// 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& 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