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OgreQuake3ShaderManager.h

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00001 /*
00002 -----------------------------------------------------------------------------
00003 This source file is part of OGRE
00004     (Object-oriented Graphics Rendering Engine)
00005 For the latest info, see http://www.ogre3d.org/
00006 
00007 Copyright © 2000-2002 The OGRE Team
00008 Also see acknowledgements in Readme.html
00009 
00010 This program is free software; you can redistribute it and/or modify it under
00011 the terms of the GNU Lesser General Public License as published by the Free Software
00012 Foundation; either version 2 of the License, or (at your option) any later
00013 version.
00014 
00015 This program is distributed in the hope that it will be useful, but WITHOUT
00016 ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
00017 FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
00018 
00019 You should have received a copy of the GNU Lesser General Public License along with
00020 this program; if not, write to the Free Software Foundation, Inc., 59 Temple
00021 Place - Suite 330, Boston, MA 02111-1307, USA, or go to
00022 http://www.gnu.org/copyleft/lesser.txt.
00023 -----------------------------------------------------------------------------
00024 */
00025 #ifndef __QUAKE3SHADERMANAGER_H__
00026 #define __QUAKE3SHADERMANAGER_H__
00027 
00028 #include "OgreBspPrerequisites.h"
00029 #include "OgreSingleton.h"
00030 #include "OgreResourceManager.h"
00031 #include "OgreQuake3Shader.h"
00032 #include "OgreBlendMode.h"
00033 
00034 namespace Ogre {
00035 
00036 
00051     class Quake3ShaderManager : public ResourceManager, public Singleton<Quake3ShaderManager>
00052     {
00053     protected:
00054         void parseNewShaderPass(DataChunk& chunk, Quake3Shader* pShader);
00055         void parseShaderAttrib( const String& line, Quake3Shader* pShader);
00056         void parseShaderPassAttrib( const String& line, Quake3Shader* pShader, Quake3Shader::Pass* pPass);
00057         SceneBlendFactor convertBlendFunc( const String& q3func);
00058 
00059     public:
00060         Quake3ShaderManager();
00061         virtual ~Quake3ShaderManager();
00062 
00064         void parseShaderFile(DataChunk& chunk);
00066         void parseAllSources(const String& extension = ".shader");
00067 
00069         virtual Resource* create( const String& name);
00070 
00086         static Quake3ShaderManager& getSingleton(void);
00102         static Quake3ShaderManager* getSingletonPtr(void);
00103 
00104 
00105     };
00106 
00107 }
00108 
00109 #endif

Copyright © 2002-2003 by The OGRE Team
Last modified Fri May 14 23:22:36 2004