/usr/include/irrlicht/IQ3Shader.h is in libirrlicht-dev 1.8.1+dfsg1-1.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 | // 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;
break;
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
|