From 959831f4ef5a3e797f576c3de08cd65032c997ad Mon Sep 17 00:00:00 2001 From: David Walter Seikel Date: Sun, 13 Jan 2013 18:54:10 +1000 Subject: Remove damned ancient DOS line endings from Irrlicht. Hopefully I did not go overboard. --- .../source/Irrlicht/CQuake3ShaderSceneNode.h | 236 ++++++++++----------- 1 file changed, 118 insertions(+), 118 deletions(-) (limited to 'libraries/irrlicht-1.8/source/Irrlicht/CQuake3ShaderSceneNode.h') diff --git a/libraries/irrlicht-1.8/source/Irrlicht/CQuake3ShaderSceneNode.h b/libraries/irrlicht-1.8/source/Irrlicht/CQuake3ShaderSceneNode.h index 6ec026f..8847216 100644 --- a/libraries/irrlicht-1.8/source/Irrlicht/CQuake3ShaderSceneNode.h +++ b/libraries/irrlicht-1.8/source/Irrlicht/CQuake3ShaderSceneNode.h @@ -1,118 +1,118 @@ -// Copyright (C) 2002-2012 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 __C_QUAKE3_SCENE_NODE_H_INCLUDED__ -#define __C_QUAKE3_SCENE_NODE_H_INCLUDED__ - -#include "IMeshSceneNode.h" -#include "IQ3Shader.h" -#include "IFileSystem.h" -#include "SMeshBuffer.h" -#include "SMeshBufferLightMap.h" -#include "SMesh.h" -#include "ISceneManager.h" - -namespace irr -{ -namespace scene -{ - -//! Scene node which is a quake3 shader. -class CQuake3ShaderSceneNode : public scene::IMeshSceneNode -{ -public: - - CQuake3ShaderSceneNode( ISceneNode* parent, ISceneManager* mgr, s32 id, - io::IFileSystem* fileSystem, - const IMeshBuffer* original, - const quake3::IShader* shader - ); - - virtual ~CQuake3ShaderSceneNode(); - - virtual void OnRegisterSceneNode(); - virtual void render(); - virtual void OnAnimate(u32 timeMs); - virtual const core::aabbox3d& getBoundingBox() const; - - virtual u32 getMaterialCount() const; - virtual video::SMaterial& getMaterial(u32 i); - - //! Returns type of the scene node - virtual ESCENE_NODE_TYPE getType() const { return ESNT_Q3SHADER_SCENE_NODE; } - - virtual void setMesh(IMesh* mesh){} - virtual IMesh* getMesh() { return Mesh; } - virtual void setReadOnlyMaterials(bool readonly) {} - virtual bool isReadOnlyMaterials() const { return true; } - - //! Creates shadow volume scene node as child of this node - //! and returns a pointer to it. - virtual IShadowVolumeSceneNode* addShadowVolumeSceneNode(const IMesh* shadowMesh, - s32 id, bool zfailmethod=true, f32 infinity=10000.0f); - - //! Removes a child from this scene node. - //! Implemented here, to be able to remove the shadow properly, if there is one, - //! or to remove attached childs. - virtual bool removeChild(ISceneNode* child); - -private: - const quake3::IShader* Shader; - SMesh *Mesh; - IShadowVolumeSceneNode* Shadow; - const SMeshBufferLightMap* Original; - SMeshBuffer* MeshBuffer; - core::vector3df MeshOffset; - - struct SQ3Texture - { - SQ3Texture () : - TextureIndex ( 0 ), - TextureFrequency(0.f), - TextureAddressMode( video::ETC_REPEAT ) - { - Texture.setAllocStrategy ( core::ALLOC_STRATEGY_SAFE ); - } - - quake3::tTexArray Texture; - - u32 TextureIndex; - f32 TextureFrequency; - video::E_TEXTURE_CLAMP TextureAddressMode; // Wrapping/Clamping - }; - - core::array< SQ3Texture > Q3Texture; - - void loadTextures ( io::IFileSystem * fileSystem ); - void addBuffer ( scene::SMeshBufferLightMap * buffer ); - void cloneBuffer ( scene::SMeshBuffer *dest, const scene::SMeshBufferLightMap * buffer, bool translateCenter ); - - void deformvertexes_wave ( f32 dt, quake3::SModifierFunction &function ); - void deformvertexes_move ( f32 dt, quake3::SModifierFunction &function ); - void deformvertexes_bulge( f32 dt, quake3::SModifierFunction &function ); - void deformvertexes_autosprite( f32 dt, quake3::SModifierFunction &function ); - void deformvertexes_autosprite2( f32 dt, quake3::SModifierFunction &function ); - void deformvertexes_normal ( f32 dt, quake3::SModifierFunction &function ); - - void vertextransform_tcgen ( f32 dt, quake3::SModifierFunction &function ); - void vertextransform_rgbgen ( f32 dt, quake3::SModifierFunction &function ); - void vertextransform_alphagen ( f32 dt, quake3::SModifierFunction &function ); - - void transformtex ( const core::matrix4 &m, const u32 clamp ); - - f32 TimeAbs; - - void animate( u32 stage, core::matrix4 &texture ); - - E_SCENE_NODE_RENDER_PASS getRenderStage() const; - -}; - - -} // end namespace scene -} // end namespace irr - - -#endif - +// Copyright (C) 2002-2012 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 __C_QUAKE3_SCENE_NODE_H_INCLUDED__ +#define __C_QUAKE3_SCENE_NODE_H_INCLUDED__ + +#include "IMeshSceneNode.h" +#include "IQ3Shader.h" +#include "IFileSystem.h" +#include "SMeshBuffer.h" +#include "SMeshBufferLightMap.h" +#include "SMesh.h" +#include "ISceneManager.h" + +namespace irr +{ +namespace scene +{ + +//! Scene node which is a quake3 shader. +class CQuake3ShaderSceneNode : public scene::IMeshSceneNode +{ +public: + + CQuake3ShaderSceneNode( ISceneNode* parent, ISceneManager* mgr, s32 id, + io::IFileSystem* fileSystem, + const IMeshBuffer* original, + const quake3::IShader* shader + ); + + virtual ~CQuake3ShaderSceneNode(); + + virtual void OnRegisterSceneNode(); + virtual void render(); + virtual void OnAnimate(u32 timeMs); + virtual const core::aabbox3d& getBoundingBox() const; + + virtual u32 getMaterialCount() const; + virtual video::SMaterial& getMaterial(u32 i); + + //! Returns type of the scene node + virtual ESCENE_NODE_TYPE getType() const { return ESNT_Q3SHADER_SCENE_NODE; } + + virtual void setMesh(IMesh* mesh){} + virtual IMesh* getMesh() { return Mesh; } + virtual void setReadOnlyMaterials(bool readonly) {} + virtual bool isReadOnlyMaterials() const { return true; } + + //! Creates shadow volume scene node as child of this node + //! and returns a pointer to it. + virtual IShadowVolumeSceneNode* addShadowVolumeSceneNode(const IMesh* shadowMesh, + s32 id, bool zfailmethod=true, f32 infinity=10000.0f); + + //! Removes a child from this scene node. + //! Implemented here, to be able to remove the shadow properly, if there is one, + //! or to remove attached childs. + virtual bool removeChild(ISceneNode* child); + +private: + const quake3::IShader* Shader; + SMesh *Mesh; + IShadowVolumeSceneNode* Shadow; + const SMeshBufferLightMap* Original; + SMeshBuffer* MeshBuffer; + core::vector3df MeshOffset; + + struct SQ3Texture + { + SQ3Texture () : + TextureIndex ( 0 ), + TextureFrequency(0.f), + TextureAddressMode( video::ETC_REPEAT ) + { + Texture.setAllocStrategy ( core::ALLOC_STRATEGY_SAFE ); + } + + quake3::tTexArray Texture; + + u32 TextureIndex; + f32 TextureFrequency; + video::E_TEXTURE_CLAMP TextureAddressMode; // Wrapping/Clamping + }; + + core::array< SQ3Texture > Q3Texture; + + void loadTextures ( io::IFileSystem * fileSystem ); + void addBuffer ( scene::SMeshBufferLightMap * buffer ); + void cloneBuffer ( scene::SMeshBuffer *dest, const scene::SMeshBufferLightMap * buffer, bool translateCenter ); + + void deformvertexes_wave ( f32 dt, quake3::SModifierFunction &function ); + void deformvertexes_move ( f32 dt, quake3::SModifierFunction &function ); + void deformvertexes_bulge( f32 dt, quake3::SModifierFunction &function ); + void deformvertexes_autosprite( f32 dt, quake3::SModifierFunction &function ); + void deformvertexes_autosprite2( f32 dt, quake3::SModifierFunction &function ); + void deformvertexes_normal ( f32 dt, quake3::SModifierFunction &function ); + + void vertextransform_tcgen ( f32 dt, quake3::SModifierFunction &function ); + void vertextransform_rgbgen ( f32 dt, quake3::SModifierFunction &function ); + void vertextransform_alphagen ( f32 dt, quake3::SModifierFunction &function ); + + void transformtex ( const core::matrix4 &m, const u32 clamp ); + + f32 TimeAbs; + + void animate( u32 stage, core::matrix4 &texture ); + + E_SCENE_NODE_RENDER_PASS getRenderStage() const; + +}; + + +} // end namespace scene +} // end namespace irr + + +#endif + -- cgit v1.1