mirror of
https://github.com/minetest/irrlicht.git
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3a9875cc77
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6456 dfc29bdd-3216-0410-991c-e03cc46cb475
874 lines
20 KiB
C++
874 lines
20 KiB
C++
// Copyright (C) 2006-2012 Nikolaus Gebhardt / Thomas Alten
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#ifndef IRR_I_Q3_LEVEL_SHADER_H_INCLUDED
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#define IRR_I_Q3_LEVEL_SHADER_H_INCLUDED
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#include "irrArray.h"
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#include "fast_atof.h"
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#include "IFileSystem.h"
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#include "IVideoDriver.h"
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#include "coreutil.h"
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namespace irr
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{
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namespace scene
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{
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namespace quake3
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{
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static core::stringc irrEmptyStringc("");
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//! Hold the different Mesh Types used for getMesh
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enum eQ3MeshIndex
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{
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E_Q3_MESH_GEOMETRY = 0,
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E_Q3_MESH_ITEMS,
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E_Q3_MESH_BILLBOARD,
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E_Q3_MESH_FOG,
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E_Q3_MESH_UNRESOLVED,
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E_Q3_MESH_SIZE
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};
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/*! used to customize Quake3 BSP Loader
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*/
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struct Q3LevelLoadParameter
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{
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Q3LevelLoadParameter ()
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:defaultLightMapMaterial ( video::EMT_LIGHTMAP_M4 ),
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defaultModulate ( video::EMFN_MODULATE_4X ),
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defaultFilter ( video::EMF_BILINEAR_FILTER ),
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patchTessellation ( 8 ),
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verbose ( 0 ),
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startTime ( 0 ), endTime ( 0 ),
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mergeShaderBuffer ( 1 ),
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cleanUnResolvedMeshes ( 1 ),
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loadAllShaders ( 0 ),
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loadSkyShader ( 0 ),
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alpharef ( 1 ),
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swapLump ( 0 ),
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#ifdef __BIG_ENDIAN__
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swapHeader ( 1 )
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#else
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swapHeader ( 0 )
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#endif
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{
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memcpy ( scriptDir, "scripts\x0", 8 );
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}
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video::E_MATERIAL_TYPE defaultLightMapMaterial;
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video::E_MODULATE_FUNC defaultModulate;
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video::E_MATERIAL_FLAG defaultFilter;
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s32 patchTessellation;
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s32 verbose;
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u32 startTime;
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u32 endTime;
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s32 mergeShaderBuffer;
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s32 cleanUnResolvedMeshes;
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s32 loadAllShaders;
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s32 loadSkyShader;
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s32 alpharef;
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s32 swapLump;
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s32 swapHeader;
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c8 scriptDir [ 64 ];
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};
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// some useful typedefs
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typedef core::array< core::stringc > tStringList;
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typedef core::array< video::ITexture* > tTexArray;
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// string helper.. TODO: move to generic files
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inline s16 isEqual ( const core::stringc &string, u32 &pos, const c8 * const list[], u16 listSize )
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{
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const char * in = string.c_str () + pos;
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for ( u16 i = 0; i != listSize; ++i )
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{
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if (string.size() < pos)
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return -2;
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u32 len = (u32) strlen ( list[i] );
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if (string.size() < pos+len)
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continue;
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if ( in [len] != 0 && in [len] != ' ' )
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continue;
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if ( strncmp ( in, list[i], len ) )
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continue;
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pos += len + 1;
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return (s16) i;
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}
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return -2;
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}
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inline f32 getAsFloat ( const core::stringc &string, u32 &pos )
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{
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const char * in = string.c_str () + pos;
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f32 value = 0.f;
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pos += (u32) ( core::fast_atof_move ( in, value ) - in ) + 1;
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return value;
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}
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//! get a quake3 vector translated to irrlicht position (x,-z,y )
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inline core::vector3df getAsVector3df ( const core::stringc &string, u32 &pos )
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{
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core::vector3df v;
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v.X = getAsFloat ( string, pos );
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v.Z = getAsFloat ( string, pos );
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v.Y = getAsFloat ( string, pos );
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return v;
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}
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/*
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extract substrings
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*/
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inline void getAsStringList ( tStringList &list, s32 max, const core::stringc &string, u32 &startPos )
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{
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list.clear ();
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s32 finish = 0;
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s32 endPos;
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do
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{
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endPos = string.findNext ( ' ', startPos );
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if ( endPos == -1 )
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{
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finish = 1;
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endPos = string.size();
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}
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list.push_back ( string.subString ( startPos, endPos - startPos ) );
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startPos = endPos + 1;
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if ( list.size() >= (u32) max )
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finish = 1;
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} while ( !finish );
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}
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//! A blend function for a q3 shader.
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struct SBlendFunc
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{
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SBlendFunc ( video::E_MODULATE_FUNC mod )
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: type ( video::EMT_SOLID ), modulate ( mod ),
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param0( 0.f ),
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isTransparent ( 0 ) {}
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video::E_MATERIAL_TYPE type;
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video::E_MODULATE_FUNC modulate;
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f32 param0;
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u32 isTransparent;
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};
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// parses the content of Variable cull
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inline bool getCullingFunction ( const core::stringc &cull )
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{
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if ( cull.size() == 0 )
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return true;
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bool ret = true;
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static const c8 * funclist[] = { "none", "disable", "twosided" };
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u32 pos = 0;
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switch ( isEqual ( cull, pos, funclist, 3 ) )
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{
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case 0:
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case 1:
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case 2:
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ret = false;
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break;
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}
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return ret;
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}
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// parses the content of Variable depthfunc
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// return a z-test
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inline u8 getDepthFunction ( const core::stringc &string )
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{
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u8 ret = video::ECFN_LESSEQUAL;
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if ( string.size() == 0 )
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return ret;
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static const c8 * funclist[] = { "lequal","equal" };
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u32 pos = 0;
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switch ( isEqual ( string, pos, funclist, 2 ) )
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{
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case 0:
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ret = video::ECFN_LESSEQUAL;
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break;
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case 1:
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ret = video::ECFN_EQUAL;
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break;
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}
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return ret;
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}
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/*!
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parses the content of Variable blendfunc,alphafunc
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it also make a hint for rendering as transparent or solid node.
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we assume a typical quake scene would look like this..
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1) Big Static Mesh ( solid )
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2) static scene item ( may use transparency ) but rendered in the solid pass
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3) additional transparency item in the transparent pass
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it's not 100% accurate! it just empirical..
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*/
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inline static void getBlendFunc ( const core::stringc &string, SBlendFunc &blendfunc )
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{
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if ( string.size() == 0 )
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return;
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// maps to E_BLEND_FACTOR
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static const c8 * funclist[] =
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{
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"gl_zero",
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"gl_one",
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"gl_dst_color",
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"gl_one_minus_dst_color",
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"gl_src_color",
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"gl_one_minus_src_color",
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"gl_src_alpha",
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"gl_one_minus_src_alpha",
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"gl_dst_alpha",
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"gl_one_minus_dst_alpha",
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"gl_src_alpha_sat",
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"add",
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"filter",
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"blend",
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"ge128",
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"gt0",
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};
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u32 pos = 0;
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s32 srcFact = isEqual ( string, pos, funclist, 16 );
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if ( srcFact < 0 )
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return;
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u32 resolved = 0;
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s32 dstFact = isEqual ( string, pos, funclist, 16 );
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switch ( srcFact )
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{
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case video::EBF_ZERO:
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switch ( dstFact )
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{
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// gl_zero gl_src_color == gl_dst_color gl_zero
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case video::EBF_SRC_COLOR:
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blendfunc.type = video::EMT_ONETEXTURE_BLEND;
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blendfunc.param0 = video::pack_textureBlendFunc ( video::EBF_DST_COLOR, video::EBF_ZERO, blendfunc.modulate );
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blendfunc.isTransparent = 1;
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resolved = 1;
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break;
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} break;
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case video::EBF_ONE:
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switch ( dstFact )
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{
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// gl_one gl_zero
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case video::EBF_ZERO:
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blendfunc.type = video::EMT_SOLID;
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blendfunc.isTransparent = 0;
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resolved = 1;
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break;
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// gl_one gl_one
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case video::EBF_ONE:
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blendfunc.type = video::EMT_TRANSPARENT_ADD_COLOR;
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blendfunc.isTransparent = 1;
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resolved = 1;
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break;
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} break;
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case video::EBF_SRC_ALPHA:
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switch ( dstFact )
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{
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// gl_src_alpha gl_one_minus_src_alpha
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case video::EBF_ONE_MINUS_SRC_ALPHA:
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blendfunc.type = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
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blendfunc.param0 = 1.f/255.f;
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blendfunc.isTransparent = 1;
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resolved = 1;
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break;
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} break;
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case 11:
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// add
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blendfunc.type = video::EMT_TRANSPARENT_ADD_COLOR;
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blendfunc.isTransparent = 1;
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resolved = 1;
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break;
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case 12:
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// filter = gl_dst_color gl_zero or gl_zero gl_src_color
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blendfunc.type = video::EMT_ONETEXTURE_BLEND;
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blendfunc.param0 = video::pack_textureBlendFunc ( video::EBF_DST_COLOR, video::EBF_ZERO, blendfunc.modulate );
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blendfunc.isTransparent = 1;
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resolved = 1;
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break;
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case 13:
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// blend = gl_src_alpha gl_one_minus_src_alpha
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blendfunc.type = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
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blendfunc.param0 = 1.f/255.f;
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blendfunc.isTransparent = 1;
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resolved = 1;
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break;
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case 14:
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// alphafunc ge128
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blendfunc.type = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
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blendfunc.param0 = 0.5f;
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blendfunc.isTransparent = 1;
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resolved = 1;
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break;
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case 15:
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// alphafunc gt0
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blendfunc.type = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
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blendfunc.param0 = 1.f / 255.f;
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blendfunc.isTransparent = 1;
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resolved = 1;
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break;
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}
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// use the generic blender
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if ( 0 == resolved )
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{
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blendfunc.type = video::EMT_ONETEXTURE_BLEND;
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blendfunc.param0 = video::pack_textureBlendFunc (
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(video::E_BLEND_FACTOR) srcFact,
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(video::E_BLEND_FACTOR) dstFact,
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blendfunc.modulate);
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blendfunc.isTransparent = 1;
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}
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}
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// random noise [-1;1]
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struct Noiser
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{
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static f32 get ()
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{
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static u32 RandomSeed = 0x69666966;
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RandomSeed = (RandomSeed * 3631 + 1);
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f32 value = ( (f32) (RandomSeed & 0x7FFF ) * (1.0f / (f32)(0x7FFF >> 1) ) ) - 1.f;
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return value;
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}
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};
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enum eQ3ModifierFunction
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{
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TCMOD = 0,
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DEFORMVERTEXES = 1,
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RGBGEN = 2,
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TCGEN = 3,
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MAP = 4,
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ALPHAGEN = 5,
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FUNCTION2 = 0x10,
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SCROLL = FUNCTION2 + 1,
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SCALE = FUNCTION2 + 2,
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ROTATE = FUNCTION2 + 3,
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STRETCH = FUNCTION2 + 4,
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TURBULENCE = FUNCTION2 + 5,
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WAVE = FUNCTION2 + 6,
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IDENTITY = FUNCTION2 + 7,
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VERTEX = FUNCTION2 + 8,
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TEXTURE = FUNCTION2 + 9,
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LIGHTMAP = FUNCTION2 + 10,
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ENVIRONMENT = FUNCTION2 + 11,
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DOLLAR_LIGHTMAP = FUNCTION2 + 12,
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BULGE = FUNCTION2 + 13,
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AUTOSPRITE = FUNCTION2 + 14,
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AUTOSPRITE2 = FUNCTION2 + 15,
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TRANSFORM = FUNCTION2 + 16,
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EXACTVERTEX = FUNCTION2 + 17,
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CONSTANT = FUNCTION2 + 18,
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LIGHTINGSPECULAR = FUNCTION2 + 19,
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MOVE = FUNCTION2 + 20,
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NORMAL = FUNCTION2 + 21,
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IDENTITYLIGHTING = FUNCTION2 + 22,
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WAVE_MODIFIER_FUNCTION = 0x30,
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SINUS = WAVE_MODIFIER_FUNCTION + 1,
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COSINUS = WAVE_MODIFIER_FUNCTION + 2,
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SQUARE = WAVE_MODIFIER_FUNCTION + 3,
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TRIANGLE = WAVE_MODIFIER_FUNCTION + 4,
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SAWTOOTH = WAVE_MODIFIER_FUNCTION + 5,
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SAWTOOTH_INVERSE = WAVE_MODIFIER_FUNCTION + 6,
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NOISE = WAVE_MODIFIER_FUNCTION + 7,
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UNKNOWN = -2
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};
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struct SModifierFunction
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{
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SModifierFunction ()
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: masterfunc0 ( UNKNOWN ), masterfunc1( UNKNOWN ), func ( SINUS ),
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tcgen( TEXTURE ), rgbgen ( IDENTITY ), alphagen ( UNKNOWN ),
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base ( 0 ), amp ( 1 ), phase ( 0 ), frequency ( 1 ),
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wave ( 1 ),
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x ( 0 ), y ( 0 ), z( 0 ), count( 0 ) {}
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// "tcmod","deformvertexes","rgbgen", "tcgen"
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eQ3ModifierFunction masterfunc0;
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// depends
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eQ3ModifierFunction masterfunc1;
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// depends
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eQ3ModifierFunction func;
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eQ3ModifierFunction tcgen;
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eQ3ModifierFunction rgbgen;
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eQ3ModifierFunction alphagen;
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union
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{
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f32 base;
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f32 bulgewidth;
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};
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union
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{
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f32 amp;
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f32 bulgeheight;
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};
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f32 phase;
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union
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{
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f32 frequency;
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f32 bulgespeed;
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};
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union
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{
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f32 wave;
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f32 div;
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};
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f32 x;
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f32 y;
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f32 z;
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u32 count;
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f32 evaluate ( f32 dt ) const
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{
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// phase in 0 and 1..
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f32 x = core::fract( (dt + phase ) * frequency );
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f32 y = 0.f;
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switch ( func )
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{
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case SINUS:
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y = sinf ( x * core::PI * 2.f );
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break;
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case COSINUS:
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y = cosf ( x * core::PI * 2.f );
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break;
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case SQUARE:
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y = x < 0.5f ? 1.f : -1.f;
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break;
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case TRIANGLE:
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y = x < 0.5f ? ( 4.f * x ) - 1.f : ( -4.f * x ) + 3.f;
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break;
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case SAWTOOTH:
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y = x;
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break;
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case SAWTOOTH_INVERSE:
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y = 1.f - x;
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break;
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case NOISE:
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y = Noiser::get();
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break;
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default:
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break;
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}
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return base + ( y * amp );
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}
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};
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inline core::vector3df getMD3Normal ( u32 i, u32 j )
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{
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const f32 lng = i * 2.0f * core::PI / 255.0f;
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const f32 lat = j * 2.0f * core::PI / 255.0f;
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return core::vector3df(cosf ( lat ) * sinf ( lng ),
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sinf ( lat ) * sinf ( lng ),
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cosf ( lng ));
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}
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//
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inline void getModifierFunc ( SModifierFunction& fill, const core::stringc &string, u32 &pos )
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{
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if ( string.size() == 0 )
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return;
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static const c8 * funclist[] =
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{
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"sin","cos","square",
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"triangle", "sawtooth","inversesawtooth", "noise"
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};
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fill.func = (eQ3ModifierFunction) isEqual ( string,pos, funclist,7 );
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fill.func = fill.func == UNKNOWN ? SINUS : (eQ3ModifierFunction) ((u32) fill.func + WAVE_MODIFIER_FUNCTION + 1);
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fill.base = getAsFloat ( string, pos );
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fill.amp = getAsFloat ( string, pos );
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fill.phase = getAsFloat ( string, pos );
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fill.frequency = getAsFloat ( string, pos );
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}
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// name = "a b c .."
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struct SVariable
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{
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core::stringc name;
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core::stringc content;
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SVariable ( const c8 * n, const c8 *c = 0 ) : name ( n ), content (c) {}
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virtual ~SVariable () {}
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void clear ()
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{
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name = "";
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content = "";
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}
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s32 isValid () const
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{
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|
return name.size();
|
|
}
|
|
|
|
bool operator == ( const SVariable &other ) const
|
|
{
|
|
return 0 == strcmp ( name.c_str(), other.name.c_str () );
|
|
}
|
|
|
|
bool operator < ( const SVariable &other ) const
|
|
{
|
|
return 0 > strcmp ( name.c_str(), other.name.c_str () );
|
|
}
|
|
|
|
};
|
|
|
|
|
|
// string database. "a" = "Hello", "b" = "1234.6"
|
|
struct SVarGroup
|
|
{
|
|
SVarGroup () { Variable.setAllocStrategy ( core::ALLOC_STRATEGY_SAFE ); }
|
|
virtual ~SVarGroup () {}
|
|
|
|
u32 isDefined ( const c8 * name, const c8 * content = 0 ) const
|
|
{
|
|
for ( u32 i = 0; i != Variable.size (); ++i )
|
|
{
|
|
if ( 0 == strcmp ( Variable[i].name.c_str(), name ) &&
|
|
( 0 == content || strstr ( Variable[i].content.c_str(), content ) )
|
|
)
|
|
{
|
|
return i + 1;
|
|
}
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
// searches for Variable name and returns is content
|
|
// if Variable is not found a reference to an Empty String is returned
|
|
const core::stringc &get( const c8 * name ) const
|
|
{
|
|
SVariable search ( name );
|
|
s32 index = Variable.linear_search ( search );
|
|
if ( index < 0 )
|
|
return irrEmptyStringc;
|
|
|
|
return Variable [ index ].content;
|
|
}
|
|
|
|
// set the Variable name
|
|
void set ( const c8 * name, const c8 * content = 0 )
|
|
{
|
|
u32 index = isDefined ( name, 0 );
|
|
if ( 0 == index )
|
|
{
|
|
Variable.push_back ( SVariable ( name, content ) );
|
|
}
|
|
else
|
|
{
|
|
Variable [ index ].content = content;
|
|
}
|
|
}
|
|
|
|
|
|
core::array < SVariable > Variable;
|
|
};
|
|
|
|
//! holding a group a variable
|
|
struct SVarGroupList: public IReferenceCounted
|
|
{
|
|
SVarGroupList ()
|
|
{
|
|
VariableGroup.setAllocStrategy ( core::ALLOC_STRATEGY_SAFE );
|
|
}
|
|
virtual ~SVarGroupList () {}
|
|
|
|
core::array < SVarGroup > VariableGroup;
|
|
};
|
|
|
|
|
|
//! A Parsed Shader Holding Variables ordered in Groups
|
|
struct IShader
|
|
{
|
|
IShader ()
|
|
: ID ( 0 ), VarGroup ( 0 ) {}
|
|
|
|
bool operator == (const IShader &other ) const
|
|
{
|
|
return 0 == strcmp ( name.c_str(), other.name.c_str () );
|
|
//return name == other.name;
|
|
}
|
|
|
|
bool operator < (const IShader &other ) const
|
|
{
|
|
return strcmp ( name.c_str(), other.name.c_str () ) < 0;
|
|
//return name < other.name;
|
|
}
|
|
|
|
u32 getGroupSize () const
|
|
{
|
|
if ( 0 == VarGroup )
|
|
return 0;
|
|
return VarGroup->VariableGroup.size ();
|
|
}
|
|
|
|
const SVarGroup * getGroup ( u32 stage ) const
|
|
{
|
|
if ( 0 == VarGroup || stage >= VarGroup->VariableGroup.size () )
|
|
return 0;
|
|
|
|
return &VarGroup->VariableGroup [ stage ];
|
|
}
|
|
|
|
// id
|
|
s32 ID;
|
|
SVarGroupList *VarGroup; // reference
|
|
|
|
// Shader: shader name ( also first variable in first Vargroup )
|
|
// Entity: classname ( variable in Group(1) )
|
|
core::stringc name;
|
|
};
|
|
|
|
typedef IShader IEntity;
|
|
|
|
typedef core::array < IEntity > tQ3EntityList;
|
|
|
|
/*
|
|
dump shader like original layout, regardless of internal data holding
|
|
no recursive folding..
|
|
*/
|
|
inline void dumpVarGroup ( core::stringc &dest, const SVarGroup * group, s32 stack )
|
|
{
|
|
core::stringc buf;
|
|
|
|
if ( stack > 0 )
|
|
{
|
|
buf = "";
|
|
for (s32 i = 0; i < stack - 1; ++i )
|
|
buf += '\t';
|
|
|
|
buf += "{\n";
|
|
dest.append ( buf );
|
|
}
|
|
|
|
for ( u32 g = 0; g != group->Variable.size(); ++g )
|
|
{
|
|
buf = "";
|
|
for (s32 i = 0; i < stack; ++i )
|
|
buf += '\t';
|
|
|
|
buf += group->Variable[g].name;
|
|
buf += " ";
|
|
buf += group->Variable[g].content;
|
|
buf += "\n";
|
|
dest.append ( buf );
|
|
}
|
|
|
|
if ( stack > 1 )
|
|
{
|
|
buf = "";
|
|
for (s32 i = 0; i < stack - 1; ++i )
|
|
buf += '\t';
|
|
|
|
buf += "}\n";
|
|
dest.append ( buf );
|
|
}
|
|
}
|
|
|
|
/*!
|
|
dump a Shader or an Entity
|
|
*/
|
|
inline core::stringc & dumpShader ( core::stringc &dest, const IShader * shader, bool entity = false )
|
|
{
|
|
if ( 0 == shader )
|
|
return dest;
|
|
|
|
const u32 size = shader->VarGroup->VariableGroup.size ();
|
|
for ( u32 i = 0; i != size; ++i )
|
|
{
|
|
const SVarGroup * group = &shader->VarGroup->VariableGroup[ i ];
|
|
dumpVarGroup ( dest, group, core::clamp( (int)i, 0, 2 ) );
|
|
}
|
|
|
|
if ( !entity )
|
|
{
|
|
if ( size <= 1 )
|
|
{
|
|
dest.append ( "{\n" );
|
|
}
|
|
dest.append ( "}\n" );
|
|
}
|
|
return dest;
|
|
}
|
|
|
|
|
|
/*
|
|
quake3 doesn't care much about tga & jpg
|
|
load one or multiple files stored in name started at startPos to the texture array textures
|
|
if texture is not loaded 0 will be added ( to find missing textures easier)
|
|
*/
|
|
inline void getTextures(tTexArray &textures,
|
|
const core::stringc &name, u32 &startPos,
|
|
const io::IFileSystem *fileSystem,
|
|
video::IVideoDriver* driver)
|
|
{
|
|
static const char * const extension[] =
|
|
{
|
|
".jpg",
|
|
".jpeg",
|
|
".png",
|
|
".dds",
|
|
".tga",
|
|
".bmp",
|
|
".pcx"
|
|
};
|
|
|
|
tStringList stringList;
|
|
getAsStringList(stringList, -1, name, startPos);
|
|
|
|
textures.clear();
|
|
|
|
io::path loadFile;
|
|
for ( u32 i = 0; i!= stringList.size (); ++i )
|
|
{
|
|
video::ITexture* texture = 0;
|
|
for (u32 g = 0; g != 7; ++g)
|
|
{
|
|
core::cutFilenameExtension ( loadFile, stringList[i] );
|
|
|
|
if ( loadFile == "$whiteimage" )
|
|
{
|
|
texture = driver->getTexture( "$whiteimage" );
|
|
if ( 0 == texture )
|
|
{
|
|
core::dimension2du s ( 2, 2 );
|
|
u32 image[4] = { 0xFFFFFFFF, 0xFFFFFFFF,0xFFFFFFFF,0xFFFFFFFF };
|
|
video::IImage* w = driver->createImageFromData ( video::ECF_A8R8G8B8, s,&image );
|
|
texture = driver->addTexture( "$whiteimage", w );
|
|
w->drop ();
|
|
}
|
|
|
|
}
|
|
else
|
|
if ( loadFile == "$redimage" )
|
|
{
|
|
texture = driver->getTexture( "$redimage" );
|
|
if ( 0 == texture )
|
|
{
|
|
core::dimension2du s ( 2, 2 );
|
|
u32 image[4] = { 0xFFFF0000, 0xFFFF0000,0xFFFF0000,0xFFFF0000 };
|
|
video::IImage* w = driver->createImageFromData ( video::ECF_A8R8G8B8, s,&image );
|
|
texture = driver->addTexture( "$redimage", w );
|
|
w->drop ();
|
|
}
|
|
}
|
|
else
|
|
if ( loadFile == "$blueimage" )
|
|
{
|
|
texture = driver->getTexture( "$blueimage" );
|
|
if ( 0 == texture )
|
|
{
|
|
core::dimension2du s ( 2, 2 );
|
|
u32 image[4] = { 0xFF0000FF, 0xFF0000FF,0xFF0000FF,0xFF0000FF };
|
|
video::IImage* w = driver->createImageFromData ( video::ECF_A8R8G8B8, s,&image );
|
|
texture = driver->addTexture( "$blueimage", w );
|
|
w->drop ();
|
|
}
|
|
}
|
|
else
|
|
if ( loadFile == "$checkerimage" )
|
|
{
|
|
texture = driver->getTexture( "$checkerimage" );
|
|
if ( 0 == texture )
|
|
{
|
|
core::dimension2du s ( 2, 2 );
|
|
u32 image[4] = { 0xFFFFFFFF, 0xFF000000,0xFF000000,0xFFFFFFFF };
|
|
video::IImage* w = driver->createImageFromData ( video::ECF_A8R8G8B8, s,&image );
|
|
texture = driver->addTexture( "$checkerimage", w );
|
|
w->drop ();
|
|
}
|
|
}
|
|
else
|
|
if ( loadFile == "$lightmap" )
|
|
{
|
|
texture = 0;
|
|
}
|
|
else
|
|
{
|
|
loadFile.append ( extension[g] );
|
|
}
|
|
|
|
texture = driver->findTexture( loadFile );
|
|
if ( texture )
|
|
break;
|
|
|
|
if ( fileSystem->existFile ( loadFile ) )
|
|
{
|
|
texture = driver->getTexture( loadFile );
|
|
if ( texture )
|
|
break;
|
|
texture = 0;
|
|
}
|
|
}
|
|
// take 0 Texture
|
|
textures.push_back(texture);
|
|
}
|
|
}
|
|
|
|
|
|
//! Manages various Quake3 Shader Styles
|
|
class IShaderManager : public IReferenceCounted
|
|
{
|
|
};
|
|
|
|
} // end namespace quake3
|
|
} // end namespace scene
|
|
} // end namespace irr
|
|
|
|
#endif
|