mirror of
https://github.com/minetest/irrlicht.git
synced 2024-11-18 00:08:20 +01:00
119 lines
3.8 KiB
C
119 lines
3.8 KiB
C
|
// Copyright (C) 2002-2012 Nikolaus Gebhardt / Thomas Alten
|
||
|
// This file is part of the "Irrlicht Engine".
|
||
|
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||
|
|
||
|
#ifndef __C_QUAKE3_SCENE_NODE_H_INCLUDED__
|
||
|
#define __C_QUAKE3_SCENE_NODE_H_INCLUDED__
|
||
|
|
||
|
#include "IMeshSceneNode.h"
|
||
|
#include "IQ3Shader.h"
|
||
|
#include "IFileSystem.h"
|
||
|
#include "SMeshBuffer.h"
|
||
|
#include "SMeshBufferLightMap.h"
|
||
|
#include "SMesh.h"
|
||
|
#include "ISceneManager.h"
|
||
|
|
||
|
namespace irr
|
||
|
{
|
||
|
namespace scene
|
||
|
{
|
||
|
|
||
|
//! Scene node which is a quake3 shader.
|
||
|
class CQuake3ShaderSceneNode : public scene::IMeshSceneNode
|
||
|
{
|
||
|
public:
|
||
|
|
||
|
CQuake3ShaderSceneNode( ISceneNode* parent, ISceneManager* mgr, s32 id,
|
||
|
io::IFileSystem* fileSystem,
|
||
|
const IMeshBuffer* original,
|
||
|
const quake3::IShader* shader
|
||
|
);
|
||
|
|
||
|
virtual ~CQuake3ShaderSceneNode();
|
||
|
|
||
|
virtual void OnRegisterSceneNode() _IRR_OVERRIDE_;
|
||
|
virtual void render() _IRR_OVERRIDE_;
|
||
|
virtual void OnAnimate(u32 timeMs) _IRR_OVERRIDE_;
|
||
|
virtual const core::aabbox3d<f32>& getBoundingBox() const _IRR_OVERRIDE_;
|
||
|
|
||
|
virtual u32 getMaterialCount() const _IRR_OVERRIDE_;
|
||
|
virtual video::SMaterial& getMaterial(u32 i) _IRR_OVERRIDE_;
|
||
|
|
||
|
//! Returns type of the scene node
|
||
|
virtual ESCENE_NODE_TYPE getType() const _IRR_OVERRIDE_ { return ESNT_Q3SHADER_SCENE_NODE; }
|
||
|
|
||
|
virtual void setMesh(IMesh* mesh)_IRR_OVERRIDE_ {}
|
||
|
virtual IMesh* getMesh() _IRR_OVERRIDE_ { return Mesh; }
|
||
|
virtual void setReadOnlyMaterials(bool readonly) _IRR_OVERRIDE_ {}
|
||
|
virtual bool isReadOnlyMaterials() const _IRR_OVERRIDE_ { return true; }
|
||
|
|
||
|
//! Creates shadow volume scene node as child of this node
|
||
|
//! and returns a pointer to it.
|
||
|
virtual IShadowVolumeSceneNode* addShadowVolumeSceneNode(const IMesh* shadowMesh,
|
||
|
s32 id, bool zfailmethod=true, f32 infinity=10000.0f) _IRR_OVERRIDE_;
|
||
|
|
||
|
//! Removes a child from this scene node.
|
||
|
//! Implemented here, to be able to remove the shadow properly, if there is one,
|
||
|
//! or to remove attached childs.
|
||
|
virtual bool removeChild(ISceneNode* child) _IRR_OVERRIDE_;
|
||
|
|
||
|
private:
|
||
|
const quake3::IShader* Shader;
|
||
|
SMesh *Mesh;
|
||
|
IShadowVolumeSceneNode* Shadow;
|
||
|
const SMeshBufferLightMap* Original;
|
||
|
SMeshBuffer* MeshBuffer;
|
||
|
core::vector3df MeshOffset;
|
||
|
|
||
|
struct SQ3Texture
|
||
|
{
|
||
|
SQ3Texture () :
|
||
|
TextureIndex ( 0 ),
|
||
|
TextureFrequency(0.f),
|
||
|
TextureAddressMode( video::ETC_REPEAT )
|
||
|
{
|
||
|
Texture.setAllocStrategy ( core::ALLOC_STRATEGY_SAFE );
|
||
|
}
|
||
|
|
||
|
quake3::tTexArray Texture;
|
||
|
|
||
|
u32 TextureIndex;
|
||
|
f32 TextureFrequency;
|
||
|
video::E_TEXTURE_CLAMP TextureAddressMode; // Wrapping/Clamping
|
||
|
};
|
||
|
|
||
|
core::array< SQ3Texture > Q3Texture;
|
||
|
|
||
|
void loadTextures ( io::IFileSystem * fileSystem );
|
||
|
void addBuffer ( scene::SMeshBufferLightMap * buffer );
|
||
|
void cloneBuffer ( scene::SMeshBuffer *dest, const scene::SMeshBufferLightMap * buffer, bool translateCenter );
|
||
|
|
||
|
void deformvertexes_wave ( f32 dt, quake3::SModifierFunction &function );
|
||
|
void deformvertexes_move ( f32 dt, quake3::SModifierFunction &function );
|
||
|
void deformvertexes_bulge( f32 dt, quake3::SModifierFunction &function );
|
||
|
void deformvertexes_autosprite( f32 dt, quake3::SModifierFunction &function );
|
||
|
void deformvertexes_autosprite2( f32 dt, quake3::SModifierFunction &function );
|
||
|
void deformvertexes_normal ( f32 dt, quake3::SModifierFunction &function );
|
||
|
|
||
|
void vertextransform_tcgen ( f32 dt, quake3::SModifierFunction &function );
|
||
|
void vertextransform_rgbgen ( f32 dt, quake3::SModifierFunction &function );
|
||
|
void vertextransform_alphagen ( f32 dt, quake3::SModifierFunction &function );
|
||
|
|
||
|
void transformtex ( const core::matrix4 &m, const u32 clamp );
|
||
|
|
||
|
f32 TimeAbs;
|
||
|
|
||
|
void animate( u32 stage, core::matrix4 &texture );
|
||
|
|
||
|
E_SCENE_NODE_RENDER_PASS getRenderStage() const;
|
||
|
|
||
|
};
|
||
|
|
||
|
|
||
|
} // end namespace scene
|
||
|
} // end namespace irr
|
||
|
|
||
|
|
||
|
#endif
|
||
|
|