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source: downloads/PlugIns/BSPSceneManager/include/OgreQuake3ShaderManager.h @ 3

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