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// 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<f32>& 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
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