2007-05-20 11:03:49 -07:00
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// Copyright (C) 2002-2007 Nikolaus Gebhardt / Thomas Alten
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#ifndef __C_QUAKE3_SCENE_NODE_H_INCLUDED__
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#define __C_QUAKE3_SCENE_NODE_H_INCLUDED__
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#include "ISceneNode.h"
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#include "IQ3Shader.h"
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#include "IFileSystem.h"
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#include "SMeshBuffer.h"
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#include "SMeshBufferLightMap.h"
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namespace irr
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{
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namespace scene
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{
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//! Scene node which is a quake3 shader.
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class CQuake3ShaderSceneNode : public scene::ISceneNode
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{
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public:
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CQuake3ShaderSceneNode( ISceneNode* parent, ISceneManager* mgr,s32 id,
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io::IFileSystem *fileSystem,IMeshBuffer *buffer,
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const quake3::SShader * shader
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);
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virtual ~CQuake3ShaderSceneNode ();
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virtual void OnRegisterSceneNode();
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virtual void render();
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virtual void OnAnimate(u32 timeMs);
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virtual const core::aabbox3d<f32>& getBoundingBox() const;
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2007-09-16 16:41:55 -07:00
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virtual u32 getMaterialCount() const;
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2007-05-20 11:03:49 -07:00
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virtual video::SMaterial& getMaterial(u32 i);
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private:
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SMeshBuffer MeshBuffer;
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SMeshBufferLightMap Original;
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const quake3::SShader * Shader;
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struct SQ3Texture
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{
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SQ3Texture () :
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TextureIndex ( 0 ),
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TextureFrequency(0.f),
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TextureAddressMode( video::ETC_REPEAT ) {}
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quake3::tTexArray Texture;
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u32 TextureIndex;
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f32 TextureFrequency;
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video::E_TEXTURE_CLAMP TextureAddressMode; // Wrapping/Clamping
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};
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core::array< SQ3Texture > Q3Texture;
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void loadTextures ( io::IFileSystem * fileSystem );
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2007-09-18 07:01:28 -07:00
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void cloneBuffer ( scene::SMeshBufferLightMap * buffer );
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2007-05-20 11:03:49 -07:00
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void vertextransform_wave ( f32 dt, quake3::SModifierFunction &function );
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void vertextransform_bulge( f32 dt, quake3::SModifierFunction &function );
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void vertextransform_autosprite( f32 dt, quake3::SModifierFunction &function );
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void rgbgen ( f32 dt, quake3::SModifierFunction &function );
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u32 tcgen ( f32 dt, quake3::SModifierFunction &function, core::matrix4 &texture );
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void transformtex ( const core::matrix4 &m, const u32 clamp );
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f32 TimeAbs;
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u32 animate( u32 stage, core::matrix4 &texture );
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s32 PassedCulling;
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s32 StageCall;
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};
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} // end namespace scene
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} // end namespace irr
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#endif
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