// Copyright (C) 2002-2008 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 __C_QUAKE3_SCENE_NODE_H_INCLUDED__ #define __C_QUAKE3_SCENE_NODE_H_INCLUDED__ #include "ISceneNode.h" #include "IQ3Shader.h" #include "IFileSystem.h" #include "SMeshBuffer.h" #include "SMeshBufferLightMap.h" namespace irr { namespace scene { //! Scene node which is a quake3 shader. class CQuake3ShaderSceneNode : public scene::ISceneNode { public: CQuake3ShaderSceneNode( ISceneNode* parent, ISceneManager* mgr,s32 id, io::IFileSystem *fileSystem,IMeshBuffer *buffer, const quake3::SShader * shader); virtual ~CQuake3ShaderSceneNode(); virtual void OnRegisterSceneNode(); virtual void render(); virtual void OnAnimate(u32 timeMs); virtual const core::aabbox3d& getBoundingBox() const; virtual u32 getMaterialCount() const; virtual video::SMaterial& getMaterial(u32 i); private: SMeshBuffer* MeshBuffer; SMeshBufferLightMap* Original; const quake3::SShader* Shader; struct SQ3Texture { SQ3Texture () : TextureIndex ( 0 ), TextureFrequency(0.f), TextureAddressMode( video::ETC_REPEAT ) {} quake3::tTexArray Texture; u32 TextureIndex; f32 TextureFrequency; video::E_TEXTURE_CLAMP TextureAddressMode; // Wrapping/Clamping }; core::array< SQ3Texture > Q3Texture; void loadTextures ( io::IFileSystem * fileSystem ); void cloneBuffer ( scene::SMeshBufferLightMap * buffer ); void vertextransform_wave ( f32 dt, quake3::SModifierFunction &function ); void vertextransform_bulge( f32 dt, quake3::SModifierFunction &function ); void vertextransform_autosprite( f32 dt, quake3::SModifierFunction &function ); void vertextransform_tcgen ( f32 dt, quake3::SModifierFunction &function ); void vertextransform_rgbgen ( f32 dt, quake3::SModifierFunction &function ); void transformtex ( const core::matrix4 &m, const u32 clamp ); f32 TimeAbs; void animate( u32 stage, core::matrix4 &texture ); bool isTransparent() const; }; } // end namespace scene } // end namespace irr #endif