preventing link errors. |
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| 102 | */ |
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| 103 | static Quake3ShaderManager& getSingleton(void); |
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| 104 | /** Override standard Singleton retrieval. |
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| 105 | @remarks |
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| 106 | Why do we do this? Well, it's because the Singleton |
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| 107 | implementation is in a .h file, which means it gets compiled |
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| 108 | into anybody who includes it. This is needed for the |
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| 109 | Singleton template to work, but we actually only want it |
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| 110 | compiled into the implementation of the class based on the |
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| 111 | Singleton, not all of them. If we don't change this, we get |
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| 112 | link errors when trying to use the Singleton-based class from |
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| 113 | an outside dll. |
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| 114 | @par |
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| 115 | This method just delegates to the template version anyway, |
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| 116 | but the implementation stays in this single compilation unit, |
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| 117 | preventing link errors. |
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| 118 | */ |
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| 119 | static Quake3ShaderManager* getSingletonPtr(void); |
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| 120 | |
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| 121 | |
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| 122 | }; |
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| 123 | |
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| 124 | } |
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| 125 | |
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| 126 | #endif |
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