Remove Quake 3 level load

This commit is contained in:
Vincent Lejeune 2015-01-10 21:18:08 +01:00
parent a08a9b1af4
commit 6bd852c95f
11 changed files with 0 additions and 5034 deletions

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@ -81,7 +81,6 @@ source/Irrlicht/CSceneNodeAnimatorTexture.cpp
source/Irrlicht/COpenGLTexture.cpp source/Irrlicht/COpenGLTexture.cpp
source/Irrlicht/COctreeSceneNode.cpp source/Irrlicht/COctreeSceneNode.cpp
source/Irrlicht/CWaterSurfaceSceneNode.cpp source/Irrlicht/CWaterSurfaceSceneNode.cpp
source/Irrlicht/CQuake3ShaderSceneNode.cpp
source/Irrlicht/CWADReader.cpp source/Irrlicht/CWADReader.cpp
source/Irrlicht/CParticleAttractionAffector.cpp source/Irrlicht/CParticleAttractionAffector.cpp
source/Irrlicht/CMeshSceneNode.cpp source/Irrlicht/CMeshSceneNode.cpp
@ -96,7 +95,6 @@ source/Irrlicht/CTextSceneNode.cpp
source/Irrlicht/COpenGLCgMaterialRenderer.cpp source/Irrlicht/COpenGLCgMaterialRenderer.cpp
source/Irrlicht/CIrrDeviceLinux.cpp source/Irrlicht/CIrrDeviceLinux.cpp
source/Irrlicht/CIrrDeviceStub.cpp source/Irrlicht/CIrrDeviceStub.cpp
source/Irrlicht/CQ3LevelMesh.cpp
source/Irrlicht/CImageWriterPCX.cpp source/Irrlicht/CImageWriterPCX.cpp
source/Irrlicht/CGUIInOutFader.cpp source/Irrlicht/CGUIInOutFader.cpp
source/Irrlicht/CGUITreeView.cpp source/Irrlicht/CGUITreeView.cpp
@ -302,7 +300,6 @@ source/Irrlicht/CGUIInOutFader.h
source/Irrlicht/CGUIFont.h source/Irrlicht/CGUIFont.h
source/Irrlicht/CGUIImageList.h source/Irrlicht/CGUIImageList.h
source/Irrlicht/CFileSystem.h source/Irrlicht/CFileSystem.h
source/Irrlicht/CQ3LevelMesh.h
source/Irrlicht/CSceneNodeAnimatorRotation.h source/Irrlicht/CSceneNodeAnimatorRotation.h
source/Irrlicht/CGUISkin.h source/Irrlicht/CGUISkin.h
source/Irrlicht/CNPKReader.h source/Irrlicht/CNPKReader.h
@ -318,7 +315,6 @@ source/Irrlicht/CNullDriver.h
source/Irrlicht/CImageLoaderRGB.h source/Irrlicht/CImageLoaderRGB.h
source/Irrlicht/CWriteFile.h source/Irrlicht/CWriteFile.h
source/Irrlicht/CSceneNodeAnimatorFollowSpline.h source/Irrlicht/CSceneNodeAnimatorFollowSpline.h
source/Irrlicht/CQuake3ShaderSceneNode.h
source/Irrlicht/glxext.h source/Irrlicht/glxext.h
source/Irrlicht/CMetaTriangleSelector.h source/Irrlicht/CMetaTriangleSelector.h
source/Irrlicht/CTarReader.h source/Irrlicht/CTarReader.h
@ -432,7 +428,6 @@ include/IParticleMeshEmitter.h
include/IGUIColorSelectDialog.h include/IGUIColorSelectDialog.h
include/IGUIImage.h include/IGUIImage.h
include/IGUIListBox.h include/IGUIListBox.h
include/IQ3LevelMesh.h
include/vector2d.h include/vector2d.h
include/CIndexBuffer.h include/CIndexBuffer.h
include/IAnimatedMesh.h include/IAnimatedMesh.h
@ -462,7 +457,6 @@ include/heapsort.h
include/IGUIComboBox.h include/IGUIComboBox.h
include/Keycodes.h include/Keycodes.h
include/SParticle.h include/SParticle.h
include/IQ3Shader.h
include/EDriverTypes.h include/EDriverTypes.h
include/IFileSystem.h include/IFileSystem.h
include/SMesh.h include/SMesh.h

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@ -1,46 +0,0 @@
// Copyright (C) 2002-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __I_Q3_LEVEL_MESH_H_INCLUDED__
#define __I_Q3_LEVEL_MESH_H_INCLUDED__
#include "IAnimatedMesh.h"
#include "IQ3Shader.h"
namespace irr
{
namespace scene
{
//! Interface for a Mesh which can be loaded directly from a Quake3 .bsp-file.
/** The Mesh tries to load all textures of the map.*/
class IQ3LevelMesh : public IAnimatedMesh
{
public:
//! loads the shader definition from file
/** \param filename Name of the shaderfile, defaults to /scripts if fileNameIsValid is false.
\param fileNameIsValid Specifies whether the filename is valid in the current situation. */
virtual const quake3::IShader* getShader( const c8* filename, bool fileNameIsValid=true ) = 0;
//! returns a already loaded Shader
virtual const quake3::IShader* getShader(u32 index) const = 0;
//! get's an interface to the entities
virtual quake3::tQ3EntityList& getEntityList() = 0;
//! returns the requested brush entity
/** \param num The number from the model key of the entity.
Use this interface if you parse the entities yourself.*/
virtual IMesh* getBrushEntityMesh(s32 num) const = 0;
//! returns the requested brush entity
virtual IMesh* getBrushEntityMesh(quake3::IEntity &ent) const = 0;
};
} // end namespace scene
} // end namespace irr
#endif

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@ -1,884 +0,0 @@
// Copyright (C) 2006-2012 Nikolaus Gebhardt / Thomas Alten
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __I_Q3_LEVEL_SHADER_H_INCLUDED__
#define __I_Q3_LEVEL_SHADER_H_INCLUDED__
#include "irrArray.h"
#include "fast_atof.h"
#include "IFileSystem.h"
#include "IVideoDriver.h"
#include "coreutil.h"
namespace irr
{
namespace scene
{
namespace quake3
{
static core::stringc irrEmptyStringc("");
//! Hold the different Mesh Types used for getMesh
enum eQ3MeshIndex
{
E_Q3_MESH_GEOMETRY = 0,
E_Q3_MESH_ITEMS,
E_Q3_MESH_BILLBOARD,
E_Q3_MESH_FOG,
E_Q3_MESH_UNRESOLVED,
E_Q3_MESH_SIZE
};
/*! used to customize Quake3 BSP Loader
*/
struct Q3LevelLoadParameter
{
Q3LevelLoadParameter ()
:defaultLightMapMaterial ( video::EMT_LIGHTMAP_M4 ),
defaultModulate ( video::EMFN_MODULATE_4X ),
defaultFilter ( video::EMF_BILINEAR_FILTER ),
patchTesselation ( 8 ),
verbose ( 0 ),
startTime ( 0 ), endTime ( 0 ),
mergeShaderBuffer ( 1 ),
cleanUnResolvedMeshes ( 1 ),
loadAllShaders ( 0 ),
loadSkyShader ( 0 ),
alpharef ( 1 ),
swapLump ( 0 ),
#ifdef __BIG_ENDIAN__
swapHeader ( 1 )
#else
swapHeader ( 0 )
#endif
{
memcpy ( scriptDir, "scripts\x0", 8 );
}
video::E_MATERIAL_TYPE defaultLightMapMaterial;
video::E_MODULATE_FUNC defaultModulate;
video::E_MATERIAL_FLAG defaultFilter;
s32 patchTesselation;
s32 verbose;
u32 startTime;
u32 endTime;
s32 mergeShaderBuffer;
s32 cleanUnResolvedMeshes;
s32 loadAllShaders;
s32 loadSkyShader;
s32 alpharef;
s32 swapLump;
s32 swapHeader;
c8 scriptDir [ 64 ];
};
// some useful typedefs
typedef core::array< core::stringc > tStringList;
typedef core::array< video::ITexture* > tTexArray;
// string helper.. TODO: move to generic files
inline s16 isEqual ( const core::stringc &string, u32 &pos, const c8 *list[], u16 listSize )
{
const char * in = string.c_str () + pos;
for ( u16 i = 0; i != listSize; ++i )
{
if (string.size() < pos)
return -2;
u32 len = (u32) strlen ( list[i] );
if (string.size() < pos+len)
continue;
if ( in [len] != 0 && in [len] != ' ' )
continue;
if ( strncmp ( in, list[i], len ) )
continue;
pos += len + 1;
return (s16) i;
}
return -2;
}
inline f32 getAsFloat ( const core::stringc &string, u32 &pos )
{
const char * in = string.c_str () + pos;
f32 value = 0.f;
pos += (u32) ( core::fast_atof_move ( in, value ) - in ) + 1;
return value;
}
//! get a quake3 vector translated to irrlicht position (x,-z,y )
inline core::vector3df getAsVector3df ( const core::stringc &string, u32 &pos )
{
core::vector3df v;
v.X = getAsFloat ( string, pos );
v.Z = getAsFloat ( string, pos );
v.Y = getAsFloat ( string, pos );
return v;
}
/*
extract substrings
*/
inline void getAsStringList ( tStringList &list, s32 max, const core::stringc &string, u32 &startPos )
{
list.clear ();
s32 finish = 0;
s32 endPos;
do
{
endPos = string.findNext ( ' ', startPos );
if ( endPos == -1 )
{
finish = 1;
endPos = string.size();
}
list.push_back ( string.subString ( startPos, endPos - startPos ) );
startPos = endPos + 1;
if ( list.size() >= (u32) max )
finish = 1;
} while ( !finish );
}
//! A blend function for a q3 shader.
struct SBlendFunc
{
SBlendFunc ( video::E_MODULATE_FUNC mod )
: type ( video::EMT_SOLID ), modulate ( mod ),
param0( 0.f ),
isTransparent ( 0 ) {}
video::E_MATERIAL_TYPE type;
video::E_MODULATE_FUNC modulate;
f32 param0;
u32 isTransparent;
};
// parses the content of Variable cull
inline bool getCullingFunction ( const core::stringc &cull )
{
if ( cull.size() == 0 )
return true;
bool ret = true;
static const c8 * funclist[] = { "none", "disable", "twosided" };
u32 pos = 0;
switch ( isEqual ( cull, pos, funclist, 3 ) )
{
case 0:
case 1:
case 2:
ret = false;
break;
}
return ret;
}
// parses the content of Variable depthfunc
// return a z-test
inline u8 getDepthFunction ( const core::stringc &string )
{
u8 ret = video::ECFN_LESSEQUAL;
if ( string.size() == 0 )
return ret;
static const c8 * funclist[] = { "lequal","equal" };
u32 pos = 0;
switch ( isEqual ( string, pos, funclist, 2 ) )
{
case 0:
ret = video::ECFN_LESSEQUAL;
case 1:
ret = video::ECFN_EQUAL;
break;
}
return ret;
}
/*!
parses the content of Variable blendfunc,alphafunc
it also make a hint for rendering as transparent or solid node.
we assume a typical quake scene would look like this..
1) Big Static Mesh ( solid )
2) static scene item ( may use transparency ) but rendered in the solid pass
3) additional transparency item in the transparent pass
it's not 100% accurate! it just empirical..
*/
inline static void getBlendFunc ( const core::stringc &string, SBlendFunc &blendfunc )
{
if ( string.size() == 0 )
return;
// maps to E_BLEND_FACTOR
static const c8 * funclist[] =
{
"gl_zero",
"gl_one",
"gl_dst_color",
"gl_one_minus_dst_color",
"gl_src_color",
"gl_one_minus_src_color",
"gl_src_alpha",
"gl_one_minus_src_alpha",
"gl_dst_alpha",
"gl_one_minus_dst_alpha",
"gl_src_alpha_sat",
"add",
"filter",
"blend",
"ge128",
"gt0",
};
u32 pos = 0;
s32 srcFact = isEqual ( string, pos, funclist, 16 );
if ( srcFact < 0 )
return;
u32 resolved = 0;
s32 dstFact = isEqual ( string, pos, funclist, 16 );
switch ( srcFact )
{
case video::EBF_ZERO:
switch ( dstFact )
{
// gl_zero gl_src_color == gl_dst_color gl_zero
case video::EBF_SRC_COLOR:
blendfunc.type = video::EMT_ONETEXTURE_BLEND;
blendfunc.param0 = video::pack_textureBlendFunc ( video::EBF_DST_COLOR, video::EBF_ZERO, blendfunc.modulate );
blendfunc.isTransparent = 1;
resolved = 1;
break;
} break;
case video::EBF_ONE:
switch ( dstFact )
{
// gl_one gl_zero
case video::EBF_ZERO:
blendfunc.type = video::EMT_SOLID;
blendfunc.isTransparent = 0;
resolved = 1;
break;
// gl_one gl_one
case video::EBF_ONE:
blendfunc.type = video::EMT_TRANSPARENT_ADD_COLOR;
blendfunc.isTransparent = 1;
resolved = 1;
break;
} break;
case video::EBF_SRC_ALPHA:
switch ( dstFact )
{
// gl_src_alpha gl_one_minus_src_alpha
case video::EBF_ONE_MINUS_SRC_ALPHA:
blendfunc.type = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
blendfunc.param0 = 1.f/255.f;
blendfunc.isTransparent = 1;
resolved = 1;
break;
} break;
case 11:
// add
blendfunc.type = video::EMT_TRANSPARENT_ADD_COLOR;
blendfunc.isTransparent = 1;
resolved = 1;
break;
case 12:
// filter = gl_dst_color gl_zero or gl_zero gl_src_color
blendfunc.type = video::EMT_ONETEXTURE_BLEND;
blendfunc.param0 = video::pack_textureBlendFunc ( video::EBF_DST_COLOR, video::EBF_ZERO, blendfunc.modulate );
blendfunc.isTransparent = 1;
resolved = 1;
break;
case 13:
// blend = gl_src_alpha gl_one_minus_src_alpha
blendfunc.type = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
blendfunc.param0 = 1.f/255.f;
blendfunc.isTransparent = 1;
resolved = 1;
break;
case 14:
// alphafunc ge128
blendfunc.type = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
blendfunc.param0 = 0.5f;
blendfunc.isTransparent = 1;
resolved = 1;
break;
case 15:
// alphafunc gt0
blendfunc.type = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
blendfunc.param0 = 1.f / 255.f;
blendfunc.isTransparent = 1;
resolved = 1;
break;
}
// use the generic blender
if ( 0 == resolved )
{
blendfunc.type = video::EMT_ONETEXTURE_BLEND;
blendfunc.param0 = video::pack_textureBlendFunc (
(video::E_BLEND_FACTOR) srcFact,
(video::E_BLEND_FACTOR) dstFact,
blendfunc.modulate);
blendfunc.isTransparent = 1;
}
}
// random noise [-1;1]
struct Noiser
{
static f32 get ()
{
static u32 RandomSeed = 0x69666966;
RandomSeed = (RandomSeed * 3631 + 1);
f32 value = ( (f32) (RandomSeed & 0x7FFF ) * (1.0f / (f32)(0x7FFF >> 1) ) ) - 1.f;
return value;
}
};
enum eQ3ModifierFunction
{
TCMOD = 0,
DEFORMVERTEXES = 1,
RGBGEN = 2,
TCGEN = 3,
MAP = 4,
ALPHAGEN = 5,
FUNCTION2 = 0x10,
SCROLL = FUNCTION2 + 1,
SCALE = FUNCTION2 + 2,
ROTATE = FUNCTION2 + 3,
STRETCH = FUNCTION2 + 4,
TURBULENCE = FUNCTION2 + 5,
WAVE = FUNCTION2 + 6,
IDENTITY = FUNCTION2 + 7,
VERTEX = FUNCTION2 + 8,
TEXTURE = FUNCTION2 + 9,
LIGHTMAP = FUNCTION2 + 10,
ENVIRONMENT = FUNCTION2 + 11,
DOLLAR_LIGHTMAP = FUNCTION2 + 12,
BULGE = FUNCTION2 + 13,
AUTOSPRITE = FUNCTION2 + 14,
AUTOSPRITE2 = FUNCTION2 + 15,
TRANSFORM = FUNCTION2 + 16,
EXACTVERTEX = FUNCTION2 + 17,
CONSTANT = FUNCTION2 + 18,
LIGHTINGSPECULAR = FUNCTION2 + 19,
MOVE = FUNCTION2 + 20,
NORMAL = FUNCTION2 + 21,
IDENTITYLIGHTING = FUNCTION2 + 22,
WAVE_MODIFIER_FUNCTION = 0x30,
SINUS = WAVE_MODIFIER_FUNCTION + 1,
COSINUS = WAVE_MODIFIER_FUNCTION + 2,
SQUARE = WAVE_MODIFIER_FUNCTION + 3,
TRIANGLE = WAVE_MODIFIER_FUNCTION + 4,
SAWTOOTH = WAVE_MODIFIER_FUNCTION + 5,
SAWTOOTH_INVERSE = WAVE_MODIFIER_FUNCTION + 6,
NOISE = WAVE_MODIFIER_FUNCTION + 7,
UNKNOWN = -2
};
struct SModifierFunction
{
SModifierFunction ()
: masterfunc0 ( UNKNOWN ), masterfunc1( UNKNOWN ), func ( SINUS ),
tcgen( TEXTURE ), rgbgen ( IDENTITY ), alphagen ( UNKNOWN ),
base ( 0 ), amp ( 1 ), phase ( 0 ), frequency ( 1 ),
wave ( 1 ),
x ( 0 ), y ( 0 ), z( 0 ), count( 0 ) {}
// "tcmod","deformvertexes","rgbgen", "tcgen"
eQ3ModifierFunction masterfunc0;
// depends
eQ3ModifierFunction masterfunc1;
// depends
eQ3ModifierFunction func;
eQ3ModifierFunction tcgen;
eQ3ModifierFunction rgbgen;
eQ3ModifierFunction alphagen;
union
{
f32 base;
f32 bulgewidth;
};
union
{
f32 amp;
f32 bulgeheight;
};
f32 phase;
union
{
f32 frequency;
f32 bulgespeed;
};
union
{
f32 wave;
f32 div;
};
f32 x;
f32 y;
f32 z;
u32 count;
f32 evaluate ( f32 dt ) const
{
// phase in 0 and 1..
f32 x = core::fract( (dt + phase ) * frequency );
f32 y = 0.f;
switch ( func )
{
case SINUS:
y = sinf ( x * core::PI * 2.f );
break;
case COSINUS:
y = cosf ( x * core::PI * 2.f );
break;
case SQUARE:
y = x < 0.5f ? 1.f : -1.f;
break;
case TRIANGLE:
y = x < 0.5f ? ( 4.f * x ) - 1.f : ( -4.f * x ) + 3.f;
break;
case SAWTOOTH:
y = x;
break;
case SAWTOOTH_INVERSE:
y = 1.f - x;
break;
case NOISE:
y = Noiser::get();
break;
default:
break;
}
return base + ( y * amp );
}
};
inline core::vector3df getMD3Normal ( u32 i, u32 j )
{
const f32 lng = i * 2.0f * core::PI / 255.0f;
const f32 lat = j * 2.0f * core::PI / 255.0f;
return core::vector3df(cosf ( lat ) * sinf ( lng ),
sinf ( lat ) * sinf ( lng ),
cosf ( lng ));
}
//
inline void getModifierFunc ( SModifierFunction& fill, const core::stringc &string, u32 &pos )
{
if ( string.size() == 0 )
return;
static const c8 * funclist[] =
{
"sin","cos","square",
"triangle", "sawtooth","inversesawtooth", "noise"
};
fill.func = (eQ3ModifierFunction) isEqual ( string,pos, funclist,7 );
fill.func = fill.func == UNKNOWN ? SINUS : (eQ3ModifierFunction) ((u32) fill.func + WAVE_MODIFIER_FUNCTION + 1);
fill.base = getAsFloat ( string, pos );
fill.amp = getAsFloat ( string, pos );
fill.phase = getAsFloat ( string, pos );
fill.frequency = getAsFloat ( string, pos );
}
// name = "a b c .."
struct SVariable
{
core::stringc name;
core::stringc content;
SVariable ( const c8 * n, const c8 *c = 0 ) : name ( n ), content (c) {}
virtual ~SVariable () {}
void clear ()
{
name = "";
content = "";
}
s32 isValid () const
{
return name.size();
}
bool operator == ( const SVariable &other ) const
{
return 0 == strcmp ( name.c_str(), other.name.c_str () );
}
bool operator < ( const SVariable &other ) const
{
return 0 > strcmp ( name.c_str(), other.name.c_str () );
}
};
// string database. "a" = "Hello", "b" = "1234.6"
struct SVarGroup
{
SVarGroup () { Variable.setAllocStrategy ( core::ALLOC_STRATEGY_SAFE ); }
virtual ~SVarGroup () {}
u32 isDefined ( const c8 * name, const c8 * content = 0 ) const
{
for ( u32 i = 0; i != Variable.size (); ++i )
{
if ( 0 == strcmp ( Variable[i].name.c_str(), name ) &&
( 0 == content || strstr ( Variable[i].content.c_str(), content ) )
)
{
return i + 1;
}
}
return 0;
}
// searches for Variable name and returns is content
// if Variable is not found a reference to an Empty String is returned
const core::stringc &get( const c8 * name ) const
{
SVariable search ( name );
s32 index = Variable.linear_search ( search );
if ( index < 0 )
return irrEmptyStringc;
return Variable [ index ].content;
}
// set the Variable name
void set ( const c8 * name, const c8 * content = 0 )
{
u32 index = isDefined ( name, 0 );
if ( 0 == index )
{
Variable.push_back ( SVariable ( name, content ) );
}
else
{
Variable [ index ].content = content;
}
}
core::array < SVariable > Variable;
};
//! holding a group a variable
struct SVarGroupList: public IReferenceCounted
{
SVarGroupList ()
{
VariableGroup.setAllocStrategy ( core::ALLOC_STRATEGY_SAFE );
}
virtual ~SVarGroupList () {}
core::array < SVarGroup > VariableGroup;
};
//! A Parsed Shader Holding Variables ordered in Groups
struct IShader
{
IShader ()
: ID ( 0 ), VarGroup ( 0 ) {}
virtual ~IShader () {}
void operator = (const IShader &other )
{
ID = other.ID;
VarGroup = other.VarGroup;
name = other.name;
}
bool operator == (const IShader &other ) const
{
return 0 == strcmp ( name.c_str(), other.name.c_str () );
//return name == other.name;
}
bool operator < (const IShader &other ) const
{
return strcmp ( name.c_str(), other.name.c_str () ) < 0;
//return name < other.name;
}
u32 getGroupSize () const
{
if ( 0 == VarGroup )
return 0;
return VarGroup->VariableGroup.size ();
}
const SVarGroup * getGroup ( u32 stage ) const
{
if ( 0 == VarGroup || stage >= VarGroup->VariableGroup.size () )
return 0;
return &VarGroup->VariableGroup [ stage ];
}
// id
s32 ID;
SVarGroupList *VarGroup; // reference
// Shader: shader name ( also first variable in first Vargroup )
// Entity: classname ( variable in Group(1) )
core::stringc name;
};
typedef IShader IEntity;
typedef core::array < IEntity > tQ3EntityList;
/*
dump shader like original layout, regardless of internal data holding
no recursive folding..
*/
inline void dumpVarGroup ( core::stringc &dest, const SVarGroup * group, s32 stack )
{
core::stringc buf;
s32 i;
if ( stack > 0 )
{
buf = "";
for ( i = 0; i < stack - 1; ++i )
buf += '\t';
buf += "{\n";
dest.append ( buf );
}
for ( u32 g = 0; g != group->Variable.size(); ++g )
{
buf = "";
for ( i = 0; i < stack; ++i )
buf += '\t';
buf += group->Variable[g].name;
buf += " ";
buf += group->Variable[g].content;
buf += "\n";
dest.append ( buf );
}
if ( stack > 1 )
{
buf = "";
for ( i = 0; i < stack - 1; ++i )
buf += '\t';
buf += "}\n";
dest.append ( buf );
}
}
/*!
dump a Shader or an Entity
*/
inline core::stringc & dumpShader ( core::stringc &dest, const IShader * shader, bool entity = false )
{
if ( 0 == shader )
return dest;
const SVarGroup * group;
const u32 size = shader->VarGroup->VariableGroup.size ();
for ( u32 i = 0; i != size; ++i )
{
group = &shader->VarGroup->VariableGroup[ i ];
dumpVarGroup ( dest, group, core::clamp( (int)i, 0, 2 ) );
}
if ( !entity )
{
if ( size <= 1 )
{
dest.append ( "{\n" );
}
dest.append ( "}\n" );
}
return dest;
}
/*
quake3 doesn't care much about tga & jpg
load one or multiple files stored in name started at startPos to the texture array textures
if texture is not loaded 0 will be added ( to find missing textures easier)
*/
inline void getTextures(tTexArray &textures,
const core::stringc &name, u32 &startPos,
io::IFileSystem *fileSystem,
video::IVideoDriver* driver)
{
static const char* extension[] =
{
".jpg",
".jpeg",
".png",
".dds",
".tga",
".bmp",
".pcx"
};
tStringList stringList;
getAsStringList(stringList, -1, name, startPos);
textures.clear();
io::path loadFile;
for ( u32 i = 0; i!= stringList.size (); ++i )
{
video::ITexture* texture = 0;
for (u32 g = 0; g != 7 ; ++g)
{
core::cutFilenameExtension ( loadFile, stringList[i] );
if ( loadFile == "$whiteimage" )
{
texture = driver->getTexture( "$whiteimage" );
if ( 0 == texture )
{
core::dimension2du s ( 2, 2 );
u32 image[4] = { 0xFFFFFFFF, 0xFFFFFFFF,0xFFFFFFFF,0xFFFFFFFF };
video::IImage* w = driver->createImageFromData ( video::ECF_A8R8G8B8, s,&image );
texture = driver->addTexture( "$whiteimage", w );
w->drop ();
}
}
else
if ( loadFile == "$redimage" )
{
texture = driver->getTexture( "$redimage" );
if ( 0 == texture )
{
core::dimension2du s ( 2, 2 );
u32 image[4] = { 0xFFFF0000, 0xFFFF0000,0xFFFF0000,0xFFFF0000 };
video::IImage* w = driver->createImageFromData ( video::ECF_A8R8G8B8, s,&image );
texture = driver->addTexture( "$redimage", w );
w->drop ();
}
}
else
if ( loadFile == "$blueimage" )
{
texture = driver->getTexture( "$blueimage" );
if ( 0 == texture )
{
core::dimension2du s ( 2, 2 );
u32 image[4] = { 0xFF0000FF, 0xFF0000FF,0xFF0000FF,0xFF0000FF };
video::IImage* w = driver->createImageFromData ( video::ECF_A8R8G8B8, s,&image );
texture = driver->addTexture( "$blueimage", w );
w->drop ();
}
}
else
if ( loadFile == "$checkerimage" )
{
texture = driver->getTexture( "$checkerimage" );
if ( 0 == texture )
{
core::dimension2du s ( 2, 2 );
u32 image[4] = { 0xFFFFFFFF, 0xFF000000,0xFF000000,0xFFFFFFFF };
video::IImage* w = driver->createImageFromData ( video::ECF_A8R8G8B8, s,&image );
texture = driver->addTexture( "$checkerimage", w );
w->drop ();
}
}
else
if ( loadFile == "$lightmap" )
{
texture = 0;
}
else
{
loadFile.append ( extension[g] );
}
if ( fileSystem->existFile ( loadFile ) )
{
texture = driver->getTexture( loadFile );
if ( texture )
break;
texture = 0;
}
}
// take 0 Texture
textures.push_back(texture);
}
}
//! Manages various Quake3 Shader Styles
class IShaderManager : public IReferenceCounted
{
};
} // end namespace quake3
} // end namespace scene
} // end namespace irr
#endif

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@ -124,11 +124,6 @@ namespace scene
class ITriangleSelector; class ITriangleSelector;
class IVolumeLightSceneNode; class IVolumeLightSceneNode;
namespace quake3
{
struct IShader;
} // end namespace quake3
//! The Scene Manager manages scene nodes, mesh recources, cameras and all the other stuff. //! The Scene Manager manages scene nodes, mesh recources, cameras and all the other stuff.
/** All Scene nodes can be created only here. There is a always growing /** All Scene nodes can be created only here. There is a always growing
list of scene nodes for lots of purposes: Indoor rendering scene nodes list of scene nodes for lots of purposes: Indoor rendering scene nodes
@ -914,14 +909,6 @@ namespace scene
s32 maxLOD=5, E_TERRAIN_PATCH_SIZE patchSize=ETPS_17, s32 smoothFactor=0, s32 maxLOD=5, E_TERRAIN_PATCH_SIZE patchSize=ETPS_17, s32 smoothFactor=0,
bool addAlsoIfHeightmapEmpty = false) = 0; bool addAlsoIfHeightmapEmpty = false) = 0;
//! Adds a quake3 scene node to the scene graph.
/** A Quake3 Scene renders multiple meshes for a specific HighLanguage Shader (Quake3 Style )
\return Pointer to the quake3 scene node if successful, otherwise NULL.
This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
virtual IMeshSceneNode* addQuake3SceneNode(const IMeshBuffer* meshBuffer, const quake3::IShader * shader,
ISceneNode* parent=0, s32 id=-1
) = 0;
//! Adds an empty scene node to the scene graph. //! Adds an empty scene node to the scene graph.
/** Can be used for doing advanced transformations /** Can be used for doing advanced transformations

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@ -113,8 +113,6 @@
#include "IMetaTriangleSelector.h" #include "IMetaTriangleSelector.h"
#include "IOSOperator.h" #include "IOSOperator.h"
#include "IParticleSystemSceneNode.h" // also includes all emitters and attractors #include "IParticleSystemSceneNode.h" // also includes all emitters and attractors
#include "IQ3LevelMesh.h"
#include "IQ3Shader.h"
#include "IReadFile.h" #include "IReadFile.h"
#include "IReferenceCounted.h" #include "IReferenceCounted.h"
#include "irrArray.h" #include "irrArray.h"

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@ -1,491 +0,0 @@
// Copyright (C) 2002-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __C_Q3_LEVEL_MESH_H_INCLUDED__
#define __C_Q3_LEVEL_MESH_H_INCLUDED__
#include "IQ3LevelMesh.h"
#include "IReadFile.h"
#include "IFileSystem.h"
#include "SMesh.h"
#include "SMeshBufferLightMap.h"
#include "IVideoDriver.h"
#include "irrString.h"
#include "ISceneManager.h"
#include "os.h"
namespace irr
{
namespace scene
{
class CQ3LevelMesh : public IQ3LevelMesh
{
public:
//! constructor
CQ3LevelMesh(io::IFileSystem* fs, scene::ISceneManager* smgr,
const quake3::Q3LevelLoadParameter &loadParam);
//! destructor
virtual ~CQ3LevelMesh();
//! loads a level from a .bsp-File. Also tries to load all
//! needed textures. Returns true if successful.
bool loadFile(io::IReadFile* file);
//! returns the amount of frames in milliseconds. If the amount
//! is 1, it is a static (=non animated) mesh.
virtual u32 getFrameCount() const;
//! Gets the default animation speed of the animated mesh.
/** \return Amount of frames per second. If the amount is 0, it is a static, non animated mesh. */
virtual f32 getAnimationSpeed() const
{
return FramesPerSecond;
}
//! Gets the frame count of the animated mesh.
/** \param fps Frames per second to play the animation with. If the amount is 0, it is not animated.
The actual speed is set in the scene node the mesh is instantiated in.*/
virtual void setAnimationSpeed(f32 fps)
{
FramesPerSecond=fps;
}
//! returns the animated mesh based on a detail level. 0 is the
//! lowest, 255 the highest detail. Note, that some Meshes will
//! ignore the detail level.
virtual IMesh* getMesh(s32 frameInMs, s32 detailLevel=255,
s32 startFrameLoop=-1, s32 endFrameLoop=-1);
//! Returns an axis aligned bounding box of the mesh.
//! \return A bounding box of this mesh is returned.
virtual const core::aabbox3d<f32>& getBoundingBox() const;
virtual void setBoundingBox( const core::aabbox3df& box);
//! Returns the type of the animated mesh.
virtual E_ANIMATED_MESH_TYPE getMeshType() const;
//! loads the shader definition
virtual void getShader( io::IReadFile* file );
//! loads the shader definition
virtual const quake3::IShader * getShader( const c8 * filename, bool fileNameIsValid=true );
//! returns a already loaded Shader
virtual const quake3::IShader * getShader( u32 index ) const;
//! loads a configuration file
virtual void getConfiguration( io::IReadFile* file );
//! get's an interface to the entities
virtual quake3::tQ3EntityList & getEntityList();
//! returns the requested brush entity
virtual IMesh* getBrushEntityMesh(s32 num) const;
//! returns the requested brush entity
virtual IMesh* getBrushEntityMesh(quake3::IEntity &ent) const;
//Link to held meshes? ...
//! returns amount of mesh buffers.
virtual u32 getMeshBufferCount() const
{
return 0;
}
//! returns pointer to a mesh buffer
virtual IMeshBuffer* getMeshBuffer(u32 nr) const
{
return 0;
}
//! Returns pointer to a mesh buffer which fits a material
/** \param material: material to search for
\return Pointer to the mesh buffer or 0 if there is no such mesh buffer. */
virtual IMeshBuffer* getMeshBuffer( const video::SMaterial &material) const
{
return 0;
}
virtual void setMaterialFlag(video::E_MATERIAL_FLAG flag, bool newvalue)
{
return;
}
//! set the hardware mapping hint, for driver
virtual void setHardwareMappingHint(E_HARDWARE_MAPPING newMappingHint, E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX)
{
return;
}
//! flags the meshbuffer as changed, reloads hardware buffers
virtual void setDirty(E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX)
{
return;
}
private:
void constructMesh();
void solveTJunction();
void loadTextures();
scene::SMesh** buildMesh(s32 num);
struct STexShader
{
video::ITexture* Texture;
s32 ShaderID;
};
core::array< STexShader > Tex;
core::array<video::ITexture*> Lightmap;
enum eLumps
{
kEntities = 0, // Stores player/object positions, etc...
kShaders = 1, // Stores texture information
kPlanes = 2, // Stores the splitting planes
kNodes = 3, // Stores the BSP nodes
kLeafs = 4, // Stores the leafs of the nodes
kLeafFaces = 5, // Stores the leaf's indices into the faces
kLeafBrushes = 6, // Stores the leaf's indices into the brushes
kModels = 7, // Stores the info of world models
kBrushes = 8, // Stores the brushes info (for collision)
kBrushSides = 9, // Stores the brush surfaces info
kVertices = 10, // Stores the level vertices
kMeshVerts = 11, // Stores the model vertices offsets
kFogs = 12, // Stores the shader files (blending, anims..)
kFaces = 13, // Stores the faces for the level
kLightmaps = 14, // Stores the lightmaps for the level
kLightGrid = 15, // Stores extra world lighting information
kVisData = 16, // Stores PVS and cluster info (visibility)
kLightArray = 17, // RBSP
kMaxLumps // A constant to store the number of lumps
};
enum eBspSurfaceType
{
BSP_MST_BAD,
BSP_MST_PLANAR,
BSP_MST_PATCH,
BSP_MST_TRIANGLE_SOUP,
BSP_MST_FLARE,
BSP_MST_FOLIAGE
};
struct tBSPHeader
{
s32 strID; // This should always be 'IBSP'
s32 version; // This should be 0x2e for Quake 3 files
};
tBSPHeader header;
struct tBSPLump
{
s32 offset;
s32 length;
};
struct tBSPVertex
{
f32 vPosition[3]; // (x, y, z) position.
f32 vTextureCoord[2]; // (u, v) texture coordinate
f32 vLightmapCoord[2]; // (u, v) lightmap coordinate
f32 vNormal[3]; // (x, y, z) normal vector
u8 color[4]; // RGBA color for the vertex
};
struct tBSPFace
{
s32 textureID; // The index into the texture array
s32 fogNum; // The index for the effects (or -1 = n/a)
s32 type; // 1=polygon, 2=patch, 3=mesh, 4=billboard
s32 vertexIndex; // The index into this face's first vertex
s32 numOfVerts; // The number of vertices for this face
s32 meshVertIndex; // The index into the first meshvertex
s32 numMeshVerts; // The number of mesh vertices
s32 lightmapID; // The texture index for the lightmap
s32 lMapCorner[2]; // The face's lightmap corner in the image
s32 lMapSize[2]; // The size of the lightmap section
f32 lMapPos[3]; // The 3D origin of lightmap.
f32 lMapBitsets[2][3]; // The 3D space for s and t unit vectors.
f32 vNormal[3]; // The face normal.
s32 size[2]; // The bezier patch dimensions.
};
struct tBSPTexture
{
c8 strName[64]; // The name of the texture w/o the extension
u32 flags; // The surface flags (unknown)
u32 contents; // The content flags (unknown)
};
struct tBSPLightmap
{
u8 imageBits[128][128][3]; // The RGB data in a 128x128 image
};
struct tBSPNode
{
s32 plane; // The index into the planes array
s32 front; // The child index for the front node
s32 back; // The child index for the back node
s32 mins[3]; // The bounding box min position.
s32 maxs[3]; // The bounding box max position.
};
struct tBSPLeaf
{
s32 cluster; // The visibility cluster
s32 area; // The area portal
s32 mins[3]; // The bounding box min position
s32 maxs[3]; // The bounding box max position
s32 leafface; // The first index into the face array
s32 numOfLeafFaces; // The number of faces for this leaf
s32 leafBrush; // The first index for into the brushes
s32 numOfLeafBrushes; // The number of brushes for this leaf
};
struct tBSPPlane
{
f32 vNormal[3]; // Plane normal.
f32 d; // The plane distance from origin
};
struct tBSPVisData
{
s32 numOfClusters; // The number of clusters
s32 bytesPerCluster; // Bytes (8 bits) in the cluster's bitset
c8 *pBitsets; // Array of bytes holding the cluster vis.
};
struct tBSPBrush
{
s32 brushSide; // The starting brush side for the brush
s32 numOfBrushSides; // Number of brush sides for the brush
s32 textureID; // The texture index for the brush
};
struct tBSPBrushSide
{
s32 plane; // The plane index
s32 textureID; // The texture index
};
struct tBSPModel
{
f32 min[3]; // The min position for the bounding box
f32 max[3]; // The max position for the bounding box.
s32 faceIndex; // The first face index in the model
s32 numOfFaces; // The number of faces in the model
s32 brushIndex; // The first brush index in the model
s32 numOfBrushes; // The number brushes for the model
};
struct tBSPFog
{
c8 shader[64]; // The name of the shader file
s32 brushIndex; // The brush index for this shader
s32 visibleSide; // the brush side that ray tests need to clip against (-1 == none
};
core::array < STexShader > FogMap;
struct tBSPLights
{
u8 ambient[3]; // This is the ambient color in RGB
u8 directional[3]; // This is the directional color in RGB
u8 direction[2]; // The direction of the light: [phi,theta]
};
void loadTextures (tBSPLump* l, io::IReadFile* file); // Load the textures
void loadLightmaps (tBSPLump* l, io::IReadFile* file); // Load the lightmaps
void loadVerts (tBSPLump* l, io::IReadFile* file); // Load the vertices
void loadFaces (tBSPLump* l, io::IReadFile* file); // Load the faces
void loadPlanes (tBSPLump* l, io::IReadFile* file); // Load the Planes of the BSP
void loadNodes (tBSPLump* l, io::IReadFile* file); // load the Nodes of the BSP
void loadLeafs (tBSPLump* l, io::IReadFile* file); // load the Leafs of the BSP
void loadLeafFaces (tBSPLump* l, io::IReadFile* file); // load the Faces of the Leafs of the BSP
void loadVisData (tBSPLump* l, io::IReadFile* file); // load the visibility data of the clusters
void loadEntities (tBSPLump* l, io::IReadFile* file); // load the entities
void loadModels (tBSPLump* l, io::IReadFile* file); // load the models
void loadMeshVerts (tBSPLump* l, io::IReadFile* file); // load the mesh vertices
void loadBrushes (tBSPLump* l, io::IReadFile* file); // load the brushes of the BSP
void loadBrushSides (tBSPLump* l, io::IReadFile* file); // load the brushsides of the BSP
void loadLeafBrushes(tBSPLump* l, io::IReadFile* file); // load the brushes of the leaf
void loadFogs (tBSPLump* l, io::IReadFile* file); // load the shaders
//bi-quadratic bezier patches
void createCurvedSurface_bezier(SMeshBufferLightMap* meshBuffer,
s32 faceIndex, s32 patchTesselation, s32 storevertexcolor);
void createCurvedSurface_nosubdivision(SMeshBufferLightMap* meshBuffer,
s32 faceIndex, s32 patchTesselation, s32 storevertexcolor);
struct S3DVertex2TCoords_64
{
core::vector3d<f64> Pos;
core::vector3d<f64> Normal;
video::SColorf Color;
core::vector2d<f64> TCoords;
core::vector2d<f64> TCoords2;
void copy( video::S3DVertex2TCoords &dest ) const;
S3DVertex2TCoords_64() {}
S3DVertex2TCoords_64(const core::vector3d<f64>& pos, const core::vector3d<f64>& normal, const video::SColorf& color,
const core::vector2d<f64>& tcoords, const core::vector2d<f64>& tcoords2)
: Pos(pos), Normal(normal), Color(color), TCoords(tcoords), TCoords2(tcoords2) {}
S3DVertex2TCoords_64 getInterpolated_quadratic(const S3DVertex2TCoords_64& v2,
const S3DVertex2TCoords_64& v3, const f64 d) const
{
return S3DVertex2TCoords_64 (
Pos.getInterpolated_quadratic ( v2.Pos, v3.Pos, d ),
Normal.getInterpolated_quadratic ( v2.Normal, v3.Normal, d ),
Color.getInterpolated_quadratic ( v2.Color, v3.Color, (f32) d ),
TCoords.getInterpolated_quadratic ( v2.TCoords, v3.TCoords, d ),
TCoords2.getInterpolated_quadratic ( v2.TCoords2, v3.TCoords2, d ));
}
};
inline void copy( video::S3DVertex2TCoords * dest, const tBSPVertex * source,
s32 vertexcolor ) const;
void copy( S3DVertex2TCoords_64 * dest, const tBSPVertex * source, s32 vertexcolor ) const;
struct SBezier
{
SMeshBufferLightMap *Patch;
S3DVertex2TCoords_64 control[9];
void tesselate(s32 level);
private:
s32 Level;
core::array<S3DVertex2TCoords_64> column[3];
};
SBezier Bezier;
quake3::Q3LevelLoadParameter LoadParam;
tBSPLump Lumps[kMaxLumps];
tBSPTexture* Textures;
s32 NumTextures;
tBSPLightmap* LightMaps;
s32 NumLightMaps;
tBSPVertex* Vertices;
s32 NumVertices;
tBSPFace* Faces;
s32 NumFaces;
tBSPModel* Models;
s32 NumModels;
tBSPPlane* Planes;
s32 NumPlanes;
tBSPNode* Nodes;
s32 NumNodes;
tBSPLeaf* Leafs;
s32 NumLeafs;
s32 *LeafFaces;
s32 NumLeafFaces;
s32 *MeshVerts; // The vertex offsets for a mesh
s32 NumMeshVerts;
tBSPBrush* Brushes;
s32 NumBrushes;
scene::SMesh** BrushEntities;
scene::SMesh* Mesh[quake3::E_Q3_MESH_SIZE];
video::IVideoDriver* Driver;
core::stringc LevelName;
io::IFileSystem* FileSystem; // needs because there are no file extenstions stored in .bsp files.
// Additional content
scene::ISceneManager* SceneManager;
enum eToken
{
Q3_TOKEN_UNRESOLVED = 0,
Q3_TOKEN_EOF = 1,
Q3_TOKEN_START_LIST,
Q3_TOKEN_END_LIST,
Q3_TOKEN_ENTITY,
Q3_TOKEN_TOKEN,
Q3_TOKEN_EOL,
Q3_TOKEN_COMMENT,
Q3_TOKEN_MATH_DIVIDE,
Q3_TOKEN_MATH_ADD,
Q3_TOKEN_MATH_MULTIPY
};
struct SQ3Parser
{
const c8 *source;
u32 sourcesize;
u32 index;
core::stringc token;
eToken tokenresult;
};
SQ3Parser Parser;
typedef void( CQ3LevelMesh::*tParserCallback ) ( quake3::SVarGroupList *& groupList, eToken token );
void parser_parse( const void * data, u32 size, tParserCallback callback );
void parser_nextToken();
void dumpVarGroup( const quake3::SVarGroup * group, s32 stack ) const;
void scriptcallback_entity( quake3::SVarGroupList *& grouplist, eToken token );
void scriptcallback_shader( quake3::SVarGroupList *& grouplist, eToken token );
void scriptcallback_config( quake3::SVarGroupList *& grouplist, eToken token );
core::array < quake3::IShader > Shader;
core::array < quake3::IShader > Entity; //quake3::tQ3EntityList Entity;
quake3::tStringList ShaderFile;
void InitShader();
void ReleaseShader();
void ReleaseEntity();
s32 setShaderMaterial( video::SMaterial & material, const tBSPFace * face ) const;
s32 setShaderFogMaterial( video::SMaterial &material, const tBSPFace * face ) const;
struct SToBuffer
{
s32 takeVertexColor;
u32 index;
};
void cleanMeshes();
void cleanMesh(SMesh *m, const bool texture0important = false);
void cleanLoader ();
void calcBoundingBoxes();
c8 buf[128];
f32 FramesPerSecond;
};
} // end namespace scene
} // end namespace irr
#endif

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@ -1,118 +0,0 @@
// 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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@ -44,7 +44,6 @@
#include "CTerrainSceneNode.h" #include "CTerrainSceneNode.h"
#include "CEmptySceneNode.h" #include "CEmptySceneNode.h"
#include "CTextSceneNode.h" #include "CTextSceneNode.h"
#include "CQuake3ShaderSceneNode.h"
#include "CVolumeLightSceneNode.h" #include "CVolumeLightSceneNode.h"
#include "CDefaultSceneNodeFactory.h" #include "CDefaultSceneNodeFactory.h"
@ -347,16 +346,6 @@ IBillboardTextSceneNode* CSceneManager::addBillboardTextSceneNode(gui::IGUIFont*
} }
//! Adds a scene node, which can render a quake3 shader
IMeshSceneNode* CSceneManager::addQuake3SceneNode(const IMeshBuffer* meshBuffer,
const quake3::IShader * shader,
ISceneNode* parent, s32 id )
{
return 0;
}
//! adds Volume Lighting Scene Node. //! adds Volume Lighting Scene Node.
//! the returned pointer must not be dropped. //! the returned pointer must not be dropped.
IVolumeLightSceneNode* CSceneManager::addVolumeLightSceneNode( IVolumeLightSceneNode* CSceneManager::addVolumeLightSceneNode(

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@ -195,11 +195,6 @@ namespace scene
const core::vector3df& position = core::vector3df(0,0,0), s32 id=-1, const core::vector3df& position = core::vector3df(0,0,0), s32 id=-1,
video::SColor colorTop = 0xFFFFFFFF, video::SColor colorBottom = 0xFFFFFFFF); video::SColor colorTop = 0xFFFFFFFF, video::SColor colorBottom = 0xFFFFFFFF);
//! Adds a scene node, which can render a quake3 shader
virtual IMeshSceneNode* addQuake3SceneNode(const IMeshBuffer* meshBuffer, const quake3::IShader * shader,
ISceneNode* parent=0, s32 id=-1
);
//! Adds a Hill Plane mesh to the mesh pool. The mesh is //! Adds a Hill Plane mesh to the mesh pool. The mesh is
//! generated on the fly and looks like a plane with some hills //! generated on the fly and looks like a plane with some hills