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OgreQuake3Shader.h - Hosted on DriveHQ Cloud IT Platform
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Ruta de la carpeta: \\game3dprogramming\materials\GameFactory\GameFactoryDemo\references\ogre\include\opt\OgreQuake3Shader.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 __QUAKE3SHADER_H__ #define __QUAKE3SHADER_H__ #include "OgreResource.h" #include "OgreBspPrerequisites.h" #include "OgreQuake3Types.h" #include "OgreCommon.h" #include "OgreColourValue.h" #include "OgreBlendMode.h" #include "OgreTextureUnitState.h" namespace Ogre { /** Class for recording Quake3 shaders. This is a temporary holding area since shaders are actually converted into Material objects for use in the engine proper. However, because we have to read in shader definitions en masse (because they are stored in shared .shader files) without knowing which will actually be used, we store their definitions here temporarily since their instantiations as Materials would use precious resources because of the automatic loading of textures etc. */ class Quake3Shader { protected: String getAlternateName(const String& texName); String mName; public: /** Default constructor - used by Quake3ShaderManager (do not call directly) */ Quake3Shader(const String& name); ~Quake3Shader(); /** Creates this shader as an OGRE material. Creates a new material based on this shaders settings. Material name shader#lightmap. */ MaterialPtr createAsMaterial(int lightmapNumber); struct Pass { unsigned int flags; String textureName; TexGen texGen; // Multitexture blend LayerBlendOperation blend; // Multipass blends (Quake3 only supports multipass?? Surely not?) SceneBlendFactor blendSrc; SceneBlendFactor blendDest; bool customBlend; CompareFunction depthFunc; TextureUnitState::TextureAddressingMode addressMode; // TODO - alphaFunc GenFunc rgbGenFunc; WaveType rgbGenWave; Real rgbGenParams[4]; // base, amplitude, phase, frequency Real tcModScale[2]; Real tcModRotate; Real tcModScroll[2]; Real tcModTransform[6]; bool tcModTurbOn; Real tcModTurb[4]; WaveType tcModStretchWave; Real tcModStretchParams[4]; // base, amplitude, phase, frequency CompareFunction alphaFunc; unsigned char alphaVal; Real animFps; unsigned int animNumFrames; String frames[32]; }; unsigned int flags; int numPasses; typedef std::vector
PassList; PassList pass; bool farbox; // Skybox String farboxName; bool skyDome; Real cloudHeight; // Skydome DeformFunc deformFunc; Real deformParams[5]; ManualCullingMode cullMode; bool fog; ColourValue fogColour; Real fogDistance; }; } #endif
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