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| | Quake3ShaderManager () |
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| virtual | ~Quake3ShaderManager () |
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| void | clear (void) |
| | Clear all the current shaders.
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| Quake3Shader * | create (const String &name) |
| | Create implementation.
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| Quake3Shader * | getByName (const String &name) |
| | Retrieve a Quake3Shader by name.
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| Real | getLoadingOrder (void) const |
| | Gets the relative loading order of scripts of this type.
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| const StringVector & | getScriptPatterns (void) const |
| | Gets the file patterns which should be used to find scripts for this class.
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| void | operator delete (void *ptr) |
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| void | operator delete (void *ptr, const char *, int, const char *) |
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| void | operator delete (void *ptr, void *) |
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| void | operator delete[] (void *ptr) |
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| void | operator delete[] (void *ptr, const char *, int, const char *) |
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| void * | operator new (size_t sz) |
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| void * | operator new (size_t sz, const char *file, int line, const char *func) |
| | operator new, with debug line info
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| void * | operator new (size_t sz, void *ptr) |
| | placement operator new
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| void * | operator new[] (size_t sz) |
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| void * | operator new[] (size_t sz, const char *file, int line, const char *func) |
| | array operator new, with debug line info
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| void | parseScript (DataStreamPtr &stream, const String &groupName) |
| | Parse a script file.
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Class for managing Quake3 custom shaders.
Quake3 uses .shader files to define custom shaders, or Materials in Ogre-speak. When a surface texture is mentioned in a level file, it includes no file extension meaning that it can either be a standard texture image (+lightmap) if there is only a .jpg or .tga file, or it may refer to a custom shader if a shader with that name is included in one of the .shader files in the scripts/ folder. Because there are multiple shaders per file you have to parse all the .shader files available to know if there is a custom shader available. This class is designed to parse all the .shader files available and save their settings for future use. I choose not to set up Material instances for shaders found since they may or may not be used by a level, so it would be very wasteful to set up Materials since they load texture images for each layer (apart from the lightmap). Once the usage of a shader is confirmed, a full Material instance can be set up from it. Because this is a subclass of ScriptLoader, any files mentioned will be searched for in any path or archive added to the ResourceGroupManager::WORLD_GROUP_NAME group. See ResourceGroupManager for details.