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20b3d56987
Burnings renderer changes. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6116 dfc29bdd-3216-0410-991c-e03cc46cb475
132 lines
3.7 KiB
C++
132 lines
3.7 KiB
C++
// Copyright (C) 2002-2012 Nikolaus Gebhardt
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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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//
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// This file was originally written by ZDimitor.
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// I (Nikolaus Gebhardt) did some few changes to this:
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// - replaced logging calls to their os:: counterparts
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// - removed some logging calls
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// - removed setTexture path and replaced it with the directory of the mesh
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// - added EAMT_MY3D file type
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// - fixed a memory leak when decompressing RLE data.
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// - cleaned multi character constant problems with gcc
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// - removed octree child scene node generation because irrlicht is now able to draw
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// scene nodes with transparent and sold materials in them at the same time. (see changes.txt)
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// Thanks a lot to ZDimitor for his work on this and that he gave me
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// his permission to add it into Irrlicht.
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//--------------------------------------------------------------------------------
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// This tool created by ZDimitor everyone can use it as wants
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//--------------------------------------------------------------------------------
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#ifndef __CMY3D_MESH_FILE_LOADER_H_INCLUDED__
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#define __CMY3D_MESH_FILE_LOADER_H_INCLUDED__
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#ifdef _MSC_VER
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#pragma once
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#endif
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#include "IMeshLoader.h"
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#include "SMesh.h"
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#include "SMeshBufferLightMap.h"
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#include "IFileSystem.h"
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#include "IVideoDriver.h"
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#include "irrString.h"
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#include "ISceneManager.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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// byte-align structures
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#include "irrpack.h"
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struct SMyColor
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{ SMyColor () {;}
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SMyColor (s32 __R, s32 __G, s32 __B, s32 __A)
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: R(__R), G(__G), B(__B), A(__A) {}
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s32 R, G, B, A;
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} PACK_STRUCT;
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// material header
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struct SMyMaterialHeader
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{ c8 Name[256]; // material name
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u32 Index;
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SMyColor AmbientColor;
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SMyColor DiffuseColor;
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SMyColor EmissiveColor;
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SMyColor SpecularColor;
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f32 Shininess;
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f32 Transparency;
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u32 TextureCount; // texture count
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} PACK_STRUCT;
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// Default alignment
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#include "irrunpack.h"
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class CMY3DMeshFileLoader : public IMeshLoader
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{
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public:
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CMY3DMeshFileLoader(ISceneManager *scmgr, io::IFileSystem* fs);
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virtual ~CMY3DMeshFileLoader();
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virtual bool isALoadableFileExtension(const io::path& filename) const _IRR_OVERRIDE_;
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virtual IAnimatedMesh* createMesh(io::IReadFile* file) _IRR_OVERRIDE_;
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//! getting access to the nodes (with transparent material), creating
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//! while loading .my3d file
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const core::array<ISceneNode*>& getChildNodes() const;
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private:
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video::ITexture* readEmbeddedLightmap(io::IReadFile* file, char* namebuf);
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scene::ISceneManager* SceneManager;
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io::IFileSystem* FileSystem;
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struct SMyMaterialEntry
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{
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SMyMaterialEntry ()
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: Texture1FileName("null"), Texture2FileName("null"),
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Texture1(0), Texture2(0), MaterialType(video::EMT_SOLID) {
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Header.Name[0] = 0;
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}
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SMyMaterialHeader Header;
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core::stringc Texture1FileName;
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core::stringc Texture2FileName;
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video::ITexture *Texture1;
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video::ITexture *Texture2;
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video::E_MATERIAL_TYPE MaterialType;
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};
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struct SMyMeshBufferEntry
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{
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SMyMeshBufferEntry() : MaterialIndex(-1), MeshBuffer(0) {}
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SMyMeshBufferEntry(s32 mi, SMeshBufferLightMap* mb)
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: MaterialIndex(mi), MeshBuffer(mb) {}
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s32 MaterialIndex;
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SMeshBufferLightMap* MeshBuffer;
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};
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SMyMaterialEntry* getMaterialEntryByIndex (u32 matInd);
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SMeshBufferLightMap* getMeshBufferByMaterialIndex(u32 matInd);
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core::array<SMyMaterialEntry> MaterialEntry;
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core::array<SMyMeshBufferEntry> MeshBufferEntry;
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core::array<ISceneNode*> ChildNodes;
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};
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} // end namespace scene
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} // end namespace irr
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#endif // __CMY3D_MESH_FILE_LOADER_H_INCLUDED__
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