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Object-Oriented Graphics Rendering Engine
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Ogre::Quake3ShaderManager Class Reference

Class for managing Quake3 custom shaders. More...

#include <OgreQuake3ShaderManager.h>

+ Inheritance diagram for Ogre::Quake3ShaderManager:
+ Collaboration diagram for Ogre::Quake3ShaderManager:

Public Member Functions

 Quake3ShaderManager ()
 
virtual ~Quake3ShaderManager ()
 
void clear (void)
 Clear all the current shaders. More...
 
Quake3Shadercreate (const String &name)
 Create implementation. More...
 
Quake3ShadergetByName (const String &name)
 Retrieve a Quake3Shader by name. More...
 
Real getLoadingOrder (void) const
 Parse a script file. More...
 
const StringVectorgetScriptPatterns (void) const
 Gets the file patterns which should be used to find scripts for this class. More...
 
void operator delete (void *ptr)
 
void operator delete (void *ptr, void *)
 
void operator delete (void *ptr, const char *, int, const char *)
 
void operator delete[] (void *ptr)
 
void operator delete[] (void *ptr, const char *, int, const char *)
 
void * operator new (size_t sz, const char *file, int line, const char *func)
 operator new, with debug line info More...
 
void * operator new (size_t sz)
 
void * operator new (size_t sz, void *ptr)
 placement operator new More...
 
void * operator new[] (size_t sz, const char *file, int line, const char *func)
 array operator new, with debug line info More...
 
void * operator new[] (size_t sz)
 
void parseScript (DataStreamPtr &stream, const String &groupName)
 Parse a script file. More...
 

Static Public Member Functions

static Quake3ShaderManagergetSingleton (void)
 Override standard Singleton retrieval. More...
 
static Quake3ShaderManagergetSingletonPtr (void)
 Override standard Singleton retrieval. More...
 

Protected Types

typedef map< String,
Quake3Shader * >::type 
Quake3ShaderMap
 

Protected Member Functions

SceneBlendFactor convertBlendFunc (const String &q3func)
 
void parseNewShaderPass (DataStreamPtr &stream, Quake3Shader *pShader)
 
void parseShaderAttrib (const String &line, Quake3Shader *pShader)
 
void parseShaderPassAttrib (const String &line, Quake3Shader *pShader, Quake3Shader::Pass *pPass)
 

Protected Attributes

StringVector mScriptPatterns
 
Quake3ShaderMap mShaderMap
 

Static Protected Attributes

static Quake3ShaderManagerms_Singleton
 

Detailed Description

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.

Definition at line 54 of file OgreQuake3ShaderManager.h.

Member Typedef Documentation

Definition at line 62 of file OgreQuake3ShaderManager.h.

Constructor & Destructor Documentation

Ogre::Quake3ShaderManager::Quake3ShaderManager ( )
virtual Ogre::Quake3ShaderManager::~Quake3ShaderManager ( )
virtual

Member Function Documentation

void Ogre::Quake3ShaderManager::clear ( void  )

Clear all the current shaders.

SceneBlendFactor Ogre::Quake3ShaderManager::convertBlendFunc ( const String q3func)
protected
Quake3Shader* Ogre::Quake3ShaderManager::create ( const String name)

Create implementation.

Quake3Shader* Ogre::Quake3ShaderManager::getByName ( const String name)

Retrieve a Quake3Shader by name.

Real Ogre::Quake3ShaderManager::getLoadingOrder ( void  ) const
virtual

Parse a script file.

Parameters
streamWeak reference to a data stream which is the source of the script
groupNameThe name of a resource group which should be used if any resources are created during the parse of this script.

Implements Ogre::ScriptLoader.

const StringVector& Ogre::Quake3ShaderManager::getScriptPatterns ( void  ) const
virtual

Gets the file patterns which should be used to find scripts for this class.

Remarks
This method is called when a resource group is loaded if you use ResourceGroupManager::_registerScriptLoader.
Returns
A list of file patterns, in the order they should be searched in.

Implements Ogre::ScriptLoader.

static Quake3ShaderManager& Ogre::Quake3ShaderManager::getSingleton ( void  )
static

Override standard Singleton retrieval.

Remarks
Why do we do this? Well, it's because the Singleton implementation is in a .h file, which means it gets compiled into anybody who includes it. This is needed for the Singleton template to work, but we actually only want it compiled into the implementation of the class based on the Singleton, not all of them. If we don't change this, we get link errors when trying to use the Singleton-based class from an outside dll.
This method just delegates to the template version anyway, but the implementation stays in this single compilation unit, preventing link errors.
static Quake3ShaderManager* Ogre::Quake3ShaderManager::getSingletonPtr ( void  )
static

Override standard Singleton retrieval.

Remarks
Why do we do this? Well, it's because the Singleton implementation is in a .h file, which means it gets compiled into anybody who includes it. This is needed for the Singleton template to work, but we actually only want it compiled into the implementation of the class based on the Singleton, not all of them. If we don't change this, we get link errors when trying to use the Singleton-based class from an outside dll.
This method just delegates to the template version anyway, but the implementation stays in this single compilation unit, preventing link errors.
template<class Alloc >
void Ogre::AllocatedObject< Alloc >::operator delete ( void *  ptr)
inlineinherited

Definition at line 95 of file OgreMemoryAllocatedObject.h.

template<class Alloc >
void Ogre::AllocatedObject< Alloc >::operator delete ( void *  ptr,
void *   
)
inlineinherited

Definition at line 101 of file OgreMemoryAllocatedObject.h.

template<class Alloc >
void Ogre::AllocatedObject< Alloc >::operator delete ( void *  ptr,
const char *  ,
int  ,
const char *   
)
inlineinherited

Definition at line 107 of file OgreMemoryAllocatedObject.h.

template<class Alloc >
void Ogre::AllocatedObject< Alloc >::operator delete[] ( void *  ptr)
inlineinherited

Definition at line 112 of file OgreMemoryAllocatedObject.h.

template<class Alloc >
void Ogre::AllocatedObject< Alloc >::operator delete[] ( void *  ptr,
const char *  ,
int  ,
const char *   
)
inlineinherited

Definition at line 118 of file OgreMemoryAllocatedObject.h.

template<class Alloc >
void* Ogre::AllocatedObject< Alloc >::operator new ( size_t  sz,
const char *  file,
int  line,
const char *  func 
)
inlineinherited

operator new, with debug line info

Definition at line 67 of file OgreMemoryAllocatedObject.h.

template<class Alloc >
void* Ogre::AllocatedObject< Alloc >::operator new ( size_t  sz)
inlineinherited

Definition at line 72 of file OgreMemoryAllocatedObject.h.

template<class Alloc >
void* Ogre::AllocatedObject< Alloc >::operator new ( size_t  sz,
void *  ptr 
)
inlineinherited

placement operator new

Definition at line 78 of file OgreMemoryAllocatedObject.h.

template<class Alloc >
void* Ogre::AllocatedObject< Alloc >::operator new[] ( size_t  sz,
const char *  file,
int  line,
const char *  func 
)
inlineinherited

array operator new, with debug line info

Definition at line 85 of file OgreMemoryAllocatedObject.h.

template<class Alloc >
void* Ogre::AllocatedObject< Alloc >::operator new[] ( size_t  sz)
inlineinherited

Definition at line 90 of file OgreMemoryAllocatedObject.h.

void Ogre::Quake3ShaderManager::parseNewShaderPass ( DataStreamPtr stream,
Quake3Shader pShader 
)
protected
void Ogre::Quake3ShaderManager::parseScript ( DataStreamPtr stream,
const String groupName 
)
virtual

Parse a script file.

Parameters
streamWeak reference to a data stream which is the source of the script
groupNameThe name of a resource group which should be used if any resources are created during the parse of this script.

Implements Ogre::ScriptLoader.

void Ogre::Quake3ShaderManager::parseShaderAttrib ( const String line,
Quake3Shader pShader 
)
protected
void Ogre::Quake3ShaderManager::parseShaderPassAttrib ( const String line,
Quake3Shader pShader,
Quake3Shader::Pass pPass 
)
protected

Member Data Documentation

Quake3ShaderManager * Ogre::Singleton< Quake3ShaderManager >::ms_Singleton
staticprotectedinherited

Definition at line 75 of file OgreSingleton.h.

StringVector Ogre::Quake3ShaderManager::mScriptPatterns
protected

Definition at line 64 of file OgreQuake3ShaderManager.h.

Quake3ShaderMap Ogre::Quake3ShaderManager::mShaderMap
protected

Definition at line 63 of file OgreQuake3ShaderManager.h.


The documentation for this class was generated from the following file: