Irrlicht 3D Engine
IQ3Shader.h
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00001 // Copyright (C) 2006-2012 Nikolaus Gebhardt / Thomas Alten
00002 // This file is part of the "Irrlicht Engine".
00003 // For conditions of distribution and use, see copyright notice in irrlicht.h
00004 
00005 #ifndef __I_Q3_LEVEL_SHADER_H_INCLUDED__
00006 #define __I_Q3_LEVEL_SHADER_H_INCLUDED__
00007 
00008 #include "irrArray.h"
00009 #include "fast_atof.h"
00010 #include "IFileSystem.h"
00011 #include "IVideoDriver.h"
00012 #include "coreutil.h"
00013 
00014 namespace irr
00015 {
00016 namespace scene
00017 {
00018 namespace quake3
00019 {
00020 
00021     static core::stringc irrEmptyStringc("");
00022 
00024     enum eQ3MeshIndex
00025     {
00026         E_Q3_MESH_GEOMETRY = 0,
00027         E_Q3_MESH_ITEMS,
00028         E_Q3_MESH_BILLBOARD,
00029         E_Q3_MESH_FOG,
00030         E_Q3_MESH_UNRESOLVED,
00031         E_Q3_MESH_SIZE
00032     };
00033 
00037     struct Q3LevelLoadParameter
00038     {
00039         Q3LevelLoadParameter ()
00040             :defaultLightMapMaterial ( video::EMT_LIGHTMAP_M4 ),
00041             defaultModulate ( video::EMFN_MODULATE_4X ),
00042             defaultFilter ( video::EMF_BILINEAR_FILTER ),
00043             patchTesselation ( 8 ),
00044             verbose ( 0 ),
00045             startTime ( 0 ), endTime ( 0 ),
00046             mergeShaderBuffer ( 1 ),
00047             cleanUnResolvedMeshes ( 1 ),
00048             loadAllShaders ( 0 ),
00049             loadSkyShader ( 0 ),
00050             alpharef ( 1 ),
00051             swapLump ( 0 ),
00052     #ifdef __BIG_ENDIAN__
00053             swapHeader ( 1 )
00054     #else
00055             swapHeader ( 0 )
00056     #endif
00057             {
00058                 memcpy ( scriptDir, "scripts\x0", 8 );
00059             }
00060 
00061         video::E_MATERIAL_TYPE defaultLightMapMaterial;
00062         video::E_MODULATE_FUNC defaultModulate;
00063         video::E_MATERIAL_FLAG defaultFilter;
00064         s32 patchTesselation;
00065         s32 verbose;
00066         u32 startTime;
00067         u32 endTime;
00068         s32 mergeShaderBuffer;
00069         s32 cleanUnResolvedMeshes;
00070         s32 loadAllShaders;
00071         s32 loadSkyShader;
00072         s32 alpharef;
00073         s32 swapLump;
00074         s32 swapHeader;
00075         c8 scriptDir [ 64 ];
00076     };
00077 
00078     // some useful typedefs
00079     typedef core::array< core::stringc > tStringList;
00080     typedef core::array< video::ITexture* > tTexArray;
00081 
00082     // string helper.. TODO: move to generic files
00083     inline s16 isEqual ( const core::stringc &string, u32 &pos, const c8 *list[], u16 listSize )
00084     {
00085         const char * in = string.c_str () + pos;
00086 
00087         for ( u16 i = 0; i != listSize; ++i )
00088         {
00089             if (string.size() < pos)
00090                 return -2;
00091             u32 len = (u32) strlen ( list[i] );
00092             if (string.size() < pos+len)
00093                 continue;
00094             if ( in [len] != 0 && in [len] != ' ' )
00095                 continue;
00096             if ( strncmp ( in, list[i], len ) )
00097                 continue;
00098 
00099             pos += len + 1;
00100             return (s16) i;
00101         }
00102         return -2;
00103     }
00104 
00105     inline f32 getAsFloat ( const core::stringc &string, u32 &pos )
00106     {
00107         const char * in = string.c_str () + pos;
00108 
00109         f32 value = 0.f;
00110         pos += (u32) ( core::fast_atof_move ( in, value ) - in ) + 1;
00111         return value;
00112     }
00113 
00115     inline core::vector3df getAsVector3df ( const core::stringc &string, u32 &pos )
00116     {
00117         core::vector3df v;
00118 
00119         v.X = getAsFloat ( string, pos );
00120         v.Z = getAsFloat ( string, pos );
00121         v.Y = getAsFloat ( string, pos );
00122 
00123         return v;
00124     }
00125 
00126 
00127     /*
00128         extract substrings
00129     */
00130     inline void getAsStringList ( tStringList &list, s32 max, const core::stringc &string, u32 &startPos )
00131     {
00132         list.clear ();
00133 
00134         s32 finish = 0;
00135         s32 endPos;
00136         do
00137         {
00138             endPos = string.findNext ( ' ', startPos );
00139             if ( endPos == -1 )
00140             {
00141                 finish = 1;
00142                 endPos = string.size();
00143             }
00144 
00145             list.push_back ( string.subString ( startPos, endPos - startPos ) );
00146             startPos = endPos + 1;
00147 
00148             if ( list.size() >= (u32) max )
00149                 finish = 1;
00150 
00151         } while ( !finish );
00152 
00153     }
00154 
00156     struct SBlendFunc
00157     {
00158         SBlendFunc ( video::E_MODULATE_FUNC mod )
00159             : type ( video::EMT_SOLID ), modulate ( mod ),
00160                 param0( 0.f ),
00161             isTransparent ( 0 ) {}
00162 
00163         video::E_MATERIAL_TYPE type;
00164         video::E_MODULATE_FUNC modulate;
00165 
00166         f32 param0;
00167         u32 isTransparent;
00168     };
00169 
00170     // parses the content of Variable cull
00171     inline bool getCullingFunction ( const core::stringc &cull )
00172     {
00173         if ( cull.size() == 0 )
00174             return true;
00175 
00176         bool ret = true;
00177         static const c8 * funclist[] = { "none", "disable", "twosided" };
00178 
00179         u32 pos = 0;
00180         switch ( isEqual ( cull, pos, funclist, 3 ) )
00181         {
00182             case 0:
00183             case 1:
00184             case 2:
00185                 ret = false;
00186                 break;
00187         }
00188         return ret;
00189     }
00190 
00191     // parses the content of Variable depthfunc
00192     // return a z-test
00193     inline u8 getDepthFunction ( const core::stringc &string )
00194     {
00195         u8 ret = video::ECFN_LESSEQUAL;
00196 
00197         if ( string.size() == 0 )
00198             return ret;
00199 
00200         static const c8 * funclist[] = { "lequal","equal" };
00201 
00202         u32 pos = 0;
00203         switch ( isEqual ( string, pos, funclist, 2 ) )
00204         {
00205             case 0:
00206                 ret = video::ECFN_LESSEQUAL;
00207             case 1:
00208                 ret = video::ECFN_EQUAL;
00209                 break;
00210         }
00211         return ret;
00212     }
00213 
00214 
00226     inline static void getBlendFunc ( const core::stringc &string, SBlendFunc &blendfunc )
00227     {
00228         if ( string.size() == 0 )
00229             return;
00230 
00231         // maps to E_BLEND_FACTOR
00232         static const c8 * funclist[] =
00233         {
00234             "gl_zero",
00235             "gl_one",
00236             "gl_dst_color",
00237             "gl_one_minus_dst_color",
00238             "gl_src_color",
00239             "gl_one_minus_src_color",
00240             "gl_src_alpha",
00241             "gl_one_minus_src_alpha",
00242             "gl_dst_alpha",
00243             "gl_one_minus_dst_alpha",
00244             "gl_src_alpha_sat",
00245 
00246             "add",
00247             "filter",
00248             "blend",
00249 
00250             "ge128",
00251             "gt0",
00252         };
00253 
00254 
00255         u32 pos = 0;
00256         s32 srcFact = isEqual ( string, pos, funclist, 16 );
00257 
00258         if ( srcFact < 0 )
00259             return;
00260 
00261         u32 resolved = 0;
00262         s32 dstFact = isEqual ( string, pos, funclist, 16 );
00263 
00264         switch ( srcFact )
00265         {
00266             case video::EBF_ZERO:
00267                 switch ( dstFact )
00268                 {
00269                     // gl_zero gl_src_color == gl_dst_color gl_zero
00270                     case video::EBF_SRC_COLOR:
00271                         blendfunc.type = video::EMT_ONETEXTURE_BLEND;
00272                         blendfunc.param0 = video::pack_textureBlendFunc ( video::EBF_DST_COLOR, video::EBF_ZERO, blendfunc.modulate );
00273                         blendfunc.isTransparent = 1;
00274                         resolved = 1;
00275                         break;
00276                 } break;
00277 
00278             case video::EBF_ONE:
00279                 switch ( dstFact )
00280                 {
00281                     // gl_one gl_zero
00282                     case video::EBF_ZERO:
00283                         blendfunc.type = video::EMT_SOLID;
00284                         blendfunc.isTransparent = 0;
00285                         resolved = 1;
00286                         break;
00287 
00288                     // gl_one gl_one
00289                     case video::EBF_ONE:
00290                         blendfunc.type = video::EMT_TRANSPARENT_ADD_COLOR;
00291                         blendfunc.isTransparent = 1;
00292                         resolved = 1;
00293                         break;
00294                 } break;
00295 
00296             case video::EBF_SRC_ALPHA:
00297                 switch ( dstFact )
00298                 {
00299                     // gl_src_alpha gl_one_minus_src_alpha
00300                     case video::EBF_ONE_MINUS_SRC_ALPHA:
00301                         blendfunc.type = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
00302                         blendfunc.param0 = 1.f/255.f;
00303                         blendfunc.isTransparent = 1;
00304                         resolved = 1;
00305                         break;
00306                 } break;
00307 
00308             case 11:
00309                 // add
00310                 blendfunc.type = video::EMT_TRANSPARENT_ADD_COLOR;
00311                 blendfunc.isTransparent = 1;
00312                 resolved = 1;
00313                 break;
00314             case 12:
00315                 // filter = gl_dst_color gl_zero or gl_zero gl_src_color
00316                 blendfunc.type = video::EMT_ONETEXTURE_BLEND;
00317                 blendfunc.param0 = video::pack_textureBlendFunc ( video::EBF_DST_COLOR, video::EBF_ZERO, blendfunc.modulate );
00318                 blendfunc.isTransparent = 1;
00319                 resolved = 1;
00320                 break;
00321             case 13:
00322                 // blend = gl_src_alpha gl_one_minus_src_alpha
00323                 blendfunc.type = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
00324                 blendfunc.param0 = 1.f/255.f;
00325                 blendfunc.isTransparent = 1;
00326                 resolved = 1;
00327                 break;
00328             case 14:
00329                 // alphafunc ge128
00330                 blendfunc.type = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
00331                 blendfunc.param0 = 0.5f;
00332                 blendfunc.isTransparent = 1;
00333                 resolved = 1;
00334                 break;
00335             case 15:
00336                 // alphafunc gt0
00337                 blendfunc.type = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
00338                 blendfunc.param0 = 1.f / 255.f;
00339                 blendfunc.isTransparent = 1;
00340                 resolved = 1;
00341                 break;
00342 
00343         }
00344 
00345         // use the generic blender
00346         if ( 0 == resolved )
00347         {
00348             blendfunc.type = video::EMT_ONETEXTURE_BLEND;
00349             blendfunc.param0 = video::pack_textureBlendFunc (
00350                     (video::E_BLEND_FACTOR) srcFact,
00351                     (video::E_BLEND_FACTOR) dstFact,
00352                     blendfunc.modulate);
00353 
00354             blendfunc.isTransparent = 1;
00355         }
00356     }
00357 
00358     // random noise [-1;1]
00359     struct Noiser
00360     {
00361         static f32 get ()
00362         {
00363             static u32 RandomSeed = 0x69666966;
00364             RandomSeed = (RandomSeed * 3631 + 1);
00365 
00366             f32 value = ( (f32) (RandomSeed & 0x7FFF ) * (1.0f / (f32)(0x7FFF >> 1) ) ) - 1.f;
00367             return value;
00368         }
00369     };
00370 
00371     enum eQ3ModifierFunction
00372     {
00373         TCMOD               = 0,
00374         DEFORMVERTEXES      = 1,
00375         RGBGEN              = 2,
00376         TCGEN               = 3,
00377         MAP                 = 4,
00378         ALPHAGEN            = 5,
00379 
00380         FUNCTION2           = 0x10,
00381         SCROLL              = FUNCTION2 + 1,
00382         SCALE               = FUNCTION2 + 2,
00383         ROTATE              = FUNCTION2 + 3,
00384         STRETCH             = FUNCTION2 + 4,
00385         TURBULENCE          = FUNCTION2 + 5,
00386         WAVE                = FUNCTION2 + 6,
00387 
00388         IDENTITY            = FUNCTION2 + 7,
00389         VERTEX              = FUNCTION2 + 8,
00390         TEXTURE             = FUNCTION2 + 9,
00391         LIGHTMAP            = FUNCTION2 + 10,
00392         ENVIRONMENT         = FUNCTION2 + 11,
00393         DOLLAR_LIGHTMAP     = FUNCTION2 + 12,
00394         BULGE               = FUNCTION2 + 13,
00395         AUTOSPRITE          = FUNCTION2 + 14,
00396         AUTOSPRITE2         = FUNCTION2 + 15,
00397         TRANSFORM           = FUNCTION2 + 16,
00398         EXACTVERTEX         = FUNCTION2 + 17,
00399         CONSTANT            = FUNCTION2 + 18,
00400         LIGHTINGSPECULAR    = FUNCTION2 + 19,
00401         MOVE                = FUNCTION2 + 20,
00402         NORMAL              = FUNCTION2 + 21,
00403         IDENTITYLIGHTING    = FUNCTION2 + 22,
00404 
00405         WAVE_MODIFIER_FUNCTION  = 0x30,
00406         SINUS               = WAVE_MODIFIER_FUNCTION + 1,
00407         COSINUS             = WAVE_MODIFIER_FUNCTION + 2,
00408         SQUARE              = WAVE_MODIFIER_FUNCTION + 3,
00409         TRIANGLE            = WAVE_MODIFIER_FUNCTION + 4,
00410         SAWTOOTH            = WAVE_MODIFIER_FUNCTION + 5,
00411         SAWTOOTH_INVERSE    = WAVE_MODIFIER_FUNCTION + 6,
00412         NOISE               = WAVE_MODIFIER_FUNCTION + 7,
00413 
00414 
00415         UNKNOWN             = -2
00416 
00417     };
00418 
00419     struct SModifierFunction
00420     {
00421         SModifierFunction ()
00422             : masterfunc0 ( UNKNOWN ), masterfunc1( UNKNOWN ), func ( SINUS ),
00423             tcgen( TEXTURE ), rgbgen ( IDENTITY ), alphagen ( UNKNOWN ),
00424             base ( 0 ), amp ( 1 ), phase ( 0 ), frequency ( 1 ),
00425             wave ( 1 ),
00426             x ( 0 ), y ( 0 ), z( 0 ), count( 0 ) {}
00427 
00428         // "tcmod","deformvertexes","rgbgen", "tcgen"
00429         eQ3ModifierFunction masterfunc0;
00430         // depends
00431         eQ3ModifierFunction masterfunc1;
00432         // depends
00433         eQ3ModifierFunction func;
00434 
00435         eQ3ModifierFunction tcgen;
00436         eQ3ModifierFunction rgbgen;
00437         eQ3ModifierFunction alphagen;
00438 
00439         union
00440         {
00441             f32 base;
00442             f32 bulgewidth;
00443         };
00444 
00445         union
00446         {
00447             f32 amp;
00448             f32 bulgeheight;
00449         };
00450 
00451         f32 phase;
00452 
00453         union
00454         {
00455             f32 frequency;
00456             f32 bulgespeed;
00457         };
00458 
00459         union
00460         {
00461             f32 wave;
00462             f32 div;
00463         };
00464 
00465         f32 x;
00466         f32 y;
00467         f32 z;
00468         u32 count;
00469 
00470         f32 evaluate ( f32 dt ) const
00471         {
00472             // phase in 0 and 1..
00473             f32 x = core::fract( (dt + phase ) * frequency );
00474             f32 y = 0.f;
00475 
00476             switch ( func )
00477             {
00478                 case SINUS:
00479                     y = sinf ( x * core::PI * 2.f );
00480                     break;
00481                 case COSINUS:
00482                     y = cosf ( x * core::PI * 2.f );
00483                     break;
00484                 case SQUARE:
00485                     y = x < 0.5f ? 1.f : -1.f;
00486                     break;
00487                 case TRIANGLE:
00488                     y = x < 0.5f ? ( 4.f * x ) - 1.f : ( -4.f * x ) + 3.f;
00489                     break;
00490                 case SAWTOOTH:
00491                     y = x;
00492                     break;
00493                 case SAWTOOTH_INVERSE:
00494                     y = 1.f - x;
00495                     break;
00496                 case NOISE:
00497                     y = Noiser::get();
00498                     break;
00499                 default:
00500                     break;
00501             }
00502 
00503             return base + ( y * amp );
00504         }
00505 
00506 
00507     };
00508 
00509     inline core::vector3df getMD3Normal ( u32 i, u32 j )
00510     {
00511         const f32 lng = i * 2.0f * core::PI / 255.0f;
00512         const f32 lat = j * 2.0f * core::PI / 255.0f;
00513         return core::vector3df(cosf ( lat ) * sinf ( lng ),
00514                 sinf ( lat ) * sinf ( lng ),
00515                 cosf ( lng ));
00516     }
00517 
00518     //
00519     inline void getModifierFunc ( SModifierFunction& fill, const core::stringc &string, u32 &pos )
00520     {
00521         if ( string.size() == 0 )
00522             return;
00523 
00524         static const c8 * funclist[] =
00525         {
00526             "sin","cos","square",
00527             "triangle", "sawtooth","inversesawtooth", "noise"
00528         };
00529 
00530         fill.func = (eQ3ModifierFunction) isEqual ( string,pos, funclist,7 );
00531         fill.func = fill.func == UNKNOWN ? SINUS : (eQ3ModifierFunction) ((u32) fill.func + WAVE_MODIFIER_FUNCTION + 1);
00532 
00533         fill.base = getAsFloat ( string, pos );
00534         fill.amp = getAsFloat ( string, pos );
00535         fill.phase = getAsFloat ( string, pos );
00536         fill.frequency = getAsFloat ( string, pos );
00537     }
00538 
00539 
00540     // name = "a b c .."
00541     struct SVariable
00542     {
00543         core::stringc name;
00544         core::stringc content;
00545 
00546         SVariable ( const c8 * n, const c8 *c = 0 ) : name ( n ), content (c) {}
00547         virtual ~SVariable () {}
00548 
00549         void clear ()
00550         {
00551             name = "";
00552             content = "";
00553         }
00554 
00555         s32 isValid () const
00556         {
00557             return name.size();
00558         }
00559 
00560         bool operator == ( const SVariable &other ) const
00561         {
00562             return 0 == strcmp ( name.c_str(), other.name.c_str () );
00563         }
00564 
00565         bool operator < ( const SVariable &other ) const
00566         {
00567             return 0 > strcmp ( name.c_str(), other.name.c_str () );
00568         }
00569 
00570     };
00571 
00572 
00573     // string database. "a" = "Hello", "b" = "1234.6"
00574     struct SVarGroup
00575     {
00576         SVarGroup () { Variable.setAllocStrategy ( core::ALLOC_STRATEGY_SAFE ); }
00577         virtual ~SVarGroup () {}
00578 
00579         u32 isDefined ( const c8 * name, const c8 * content = 0 ) const
00580         {
00581             for ( u32 i = 0; i != Variable.size (); ++i )
00582             {
00583                 if ( 0 == strcmp ( Variable[i].name.c_str(), name ) &&
00584                     (  0 == content || strstr ( Variable[i].content.c_str(), content ) )
00585                     )
00586                 {
00587                     return i + 1;
00588                 }
00589             }
00590             return 0;
00591         }
00592 
00593         // searches for Variable name and returns is content
00594         // if Variable is not found a reference to an Empty String is returned
00595         const core::stringc &get( const c8 * name ) const
00596         {
00597             SVariable search ( name );
00598             s32 index = Variable.linear_search ( search );
00599             if ( index < 0 )
00600                 return irrEmptyStringc;
00601 
00602             return Variable [ index ].content;
00603         }
00604 
00605         // set the Variable name
00606         void set ( const c8 * name, const c8 * content = 0 )
00607         {
00608             u32 index = isDefined ( name, 0 );
00609             if ( 0 == index )
00610             {
00611                 Variable.push_back ( SVariable ( name, content ) );
00612             }
00613             else
00614             {
00615                 Variable [ index ].content = content;
00616             }
00617         }
00618 
00619 
00620         core::array < SVariable > Variable;
00621     };
00622 
00624     struct SVarGroupList: public IReferenceCounted
00625     {
00626         SVarGroupList ()
00627         {
00628             VariableGroup.setAllocStrategy ( core::ALLOC_STRATEGY_SAFE );
00629         }
00630         virtual ~SVarGroupList () {}
00631 
00632         core::array < SVarGroup > VariableGroup;
00633     };
00634 
00635 
00637     struct IShader
00638     {
00639         IShader ()
00640             : ID ( 0 ), VarGroup ( 0 )  {}
00641         virtual ~IShader () {}
00642 
00643         void operator = (const IShader &other )
00644         {
00645             ID = other.ID;
00646             VarGroup = other.VarGroup;
00647             name = other.name;
00648         }
00649 
00650         bool operator == (const IShader &other ) const
00651         {
00652             return 0 == strcmp ( name.c_str(), other.name.c_str () );
00653             //return name == other.name;
00654         }
00655 
00656         bool operator < (const IShader &other ) const
00657         {
00658             return strcmp ( name.c_str(), other.name.c_str () ) < 0;
00659             //return name < other.name;
00660         }
00661 
00662         u32 getGroupSize () const
00663         {
00664             if ( 0 == VarGroup )
00665                 return 0;
00666             return VarGroup->VariableGroup.size ();
00667         }
00668 
00669         const SVarGroup * getGroup ( u32 stage ) const
00670         {
00671             if ( 0 == VarGroup || stage >= VarGroup->VariableGroup.size () )
00672                 return 0;
00673 
00674             return &VarGroup->VariableGroup [ stage ];
00675         }
00676 
00677         // id
00678         s32 ID;
00679         SVarGroupList *VarGroup; // reference
00680 
00681         // Shader: shader name ( also first variable in first Vargroup )
00682         // Entity: classname ( variable in Group(1) )
00683         core::stringc name;
00684     };
00685 
00686     typedef IShader IEntity;
00687 
00688     typedef core::array < IEntity > tQ3EntityList;
00689 
00690     /*
00691         dump shader like original layout, regardless of internal data holding
00692         no recursive folding..
00693     */
00694     inline void dumpVarGroup ( core::stringc &dest, const SVarGroup * group, s32 stack )
00695     {
00696         core::stringc buf;
00697         s32 i;
00698 
00699 
00700         if ( stack > 0 )
00701         {
00702             buf = "";
00703             for ( i = 0; i < stack - 1; ++i )
00704                 buf += '\t';
00705 
00706             buf += "{\n";
00707             dest.append ( buf );
00708         }
00709 
00710         for ( u32 g = 0; g != group->Variable.size(); ++g )
00711         {
00712             buf = "";
00713             for ( i = 0; i < stack; ++i )
00714                 buf += '\t';
00715 
00716             buf += group->Variable[g].name;
00717             buf += " ";
00718             buf += group->Variable[g].content;
00719             buf += "\n";
00720             dest.append ( buf );
00721         }
00722 
00723         if ( stack > 1 )
00724         {
00725             buf = "";
00726             for ( i = 0; i < stack - 1; ++i )
00727                 buf += '\t';
00728 
00729             buf += "}\n";
00730             dest.append ( buf );
00731         }
00732 
00733     }
00734 
00738     inline core::stringc & dumpShader ( core::stringc &dest, const IShader * shader, bool entity = false )
00739     {
00740         if ( 0 == shader )
00741             return dest;
00742 
00743         const SVarGroup * group;
00744 
00745         const u32 size = shader->VarGroup->VariableGroup.size ();
00746         for ( u32 i = 0; i != size; ++i )
00747         {
00748             group = &shader->VarGroup->VariableGroup[ i ];
00749             dumpVarGroup ( dest, group, core::clamp( (int)i, 0, 2 ) );
00750         }
00751 
00752         if ( !entity )
00753         {
00754             if ( size <= 1 )
00755             {
00756                 dest.append ( "{\n" );
00757             }
00758             dest.append ( "}\n" );
00759         }
00760         return dest;
00761     }
00762 
00763 
00764     /*
00765         quake3 doesn't care much about tga & jpg
00766         load one or multiple files stored in name started at startPos to the texture array textures
00767         if texture is not loaded 0 will be added ( to find missing textures easier)
00768     */
00769     inline void getTextures(tTexArray &textures,
00770                 const core::stringc &name, u32 &startPos,
00771                 io::IFileSystem *fileSystem,
00772                 video::IVideoDriver* driver)
00773     {
00774         static const char* extension[] =
00775         {
00776             ".jpg",
00777             ".jpeg",
00778             ".png",
00779             ".dds",
00780             ".tga",
00781             ".bmp",
00782             ".pcx"
00783         };
00784 
00785         tStringList stringList;
00786         getAsStringList(stringList, -1, name, startPos);
00787 
00788         textures.clear();
00789 
00790         io::path loadFile;
00791         for ( u32 i = 0; i!= stringList.size (); ++i )
00792         {
00793             video::ITexture* texture = 0;
00794             for (u32 g = 0; g != 7 ; ++g)
00795             {
00796                 core::cutFilenameExtension ( loadFile, stringList[i] );
00797 
00798                 if ( loadFile == "$whiteimage" )
00799                 {
00800                     texture = driver->getTexture( "$whiteimage" );
00801                     if ( 0 == texture )
00802                     {
00803                         core::dimension2du s ( 2, 2 );
00804                         u32 image[4] = { 0xFFFFFFFF, 0xFFFFFFFF,0xFFFFFFFF,0xFFFFFFFF };
00805                         video::IImage* w = driver->createImageFromData ( video::ECF_A8R8G8B8, s,&image );
00806                         texture = driver->addTexture( "$whiteimage", w );
00807                         w->drop ();
00808                     }
00809 
00810                 }
00811                 else
00812                 if ( loadFile == "$redimage" )
00813                 {
00814                     texture = driver->getTexture( "$redimage" );
00815                     if ( 0 == texture )
00816                     {
00817                         core::dimension2du s ( 2, 2 );
00818                         u32 image[4] = { 0xFFFF0000, 0xFFFF0000,0xFFFF0000,0xFFFF0000 };
00819                         video::IImage* w = driver->createImageFromData ( video::ECF_A8R8G8B8, s,&image );
00820                         texture = driver->addTexture( "$redimage", w );
00821                         w->drop ();
00822                     }
00823                 }
00824                 else
00825                 if ( loadFile == "$blueimage" )
00826                 {
00827                     texture = driver->getTexture( "$blueimage" );
00828                     if ( 0 == texture )
00829                     {
00830                         core::dimension2du s ( 2, 2 );
00831                         u32 image[4] = { 0xFF0000FF, 0xFF0000FF,0xFF0000FF,0xFF0000FF };
00832                         video::IImage* w = driver->createImageFromData ( video::ECF_A8R8G8B8, s,&image );
00833                         texture = driver->addTexture( "$blueimage", w );
00834                         w->drop ();
00835                     }
00836                 }
00837                 else
00838                 if ( loadFile == "$checkerimage" )
00839                 {
00840                     texture = driver->getTexture( "$checkerimage" );
00841                     if ( 0 == texture )
00842                     {
00843                         core::dimension2du s ( 2, 2 );
00844                         u32 image[4] = { 0xFFFFFFFF, 0xFF000000,0xFF000000,0xFFFFFFFF };
00845                         video::IImage* w = driver->createImageFromData ( video::ECF_A8R8G8B8, s,&image );
00846                         texture = driver->addTexture( "$checkerimage", w );
00847                         w->drop ();
00848                     }
00849                 }
00850                 else
00851                 if ( loadFile == "$lightmap" )
00852                 {
00853                     texture = 0;
00854                 }
00855                 else
00856                 {
00857                     loadFile.append ( extension[g] );
00858                 }
00859 
00860                 if ( fileSystem->existFile ( loadFile ) )
00861                 {
00862                     texture = driver->getTexture( loadFile );
00863                     if ( texture )
00864                         break;
00865                     texture = 0;
00866                 }
00867             }
00868             // take 0 Texture
00869             textures.push_back(texture);
00870         }
00871     }
00872 
00873 
00875     class IShaderManager : public IReferenceCounted
00876     {
00877     };
00878 
00879 } // end namespace quake3
00880 } // end namespace scene
00881 } // end namespace irr
00882 
00883 #endif
00884