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OGRE
1.10.12
Object-Oriented Graphics Rendering Engine
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Class for managing Quake3 custom shaders. More...
#include <OgreQuake3ShaderManager.h>
Inheritance diagram for Ogre::Quake3ShaderManager:Public Member Functions | |
| Quake3ShaderManager () | |
| virtual | ~Quake3ShaderManager () |
| void | clear (void) |
| Clear all the current shaders. More... | |
| Quake3Shader * | create (const String &name) |
| Create implementation. More... | |
| Quake3Shader * | getByName (const String &name) |
| Retrieve a Quake3Shader by name. More... | |
| Real | getLoadingOrder (void) const |
| Gets the relative loading order of scripts of this type. More... | |
| const StringVector & | getScriptPatterns (void) const |
| Gets the file patterns which should be used to find scripts for this class. More... | |
| void | parseScript (DataStreamPtr &stream, const String &groupName) |
| Parse a script file. More... | |
Static Public Member Functions | |
| static Quake3ShaderManager & | getSingleton (void) |
| Get the singleton instance. More... | |
| static Quake3ShaderManager * | getSingletonPtr (void) |
| Get the singleton instance. More... | |
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.
| Ogre::Quake3ShaderManager::Quake3ShaderManager | ( | ) |
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virtual |
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virtual |
Gets the file patterns which should be used to find scripts for this class.
Implements Ogre::ScriptLoader.
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virtual |
Parse a script file.
| stream | Weak reference to a data stream which is the source of the script |
| groupName | The name of a resource group which should be used if any resources are created during the parse of this script. |
Implements Ogre::ScriptLoader.
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virtual |
Gets the relative loading order of scripts of this type.
Implements Ogre::ScriptLoader.
| Quake3Shader* Ogre::Quake3ShaderManager::create | ( | const String & | name | ) |
Create implementation.
| void Ogre::Quake3ShaderManager::clear | ( | void | ) |
Clear all the current shaders.
| Quake3Shader* Ogre::Quake3ShaderManager::getByName | ( | const String & | name | ) |
Retrieve a Quake3Shader by name.
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static |
Get the singleton instance.
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static |
Get the singleton instance.