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1// Copyright (C) 2006-2012 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 __I_Q3_LEVEL_SHADER_H_INCLUDED__
6#define __I_Q3_LEVEL_SHADER_H_INCLUDED__
7
8#include "irrArray.h"
9#include "fast_atof.h"
10#include "IFileSystem.h"
11#include "IVideoDriver.h"
12#include "coreutil.h"
13
14namespace irr
15{
16namespace scene
17{
18namespace quake3
19{
20
21 static core::stringc irrEmptyStringc("");
22
23 //! Hold the different Mesh Types used for getMesh
24 enum eQ3MeshIndex
25 {
26 E_Q3_MESH_GEOMETRY = 0,
27 E_Q3_MESH_ITEMS,
28 E_Q3_MESH_BILLBOARD,
29 E_Q3_MESH_FOG,
30 E_Q3_MESH_UNRESOLVED,
31 E_Q3_MESH_SIZE
32 };
33
34 /*! used to customize Quake3 BSP Loader
35 */
36
37 struct Q3LevelLoadParameter
38 {
39 Q3LevelLoadParameter ()
40 :defaultLightMapMaterial ( video::EMT_LIGHTMAP_M4 ),
41 defaultModulate ( video::EMFN_MODULATE_4X ),
42 defaultFilter ( video::EMF_BILINEAR_FILTER ),
43 patchTesselation ( 8 ),
44 verbose ( 0 ),
45 startTime ( 0 ), endTime ( 0 ),
46 mergeShaderBuffer ( 1 ),
47 cleanUnResolvedMeshes ( 1 ),
48 loadAllShaders ( 0 ),
49 loadSkyShader ( 0 ),
50 alpharef ( 1 ),
51 swapLump ( 0 ),
52 #ifdef __BIG_ENDIAN__
53 swapHeader ( 1 )
54 #else
55 swapHeader ( 0 )
56 #endif
57 {
58 memcpy ( scriptDir, "scripts\x0", 8 );
59 }
60
61 video::E_MATERIAL_TYPE defaultLightMapMaterial;
62 video::E_MODULATE_FUNC defaultModulate;
63 video::E_MATERIAL_FLAG defaultFilter;
64 s32 patchTesselation;
65 s32 verbose;
66 u32 startTime;
67 u32 endTime;
68 s32 mergeShaderBuffer;
69 s32 cleanUnResolvedMeshes;
70 s32 loadAllShaders;
71 s32 loadSkyShader;
72 s32 alpharef;
73 s32 swapLump;
74 s32 swapHeader;
75 c8 scriptDir [ 64 ];
76 };
77
78 // some useful typedefs
79 typedef core::array< core::stringc > tStringList;
80 typedef core::array< video::ITexture* > tTexArray;
81
82 // string helper.. TODO: move to generic files
83 inline s16 isEqual ( const core::stringc &string, u32 &pos, const c8 *list[], u16 listSize )
84 {
85 const char * in = string.c_str () + pos;
86
87 for ( u16 i = 0; i != listSize; ++i )
88 {
89 if (string.size() < pos)
90 return -2;
91 u32 len = (u32) strlen ( list[i] );
92 if (string.size() < pos+len)
93 continue;
94 if ( in [len] != 0 && in [len] != ' ' )
95 continue;
96 if ( strncmp ( in, list[i], len ) )
97 continue;
98
99 pos += len + 1;
100 return (s16) i;
101 }
102 return -2;
103 }
104
105 inline f32 getAsFloat ( const core::stringc &string, u32 &pos )
106 {
107 const char * in = string.c_str () + pos;
108
109 f32 value = 0.f;
110 pos += (u32) ( core::fast_atof_move ( in, value ) - in ) + 1;
111 return value;
112 }
113
114 //! get a quake3 vector translated to irrlicht position (x,-z,y )
115 inline core::vector3df getAsVector3df ( const core::stringc &string, u32 &pos )
116 {
117 core::vector3df v;
118
119 v.X = getAsFloat ( string, pos );
120 v.Z = getAsFloat ( string, pos );
121 v.Y = getAsFloat ( string, pos );
122
123 return v;
124 }
125
126
127 /*
128 extract substrings
129 */
130 inline void getAsStringList ( tStringList &list, s32 max, const core::stringc &string, u32 &startPos )
131 {
132 list.clear ();
133
134 s32 finish = 0;
135 s32 endPos;
136 do
137 {
138 endPos = string.findNext ( ' ', startPos );
139 if ( endPos == -1 )
140 {
141 finish = 1;
142 endPos = string.size();
143 }
144
145 list.push_back ( string.subString ( startPos, endPos - startPos ) );
146 startPos = endPos + 1;
147
148 if ( list.size() >= (u32) max )
149 finish = 1;
150
151 } while ( !finish );
152
153 }
154
155 //! A blend function for a q3 shader.
156 struct SBlendFunc
157 {
158 SBlendFunc ( video::E_MODULATE_FUNC mod )
159 : type ( video::EMT_SOLID ), modulate ( mod ),
160 param0( 0.f ),
161 isTransparent ( 0 ) {}
162
163 video::E_MATERIAL_TYPE type;
164 video::E_MODULATE_FUNC modulate;
165
166 f32 param0;
167 u32 isTransparent;
168 };
169
170 // parses the content of Variable cull
171 inline bool getCullingFunction ( const core::stringc &cull )
172 {
173 if ( cull.size() == 0 )
174 return true;
175
176 bool ret = true;
177 static const c8 * funclist[] = { "none", "disable", "twosided" };
178
179 u32 pos = 0;
180 switch ( isEqual ( cull, pos, funclist, 3 ) )
181 {
182 case 0:
183 case 1:
184 case 2:
185 ret = false;
186 break;
187 }
188 return ret;
189 }
190
191 // parses the content of Variable depthfunc
192 // return a z-test
193 inline u8 getDepthFunction ( const core::stringc &string )
194 {
195 u8 ret = video::ECFN_LESSEQUAL;
196
197 if ( string.size() == 0 )
198 return ret;
199
200 static const c8 * funclist[] = { "lequal","equal" };
201
202 u32 pos = 0;
203 switch ( isEqual ( string, pos, funclist, 2 ) )
204 {
205 case 0:
206 ret = video::ECFN_LESSEQUAL;
207 break;
208 case 1:
209 ret = video::ECFN_EQUAL;
210 break;
211 }
212 return ret;
213 }
214
215
216 /*!
217 parses the content of Variable blendfunc,alphafunc
218 it also make a hint for rendering as transparent or solid node.
219
220 we assume a typical quake scene would look like this..
221 1) Big Static Mesh ( solid )
222 2) static scene item ( may use transparency ) but rendered in the solid pass
223 3) additional transparency item in the transparent pass
224
225 it's not 100% accurate! it just empirical..
226 */
227 inline static void getBlendFunc ( const core::stringc &string, SBlendFunc &blendfunc )
228 {
229 if ( string.size() == 0 )
230 return;
231
232 // maps to E_BLEND_FACTOR
233 static const c8 * funclist[] =
234 {
235 "gl_zero",
236 "gl_one",
237 "gl_dst_color",
238 "gl_one_minus_dst_color",
239 "gl_src_color",
240 "gl_one_minus_src_color",
241 "gl_src_alpha",
242 "gl_one_minus_src_alpha",
243 "gl_dst_alpha",
244 "gl_one_minus_dst_alpha",
245 "gl_src_alpha_sat",
246
247 "add",
248 "filter",
249 "blend",
250
251 "ge128",
252 "gt0",
253 };
254
255
256 u32 pos = 0;
257 s32 srcFact = isEqual ( string, pos, funclist, 16 );
258
259 if ( srcFact < 0 )
260 return;
261
262 u32 resolved = 0;
263 s32 dstFact = isEqual ( string, pos, funclist, 16 );
264
265 switch ( srcFact )
266 {
267 case video::EBF_ZERO:
268 switch ( dstFact )
269 {
270 // gl_zero gl_src_color == gl_dst_color gl_zero
271 case video::EBF_SRC_COLOR:
272 blendfunc.type = video::EMT_ONETEXTURE_BLEND;
273 blendfunc.param0 = video::pack_textureBlendFunc ( video::EBF_DST_COLOR, video::EBF_ZERO, blendfunc.modulate );
274 blendfunc.isTransparent = 1;
275 resolved = 1;
276 break;
277 } break;
278
279 case video::EBF_ONE:
280 switch ( dstFact )
281 {
282 // gl_one gl_zero
283 case video::EBF_ZERO:
284 blendfunc.type = video::EMT_SOLID;
285 blendfunc.isTransparent = 0;
286 resolved = 1;
287 break;
288
289 // gl_one gl_one
290 case video::EBF_ONE:
291 blendfunc.type = video::EMT_TRANSPARENT_ADD_COLOR;
292 blendfunc.isTransparent = 1;
293 resolved = 1;
294 break;
295 } break;
296
297 case video::EBF_SRC_ALPHA:
298 switch ( dstFact )
299 {
300 // gl_src_alpha gl_one_minus_src_alpha
301 case video::EBF_ONE_MINUS_SRC_ALPHA:
302 blendfunc.type = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
303 blendfunc.param0 = 1.f/255.f;
304 blendfunc.isTransparent = 1;
305 resolved = 1;
306 break;
307 } break;
308
309 case 11:
310 // add
311 blendfunc.type = video::EMT_TRANSPARENT_ADD_COLOR;
312 blendfunc.isTransparent = 1;
313 resolved = 1;
314 break;
315 case 12:
316 // filter = gl_dst_color gl_zero or gl_zero gl_src_color
317 blendfunc.type = video::EMT_ONETEXTURE_BLEND;
318 blendfunc.param0 = video::pack_textureBlendFunc ( video::EBF_DST_COLOR, video::EBF_ZERO, blendfunc.modulate );
319 blendfunc.isTransparent = 1;
320 resolved = 1;
321 break;
322 case 13:
323 // blend = gl_src_alpha gl_one_minus_src_alpha
324 blendfunc.type = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
325 blendfunc.param0 = 1.f/255.f;
326 blendfunc.isTransparent = 1;
327 resolved = 1;
328 break;
329 case 14:
330 // alphafunc ge128
331 blendfunc.type = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
332 blendfunc.param0 = 0.5f;
333 blendfunc.isTransparent = 1;
334 resolved = 1;
335 break;
336 case 15:
337 // alphafunc gt0
338 blendfunc.type = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
339 blendfunc.param0 = 1.f / 255.f;
340 blendfunc.isTransparent = 1;
341 resolved = 1;
342 break;
343
344 }
345
346 // use the generic blender
347 if ( 0 == resolved )
348 {
349 blendfunc.type = video::EMT_ONETEXTURE_BLEND;
350 blendfunc.param0 = video::pack_textureBlendFunc (
351 (video::E_BLEND_FACTOR) srcFact,
352 (video::E_BLEND_FACTOR) dstFact,
353 blendfunc.modulate);
354
355 blendfunc.isTransparent = 1;
356 }
357 }
358
359 // random noise [-1;1]
360 struct Noiser
361 {
362 static f32 get ()
363 {
364 static u32 RandomSeed = 0x69666966;
365 RandomSeed = (RandomSeed * 3631 + 1);
366
367 f32 value = ( (f32) (RandomSeed & 0x7FFF ) * (1.0f / (f32)(0x7FFF >> 1) ) ) - 1.f;
368 return value;
369 }
370 };
371
372 enum eQ3ModifierFunction
373 {
374 TCMOD = 0,
375 DEFORMVERTEXES = 1,
376 RGBGEN = 2,
377 TCGEN = 3,
378 MAP = 4,
379 ALPHAGEN = 5,
380
381 FUNCTION2 = 0x10,
382 SCROLL = FUNCTION2 + 1,
383 SCALE = FUNCTION2 + 2,
384 ROTATE = FUNCTION2 + 3,
385 STRETCH = FUNCTION2 + 4,
386 TURBULENCE = FUNCTION2 + 5,
387 WAVE = FUNCTION2 + 6,
388
389 IDENTITY = FUNCTION2 + 7,
390 VERTEX = FUNCTION2 + 8,
391 TEXTURE = FUNCTION2 + 9,
392 LIGHTMAP = FUNCTION2 + 10,
393 ENVIRONMENT = FUNCTION2 + 11,
394 DOLLAR_LIGHTMAP = FUNCTION2 + 12,
395 BULGE = FUNCTION2 + 13,
396 AUTOSPRITE = FUNCTION2 + 14,
397 AUTOSPRITE2 = FUNCTION2 + 15,
398 TRANSFORM = FUNCTION2 + 16,
399 EXACTVERTEX = FUNCTION2 + 17,
400 CONSTANT = FUNCTION2 + 18,
401 LIGHTINGSPECULAR = FUNCTION2 + 19,
402 MOVE = FUNCTION2 + 20,
403 NORMAL = FUNCTION2 + 21,
404 IDENTITYLIGHTING = FUNCTION2 + 22,
405
406 WAVE_MODIFIER_FUNCTION = 0x30,
407 SINUS = WAVE_MODIFIER_FUNCTION + 1,
408 COSINUS = WAVE_MODIFIER_FUNCTION + 2,
409 SQUARE = WAVE_MODIFIER_FUNCTION + 3,
410 TRIANGLE = WAVE_MODIFIER_FUNCTION + 4,
411 SAWTOOTH = WAVE_MODIFIER_FUNCTION + 5,
412 SAWTOOTH_INVERSE = WAVE_MODIFIER_FUNCTION + 6,
413 NOISE = WAVE_MODIFIER_FUNCTION + 7,
414
415
416 UNKNOWN = -2
417
418 };
419
420 struct SModifierFunction
421 {
422 SModifierFunction ()
423 : masterfunc0 ( UNKNOWN ), masterfunc1( UNKNOWN ), func ( SINUS ),
424 tcgen( TEXTURE ), rgbgen ( IDENTITY ), alphagen ( UNKNOWN ),
425 base ( 0 ), amp ( 1 ), phase ( 0 ), frequency ( 1 ),
426 wave ( 1 ),
427 x ( 0 ), y ( 0 ), z( 0 ), count( 0 ) {}
428
429 // "tcmod","deformvertexes","rgbgen", "tcgen"
430 eQ3ModifierFunction masterfunc0;
431 // depends
432 eQ3ModifierFunction masterfunc1;
433 // depends
434 eQ3ModifierFunction func;
435
436 eQ3ModifierFunction tcgen;
437 eQ3ModifierFunction rgbgen;
438 eQ3ModifierFunction alphagen;
439
440 union
441 {
442 f32 base;
443 f32 bulgewidth;
444 };
445
446 union
447 {
448 f32 amp;
449 f32 bulgeheight;
450 };
451
452 f32 phase;
453
454 union
455 {
456 f32 frequency;
457 f32 bulgespeed;
458 };
459
460 union
461 {
462 f32 wave;
463 f32 div;
464 };
465
466 f32 x;
467 f32 y;
468 f32 z;
469 u32 count;
470
471 f32 evaluate ( f32 dt ) const
472 {
473 // phase in 0 and 1..
474 f32 x = core::fract( (dt + phase ) * frequency );
475 f32 y = 0.f;
476
477 switch ( func )
478 {
479 case SINUS:
480 y = sinf ( x * core::PI * 2.f );
481 break;
482 case COSINUS:
483 y = cosf ( x * core::PI * 2.f );
484 break;
485 case SQUARE:
486 y = x < 0.5f ? 1.f : -1.f;
487 break;
488 case TRIANGLE:
489 y = x < 0.5f ? ( 4.f * x ) - 1.f : ( -4.f * x ) + 3.f;
490 break;
491 case SAWTOOTH:
492 y = x;
493 break;
494 case SAWTOOTH_INVERSE:
495 y = 1.f - x;
496 break;
497 case NOISE:
498 y = Noiser::get();
499 break;
500 default:
501 break;
502 }
503
504 return base + ( y * amp );
505 }
506
507
508 };
509
510 inline core::vector3df getMD3Normal ( u32 i, u32 j )
511 {
512 const f32 lng = i * 2.0f * core::PI / 255.0f;
513 const f32 lat = j * 2.0f * core::PI / 255.0f;
514 return core::vector3df(cosf ( lat ) * sinf ( lng ),
515 sinf ( lat ) * sinf ( lng ),
516 cosf ( lng ));
517 }
518
519 //
520 inline void getModifierFunc ( SModifierFunction& fill, const core::stringc &string, u32 &pos )
521 {
522 if ( string.size() == 0 )
523 return;
524
525 static const c8 * funclist[] =
526 {
527 "sin","cos","square",
528 "triangle", "sawtooth","inversesawtooth", "noise"
529 };
530
531 fill.func = (eQ3ModifierFunction) isEqual ( string,pos, funclist,7 );
532 fill.func = fill.func == UNKNOWN ? SINUS : (eQ3ModifierFunction) ((u32) fill.func + WAVE_MODIFIER_FUNCTION + 1);
533
534 fill.base = getAsFloat ( string, pos );
535 fill.amp = getAsFloat ( string, pos );
536 fill.phase = getAsFloat ( string, pos );
537 fill.frequency = getAsFloat ( string, pos );
538 }
539
540
541 // name = "a b c .."
542 struct SVariable
543 {
544 core::stringc name;
545 core::stringc content;
546
547 SVariable ( const c8 * n, const c8 *c = 0 ) : name ( n ), content (c) {}
548 virtual ~SVariable () {}
549
550 void clear ()
551 {
552 name = "";
553 content = "";
554 }
555
556 s32 isValid () const
557 {
558 return name.size();
559 }
560
561 bool operator == ( const SVariable &other ) const
562 {
563 return 0 == strcmp ( name.c_str(), other.name.c_str () );
564 }
565
566 bool operator < ( const SVariable &other ) const
567 {
568 return 0 > strcmp ( name.c_str(), other.name.c_str () );
569 }
570
571 };
572
573
574 // string database. "a" = "Hello", "b" = "1234.6"
575 struct SVarGroup
576 {
577 SVarGroup () { Variable.setAllocStrategy ( core::ALLOC_STRATEGY_SAFE ); }
578 virtual ~SVarGroup () {}
579
580 u32 isDefined ( const c8 * name, const c8 * content = 0 ) const
581 {
582 for ( u32 i = 0; i != Variable.size (); ++i )
583 {
584 if ( 0 == strcmp ( Variable[i].name.c_str(), name ) &&
585 ( 0 == content || strstr ( Variable[i].content.c_str(), content ) )
586 )
587 {
588 return i + 1;
589 }
590 }
591 return 0;
592 }
593
594 // searches for Variable name and returns is content
595 // if Variable is not found a reference to an Empty String is returned
596 const core::stringc &get( const c8 * name ) const
597 {
598 SVariable search ( name );
599 s32 index = Variable.linear_search ( search );
600 if ( index < 0 )
601 return irrEmptyStringc;
602
603 return Variable [ index ].content;
604 }
605
606 // set the Variable name
607 void set ( const c8 * name, const c8 * content = 0 )
608 {
609 u32 index = isDefined ( name, 0 );
610 if ( 0 == index )
611 {
612 Variable.push_back ( SVariable ( name, content ) );
613 }
614 else
615 {
616 Variable [ index ].content = content;
617 }
618 }
619
620
621 core::array < SVariable > Variable;
622 };
623
624 //! holding a group a variable
625 struct SVarGroupList: public IReferenceCounted
626 {
627 SVarGroupList ()
628 {
629 VariableGroup.setAllocStrategy ( core::ALLOC_STRATEGY_SAFE );
630 }
631 virtual ~SVarGroupList () {}
632
633 core::array < SVarGroup > VariableGroup;
634 };
635
636
637 //! A Parsed Shader Holding Variables ordered in Groups
638 struct IShader
639 {
640 IShader ()
641 : ID ( 0 ), VarGroup ( 0 ) {}
642 virtual ~IShader () {}
643
644 void operator = (const IShader &other )
645 {
646 ID = other.ID;
647 VarGroup = other.VarGroup;
648 name = other.name;
649 }
650
651 bool operator == (const IShader &other ) const
652 {
653 return 0 == strcmp ( name.c_str(), other.name.c_str () );
654 //return name == other.name;
655 }
656
657 bool operator < (const IShader &other ) const
658 {
659 return strcmp ( name.c_str(), other.name.c_str () ) < 0;
660 //return name < other.name;
661 }
662
663 u32 getGroupSize () const
664 {
665 if ( 0 == VarGroup )
666 return 0;
667 return VarGroup->VariableGroup.size ();
668 }
669
670 const SVarGroup * getGroup ( u32 stage ) const
671 {
672 if ( 0 == VarGroup || stage >= VarGroup->VariableGroup.size () )
673 return 0;
674
675 return &VarGroup->VariableGroup [ stage ];
676 }
677
678 // id
679 s32 ID;
680 SVarGroupList *VarGroup; // reference
681
682 // Shader: shader name ( also first variable in first Vargroup )
683 // Entity: classname ( variable in Group(1) )
684 core::stringc name;
685 };
686
687 typedef IShader IEntity;
688
689 typedef core::array < IEntity > tQ3EntityList;
690
691 /*
692 dump shader like original layout, regardless of internal data holding
693 no recursive folding..
694 */
695 inline void dumpVarGroup ( core::stringc &dest, const SVarGroup * group, s32 stack )
696 {
697 core::stringc buf;
698 s32 i;
699
700
701 if ( stack > 0 )
702 {
703 buf = "";
704 for ( i = 0; i < stack - 1; ++i )
705 buf += '\t';
706
707 buf += "{\n";
708 dest.append ( buf );
709 }
710
711 for ( u32 g = 0; g != group->Variable.size(); ++g )
712 {
713 buf = "";
714 for ( i = 0; i < stack; ++i )
715 buf += '\t';
716
717 buf += group->Variable[g].name;
718 buf += " ";
719 buf += group->Variable[g].content;
720 buf += "\n";
721 dest.append ( buf );
722 }
723
724 if ( stack > 1 )
725 {
726 buf = "";
727 for ( i = 0; i < stack - 1; ++i )
728 buf += '\t';
729
730 buf += "}\n";
731 dest.append ( buf );
732 }
733
734 }
735
736 /*!
737 dump a Shader or an Entity
738 */
739 inline core::stringc & dumpShader ( core::stringc &dest, const IShader * shader, bool entity = false )
740 {
741 if ( 0 == shader )
742 return dest;
743
744 const SVarGroup * group;
745
746 const u32 size = shader->VarGroup->VariableGroup.size ();
747 for ( u32 i = 0; i != size; ++i )
748 {
749 group = &shader->VarGroup->VariableGroup[ i ];
750 dumpVarGroup ( dest, group, core::clamp( (int)i, 0, 2 ) );
751 }
752
753 if ( !entity )
754 {
755 if ( size <= 1 )
756 {
757 dest.append ( "{\n" );
758 }
759 dest.append ( "}\n" );
760 }
761 return dest;
762 }
763
764
765 /*
766 quake3 doesn't care much about tga & jpg
767 load one or multiple files stored in name started at startPos to the texture array textures
768 if texture is not loaded 0 will be added ( to find missing textures easier)
769 */
770 inline void getTextures(tTexArray &textures,
771 const core::stringc &name, u32 &startPos,
772 io::IFileSystem *fileSystem,
773 video::IVideoDriver* driver)
774 {
775 static const char* extension[] =
776 {
777 ".jpg",
778 ".jpeg",
779 ".png",
780 ".dds",
781 ".tga",
782 ".bmp",
783 ".pcx"
784 };
785
786 tStringList stringList;
787 getAsStringList(stringList, -1, name, startPos);
788
789 textures.clear();
790
791 io::path loadFile;
792 for ( u32 i = 0; i!= stringList.size (); ++i )
793 {
794 video::ITexture* texture = 0;
795 for (u32 g = 0; g != 7 ; ++g)
796 {
797 core::cutFilenameExtension ( loadFile, stringList[i] );
798
799 if ( loadFile == "$whiteimage" )
800 {
801 texture = driver->getTexture( "$whiteimage" );
802 if ( 0 == texture )
803 {
804 core::dimension2du s ( 2, 2 );
805 u32 image[4] = { 0xFFFFFFFF, 0xFFFFFFFF,0xFFFFFFFF,0xFFFFFFFF };
806 video::IImage* w = driver->createImageFromData ( video::ECF_A8R8G8B8, s,&image );
807 texture = driver->addTexture( "$whiteimage", w );
808 w->drop ();
809 }
810
811 }
812 else
813 if ( loadFile == "$redimage" )
814 {
815 texture = driver->getTexture( "$redimage" );
816 if ( 0 == texture )
817 {
818 core::dimension2du s ( 2, 2 );
819 u32 image[4] = { 0xFFFF0000, 0xFFFF0000,0xFFFF0000,0xFFFF0000 };
820 video::IImage* w = driver->createImageFromData ( video::ECF_A8R8G8B8, s,&image );
821 texture = driver->addTexture( "$redimage", w );
822 w->drop ();
823 }
824 }
825 else
826 if ( loadFile == "$blueimage" )
827 {
828 texture = driver->getTexture( "$blueimage" );
829 if ( 0 == texture )
830 {
831 core::dimension2du s ( 2, 2 );
832 u32 image[4] = { 0xFF0000FF, 0xFF0000FF,0xFF0000FF,0xFF0000FF };
833 video::IImage* w = driver->createImageFromData ( video::ECF_A8R8G8B8, s,&image );
834 texture = driver->addTexture( "$blueimage", w );
835 w->drop ();
836 }
837 }
838 else
839 if ( loadFile == "$checkerimage" )
840 {
841 texture = driver->getTexture( "$checkerimage" );
842 if ( 0 == texture )
843 {
844 core::dimension2du s ( 2, 2 );
845 u32 image[4] = { 0xFFFFFFFF, 0xFF000000,0xFF000000,0xFFFFFFFF };
846 video::IImage* w = driver->createImageFromData ( video::ECF_A8R8G8B8, s,&image );
847 texture = driver->addTexture( "$checkerimage", w );
848 w->drop ();
849 }
850 }
851 else
852 if ( loadFile == "$lightmap" )
853 {
854 texture = 0;
855 }
856 else
857 {
858 loadFile.append ( extension[g] );
859 }
860
861 if ( fileSystem->existFile ( loadFile ) )
862 {
863 texture = driver->getTexture( loadFile );
864 if ( texture )
865 break;
866 texture = 0;
867 }
868 }
869 // take 0 Texture
870 textures.push_back(texture);
871 }
872 }
873
874
875 //! Manages various Quake3 Shader Styles
876 class IShaderManager : public IReferenceCounted
877 {
878 };
879
880} // end namespace quake3
881} // end namespace scene
882} // end namespace irr
883
884#endif
885