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/* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org/ Copyright (c) 2000-2006 Torus Knot Software Ltd Also see acknowledgements in Readme.html This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA, or go to http://www.gnu.org/copyleft/lesser.txt. You may alternatively use this source under the terms of a specific version of the OGRE Unrestricted License provided you have obtained such a license from Torus Knot Software Ltd. ----------------------------------------------------------------------------- */ #ifndef __QUAKE3SHADERMANAGER_H__ #define __QUAKE3SHADERMANAGER_H__ #include "OgreBspPrerequisites.h" #include "OgreSingleton.h" #include "OgreResourceManager.h" #include "OgreQuake3Shader.h" #include "OgreBlendMode.h" namespace Ogre { /** Class for managing Quake3 custom shaders. Quake3 uses .shader files to define custom shaders, or Materials in Ogre-speak. When a surface texture is mentioned in a level file, it includes no file extension meaning that it can either be a standard texture image (+lightmap) if there is only a .jpg or .tga file, or it may refer to a custom shader if a shader with that name is included in one of the .shader files in the scripts/ folder. Because there are multiple shaders per file you have to parse all the .shader files available to know if there is a custom shader available. This class is designed to parse all the .shader files available and save their settings for future use. I choose not to set up Material instances for shaders found since they may or may not be used by a level, so it would be very wasteful to set up Materials since they load texture images for each layer (apart from the lightmap). Once the usage of a shader is confirmed, a full Material instance can be set up from it. Because this is a subclass of ScriptLoader, any files mentioned will be searched for in any path or archive added to the ResourceGroupManager::WORLD_GROUP_NAME group. See ResourceGroupManager for details. */ class Quake3ShaderManager : public ScriptLoader, public Singleton
{ protected: void parseNewShaderPass(DataStreamPtr& stream, Quake3Shader* pShader); void parseShaderAttrib( const String& line, Quake3Shader* pShader); void parseShaderPassAttrib( const String& line, Quake3Shader* pShader, Quake3Shader::Pass* pPass); SceneBlendFactor convertBlendFunc( const String& q3func); typedef std::map
Quake3ShaderMap; Quake3ShaderMap mShaderMap; StringVector mScriptPatterns; public: Quake3ShaderManager(); virtual ~Quake3ShaderManager(); /** @copydoc ScriptLoader::getScriptPatterns */ const StringVector& getScriptPatterns(void) const; /** @copydoc ScriptLoader::parseScript */ void parseScript(DataStreamPtr& stream, const String& groupName); /** @copydoc ScriptLoader::parseScript */ Real getLoadingOrder(void) const; /** Create implementation. */ Quake3Shader* create(const String& name); /** Clear all the current shaders */ void clear(void); /** Retrieve a Quake3Shader by name */ Quake3Shader* getByName(const String& name); /** Override standard Singleton retrieval. @remarks Why do we do this? Well, it's because the Singleton implementation is in a .h file, which means it gets compiled into anybody who includes it. This is needed for the Singleton template to work, but we actually only want it compiled into the implementation of the class based on the Singleton, not all of them. If we don't change this, we get link errors when trying to use the Singleton-based class from an outside dll. @par This method just delegates to the template version anyway, but the implementation stays in this single compilation unit, preventing link errors. */ static Quake3ShaderManager& getSingleton(void); /** Override standard Singleton retrieval. @remarks Why do we do this? Well, it's because the Singleton implementation is in a .h file, which means it gets compiled into anybody who includes it. This is needed for the Singleton template to work, but we actually only want it compiled into the implementation of the class based on the Singleton, not all of them. If we don't change this, we get link errors when trying to use the Singleton-based class from an outside dll. @par This method just delegates to the template version anyway, but the implementation stays in this single compilation unit, preventing link errors. */ static Quake3ShaderManager* getSingletonPtr(void); }; } #endif
OgreQuake3ShaderManager.h
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