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OgreMaterialScriptCompiler.h - Hosted on DriveHQ Cloud IT Platform
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Ruta de la carpeta: \\game3dprogramming\materials\GameFactory\GameFactoryDemo\references\ogre\include\OgreMaterialScriptCompiler.h
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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 __MaterialScriptScompiler_H__ #define __MaterialScriptScompiler_H__ #include "OgreCompiler2Pass.h" #include "OgreTextureUnitState.h" #include "OgreMaterial.h" #include "OgreGpuProgram.h" #include "OgreStringVector.h" namespace Ogre { class _OgreExport MaterialScriptCompiler : public Compiler2Pass { public: MaterialScriptCompiler(void); ~MaterialScriptCompiler(void); /** gets BNF Grammer for Compositor script. */ virtual const String& getClientBNFGrammer(void) const; /** get the name of the BNF grammer. */ virtual const String& getClientGrammerName(void) const; /** Compile a material script from a data stream using a specific resource group name. @param stream Weak reference to a data stream which is the source of the material script @param groupName The name of the resource group that resources which are parsed are to become a member of. If this group is loaded or unloaded, then the resources discovered in this script will be loaded / unloaded with it. @param allowOverride if material or gpu program name already exists then use definition in the material script being parsed to override the existing instance. The default value is false which causes an exception to be thrown if a duplicate is found. */ void parseScript(DataStreamPtr& stream, const String& groupName, const bool allowOverride = false); protected: // Token ID enumeration enum TokenID { // Terminal Tokens section ID_UNKOWN = 0, // GPU Program ID_VERTEX_PROGRAM, ID_FRAGMENT_PROGRAM, // material ID_CLONE, // technique // pass ID_VERTEXCOLOUR, // scene blend ID_COLOUR_BLEND, ID_DEST_COLOUR, ID_SRC_COLOUR, ID_ONE_MINUS_DEST_COLOUR, ID_ONE_MINUS_SRC_COLOUR, ID_DEST_ALPHA, ID_SRC_ALPHA, ID_ONE_MINUS_DEST_ALPHA, ID_ONE_MINUS_SRC_ALPHA, // Depth ID_ALWAYS_FAIL, ID_ALWAYS_PASS, ID_LESS_EQUAL, ID_LESS, ID_EQUAL, ID_NOT_EQUAL, ID_GREATER_EQUAL, ID_GREATER, // culling ID_CLOCKWISE, ID_ANTICLOCKWISE, ID_CULL_BACK, ID_CULL_FRONT, // shading ID_FLAT, ID_GOURAUD, ID_PHONG, // polygon mode ID_SOLID, ID_WIREFRAME, ID_POINTS, // fog overide ID_EXP, ID_EXP2, // iteration ID_ONCE, ID_ONCE_PER_LIGHT, ID_PER_LIGHT, ID_PER_N_LIGHTS, ID_DIRECTIONAL, ID_SPOT, // texture unit state // texture ID_1D, ID_2D, ID_3D, ID_CUBIC, ID_UNLIMITED, ID_ALPHA, // cubic texture ID_SEPARATE_UV, ID_COMBINED_UVW, // address mode ID_WRAP, ID_CLAMP, ID_MIRROR, ID_BORDER, // filtering ID_BILINEAR, ID_TRILINEAR, ID_ANISOTROPIC, // color op ID_REPLACE, ID_SOURCE1, ID_SOURCE2, ID_MODULATE_X2, ID_MODULATE_X4, ID_ADD_SIGNED, ID_ADD_SMOOTH, ID_SUBTRACT, ID_BLEND_DIFFUSE_COLOUR, ID_BLEND_DIFFUSE_ALPHA, ID_BLEND_TEXTURE_ALPHA, ID_BLEND_CURRENT_ALPHA, ID_BLEND_MANUAL, ID_DOTPRODUCT, ID_SRC_CURRENT, ID_SRC_TEXTURE, ID_SRC_DIFFUSE, ID_SRC_SPECULAR, ID_SRC_MANUAL, // env map ID_SPHERICAL, ID_PLANAR, ID_CUBIC_REFLECTION, ID_CUBIC_NORMAL, // wave transform ID_SCROLL_X, ID_SCROLL_Y, ID_SCALE_X, ID_SCALE_Y, ID_SINE, ID_TRIANGLE, ID_SQUARE, ID_SAWTOOTH, ID_INVERSE_SAWTOOTH, ID_ROTATE, // content type ID_NAMED, ID_SHADOW, // GPU program references // GPU Parameters // general ID_ON, ID_OFF, ID_TRUE, ID_FALSE, ID_NONE, ID_POINT, ID_LINEAR, ID_ADD, ID_MODULATE, ID_ALPHA_BLEND, ID_ONE, ID_ZERO, ID_VERTEX, ID_FRAGMENT, // where auto generated tokens start so donot remove ID_AUTOTOKENSTART }; /** Enum to identify material sections. */ enum MaterialScriptSection { MSS_NONE, MSS_MATERIAL, MSS_TECHNIQUE, MSS_PASS, MSS_TEXTUREUNIT, MSS_PROGRAM_REF, MSS_PROGRAM, MSS_DEFAULT_PARAMETERS, MSS_TEXTURESOURCE }; /** Struct for holding a program definition which is in progress. */ struct MaterialScriptProgramDefinition { String name; GpuProgramType progType; String language; String source; String syntax; bool supportsSkeletalAnimation; bool supportsMorphAnimation; ushort supportsPoseAnimation; // number of simultaneous poses supported bool usesVertexTextureFetch; std::vector
> customParameters; }; /** Struct for holding the script context while parsing. */ struct MaterialScriptContext { MaterialScriptSection section; String groupName; MaterialPtr material; Technique* technique; Pass* pass; TextureUnitState* textureUnit; GpuProgramPtr program; // used when referencing a program, not when defining it bool isProgramShadowCaster; // when referencing, are we in context of shadow caster bool isVertexProgramShadowReceiver; // when referencing, are we in context of shadow caster bool isFragmentProgramShadowReceiver; // when referencing, are we in context of shadow caster bool allowOverride; // if true then allow existing materials and gpu programs to be overriden GpuProgramParametersSharedPtr programParams; ushort numAnimationParametrics; MaterialScriptProgramDefinition* programDef; // this is used while defining a program int techLev, //Keep track of what tech, pass, and state level we are in passLev, stateLev; // container of token que positions for default params that require pass 2 processing std::vector
pendingDefaultParams; AliasTextureNamePairList textureAliases; }; MaterialScriptContext mScriptContext; typedef void (MaterialScriptCompiler::* MSC_Action)(void); typedef std::map
TokenActionMap; typedef TokenActionMap::iterator TokenActionIterator; /** Map of Token value as key to an Action. An Action converts tokens into the final format. All instances use the same Token Action Map. */ static TokenActionMap mTokenActionMap; /** Execute an Action associated with a token. Gets called when the compiler finishes tokenizing a section of the source that has been parsed. **/ virtual void executeTokenAction(const size_t tokenID); /** Get the start position of auto generated token IDs. */ virtual size_t getAutoTokenIDStart() const {return ID_AUTOTOKENSTART;} /** Associate all the lexemes used in a material script with their corresponding tokens and actions. **/ virtual void setupTokenDefinitions(void); void addLexemeTokenAction(const String& lexeme, const size_t token, const MSC_Action action = 0); /** Associate all the lexemes used in a material script with their corresponding actions and have token IDs auto-generated. **/ void addLexemeAction(const String& lexeme, const MSC_Action action) {addLexemeTokenAction(lexeme, 0, action);} void logParseError(const String& error); // support methods that convert tokens ColourValue _parseColourValue(void); CompareFunction convertCompareFunction(void); // Token Actions which get called when tokens are created during parsing. void parseOpenBrace(void); void parseCloseBrace(void); // material section Actions void parseMaterial(void); void parseLodDistances(void); void parseReceiveShadows(void); void parseTransparencyCastsShadows(void); void parseSetTextureAlias(void); // Technique related actions void parseTechnique(void); void parseScheme(void); void parseLodIndex(void); // Pass related Actions void parsePass(void); void parseAmbient(void); void parseDiffuse(void); void parseSpecular(void); void parseEmissive(void); void parseSceneBlend(void); SceneBlendFactor convertBlendFactor(void); void parseDepthCheck(void); void parseDepthWrite(void); void parseDepthFunc(void); void parseDepthBias(void); void parseAlphaRejection(void); void parseCullHardware(void); void parseCullSoftware(void); void parseLighting(void); void parseShading(void); void parsePolygonMode(void); void parseFogOverride(void); void parseMaxLights(void); void parseStartLight(void); void parseIteration(void); void parseIterationLightTypes(void); void parseColourWrite(void); void parsePointSize(void); void parsePointSprites(void); void parsePointSizeMin(void); void parsePointSizeMax(void); void parsePointSizeAttenuation(void); // Texture Unit related Actions void parseTextureUnit(void); void parseTextureAlias(void); void parseTexture(void); void parseAnimTexture(void); void parseCubicTexture(void); void parseTexCoord(void); TextureUnitState::TextureAddressingMode convTexAddressMode(void); void parseTexAddressMode(void); void parseTexBorderColour(void); void parseFiltering(void); FilterOptions convertFiltering(); void parseMaxAnisotropy(void); void parseMipMapBias(void); void parseColourOp(void); void parseColourOpEx(void); LayerBlendOperationEx convertBlendOpEx(void); LayerBlendSource convertBlendSource(void); void parseColourOpMultipassFallback(void); void parseAlphaOpEx(void); void parseEnvMap(void); void parseScroll(void); void parseScrollAnim(void); void parseRotate(void); void parseRotateAnim(void); void parseScale(void); void parseWaveXform(void); void parseTransform(void); void parseTextureCustomParameter(void); void parseBindingType(void); void parseContentType(void); // GPU Program void parseGPUProgram(void); void parseProgramSource(void); void parseProgramSyntax(void); void parseProgramCustomParameter(void); void parseDefaultParams(void); void parseProgramSkeletalAnimation(void); void parseProgramMorphAnimation(void); void parseProgramPoseAnimation(void); void parseProgramVertexTextureFetch(void); void parseVertexProgramRef(void); void parseFragmentProgramRef(void); void parseShadowCasterVertexProgramRef(void); void parseShadowReceiverVertexProgramRef(void); void parseShadowReceiverFragmentProgramRef(void); void parseParamIndexed(void); void parseParamIndexedAuto(void); void parseParamNamed(void); void parseParamNamedAuto(void); void processManualProgramParam(bool isNamed, const String commandName, size_t index = 0, const String& paramName = StringUtil::BLANK); void processAutoProgramParam(bool isNamed, const String commandName, size_t index, const String& paramName = StringUtil::BLANK); void finishProgramDefinition(void); }; } #endif
OgreMaterialScriptCompiler.h
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