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-rw-r--r-- | libraries/irrlicht-1.8/source/Irrlicht/CQuake3ShaderSceneNode.h | 118 |
1 files changed, 0 insertions, 118 deletions
diff --git a/libraries/irrlicht-1.8/source/Irrlicht/CQuake3ShaderSceneNode.h b/libraries/irrlicht-1.8/source/Irrlicht/CQuake3ShaderSceneNode.h deleted file mode 100644 index 8847216..0000000 --- a/libraries/irrlicht-1.8/source/Irrlicht/CQuake3ShaderSceneNode.h +++ /dev/null | |||
@@ -1,118 +0,0 @@ | |||
1 | // Copyright (C) 2002-2012 Nikolaus Gebhardt / Thomas Alten | ||
2 | // This file is part of the "Irrlicht Engine". | ||
3 | // For conditions of distribution and use, see copyright notice in irrlicht.h | ||
4 | |||
5 | #ifndef __C_QUAKE3_SCENE_NODE_H_INCLUDED__ | ||
6 | #define __C_QUAKE3_SCENE_NODE_H_INCLUDED__ | ||
7 | |||
8 | #include "IMeshSceneNode.h" | ||
9 | #include "IQ3Shader.h" | ||
10 | #include "IFileSystem.h" | ||
11 | #include "SMeshBuffer.h" | ||
12 | #include "SMeshBufferLightMap.h" | ||
13 | #include "SMesh.h" | ||
14 | #include "ISceneManager.h" | ||
15 | |||
16 | namespace irr | ||
17 | { | ||
18 | namespace scene | ||
19 | { | ||
20 | |||
21 | //! Scene node which is a quake3 shader. | ||
22 | class CQuake3ShaderSceneNode : public scene::IMeshSceneNode | ||
23 | { | ||
24 | public: | ||
25 | |||
26 | CQuake3ShaderSceneNode( ISceneNode* parent, ISceneManager* mgr, s32 id, | ||
27 | io::IFileSystem* fileSystem, | ||
28 | const IMeshBuffer* original, | ||
29 | const quake3::IShader* shader | ||
30 | ); | ||
31 | |||
32 | virtual ~CQuake3ShaderSceneNode(); | ||
33 | |||
34 | virtual void OnRegisterSceneNode(); | ||
35 | virtual void render(); | ||
36 | virtual void OnAnimate(u32 timeMs); | ||
37 | virtual const core::aabbox3d<f32>& getBoundingBox() const; | ||
38 | |||
39 | virtual u32 getMaterialCount() const; | ||
40 | virtual video::SMaterial& getMaterial(u32 i); | ||
41 | |||
42 | //! Returns type of the scene node | ||
43 | virtual ESCENE_NODE_TYPE getType() const { return ESNT_Q3SHADER_SCENE_NODE; } | ||
44 | |||
45 | virtual void setMesh(IMesh* mesh){} | ||
46 | virtual IMesh* getMesh() { return Mesh; } | ||
47 | virtual void setReadOnlyMaterials(bool readonly) {} | ||
48 | virtual bool isReadOnlyMaterials() const { return true; } | ||
49 | |||
50 | //! Creates shadow volume scene node as child of this node | ||
51 | //! and returns a pointer to it. | ||
52 | virtual IShadowVolumeSceneNode* addShadowVolumeSceneNode(const IMesh* shadowMesh, | ||
53 | s32 id, bool zfailmethod=true, f32 infinity=10000.0f); | ||
54 | |||
55 | //! Removes a child from this scene node. | ||
56 | //! Implemented here, to be able to remove the shadow properly, if there is one, | ||
57 | //! or to remove attached childs. | ||
58 | virtual bool removeChild(ISceneNode* child); | ||
59 | |||
60 | private: | ||
61 | const quake3::IShader* Shader; | ||
62 | SMesh *Mesh; | ||
63 | IShadowVolumeSceneNode* Shadow; | ||
64 | const SMeshBufferLightMap* Original; | ||
65 | SMeshBuffer* MeshBuffer; | ||
66 | core::vector3df MeshOffset; | ||
67 | |||
68 | struct SQ3Texture | ||
69 | { | ||
70 | SQ3Texture () : | ||
71 | TextureIndex ( 0 ), | ||
72 | TextureFrequency(0.f), | ||
73 | TextureAddressMode( video::ETC_REPEAT ) | ||
74 | { | ||
75 | Texture.setAllocStrategy ( core::ALLOC_STRATEGY_SAFE ); | ||
76 | } | ||
77 | |||
78 | quake3::tTexArray Texture; | ||
79 | |||
80 | u32 TextureIndex; | ||
81 | f32 TextureFrequency; | ||
82 | video::E_TEXTURE_CLAMP TextureAddressMode; // Wrapping/Clamping | ||
83 | }; | ||
84 | |||
85 | core::array< SQ3Texture > Q3Texture; | ||
86 | |||
87 | void loadTextures ( io::IFileSystem * fileSystem ); | ||
88 | void addBuffer ( scene::SMeshBufferLightMap * buffer ); | ||
89 | void cloneBuffer ( scene::SMeshBuffer *dest, const scene::SMeshBufferLightMap * buffer, bool translateCenter ); | ||
90 | |||
91 | void deformvertexes_wave ( f32 dt, quake3::SModifierFunction &function ); | ||
92 | void deformvertexes_move ( f32 dt, quake3::SModifierFunction &function ); | ||
93 | void deformvertexes_bulge( f32 dt, quake3::SModifierFunction &function ); | ||
94 | void deformvertexes_autosprite( f32 dt, quake3::SModifierFunction &function ); | ||
95 | void deformvertexes_autosprite2( f32 dt, quake3::SModifierFunction &function ); | ||
96 | void deformvertexes_normal ( f32 dt, quake3::SModifierFunction &function ); | ||
97 | |||
98 | void vertextransform_tcgen ( f32 dt, quake3::SModifierFunction &function ); | ||
99 | void vertextransform_rgbgen ( f32 dt, quake3::SModifierFunction &function ); | ||
100 | void vertextransform_alphagen ( f32 dt, quake3::SModifierFunction &function ); | ||
101 | |||
102 | void transformtex ( const core::matrix4 &m, const u32 clamp ); | ||
103 | |||
104 | f32 TimeAbs; | ||
105 | |||
106 | void animate( u32 stage, core::matrix4 &texture ); | ||
107 | |||
108 | E_SCENE_NODE_RENDER_PASS getRenderStage() const; | ||
109 | |||
110 | }; | ||
111 | |||
112 | |||
113 | } // end namespace scene | ||
114 | } // end namespace irr | ||
115 | |||
116 | |||
117 | #endif | ||
118 | |||