From 393b5cd1dc438872af89d334ef6e5fcc59f27d47 Mon Sep 17 00:00:00 2001 From: David Walter Seikel Date: Sun, 13 Jan 2013 17:24:39 +1000 Subject: Added Irrlicht 1.8, but without all the Windows binaries. --- libraries/irrlicht-1.8/include/IQ3Shader.h | 884 +++++++++++++++++++++++++++++ 1 file changed, 884 insertions(+) create mode 100644 libraries/irrlicht-1.8/include/IQ3Shader.h (limited to 'libraries/irrlicht-1.8/include/IQ3Shader.h') diff --git a/libraries/irrlicht-1.8/include/IQ3Shader.h b/libraries/irrlicht-1.8/include/IQ3Shader.h new file mode 100644 index 0000000..080471a --- /dev/null +++ b/libraries/irrlicht-1.8/include/IQ3Shader.h @@ -0,0 +1,884 @@ +// Copyright (C) 2006-2012 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 __I_Q3_LEVEL_SHADER_H_INCLUDED__ +#define __I_Q3_LEVEL_SHADER_H_INCLUDED__ + +#include "irrArray.h" +#include "fast_atof.h" +#include "IFileSystem.h" +#include "IVideoDriver.h" +#include "coreutil.h" + +namespace irr +{ +namespace scene +{ +namespace quake3 +{ + + static core::stringc irrEmptyStringc(""); + + //! Hold the different Mesh Types used for getMesh + enum eQ3MeshIndex + { + E_Q3_MESH_GEOMETRY = 0, + E_Q3_MESH_ITEMS, + E_Q3_MESH_BILLBOARD, + E_Q3_MESH_FOG, + E_Q3_MESH_UNRESOLVED, + E_Q3_MESH_SIZE + }; + + /*! used to customize Quake3 BSP Loader + */ + + struct Q3LevelLoadParameter + { + Q3LevelLoadParameter () + :defaultLightMapMaterial ( video::EMT_LIGHTMAP_M4 ), + defaultModulate ( video::EMFN_MODULATE_4X ), + defaultFilter ( video::EMF_BILINEAR_FILTER ), + patchTesselation ( 8 ), + verbose ( 0 ), + startTime ( 0 ), endTime ( 0 ), + mergeShaderBuffer ( 1 ), + cleanUnResolvedMeshes ( 1 ), + loadAllShaders ( 0 ), + loadSkyShader ( 0 ), + alpharef ( 1 ), + swapLump ( 0 ), + #ifdef __BIG_ENDIAN__ + swapHeader ( 1 ) + #else + swapHeader ( 0 ) + #endif + { + memcpy ( scriptDir, "scripts\x0", 8 ); + } + + video::E_MATERIAL_TYPE defaultLightMapMaterial; + video::E_MODULATE_FUNC defaultModulate; + video::E_MATERIAL_FLAG defaultFilter; + s32 patchTesselation; + s32 verbose; + u32 startTime; + u32 endTime; + s32 mergeShaderBuffer; + s32 cleanUnResolvedMeshes; + s32 loadAllShaders; + s32 loadSkyShader; + s32 alpharef; + s32 swapLump; + s32 swapHeader; + c8 scriptDir [ 64 ]; + }; + + // some useful typedefs + typedef core::array< core::stringc > tStringList; + typedef core::array< video::ITexture* > tTexArray; + + // string helper.. TODO: move to generic files + inline s16 isEqual ( const core::stringc &string, u32 &pos, const c8 *list[], u16 listSize ) + { + const char * in = string.c_str () + pos; + + for ( u16 i = 0; i != listSize; ++i ) + { + if (string.size() < pos) + return -2; + u32 len = (u32) strlen ( list[i] ); + if (string.size() < pos+len) + continue; + if ( in [len] != 0 && in [len] != ' ' ) + continue; + if ( strncmp ( in, list[i], len ) ) + continue; + + pos += len + 1; + return (s16) i; + } + return -2; + } + + inline f32 getAsFloat ( const core::stringc &string, u32 &pos ) + { + const char * in = string.c_str () + pos; + + f32 value = 0.f; + pos += (u32) ( core::fast_atof_move ( in, value ) - in ) + 1; + return value; + } + + //! get a quake3 vector translated to irrlicht position (x,-z,y ) + inline core::vector3df getAsVector3df ( const core::stringc &string, u32 &pos ) + { + core::vector3df v; + + v.X = getAsFloat ( string, pos ); + v.Z = getAsFloat ( string, pos ); + v.Y = getAsFloat ( string, pos ); + + return v; + } + + + /* + extract substrings + */ + inline void getAsStringList ( tStringList &list, s32 max, const core::stringc &string, u32 &startPos ) + { + list.clear (); + + s32 finish = 0; + s32 endPos; + do + { + endPos = string.findNext ( ' ', startPos ); + if ( endPos == -1 ) + { + finish = 1; + endPos = string.size(); + } + + list.push_back ( string.subString ( startPos, endPos - startPos ) ); + startPos = endPos + 1; + + if ( list.size() >= (u32) max ) + finish = 1; + + } while ( !finish ); + + } + + //! A blend function for a q3 shader. + struct SBlendFunc + { + SBlendFunc ( video::E_MODULATE_FUNC mod ) + : type ( video::EMT_SOLID ), modulate ( mod ), + param0( 0.f ), + isTransparent ( 0 ) {} + + video::E_MATERIAL_TYPE type; + video::E_MODULATE_FUNC modulate; + + f32 param0; + u32 isTransparent; + }; + + // parses the content of Variable cull + inline bool getCullingFunction ( const core::stringc &cull ) + { + if ( cull.size() == 0 ) + return true; + + bool ret = true; + static const c8 * funclist[] = { "none", "disable", "twosided" }; + + u32 pos = 0; + switch ( isEqual ( cull, pos, funclist, 3 ) ) + { + case 0: + case 1: + case 2: + ret = false; + break; + } + return ret; + } + + // parses the content of Variable depthfunc + // return a z-test + inline u8 getDepthFunction ( const core::stringc &string ) + { + u8 ret = video::ECFN_LESSEQUAL; + + if ( string.size() == 0 ) + return ret; + + static const c8 * funclist[] = { "lequal","equal" }; + + u32 pos = 0; + switch ( isEqual ( string, pos, funclist, 2 ) ) + { + case 0: + ret = video::ECFN_LESSEQUAL; + case 1: + ret = video::ECFN_EQUAL; + break; + } + return ret; + } + + + /*! + parses the content of Variable blendfunc,alphafunc + it also make a hint for rendering as transparent or solid node. + + we assume a typical quake scene would look like this.. + 1) Big Static Mesh ( solid ) + 2) static scene item ( may use transparency ) but rendered in the solid pass + 3) additional transparency item in the transparent pass + + it's not 100% accurate! it just empirical.. + */ + inline static void getBlendFunc ( const core::stringc &string, SBlendFunc &blendfunc ) + { + if ( string.size() == 0 ) + return; + + // maps to E_BLEND_FACTOR + static const c8 * funclist[] = + { + "gl_zero", + "gl_one", + "gl_dst_color", + "gl_one_minus_dst_color", + "gl_src_color", + "gl_one_minus_src_color", + "gl_src_alpha", + "gl_one_minus_src_alpha", + "gl_dst_alpha", + "gl_one_minus_dst_alpha", + "gl_src_alpha_sat", + + "add", + "filter", + "blend", + + "ge128", + "gt0", + }; + + + u32 pos = 0; + s32 srcFact = isEqual ( string, pos, funclist, 16 ); + + if ( srcFact < 0 ) + return; + + u32 resolved = 0; + s32 dstFact = isEqual ( string, pos, funclist, 16 ); + + switch ( srcFact ) + { + case video::EBF_ZERO: + switch ( dstFact ) + { + // gl_zero gl_src_color == gl_dst_color gl_zero + case video::EBF_SRC_COLOR: + blendfunc.type = video::EMT_ONETEXTURE_BLEND; + blendfunc.param0 = video::pack_textureBlendFunc ( video::EBF_DST_COLOR, video::EBF_ZERO, blendfunc.modulate ); + blendfunc.isTransparent = 1; + resolved = 1; + break; + } break; + + case video::EBF_ONE: + switch ( dstFact ) + { + // gl_one gl_zero + case video::EBF_ZERO: + blendfunc.type = video::EMT_SOLID; + blendfunc.isTransparent = 0; + resolved = 1; + break; + + // gl_one gl_one + case video::EBF_ONE: + blendfunc.type = video::EMT_TRANSPARENT_ADD_COLOR; + blendfunc.isTransparent = 1; + resolved = 1; + break; + } break; + + case video::EBF_SRC_ALPHA: + switch ( dstFact ) + { + // gl_src_alpha gl_one_minus_src_alpha + case video::EBF_ONE_MINUS_SRC_ALPHA: + blendfunc.type = video::EMT_TRANSPARENT_ALPHA_CHANNEL; + blendfunc.param0 = 1.f/255.f; + blendfunc.isTransparent = 1; + resolved = 1; + break; + } break; + + case 11: + // add + blendfunc.type = video::EMT_TRANSPARENT_ADD_COLOR; + blendfunc.isTransparent = 1; + resolved = 1; + break; + case 12: + // filter = gl_dst_color gl_zero or gl_zero gl_src_color + blendfunc.type = video::EMT_ONETEXTURE_BLEND; + blendfunc.param0 = video::pack_textureBlendFunc ( video::EBF_DST_COLOR, video::EBF_ZERO, blendfunc.modulate ); + blendfunc.isTransparent = 1; + resolved = 1; + break; + case 13: + // blend = gl_src_alpha gl_one_minus_src_alpha + blendfunc.type = video::EMT_TRANSPARENT_ALPHA_CHANNEL; + blendfunc.param0 = 1.f/255.f; + blendfunc.isTransparent = 1; + resolved = 1; + break; + case 14: + // alphafunc ge128 + blendfunc.type = video::EMT_TRANSPARENT_ALPHA_CHANNEL; + blendfunc.param0 = 0.5f; + blendfunc.isTransparent = 1; + resolved = 1; + break; + case 15: + // alphafunc gt0 + blendfunc.type = video::EMT_TRANSPARENT_ALPHA_CHANNEL; + blendfunc.param0 = 1.f / 255.f; + blendfunc.isTransparent = 1; + resolved = 1; + break; + + } + + // use the generic blender + if ( 0 == resolved ) + { + blendfunc.type = video::EMT_ONETEXTURE_BLEND; + blendfunc.param0 = video::pack_textureBlendFunc ( + (video::E_BLEND_FACTOR) srcFact, + (video::E_BLEND_FACTOR) dstFact, + blendfunc.modulate); + + blendfunc.isTransparent = 1; + } + } + + // random noise [-1;1] + struct Noiser + { + static f32 get () + { + static u32 RandomSeed = 0x69666966; + RandomSeed = (RandomSeed * 3631 + 1); + + f32 value = ( (f32) (RandomSeed & 0x7FFF ) * (1.0f / (f32)(0x7FFF >> 1) ) ) - 1.f; + return value; + } + }; + + enum eQ3ModifierFunction + { + TCMOD = 0, + DEFORMVERTEXES = 1, + RGBGEN = 2, + TCGEN = 3, + MAP = 4, + ALPHAGEN = 5, + + FUNCTION2 = 0x10, + SCROLL = FUNCTION2 + 1, + SCALE = FUNCTION2 + 2, + ROTATE = FUNCTION2 + 3, + STRETCH = FUNCTION2 + 4, + TURBULENCE = FUNCTION2 + 5, + WAVE = FUNCTION2 + 6, + + IDENTITY = FUNCTION2 + 7, + VERTEX = FUNCTION2 + 8, + TEXTURE = FUNCTION2 + 9, + LIGHTMAP = FUNCTION2 + 10, + ENVIRONMENT = FUNCTION2 + 11, + DOLLAR_LIGHTMAP = FUNCTION2 + 12, + BULGE = FUNCTION2 + 13, + AUTOSPRITE = FUNCTION2 + 14, + AUTOSPRITE2 = FUNCTION2 + 15, + TRANSFORM = FUNCTION2 + 16, + EXACTVERTEX = FUNCTION2 + 17, + CONSTANT = FUNCTION2 + 18, + LIGHTINGSPECULAR = FUNCTION2 + 19, + MOVE = FUNCTION2 + 20, + NORMAL = FUNCTION2 + 21, + IDENTITYLIGHTING = FUNCTION2 + 22, + + WAVE_MODIFIER_FUNCTION = 0x30, + SINUS = WAVE_MODIFIER_FUNCTION + 1, + COSINUS = WAVE_MODIFIER_FUNCTION + 2, + SQUARE = WAVE_MODIFIER_FUNCTION + 3, + TRIANGLE = WAVE_MODIFIER_FUNCTION + 4, + SAWTOOTH = WAVE_MODIFIER_FUNCTION + 5, + SAWTOOTH_INVERSE = WAVE_MODIFIER_FUNCTION + 6, + NOISE = WAVE_MODIFIER_FUNCTION + 7, + + + UNKNOWN = -2 + + }; + + struct SModifierFunction + { + SModifierFunction () + : masterfunc0 ( UNKNOWN ), masterfunc1( UNKNOWN ), func ( SINUS ), + tcgen( TEXTURE ), rgbgen ( IDENTITY ), alphagen ( UNKNOWN ), + base ( 0 ), amp ( 1 ), phase ( 0 ), frequency ( 1 ), + wave ( 1 ), + x ( 0 ), y ( 0 ), z( 0 ), count( 0 ) {} + + // "tcmod","deformvertexes","rgbgen", "tcgen" + eQ3ModifierFunction masterfunc0; + // depends + eQ3ModifierFunction masterfunc1; + // depends + eQ3ModifierFunction func; + + eQ3ModifierFunction tcgen; + eQ3ModifierFunction rgbgen; + eQ3ModifierFunction alphagen; + + union + { + f32 base; + f32 bulgewidth; + }; + + union + { + f32 amp; + f32 bulgeheight; + }; + + f32 phase; + + union + { + f32 frequency; + f32 bulgespeed; + }; + + union + { + f32 wave; + f32 div; + }; + + f32 x; + f32 y; + f32 z; + u32 count; + + f32 evaluate ( f32 dt ) const + { + // phase in 0 and 1.. + f32 x = core::fract( (dt + phase ) * frequency ); + f32 y = 0.f; + + switch ( func ) + { + case SINUS: + y = sinf ( x * core::PI * 2.f ); + break; + case COSINUS: + y = cosf ( x * core::PI * 2.f ); + break; + case SQUARE: + y = x < 0.5f ? 1.f : -1.f; + break; + case TRIANGLE: + y = x < 0.5f ? ( 4.f * x ) - 1.f : ( -4.f * x ) + 3.f; + break; + case SAWTOOTH: + y = x; + break; + case SAWTOOTH_INVERSE: + y = 1.f - x; + break; + case NOISE: + y = Noiser::get(); + break; + default: + break; + } + + return base + ( y * amp ); + } + + + }; + + inline core::vector3df getMD3Normal ( u32 i, u32 j ) + { + const f32 lng = i * 2.0f * core::PI / 255.0f; + const f32 lat = j * 2.0f * core::PI / 255.0f; + return core::vector3df(cosf ( lat ) * sinf ( lng ), + sinf ( lat ) * sinf ( lng ), + cosf ( lng )); + } + + // + inline void getModifierFunc ( SModifierFunction& fill, const core::stringc &string, u32 &pos ) + { + if ( string.size() == 0 ) + return; + + static const c8 * funclist[] = + { + "sin","cos","square", + "triangle", "sawtooth","inversesawtooth", "noise" + }; + + fill.func = (eQ3ModifierFunction) isEqual ( string,pos, funclist,7 ); + fill.func = fill.func == UNKNOWN ? SINUS : (eQ3ModifierFunction) ((u32) fill.func + WAVE_MODIFIER_FUNCTION + 1); + + fill.base = getAsFloat ( string, pos ); + fill.amp = getAsFloat ( string, pos ); + fill.phase = getAsFloat ( string, pos ); + fill.frequency = getAsFloat ( string, pos ); + } + + + // name = "a b c .." + struct SVariable + { + core::stringc name; + core::stringc content; + + SVariable ( const c8 * n, const c8 *c = 0 ) : name ( n ), content (c) {} + virtual ~SVariable () {} + + void clear () + { + name = ""; + content = ""; + } + + s32 isValid () const + { + 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 ) {} + virtual ~IShader () {} + + void operator = (const IShader &other ) + { + ID = other.ID; + VarGroup = other.VarGroup; + name = other.name; + } + + 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; + s32 i; + + + if ( stack > 0 ) + { + buf = ""; + for ( i = 0; i < stack - 1; ++i ) + buf += '\t'; + + buf += "{\n"; + dest.append ( buf ); + } + + for ( u32 g = 0; g != group->Variable.size(); ++g ) + { + buf = ""; + for ( 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 ( 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 SVarGroup * group; + + const u32 size = shader->VarGroup->VariableGroup.size (); + for ( u32 i = 0; i != size; ++i ) + { + 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, + io::IFileSystem *fileSystem, + video::IVideoDriver* driver) + { + static const char* 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] ); + } + + 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 + -- cgit v1.1