irrlicht/source/Irrlicht/CQuake3ShaderSceneNode.h
cutealien ffd7b63af0 API BREAKER: Replacing defines in irrTypes.h which are conflicting with c++ reserved identifier rules.
C++ has undefined behavior for identifiers starting with __ or with _ followed by an uppercase letter.
We still have many more (in IrrCompileConfig.h and in all header-guards), will likely replace those later as well.
As a workaround for users which might use irrlicht defines in their code, I've added the header irrLegacyDefines.h
Including that allows to continue using old defines for a while - or make it easier to have code which compiles 
with old and new Irrlicht library versions.


git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6251 dfc29bdd-3216-0410-991c-e03cc46cb475
2021-08-27 12:55:10 +00:00

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