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OgreQuake3Shader.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 __QUAKE3SHADER_H__
00026 #define __QUAKE3SHADER_H__
00027 
00028 #include "OgreResource.h"
00029 #include "OgreBspPrerequisites.h"
00030 #include "OgreQuake3Types.h"
00031 #include "OgreCommon.h"
00032 #include "OgreColourValue.h"
00033 #include "OgreBlendMode.h"
00034 #include "OgreTextureUnitState.h"
00035 
00036 namespace Ogre {
00037 
00038 
00047     class Quake3Shader : public Resource
00048     {
00049     protected:
00050         String getAlternateName(const String& texName);
00051 
00052     public:
00053 
00055         Quake3Shader(const String& name);
00056         ~Quake3Shader();
00057 
00059         virtual void load(void);
00061         virtual void unload(void);
00062 
00067         Material* createAsMaterial(SceneManager* sm, int lightmapNumber);
00068 
00069         struct Pass {
00070             unsigned int flags;
00071             String textureName;
00072             TexGen texGen;
00073             // Multitexture blend
00074             LayerBlendOperation blend;
00075             // Multipass blends (Quake3 only supports multipass?? Surely not?)
00076             SceneBlendFactor blendSrc;
00077             SceneBlendFactor blendDest;
00078             bool customBlend;
00079             CompareFunction depthFunc;
00080             TextureUnitState::TextureAddressingMode addressMode;
00081             // TODO - alphaFunc
00082             GenFunc rgbGenFunc;
00083             WaveType rgbGenWave;
00084             Real rgbGenParams[4];    // base, amplitude, phase, frequency
00085             Real tcModScale[2];
00086             Real tcModRotate;
00087             Real tcModScroll[2];
00088             Real tcModTransform[6];
00089             bool tcModTurbOn;
00090             Real tcModTurb[4];
00091             WaveType tcModStretchWave;
00092             Real tcModStretchParams[4];    // base, amplitude, phase, frequency
00093             CompareFunction alphaFunc;
00094             unsigned char alphaVal;
00095 
00096             Real animFps;
00097             unsigned int animNumFrames;
00098             String frames[32];
00099         };
00100 
00101         unsigned int flags;
00102         int numPasses;
00103         typedef std::vector<Pass> PassList;
00104         PassList pass;
00105         bool farbox;            // Skybox
00106         String farboxName;
00107         bool skyDome;
00108         Real cloudHeight;       // Skydome
00109         DeformFunc deformFunc;
00110         Real deformParams[5];
00111         ManualCullingMode cullMode;
00112 
00113         bool fog;
00114         ColourValue fogColour;
00115         Real fogDistance;
00116 
00117     };
00118 }
00119 
00120 #endif

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