1377 lines
37 KiB
C++
1377 lines
37 KiB
C++
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// Copyright (C) 2002-2012 Thomas Alten / Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#include "IrrCompileConfig.h"
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#ifdef _IRR_COMPILE_WITH_BSP_LOADER_
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#include "CQuake3ShaderSceneNode.h"
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#include "ISceneManager.h"
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#include "IVideoDriver.h"
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#include "ICameraSceneNode.h"
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#include "SViewFrustum.h"
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#include "IMeshManipulator.h"
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#include "SMesh.h"
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#include "IMaterialRenderer.h"
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#include "CShadowVolumeSceneNode.h"
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namespace irr
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{
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namespace scene
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{
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// who, if not you..
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using namespace quake3;
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/*!
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*/
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CQuake3ShaderSceneNode::CQuake3ShaderSceneNode(
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scene::ISceneNode* parent, scene::ISceneManager* mgr,s32 id,
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io::IFileSystem *fileSystem, const scene::IMeshBuffer *original,
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const IShader * shader)
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: scene::IMeshSceneNode(parent, mgr, id,
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core::vector3df(0.f, 0.f, 0.f),
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core::vector3df(0.f, 0.f, 0.f),
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core::vector3df(1.f, 1.f, 1.f)),
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Shader(shader), Mesh(0), Shadow(0), Original(0), MeshBuffer(0), TimeAbs(0.f)
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{
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#ifdef _DEBUG
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core::stringc dName = "CQuake3ShaderSceneNode ";
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dName += Shader->name;
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setDebugName( dName.c_str() );
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#endif
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// name the Scene Node
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this->Name = Shader->name;
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// take lightmap vertex type
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MeshBuffer = new SMeshBuffer();
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Mesh = new SMesh ();
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Mesh->addMeshBuffer ( MeshBuffer );
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MeshBuffer->drop ();
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//Original = new SMeshBufferLightMap();
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Original = (const scene::SMeshBufferLightMap*) original;
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Original->grab();
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// clone meshbuffer to modifiable buffer
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cloneBuffer(MeshBuffer, Original,
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Original->getMaterial().ColorMask != 0);
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// load all Textures in all stages
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loadTextures( fileSystem );
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setAutomaticCulling( scene::EAC_OFF );
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}
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/*!
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*/
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CQuake3ShaderSceneNode::~CQuake3ShaderSceneNode()
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{
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if (Shadow)
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Shadow->drop();
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if (Mesh)
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Mesh->drop();
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if (Original)
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Original->drop();
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}
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/*
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create single copies
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*/
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void CQuake3ShaderSceneNode::cloneBuffer( scene::SMeshBuffer *dest, const scene::SMeshBufferLightMap * buffer, bool translateCenter )
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{
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dest->Material = buffer->Material;
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dest->Indices = buffer->Indices;
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const u32 vsize = buffer->Vertices.size();
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dest->Vertices.set_used( vsize );
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for ( u32 i = 0; i!= vsize; ++i )
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{
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const video::S3DVertex2TCoords& src = buffer->Vertices[i];
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video::S3DVertex &dst = dest->Vertices[i];
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dst.Pos = src.Pos;
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dst.Normal = src.Normal;
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dst.Color = 0xFFFFFFFF;
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dst.TCoords = src.TCoords;
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if ( i == 0 )
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dest->BoundingBox.reset ( src.Pos );
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else
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dest->BoundingBox.addInternalPoint ( src.Pos );
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}
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// move the (temp) Mesh to a ScenePosititon
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// set Scene Node Position
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if ( translateCenter )
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{
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MeshOffset = dest->BoundingBox.getCenter();
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setPosition( MeshOffset );
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core::matrix4 m;
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m.setTranslation( -MeshOffset );
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SceneManager->getMeshManipulator()->transform( dest, m );
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}
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// No Texture!. Use Shader-Pointer for sorting
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dest->Material.setTexture(0, (video::ITexture*) Shader);
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}
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/*
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load the textures for all stages
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*/
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void CQuake3ShaderSceneNode::loadTextures( io::IFileSystem * fileSystem )
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{
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const SVarGroup *group;
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u32 i;
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video::IVideoDriver *driver = SceneManager->getVideoDriver();
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// generic stage
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u32 mipmap = 0;
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group = Shader->getGroup( 1 );
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if ( group->isDefined ( "nomipmaps" ) )
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{
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mipmap = 2 | (driver->getTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS)? 1: 0 );
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driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, false);
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}
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// clear all stages and prefill empty
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Q3Texture.setAllocStrategy ( core::ALLOC_STRATEGY_SAFE );
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Q3Texture.clear();
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for ( i = 0; i != Shader->VarGroup->VariableGroup.size(); ++i )
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{
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Q3Texture.push_back( SQ3Texture() );
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}
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u32 pos;
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// get texture map
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for ( i = 0; i < Shader->VarGroup->VariableGroup.size(); ++i )
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{
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group = Shader->getGroup( i );
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const core::stringc &mapname = group->get( "map" );
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if ( 0 == mapname.size() )
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continue;
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// our lightmap is passed in material.Texture[2]
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if ( mapname == "$lightmap" )
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{
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Q3Texture [i].Texture.push_back( Original->getMaterial().getTexture(1) );
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}
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else
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{
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pos = 0;
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getTextures( Q3Texture [i].Texture, mapname, pos, fileSystem, driver );
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}
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}
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// get anim map
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for ( i = 0; i < Shader->VarGroup->VariableGroup.size(); ++i )
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{
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if ( Q3Texture [i].Texture.size() )
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continue;
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group = Shader->getGroup( i );
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const core::stringc &animmap = group->get( "animmap" );
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if ( 0 == animmap.size() )
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continue;
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// first parameter is frequency
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pos = 0;
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Q3Texture [i].TextureFrequency = core::max_( 0.0001f, getAsFloat( animmap, pos ) );
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getTextures( Q3Texture [i].Texture, animmap, pos,fileSystem, driver );
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}
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// get clamp map
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for ( i = 0; i < Shader->VarGroup->VariableGroup.size(); ++i )
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{
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if ( Q3Texture [i].Texture.size() )
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continue;
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group = Shader->getGroup( i );
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const core::stringc &clampmap = group->get( "clampmap" );
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if ( 0 == clampmap.size() )
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continue;
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Q3Texture [i].TextureAddressMode = video::ETC_CLAMP_TO_EDGE;
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pos = 0;
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getTextures( Q3Texture [i].Texture, clampmap, pos,fileSystem, driver );
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}
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if ( mipmap & 2 )
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driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, mipmap & 1);
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}
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/*
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Register each texture stage, if first is visible
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*/
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void CQuake3ShaderSceneNode::OnRegisterSceneNode()
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{
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if ( isVisible() )
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{
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SceneManager->registerNodeForRendering(this, getRenderStage() );
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}
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ISceneNode::OnRegisterSceneNode();
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}
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/*
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is this a transparent node ?
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*/
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E_SCENE_NODE_RENDER_PASS CQuake3ShaderSceneNode::getRenderStage() const
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{
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E_SCENE_NODE_RENDER_PASS ret = ESNRP_SOLID;
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// generic stage
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const SVarGroup *group;
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group = Shader->getGroup( 1 );
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/*
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else
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if ( group->getIndex( "portal" ) >= 0 )
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{
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ret = ESNRP_TRANSPARENT_EFFECT;
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}
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else
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*/
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if ( group->isDefined( "sort", "opaque" ) )
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{
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ret = ESNRP_SOLID;
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}
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else
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if ( group->isDefined( "sort", "additive" ) )
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{
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ret = ESNRP_TRANSPARENT;
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}
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else
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if ( strstr ( Shader->name.c_str(), "flame" ) ||
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group->isDefined( "surfaceparm", "water" ) ||
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group->isDefined( "sort", "underwater" ) ||
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group->isDefined( "sort", "underwater" )
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)
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{
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ret = ESNRP_TRANSPARENT_EFFECT;
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}
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else
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{
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// Look if first drawing stage needs graphical underlay
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for ( u32 stage = 2; stage < Shader->VarGroup->VariableGroup.size(); ++stage )
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{
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if ( 0 == Q3Texture [ stage ].Texture.size() )
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continue;
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group = Shader->getGroup( stage );
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SBlendFunc blendfunc ( video::EMFN_MODULATE_1X );
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getBlendFunc( group->get( "blendfunc" ), blendfunc );
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getBlendFunc( group->get( "alphafunc" ), blendfunc );
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//ret = blendfunc.isTransparent ? ESNRP_TRANSPARENT : ESNRP_SOLID;
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if ( blendfunc.isTransparent )
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{
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ret = ESNRP_TRANSPARENT;
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}
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break;
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}
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}
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return ret;
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}
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/*
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render in multipass technique
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*/
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void CQuake3ShaderSceneNode::render()
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{
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video::IVideoDriver* driver = SceneManager->getVideoDriver();
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E_SCENE_NODE_RENDER_PASS pass = SceneManager->getSceneNodeRenderPass();
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video::SMaterial material;
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const SVarGroup *group;
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material.Lighting = false;
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material.setTexture(1, 0);
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material.NormalizeNormals = false;
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// generic stage
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group = Shader->getGroup( 1 );
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material.BackfaceCulling = getCullingFunction( group->get( "cull" ) );
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u32 pushProjection = 0;
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core::matrix4 projection ( core::matrix4::EM4CONST_NOTHING );
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// decal ( solve z-fighting )
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if ( group->isDefined( "polygonoffset" ) )
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{
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projection = driver->getTransform( video::ETS_PROJECTION );
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core::matrix4 decalProjection ( projection );
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/*
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f32 n = SceneManager->getActiveCamera()->getNearValue();
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f32 f = SceneManager->getActiveCamera()->getFarValue ();
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f32 delta = 0.01f;
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f32 pz = 0.2f;
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f32 epsilon = -2.f * f * n * delta / ( ( f + n ) * pz * ( pz + delta ) );
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decalProjection[10] *= 1.f + epsilon;
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*/
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// TODO: involve camera
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decalProjection[10] -= 0.0002f;
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driver->setTransform( video::ETS_PROJECTION, decalProjection );
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pushProjection |= 1;
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}
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driver->setTransform(video::ETS_WORLD, AbsoluteTransformation );
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if (Shadow)
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Shadow->updateShadowVolumes();
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//! render all stages
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u32 drawCount = (pass == ESNRP_TRANSPARENT_EFFECT) ? 1 : 0;
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core::matrix4 textureMatrix ( core::matrix4::EM4CONST_NOTHING );
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for ( u32 stage = 1; stage < Shader->VarGroup->VariableGroup.size(); ++stage )
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{
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SQ3Texture &q = Q3Texture[stage];
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// advance current stage
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textureMatrix.makeIdentity();
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animate( stage, textureMatrix );
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// stage finished, no drawing stage ( vertex transform only )
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video::ITexture * tex = q.Texture.size() ? q.Texture [ q.TextureIndex ] : 0;
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if ( 0 == tex )
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continue;
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// current stage
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group = Shader->getGroup( stage );
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material.setTexture(0, tex );
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material.ZBuffer = getDepthFunction( group->get( "depthfunc" ) );
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if ( group->isDefined( "depthwrite" ) )
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{
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material.ZWriteEnable = true;
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}
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else
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{
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material.ZWriteEnable = drawCount == 0;
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}
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//resolve quake3 blendfunction to irrlicht Material Type
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SBlendFunc blendfunc ( video::EMFN_MODULATE_1X );
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getBlendFunc( group->get( "blendfunc" ), blendfunc );
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getBlendFunc( group->get( "alphafunc" ), blendfunc );
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material.MaterialType = blendfunc.type;
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material.MaterialTypeParam = blendfunc.param0;
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material.TextureLayer[0].TextureWrapU = q.TextureAddressMode;
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material.TextureLayer[0].TextureWrapV = q.TextureAddressMode;
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//material.TextureLayer[0].TrilinearFilter = 1;
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//material.TextureLayer[0].AnisotropicFilter = 0xFF;
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material.setTextureMatrix( 0, textureMatrix );
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driver->setMaterial( material );
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driver->drawMeshBuffer( MeshBuffer );
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drawCount += 1;
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}
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if ( DebugDataVisible & scene::EDS_MESH_WIRE_OVERLAY )
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{
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video::SMaterial deb_m;
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deb_m.Wireframe = true;
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deb_m.Lighting = false;
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deb_m.BackfaceCulling = material.BackfaceCulling;
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driver->setMaterial( deb_m );
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driver->drawMeshBuffer( MeshBuffer );
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}
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// show normals
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if ( DebugDataVisible & scene::EDS_NORMALS )
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{
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video::SMaterial deb_m;
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IAnimatedMesh * arrow = SceneManager->addArrowMesh (
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"__debugnormalq3",
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0xFFECEC00,0xFF999900,
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4, 8,
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8.f, 6.f,
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0.5f,1.f
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);
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if ( 0 == arrow )
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{
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arrow = SceneManager->getMesh ( "__debugnormalq3" );
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}
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const IMesh *mesh = arrow->getMesh ( 0 );
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// find a good scaling factor
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core::matrix4 m2;
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// draw normals
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const scene::IMeshBuffer* mb = MeshBuffer;
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const u32 vSize = video::getVertexPitchFromType(mb->getVertexType());
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const video::S3DVertex* v = ( const video::S3DVertex*)mb->getVertices();
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//f32 colCycle = 270.f / (f32) core::s32_max ( mb->getVertexCount() - 1, 1 );
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for ( u32 i=0; i != mb->getVertexCount(); ++i )
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{
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// Align to v->normal
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m2.buildRotateFromTo ( core::vector3df ( 0.f, 1.f, 0 ), v->Normal );
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m2.setTranslation ( v->Pos + AbsoluteTransformation.getTranslation () );
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/*
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core::quaternion quatRot( v->Normal.Z, 0.f, -v->Normal.X, 1 + v->Normal.Y );
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quatRot.normalize();
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quatRot.getMatrix ( m2, v->Pos );
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m2 [ 12 ] += AbsoluteTransformation [ 12 ];
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m2 [ 13 ] += AbsoluteTransformation [ 13 ];
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m2 [ 14 ] += AbsoluteTransformation [ 14 ];
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*/
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driver->setTransform(video::ETS_WORLD, m2 );
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deb_m.Lighting = true;
|
||
|
/*
|
||
|
irr::video::SColorHSL color;
|
||
|
irr::video::SColor rgb(0);
|
||
|
color.Hue = i * colCycle * core::DEGTORAD;
|
||
|
color.Saturation = 1.f;
|
||
|
color.Luminance = 0.5f;
|
||
|
color.toRGB( deb_m.EmissiveColor );
|
||
|
*/
|
||
|
switch ( i )
|
||
|
{
|
||
|
case 0: deb_m.EmissiveColor.set(0xFFFFFFFF); break;
|
||
|
case 1: deb_m.EmissiveColor.set(0xFFFF0000); break;
|
||
|
case 2: deb_m.EmissiveColor.set(0xFF00FF00); break;
|
||
|
case 3: deb_m.EmissiveColor.set(0xFF0000FF); break;
|
||
|
default:
|
||
|
deb_m.EmissiveColor = v->Color; break;
|
||
|
}
|
||
|
driver->setMaterial( deb_m );
|
||
|
|
||
|
for ( u32 a = 0; a != mesh->getMeshBufferCount(); ++a )
|
||
|
driver->drawMeshBuffer ( mesh->getMeshBuffer ( a ) );
|
||
|
|
||
|
v = (const video::S3DVertex*) ( (u8*) v + vSize );
|
||
|
}
|
||
|
driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
|
||
|
}
|
||
|
|
||
|
|
||
|
if ( pushProjection & 1 )
|
||
|
{
|
||
|
driver->setTransform( video::ETS_PROJECTION, projection );
|
||
|
}
|
||
|
|
||
|
if ( DebugDataVisible & scene::EDS_BBOX )
|
||
|
{
|
||
|
video::SMaterial deb_m;
|
||
|
deb_m.Lighting = false;
|
||
|
driver->setMaterial(deb_m);
|
||
|
driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
|
||
|
driver->draw3DBox( getBoundingBox(), video::SColor(255,255,0,0));
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
|
||
|
//! 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.
|
||
|
bool CQuake3ShaderSceneNode::removeChild(ISceneNode* child)
|
||
|
{
|
||
|
if (child && Shadow == child)
|
||
|
{
|
||
|
Shadow->drop();
|
||
|
Shadow = 0;
|
||
|
}
|
||
|
|
||
|
return ISceneNode::removeChild(child);
|
||
|
}
|
||
|
|
||
|
|
||
|
//! Creates shadow volume scene node as child of this node
|
||
|
//! and returns a pointer to it.
|
||
|
IShadowVolumeSceneNode* CQuake3ShaderSceneNode::addShadowVolumeSceneNode(
|
||
|
const IMesh* shadowMesh, s32 id, bool zfailmethod, f32 infinity)
|
||
|
{
|
||
|
if (!SceneManager->getVideoDriver()->queryFeature(video::EVDF_STENCIL_BUFFER))
|
||
|
return 0;
|
||
|
|
||
|
if (!shadowMesh)
|
||
|
shadowMesh = Mesh; // if null is given, use the mesh of node
|
||
|
|
||
|
if (Shadow)
|
||
|
Shadow->drop();
|
||
|
|
||
|
Shadow = new CShadowVolumeSceneNode(shadowMesh, this, SceneManager, id, zfailmethod, infinity);
|
||
|
return Shadow;
|
||
|
}
|
||
|
|
||
|
|
||
|
/*!
|
||
|
3.3.1 deformVertexes wave <div> <func> <base> <amplitude> <phase> <freq>
|
||
|
Designed for water surfaces, modifying the values differently at each point.
|
||
|
It accepts the standard wave functions of the type sin, triangle, square, sawtooth
|
||
|
or inversesawtooth. The "div" parameter is used to control the wave "spread"
|
||
|
- a value equal to the tessSize of the surface is a good default value
|
||
|
(tessSize is subdivision size, in game units, used for the shader when seen in the game world) .
|
||
|
*/
|
||
|
void CQuake3ShaderSceneNode::deformvertexes_wave( f32 dt, SModifierFunction &function )
|
||
|
{
|
||
|
function.wave = core::reciprocal( function.wave );
|
||
|
|
||
|
const f32 phase = function.phase;
|
||
|
|
||
|
const u32 vsize = Original->Vertices.size();
|
||
|
for ( u32 i = 0; i != vsize; ++i )
|
||
|
{
|
||
|
const video::S3DVertex2TCoords &src = Original->Vertices[i];
|
||
|
video::S3DVertex &dst = MeshBuffer->Vertices[i];
|
||
|
|
||
|
if ( 0 == function.count )
|
||
|
dst.Pos = src.Pos - MeshOffset;
|
||
|
|
||
|
const f32 wavephase = (dst.Pos.X + dst.Pos.Y + dst.Pos.Z) * function.wave;
|
||
|
function.phase = phase + wavephase;
|
||
|
|
||
|
const f32 f = function.evaluate( dt );
|
||
|
|
||
|
dst.Pos.X += f * src.Normal.X;
|
||
|
dst.Pos.Y += f * src.Normal.Y;
|
||
|
dst.Pos.Z += f * src.Normal.Z;
|
||
|
|
||
|
if ( i == 0 )
|
||
|
MeshBuffer->BoundingBox.reset ( dst.Pos );
|
||
|
else
|
||
|
MeshBuffer->BoundingBox.addInternalPoint ( dst.Pos );
|
||
|
}
|
||
|
function.count = 1;
|
||
|
}
|
||
|
|
||
|
/*!
|
||
|
deformVertexes move x y z func base amplitude phase freq
|
||
|
The move parameter is used to make a brush, curve patch or model
|
||
|
appear to move together as a unit. The x y z values are the distance
|
||
|
and direction in game units the object appears to move relative to
|
||
|
it's point of origin in the map. The func base amplitude phase freq values are
|
||
|
the same as found in other waveform manipulations.
|
||
|
|
||
|
The product of the function modifies the values x, y, and z.
|
||
|
Therefore, if you have an amplitude of 5 and an x value of 2,
|
||
|
the object will travel 10 units from its point of origin along the x axis.
|
||
|
This results in a total of 20 units of motion along the x axis, since the
|
||
|
amplitude is the variation both above and below the base.
|
||
|
|
||
|
It must be noted that an object made with this shader does not actually
|
||
|
change position, it only appears to.
|
||
|
|
||
|
Design Notes:
|
||
|
If an object is made up of surfaces with different shaders, all must have
|
||
|
matching deformVertexes move values or the object will appear to tear itself apart.
|
||
|
*/
|
||
|
void CQuake3ShaderSceneNode::deformvertexes_move( f32 dt, SModifierFunction &function )
|
||
|
{
|
||
|
function.wave = core::reciprocal( function.wave );
|
||
|
const f32 f = function.evaluate( dt );
|
||
|
|
||
|
const u32 vsize = Original->Vertices.size();
|
||
|
for ( u32 i = 0; i != vsize; ++i )
|
||
|
{
|
||
|
const video::S3DVertex2TCoords &src = Original->Vertices[i];
|
||
|
video::S3DVertex &dst = MeshBuffer->Vertices[i];
|
||
|
|
||
|
if ( 0 == function.count )
|
||
|
dst.Pos = src.Pos - MeshOffset;
|
||
|
|
||
|
dst.Pos.X += f * function.x;
|
||
|
dst.Pos.Y += f * function.y;
|
||
|
dst.Pos.Z += f * function.z;
|
||
|
|
||
|
if ( i == 0 )
|
||
|
MeshBuffer->BoundingBox.reset ( dst.Pos );
|
||
|
else
|
||
|
MeshBuffer->BoundingBox.addInternalPoint ( dst.Pos );
|
||
|
}
|
||
|
function.count = 1;
|
||
|
|
||
|
}
|
||
|
|
||
|
/*!
|
||
|
3.3.2 deformVertexes normal <div> <func> <base> <amplitude ~0.1-~0.5> <frequency ~1.0-~4.0>
|
||
|
This deformation affects the normals of a vertex without actually moving it,
|
||
|
which will effect later shader options like lighting and especially environment mapping.
|
||
|
If the shader stages don't use normals in any of their calculations, there will
|
||
|
be no visible effect.
|
||
|
|
||
|
Design Notes: Putting values of 0.1 t o 0.5 in Amplitude and 1.0 to 4.0 in the
|
||
|
Frequency can produce some satisfying results. Some things that have been
|
||
|
done with it: A small fluttering bat, falling leaves, rain, flags.
|
||
|
*/
|
||
|
void CQuake3ShaderSceneNode::deformvertexes_normal( f32 dt, SModifierFunction &function )
|
||
|
{
|
||
|
function.func = SINUS;
|
||
|
const u32 vsize = Original->Vertices.size();
|
||
|
for ( u32 i = 0; i != vsize; ++i )
|
||
|
{
|
||
|
const video::S3DVertex2TCoords &src = Original->Vertices[i];
|
||
|
video::S3DVertex &dst = MeshBuffer->Vertices[i];
|
||
|
|
||
|
function.base = atan2f ( src.Pos.X, src.Pos.Y );
|
||
|
function.phase = src.Pos.X + src.Pos.Z;
|
||
|
|
||
|
const f32 lat = function.evaluate( dt );
|
||
|
|
||
|
function.base = src.Normal.Y;
|
||
|
function.phase = src.Normal.Z + src.Normal.X;
|
||
|
|
||
|
const f32 lng = function.evaluate( dt );
|
||
|
|
||
|
dst.Normal.X = cosf ( lat ) * sinf ( lng );
|
||
|
dst.Normal.Y = sinf ( lat ) * sinf ( lng );
|
||
|
dst.Normal.Z = cosf ( lng );
|
||
|
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/*!
|
||
|
3.3.3 deformVertexes bulge <bulgeWidth> <bulgeHeight> <bulgeSpeed>
|
||
|
This forces a bulge to move along the given s and t directions. Designed for use
|
||
|
on curved pipes.
|
||
|
|
||
|
Specific parameter definitions for deform keywords:
|
||
|
<div> This is roughly defined as the size of the waves that occur.
|
||
|
It is measured in game units. Smaller values create a greater
|
||
|
density of smaller wave forms occurring in a given area.
|
||
|
Larger values create a lesser density of waves, or otherwise put,
|
||
|
the appearance of larger waves. To look correct this value should
|
||
|
closely correspond to the value (in pixels) set for tessSize (tessellation size)
|
||
|
of the texture. A value of 100.0 is a good default value
|
||
|
(which means your tessSize should be close to that for things to look "wavelike").
|
||
|
|
||
|
<func> This is the type of wave form being created. Sin stands for sine wave,
|
||
|
a regular smoothly flowing wave. Triangle is a wave with a sharp ascent
|
||
|
and a sharp decay. It will make a choppy looking wave forms.
|
||
|
A square wave is simply on or off for the period of the
|
||
|
frequency with no in between. The sawtooth wave has the ascent of a
|
||
|
triangle wave, but has the decay cut off sharply like a square wave.
|
||
|
An inversesawtooth wave reverses this.
|
||
|
|
||
|
<base> This is the distance, in game units that the apparent surface of the
|
||
|
texture is displaced from the actual surface of the brush as placed
|
||
|
in the editor. A positive value appears above the brush surface.
|
||
|
A negative value appears below the brush surface.
|
||
|
An example of this is the Quad effect, which essentially is a
|
||
|
shell with a positive base value to stand it away from the model
|
||
|
surface and a 0 (zero) value for amplitude.
|
||
|
|
||
|
<amplitude> The distance that the deformation moves away from the base value.
|
||
|
See Wave Forms in the introduction for a description of amplitude.
|
||
|
|
||
|
<phase> See Wave Forms in the introduction for a description of phase)
|
||
|
|
||
|
<frequency> See Wave Forms in the introduction for a description of frequency)
|
||
|
|
||
|
Design Note: The div and amplitude parameters, when used in conjunction with
|
||
|
liquid volumes like water should take into consideration how much the water
|
||
|
will be moving. A large ocean area would have have massive swells (big div values)
|
||
|
that rose and fell dramatically (big amplitude values). While a small, quiet pool
|
||
|
may move very little.
|
||
|
*/
|
||
|
void CQuake3ShaderSceneNode::deformvertexes_bulge( f32 dt, SModifierFunction &function )
|
||
|
{
|
||
|
function.func = SINUS;
|
||
|
function.wave = core::reciprocal( function.bulgewidth );
|
||
|
|
||
|
dt *= function.bulgespeed * 0.1f;
|
||
|
const f32 phase = function.phase;
|
||
|
|
||
|
const u32 vsize = Original->Vertices.size();
|
||
|
for ( u32 i = 0; i != vsize; ++i )
|
||
|
{
|
||
|
const video::S3DVertex2TCoords &src = Original->Vertices[i];
|
||
|
video::S3DVertex &dst = MeshBuffer->Vertices[i];
|
||
|
|
||
|
const f32 wavephase = (Original->Vertices[i].TCoords.X ) * function.wave;
|
||
|
function.phase = phase + wavephase;
|
||
|
|
||
|
const f32 f = function.evaluate( dt );
|
||
|
|
||
|
if ( 0 == function.count )
|
||
|
dst.Pos = src.Pos - MeshOffset;
|
||
|
|
||
|
dst.Pos.X += f * src.Normal.X;
|
||
|
dst.Pos.Y += f * src.Normal.Y;
|
||
|
dst.Pos.Z += f * src.Normal.Z;
|
||
|
|
||
|
if ( i == 0 )
|
||
|
MeshBuffer->BoundingBox.reset ( dst.Pos );
|
||
|
else
|
||
|
MeshBuffer->BoundingBox.addInternalPoint ( dst.Pos );
|
||
|
}
|
||
|
|
||
|
function.count = 1;
|
||
|
}
|
||
|
|
||
|
|
||
|
/*!
|
||
|
deformVertexes autosprite
|
||
|
|
||
|
This function can be used to make any given triangle quad
|
||
|
(pair of triangles that form a square rectangle) automatically behave
|
||
|
like a sprite without having to make it a separate entity. This means
|
||
|
that the "sprite" on which the texture is placed will rotate to always
|
||
|
appear at right angles to the player's view as a sprite would. Any four-sided
|
||
|
brush side, flat patch, or pair of triangles in a model can have the autosprite
|
||
|
effect on it. The brush face containing a texture with this shader keyword must
|
||
|
be square.
|
||
|
*/
|
||
|
void CQuake3ShaderSceneNode::deformvertexes_autosprite( f32 dt, SModifierFunction &function )
|
||
|
{
|
||
|
u32 vsize = Original->Vertices.size();
|
||
|
u32 g;
|
||
|
u32 i;
|
||
|
|
||
|
const core::vector3df& camPos = SceneManager->getActiveCamera()->getPosition();
|
||
|
|
||
|
video::S3DVertex * dv = MeshBuffer->Vertices.pointer();
|
||
|
const video::S3DVertex2TCoords * vin = Original->Vertices.const_pointer();
|
||
|
|
||
|
core::matrix4 lookat ( core::matrix4::EM4CONST_NOTHING );
|
||
|
core::quaternion q;
|
||
|
for ( i = 0; i < vsize; i += 4 )
|
||
|
{
|
||
|
// quad-plane
|
||
|
core::vector3df center = 0.25f * ( vin[i+0].Pos + vin[i+1].Pos + vin[i+2].Pos + vin[i+3].Pos );
|
||
|
core::vector3df forward = camPos - center;
|
||
|
|
||
|
q.rotationFromTo ( vin[i].Normal, forward );
|
||
|
q.getMatrixCenter ( lookat, center, MeshOffset );
|
||
|
|
||
|
for ( g = 0; g < 4; ++g )
|
||
|
{
|
||
|
lookat.transformVect ( dv[i+g].Pos, vin[i+g].Pos );
|
||
|
lookat.rotateVect ( dv[i+g].Normal, vin[i+g].Normal );
|
||
|
}
|
||
|
|
||
|
}
|
||
|
function.count = 1;
|
||
|
}
|
||
|
|
||
|
|
||
|
/*!
|
||
|
deformVertexes autosprite2
|
||
|
Is a slightly modified "sprite" that only rotates around the middle of its longest axis.
|
||
|
This allows you to make a pillar of fire that you can walk around, or an energy beam
|
||
|
stretched across the room.
|
||
|
*/
|
||
|
|
||
|
struct sortaxis
|
||
|
{
|
||
|
core::vector3df v;
|
||
|
bool operator < ( const sortaxis &other ) const
|
||
|
{
|
||
|
return v.getLengthSQ () < other.v.getLengthSQ ();
|
||
|
}
|
||
|
};
|
||
|
/*!
|
||
|
*/
|
||
|
void CQuake3ShaderSceneNode::deformvertexes_autosprite2( f32 dt, SModifierFunction &function )
|
||
|
{
|
||
|
u32 vsize = Original->Vertices.size();
|
||
|
u32 g;
|
||
|
u32 i;
|
||
|
|
||
|
const core::vector3df camPos = SceneManager->getActiveCamera()->getAbsolutePosition();
|
||
|
|
||
|
video::S3DVertex * dv = MeshBuffer->Vertices.pointer();
|
||
|
const video::S3DVertex2TCoords * vin = Original->Vertices.const_pointer();
|
||
|
|
||
|
core::matrix4 lookat ( core::matrix4::EM4CONST_NOTHING );
|
||
|
|
||
|
core::array < sortaxis > axis;
|
||
|
axis.set_used ( 3 );
|
||
|
|
||
|
for ( i = 0; i < vsize; i += 4 )
|
||
|
{
|
||
|
// quad-plane
|
||
|
core::vector3df center = 0.25f * ( vin[i+0].Pos + vin[i+1].Pos + vin[i+2].Pos + vin[i+3].Pos );
|
||
|
|
||
|
// longes axe
|
||
|
axis[0].v = vin[i+1].Pos - vin[i+0].Pos;
|
||
|
axis[1].v = vin[i+2].Pos - vin[i+0].Pos;
|
||
|
axis[2].v = vin[i+3].Pos - vin[i+0].Pos;
|
||
|
axis.set_sorted ( false );
|
||
|
axis.sort ();
|
||
|
|
||
|
lookat.buildAxisAlignedBillboard ( camPos, center, MeshOffset, axis[1].v, vin[i+0].Normal );
|
||
|
|
||
|
for ( g = 0; g < 4; ++g )
|
||
|
{
|
||
|
lookat.transformVect ( dv[i+g].Pos, vin[i+g].Pos );
|
||
|
lookat.rotateVect ( dv[i+g].Normal, vin[i+g].Normal );
|
||
|
}
|
||
|
}
|
||
|
function.count = 1;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
Generate Vertex Color
|
||
|
*/
|
||
|
void CQuake3ShaderSceneNode::vertextransform_rgbgen( f32 dt, SModifierFunction &function )
|
||
|
{
|
||
|
u32 i;
|
||
|
const u32 vsize = Original->Vertices.size();
|
||
|
|
||
|
switch ( function.rgbgen )
|
||
|
{
|
||
|
case IDENTITY:
|
||
|
//rgbgen identity
|
||
|
for ( i = 0; i != vsize; ++i )
|
||
|
MeshBuffer->Vertices[i].Color.set(0xFFFFFFFF);
|
||
|
break;
|
||
|
|
||
|
case IDENTITYLIGHTING:
|
||
|
// rgbgen identitylighting TODO: overbright
|
||
|
for ( i = 0; i != vsize; ++i )
|
||
|
MeshBuffer->Vertices[i].Color.set(0xFF7F7F7F);
|
||
|
break;
|
||
|
|
||
|
case EXACTVERTEX:
|
||
|
// alphagen exactvertex TODO lighting
|
||
|
case VERTEX:
|
||
|
// rgbgen vertex
|
||
|
for ( i = 0; i != vsize; ++i )
|
||
|
MeshBuffer->Vertices[i].Color=Original->Vertices[i].Color;
|
||
|
break;
|
||
|
case WAVE:
|
||
|
{
|
||
|
// rgbGen wave <func> <base> <amp> <phase> <freq>
|
||
|
f32 f = function.evaluate( dt ) * 255.f;
|
||
|
s32 value = core::clamp( core::floor32(f), 0, 255 );
|
||
|
value = 0xFF000000 | value << 16 | value << 8 | value;
|
||
|
|
||
|
for ( i = 0; i != vsize; ++i )
|
||
|
MeshBuffer->Vertices[i].Color.set(value);
|
||
|
} break;
|
||
|
case CONSTANT:
|
||
|
{
|
||
|
//rgbgen const ( x y z )
|
||
|
video::SColorf cf( function.x, function.y, function.z );
|
||
|
video::SColor col = cf.toSColor();
|
||
|
for ( i = 0; i != vsize; ++i )
|
||
|
MeshBuffer->Vertices[i].Color=col;
|
||
|
} break;
|
||
|
default:
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
Generate Vertex Color, Alpha
|
||
|
*/
|
||
|
void CQuake3ShaderSceneNode::vertextransform_alphagen( f32 dt, SModifierFunction &function )
|
||
|
{
|
||
|
u32 i;
|
||
|
const u32 vsize = Original->Vertices.size();
|
||
|
|
||
|
switch ( function.alphagen )
|
||
|
{
|
||
|
case IDENTITY:
|
||
|
//alphagen identity
|
||
|
for ( i = 0; i != vsize; ++i )
|
||
|
MeshBuffer->Vertices[i].Color.setAlpha ( 0xFF );
|
||
|
break;
|
||
|
|
||
|
case EXACTVERTEX:
|
||
|
// alphagen exactvertex TODO lighting
|
||
|
case VERTEX:
|
||
|
// alphagen vertex
|
||
|
for ( i = 0; i != vsize; ++i )
|
||
|
MeshBuffer->Vertices[i].Color.setAlpha ( Original->Vertices[i].Color.getAlpha() );
|
||
|
break;
|
||
|
case CONSTANT:
|
||
|
{
|
||
|
// alphagen const
|
||
|
u32 a = (u32) ( function.x * 255.f );
|
||
|
for ( i = 0; i != vsize; ++i )
|
||
|
MeshBuffer->Vertices[i].Color.setAlpha ( a );
|
||
|
} break;
|
||
|
|
||
|
case LIGHTINGSPECULAR:
|
||
|
{
|
||
|
// alphagen lightingspecular TODO!!!
|
||
|
const SViewFrustum *frustum = SceneManager->getActiveCamera()->getViewFrustum();
|
||
|
const core::matrix4 &view = frustum->getTransform ( video::ETS_VIEW );
|
||
|
|
||
|
const f32 *m = view.pointer();
|
||
|
|
||
|
for ( i = 0; i != vsize; ++i )
|
||
|
{
|
||
|
const core::vector3df &n = Original->Vertices[i].Normal;
|
||
|
MeshBuffer->Vertices[i].Color.setAlpha ((u32)( 128.f *(1.f+(n.X*m[0]+n.Y*m[1]+n.Z*m[2]))));
|
||
|
}
|
||
|
|
||
|
} break;
|
||
|
|
||
|
|
||
|
case WAVE:
|
||
|
{
|
||
|
// alphagen wave
|
||
|
f32 f = function.evaluate( dt ) * 255.f;
|
||
|
s32 value = core::clamp( core::floor32(f), 0, 255 );
|
||
|
|
||
|
for ( i = 0; i != vsize; ++i )
|
||
|
MeshBuffer->Vertices[i].Color.setAlpha ( value );
|
||
|
} break;
|
||
|
default:
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
/*
|
||
|
Generate Texture Coordinates
|
||
|
*/
|
||
|
void CQuake3ShaderSceneNode::vertextransform_tcgen( f32 dt, SModifierFunction &function )
|
||
|
{
|
||
|
u32 i;
|
||
|
const u32 vsize = Original->Vertices.size();
|
||
|
|
||
|
switch ( function.tcgen )
|
||
|
{
|
||
|
case TURBULENCE:
|
||
|
//tcgen turb
|
||
|
{
|
||
|
function.wave = core::reciprocal( function.phase );
|
||
|
|
||
|
const f32 phase = function.phase;
|
||
|
|
||
|
for ( i = 0; i != vsize; ++i )
|
||
|
{
|
||
|
const video::S3DVertex2TCoords &src = Original->Vertices[i];
|
||
|
video::S3DVertex &dst = MeshBuffer->Vertices[i];
|
||
|
|
||
|
const f32 wavephase = (src.Pos.X + src.Pos.Y + src.Pos.Z) * function.wave;
|
||
|
function.phase = phase + wavephase;
|
||
|
|
||
|
const f32 f = function.evaluate( dt );
|
||
|
|
||
|
dst.TCoords.X = src.TCoords.X + f * src.Normal.X;
|
||
|
dst.TCoords.Y = src.TCoords.Y + f * src.Normal.Y;
|
||
|
}
|
||
|
}
|
||
|
break;
|
||
|
|
||
|
case TEXTURE:
|
||
|
// tcgen texture
|
||
|
for ( i = 0; i != vsize; ++i )
|
||
|
MeshBuffer->Vertices[i].TCoords = Original->Vertices[i].TCoords;
|
||
|
break;
|
||
|
case LIGHTMAP:
|
||
|
// tcgen lightmap
|
||
|
for ( i = 0; i != vsize; ++i )
|
||
|
MeshBuffer->Vertices[i].TCoords = Original->Vertices[i].TCoords2;
|
||
|
break;
|
||
|
case ENVIRONMENT:
|
||
|
{
|
||
|
// tcgen environment
|
||
|
const SViewFrustum *frustum = SceneManager->getActiveCamera()->getViewFrustum();
|
||
|
const core::matrix4 &view = frustum->getTransform ( video::ETS_VIEW );
|
||
|
|
||
|
const f32 *m = view.pointer();
|
||
|
|
||
|
core::vector3df n;
|
||
|
for ( i = 0; i != vsize; ++i )
|
||
|
{
|
||
|
//const core::vector3df &n = Original->Vertices[i].Normal;
|
||
|
|
||
|
n = frustum->cameraPosition - Original->Vertices[i].Pos;
|
||
|
n.normalize();
|
||
|
n += Original->Vertices[i].Normal;
|
||
|
n.normalize();
|
||
|
|
||
|
MeshBuffer->Vertices[i].TCoords.X = 0.5f*(1.f+(n.X*m[0]+n.Y*m[1]+n.Z*m[2]));
|
||
|
MeshBuffer->Vertices[i].TCoords.Y = 0.5f*(1.f+(n.X*m[4]+n.Y*m[5]+n.Z*m[6]));
|
||
|
}
|
||
|
|
||
|
} break;
|
||
|
default:
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
#if 0
|
||
|
/*
|
||
|
Transform Texture Coordinates
|
||
|
*/
|
||
|
void CQuake3ShaderSceneNode::transformtex( const core::matrix4 &m, const u32 addressMode )
|
||
|
{
|
||
|
u32 i;
|
||
|
const u32 vsize = MeshBuffer->Vertices.size();
|
||
|
|
||
|
f32 tx1;
|
||
|
f32 ty1;
|
||
|
|
||
|
if ( addressMode )
|
||
|
{
|
||
|
for ( i = 0; i != vsize; ++i )
|
||
|
{
|
||
|
core::vector2df &tx = MeshBuffer->Vertices[i].TCoords;
|
||
|
|
||
|
tx1 = m[0] * tx.X + m[4] * tx.Y + m[8];
|
||
|
ty1 = m[1] * tx.X + m[5] * tx.Y + m[9];
|
||
|
|
||
|
tx.X = tx1;
|
||
|
tx.Y = ty1;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
|
||
|
for ( i = 0; i != vsize; ++i )
|
||
|
{
|
||
|
core::vector2df &tx = MeshBuffer->Vertices[i].TCoords;
|
||
|
|
||
|
tx1 = m[0] * tx.X + m[4] * tx.Y + m[8];
|
||
|
ty1 = m[1] * tx.X + m[5] * tx.Y + m[9];
|
||
|
|
||
|
tx.X = tx1 <= 0.f ? 0.f : tx1 >= 1.f ? 1.f : tx1;
|
||
|
tx.Y = ty1 <= 0.f ? 0.f : ty1 >= 1.f ? 1.f : ty1;
|
||
|
|
||
|
//tx.X = core::clamp( tx1, 0.f, 1.f );
|
||
|
//tx.Y = core::clamp( ty1, 0.f, 1.f );
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
#endif
|
||
|
|
||
|
|
||
|
/*
|
||
|
Texture & Vertex Transform Animator
|
||
|
|
||
|
Return a Texture Transformation for this stage
|
||
|
Vertex transformation are called if found
|
||
|
|
||
|
*/
|
||
|
void CQuake3ShaderSceneNode::animate( u32 stage,core::matrix4 &texture )
|
||
|
{
|
||
|
const SVarGroup *group = Shader->getGroup( stage );
|
||
|
|
||
|
// select current texture
|
||
|
SQ3Texture &q3Tex = Q3Texture [ stage ];
|
||
|
if ( q3Tex.TextureFrequency != 0.f )
|
||
|
{
|
||
|
s32 v = core::floor32( TimeAbs * q3Tex.TextureFrequency );
|
||
|
q3Tex.TextureIndex = v % q3Tex.Texture.size();
|
||
|
}
|
||
|
|
||
|
core::matrix4 m2;
|
||
|
SModifierFunction function;
|
||
|
|
||
|
f32 f[16];
|
||
|
|
||
|
// walk group for all modifiers
|
||
|
for ( u32 g = 0; g != group->Variable.size(); ++g )
|
||
|
{
|
||
|
const SVariable &v = group->Variable[g];
|
||
|
|
||
|
// get the modifier
|
||
|
static const c8 * modifierList[] =
|
||
|
{
|
||
|
"tcmod","deformvertexes","rgbgen","tcgen","map","alphagen"
|
||
|
};
|
||
|
|
||
|
u32 pos = 0;
|
||
|
function.masterfunc0 = (eQ3ModifierFunction) isEqual( v.name, pos, modifierList, 6 );
|
||
|
|
||
|
if ( UNKNOWN == function.masterfunc0 )
|
||
|
continue;
|
||
|
|
||
|
switch ( function.masterfunc0 )
|
||
|
{
|
||
|
//tcmod
|
||
|
case TCMOD:
|
||
|
m2.makeIdentity();
|
||
|
break;
|
||
|
default:
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
// get the modifier function
|
||
|
static const c8 * funclist[] =
|
||
|
{
|
||
|
"scroll","scale","rotate","stretch","turb",
|
||
|
"wave","identity","vertex",
|
||
|
"texture","lightmap","environment","$lightmap",
|
||
|
"bulge","autosprite","autosprite2","transform",
|
||
|
"exactvertex","const","lightingspecular","move","normal",
|
||
|
"identitylighting"
|
||
|
};
|
||
|
static const c8 * groupToken[] = { "(", ")" };
|
||
|
|
||
|
pos = 0;
|
||
|
function.masterfunc1 = (eQ3ModifierFunction) isEqual( v.content, pos, funclist, 22 );
|
||
|
if ( function.masterfunc1 != UNKNOWN )
|
||
|
function.masterfunc1 = (eQ3ModifierFunction) ((u32) function.masterfunc1 + FUNCTION2 + 1);
|
||
|
|
||
|
switch ( function.masterfunc1 )
|
||
|
{
|
||
|
case SCROLL:
|
||
|
// tcMod scroll <sSpeed> <tSpeed>
|
||
|
f[0] = getAsFloat( v.content, pos ) * TimeAbs;
|
||
|
f[1] = getAsFloat( v.content, pos ) * TimeAbs;
|
||
|
m2.setTextureTranslate( f[0], f[1] );
|
||
|
break;
|
||
|
case SCALE:
|
||
|
// tcmod scale <sScale> <tScale>
|
||
|
f[0] = getAsFloat( v.content, pos );
|
||
|
f[1] = getAsFloat( v.content, pos );
|
||
|
m2.setTextureScale( f[0], f[1] );
|
||
|
break;
|
||
|
case ROTATE:
|
||
|
// tcmod rotate <degress per second>
|
||
|
m2.setTextureRotationCenter( getAsFloat( v.content, pos ) *
|
||
|
core::DEGTORAD *
|
||
|
TimeAbs
|
||
|
);
|
||
|
break;
|
||
|
case TRANSFORM:
|
||
|
// tcMod <transform> <m00> <m01> <m10> <m11> <t0> <t1>
|
||
|
memset(f, 0, sizeof ( f ));
|
||
|
f[10] = f[15] = 1.f;
|
||
|
|
||
|
f[0] = getAsFloat( v.content, pos );
|
||
|
f[1] = getAsFloat( v.content, pos );
|
||
|
f[4] = getAsFloat( v.content, pos );
|
||
|
f[5] = getAsFloat( v.content, pos );
|
||
|
f[8] = getAsFloat( v.content, pos );
|
||
|
f[9] = getAsFloat( v.content, pos );
|
||
|
m2.setM ( f );
|
||
|
break;
|
||
|
|
||
|
case STRETCH: // stretch
|
||
|
case TURBULENCE: // turb
|
||
|
case WAVE: // wave
|
||
|
case IDENTITY: // identity
|
||
|
case IDENTITYLIGHTING:
|
||
|
case VERTEX: // vertex
|
||
|
case MOVE:
|
||
|
case CONSTANT:
|
||
|
{
|
||
|
// turb == sin, default == sin
|
||
|
function.func = SINUS;
|
||
|
|
||
|
if ( function.masterfunc0 == DEFORMVERTEXES )
|
||
|
{
|
||
|
switch ( function.masterfunc1 )
|
||
|
{
|
||
|
case WAVE:
|
||
|
// deformvertexes wave
|
||
|
function.wave = getAsFloat( v.content, pos );
|
||
|
break;
|
||
|
case MOVE:
|
||
|
//deformvertexes move
|
||
|
function.x = getAsFloat( v.content, pos );
|
||
|
function.z = getAsFloat( v.content, pos );
|
||
|
function.y = getAsFloat( v.content, pos );
|
||
|
break;
|
||
|
default:
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
switch ( function.masterfunc1 )
|
||
|
{
|
||
|
case STRETCH:
|
||
|
case TURBULENCE:
|
||
|
case WAVE:
|
||
|
case MOVE:
|
||
|
getModifierFunc( function, v.content, pos );
|
||
|
break;
|
||
|
default:
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
switch ( function.masterfunc1 )
|
||
|
{
|
||
|
case STRETCH:
|
||
|
//tcMod stretch <func> <base> <amplitude> <phase> <frequency>
|
||
|
f[0] = core::reciprocal( function.evaluate(TimeAbs) );
|
||
|
m2.setTextureScaleCenter( f[0], f[0] );
|
||
|
break;
|
||
|
case TURBULENCE:
|
||
|
//tcMod turb <base> <amplitude> <phase> <freq>
|
||
|
//function.tcgen = TURBULENCE;
|
||
|
m2.setTextureRotationCenter( function.frequency *
|
||
|
core::DEGTORAD *
|
||
|
TimeAbs
|
||
|
);
|
||
|
break;
|
||
|
case WAVE:
|
||
|
case IDENTITY:
|
||
|
case IDENTITYLIGHTING:
|
||
|
case VERTEX:
|
||
|
case EXACTVERTEX:
|
||
|
case CONSTANT:
|
||
|
case LIGHTINGSPECULAR:
|
||
|
case MOVE:
|
||
|
switch ( function.masterfunc0 )
|
||
|
{
|
||
|
case DEFORMVERTEXES:
|
||
|
switch ( function.masterfunc1 )
|
||
|
{
|
||
|
case WAVE:
|
||
|
deformvertexes_wave( TimeAbs, function );
|
||
|
break;
|
||
|
case MOVE:
|
||
|
deformvertexes_move( TimeAbs, function );
|
||
|
break;
|
||
|
default:
|
||
|
break;
|
||
|
}
|
||
|
break;
|
||
|
case RGBGEN:
|
||
|
function.rgbgen = function.masterfunc1;
|
||
|
if ( function.rgbgen == CONSTANT )
|
||
|
{
|
||
|
isEqual ( v.content, pos, groupToken, 2 );
|
||
|
function.x = getAsFloat( v.content, pos );
|
||
|
function.y = getAsFloat( v.content, pos );
|
||
|
function.z = getAsFloat( v.content, pos );
|
||
|
}
|
||
|
//vertextransform_rgbgen( TimeAbs, function );
|
||
|
break;
|
||
|
case ALPHAGEN:
|
||
|
function.alphagen = function.masterfunc1;
|
||
|
if ( function.alphagen == CONSTANT )
|
||
|
{
|
||
|
function.x = getAsFloat( v.content, pos );
|
||
|
}
|
||
|
|
||
|
//vertextransform_alphagen( TimeAbs, function );
|
||
|
break;
|
||
|
default:
|
||
|
break;
|
||
|
}
|
||
|
break;
|
||
|
default:
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
} break;
|
||
|
case TEXTURE:
|
||
|
case LIGHTMAP:
|
||
|
case ENVIRONMENT:
|
||
|
// "texture","lightmap","environment"
|
||
|
function.tcgen = function.masterfunc1;
|
||
|
break;
|
||
|
case DOLLAR_LIGHTMAP:
|
||
|
// map == lightmap, tcgen == lightmap
|
||
|
function.tcgen = LIGHTMAP;
|
||
|
break;
|
||
|
case BULGE:
|
||
|
// deformvertexes bulge
|
||
|
function.bulgewidth = getAsFloat( v.content, pos );
|
||
|
function.bulgeheight = getAsFloat( v.content, pos );
|
||
|
function.bulgespeed = getAsFloat( v.content, pos );
|
||
|
|
||
|
deformvertexes_bulge(TimeAbs, function);
|
||
|
break;
|
||
|
|
||
|
case NORMAL:
|
||
|
// deformvertexes normal
|
||
|
function.amp = getAsFloat( v.content, pos );
|
||
|
function.frequency = getAsFloat( v.content, pos );
|
||
|
|
||
|
deformvertexes_normal(TimeAbs, function);
|
||
|
break;
|
||
|
|
||
|
case AUTOSPRITE:
|
||
|
// deformvertexes autosprite
|
||
|
deformvertexes_autosprite(TimeAbs, function);
|
||
|
break;
|
||
|
|
||
|
case AUTOSPRITE2:
|
||
|
// deformvertexes autosprite2
|
||
|
deformvertexes_autosprite2(TimeAbs, function);
|
||
|
break;
|
||
|
default:
|
||
|
break;
|
||
|
} // func
|
||
|
|
||
|
switch ( function.masterfunc0 )
|
||
|
{
|
||
|
case TCMOD:
|
||
|
texture *= m2;
|
||
|
break;
|
||
|
default:
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
} // group
|
||
|
|
||
|
vertextransform_rgbgen( TimeAbs, function );
|
||
|
vertextransform_alphagen( TimeAbs, function );
|
||
|
vertextransform_tcgen( TimeAbs, function );
|
||
|
}
|
||
|
|
||
|
|
||
|
void CQuake3ShaderSceneNode::OnAnimate(u32 timeMs)
|
||
|
{
|
||
|
TimeAbs = f32( timeMs ) * (1.f/1000.f);
|
||
|
ISceneNode::OnAnimate( timeMs );
|
||
|
}
|
||
|
|
||
|
const core::aabbox3d<f32>& CQuake3ShaderSceneNode::getBoundingBox() const
|
||
|
{
|
||
|
return MeshBuffer->getBoundingBox();
|
||
|
}
|
||
|
|
||
|
|
||
|
u32 CQuake3ShaderSceneNode::getMaterialCount() const
|
||
|
{
|
||
|
return Q3Texture.size();
|
||
|
}
|
||
|
|
||
|
video::SMaterial& CQuake3ShaderSceneNode::getMaterial(u32 i)
|
||
|
{
|
||
|
video::SMaterial& m = MeshBuffer->Material;
|
||
|
m.setTexture(0, 0);
|
||
|
if ( Q3Texture [ i ].TextureIndex )
|
||
|
m.setTexture(0, Q3Texture [ i ].Texture [ Q3Texture [ i ].TextureIndex ]);
|
||
|
return m;
|
||
|
}
|
||
|
|
||
|
|
||
|
} // end namespace scene
|
||
|
} // end namespace irr
|
||
|
|
||
|
#endif
|
||
|
|