Commit b93788fa authored by hybrid's avatar hybrid

First round of override updates.

Some fixes:
Added get/setCurrentRenderPass to scene manager (internally renamed, exposed)
Removed destructor from light scene node.
Removed getType calls from archive loaders (one file archives have this)
Removed some internal exposures and virtual attributes for protected classes

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@4543 dfc29bdd-3216-0410-991c-e03cc46cb475
parent 80efea55
......@@ -1638,6 +1638,12 @@ namespace scene
current callbacks manager and restore the default behavior. */
virtual void setLightManager(ILightManager* lightManager) = 0;
//! Get current render pass.
virtual E_SCENE_NODE_RENDER_PASS getCurrentRenderPass() const =0;
//! Set current render pass.
virtual void setCurrentRenderPass(E_SCENE_NODE_RENDER_PASS nextPass) =0;
//! Get an instance of a geometry creator.
/** The geometry creator provides some helper methods to create various types of
basic geometry. This can be useful for custom scene nodes. */
......
// Copyright (C) 2002-2012 Thomas Alten
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __C_ANIMATED_MESH_HALFLIFE_H_INCLUDED__
#define __C_ANIMATED_MESH_HALFLIFE_H_INCLUDED__
#include "IAnimatedMesh.h"
#include "ISceneManager.h"
#include "irrArray.h"
#include "irrString.h"
#include "IMeshLoader.h"
#include "SMesh.h"
#include "IReadFile.h"
namespace irr
{
namespace scene
{
// STUDIO MODELS, Copyright (c) 1998, Valve LLC. All rights reserved.
#define MAXSTUDIOTRIANGLES 20000 // TODO: tune this
#define MAXSTUDIOVERTS 2048 // TODO: tune this
#define MAXSTUDIOSEQUENCES 256 // total animation sequences
#define MAXSTUDIOSKINS 100 // total textures
#define MAXSTUDIOSRCBONES 512 // bones allowed at source movement
#define MAXSTUDIOBONES 128 // total bones actually used
#define MAXSTUDIOMODELS 32 // sub-models per model
#define MAXSTUDIOBODYPARTS 32
#define MAXSTUDIOGROUPS 4
#define MAXSTUDIOANIMATIONS 512 // per sequence
#define MAXSTUDIOMESHES 256
#define MAXSTUDIOEVENTS 1024
#define MAXSTUDIOPIVOTS 256
#define MAXSTUDIOCONTROLLERS 8
typedef f32 vec3_hl[3]; // x,y,z
typedef f32 vec4_hl[4]; // x,y,z,w
// byte-align structures
#include "irrpack.h"
struct SHalflifeHeader
{
c8 id[4];
s32 version;
c8 name[64];
s32 length;
vec3_hl eyeposition; // ideal eye position
vec3_hl min; // ideal movement hull size
vec3_hl max;
vec3_hl bbmin; // clipping bounding box
vec3_hl bbmax;
s32 flags;
u32 numbones; // bones
u32 boneindex;
u32 numbonecontrollers; // bone controllers
u32 bonecontrollerindex;
u32 numhitboxes; // complex bounding boxes
u32 hitboxindex;
u32 numseq; // animation sequences
u32 seqindex;
u32 numseqgroups; // demand loaded sequences
u32 seqgroupindex;
u32 numtextures; // raw textures
u32 textureindex;
u32 texturedataindex;
u32 numskinref; // replaceable textures
u32 numskinfamilies;
u32 skinindex;
u32 numbodyparts;
u32 bodypartindex;
u32 numattachments; // queryable attachable points
u32 attachmentindex;
s32 soundtable;
s32 soundindex;
s32 soundgroups;
s32 soundgroupindex;
s32 numtransitions; // animation node to animation node transition graph
s32 transitionindex;
} PACK_STRUCT;
// header for demand loaded sequence group data
struct studioseqhdr_t
{
s32 id;
s32 version;
c8 name[64];
s32 length;
} PACK_STRUCT;
// bones
struct SHalflifeBone
{
c8 name[32]; // bone name for symbolic links
s32 parent; // parent bone
s32 flags; // ??
s32 bonecontroller[6]; // bone controller index, -1 == none
f32 value[6]; // default DoF values
f32 scale[6]; // scale for delta DoF values
} PACK_STRUCT;
// bone controllers
struct SHalflifeBoneController
{
s32 bone; // -1 == 0
s32 type; // X, Y, Z, XR, YR, ZR, M
f32 start;
f32 end;
s32 rest; // byte index value at rest
s32 index; // 0-3 user set controller, 4 mouth
} PACK_STRUCT;
// intersection boxes
struct SHalflifeBBox
{
s32 bone;
s32 group; // intersection group
vec3_hl bbmin; // bounding box
vec3_hl bbmax;
} PACK_STRUCT;
#ifndef ZONE_H
// NOTE: this was a void*, but that crashes on 64bit.
// I have found no mdl format desc, so not sure what it's meant to be, but s32 at least works.
typedef s32 cache_user_t;
#endif
// demand loaded sequence groups
struct SHalflifeSequenceGroup
{
c8 label[32]; // textual name
c8 name[64]; // file name
cache_user_t cache; // cache index pointer
s32 data; // hack for group 0
} PACK_STRUCT;
// sequence descriptions
struct SHalflifeSequence
{
c8 label[32]; // sequence label
f32 fps; // frames per second
s32 flags; // looping/non-looping flags
s32 activity;
s32 actweight;
s32 numevents;
s32 eventindex;
s32 numframes; // number of frames per sequence
u32 numpivots; // number of foot pivots
u32 pivotindex;
s32 motiontype;
s32 motionbone;
vec3_hl linearmovement;
s32 automoveposindex;
s32 automoveangleindex;
vec3_hl bbmin; // per sequence bounding box
vec3_hl bbmax;
s32 numblends;
s32 animindex; // SHalflifeAnimOffset pointer relative to start of sequence group data
// [blend][bone][X, Y, Z, XR, YR, ZR]
s32 blendtype[2]; // X, Y, Z, XR, YR, ZR
f32 blendstart[2]; // starting value
f32 blendend[2]; // ending value
s32 blendparent;
s32 seqgroup; // sequence group for demand loading
s32 entrynode; // transition node at entry
s32 exitnode; // transition node at exit
s32 nodeflags; // transition rules
s32 nextseq; // auto advancing sequences
} PACK_STRUCT;
// events
struct mstudioevent_t
{
s32 frame;
s32 event;
s32 type;
c8 options[64];
} PACK_STRUCT;
// pivots
struct mstudiopivot_t
{
vec3_hl org; // pivot point
s32 start;
s32 end;
} PACK_STRUCT;
// attachment
struct SHalflifeAttachment
{
c8 name[32];
s32 type;
s32 bone;
vec3_hl org; // attachment point
vec3_hl vectors[3];
} PACK_STRUCT;
struct SHalflifeAnimOffset
{
u16 offset[6];
} PACK_STRUCT;
// animation frames
union SHalflifeAnimationFrame
{
struct {
u8 valid;
u8 total;
} PACK_STRUCT num;
s16 value;
} PACK_STRUCT;
// body part index
struct SHalflifeBody
{
c8 name[64];
u32 nummodels;
u32 base;
u32 modelindex; // index into models array
} PACK_STRUCT;
// skin info
struct SHalflifeTexture
{
c8 name[64];
s32 flags;
s32 width;
s32 height;
s32 index;
} PACK_STRUCT;
// skin families
// short index[skinfamilies][skinref]
// studio models
struct SHalflifeModel
{
c8 name[64];
s32 type;
f32 boundingradius;
u32 nummesh;
u32 meshindex;
u32 numverts; // number of unique vertices
u32 vertinfoindex; // vertex bone info
u32 vertindex; // vertex vec3_hl
u32 numnorms; // number of unique surface normals
u32 norminfoindex; // normal bone info
u32 normindex; // normal vec3_hl
u32 numgroups; // deformation groups
u32 groupindex;
} PACK_STRUCT;
// meshes
struct SHalflifeMesh
{
u32 numtris;
u32 triindex;
u32 skinref;
u32 numnorms; // per mesh normals
u32 normindex; // normal vec3_hl
} PACK_STRUCT;
// Default alignment
#include "irrunpack.h"
// lighting options
#define STUDIO_NF_FLATSHADE 0x0001
#define STUDIO_NF_CHROME 0x0002
#define STUDIO_NF_FULLBRIGHT 0x0004
// motion flags
#define STUDIO_X 0x0001
#define STUDIO_Y 0x0002
#define STUDIO_Z 0x0004
#define STUDIO_XR 0x0008
#define STUDIO_YR 0x0010
#define STUDIO_ZR 0x0020
#define STUDIO_LX 0x0040
#define STUDIO_LY 0x0080
#define STUDIO_LZ 0x0100
#define STUDIO_AX 0x0200
#define STUDIO_AY 0x0400
#define STUDIO_AZ 0x0800
#define STUDIO_AXR 0x1000
#define STUDIO_AYR 0x2000
#define STUDIO_AZR 0x4000
#define STUDIO_TYPES 0x7FFF
#define STUDIO_RLOOP 0x8000 // controller that wraps shortest distance
// sequence flags
#define STUDIO_LOOPING 0x0001
// bone flags
#define STUDIO_HAS_NORMALS 0x0001
#define STUDIO_HAS_VERTICES 0x0002
#define STUDIO_HAS_BBOX 0x0004
#define STUDIO_HAS_CHROME 0x0008 // if any of the textures have chrome on them
#define RAD_TO_STUDIO (32768.0/M_PI)
#define STUDIO_TO_RAD (M_PI/32768.0)
/*!
Textureatlas
Combine Source Images with arbitrary size and bithdepth to an Image with 2^n size
borders from the source images are copied around for allowing filtering ( bilinear, mipmap )
*/
struct STextureAtlas
{
STextureAtlas ()
{
release();
}
virtual ~STextureAtlas ()
{
release ();
}
void release ();
void addSource ( const c8 * name, video::IImage * image );
void create ( u32 pixelborder, video::E_TEXTURE_CLAMP texmode );
void getScale ( core::vector2df &scale );
void getTranslation ( const c8 * name, core::vector2di &pos );
struct TextureAtlasEntry
{
io::path name;
u32 width;
u32 height;
core::vector2di pos;
video::IImage * image;
bool operator < ( const TextureAtlasEntry & other )
{
return height > other.height;
}
};
core::array < TextureAtlasEntry > atlas;
video::IImage * Master;
};
//! Possible types of Animation Type
enum E_ANIMATION_TYPE
{
//! No Animation
EAMT_STILL,
//! From Start to End, then Stop ( Limited Line )
EAMT_WAYPOINT,
//! Linear Cycling Animation ( Sawtooth )
EAMT_LOOPING,
//! Linear bobbing ( Triangle )
EAMT_PINGPONG
};
//! Names for Animation Type
const c8* const MeshAnimationTypeNames[] =
{
"still",
"waypoint",
"looping",
"pingpong",
0
};
//! Data for holding named Animation Info
struct KeyFrameInterpolation
{
core::stringc Name; // Name of the current Animation/Bone
E_ANIMATION_TYPE AnimationType; // Type of Animation ( looping, usw..)
f32 CurrentFrame; // Current Frame
s32 NextFrame; // Frame which will be used next. For blending
s32 StartFrame; // Absolute Frame where the current animation start
s32 Frames; // Relative Frames how much Frames this animation have
s32 LoopingFrames; // How much of Frames sould be looped
s32 EndFrame; // Absolute Frame where the current animation ends End = start + frames - 1
f32 FramesPerSecond; // Speed in Frames/Seconds the animation is played
f32 RelativeSpeed; // Factor Original fps is modified
u32 BeginTime; // Animation started at this thime
u32 EndTime; // Animation end at this time
u32 LastTime; // Last Keyframe was done at this time
KeyFrameInterpolation ( const c8 * name = "", s32 start = 0, s32 frames = 0, s32 loopingframes = 0,
f32 fps = 0.f, f32 relativefps = 1.f )
: Name ( name ), AnimationType ( loopingframes ? EAMT_LOOPING : EAMT_WAYPOINT),
CurrentFrame ( (f32) start ), NextFrame ( start ), StartFrame ( start ),
Frames ( frames ), LoopingFrames ( loopingframes ), EndFrame ( start + frames - 1 ),
FramesPerSecond ( fps ), RelativeSpeed ( relativefps ),
BeginTime ( 0 ), EndTime ( 0 ), LastTime ( 0 )
{
}
// linear search
bool operator == ( const KeyFrameInterpolation & other ) const
{
return Name.equals_ignore_case ( other.Name );
}
};
//! a List holding named Animations
typedef core::array < KeyFrameInterpolation > IAnimationList;
//! a List holding named Skins
typedef core::array < core::stringc > ISkinList;
// Current Model per Body
struct SubModel
{
core::stringc name;
u32 startBuffer;
u32 endBuffer;
u32 state;
};
struct BodyPart
{
core::stringc name;
u32 defaultModel;
core::array < SubModel > model;
};
//! a List holding named Models and SubModels
typedef core::array < BodyPart > IBodyList;
class CAnimatedMeshHalfLife : public IAnimatedMesh
{
public:
//! constructor
CAnimatedMeshHalfLife();
//! destructor
virtual ~CAnimatedMeshHalfLife();
//! loads a Halflife mdl file
virtual bool loadModelFile( io::IReadFile* file, ISceneManager * smgr );
//IAnimatedMesh
virtual u32 getFrameCount() const;
virtual IMesh* getMesh(s32 frame, s32 detailLevel, s32 startFrameLoop, s32 endFrameLoop);
virtual const core::aabbox3d<f32>& getBoundingBox() const;
virtual E_ANIMATED_MESH_TYPE getMeshType() const;
virtual void renderModel ( u32 param, video::IVideoDriver * driver, const core::matrix4 &absoluteTransformation);
//! returns amount of mesh buffers.
virtual u32 getMeshBufferCount() const;
//! returns pointer to a mesh buffer
virtual IMeshBuffer* getMeshBuffer(u32 nr) const;
//! Returns pointer to a mesh buffer which fits a material
virtual IMeshBuffer* getMeshBuffer( const video::SMaterial &material) const;
virtual void setMaterialFlag(video::E_MATERIAL_FLAG flag, bool newvalue);
//! set the hardware mapping hint, for driver
virtual void setHardwareMappingHint(E_HARDWARE_MAPPING newMappingHint, E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX);
//! flags the meshbuffer as changed, reloads hardware buffers
virtual void setDirty(E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX);
//! set user axis aligned bounding box
virtual void setBoundingBox(const core::aabbox3df& box);
//! Gets the default animation speed of the animated mesh.
/** \return Amount of frames per second. If the amount is 0, it is a static, non animated mesh. */
virtual f32 getAnimationSpeed() const
{
return FramesPerSecond;
}
//! Gets the frame count of the animated mesh.
/** \param fps Frames per second to play the animation with. If the amount is 0, it is not animated.
The actual speed is set in the scene node the mesh is instantiated in.*/
virtual void setAnimationSpeed(f32 fps)
{
FramesPerSecond=fps;
}
//! Get the Animation List
virtual IAnimationList* getAnimList () { return &AnimList; }
//! Return the named Body List of this Animated Mesh
virtual IBodyList *getBodyList() { return &BodyList; }
private:
// KeyFrame Animation List
IAnimationList AnimList;
// Sum of all sequences
u32 FrameCount;
// Named meshes of the Body
IBodyList BodyList;
//! return a Mesh per frame
SMesh* MeshIPol;
ISceneManager *SceneManager;
SHalflifeHeader *Header;
SHalflifeHeader *TextureHeader;
bool OwnTexModel; // do we have a modelT.mdl ?
SHalflifeHeader *AnimationHeader[32]; // sequences named model01.mdl, model02.mdl
void initData ();
SHalflifeHeader * loadModel( io::IReadFile* file, const io::path &filename );
bool postLoadModel( const io::path &filename );
u32 SequenceIndex; // sequence index
f32 CurrentFrame; // Current Frame
f32 FramesPerSecond;
#define MOUTH_CONTROLLER 4
u8 BoneController[4 + 1 ]; // bone controllers + mouth position
u8 Blending[2]; // animation blending
vec4_hl BoneAdj;
f32 SetController( s32 controllerIndex, f32 value );
u32 SkinGroupSelection; // skin group selection
u32 SetSkin( u32 value );
void initModel();
void dumpModelInfo(u32 level) const;
void ExtractBbox(s32 sequence, core::aabbox3df &box) const;
void setUpBones ();
SHalflifeAnimOffset * getAnim( SHalflifeSequence *seq );
void slerpBones( vec4_hl q1[], vec3_hl pos1[], vec4_hl q2[], vec3_hl pos2[], f32 s );
void calcRotations ( vec3_hl *pos, vec4_hl *q, SHalflifeSequence *seq, SHalflifeAnimOffset *anim, f32 f );
void calcBoneAdj();
void calcBoneQuaternion(const s32 frame, const SHalflifeBone *bone, SHalflifeAnimOffset *anim, const u32 j, f32& angle1, f32& angle2) const;
void calcBonePosition(const s32 frame, f32 s, const SHalflifeBone *bone, SHalflifeAnimOffset *anim, f32 *pos ) const;
void buildVertices ();
io::path TextureBaseName;
#define HL_TEXTURE_ATLAS
#ifdef HL_TEXTURE_ATLAS
STextureAtlas TextureAtlas;
video::ITexture *TextureMaster;
#endif
};
//! Meshloader capable of loading HalfLife Model files
class CHalflifeMDLMeshFileLoader : public IMeshLoader
{
public:
//! Constructor
CHalflifeMDLMeshFileLoader( scene::ISceneManager* smgr );
//! returns true if the file maybe is able to be loaded by this class
/** based on the file extension (e.g. ".bsp") */
virtual bool isALoadableFileExtension(const io::path& filename) const;
//! creates/loads an animated mesh from the file.
/** \return Pointer to the created mesh. Returns 0 if loading failed.
If you no longer need the mesh, you should call IAnimatedMesh::drop().
See IReferenceCounted::drop() for more information.
*/
virtual IAnimatedMesh* createMesh(io::IReadFile* file);
private:
scene::ISceneManager* SceneManager;
};
} // end namespace scene
} // end namespace irr
#endif
// Copyright (C) 2002-2012 Thomas Alten
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __C_ANIMATED_MESH_HALFLIFE_H_INCLUDED__
#define __C_ANIMATED_MESH_HALFLIFE_H_INCLUDED__
#include "IAnimatedMesh.h"
#include "ISceneManager.h"
#include "irrArray.h"
#include "irrString.h"
#include "IMeshLoader.h"
#include "SMesh.h"
#include "IReadFile.h"
namespace irr
{
namespace scene
{
// STUDIO MODELS, Copyright (c) 1998, Valve LLC. All rights reserved.
#define MAXSTUDIOTRIANGLES 20000 // TODO: tune this
#define MAXSTUDIOVERTS 2048 // TODO: tune this
#define MAXSTUDIOSEQUENCES 256 // total animation sequences
#define MAXSTUDIOSKINS 100 // total textures
#define MAXSTUDIOSRCBONES 512 // bones allowed at source movement
#define MAXSTUDIOBONES 128 // total bones actually used
#define MAXSTUDIOMODELS 32 // sub-models per model
#define MAXSTUDIOBODYPARTS 32
#define MAXSTUDIOGROUPS 4
#define MAXSTUDIOANIMATIONS 512 // per sequence
#define MAXSTUDIOMESHES 256
#define MAXSTUDIOEVENTS 1024
#define MAXSTUDIOPIVOTS 256
#define MAXSTUDIOCONTROLLERS 8
typedef f32 vec3_hl[3]; // x,y,z
typedef f32 vec4_hl[4]; // x,y,z,w
// byte-align structures
#include "irrpack.h"
struct SHalflifeHeader
{
c8 id[4];
s32 version;
c8 name[64];
s32 length;
vec3_hl eyeposition; // ideal eye position
vec3_hl min; // ideal movement hull size
vec3_hl max;
vec3_hl bbmin; // clipping bounding box
vec3_hl bbmax;
s32 flags;
u32 numbones; // bones
u32 boneindex;
u32 numbonecontrollers; // bone controllers
u32 bonecontrollerindex;
u32 numhitboxes; // complex bounding boxes
u32 hitboxindex;
u32 numseq; // animation sequences
u32 seqindex;
u32 numseqgroups; // demand loaded sequences
u32 seqgroupindex;
u32 numtextures; // raw textures
u32 textureindex;
u32 texturedataindex;
u32 numskinref; // replaceable textures
u32 numskinfamilies;
u32 skinindex;
u32 numbodyparts;
u32 bodypartindex;
u32 numattachments; // queryable attachable points
u32 attachmentindex;
s32 soundtable;
s32 soundindex;
s32 soundgroups;
s32 soundgroupindex;
s32 numtransitions; // animation node to animation node transition graph
s32 transitionindex;
} PACK_STRUCT;
// header for demand loaded sequence group data
struct studioseqhdr_t
{
s32 id;
s32 version;
c8 name[64];
s32 length;
} PACK_STRUCT;
// bones
struct SHalflifeBone
{
c8 name[32]; // bone name for symbolic links
s32 parent; // parent bone
s32 flags; // ??
s32 bonecontroller[6]; // bone controller index, -1 == none
f32 value[6]; // default DoF values
f32 scale[6]; // scale for delta DoF values
} PACK_STRUCT;
// bone controllers
struct SHalflifeBoneController
{
s32 bone; // -1 == 0
s32 type; // X, Y, Z, XR, YR, ZR, M
f32 start;
f32 end;
s32 rest; // byte index value at rest
s32 index; // 0-3 user set controller, 4 mouth
} PACK_STRUCT;
// intersection boxes
struct SHalflifeBBox
{
s32 bone;
s32 group; // intersection group
vec3_hl bbmin; // bounding box
vec3_hl bbmax;
} PACK_STRUCT;
#ifndef ZONE_H
// NOTE: this was a void*, but that crashes on 64bit.
// I have found no mdl format desc, so not sure what it's meant to be, but s32 at least works.
typedef s32 cache_user_t;
#endif
// demand loaded sequence groups
struct SHalflifeSequenceGroup
{
c8 label[32]; // textual name
c8 name[64]; // file name
cache_user_t cache; // cache index pointer
s32 data; // hack for group 0
} PACK_STRUCT;
// sequence descriptions
struct SHalflifeSequence
{
c8 label[32]; // sequence label
f32 fps; // frames per second
s32 flags; // looping/non-looping flags
s32 activity;
s32 actweight;
s32 numevents;
s32 eventindex;
s32 numframes; // number of frames per sequence
u32 numpivots; // number of foot pivots
u32 pivotindex;
s32 motiontype;
s32 motionbone;
vec3_hl linearmovement;
s32 automoveposindex;
s32 automoveangleindex;
vec3_hl bbmin; // per sequence bounding box
vec3_hl bbmax;
s32 numblends;
s32 animindex; // SHalflifeAnimOffset pointer relative to start of sequence group data
// [blend][bone][X, Y, Z, XR, YR, ZR]
s32 blendtype[2]; // X, Y, Z, XR, YR, ZR
f32 blendstart[2]; // starting value
f32 blendend[2]; // ending value
s32 blendparent;
s32 seqgroup; // sequence group for demand loading
s32 entrynode; // transition node at entry
s32 exitnode; // transition node at exit
s32 nodeflags; // transition rules
s32 nextseq; // auto advancing sequences
} PACK_STRUCT;
// events
struct mstudioevent_t
{
s32 frame;
s32 event;
s32 type;
c8 options[64];
} PACK_STRUCT;
// pivots
struct mstudiopivot_t
{
vec3_hl org; // pivot point
s32 start;
s32 end;
} PACK_STRUCT;
// attachment
struct SHalflifeAttachment
{
c8 name[32];
s32 type;
s32 bone;
vec3_hl org; // attachment point
vec3_hl vectors[3];
} PACK_STRUCT;
struct SHalflifeAnimOffset
{
u16 offset[6];
} PACK_STRUCT;
// animation frames
union SHalflifeAnimationFrame
{
struct {
u8 valid;
u8 total;
} PACK_STRUCT num;
s16 value;
} PACK_STRUCT;
// body part index
struct SHalflifeBody
{
c8 name[64];
u32 nummodels;
u32 base;
u32 modelindex; // index into models array
} PACK_STRUCT;
// skin info
struct SHalflifeTexture
{
c8 name[64];
s32 flags;
s32 width;
s32 height;
s32 index;
} PACK_STRUCT;
// skin families
// short index[skinfamilies][skinref]
// studio models
struct SHalflifeModel
{
c8 name[64];
s32 type;
f32 boundingradius;
u32 nummesh;
u32 meshindex;
u32 numverts; // number of unique vertices
u32 vertinfoindex; // vertex bone info
u32 vertindex; // vertex vec3_hl
u32 numnorms; // number of unique surface normals
u32 norminfoindex; // normal bone info
u32 normindex; // normal vec3_hl
u32 numgroups; // deformation groups
u32 groupindex;
} PACK_STRUCT;
// meshes
struct SHalflifeMesh
{
u32 numtris;
u32 triindex;
u32 skinref;
u32 numnorms; // per mesh normals
u32 normindex; // normal vec3_hl
} PACK_STRUCT;
// Default alignment
#include "irrunpack.h"
// lighting options
#define STUDIO_NF_FLATSHADE 0x0001
#define STUDIO_NF_CHROME 0x0002
#define STUDIO_NF_FULLBRIGHT 0x0004
// motion flags
#define STUDIO_X 0x0001
#define STUDIO_Y 0x0002
#define STUDIO_Z 0x0004
#define STUDIO_XR 0x0008
#define STUDIO_YR 0x0010
#define STUDIO_ZR 0x0020
#define STUDIO_LX 0x0040
#define STUDIO_LY 0x0080
#define STUDIO_LZ 0x0100
#define STUDIO_AX 0x0200
#define STUDIO_AY 0x0400
#define STUDIO_AZ 0x0800
#define STUDIO_AXR 0x1000
#define STUDIO_AYR 0x2000
#define STUDIO_AZR 0x4000
#define STUDIO_TYPES 0x7FFF
#define STUDIO_RLOOP 0x8000 // controller that wraps shortest distance
// sequence flags
#define STUDIO_LOOPING 0x0001
// bone flags
#define STUDIO_HAS_NORMALS 0x0001
#define STUDIO_HAS_VERTICES 0x0002
#define STUDIO_HAS_BBOX 0x0004
#define STUDIO_HAS_CHROME 0x0008 // if any of the textures have chrome on them
#define RAD_TO_STUDIO (32768.0/M_PI)
#define STUDIO_TO_RAD (M_PI/32768.0)
/*!
Textureatlas
Combine Source Images with arbitrary size and bithdepth to an Image with 2^n size
borders from the source images are copied around for allowing filtering ( bilinear, mipmap )
*/
struct STextureAtlas
{
STextureAtlas ()
{
release();
}
virtual ~STextureAtlas ()
{
release ();
}
void release ();
void addSource ( const c8 * name, video::IImage * image );
void create ( u32 pixelborder, video::E_TEXTURE_CLAMP texmode );
void getScale ( core::vector2df &scale );
void getTranslation ( const c8 * name, core::vector2di &pos );
struct TextureAtlasEntry
{
io::path name;
u32 width;
u32 height;
core::vector2di pos;
video::IImage * image;
bool operator < ( const TextureAtlasEntry & other )
{
return height > other.height;
}
};
core::array < TextureAtlasEntry > atlas;
video::IImage * Master;
};
//! Possible types of Animation Type
enum E_ANIMATION_TYPE
{
//! No Animation
EAMT_STILL,
//! From Start to End, then Stop ( Limited Line )
EAMT_WAYPOINT,
//! Linear Cycling Animation ( Sawtooth )
EAMT_LOOPING,
//! Linear bobbing ( Triangle )
EAMT_PINGPONG
};
//! Names for Animation Type
const c8* const MeshAnimationTypeNames[] =
{
"still",
"waypoint",
"looping",
"pingpong",
0
};
//! Data for holding named Animation Info
struct KeyFrameInterpolation
{
core::stringc Name; // Name of the current Animation/Bone
E_ANIMATION_TYPE AnimationType; // Type of Animation ( looping, usw..)
f32 CurrentFrame; // Current Frame
s32 NextFrame; // Frame which will be used next. For blending
s32 StartFrame; // Absolute Frame where the current animation start
s32 Frames; // Relative Frames how much Frames this animation have
s32 LoopingFrames; // How much of Frames sould be looped
s32 EndFrame; // Absolute Frame where the current animation ends End = start + frames - 1
f32 FramesPerSecond; // Speed in Frames/Seconds the animation is played
f32 RelativeSpeed; // Factor Original fps is modified
u32 BeginTime; // Animation started at this thime
u32 EndTime; // Animation end at this time
u32 LastTime; // Last Keyframe was done at this time
KeyFrameInterpolation ( const c8 * name = "", s32 start = 0, s32 frames = 0, s32 loopingframes = 0,
f32 fps = 0.f, f32 relativefps = 1.f )
: Name ( name ), AnimationType ( loopingframes ? EAMT_LOOPING : EAMT_WAYPOINT),
CurrentFrame ( (f32) start ), NextFrame ( start ), StartFrame ( start ),
Frames ( frames ), LoopingFrames ( loopingframes ), EndFrame ( start + frames - 1 ),
FramesPerSecond ( fps ), RelativeSpeed ( relativefps ),
BeginTime ( 0 ), EndTime ( 0 ), LastTime ( 0 )
{
}
// linear search
bool operator == ( const KeyFrameInterpolation & other ) const
{
return Name.equals_ignore_case ( other.Name );
}
};
//! a List holding named Animations
typedef core::array < KeyFrameInterpolation > IAnimationList;
//! a List holding named Skins
typedef core::array < core::stringc > ISkinList;
// Current Model per Body
struct SubModel
{
core::stringc name;
u32 startBuffer;
u32 endBuffer;
u32 state;
};
struct BodyPart
{
core::stringc name;
u32 defaultModel;
core::array < SubModel > model;
};
//! a List holding named Models and SubModels
typedef core::array < BodyPart > IBodyList;
class CAnimatedMeshHalfLife : public IAnimatedMesh
{
public:
//! constructor
CAnimatedMeshHalfLife();
//! destructor
virtual ~CAnimatedMeshHalfLife();
//! loads a Halflife mdl file
virtual bool loadModelFile( io::IReadFile* file, ISceneManager * smgr );
//IAnimatedMesh
virtual u32 getFrameCount() const;
virtual IMesh* getMesh(s32 frame, s32 detailLevel, s32 startFrameLoop, s32 endFrameLoop);
virtual const core::aabbox3d<f32>& getBoundingBox() const;
virtual E_ANIMATED_MESH_TYPE getMeshType() const;
virtual void renderModel ( u32 param, video::IVideoDriver * driver, const core::matrix4 &absoluteTransformation);
//! returns amount of mesh buffers.
virtual u32 getMeshBufferCount() const;
//! returns pointer to a mesh buffer
virtual IMeshBuffer* getMeshBuffer(u32 nr) const;
//! Returns pointer to a mesh buffer which fits a material
virtual IMeshBuffer* getMeshBuffer( const video::SMaterial &material) const;
virtual void setMaterialFlag(video::E_MATERIAL_FLAG flag, bool newvalue);
//! set the hardware mapping hint, for driver
virtual void setHardwareMappingHint(E_HARDWARE_MAPPING newMappingHint, E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX);
//! flags the meshbuffer as changed, reloads hardware buffers
virtual void setDirty(E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX);
//! set user axis aligned bounding box
virtual void setBoundingBox(const core::aabbox3df& box);
//! Gets the default animation speed of the animated mesh.
/** \return Amount of frames per second. If the amount is 0, it is a static, non animated mesh. */
virtual f32 getAnimationSpeed() const
{
return FramesPerSecond;
}
//! Gets the frame count of the animated mesh.
/** \param fps Frames per second to play the animation with. If the amount is 0, it is not animated.
The actual speed is set in the scene node the mesh is instantiated in.*/
virtual void setAnimationSpeed(f32 fps)
{
FramesPerSecond=fps;
}
//! Get the Animation List
IAnimationList* getAnimList () { return &AnimList; }
//! Return the named Body List of this Animated Mesh
IBodyList *getBodyList() { return &BodyList; }
private:
// KeyFrame Animation List
IAnimationList AnimList;
// Sum of all sequences
u32 FrameCount;
// Named meshes of the Body
IBodyList BodyList;
//! return a Mesh per frame
SMesh* MeshIPol;
ISceneManager *SceneManager;
SHalflifeHeader *Header;
SHalflifeHeader *TextureHeader;
bool OwnTexModel; // do we have a modelT.mdl ?
SHalflifeHeader *AnimationHeader[32]; // sequences named model01.mdl, model02.mdl
void initData ();
SHalflifeHeader * loadModel( io::IReadFile* file, const io::path &filename );
bool postLoadModel( const io::path &filename );
u32 SequenceIndex; // sequence index
f32 CurrentFrame; // Current Frame
f32 FramesPerSecond;
#define MOUTH_CONTROLLER 4
u8 BoneController[4 + 1 ]; // bone controllers + mouth position
u8 Blending[2]; // animation blending
vec4_hl BoneAdj;
f32 SetController( s32 controllerIndex, f32 value );
u32 SkinGroupSelection; // skin group selection
u32 SetSkin( u32 value );
void initModel();
void dumpModelInfo(u32 level) const;
void ExtractBbox(s32 sequence, core::aabbox3df &box) const;
void setUpBones ();
SHalflifeAnimOffset * getAnim( SHalflifeSequence *seq );
void slerpBones( vec4_hl q1[], vec3_hl pos1[], vec4_hl q2[], vec3_hl pos2[], f32 s );
void calcRotations ( vec3_hl *pos, vec4_hl *q, SHalflifeSequence *seq, SHalflifeAnimOffset *anim, f32 f );
void calcBoneAdj();
void calcBoneQuaternion(const s32 frame, const SHalflifeBone *bone, SHalflifeAnimOffset *anim, const u32 j, f32& angle1, f32& angle2) const;
void calcBonePosition(const s32 frame, f32 s, const SHalflifeBone *bone, SHalflifeAnimOffset *anim, f32 *pos ) const;
void buildVertices ();
io::path TextureBaseName;
#define HL_TEXTURE_ATLAS
#ifdef HL_TEXTURE_ATLAS
STextureAtlas TextureAtlas;
video::ITexture *TextureMaster;
#endif
};
//! Meshloader capable of loading HalfLife Model files
class CHalflifeMDLMeshFileLoader : public IMeshLoader
{
public:
//! Constructor
CHalflifeMDLMeshFileLoader( scene::ISceneManager* smgr );
//! returns true if the file maybe is able to be loaded by this class
/** based on the file extension (e.g. ".bsp") */
virtual bool isALoadableFileExtension(const io::path& filename) const;
//! creates/loads an animated mesh from the file.
/** \return Pointer to the created mesh. Returns 0 if loading failed.
If you no longer need the mesh, you should call IAnimatedMesh::drop().
See IReferenceCounted::drop() for more information.
*/
virtual IAnimatedMesh* createMesh(io::IReadFile* file);
private:
scene::ISceneManager* SceneManager;
};
} // end namespace scene
} // end namespace irr
#endif
......@@ -127,7 +127,7 @@ namespace scene
virtual void setMesh(IAnimatedMesh* mesh);
//! Returns the current mesh
virtual IAnimatedMesh* getMesh(void) { return Mesh; }
virtual IAnimatedMesh* getMesh(void) _IRR_OVERRIDE_ { return Mesh; }
//! Writes attributes of the scene node.
virtual void serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options=0) const;
......@@ -136,7 +136,7 @@ namespace scene
virtual void deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options=0);
//! Returns type of the scene node
virtual ESCENE_NODE_TYPE getType() const { return ESNT_ANIMATED_MESH; }
virtual ESCENE_NODE_TYPE getType() const _IRR_OVERRIDE_ { return ESNT_ANIMATED_MESH; }
// returns the absolute transformation for a special MD3 Tag if the mesh is a md3 mesh,
// or the absolutetransformation if it's a normal scenenode
......
......@@ -74,7 +74,7 @@ public:
virtual void deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options=0);
//! Returns type of the scene node
virtual ESCENE_NODE_TYPE getType() const { return ESNT_BILLBOARD; }
virtual ESCENE_NODE_TYPE getType() const _IRR_OVERRIDE_ { return ESNT_BILLBOARD; }
//! Creates a clone of this scene node and its children.
virtual ISceneNode* clone(ISceneNode* newParent=0, ISceneManager* newManager=0);
......
......@@ -137,7 +137,7 @@ namespace scene
virtual void deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options=0);
//! Returns type of the scene node
virtual ESCENE_NODE_TYPE getType() const { return ESNT_CAMERA; }
virtual ESCENE_NODE_TYPE getType() const _IRR_OVERRIDE_ { return ESNT_CAMERA; }
//! Binds the camera scene node's rotation to its target position and vice vera, or unbinds them.
virtual void bindTargetAndRotation(bool bound);
......
// Copyright (C) 2012 Patryk Nadrowski
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __C_CG_MATERIAL_RENDERER_H_INCLUDED__
#define __C_CG_MATERIAL_RENDERER_H_INCLUDED__
#include "IrrCompileConfig.h"
#ifdef _IRR_COMPILE_WITH_CG_
#include "IMaterialRenderer.h"
#include "IMaterialRendererServices.h"
#include "IShaderConstantSetCallBack.h"
#include "IGPUProgrammingServices.h"
#include "irrArray.h"
#include "irrString.h"
#include "IVideoDriver.h"
#include "os.h"
#include "Cg/cg.h"
#ifdef _MSC_VER
#pragma comment(lib, "cg.lib")
#endif
namespace irr
{
namespace video
{
class CCgUniform
{
public:
CCgUniform(const CGparameter& parameter, bool global);
virtual ~CCgUniform();
const core::stringc& getName() const;
const CGparameter& getParameter() const;
CGenum getSpace() const;
CGtype getType() const;
virtual void update(const void* data, const SMaterial& material) const = 0;
protected:
core::stringc Name;
CGparameter Parameter;
CGenum Space;
CGtype Type;
};
class CCgUniform1f : public CCgUniform
{
public:
CCgUniform1f(const CGparameter& parameter, bool global);
void update(const void* data, const SMaterial& material) const;
};
class CCgUniform2f : public CCgUniform
{
public:
CCgUniform2f(const CGparameter& parameter, bool global);
void update(const void* data, const SMaterial& material) const;
};
class CCgUniform3f : public CCgUniform
{
public:
CCgUniform3f(const CGparameter& parameter, bool global);
void update(const void* data, const SMaterial& material) const;
};
class CCgUniform4f : public CCgUniform
{
public:
CCgUniform4f(const CGparameter& parameter, bool global);
void update(const void* data, const SMaterial& material) const;
};
class CCgUniform1i : public CCgUniform
{
public:
CCgUniform1i(const CGparameter& parameter, bool global);
void update(const void* data, const SMaterial& material) const;
};
class CCgUniform2i : public CCgUniform
{
public:
CCgUniform2i(const CGparameter& parameter, bool global);
void update(const void* data, const SMaterial& material) const;
};
class CCgUniform3i : public CCgUniform
{
public:
CCgUniform3i(const CGparameter& parameter, bool global);
void update(const void* data, const SMaterial& material) const;
};
class CCgUniform4i : public CCgUniform
{
public:
CCgUniform4i(const CGparameter& parameter, bool global);
void update(const void* data, const SMaterial& material) const;
};
class CCgUniform4x4f : public CCgUniform
{
public:
CCgUniform4x4f(const CGparameter& parameter, bool global);
void update(const void* data, const SMaterial& material) const;
};
class CCgUniformSampler2D : public CCgUniform
{
public:
CCgUniformSampler2D(const CGparameter& parameter, bool global);
void update(const void* data, const SMaterial& material) const;
};
class CCgMaterialRenderer : public IMaterialRenderer, public IMaterialRendererServices
{
public:
CCgMaterialRenderer(IShaderConstantSetCallBack* callback = 0, IMaterialRenderer* baseMaterial = 0, s32 userData = 0);
virtual ~CCgMaterialRenderer();
virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial, bool resetAllRenderstates, IMaterialRendererServices* services) = 0;
virtual bool OnRender(IMaterialRendererServices* service, E_VERTEX_TYPE vtxtype) = 0;
virtual void OnUnsetMaterial() = 0;
virtual bool isTransparent() const;
virtual void setBasicRenderStates(const SMaterial& material, const SMaterial& lastMaterial, bool resetAllRenderstates) = 0;
virtual s32 getVertexShaderConstantID(const c8* name);
virtual s32 getPixelShaderConstantID(const c8* name);
virtual void setVertexShaderConstant(const f32* data, s32 startRegister, s32 constantAmount=1);
virtual void setPixelShaderConstant(const f32* data, s32 startRegister, s32 constantAmount=1);
virtual bool setVertexShaderConstant(s32 index, const f32* floats, int count);
virtual bool setVertexShaderConstant(s32 index, const s32* ints, int count);
virtual bool setPixelShaderConstant(s32 index, const f32* floats, int count);
virtual bool setPixelShaderConstant(s32 index, const s32* ints, int count);
virtual IVideoDriver* getVideoDriver() = 0;
protected:
void getUniformList();
IShaderConstantSetCallBack* CallBack;
IMaterialRenderer* BaseMaterial;
s32 UserData;
core::array<CCgUniform*> UniformInfo;
CGprogram VertexProgram;
CGprogram FragmentProgram;
CGprogram GeometryProgram;
CGprofile VertexProfile;
CGprofile FragmentProfile;
CGprofile GeometryProfile;
SMaterial Material;
CGerror Error;
};
}
}
#endif
#endif
// Copyright (C) 2012 Patryk Nadrowski
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __C_CG_MATERIAL_RENDERER_H_INCLUDED__
#define __C_CG_MATERIAL_RENDERER_H_INCLUDED__
#include "IrrCompileConfig.h"
#ifdef _IRR_COMPILE_WITH_CG_
#include "IMaterialRenderer.h"
#include "IMaterialRendererServices.h"
#include "IShaderConstantSetCallBack.h"
#include "IGPUProgrammingServices.h"
#include "irrArray.h"
#include "irrString.h"
#include "IVideoDriver.h"
#include "os.h"
#include "Cg/cg.h"
#ifdef _MSC_VER
#pragma comment(lib, "cg.lib")
#endif
namespace irr
{
namespace video
{
class CCgUniform
{
public:
CCgUniform(const CGparameter& parameter, bool global);
virtual ~CCgUniform();
const core::stringc& getName() const;
const CGparameter& getParameter() const;
CGenum getSpace() const;
CGtype getType() const;
virtual void update(const void* data, const SMaterial& material) const = 0;
protected:
core::stringc Name;
CGparameter Parameter;
CGenum Space;
CGtype Type;
};
class CCgUniform1f : public CCgUniform
{
public:
CCgUniform1f(const CGparameter& parameter, bool global);
void update(const void* data, const SMaterial& material) const;
};
class CCgUniform2f : public CCgUniform
{
public:
CCgUniform2f(const CGparameter& parameter, bool global);
void update(const void* data, const SMaterial& material) const;
};
class CCgUniform3f : public CCgUniform
{
public:
CCgUniform3f(const CGparameter& parameter, bool global);
void update(const void* data, const SMaterial& material) const;
};
class CCgUniform4f : public CCgUniform
{
public:
CCgUniform4f(const CGparameter& parameter, bool global);
void update(const void* data, const SMaterial& material) const;
};
class CCgUniform1i : public CCgUniform
{
public:
CCgUniform1i(const CGparameter& parameter, bool global);
void update(const void* data, const SMaterial& material) const;
};
class CCgUniform2i : public CCgUniform
{
public:
CCgUniform2i(const CGparameter& parameter, bool global);
void update(const void* data, const SMaterial& material) const;
};
class CCgUniform3i : public CCgUniform
{
public:
CCgUniform3i(const CGparameter& parameter, bool global);
void update(const void* data, const SMaterial& material) const;
};
class CCgUniform4i : public CCgUniform
{
public:
CCgUniform4i(const CGparameter& parameter, bool global);
void update(const void* data, const SMaterial& material) const;
};
class CCgUniform4x4f : public CCgUniform
{
public:
CCgUniform4x4f(const CGparameter& parameter, bool global);
void update(const void* data, const SMaterial& material) const;
};
class CCgUniformSampler2D : public CCgUniform
{
public:
CCgUniformSampler2D(const CGparameter& parameter, bool global);
void update(const void* data, const SMaterial& material) const;
};
class CCgMaterialRenderer : public IMaterialRenderer, public IMaterialRendererServices
{
public:
CCgMaterialRenderer(IShaderConstantSetCallBack* callback = 0, IMaterialRenderer* baseMaterial = 0, s32 userData = 0);
virtual ~CCgMaterialRenderer();
virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial, bool resetAllRenderstates, IMaterialRendererServices* services) = 0;
virtual bool OnRender(IMaterialRendererServices* service, E_VERTEX_TYPE vtxtype) = 0;
virtual void OnUnsetMaterial() = 0;
virtual bool isTransparent() const;
virtual void setBasicRenderStates(const SMaterial& material, const SMaterial& lastMaterial, bool resetAllRenderstates) = 0;
virtual s32 getVertexShaderConstantID(const c8* name);
virtual s32 getPixelShaderConstantID(const c8* name);
virtual void setVertexShaderConstant(const f32* data, s32 startRegister, s32 constantAmount=1);
virtual void setPixelShaderConstant(const f32* data, s32 startRegister, s32 constantAmount=1);
virtual bool setVertexShaderConstant(s32 index, const f32* floats, int count);
virtual bool setVertexShaderConstant(s32 index, const s32* ints, int count);
virtual bool setPixelShaderConstant(s32 index, const f32* floats, int count);
virtual bool setPixelShaderConstant(s32 index, const s32* ints, int count);
virtual IVideoDriver* getVideoDriver() = 0;
protected:
void getUniformList();
IShaderConstantSetCallBack* CallBack;
IMaterialRenderer* BaseMaterial;
s32 UserData;
core::array<CCgUniform*> UniformInfo;
CGprogram VertexProgram;
CGprogram FragmentProgram;
CGprogram GeometryProgram;
CGprofile VertexProfile;
CGprofile FragmentProfile;
CGprofile GeometryProfile;
SMaterial Material;
CGerror Error;
};
}
}
#endif
#endif
......@@ -43,7 +43,7 @@ namespace scene
virtual u32 getMaterialCount() const;
//! Returns type of the scene node
virtual ESCENE_NODE_TYPE getType() const { return ESNT_CUBE; }
virtual ESCENE_NODE_TYPE getType() const _IRR_OVERRIDE_ { return ESNT_CUBE; }
//! Creates shadow volume scene node as child of this node
//! and returns a pointer to it.
......@@ -60,18 +60,18 @@ namespace scene
virtual ISceneNode* clone(ISceneNode* newParent=0, ISceneManager* newManager=0);
//! Sets a new mesh to display
virtual void setMesh(IMesh* mesh) {}
virtual void setMesh(IMesh* mesh) _IRR_OVERRIDE_ {}
//! Returns the current mesh
virtual IMesh* getMesh(void) { return Mesh; }
virtual IMesh* getMesh(void) _IRR_OVERRIDE_ { return Mesh; }
//! Sets if the scene node should not copy the materials of the mesh but use them in a read only style.
/* In this way it is possible to change the materials a mesh causing all mesh scene nodes
referencing this mesh to change too. */
virtual void setReadOnlyMaterials(bool readonly) {}
virtual void setReadOnlyMaterials(bool readonly) _IRR_OVERRIDE_ {}
//! Returns if the scene node should not copy the materials of the mesh but use them in a read only style
virtual bool isReadOnlyMaterials() const { return false; }
virtual bool isReadOnlyMaterials() const _IRR_OVERRIDE_ { return false; }
//! Removes a child from this scene node.
//! Implemented here, to be able to remove the shadow properly, if there is one,
......
......@@ -227,7 +227,7 @@ namespace video
//! Returns the maximum texture size supported.
virtual core::dimension2du getMaxTextureSize() const;
virtual bool checkDriverReset() {return DriverWasReset;}
virtual bool checkDriverReset() _IRR_OVERRIDE_ {return DriverWasReset;}
private:
// enumeration for rendering modes such as 2d and 3d for minizing the switching of renderStates.
......
......@@ -35,7 +35,7 @@ public:
virtual bool OnRender(IMaterialRendererServices* service, E_VERTEX_TYPE vtxtype);
virtual void OnSetMaterial(const SMaterial& material) { }
virtual void OnSetMaterial(const SMaterial& material) _IRR_OVERRIDE_ { }
virtual void OnSetMaterial(const video::SMaterial& material,
const video::SMaterial& lastMaterial,
bool resetAllRenderstates, video::IMaterialRendererServices* services);
......
// Copyright (C) 2012-2012 Patryk Nadrowski
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __C_DIRECT3D_9_CG_MATERIAL_RENDERER_H_INCLUDED__
#define __C_DIRECT3D_9_CG_MATERIAL_RENDERER_H_INCLUDED__
#include "IrrCompileConfig.h"
#if defined(_IRR_COMPILE_WITH_DIRECT3D_9_) && defined(_IRR_COMPILE_WITH_CG_)
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#include <d3d9.h>
#include <d3dx9.h>
#include "CCgMaterialRenderer.h"
#include "Cg/cgD3D9.h"
#ifdef _MSC_VER
#pragma comment(lib, "cgD3D9.lib")
#endif
namespace irr
{
namespace video
{
class CD3D9Driver;
class IShaderConstantSetCallBack;
class CD3D9CgUniformSampler2D : public CCgUniform
{
public:
CD3D9CgUniformSampler2D(const CGparameter& parameter, bool global);
void update(const void* data, const SMaterial& material) const;
};
class CD3D9CgMaterialRenderer : public CCgMaterialRenderer
{
public:
CD3D9CgMaterialRenderer(CD3D9Driver* driver, s32& materialType,
const c8* vertexProgram = 0, const c8* vertexEntry = "main",
E_VERTEX_SHADER_TYPE vertexProfile = video::EVST_VS_1_1,
const c8* fragmentProgram = 0, const c8* fragmentEntry = "main",
E_PIXEL_SHADER_TYPE fragmentProfile = video::EPST_PS_1_1,
const c8* geometryProgram = 0, const c8* geometryEntry = "main",
E_GEOMETRY_SHADER_TYPE geometryProfile = video::EGST_GS_4_0,
scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES,
scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP,
u32 vertices = 0, IShaderConstantSetCallBack* callback = 0,
IMaterialRenderer* baseMaterial = 0, s32 userData = 0);
virtual ~CD3D9CgMaterialRenderer();
virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial, bool resetAllRenderstates, IMaterialRendererServices* services);
virtual bool OnRender(IMaterialRendererServices* services, E_VERTEX_TYPE vtxtype);
virtual void OnUnsetMaterial();
virtual void setBasicRenderStates(const SMaterial& material, const SMaterial& lastMaterial, bool resetAllRenderstates);
virtual IVideoDriver* getVideoDriver();
protected:
void init(s32& materialType,
const c8* vertexProgram = 0, const c8* vertexEntry = "main",
E_VERTEX_SHADER_TYPE vertexProfile = video::EVST_VS_1_1,
const c8* fragmentProgram = 0, const c8* fragmentEntry = "main",
E_PIXEL_SHADER_TYPE fragmentProfile = video::EPST_PS_1_1,
const c8* geometryProgram = 0, const c8* geometryEntry = "main",
E_GEOMETRY_SHADER_TYPE geometryProfile = video::EGST_GS_4_0,
scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES,
scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP,
u32 vertices = 0);
CD3D9Driver* Driver;
};
}
}
#endif
#endif
// Copyright (C) 2012-2012 Patryk Nadrowski
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __C_DIRECT3D_9_CG_MATERIAL_RENDERER_H_INCLUDED__
#define __C_DIRECT3D_9_CG_MATERIAL_RENDERER_H_INCLUDED__
#include "IrrCompileConfig.h"
#if defined(_IRR_COMPILE_WITH_DIRECT3D_9_) && defined(_IRR_COMPILE_WITH_CG_)
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#include <d3d9.h>
#include <d3dx9.h>
#include "CCgMaterialRenderer.h"
#include "Cg/cgD3D9.h"
#ifdef _MSC_VER
#pragma comment(lib, "cgD3D9.lib")
#endif
namespace irr
{
namespace video
{
class CD3D9Driver;
class IShaderConstantSetCallBack;
class CD3D9CgUniformSampler2D : public CCgUniform
{
public:
CD3D9CgUniformSampler2D(const CGparameter& parameter, bool global);
void update(const void* data, const SMaterial& material) const;
};
class CD3D9CgMaterialRenderer : public CCgMaterialRenderer
{
public:
CD3D9CgMaterialRenderer(CD3D9Driver* driver, s32& materialType,
const c8* vertexProgram = 0, const c8* vertexEntry = "main",
E_VERTEX_SHADER_TYPE vertexProfile = video::EVST_VS_1_1,
const c8* fragmentProgram = 0, const c8* fragmentEntry = "main",
E_PIXEL_SHADER_TYPE fragmentProfile = video::EPST_PS_1_1,
const c8* geometryProgram = 0, const c8* geometryEntry = "main",
E_GEOMETRY_SHADER_TYPE geometryProfile = video::EGST_GS_4_0,
scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES,
scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP,
u32 vertices = 0, IShaderConstantSetCallBack* callback = 0,
IMaterialRenderer* baseMaterial = 0, s32 userData = 0);
virtual ~CD3D9CgMaterialRenderer();
virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial, bool resetAllRenderstates, IMaterialRendererServices* services);
virtual bool OnRender(IMaterialRendererServices* services, E_VERTEX_TYPE vtxtype);
virtual void OnUnsetMaterial();
virtual void setBasicRenderStates(const SMaterial& material, const SMaterial& lastMaterial, bool resetAllRenderstates);
virtual IVideoDriver* getVideoDriver();
protected:
void init(s32& materialType,
const c8* vertexProgram = 0, const c8* vertexEntry = "main",
E_VERTEX_SHADER_TYPE vertexProfile = video::EVST_VS_1_1,
const c8* fragmentProgram = 0, const c8* fragmentEntry = "main",
E_PIXEL_SHADER_TYPE fragmentProfile = video::EPST_PS_1_1,
const c8* geometryProgram = 0, const c8* geometryEntry = "main",
E_GEOMETRY_SHADER_TYPE geometryProfile = video::EGST_GS_4_0,
scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES,
scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP,
u32 vertices = 0);
CD3D9Driver* Driver;
};
}
}
#endif
#endif
......@@ -304,13 +304,13 @@ namespace video
virtual void enableClipPlane(u32 index, bool enable);
//! Returns the graphics card vendor name.
virtual core::stringc getVendorInfo() {return VendorName;}
virtual core::stringc getVendorInfo() _IRR_OVERRIDE_ {return VendorName;}
//! Enable the 2d override material
virtual void enableMaterial2D(bool enable=true);
//! Check if the driver was recently reset.
virtual bool checkDriverReset() {return DriverWasReset;}
virtual bool checkDriverReset() _IRR_OVERRIDE_ {return DriverWasReset;}
// removes the depth struct from the DepthSurface array
void removeDepthSurface(SDepthSurface* depth);
......
......@@ -43,7 +43,7 @@ public:
//! Returns the render capability of the material.
virtual s32 getRenderCapability() const;
virtual void OnSetMaterial(const SMaterial& material) { }
virtual void OnSetMaterial(const SMaterial& material) _IRR_OVERRIDE_ { }
virtual void OnSetMaterial(const video::SMaterial& material,
const video::SMaterial& lastMaterial,
bool resetAllRenderstates, video::IMaterialRendererServices* services);
......
......@@ -32,13 +32,13 @@ namespace video
virtual const core::dimension2d<u32>& getSize() const;
//! locks the zbuffer
virtual void* lock() { return (void*) Buffer; }
virtual void* lock() _IRR_OVERRIDE_ { return (void*) Buffer; }
//! unlocks the zbuffer
virtual void unlock() {}
virtual void unlock() _IRR_OVERRIDE_ {}
//! returns pitch of depthbuffer (in bytes)
virtual u32 getPitch() const { return Pitch; }
virtual u32 getPitch() const _IRR_OVERRIDE_ { return Pitch; }
private:
......@@ -70,13 +70,13 @@ namespace video
virtual const core::dimension2d<u32>& getSize() const;
//! locks the zbuffer
virtual void* lock() { return (void*) Buffer; }
virtual void* lock() _IRR_OVERRIDE_ { return (void*) Buffer; }
//! unlocks the zbuffer
virtual void unlock() {}
virtual void unlock() _IRR_OVERRIDE_ {}
//! returns pitch of depthbuffer (in bytes)
virtual u32 getPitch() const { return Pitch; }
virtual u32 getPitch() const _IRR_OVERRIDE_ { return Pitch; }
private:
......
......@@ -31,10 +31,10 @@ namespace scene
virtual core::matrix4 getRelativeTransformation() const;
//! does nothing.
virtual void render() {}
virtual void render() _IRR_OVERRIDE_ {}
//! Returns type of the scene node
virtual ESCENE_NODE_TYPE getType() const { return ESNT_DUMMY_TRANSFORMATION; }
virtual ESCENE_NODE_TYPE getType() const _IRR_OVERRIDE_ { return ESNT_DUMMY_TRANSFORMATION; }
//! Creates a clone of this scene node and its children.
virtual ISceneNode* clone(ISceneNode* newParent=0, ISceneManager* newManager=0);
......
......@@ -29,7 +29,7 @@ namespace scene
virtual void render();
//! Returns type of the scene node
virtual ESCENE_NODE_TYPE getType() const { return ESNT_EMPTY; }
virtual ESCENE_NODE_TYPE getType() const _IRR_OVERRIDE_ { return ESNT_EMPTY; }
//! Creates a clone of this scene node and its children.
virtual ISceneNode* clone(ISceneNode* newParent=0, ISceneManager* newManager=0);
......
......@@ -60,7 +60,7 @@ public:
virtual s32 getCharacterFromPos(const wchar_t* text, s32 pixel_x) const;
//! Returns the type of this font
virtual EGUI_FONT_TYPE getType() const { return EGFT_BITMAP; }
virtual EGUI_FONT_TYPE getType() const _IRR_OVERRIDE_ { return EGFT_BITMAP; }
//! set an Pixel Offset on Drawing ( scale position on width )
virtual void setKerningWidth (s32 kerning);
......
......@@ -40,7 +40,7 @@ public:
}
//! Unlock function.
virtual void unlock() {}
virtual void unlock() _IRR_OVERRIDE_ {}
//! Returns width and height of image data.
virtual const core::dimension2d<u32>& getDimension() const;
......@@ -79,7 +79,7 @@ public:
virtual ECOLOR_FORMAT getColorFormat() const;
//! returns pitch of image
virtual u32 getPitch() const { return Pitch; }
virtual u32 getPitch() const _IRR_OVERRIDE_ { return Pitch; }
//! copies this surface into another, scaling it to fit.
virtual void copyToScaling(void* target, u32 width, u32 height, ECOLOR_FORMAT format, u32 pitch=0);
......
// Copyright (C) 2002-2012 Thomas Alten
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __C_IMAGE_LOADER_DDS_H_INCLUDED__
#define __C_IMAGE_LOADER_DDS_H_INCLUDED__
#include "IrrCompileConfig.h"
#if defined(_IRR_COMPILE_WITH_DDS_LOADER_) || defined(_IRR_COMPILE_WITH_DDS_DECODER_LOADER_)
#include "IImageLoader.h"
namespace irr
{
namespace video
{
/* dds pixel format types */
enum eDDSPixelFormat
{
DDS_PF_ARGB8888,
DDS_PF_DXT1,
DDS_PF_DXT2,
DDS_PF_DXT3,
DDS_PF_DXT4,
DDS_PF_DXT5,
DDS_PF_UNKNOWN
};
// byte-align structures
#include "irrpack.h"
/* structures */
struct ddsPixelFormat
{
u32 Size;
u32 Flags;
u32 FourCC;
u32 RGBBitCount;
u32 RBitMask;
u32 GBitMask;
u32 BBitMask;
u32 ABitMask;
} PACK_STRUCT;
struct ddsCaps
{
u32 caps1;
u32 caps2;
u32 caps3;
u32 caps4;
} PACK_STRUCT;
struct ddsHeader
{
c8 Magic[4];
u32 Size;
u32 Flags;
u32 Height;
u32 Width;
u32 PitchOrLinearSize;
u32 Depth;
u32 MipMapCount;
u32 Reserved1[11];
ddsPixelFormat PixelFormat;
ddsCaps Caps;
u32 Reserved2;
} PACK_STRUCT;
#ifdef _IRR_COMPILE_WITH_DDS_DECODER_LOADER_
struct ddsColorBlock
{
u16 colors[ 2 ];
u8 row[ 4 ];
} PACK_STRUCT;
struct ddsAlphaBlockExplicit
{
u16 row[ 4 ];
} PACK_STRUCT;
struct ddsAlphaBlock3BitLinear
{
u8 alpha0;
u8 alpha1;
u8 stuff[ 6 ];
} PACK_STRUCT;
struct ddsColor
{
u8 r, g, b, a;
} PACK_STRUCT;
#endif
// Default alignment
#include "irrunpack.h"
/* endian tomfoolery */
typedef union
{
f32 f;
c8 c[ 4 ];
}
floatSwapUnion;
#ifndef __BIG_ENDIAN__
#ifdef _SGI_SOURCE
#define __BIG_ENDIAN__
#endif
#endif
#ifdef __BIG_ENDIAN__
s32 DDSBigLong( s32 src ) { return src; }
s16 DDSBigShort( s16 src ) { return src; }
f32 DDSBigFloat( f32 src ) { return src; }
s32 DDSLittleLong( s32 src )
{
return ((src & 0xFF000000) >> 24) |
((src & 0x00FF0000) >> 8) |
((src & 0x0000FF00) << 8) |
((src & 0x000000FF) << 24);
}
s16 DDSLittleShort( s16 src )
{
return ((src & 0xFF00) >> 8) |
((src & 0x00FF) << 8);
}
f32 DDSLittleFloat( f32 src )
{
floatSwapUnion in,out;
in.f = src;
out.c[ 0 ] = in.c[ 3 ];
out.c[ 1 ] = in.c[ 2 ];
out.c[ 2 ] = in.c[ 1 ];
out.c[ 3 ] = in.c[ 0 ];
return out.f;
}
#else /*__BIG_ENDIAN__*/
s32 DDSLittleLong( s32 src ) { return src; }
s16 DDSLittleShort( s16 src ) { return src; }
f32 DDSLittleFloat( f32 src ) { return src; }
s32 DDSBigLong( s32 src )
{
return ((src & 0xFF000000) >> 24) |
((src & 0x00FF0000) >> 8) |
((src & 0x0000FF00) << 8) |
((src & 0x000000FF) << 24);
}
s16 DDSBigShort( s16 src )
{
return ((src & 0xFF00) >> 8) |
((src & 0x00FF) << 8);
}
f32 DDSBigFloat( f32 src )
{
floatSwapUnion in,out;
in.f = src;
out.c[ 0 ] = in.c[ 3 ];
out.c[ 1 ] = in.c[ 2 ];
out.c[ 2 ] = in.c[ 1 ];
out.c[ 3 ] = in.c[ 0 ];
return out.f;
}
#endif /*__BIG_ENDIAN__*/
/*!
Surface Loader for DDS images
*/
class CImageLoaderDDS : public IImageLoader
{
public:
//! returns true if the file maybe is able to be loaded by this class
//! based on the file extension (e.g. ".tga")
virtual bool isALoadableFileExtension(const io::path& filename) const;
//! returns true if the file maybe is able to be loaded by this class
virtual bool isALoadableFileFormat(io::IReadFile* file) const;
//! creates a surface from the file
virtual IImage* loadImage(io::IReadFile* file) const;
};
} // end namespace video
} // end namespace irr
#endif // compiled with DDS loader
#endif
// Copyright (C) 2002-2012 Thomas Alten
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __C_IMAGE_LOADER_DDS_H_INCLUDED__
#define __C_IMAGE_LOADER_DDS_H_INCLUDED__
#include "IrrCompileConfig.h"
#if defined(_IRR_COMPILE_WITH_DDS_LOADER_) || defined(_IRR_COMPILE_WITH_DDS_DECODER_LOADER_)
#include "IImageLoader.h"
namespace irr
{
namespace video
{
/* dds pixel format types */
enum eDDSPixelFormat
{
DDS_PF_ARGB8888,
DDS_PF_DXT1,
DDS_PF_DXT2,
DDS_PF_DXT3,
DDS_PF_DXT4,
DDS_PF_DXT5,
DDS_PF_UNKNOWN
};
// byte-align structures
#include "irrpack.h"
/* structures */
struct ddsPixelFormat
{
u32 Size;
u32 Flags;
u32 FourCC;
u32 RGBBitCount;
u32 RBitMask;
u32 GBitMask;
u32 BBitMask;
u32 ABitMask;
} PACK_STRUCT;
struct ddsCaps
{
u32 caps1;
u32 caps2;
u32 caps3;
u32 caps4;
} PACK_STRUCT;
struct ddsHeader
{
c8 Magic[4];
u32 Size;
u32 Flags;
u32 Height;
u32 Width;
u32 PitchOrLinearSize;
u32 Depth;
u32 MipMapCount;
u32 Reserved1[11];
ddsPixelFormat PixelFormat;
ddsCaps Caps;
u32 Reserved2;
} PACK_STRUCT;
#ifdef _IRR_COMPILE_WITH_DDS_DECODER_LOADER_
struct ddsColorBlock
{
u16 colors[ 2 ];
u8 row[ 4 ];
} PACK_STRUCT;
struct ddsAlphaBlockExplicit
{
u16 row[ 4 ];
} PACK_STRUCT;
struct ddsAlphaBlock3BitLinear
{
u8 alpha0;
u8 alpha1;
u8 stuff[ 6 ];
} PACK_STRUCT;
struct ddsColor
{
u8 r, g, b, a;
} PACK_STRUCT;
#endif
// Default alignment
#include "irrunpack.h"
/* endian tomfoolery */
typedef union
{
f32 f;
c8 c[ 4 ];
}
floatSwapUnion;
#ifndef __BIG_ENDIAN__
#ifdef _SGI_SOURCE
#define __BIG_ENDIAN__
#endif
#endif
#ifdef __BIG_ENDIAN__
s32 DDSBigLong( s32 src ) { return src; }
s16 DDSBigShort( s16 src ) { return src; }
f32 DDSBigFloat( f32 src ) { return src; }
s32 DDSLittleLong( s32 src )
{
return ((src & 0xFF000000) >> 24) |
((src & 0x00FF0000) >> 8) |
((src & 0x0000FF00) << 8) |
((src & 0x000000FF) << 24);
}
s16 DDSLittleShort( s16 src )
{
return ((src & 0xFF00) >> 8) |
((src & 0x00FF) << 8);
}
f32 DDSLittleFloat( f32 src )
{
floatSwapUnion in,out;
in.f = src;
out.c[ 0 ] = in.c[ 3 ];
out.c[ 1 ] = in.c[ 2 ];
out.c[ 2 ] = in.c[ 1 ];
out.c[ 3 ] = in.c[ 0 ];
return out.f;
}
#else /*__BIG_ENDIAN__*/
s32 DDSLittleLong( s32 src ) { return src; }
s16 DDSLittleShort( s16 src ) { return src; }
f32 DDSLittleFloat( f32 src ) { return src; }
s32 DDSBigLong( s32 src )
{
return ((src & 0xFF000000) >> 24) |
((src & 0x00FF0000) >> 8) |
((src & 0x0000FF00) << 8) |
((src & 0x000000FF) << 24);
}
s16 DDSBigShort( s16 src )
{
return ((src & 0xFF00) >> 8) |
((src & 0x00FF) << 8);
}
f32 DDSBigFloat( f32 src )
{
floatSwapUnion in,out;
in.f = src;
out.c[ 0 ] = in.c[ 3 ];
out.c[ 1 ] = in.c[ 2 ];
out.c[ 2 ] = in.c[ 1 ];
out.c[ 3 ] = in.c[ 0 ];
return out.f;
}
#endif /*__BIG_ENDIAN__*/
/*!
Surface Loader for DDS images
*/
class CImageLoaderDDS : public IImageLoader
{
public:
//! returns true if the file maybe is able to be loaded by this class
//! based on the file extension (e.g. ".tga")
virtual bool isALoadableFileExtension(const io::path& filename) const;
//! returns true if the file maybe is able to be loaded by this class
virtual bool isALoadableFileFormat(io::IReadFile* file) const;
//! creates a surface from the file
virtual IImage* loadImage(io::IReadFile* file) const;
};
} // end namespace video
} // end namespace irr
#endif // compiled with DDS loader
#endif
......@@ -310,16 +310,16 @@ namespace gui
}
//! Calculates the index of the character in the text which is on a specific position.
virtual s32 getCharacterFromPos(const wchar_t* text, s32 pixel_x) const { return pixel_x; };
virtual s32 getCharacterFromPos(const wchar_t* text, s32 pixel_x) const _IRR_OVERRIDE_ { return pixel_x; };
//! No kerning
virtual void setKerningWidth (s32 kerning) { }
virtual void setKerningHeight (s32 kerning) { }
virtual s32 getKerningWidth(const wchar_t* thisLetter=0, const wchar_t* previousLetter=0) const {return 0;}
virtual s32 getKerningHeight() const { return 0;}
virtual void setInvisibleCharacters( const wchar_t *s ) { }
virtual void setKerningWidth (s32 kerning) _IRR_OVERRIDE_ { }
virtual void setKerningHeight (s32 kerning) _IRR_OVERRIDE_ { }
virtual s32 getKerningWidth(const wchar_t* thisLetter=0, const wchar_t* previousLetter=0) const _IRR_OVERRIDE_ {return 0;}
virtual s32 getKerningHeight() const _IRR_OVERRIDE_ { return 0;}
virtual void setInvisibleCharacters( const wchar_t *s ) _IRR_OVERRIDE_ { }
// I guess this is an OS specific font
virtual EGUI_FONT_TYPE getType() const { return EGFT_OS; }
virtual EGUI_FONT_TYPE getType() const _IRR_OVERRIDE_ { return EGFT_OS; }
private:
CIrrDeviceConsole* Device;
core::stringw tempText;
......
// Copyright (C) 2002-2007 Nikolaus Gebhardt
// Copyright (C) 2007-2012 Christian Stehno
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __C_IRR_DEVICE_FB_H_INCLUDED__
#define __C_IRR_DEVICE_FB_H_INCLUDED__
#include "IrrCompileConfig.h"
#ifdef _IRR_COMPILE_WITH_FB_DEVICE_
#include "CIrrDeviceStub.h"
#include "SIrrCreationParameters.h"
#include "IrrlichtDevice.h"
#include "IImagePresenter.h"
#include "ICursorControl.h"
#define KeySym s32
#include <linux/fb.h>
#include <linux/kd.h>
namespace irr
{
class CIrrDeviceFB : public CIrrDeviceStub, public video::IImagePresenter
{
public:
//! constructor
CIrrDeviceFB(const SIrrlichtCreationParameters& params);
//! destructor
virtual ~CIrrDeviceFB();
//! runs the device. Returns false if device wants to be deleted
virtual bool run();
//! Cause the device to temporarily pause execution and let other processes to run
// This should bring down processor usage without major performance loss for Irrlicht
virtual void yield();
//! Pause execution and let other processes to run for a specified amount of time.
virtual void sleep(u32 timeMs, bool pauseTimer);
//! sets the caption of the window
virtual void setWindowCaption(const wchar_t* text);
//! returns if window is active. if not, nothing need to be drawn
virtual bool isWindowActive() const;
//! returns if window has focus
virtual bool isWindowFocused() const;
//! returns if window is minimized
virtual bool isWindowMinimized() const;
//! Minimizes window
virtual void minimizeWindow();
//! Maximizes window
virtual void maximizeWindow();
//! Restores original window size
virtual void restoreWindow();
//! returns current window position (not supported for this device)
virtual core::position2di getWindowPosition()
{
return core::position2di(-1, -1);
}
//! presents a surface in the client area
virtual bool present(video::IImage* surface, void* windowId = 0, core::rect<s32>* src=0 );
//! notifies the device that it should close itself
virtual void closeDevice();
//! Sets if the window should be resizeable in windowed mode.
virtual void setResizable(bool resize=false);
//! Returns the type of this device
virtual E_DEVICE_TYPE getType() const;
private:
//! create the driver
void createDriver();
bool createWindow(const core::dimension2d<u32>& windowSize, u32 bits);
//! Implementation of the cursor control
class CCursorControl : public gui::ICursorControl
{
public:
CCursorControl(CIrrDeviceFB* dev, bool null)
: Device(dev), IsVisible(true), Null(null)
{
Device->grab();
}
~CCursorControl()
{
Device->drop();
}
//! Changes the visible state of the mouse cursor.
virtual void setVisible(bool visible)
{
IsVisible = visible;
}
//! Returns if the cursor is currently visible.
virtual bool isVisible() const
{
return IsVisible;
}
//! Sets the new position of the cursor.
virtual void setPosition(const core::position2d<f32> &pos)
{
setPosition(pos.X, pos.Y);
}
//! Sets the new position of the cursor.
virtual void setPosition(f32 x, f32 y)
{
setPosition((s32)(x*Device->CreationParams.WindowSize.Width), (s32)(y*Device->CreationParams.WindowSize.Height));
}
//! Sets the new position of the cursor.
virtual void setPosition(const core::position2d<s32> &pos)
{
setPosition(pos.X, pos.Y);
}
//! Sets the new position of the cursor.
virtual void setPosition(s32 x, s32 y)
{
}
//! Returns the current position of the mouse cursor.
virtual const core::position2d<s32>& getPosition()
{
updateCursorPos();
return CursorPos;
}
//! Returns the current position of the mouse cursor.
virtual core::position2d<f32> getRelativePosition()
{
updateCursorPos();
return core::position2d<f32>(CursorPos.X / (f32)Device->CreationParams.WindowSize.Width,
CursorPos.Y / (f32)Device->CreationParams.WindowSize.Height);
}
virtual void setReferenceRect(core::rect<s32>* rect=0)
{
}
private:
void updateCursorPos()
{
}
core::position2d<s32> CursorPos;
CIrrDeviceFB* Device;
bool IsVisible;
bool Null;
};
friend class CCursorControl;
int Framebuffer;
int EventDevice;
int KeyboardDevice;
struct fb_fix_screeninfo fbfixscreeninfo;
struct fb_var_screeninfo fbscreeninfo;
struct fb_var_screeninfo oldscreeninfo;
long KeyboardMode;
u8* SoftwareImage;
u32 Pitch;
video::ECOLOR_FORMAT FBColorFormat;
bool Close;
struct SKeyMap
{
SKeyMap() {}
SKeyMap(s32 x11, s32 win32)
: X11Key(x11), Win32Key(win32)
{
}
KeySym X11Key;
s32 Win32Key;
bool operator<(const SKeyMap& o) const
{
return X11Key<o.X11Key;
}
};
core::array<SKeyMap> KeyMap;
};
} // end namespace irr
#endif // _IRR_USE_FB_DEVICE_
#endif // __C_IRR_DEVICE_FB_H_INCLUDED__
// Copyright (C) 2002-2007 Nikolaus Gebhardt
// Copyright (C) 2007-2012 Christian Stehno
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __C_IRR_DEVICE_FB_H_INCLUDED__
#define __C_IRR_DEVICE_FB_H_INCLUDED__
#include "IrrCompileConfig.h"
#ifdef _IRR_COMPILE_WITH_FB_DEVICE_
#include "CIrrDeviceStub.h"
#include "SIrrCreationParameters.h"
#include "IrrlichtDevice.h"
#include "IImagePresenter.h"
#include "ICursorControl.h"
#define KeySym s32
#include <linux/fb.h>
#include <linux/kd.h>
namespace irr
{
class CIrrDeviceFB : public CIrrDeviceStub, public video::IImagePresenter
{
public:
//! constructor
CIrrDeviceFB(const SIrrlichtCreationParameters& params);
//! destructor
virtual ~CIrrDeviceFB();
//! runs the device. Returns false if device wants to be deleted
virtual bool run();
//! Cause the device to temporarily pause execution and let other processes to run
// This should bring down processor usage without major performance loss for Irrlicht
virtual void yield();
//! Pause execution and let other processes to run for a specified amount of time.
virtual void sleep(u32 timeMs, bool pauseTimer);
//! sets the caption of the window
virtual void setWindowCaption(const wchar_t* text);
//! returns if window is active. if not, nothing need to be drawn
virtual bool isWindowActive() const;
//! returns if window has focus
virtual bool isWindowFocused() const;
//! returns if window is minimized
virtual bool isWindowMinimized() const;
//! Minimizes window
virtual void minimizeWindow();
//! Maximizes window
virtual void maximizeWindow();
//! Restores original window size
virtual void restoreWindow();
//! returns current window position (not supported for this device)
virtual core::position2di getWindowPosition()
{
return core::position2di(-1, -1);
}
//! presents a surface in the client area
virtual bool present(video::IImage* surface, void* windowId = 0, core::rect<s32>* src=0 );
//! notifies the device that it should close itself
virtual void closeDevice();
//! Sets if the window should be resizeable in windowed mode.
virtual void setResizable(bool resize=false);
//! Returns the type of this device
virtual E_DEVICE_TYPE getType() const;
private:
//! create the driver
void createDriver();
bool createWindow(const core::dimension2d<u32>& windowSize, u32 bits);
//! Implementation of the cursor control
class CCursorControl : public gui::ICursorControl
{
public:
CCursorControl(CIrrDeviceFB* dev, bool null)
: Device(dev), IsVisible(true), Null(null)
{
Device->grab();
}
~CCursorControl()
{
Device->drop();
}
//! Changes the visible state of the mouse cursor.
virtual void setVisible(bool visible)
{
IsVisible = visible;
}
//! Returns if the cursor is currently visible.
virtual bool isVisible() const
{
return IsVisible;
}
//! Sets the new position of the cursor.
virtual void setPosition(const core::position2d<f32> &pos)
{
setPosition(pos.X, pos.Y);
}
//! Sets the new position of the cursor.
virtual void setPosition(f32 x, f32 y)
{
setPosition((s32)(x*Device->CreationParams.WindowSize.Width), (s32)(y*Device->CreationParams.WindowSize.Height));
}
//! Sets the new position of the cursor.
virtual void setPosition(const core::position2d<s32> &pos)
{
setPosition(pos.X, pos.Y);
}
//! Sets the new position of the cursor.
virtual void setPosition(s32 x, s32 y)
{
}
//! Returns the current position of the mouse cursor.
virtual const core::position2d<s32>& getPosition()
{
updateCursorPos();
return CursorPos;
}
//! Returns the current position of the mouse cursor.
virtual core::position2d<f32> getRelativePosition()
{
updateCursorPos();
return core::position2d<f32>(CursorPos.X / (f32)Device->CreationParams.WindowSize.Width,
CursorPos.Y / (f32)Device->CreationParams.WindowSize.Height);
}
virtual void setReferenceRect(core::rect<s32>* rect=0)
{
}
private:
void updateCursorPos()
{
}
core::position2d<s32> CursorPos;
CIrrDeviceFB* Device;
bool IsVisible;
bool Null;
};
friend class CCursorControl;
int Framebuffer;
int EventDevice;
int KeyboardDevice;
struct fb_fix_screeninfo fbfixscreeninfo;
struct fb_var_screeninfo fbscreeninfo;
struct fb_var_screeninfo oldscreeninfo;
long KeyboardMode;
u8* SoftwareImage;
u32 Pitch;
video::ECOLOR_FORMAT FBColorFormat;
bool Close;
struct SKeyMap
{
SKeyMap() {}
SKeyMap(s32 x11, s32 win32)
: X11Key(x11), Win32Key(win32)
{
}
KeySym X11Key;
s32 Win32Key;
bool operator<(const SKeyMap& o) const
{
return X11Key<o.X11Key;
}
};
core::array<SKeyMap> KeyMap;
};
} // end namespace irr
#endif // _IRR_USE_FB_DEVICE_
#endif // __C_IRR_DEVICE_FB_H_INCLUDED__
......@@ -298,10 +298,10 @@ namespace irr
#ifdef _IRR_COMPILE_WITH_X11_
//! Set platform specific behavior flags.
virtual void setPlatformBehavior(gui::ECURSOR_PLATFORM_BEHAVIOR behavior) {PlatformBehavior = behavior; }
virtual void setPlatformBehavior(gui::ECURSOR_PLATFORM_BEHAVIOR behavior) _IRR_OVERRIDE_ {PlatformBehavior = behavior; }
//! Return platform specific behavior.
virtual gui::ECURSOR_PLATFORM_BEHAVIOR getPlatformBehavior() const { return PlatformBehavior; }
virtual gui::ECURSOR_PLATFORM_BEHAVIOR getPlatformBehavior() const _IRR_OVERRIDE_ { return PlatformBehavior; }
void update();
void clearCursors();
......
......@@ -22,8 +22,6 @@ public:
CLightSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id,
const core::vector3df& position, video::SColorf color, f32 range);
virtual ~CLightSceneNode() { }
//! pre render event
virtual void OnRegisterSceneNode();
......@@ -49,7 +47,7 @@ public:
virtual const core::aabbox3d<f32>& getBoundingBox() const;
//! Returns type of the scene node
virtual ESCENE_NODE_TYPE getType() const { return ESNT_LIGHT; }
virtual ESCENE_NODE_TYPE getType() const _IRR_OVERRIDE_ { return ESNT_LIGHT; }
//! Writes attributes of the scene node.
virtual void serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options=0) const;
......
......@@ -52,13 +52,13 @@ namespace scene
virtual void deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options=0);
//! Returns type of the scene node
virtual ESCENE_NODE_TYPE getType() const { return ESNT_MESH; }
virtual ESCENE_NODE_TYPE getType() const _IRR_OVERRIDE_ { return ESNT_MESH; }
//! Sets a new mesh
virtual void setMesh(IMesh* mesh);
//! Returns the current mesh
virtual IMesh* getMesh(void) { return Mesh; }
virtual IMesh* getMesh(void) _IRR_OVERRIDE_ { return Mesh; }
//! Creates shadow volume scene node as child of this node
//! and returns a pointer to it.
......
// Copyright (C) 2002-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __C_MOUNT_READER_H_INCLUDED__
#define __C_MOUNT_READER_H_INCLUDED__
#include "IrrCompileConfig.h"
#ifdef __IRR_COMPILE_WITH_MOUNT_ARCHIVE_LOADER_
#include "IFileSystem.h"
#include "CFileList.h"
namespace irr
{
namespace io
{
//! Archiveloader capable of loading MountPoint Archives
class CArchiveLoaderMount : public IArchiveLoader
{
public:
//! Constructor
CArchiveLoaderMount(io::IFileSystem* fs);
//! returns true if the file maybe is able to be loaded by this class
//! based on the file extension (e.g. ".zip")
virtual bool isALoadableFileFormat(const io::path& filename) const;
//! Check if the file might be loaded by this class
/** Check might look into the file.
\param file File handle to check.
\return True if file seems to be loadable. */
virtual bool isALoadableFileFormat(io::IReadFile* file) const;
//! Check to see if the loader can create archives of this type.
/** Check based on the archive type.
\param fileType The archive type to check.
\return True if the archile loader supports this type, false if not */
virtual bool isALoadableFileFormat(E_FILE_ARCHIVE_TYPE fileType) const;
//! Creates an archive from the filename
/** \param file File handle to check.
\return Pointer to newly created archive, or 0 upon error. */
virtual IFileArchive* createArchive(const io::path& filename, bool ignoreCase, bool ignorePaths) const;
//! creates/loads an archive from the file.
//! \return Pointer to the created archive. Returns 0 if loading failed.
virtual IFileArchive* createArchive(io::IReadFile* file, bool ignoreCase, bool ignorePaths) const;
private:
io::IFileSystem* FileSystem;
};
//! A File Archive which uses a mountpoint
class CMountPointReader : public virtual IFileArchive, virtual CFileList
{
public:
//! Constructor
CMountPointReader(IFileSystem *parent, const io::path& basename,
bool ignoreCase, bool ignorePaths);
//! opens a file by index
virtual IReadFile* createAndOpenFile(u32 index);
//! opens a file by file name
virtual IReadFile* createAndOpenFile(const io::path& filename);
//! returns the list of files
virtual const IFileList* getFileList() const;
//! get the class Type
virtual E_FILE_ARCHIVE_TYPE getType() const { return EFAT_FOLDER; }
private:
core::array<io::path> RealFileNames;
IFileSystem *Parent;
void buildDirectory();
};
} // io
} // irr
#endif // __IRR_COMPILE_WITH_MOUNT_ARCHIVE_LOADER_
#endif // __C_MOUNT_READER_H_INCLUDED__
// Copyright (C) 2002-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __C_MOUNT_READER_H_INCLUDED__
#define __C_MOUNT_READER_H_INCLUDED__
#include "IrrCompileConfig.h"
#ifdef __IRR_COMPILE_WITH_MOUNT_ARCHIVE_LOADER_
#include "IFileSystem.h"
#include "CFileList.h"
namespace irr
{
namespace io
{
//! Archiveloader capable of loading MountPoint Archives
class CArchiveLoaderMount : public IArchiveLoader
{
public:
//! Constructor
CArchiveLoaderMount(io::IFileSystem* fs);
//! returns true if the file maybe is able to be loaded by this class
//! based on the file extension (e.g. ".zip")
virtual bool isALoadableFileFormat(const io::path& filename) const;
//! Check if the file might be loaded by this class
/** Check might look into the file.
\param file File handle to check.
\return True if file seems to be loadable. */
virtual bool isALoadableFileFormat(io::IReadFile* file) const;
//! Check to see if the loader can create archives of this type.
/** Check based on the archive type.
\param fileType The archive type to check.
\return True if the archile loader supports this type, false if not */
virtual bool isALoadableFileFormat(E_FILE_ARCHIVE_TYPE fileType) const;
//! Creates an archive from the filename
/** \param file File handle to check.
\return Pointer to newly created archive, or 0 upon error. */
virtual IFileArchive* createArchive(const io::path& filename, bool ignoreCase, bool ignorePaths) const;
//! creates/loads an archive from the file.
//! \return Pointer to the created archive. Returns 0 if loading failed.
virtual IFileArchive* createArchive(io::IReadFile* file, bool ignoreCase, bool ignorePaths) const;
private:
io::IFileSystem* FileSystem;
};
//! A File Archive which uses a mountpoint
class CMountPointReader : public virtual IFileArchive, virtual CFileList
{
public:
//! Constructor
CMountPointReader(IFileSystem *parent, const io::path& basename,
bool ignoreCase, bool ignorePaths);
//! opens a file by index
virtual IReadFile* createAndOpenFile(u32 index);
//! opens a file by file name
virtual IReadFile* createAndOpenFile(const io::path& filename);
//! returns the list of files
virtual const IFileList* getFileList() const;
//! get the class Type
virtual E_FILE_ARCHIVE_TYPE getType() const _IRR_OVERRIDE_ { return EFAT_FOLDER; }
private:
core::array<io::path> RealFileNames;
IFileSystem *Parent;
void buildDirectory();
};
} // io
} // irr
#endif // __IRR_COMPILE_WITH_MOUNT_ARCHIVE_LOADER_
#endif // __C_MOUNT_READER_H_INCLUDED__
// Copyright (C) 2002-2012 Nikolaus Gebhardt
// Copyright (C) 2009-2012 Christian Stehno
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __C_NPK_READER_H_INCLUDED__
#define __C_NPK_READER_H_INCLUDED__
#include "IrrCompileConfig.h"
#ifdef __IRR_COMPILE_WITH_NPK_ARCHIVE_LOADER_
#include "IReferenceCounted.h"
#include "IReadFile.h"
#include "irrArray.h"
#include "irrString.h"
#include "IFileSystem.h"
#include "CFileList.h"
namespace irr
{
namespace io
{
namespace
{
//! File header containing location and size of the table of contents
struct SNPKHeader
{
// Don't change the order of these fields! They must match the order stored on disk.
c8 Tag[4];
u32 Length;
u32 Offset;
};
//! An entry in the NPK file's table of contents.
struct SNPKFileEntry
{
core::stringc Name;
u32 Offset;
u32 Length;
};
} // end namespace
//! Archiveloader capable of loading Nebula Device 2 NPK Archives
class CArchiveLoaderNPK : public IArchiveLoader
{
public:
//! Constructor
CArchiveLoaderNPK(io::IFileSystem* fs);
//! returns true if the file maybe is able to be loaded by this class
//! based on the file extension (e.g. ".zip")
virtual bool isALoadableFileFormat(const io::path& filename) const;
//! Check if the file might be loaded by this class
/** Check might look into the file.
\param file File handle to check.
\return True if file seems to be loadable. */
virtual bool isALoadableFileFormat(io::IReadFile* file) const;
//! Check to see if the loader can create archives of this type.
/** Check based on the archive type.
\param fileType The archive type to check.
\return True if the archile loader supports this type, false if not */
virtual bool isALoadableFileFormat(E_FILE_ARCHIVE_TYPE fileType) const;
//! Creates an archive from the filename
/** \param file File handle to check.
\return Pointer to newly created archive, or 0 upon error. */
virtual IFileArchive* createArchive(const io::path& filename, bool ignoreCase, bool ignorePaths) const;
//! creates/loads an archive from the file.
//! \return Pointer to the created archive. Returns 0 if loading failed.
virtual io::IFileArchive* createArchive(io::IReadFile* file, bool ignoreCase, bool ignorePaths) const;
//! Returns the type of archive created by this loader
virtual E_FILE_ARCHIVE_TYPE getType() const { return EFAT_NPK; }
private:
io::IFileSystem* FileSystem;
};
//! reads from NPK
class CNPKReader : public virtual IFileArchive, virtual CFileList
{
public:
CNPKReader(IReadFile* file, bool ignoreCase, bool ignorePaths);
virtual ~CNPKReader();
// file archive methods
//! return the id of the file Archive
virtual const io::path& getArchiveName() const
{
return File->getFileName();
}
//! opens a file by file name
virtual IReadFile* createAndOpenFile(const io::path& filename);
//! opens a file by index
virtual IReadFile* createAndOpenFile(u32 index);
//! returns the list of files
virtual const IFileList* getFileList() const;
//! get the class Type
virtual E_FILE_ARCHIVE_TYPE getType() const { return EFAT_NPK; }
private:
//! scans for a local header, returns false if the header is invalid
bool scanLocalHeader();
void readString(core::stringc& name);
IReadFile* File;
};
} // end namespace io
} // end namespace irr
#endif // __IRR_COMPILE_WITH_NPK_ARCHIVE_LOADER_
#endif // __C_NPK_READER_H_INCLUDED__
// Copyright (C) 2002-2012 Nikolaus Gebhardt
// Copyright (C) 2009-2012 Christian Stehno
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __C_NPK_READER_H_INCLUDED__
#define __C_NPK_READER_H_INCLUDED__
#include "IrrCompileConfig.h"
#ifdef __IRR_COMPILE_WITH_NPK_ARCHIVE_LOADER_
#include "IReferenceCounted.h"
#include "IReadFile.h"
#include "irrArray.h"
#include "irrString.h"
#include "IFileSystem.h"
#include "CFileList.h"
namespace irr
{
namespace io
{
namespace
{
//! File header containing location and size of the table of contents
struct SNPKHeader
{
// Don't change the order of these fields! They must match the order stored on disk.
c8 Tag[4];
u32 Length;
u32 Offset;
};
//! An entry in the NPK file's table of contents.
struct SNPKFileEntry
{
core::stringc Name;
u32 Offset;
u32 Length;
};
} // end namespace
//! Archiveloader capable of loading Nebula Device 2 NPK Archives
class CArchiveLoaderNPK : public IArchiveLoader
{
public:
//! Constructor
CArchiveLoaderNPK(io::IFileSystem* fs);
//! returns true if the file maybe is able to be loaded by this class
//! based on the file extension (e.g. ".zip")
virtual bool isALoadableFileFormat(const io::path& filename) const;
//! Check if the file might be loaded by this class
/** Check might look into the file.
\param file File handle to check.
\return True if file seems to be loadable. */
virtual bool isALoadableFileFormat(io::IReadFile* file) const;
//! Check to see if the loader can create archives of this type.
/** Check based on the archive type.
\param fileType The archive type to check.
\return True if the archile loader supports this type, false if not */
virtual bool isALoadableFileFormat(E_FILE_ARCHIVE_TYPE fileType) const;
//! Creates an archive from the filename
/** \param file File handle to check.
\return Pointer to newly created archive, or 0 upon error. */
virtual IFileArchive* createArchive(const io::path& filename, bool ignoreCase, bool ignorePaths) const;
//! creates/loads an archive from the file.
//! \return Pointer to the created archive. Returns 0 if loading failed.
virtual io::IFileArchive* createArchive(io::IReadFile* file, bool ignoreCase, bool ignorePaths) const;
private:
io::IFileSystem* FileSystem;
};
//! reads from NPK
class CNPKReader : public virtual IFileArchive, virtual CFileList
{
public:
CNPKReader(IReadFile* file, bool ignoreCase, bool ignorePaths);
virtual ~CNPKReader();
// file archive methods
//! return the id of the file Archive
virtual const io::path& getArchiveName() const
{
return File->getFileName();
}
//! opens a file by file name
virtual IReadFile* createAndOpenFile(const io::path& filename);
//! opens a file by index
virtual IReadFile* createAndOpenFile(u32 index);
//! returns the list of files
virtual const IFileList* getFileList() const;
//! get the class Type
virtual E_FILE_ARCHIVE_TYPE getType() const _IRR_OVERRIDE_ { return EFAT_NPK; }
private:
//! scans for a local header, returns false if the header is invalid
bool scanLocalHeader();
void readString(core::stringc& name);
IReadFile* File;
};
} // end namespace io
} // end namespace irr
#endif // __IRR_COMPILE_WITH_NPK_ARCHIVE_LOADER_
#endif // __C_NPK_READER_H_INCLUDED__
......@@ -618,7 +618,7 @@ namespace video
virtual void enableClipPlane(u32 index, bool enable);
//! Returns the graphics card vendor name.
virtual core::stringc getVendorInfo() {return "Not available on this driver.";}
virtual core::stringc getVendorInfo() _IRR_OVERRIDE_ {return "Not available on this driver.";}
//! Set the minimum number of vertices for which a hw buffer will be created
/** \param count Number of vertices to set as minimum. */
......@@ -660,7 +660,7 @@ namespace video
virtual ITexture* createRenderTargetTexture(const core::dimension2d<u32>& size,
const c8* name=0);
virtual bool checkDriverReset() {return false;}
virtual bool checkDriverReset() _IRR_OVERRIDE_ {return false;}
protected:
//! deletes all textures
......@@ -728,14 +728,14 @@ namespace video
{
SDummyTexture(const io::path& name) : ITexture(name), size(0,0) {};
virtual void* lock(E_TEXTURE_LOCK_MODE mode=ETLM_READ_WRITE, u32 mipmapLevel=0) { return 0; };
virtual void unlock(){}
virtual const core::dimension2d<u32>& getOriginalSize() const { return size; }
virtual const core::dimension2d<u32>& getSize() const { return size; }
virtual E_DRIVER_TYPE getDriverType() const { return video::EDT_NULL; }
virtual ECOLOR_FORMAT getColorFormat() const { return video::ECF_A1R5G5B5; };
virtual u32 getPitch() const { return 0; }
virtual void regenerateMipMapLevels(void* mipmapData=0) {};
virtual void* lock(E_TEXTURE_LOCK_MODE mode=ETLM_READ_WRITE, u32 mipmapLevel=0) _IRR_OVERRIDE_ { return 0; };
virtual void unlock()_IRR_OVERRIDE_ {}
virtual const core::dimension2d<u32>& getOriginalSize() const _IRR_OVERRIDE_ { return size; }
virtual const core::dimension2d<u32>& getSize() const _IRR_OVERRIDE_ { return size; }
virtual E_DRIVER_TYPE getDriverType() const _IRR_OVERRIDE_ { return video::EDT_NULL; }
virtual ECOLOR_FORMAT getColorFormat() const _IRR_OVERRIDE_ { return video::ECF_A1R5G5B5; };
virtual u32 getPitch() const _IRR_OVERRIDE_ { return 0; }
virtual void regenerateMipMapLevels(void* mipmapData=0) _IRR_OVERRIDE_ {};
core::dimension2d<u32> size;
};
core::array<SSurface> Textures;
......
......@@ -52,7 +52,7 @@ namespace scene
virtual void deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options=0);
//! Returns type of the scene node
virtual ESCENE_NODE_TYPE getType() const { return ESNT_OCTREE; }
virtual ESCENE_NODE_TYPE getType() const _IRR_OVERRIDE_ { return ESNT_OCTREE; }
//! Sets a new mesh to display
virtual void setMesh(IMesh* mesh);
......
// Copyright (C) 2012-2012 Patryk Nadrowski
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __C_OPENGL_CG_MATERIAL_RENDERER_H_INCLUDED__
#define __C_OPENGL_CG_MATERIAL_RENDERER_H_INCLUDED__
#include "IrrCompileConfig.h"
#if defined(_IRR_COMPILE_WITH_OPENGL_) && defined(_IRR_COMPILE_WITH_CG_)
#ifdef _IRR_WINDOWS_API_
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#include <GL/gl.h>
#include "glext.h"
#else
#if defined(_IRR_OPENGL_USE_EXTPOINTER_)
#define GL_GLEXT_LEGACY 1
#else
#define GL_GLEXT_PROTOTYPES 1
#endif
#if defined(_IRR_OSX_PLATFORM_)
#include <OpenGL/gl.h>
#else
#include <GL/gl.h>
#endif
#if defined(_IRR_OPENGL_USE_EXTPOINTER_)
#include "glext.h"
#endif
#endif
#include "CCgMaterialRenderer.h"
#include "Cg/cgGL.h"
#ifdef _MSC_VER
#pragma comment(lib, "cgGL.lib")
#endif
namespace irr
{
namespace video
{
class COpenGLDriver;
class IShaderConstantSetCallBack;
class COpenGLCgUniformSampler2D : public CCgUniform
{
public:
COpenGLCgUniformSampler2D(const CGparameter& parameter, bool global);
void update(const void* data, const SMaterial& material) const;
};
class COpenGLCgMaterialRenderer : public CCgMaterialRenderer
{
public:
COpenGLCgMaterialRenderer(COpenGLDriver* driver, s32& materialType,
const c8* vertexProgram = 0, const c8* vertexEntry = "main",
E_VERTEX_SHADER_TYPE vertexProfile = video::EVST_VS_1_1,
const c8* fragmentProgram = 0, const c8* fragmentEntry = "main",
E_PIXEL_SHADER_TYPE fragmentProfile = video::EPST_PS_1_1,
const c8* geometryProgram = 0, const c8* geometryEntry = "main",
E_GEOMETRY_SHADER_TYPE geometryProfile = video::EGST_GS_4_0,
scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES,
scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP,
u32 vertices = 0, IShaderConstantSetCallBack* callback = 0,
IMaterialRenderer* baseMaterial = 0, s32 userData = 0);
virtual ~COpenGLCgMaterialRenderer();
virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial, bool resetAllRenderstates, IMaterialRendererServices* services);
virtual bool OnRender(IMaterialRendererServices* services, E_VERTEX_TYPE vtxtype);
virtual void OnUnsetMaterial();
virtual void setBasicRenderStates(const SMaterial& material, const SMaterial& lastMaterial, bool resetAllRenderstates);
virtual IVideoDriver* getVideoDriver();
protected:
void init(s32& materialType,
const c8* vertexProgram = 0, const c8* vertexEntry = "main",
E_VERTEX_SHADER_TYPE vertexProfile = video::EVST_VS_1_1,
const c8* fragmentProgram = 0, const c8* fragmentEntry = "main",
E_PIXEL_SHADER_TYPE fragmentProfile = video::EPST_PS_1_1,
const c8* geometryProgram = 0, const c8* geometryEntry = "main",
E_GEOMETRY_SHADER_TYPE geometryProfile = video::EGST_GS_4_0,
scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES,
scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP,
u32 vertices = 0);
COpenGLDriver* Driver;
};
}
}
#endif
#endif
// Copyright (C) 2012-2012 Patryk Nadrowski
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __C_OPENGL_CG_MATERIAL_RENDERER_H_INCLUDED__
#define __C_OPENGL_CG_MATERIAL_RENDERER_H_INCLUDED__
#include "IrrCompileConfig.h"
#if defined(_IRR_COMPILE_WITH_OPENGL_) && defined(_IRR_COMPILE_WITH_CG_)
#ifdef _IRR_WINDOWS_API_
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#include <GL/gl.h>
#include "glext.h"
#else
#if defined(_IRR_OPENGL_USE_EXTPOINTER_)
#define GL_GLEXT_LEGACY 1
#else
#define GL_GLEXT_PROTOTYPES 1
#endif
#if defined(_IRR_OSX_PLATFORM_)
#include <OpenGL/gl.h>
#else
#include <GL/gl.h>
#endif
#if defined(_IRR_OPENGL_USE_EXTPOINTER_)
#include "glext.h"
#endif
#endif
#include "CCgMaterialRenderer.h"
#include "Cg/cgGL.h"
#ifdef _MSC_VER
#pragma comment(lib, "cgGL.lib")
#endif
namespace irr
{
namespace video
{
class COpenGLDriver;
class IShaderConstantSetCallBack;
class COpenGLCgUniformSampler2D : public CCgUniform
{
public:
COpenGLCgUniformSampler2D(const CGparameter& parameter, bool global);
void update(const void* data, const SMaterial& material) const;
};
class COpenGLCgMaterialRenderer : public CCgMaterialRenderer
{
public:
COpenGLCgMaterialRenderer(COpenGLDriver* driver, s32& materialType,
const c8* vertexProgram = 0, const c8* vertexEntry = "main",
E_VERTEX_SHADER_TYPE vertexProfile = video::EVST_VS_1_1,
const c8* fragmentProgram = 0, const c8* fragmentEntry = "main",
E_PIXEL_SHADER_TYPE fragmentProfile = video::EPST_PS_1_1,
const c8* geometryProgram = 0, const c8* geometryEntry = "main",
E_GEOMETRY_SHADER_TYPE geometryProfile = video::EGST_GS_4_0,
scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES,
scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP,
u32 vertices = 0, IShaderConstantSetCallBack* callback = 0,
IMaterialRenderer* baseMaterial = 0, s32 userData = 0);
virtual ~COpenGLCgMaterialRenderer();
virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial, bool resetAllRenderstates, IMaterialRendererServices* services);
virtual bool OnRender(IMaterialRendererServices* services, E_VERTEX_TYPE vtxtype);
virtual void OnUnsetMaterial();
virtual void setBasicRenderStates(const SMaterial& material, const SMaterial& lastMaterial, bool resetAllRenderstates);
virtual IVideoDriver* getVideoDriver();
protected:
void init(s32& materialType,
const c8* vertexProgram = 0, const c8* vertexEntry = "main",
E_VERTEX_SHADER_TYPE vertexProfile = video::EVST_VS_1_1,
const c8* fragmentProgram = 0, const c8* fragmentEntry = "main",
E_PIXEL_SHADER_TYPE fragmentProfile = video::EPST_PS_1_1,
const c8* geometryProgram = 0, const c8* geometryEntry = "main",
E_GEOMETRY_SHADER_TYPE geometryProfile = video::EGST_GS_4_0,
scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES,
scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP,
u32 vertices = 0);
COpenGLDriver* Driver;
};
}
}
#endif
#endif
......@@ -399,7 +399,7 @@ namespace video
virtual void enableMaterial2D(bool enable=true);
//! Returns the graphics card vendor name.
virtual core::stringc getVendorInfo() {return VendorName;}
virtual core::stringc getVendorInfo() _IRR_OVERRIDE_ {return VendorName;}
//! Returns the maximum texture size supported.
virtual core::dimension2du getMaxTextureSize() const;
......
......@@ -35,7 +35,7 @@ public:
//! Returns the render capability of the material.
virtual s32 getRenderCapability() const;
virtual void OnSetMaterial(const SMaterial& material) { }
virtual void OnSetMaterial(const SMaterial& material) _IRR_OVERRIDE_ { }
virtual void OnSetMaterial(const video::SMaterial& material,
const video::SMaterial& lastMaterial,
bool resetAllRenderstates, video::IMaterialRendererServices* services);
......
......@@ -71,9 +71,6 @@ namespace io
//! \return Pointer to the created archive. Returns 0 if loading failed.
virtual io::IFileArchive* createArchive(io::IReadFile* file, bool ignoreCase, bool ignorePaths) const;
//! Returns the type of archive created by this loader
virtual E_FILE_ARCHIVE_TYPE getType() const { return EFAT_PAK; }
private:
io::IFileSystem* FileSystem;
};
......@@ -105,7 +102,7 @@ namespace io
virtual const IFileList* getFileList() const;
//! get the class Type
virtual E_FILE_ARCHIVE_TYPE getType() const { return EFAT_PAK; }
virtual E_FILE_ARCHIVE_TYPE getType() const _IRR_OVERRIDE_ { return EFAT_PAK; }
private:
......
......@@ -45,87 +45,87 @@ public:
virtual void setAnimatedMeshSceneNode( IAnimatedMeshSceneNode* node );
//! Set whether to use vertex normal for direction, or direction specified
virtual void setUseNormalDirection( bool useNormalDirection ) { UseNormalDirection = useNormalDirection; }
virtual void setUseNormalDirection( bool useNormalDirection ) _IRR_OVERRIDE_ { UseNormalDirection = useNormalDirection; }
//! Set direction the emitter emits particles
virtual void setDirection( const core::vector3df& newDirection ) { Direction = newDirection; }
virtual void setDirection( const core::vector3df& newDirection ) _IRR_OVERRIDE_ { Direction = newDirection; }
//! Set the amount that the normal is divided by for getting a particles direction
virtual void setNormalDirectionModifier( f32 normalDirectionModifier ) { NormalDirectionModifier = normalDirectionModifier; }
virtual void setNormalDirectionModifier( f32 normalDirectionModifier ) _IRR_OVERRIDE_ { NormalDirectionModifier = normalDirectionModifier; }
//! Sets whether to emit min<->max particles for every vertex per second, or to pick
//! min<->max vertices every second
virtual void setEveryMeshVertex( bool everyMeshVertex ) { EveryMeshVertex = everyMeshVertex; }
virtual void setEveryMeshVertex( bool everyMeshVertex ) _IRR_OVERRIDE_ { EveryMeshVertex = everyMeshVertex; }
//! Set minimum number of particles the emitter emits per second
virtual void setMinParticlesPerSecond( u32 minPPS ) { MinParticlesPerSecond = minPPS; }
virtual void setMinParticlesPerSecond( u32 minPPS ) _IRR_OVERRIDE_ { MinParticlesPerSecond = minPPS; }
//! Set maximum number of particles the emitter emits per second
virtual void setMaxParticlesPerSecond( u32 maxPPS ) { MaxParticlesPerSecond = maxPPS; }
virtual void setMaxParticlesPerSecond( u32 maxPPS ) _IRR_OVERRIDE_ { MaxParticlesPerSecond = maxPPS; }
//! Set minimum starting color for particles
virtual void setMinStartColor( const video::SColor& color ) { MinStartColor = color; }
virtual void setMinStartColor( const video::SColor& color ) _IRR_OVERRIDE_ { MinStartColor = color; }
//! Set maximum starting color for particles
virtual void setMaxStartColor( const video::SColor& color ) { MaxStartColor = color; }
virtual void setMaxStartColor( const video::SColor& color ) _IRR_OVERRIDE_ { MaxStartColor = color; }
//! Set the maximum starting size for particles
virtual void setMaxStartSize( const core::dimension2df& size ) { MaxStartSize = size; }
virtual void setMaxStartSize( const core::dimension2df& size ) _IRR_OVERRIDE_ { MaxStartSize = size; }
//! Set the minimum starting size for particles
virtual void setMinStartSize( const core::dimension2df& size ) { MinStartSize = size; }
virtual void setMinStartSize( const core::dimension2df& size ) _IRR_OVERRIDE_ { MinStartSize = size; }
//! Set the minimum particle life-time in milliseconds
virtual void setMinLifeTime( u32 lifeTimeMin ) { MinLifeTime = lifeTimeMin; }
virtual void setMinLifeTime( u32 lifeTimeMin ) _IRR_OVERRIDE_ { MinLifeTime = lifeTimeMin; }
//! Set the maximum particle life-time in milliseconds
virtual void setMaxLifeTime( u32 lifeTimeMax ) { MaxLifeTime = lifeTimeMax; }
virtual void setMaxLifeTime( u32 lifeTimeMax ) _IRR_OVERRIDE_ { MaxLifeTime = lifeTimeMax; }
//! Maximal random derivation from the direction
virtual void setMaxAngleDegrees( s32 maxAngleDegrees ) { MaxAngleDegrees = maxAngleDegrees; }
virtual void setMaxAngleDegrees( s32 maxAngleDegrees ) _IRR_OVERRIDE_ { MaxAngleDegrees = maxAngleDegrees; }
//! Get Mesh we're emitting particles from
virtual const IAnimatedMeshSceneNode* getAnimatedMeshSceneNode() const { return Node; }
virtual const IAnimatedMeshSceneNode* getAnimatedMeshSceneNode() const _IRR_OVERRIDE_ { return Node; }
//! Get whether to use vertex normal for direciton, or direction specified
virtual bool isUsingNormalDirection() const { return UseNormalDirection; }
virtual bool isUsingNormalDirection() const _IRR_OVERRIDE_ { return UseNormalDirection; }
//! Get direction the emitter emits particles
virtual const core::vector3df& getDirection() const { return Direction; }
virtual const core::vector3df& getDirection() const _IRR_OVERRIDE_ { return Direction; }
//! Get the amount that the normal is divided by for getting a particles direction
virtual f32 getNormalDirectionModifier() const { return NormalDirectionModifier; }
virtual f32 getNormalDirectionModifier() const _IRR_OVERRIDE_ { return NormalDirectionModifier; }
//! Gets whether to emit min<->max particles for every vertex per second, or to pick
//! min<->max vertices every second
virtual bool getEveryMeshVertex() const { return EveryMeshVertex; }
virtual bool getEveryMeshVertex() const _IRR_OVERRIDE_ { return EveryMeshVertex; }
//! Get the minimum number of particles the emitter emits per second
virtual u32 getMinParticlesPerSecond() const { return MinParticlesPerSecond; }
virtual u32 getMinParticlesPerSecond() const _IRR_OVERRIDE_ { return MinParticlesPerSecond; }
//! Get the maximum number of particles the emitter emits per second
virtual u32 getMaxParticlesPerSecond() const { return MaxParticlesPerSecond; }
virtual u32 getMaxParticlesPerSecond() const _IRR_OVERRIDE_ { return MaxParticlesPerSecond; }
//! Get the minimum starting color for particles
virtual const video::SColor& getMinStartColor() const { return MinStartColor; }
virtual const video::SColor& getMinStartColor() const _IRR_OVERRIDE_ { return MinStartColor; }
//! Get the maximum starting color for particles
virtual const video::SColor& getMaxStartColor() const { return MaxStartColor; }
virtual const video::SColor& getMaxStartColor() const _IRR_OVERRIDE_ { return MaxStartColor; }
//! Get the maximum starting size for particles
virtual const core::dimension2df& getMaxStartSize() const { return MaxStartSize; }
virtual const core::dimension2df& getMaxStartSize() const _IRR_OVERRIDE_ { return MaxStartSize; }
//! Get the minimum starting size for particles
virtual const core::dimension2df& getMinStartSize() const { return MinStartSize; }
virtual const core::dimension2df& getMinStartSize() const _IRR_OVERRIDE_ { return MinStartSize; }
//! Get the minimum particle life-time in milliseconds
virtual u32 getMinLifeTime() const { return MinLifeTime; }
virtual u32 getMinLifeTime() const _IRR_OVERRIDE_ { return MinLifeTime; }
//! Get the maximum particle life-time in milliseconds
virtual u32 getMaxLifeTime() const { return MaxLifeTime; }
virtual u32 getMaxLifeTime() const _IRR_OVERRIDE_ { return MaxLifeTime; }
//! Maximal random derivation from the direction
virtual s32 getMaxAngleDegrees() const { return MaxAngleDegrees; }
virtual s32 getMaxAngleDegrees() const _IRR_OVERRIDE_ { return MaxAngleDegrees; }
private:
......
......@@ -26,40 +26,40 @@ public:
virtual void affect(u32 now, SParticle* particlearray, u32 count);
//! Set the point that particles will attract to
virtual void setPoint( const core::vector3df& point ) { Point = point; }
virtual void setPoint( const core::vector3df& point ) _IRR_OVERRIDE_ { Point = point; }
//! Set the speed, in game units per second that the particles will attract to the specified point
virtual void setSpeed( f32 speed ) { Speed = speed; }
virtual void setSpeed( f32 speed ) _IRR_OVERRIDE_ { Speed = speed; }
//! Set whether or not the particles are attracting or detracting
virtual void setAttract( bool attract ) { Attract = attract; }
virtual void setAttract( bool attract ) _IRR_OVERRIDE_ { Attract = attract; }
//! Set whether or not this will affect particles in the X direction
virtual void setAffectX( bool affect ) { AffectX = affect; }
virtual void setAffectX( bool affect ) _IRR_OVERRIDE_ { AffectX = affect; }
//! Set whether or not this will affect particles in the Y direction
virtual void setAffectY( bool affect ) { AffectY = affect; }
virtual void setAffectY( bool affect ) _IRR_OVERRIDE_ { AffectY = affect; }
//! Set whether or not this will affect particles in the Z direction
virtual void setAffectZ( bool affect ) { AffectZ = affect; }
virtual void setAffectZ( bool affect ) _IRR_OVERRIDE_ { AffectZ = affect; }
//! Get the point that particles are attracted to
virtual const core::vector3df& getPoint() const { return Point; }
virtual const core::vector3df& getPoint() const _IRR_OVERRIDE_ { return Point; }
//! Get the speed that points attract to the specified point
virtual f32 getSpeed() const { return Speed; }
virtual f32 getSpeed() const _IRR_OVERRIDE_ { return Speed; }
//! Get whether or not the particles are attracting or detracting
virtual bool getAttract() const { return Attract; }
virtual bool getAttract() const _IRR_OVERRIDE_ { return Attract; }
//! Get whether or not the particles X position are affected
virtual bool getAffectX() const { return AffectX; }
virtual bool getAffectX() const _IRR_OVERRIDE_ { return AffectX; }
//! Get whether or not the particles Y position are affected
virtual bool getAffectY() const { return AffectY; }
virtual bool getAffectY() const _IRR_OVERRIDE_ { return AffectY; }
//! Get whether or not the particles Z position are affected
virtual bool getAffectZ() const { return AffectZ; }
virtual bool getAffectZ() const _IRR_OVERRIDE_ { return AffectZ; }
//! Writes attributes of the object.
virtual void serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options) const;
......
......@@ -39,70 +39,70 @@ public:
virtual s32 emitt(u32 now, u32 timeSinceLastCall, SParticle*& outArray);
//! Set direction the emitter emits particles.
virtual void setDirection( const core::vector3df& newDirection ) { Direction = newDirection; }
virtual void setDirection( const core::vector3df& newDirection ) _IRR_OVERRIDE_ { Direction = newDirection; }
//! Set minimum number of particles emitted per second.
virtual void setMinParticlesPerSecond( u32 minPPS ) { MinParticlesPerSecond = minPPS; }
virtual void setMinParticlesPerSecond( u32 minPPS ) _IRR_OVERRIDE_ { MinParticlesPerSecond = minPPS; }
//! Set maximum number of particles emitted per second.
virtual void setMaxParticlesPerSecond( u32 maxPPS ) { MaxParticlesPerSecond = maxPPS; }
virtual void setMaxParticlesPerSecond( u32 maxPPS ) _IRR_OVERRIDE_ { MaxParticlesPerSecond = maxPPS; }
//! Set minimum start color.
virtual void setMinStartColor( const video::SColor& color ) { MinStartColor = color; }
virtual void setMinStartColor( const video::SColor& color ) _IRR_OVERRIDE_ { MinStartColor = color; }
//! Set maximum start color.
virtual void setMaxStartColor( const video::SColor& color ) { MaxStartColor = color; }
virtual void setMaxStartColor( const video::SColor& color ) _IRR_OVERRIDE_ { MaxStartColor = color; }
//! Set the maximum starting size for particles
virtual void setMaxStartSize( const core::dimension2df& size ) { MaxStartSize = size; };
virtual void setMaxStartSize( const core::dimension2df& size ) _IRR_OVERRIDE_ { MaxStartSize = size; };
//! Set the minimum starting size for particles
virtual void setMinStartSize( const core::dimension2df& size ) { MinStartSize = size; };
virtual void setMinStartSize( const core::dimension2df& size ) _IRR_OVERRIDE_ { MinStartSize = size; };
//! Set the minimum particle life-time in milliseconds
virtual void setMinLifeTime( u32 lifeTimeMin ) { MinLifeTime = lifeTimeMin; }
virtual void setMinLifeTime( u32 lifeTimeMin ) _IRR_OVERRIDE_ { MinLifeTime = lifeTimeMin; }
//! Set the maximum particle life-time in milliseconds
virtual void setMaxLifeTime( u32 lifeTimeMax ) { MaxLifeTime = lifeTimeMax; }
virtual void setMaxLifeTime( u32 lifeTimeMax ) _IRR_OVERRIDE_ { MaxLifeTime = lifeTimeMax; }
//! Maximal random derivation from the direction
virtual void setMaxAngleDegrees( s32 maxAngleDegrees ) { MaxAngleDegrees = maxAngleDegrees; }
virtual void setMaxAngleDegrees( s32 maxAngleDegrees ) _IRR_OVERRIDE_ { MaxAngleDegrees = maxAngleDegrees; }
//! Set box from which the particles are emitted.
virtual void setBox( const core::aabbox3df& box ) { Box = box; }
virtual void setBox( const core::aabbox3df& box ) _IRR_OVERRIDE_ { Box = box; }
//! Gets direction the emitter emits particles.
virtual const core::vector3df& getDirection() const { return Direction; }
virtual const core::vector3df& getDirection() const _IRR_OVERRIDE_ { return Direction; }
//! Gets minimum number of particles emitted per second.
virtual u32 getMinParticlesPerSecond() const { return MinParticlesPerSecond; }
virtual u32 getMinParticlesPerSecond() const _IRR_OVERRIDE_ { return MinParticlesPerSecond; }
//! Gets maximum number of particles emitted per second.
virtual u32 getMaxParticlesPerSecond() const { return MaxParticlesPerSecond; }
virtual u32 getMaxParticlesPerSecond() const _IRR_OVERRIDE_ { return MaxParticlesPerSecond; }
//! Gets minimum start color.
virtual const video::SColor& getMinStartColor() const { return MinStartColor; }
virtual const video::SColor& getMinStartColor() const _IRR_OVERRIDE_ { return MinStartColor; }
//! Gets maximum start color.
virtual const video::SColor& getMaxStartColor() const { return MaxStartColor; }
virtual const video::SColor& getMaxStartColor() const _IRR_OVERRIDE_ { return MaxStartColor; }
//! Gets the maximum starting size for particles
virtual const core::dimension2df& getMaxStartSize() const { return MaxStartSize; }
virtual const core::dimension2df& getMaxStartSize() const _IRR_OVERRIDE_ { return MaxStartSize; }
//! Gets the minimum starting size for particles
virtual const core::dimension2df& getMinStartSize() const { return MinStartSize; }
virtual const core::dimension2df& getMinStartSize() const _IRR_OVERRIDE_ { return MinStartSize; }
//! Get the minimum particle life-time in milliseconds
virtual u32 getMinLifeTime() const { return MinLifeTime; }
virtual u32 getMinLifeTime() const _IRR_OVERRIDE_ { return MinLifeTime; }
//! Get the maximum particle life-time in milliseconds
virtual u32 getMaxLifeTime() const { return MaxLifeTime; }
virtual u32 getMaxLifeTime() const _IRR_OVERRIDE_ { return MaxLifeTime; }
//! Maximal random derivation from the direction
virtual s32 getMaxAngleDegrees() const { return MaxAngleDegrees; }
virtual s32 getMaxAngleDegrees() const _IRR_OVERRIDE_ { return MaxAngleDegrees; }
//! Get box from which the particles are emitted.
virtual const core::aabbox3df& getBox() const { return Box; }
virtual const core::aabbox3df& getBox() const _IRR_OVERRIDE_ { return Box; }
//! Writes attributes of the object.
virtual void serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options) const;
......
......@@ -39,94 +39,94 @@ public:
virtual s32 emitt(u32 now, u32 timeSinceLastCall, SParticle*& outArray);
//! Set the center of the radius for the cylinder, at one end of the cylinder
virtual void setCenter( const core::vector3df& center ) { Center = center; }
virtual void setCenter( const core::vector3df& center ) _IRR_OVERRIDE_ { Center = center; }
//! Set the normal of the cylinder
virtual void setNormal( const core::vector3df& normal ) { Normal = normal; }
virtual void setNormal( const core::vector3df& normal ) _IRR_OVERRIDE_ { Normal = normal; }
//! Set the radius of the cylinder
virtual void setRadius( f32 radius ) { Radius = radius; }
virtual void setRadius( f32 radius ) _IRR_OVERRIDE_ { Radius = radius; }
//! Set the length of the cylinder
virtual void setLength( f32 length ) { Length = length; }
virtual void setLength( f32 length ) _IRR_OVERRIDE_ { Length = length; }
//! Set whether or not to draw points inside the cylinder
virtual void setOutlineOnly( bool outlineOnly ) { OutlineOnly = outlineOnly; }
virtual void setOutlineOnly( bool outlineOnly ) _IRR_OVERRIDE_ { OutlineOnly = outlineOnly; }
//! Set direction the emitter emits particles
virtual void setDirection( const core::vector3df& newDirection ) { Direction = newDirection; }
virtual void setDirection( const core::vector3df& newDirection ) _IRR_OVERRIDE_ { Direction = newDirection; }
//! Set direction the emitter emits particles
virtual void setMinParticlesPerSecond( u32 minPPS ) { MinParticlesPerSecond = minPPS; }
virtual void setMinParticlesPerSecond( u32 minPPS ) _IRR_OVERRIDE_ { MinParticlesPerSecond = minPPS; }
//! Set direction the emitter emits particles
virtual void setMaxParticlesPerSecond( u32 maxPPS ) { MaxParticlesPerSecond = maxPPS; }
virtual void setMaxParticlesPerSecond( u32 maxPPS ) _IRR_OVERRIDE_ { MaxParticlesPerSecond = maxPPS; }
//! Set direction the emitter emits particles
virtual void setMinStartColor( const video::SColor& color ) { MinStartColor = color; }
virtual void setMinStartColor( const video::SColor& color ) _IRR_OVERRIDE_ { MinStartColor = color; }
//! Set direction the emitter emits particles
virtual void setMaxStartColor( const video::SColor& color ) { MaxStartColor = color; }
virtual void setMaxStartColor( const video::SColor& color ) _IRR_OVERRIDE_ { MaxStartColor = color; }
//! Set the maximum starting size for particles
virtual void setMaxStartSize( const core::dimension2df& size ) { MaxStartSize = size; }
virtual void setMaxStartSize( const core::dimension2df& size ) _IRR_OVERRIDE_ { MaxStartSize = size; }
//! Set the minimum starting size for particles
virtual void setMinStartSize( const core::dimension2df& size ) { MinStartSize = size; }
virtual void setMinStartSize( const core::dimension2df& size ) _IRR_OVERRIDE_ { MinStartSize = size; }
//! Set the minimum particle life-time in milliseconds
virtual void setMinLifeTime( u32 lifeTimeMin ) { MinLifeTime = lifeTimeMin; }
virtual void setMinLifeTime( u32 lifeTimeMin ) _IRR_OVERRIDE_ { MinLifeTime = lifeTimeMin; }
//! Set the maximum particle life-time in milliseconds
virtual void setMaxLifeTime( u32 lifeTimeMax ) { MaxLifeTime = lifeTimeMax; }
virtual void setMaxLifeTime( u32 lifeTimeMax ) _IRR_OVERRIDE_ { MaxLifeTime = lifeTimeMax; }
//! Maximal random derivation from the direction
virtual void setMaxAngleDegrees( s32 maxAngleDegrees ) { MaxAngleDegrees = maxAngleDegrees; }
virtual void setMaxAngleDegrees( s32 maxAngleDegrees ) _IRR_OVERRIDE_ { MaxAngleDegrees = maxAngleDegrees; }
//! Get the center of the cylinder
virtual const core::vector3df& getCenter() const { return Center; }
virtual const core::vector3df& getCenter() const _IRR_OVERRIDE_ { return Center; }
//! Get the normal of the cylinder
virtual const core::vector3df& getNormal() const { return Normal; }
virtual const core::vector3df& getNormal() const _IRR_OVERRIDE_ { return Normal; }
//! Get the radius of the cylinder
virtual f32 getRadius() const { return Radius; }
virtual f32 getRadius() const _IRR_OVERRIDE_ { return Radius; }
//! Get the center of the cylinder
virtual f32 getLength() const { return Length; }
virtual f32 getLength() const _IRR_OVERRIDE_ { return Length; }
//! Get whether or not to draw points inside the cylinder
virtual bool getOutlineOnly() const { return OutlineOnly; }
virtual bool getOutlineOnly() const _IRR_OVERRIDE_ { return OutlineOnly; }
//! Gets direction the emitter emits particles
virtual const core::vector3df& getDirection() const { return Direction; }
virtual const core::vector3df& getDirection() const _IRR_OVERRIDE_ { return Direction; }
//! Gets direction the emitter emits particles
virtual u32 getMinParticlesPerSecond() const { return MinParticlesPerSecond; }
virtual u32 getMinParticlesPerSecond() const _IRR_OVERRIDE_ { return MinParticlesPerSecond; }
//! Gets direction the emitter emits particles
virtual u32 getMaxParticlesPerSecond() const { return MaxParticlesPerSecond; }
virtual u32 getMaxParticlesPerSecond() const _IRR_OVERRIDE_ { return MaxParticlesPerSecond; }
//! Gets direction the emitter emits particles
virtual const video::SColor& getMinStartColor() const { return MinStartColor; }
virtual const video::SColor& getMinStartColor() const _IRR_OVERRIDE_ { return MinStartColor; }
//! Gets direction the emitter emits particles
virtual const video::SColor& getMaxStartColor() const { return MaxStartColor; }
virtual const video::SColor& getMaxStartColor() const _IRR_OVERRIDE_ { return MaxStartColor; }
//! Gets the maximum starting size for particles
virtual const core::dimension2df& getMaxStartSize() const { return MaxStartSize; }
virtual const core::dimension2df& getMaxStartSize() const _IRR_OVERRIDE_ { return MaxStartSize; }
//! Gets the minimum starting size for particles
virtual const core::dimension2df& getMinStartSize() const { return MinStartSize; }
virtual const core::dimension2df& getMinStartSize() const _IRR_OVERRIDE_ { return MinStartSize; }
//! Get the minimum particle life-time in milliseconds
virtual u32 getMinLifeTime() const { return MinLifeTime; }
virtual u32 getMinLifeTime() const _IRR_OVERRIDE_ { return MinLifeTime; }
//! Get the maximum particle life-time in milliseconds
virtual u32 getMaxLifeTime() const { return MaxLifeTime; }
virtual u32 getMaxLifeTime() const _IRR_OVERRIDE_ { return MaxLifeTime; }
//! Maximal random derivation from the direction
virtual s32 getMaxAngleDegrees() const { return MaxAngleDegrees; }
virtual s32 getMaxAngleDegrees() const _IRR_OVERRIDE_ { return MaxAngleDegrees; }
//! Writes attributes of the object.
virtual void serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options) const;
......
......@@ -25,17 +25,17 @@ public:
//! Sets the targetColor, i.e. the color the particles will interpolate
//! to over time.
virtual void setTargetColor( const video::SColor& targetColor ) { TargetColor = targetColor; }
virtual void setTargetColor( const video::SColor& targetColor ) _IRR_OVERRIDE_ { TargetColor = targetColor; }
//! Sets the amount of time it takes for each particle to fade out.
virtual void setFadeOutTime( u32 fadeOutTime ) { FadeOutTime = fadeOutTime ? static_cast<f32>(fadeOutTime) : 1.0f; }
virtual void setFadeOutTime( u32 fadeOutTime ) _IRR_OVERRIDE_ { FadeOutTime = fadeOutTime ? static_cast<f32>(fadeOutTime) : 1.0f; }
//! Sets the targetColor, i.e. the color the particles will interpolate
//! to over time.
virtual const video::SColor& getTargetColor() const { return TargetColor; }
virtual const video::SColor& getTargetColor() const _IRR_OVERRIDE_ { return TargetColor; }
//! Sets the amount of time it takes for each particle to fade out.
virtual u32 getFadeOutTime() const { return static_cast<u32>(FadeOutTime); }
virtual u32 getFadeOutTime() const _IRR_OVERRIDE_ { return static_cast<u32>(FadeOutTime); }
//! Writes attributes of the object.
//! Implement this to expose the attributes of your scene node animator for
......
......@@ -27,17 +27,17 @@ public:
//! Set the time in milliseconds when the gravity force is totally
//! lost and the particle does not move any more.
virtual void setTimeForceLost( f32 timeForceLost ) { TimeForceLost = timeForceLost; }
virtual void setTimeForceLost( f32 timeForceLost ) _IRR_OVERRIDE_ { TimeForceLost = timeForceLost; }
//! Set the direction and force of gravity.
virtual void setGravity( const core::vector3df& gravity ) { Gravity = gravity; }
virtual void setGravity( const core::vector3df& gravity ) _IRR_OVERRIDE_ { Gravity = gravity; }
//! Set the time in milliseconds when the gravity force is totally
//! lost and the particle does not move any more.
virtual f32 getTimeForceLost() const { return TimeForceLost; }
virtual f32 getTimeForceLost() const _IRR_OVERRIDE_ { return TimeForceLost; }
//! Set the direction and force of gravity.
virtual const core::vector3df& getGravity() const { return Gravity; }
virtual const core::vector3df& getGravity() const _IRR_OVERRIDE_ { return Gravity; }
//! Writes attributes of the object.
//! Implement this to expose the attributes of your scene node animator for
......
......@@ -46,87 +46,87 @@ public:
virtual void setMesh( IMesh* mesh );
//! Set whether to use vertex normal for direction, or direction specified
virtual void setUseNormalDirection( bool useNormalDirection ) { UseNormalDirection = useNormalDirection; }
virtual void setUseNormalDirection( bool useNormalDirection ) _IRR_OVERRIDE_ { UseNormalDirection = useNormalDirection; }
//! Set direction the emitter emits particles
virtual void setDirection( const core::vector3df& newDirection ) { Direction = newDirection; }
virtual void setDirection( const core::vector3df& newDirection ) _IRR_OVERRIDE_ { Direction = newDirection; }
//! Set the amount that the normal is divided by for getting a particles direction
virtual void setNormalDirectionModifier( f32 normalDirectionModifier ) { NormalDirectionModifier = normalDirectionModifier; }
virtual void setNormalDirectionModifier( f32 normalDirectionModifier ) _IRR_OVERRIDE_ { NormalDirectionModifier = normalDirectionModifier; }
//! Sets whether to emit min<->max particles for every vertex per second, or to pick
//! min<->max vertices every second
virtual void setEveryMeshVertex( bool everyMeshVertex ) { EveryMeshVertex = everyMeshVertex; }
virtual void setEveryMeshVertex( bool everyMeshVertex ) _IRR_OVERRIDE_ { EveryMeshVertex = everyMeshVertex; }
//! Set minimum number of particles the emitter emits per second
virtual void setMinParticlesPerSecond( u32 minPPS ) { MinParticlesPerSecond = minPPS; }
virtual void setMinParticlesPerSecond( u32 minPPS ) _IRR_OVERRIDE_ { MinParticlesPerSecond = minPPS; }
//! Set maximum number of particles the emitter emits per second
virtual void setMaxParticlesPerSecond( u32 maxPPS ) { MaxParticlesPerSecond = maxPPS; }
virtual void setMaxParticlesPerSecond( u32 maxPPS ) _IRR_OVERRIDE_ { MaxParticlesPerSecond = maxPPS; }
//! Set minimum starting color for particles
virtual void setMinStartColor( const video::SColor& color ) { MinStartColor = color; }
virtual void setMinStartColor( const video::SColor& color ) _IRR_OVERRIDE_ { MinStartColor = color; }
//! Set maximum starting color for particles
virtual void setMaxStartColor( const video::SColor& color ) { MaxStartColor = color; }
virtual void setMaxStartColor( const video::SColor& color ) _IRR_OVERRIDE_ { MaxStartColor = color; }
//! Set the maximum starting size for particles
virtual void setMaxStartSize( const core::dimension2df& size ) { MaxStartSize = size; }
virtual void setMaxStartSize( const core::dimension2df& size ) _IRR_OVERRIDE_ { MaxStartSize = size; }
//! Set the minimum starting size for particles
virtual void setMinStartSize( const core::dimension2df& size ) { MinStartSize = size; }
virtual void setMinStartSize( const core::dimension2df& size ) _IRR_OVERRIDE_ { MinStartSize = size; }
//! Set the minimum particle life-time in milliseconds
virtual void setMinLifeTime( u32 lifeTimeMin ) { MinLifeTime = lifeTimeMin; }
virtual void setMinLifeTime( u32 lifeTimeMin ) _IRR_OVERRIDE_ { MinLifeTime = lifeTimeMin; }
//! Set the maximum particle life-time in milliseconds
virtual void setMaxLifeTime( u32 lifeTimeMax ) { MaxLifeTime = lifeTimeMax; }
virtual void setMaxLifeTime( u32 lifeTimeMax ) _IRR_OVERRIDE_ { MaxLifeTime = lifeTimeMax; }
//! Set maximal random derivation from the direction
virtual void setMaxAngleDegrees( s32 maxAngleDegrees ) { MaxAngleDegrees = maxAngleDegrees; }
virtual void setMaxAngleDegrees( s32 maxAngleDegrees ) _IRR_OVERRIDE_ { MaxAngleDegrees = maxAngleDegrees; }
//! Get Mesh we're emitting particles from
virtual const IMesh* getMesh() const { return Mesh; }
virtual const IMesh* getMesh() const _IRR_OVERRIDE_ { return Mesh; }
//! Get whether to use vertex normal for direciton, or direction specified
virtual bool isUsingNormalDirection() const { return UseNormalDirection; }
virtual bool isUsingNormalDirection() const _IRR_OVERRIDE_ { return UseNormalDirection; }
//! Get direction the emitter emits particles
virtual const core::vector3df& getDirection() const { return Direction; }
virtual const core::vector3df& getDirection() const _IRR_OVERRIDE_ { return Direction; }
//! Get the amount that the normal is divided by for getting a particles direction
virtual f32 getNormalDirectionModifier() const { return NormalDirectionModifier; }
virtual f32 getNormalDirectionModifier() const _IRR_OVERRIDE_ { return NormalDirectionModifier; }
//! Gets whether to emit min<->max particles for every vertex per second, or to pick
//! min<->max vertices every second
virtual bool getEveryMeshVertex() const { return EveryMeshVertex; }
virtual bool getEveryMeshVertex() const _IRR_OVERRIDE_ { return EveryMeshVertex; }
//! Get the minimum number of particles the emitter emits per second
virtual u32 getMinParticlesPerSecond() const { return MinParticlesPerSecond; }
virtual u32 getMinParticlesPerSecond() const _IRR_OVERRIDE_ { return MinParticlesPerSecond; }
//! Get the maximum number of particles the emitter emits per second
virtual u32 getMaxParticlesPerSecond() const { return MaxParticlesPerSecond; }
virtual u32 getMaxParticlesPerSecond() const _IRR_OVERRIDE_ { return MaxParticlesPerSecond; }
//! Get the minimum starting color for particles
virtual const video::SColor& getMinStartColor() const { return MinStartColor; }
virtual const video::SColor& getMinStartColor() const _IRR_OVERRIDE_ { return MinStartColor; }
//! Get the maximum starting color for particles
virtual const video::SColor& getMaxStartColor() const { return MaxStartColor; }
virtual const video::SColor& getMaxStartColor() const _IRR_OVERRIDE_ { return MaxStartColor; }
//! Gets the maximum starting size for particles
virtual const core::dimension2df& getMaxStartSize() const { return MaxStartSize; }
virtual const core::dimension2df& getMaxStartSize() const _IRR_OVERRIDE_ { return MaxStartSize; }
//! Gets the minimum starting size for particles
virtual const core::dimension2df& getMinStartSize() const { return MinStartSize; }
virtual const core::dimension2df& getMinStartSize() const _IRR_OVERRIDE_ { return MinStartSize; }
//! Get the minimum particle life-time in milliseconds
virtual u32 getMinLifeTime() const { return MinLifeTime; }
virtual u32 getMinLifeTime() const _IRR_OVERRIDE_ { return MinLifeTime; }
//! Get the maximum particle life-time in milliseconds
virtual u32 getMaxLifeTime() const { return MaxLifeTime; }
virtual u32 getMaxLifeTime() const _IRR_OVERRIDE_ { return MaxLifeTime; }
//! Get maximal random derivation from the direction
virtual s32 getMaxAngleDegrees() const { return MaxAngleDegrees; }
virtual s32 getMaxAngleDegrees() const _IRR_OVERRIDE_ { return MaxAngleDegrees; }
private:
......
......@@ -36,64 +36,64 @@ public:
virtual s32 emitt(u32 now, u32 timeSinceLastCall, SParticle*& outArray);
//! Set direction the emitter emits particles.
virtual void setDirection( const core::vector3df& newDirection ) { Direction = newDirection; }
virtual void setDirection( const core::vector3df& newDirection ) _IRR_OVERRIDE_ { Direction = newDirection; }
//! Set minimum number of particles emitted per second.
virtual void setMinParticlesPerSecond( u32 minPPS ) { MinParticlesPerSecond = minPPS; }
virtual void setMinParticlesPerSecond( u32 minPPS ) _IRR_OVERRIDE_ { MinParticlesPerSecond = minPPS; }
//! Set maximum number of particles emitted per second.
virtual void setMaxParticlesPerSecond( u32 maxPPS ) { MaxParticlesPerSecond = maxPPS; }
virtual void setMaxParticlesPerSecond( u32 maxPPS ) _IRR_OVERRIDE_ { MaxParticlesPerSecond = maxPPS; }
//! Set minimum start color.
virtual void setMinStartColor( const video::SColor& color ) { MinStartColor = color; }
virtual void setMinStartColor( const video::SColor& color ) _IRR_OVERRIDE_ { MinStartColor = color; }
//! Set maximum start color.
virtual void setMaxStartColor( const video::SColor& color ) { MaxStartColor = color; }
virtual void setMaxStartColor( const video::SColor& color ) _IRR_OVERRIDE_ { MaxStartColor = color; }
//! Set the maximum starting size for particles
virtual void setMaxStartSize( const core::dimension2df& size ) { MaxStartSize = size; }
virtual void setMaxStartSize( const core::dimension2df& size ) _IRR_OVERRIDE_ { MaxStartSize = size; }
//! Set the minimum starting size for particles
virtual void setMinStartSize( const core::dimension2df& size ) { MinStartSize = size; }
virtual void setMinStartSize( const core::dimension2df& size ) _IRR_OVERRIDE_ { MinStartSize = size; }
//! Set the minimum particle life-time in milliseconds
virtual void setMinLifeTime( u32 lifeTimeMin ) { MinLifeTime = lifeTimeMin; }
virtual void setMinLifeTime( u32 lifeTimeMin ) _IRR_OVERRIDE_ { MinLifeTime = lifeTimeMin; }
//! Set the maximum particle life-time in milliseconds
virtual void setMaxLifeTime( u32 lifeTimeMax ) { MaxLifeTime = lifeTimeMax; }
virtual void setMaxLifeTime( u32 lifeTimeMax ) _IRR_OVERRIDE_ { MaxLifeTime = lifeTimeMax; }
//! Set maximal random derivation from the direction
virtual void setMaxAngleDegrees( s32 maxAngleDegrees ) { MaxAngleDegrees = maxAngleDegrees; }
virtual void setMaxAngleDegrees( s32 maxAngleDegrees ) _IRR_OVERRIDE_ { MaxAngleDegrees = maxAngleDegrees; }
//! Gets direction the emitter emits particles.
virtual const core::vector3df& getDirection() const { return Direction; }
virtual const core::vector3df& getDirection() const _IRR_OVERRIDE_ { return Direction; }
//! Gets minimum number of particles emitted per second.
virtual u32 getMinParticlesPerSecond() const { return MinParticlesPerSecond; }
virtual u32 getMinParticlesPerSecond() const _IRR_OVERRIDE_ { return MinParticlesPerSecond; }
//! Gets maximum number of particles emitted per second.
virtual u32 getMaxParticlesPerSecond() const { return MaxParticlesPerSecond; }
virtual u32 getMaxParticlesPerSecond() const _IRR_OVERRIDE_ { return MaxParticlesPerSecond; }
//! Gets minimum start color.
virtual const video::SColor& getMinStartColor() const { return MinStartColor; }
virtual const video::SColor& getMinStartColor() const _IRR_OVERRIDE_ { return MinStartColor; }
//! Gets maximum start color.
virtual const video::SColor& getMaxStartColor() const { return MaxStartColor; }
virtual const video::SColor& getMaxStartColor() const _IRR_OVERRIDE_ { return MaxStartColor; }
//! Gets the maximum starting size for particles
virtual const core::dimension2df& getMaxStartSize() const { return MaxStartSize; }
virtual const core::dimension2df& getMaxStartSize() const _IRR_OVERRIDE_ { return MaxStartSize; }
//! Gets the minimum starting size for particles
virtual const core::dimension2df& getMinStartSize() const { return MinStartSize; }
virtual const core::dimension2df& getMinStartSize() const _IRR_OVERRIDE_ { return MinStartSize; }
//! Get the minimum particle life-time in milliseconds
virtual u32 getMinLifeTime() const { return MinLifeTime; }
virtual u32 getMinLifeTime() const _IRR_OVERRIDE_ { return MinLifeTime; }
//! Get the maximum particle life-time in milliseconds
virtual u32 getMaxLifeTime() const { return MaxLifeTime; }
virtual u32 getMaxLifeTime() const _IRR_OVERRIDE_ { return MaxLifeTime; }
//! Get maximal random derivation from the direction
virtual s32 getMaxAngleDegrees() const { return MaxAngleDegrees; }
virtual s32 getMaxAngleDegrees() const _IRR_OVERRIDE_ { return MaxAngleDegrees; }
//! Writes attributes of the object.
virtual void serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options) const;
......
......@@ -38,82 +38,82 @@ public:
virtual s32 emitt(u32 now, u32 timeSinceLastCall, SParticle*& outArray);
//! Set direction the emitter emits particles
virtual void setDirection( const core::vector3df& newDirection ) { Direction = newDirection; }
virtual void setDirection( const core::vector3df& newDirection ) _IRR_OVERRIDE_ { Direction = newDirection; }
//! Set minimum number of particles the emitter emits per second
virtual void setMinParticlesPerSecond( u32 minPPS ) { MinParticlesPerSecond = minPPS; }
virtual void setMinParticlesPerSecond( u32 minPPS ) _IRR_OVERRIDE_ { MinParticlesPerSecond = minPPS; }
//! Set maximum number of particles the emitter emits per second
virtual void setMaxParticlesPerSecond( u32 maxPPS ) { MaxParticlesPerSecond = maxPPS; }
virtual void setMaxParticlesPerSecond( u32 maxPPS ) _IRR_OVERRIDE_ { MaxParticlesPerSecond = maxPPS; }
//! Set minimum starting color for particles
virtual void setMinStartColor( const video::SColor& color ) { MinStartColor = color; }
virtual void setMinStartColor( const video::SColor& color ) _IRR_OVERRIDE_ { MinStartColor = color; }
//! Set maximum starting color for particles
virtual void setMaxStartColor( const video::SColor& color ) { MaxStartColor = color; }
virtual void setMaxStartColor( const video::SColor& color ) _IRR_OVERRIDE_ { MaxStartColor = color; }
//! Set the maximum starting size for particles
virtual void setMaxStartSize( const core::dimension2df& size ) { MaxStartSize = size; }
virtual void setMaxStartSize( const core::dimension2df& size ) _IRR_OVERRIDE_ { MaxStartSize = size; }
//! Set the minimum starting size for particles
virtual void setMinStartSize( const core::dimension2df& size ) { MinStartSize = size; }
virtual void setMinStartSize( const core::dimension2df& size ) _IRR_OVERRIDE_ { MinStartSize = size; }
//! Set the minimum particle life-time in milliseconds
virtual void setMinLifeTime( u32 lifeTimeMin ) { MinLifeTime = lifeTimeMin; }
virtual void setMinLifeTime( u32 lifeTimeMin ) _IRR_OVERRIDE_ { MinLifeTime = lifeTimeMin; }
//! Set the maximum particle life-time in milliseconds
virtual void setMaxLifeTime( u32 lifeTimeMax ) { MaxLifeTime = lifeTimeMax; }
virtual void setMaxLifeTime( u32 lifeTimeMax ) _IRR_OVERRIDE_ { MaxLifeTime = lifeTimeMax; }
//! Set maximal random derivation from the direction
virtual void setMaxAngleDegrees( s32 maxAngleDegrees ) { MaxAngleDegrees = maxAngleDegrees; }
virtual void setMaxAngleDegrees( s32 maxAngleDegrees ) _IRR_OVERRIDE_ { MaxAngleDegrees = maxAngleDegrees; }
//! Set the center of the ring
virtual void setCenter( const core::vector3df& center ) { Center = center; }
virtual void setCenter( const core::vector3df& center ) _IRR_OVERRIDE_ { Center = center; }
//! Set the radius of the ring
virtual void setRadius( f32 radius ) { Radius = radius; }
virtual void setRadius( f32 radius ) _IRR_OVERRIDE_ { Radius = radius; }
//! Set the thickness of the ring
virtual void setRingThickness( f32 ringThickness ) { RingThickness = ringThickness; }
virtual void setRingThickness( f32 ringThickness ) _IRR_OVERRIDE_ { RingThickness = ringThickness; }
//! Gets direction the emitter emits particles
virtual const core::vector3df& getDirection() const { return Direction; }
virtual const core::vector3df& getDirection() const _IRR_OVERRIDE_ { return Direction; }
//! Gets the minimum number of particles the emitter emits per second
virtual u32 getMinParticlesPerSecond() const { return MinParticlesPerSecond; }
virtual u32 getMinParticlesPerSecond() const _IRR_OVERRIDE_ { return MinParticlesPerSecond; }
//! Gets the maximum number of particles the emitter emits per second
virtual u32 getMaxParticlesPerSecond() const { return MaxParticlesPerSecond; }
virtual u32 getMaxParticlesPerSecond() const _IRR_OVERRIDE_ { return MaxParticlesPerSecond; }
//! Gets the minimum starting color for particles
virtual const video::SColor& getMinStartColor() const { return MinStartColor; }
virtual const video::SColor& getMinStartColor() const _IRR_OVERRIDE_ { return MinStartColor; }
//! Gets the maximum starting color for particles
virtual const video::SColor& getMaxStartColor() const { return MaxStartColor; }
virtual const video::SColor& getMaxStartColor() const _IRR_OVERRIDE_ { return MaxStartColor; }
//! Gets the maximum starting size for particles
virtual const core::dimension2df& getMaxStartSize() const { return MaxStartSize; }
virtual const core::dimension2df& getMaxStartSize() const _IRR_OVERRIDE_ { return MaxStartSize; }
//! Gets the minimum starting size for particles
virtual const core::dimension2df& getMinStartSize() const { return MinStartSize; }
virtual const core::dimension2df& getMinStartSize() const _IRR_OVERRIDE_ { return MinStartSize; }
//! Get the minimum particle life-time in milliseconds
virtual u32 getMinLifeTime() const { return MinLifeTime; }
virtual u32 getMinLifeTime() const _IRR_OVERRIDE_ { return MinLifeTime; }
//! Get the maximum particle life-time in milliseconds
virtual u32 getMaxLifeTime() const { return MaxLifeTime; }
virtual u32 getMaxLifeTime() const _IRR_OVERRIDE_ { return MaxLifeTime; }
//! Get maximal random derivation from the direction
virtual s32 getMaxAngleDegrees() const { return MaxAngleDegrees; }
virtual s32 getMaxAngleDegrees() const _IRR_OVERRIDE_ { return MaxAngleDegrees; }
//! Get the center of the ring
virtual const core::vector3df& getCenter() const { return Center; }
virtual const core::vector3df& getCenter() const _IRR_OVERRIDE_ { return Center; }
//! Get the radius of the ring
virtual f32 getRadius() const { return Radius; }
virtual f32 getRadius() const _IRR_OVERRIDE_ { return Radius; }
//! Get the thickness of the ring
virtual f32 getRingThickness() const { return RingThickness; }
virtual f32 getRingThickness() const _IRR_OVERRIDE_ { return RingThickness; }
//! Writes attributes of the object.
virtual void serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options) const;
......
......@@ -24,16 +24,16 @@ public:
virtual void affect(u32 now, SParticle* particlearray, u32 count);
//! Set the point that particles will attract to
virtual void setPivotPoint( const core::vector3df& point ) { PivotPoint = point; }
virtual void setPivotPoint( const core::vector3df& point ) _IRR_OVERRIDE_ { PivotPoint = point; }
//! Set the speed in degrees per second
virtual void setSpeed( const core::vector3df& speed ) { Speed = speed; }
virtual void setSpeed( const core::vector3df& speed ) _IRR_OVERRIDE_ { Speed = speed; }
//! Get the point that particles are attracted to
virtual const core::vector3df& getPivotPoint() const { return PivotPoint; }
virtual const core::vector3df& getPivotPoint() const _IRR_OVERRIDE_ { return PivotPoint; }
//! Get the speed in degrees per second
virtual const core::vector3df& getSpeed() const { return Speed; }
virtual const core::vector3df& getSpeed() const _IRR_OVERRIDE_ { return Speed; }
//! Writes attributes of the object.
virtual void serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options) const;
......
......@@ -38,76 +38,76 @@ public:
virtual s32 emitt(u32 now, u32 timeSinceLastCall, SParticle*& outArray);
//! Set direction the emitter emits particles
virtual void setDirection( const core::vector3df& newDirection ) { Direction = newDirection; }
virtual void setDirection( const core::vector3df& newDirection ) _IRR_OVERRIDE_ { Direction = newDirection; }
//! Set minimum number of particles per second.
virtual void setMinParticlesPerSecond( u32 minPPS ) { MinParticlesPerSecond = minPPS; }
virtual void setMinParticlesPerSecond( u32 minPPS ) _IRR_OVERRIDE_ { MinParticlesPerSecond = minPPS; }
//! Set maximum number of particles per second.
virtual void setMaxParticlesPerSecond( u32 maxPPS ) { MaxParticlesPerSecond = maxPPS; }
virtual void setMaxParticlesPerSecond( u32 maxPPS ) _IRR_OVERRIDE_ { MaxParticlesPerSecond = maxPPS; }
//! Set minimum start color
virtual void setMinStartColor( const video::SColor& color ) { MinStartColor = color; }
virtual void setMinStartColor( const video::SColor& color ) _IRR_OVERRIDE_ { MinStartColor = color; }
//! Set maximum start color
virtual void setMaxStartColor( const video::SColor& color ) { MaxStartColor = color; }
virtual void setMaxStartColor( const video::SColor& color ) _IRR_OVERRIDE_ { MaxStartColor = color; }
//! Set the maximum starting size for particles
virtual void setMaxStartSize( const core::dimension2df& size ) { MaxStartSize = size; }
virtual void setMaxStartSize( const core::dimension2df& size ) _IRR_OVERRIDE_ { MaxStartSize = size; }
//! Set the minimum starting size for particles
virtual void setMinStartSize( const core::dimension2df& size ) { MinStartSize = size; }
virtual void setMinStartSize( const core::dimension2df& size ) _IRR_OVERRIDE_ { MinStartSize = size; }
//! Set the minimum particle life-time in milliseconds
virtual void setMinLifeTime( u32 lifeTimeMin ) { MinLifeTime = lifeTimeMin; }
virtual void setMinLifeTime( u32 lifeTimeMin ) _IRR_OVERRIDE_ { MinLifeTime = lifeTimeMin; }
//! Set the maximum particle life-time in milliseconds
virtual void setMaxLifeTime( u32 lifeTimeMax ) { MaxLifeTime = lifeTimeMax; }
virtual void setMaxLifeTime( u32 lifeTimeMax ) _IRR_OVERRIDE_ { MaxLifeTime = lifeTimeMax; }
//! Set maximal random derivation from the direction
virtual void setMaxAngleDegrees( s32 maxAngleDegrees ) { MaxAngleDegrees = maxAngleDegrees; }
virtual void setMaxAngleDegrees( s32 maxAngleDegrees ) _IRR_OVERRIDE_ { MaxAngleDegrees = maxAngleDegrees; }
//! Set the center of the sphere for particle emissions
virtual void setCenter( const core::vector3df& center ) { Center = center; }
virtual void setCenter( const core::vector3df& center ) _IRR_OVERRIDE_ { Center = center; }
//! Set the radius of the sphere for particle emissions
virtual void setRadius( f32 radius ) { Radius = radius; }
virtual void setRadius( f32 radius ) _IRR_OVERRIDE_ { Radius = radius; }
//! Gets direction the emitter emits particles
virtual const core::vector3df& getDirection() const { return Direction; }
virtual const core::vector3df& getDirection() const _IRR_OVERRIDE_ { return Direction; }
//! Get minimum number of particles per second.
virtual u32 getMinParticlesPerSecond() const { return MinParticlesPerSecond; }
virtual u32 getMinParticlesPerSecond() const _IRR_OVERRIDE_ { return MinParticlesPerSecond; }
//! Get maximum number of particles per second.
virtual u32 getMaxParticlesPerSecond() const { return MaxParticlesPerSecond; }
virtual u32 getMaxParticlesPerSecond() const _IRR_OVERRIDE_ { return MaxParticlesPerSecond; }
//! Get minimum start color
virtual const video::SColor& getMinStartColor() const { return MinStartColor; }
virtual const video::SColor& getMinStartColor() const _IRR_OVERRIDE_ { return MinStartColor; }
//! Get maximum start color
virtual const video::SColor& getMaxStartColor() const { return MaxStartColor; }
virtual const video::SColor& getMaxStartColor() const _IRR_OVERRIDE_ { return MaxStartColor; }
//! Gets the maximum starting size for particles
virtual const core::dimension2df& getMaxStartSize() const { return MaxStartSize; }
virtual const core::dimension2df& getMaxStartSize() const _IRR_OVERRIDE_ { return MaxStartSize; }
//! Gets the minimum starting size for particles
virtual const core::dimension2df& getMinStartSize() const { return MinStartSize; }
virtual const core::dimension2df& getMinStartSize() const _IRR_OVERRIDE_ { return MinStartSize; }
//! Get the minimum particle life-time in milliseconds
virtual u32 getMinLifeTime() const { return MinLifeTime; }
virtual u32 getMinLifeTime() const _IRR_OVERRIDE_ { return MinLifeTime; }
//! Get the maximum particle life-time in milliseconds
virtual u32 getMaxLifeTime() const { return MaxLifeTime; }
virtual u32 getMaxLifeTime() const _IRR_OVERRIDE_ { return MaxLifeTime; }
//! Get maximal random derivation from the direction
virtual s32 getMaxAngleDegrees() const { return MaxAngleDegrees; }
virtual s32 getMaxAngleDegrees() const _IRR_OVERRIDE_ { return MaxAngleDegrees; }
//! Get the center of the sphere for particle emissions
virtual const core::vector3df& getCenter() const { return Center; }
virtual const core::vector3df& getCenter() const _IRR_OVERRIDE_ { return Center; }
//! Get the radius of the sphere for particle emissions
virtual f32 getRadius() const { return Radius; }
virtual f32 getRadius() const _IRR_OVERRIDE_ { return Radius; }
//! Writes attributes of the object.
virtual void serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options) const;
......
......@@ -205,7 +205,7 @@ public:
virtual void deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options=0);
//! Returns type of the scene node
virtual ESCENE_NODE_TYPE getType() const { return ESNT_PARTICLE_SYSTEM; }
virtual ESCENE_NODE_TYPE getType() const _IRR_OVERRIDE_ { return ESNT_PARTICLE_SYSTEM; }
private:
......
......@@ -40,12 +40,12 @@ public:
virtual video::SMaterial& getMaterial(u32 i);
//! Returns type of the scene node
virtual ESCENE_NODE_TYPE getType() const { return ESNT_Q3SHADER_SCENE_NODE; }
virtual ESCENE_NODE_TYPE getType() const _IRR_OVERRIDE_ { return ESNT_Q3SHADER_SCENE_NODE; }
virtual void setMesh(IMesh* mesh){}
virtual IMesh* getMesh() { return Mesh; }
virtual void setReadOnlyMaterials(bool readonly) {}
virtual bool isReadOnlyMaterials() const { return true; }
virtual void setMesh(IMesh* mesh)_IRR_OVERRIDE_ {}
virtual IMesh* getMesh() _IRR_OVERRIDE_ { return Mesh; }
virtual void setReadOnlyMaterials(bool readonly) _IRR_OVERRIDE_ {}
virtual bool isReadOnlyMaterials() const _IRR_OVERRIDE_ { return true; }
//! Creates shadow volume scene node as child of this node
//! and returns a pointer to it.
......
// Copyright (C) 2010-2012 Gaz Davidson
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __C_SMF_MESH_LOADER_H_INCLUDED__
#define __C_SMF_MESH_LOADER_H_INCLUDED__
#include "IMeshLoader.h"
#include "SMesh.h"
namespace irr
{
namespace video
{
class IVideoDriver;
}
namespace scene
{
//! Class which can load
class CSMFMeshFileLoader : public virtual IMeshLoader
{
public:
CSMFMeshFileLoader(video::IVideoDriver* driver);
//! Returns true if the file might be loaded by this class.
virtual bool isALoadableFileExtension(const io::path& filename) const;
//! Creates/loads an animated mesh from the file.
virtual IAnimatedMesh* createMesh(io::IReadFile* file);
private:
void loadLimb(io::IReadFile* file, scene::SMesh* mesh, const core::matrix4 &parentTransformation);
video::IVideoDriver* Driver;
};
} // end namespace scene
namespace io
{
class BinaryFile
{
public:
//! reads most types from the given file, moving the file pointer along
template <class T>
static void read(io::IReadFile* file, T &out, bool bigEndian=false);
//! reads a 3d vector from the file, moving the file pointer along
static void read(io::IReadFile* file, core::vector3df &outVector2d, bool bigEndian=false);
//! reads a 2d vector from the file, moving the file pointer along
static void read(io::IReadFile* file, core::vector2df &outVector2d, bool bigEndian=false);
//! reads a null terminated string from the file, moving the file pointer along
static void read(io::IReadFile* file, core::stringc &outString, bool bigEndian=false);
};
}
} // end namespace irr
#endif // __C_SMF_MESH_LOADER_H_INCLUDED__
// Copyright (C) 2010-2012 Gaz Davidson
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __C_SMF_MESH_LOADER_H_INCLUDED__
#define __C_SMF_MESH_LOADER_H_INCLUDED__
#include "IMeshLoader.h"
#include "SMesh.h"
namespace irr
{
namespace video
{
class IVideoDriver;
}
namespace scene
{
//! Class which can load
class CSMFMeshFileLoader : public virtual IMeshLoader
{
public:
CSMFMeshFileLoader(video::IVideoDriver* driver);
//! Returns true if the file might be loaded by this class.
virtual bool isALoadableFileExtension(const io::path& filename) const;
//! Creates/loads an animated mesh from the file.
virtual IAnimatedMesh* createMesh(io::IReadFile* file);
private:
void loadLimb(io::IReadFile* file, scene::SMesh* mesh, const core::matrix4 &parentTransformation);
video::IVideoDriver* Driver;
};
} // end namespace scene
namespace io
{
class BinaryFile
{
public:
//! reads most types from the given file, moving the file pointer along
template <class T>
static void read(io::IReadFile* file, T &out, bool bigEndian=false);
//! reads a 3d vector from the file, moving the file pointer along
static void read(io::IReadFile* file, core::vector3df &outVector2d, bool bigEndian=false);
//! reads a 2d vector from the file, moving the file pointer along
static void read(io::IReadFile* file, core::vector2df &outVector2d, bool bigEndian=false);
//! reads a null terminated string from the file, moving the file pointer along
static void read(io::IReadFile* file, core::stringc &outString, bool bigEndian=false);
};
}
} // end namespace irr
#endif // __C_SMF_MESH_LOADER_H_INCLUDED__
// Copyright (C) 2010-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __C_SCENE_LOADER_IRR_H_INCLUDED__
#define __C_SCENE_LOADER_IRR_H_INCLUDED__
#include "ISceneLoader.h"
#include "IXMLReader.h"
namespace irr
{
namespace io
{
class IFileSystem;
}
namespace scene
{
class ISceneManager;
//! Class which can load a scene into the scene manager.
class CSceneLoaderIrr : public virtual ISceneLoader
{
public:
//! Constructor
CSceneLoaderIrr(ISceneManager *smgr, io::IFileSystem* fs);
//! Destructor
virtual ~CSceneLoaderIrr();
//! Returns true if the class might be able to load this file.
virtual bool isALoadableFileExtension(const io::path& filename) const;
//! Returns true if the class might be able to load this file.
virtual bool isALoadableFileFormat(io::IReadFile *file) const;
//! Loads the scene into the scene manager.
virtual bool loadScene(io::IReadFile* file,
ISceneUserDataSerializer* userDataSerializer=0,
ISceneNode* rootNode=0);
private:
//! Recursively reads nodes from the xml file
void readSceneNode(io::IXMLReader* reader, ISceneNode* parent,
ISceneUserDataSerializer* userDataSerializer);
//! read a node's materials
void readMaterials(io::IXMLReader* reader, ISceneNode* node);
//! read a node's animators
void readAnimators(io::IXMLReader* reader, ISceneNode* node);
//! read any other data into the user serializer
void readUserData(io::IXMLReader* reader, ISceneNode* node,
ISceneUserDataSerializer* userDataSerializer);
ISceneManager *SceneManager;
io::IFileSystem *FileSystem;
//! constants for reading and writing XML.
//! Not made static due to portability problems.
// TODO: move to own header
const core::stringw IRR_XML_FORMAT_SCENE;
const core::stringw IRR_XML_FORMAT_NODE;
const core::stringw IRR_XML_FORMAT_NODE_ATTR_TYPE;
const core::stringw IRR_XML_FORMAT_ATTRIBUTES;
const core::stringw IRR_XML_FORMAT_MATERIALS;
const core::stringw IRR_XML_FORMAT_ANIMATORS;
const core::stringw IRR_XML_FORMAT_USERDATA;
};
} // end namespace scene
} // end namespace irr
#endif
// Copyright (C) 2010-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __C_SCENE_LOADER_IRR_H_INCLUDED__
#define __C_SCENE_LOADER_IRR_H_INCLUDED__
#include "ISceneLoader.h"
#include "IXMLReader.h"
namespace irr
{
namespace io
{
class IFileSystem;
}
namespace scene
{
class ISceneManager;
//! Class which can load a scene into the scene manager.
class CSceneLoaderIrr : public virtual ISceneLoader
{
public:
//! Constructor
CSceneLoaderIrr(ISceneManager *smgr, io::IFileSystem* fs);
//! Destructor
virtual ~CSceneLoaderIrr();
//! Returns true if the class might be able to load this file.
virtual bool isALoadableFileExtension(const io::path& filename) const;
//! Returns true if the class might be able to load this file.
virtual bool isALoadableFileFormat(io::IReadFile *file) const;
//! Loads the scene into the scene manager.
virtual bool loadScene(io::IReadFile* file,
ISceneUserDataSerializer* userDataSerializer=0,
ISceneNode* rootNode=0);
private:
//! Recursively reads nodes from the xml file
void readSceneNode(io::IXMLReader* reader, ISceneNode* parent,
ISceneUserDataSerializer* userDataSerializer);
//! read a node's materials
void readMaterials(io::IXMLReader* reader, ISceneNode* node);
//! read a node's animators
void readAnimators(io::IXMLReader* reader, ISceneNode* node);
//! read any other data into the user serializer
void readUserData(io::IXMLReader* reader, ISceneNode* node,
ISceneUserDataSerializer* userDataSerializer);
ISceneManager *SceneManager;
io::IFileSystem *FileSystem;
//! constants for reading and writing XML.
//! Not made static due to portability problems.
// TODO: move to own header
const core::stringw IRR_XML_FORMAT_SCENE;
const core::stringw IRR_XML_FORMAT_NODE;
const core::stringw IRR_XML_FORMAT_NODE_ATTR_TYPE;
const core::stringw IRR_XML_FORMAT_ATTRIBUTES;
const core::stringw IRR_XML_FORMAT_MATERIALS;
const core::stringw IRR_XML_FORMAT_ANIMATORS;
const core::stringw IRR_XML_FORMAT_USERDATA;
};
} // end namespace scene
} // end namespace irr
#endif
......@@ -188,7 +188,7 @@ CSceneManager::CSceneManager(video::IVideoDriver* driver, io::IFileSystem* fs,
: ISceneNode(0, 0), Driver(driver), FileSystem(fs), GUIEnvironment(gui),
CursorControl(cursorControl), CollisionManager(0),
ActiveCamera(0), ShadowColor(150,0,0,0), AmbientLight(0,0,0,0), Parameters(0),
MeshCache(cache), CurrentRendertime(ESNRP_NONE), LightManager(0),
MeshCache(cache), CurrentRenderPass(ESNRP_NONE), LightManager(0),
IRR_XML_FORMAT_SCENE(L"irr_scene"), IRR_XML_FORMAT_NODE(L"node"), IRR_XML_FORMAT_NODE_ATTR_TYPE(L"type")
{
#ifdef _DEBUG
......@@ -1391,11 +1391,11 @@ void CSceneManager::drawAll()
//render camera scenes
{
CurrentRendertime = ESNRP_CAMERA;
Driver->getOverrideMaterial().Enabled = ((Driver->getOverrideMaterial().EnablePasses & CurrentRendertime) != 0);
CurrentRenderPass = ESNRP_CAMERA;
Driver->getOverrideMaterial().Enabled = ((Driver->getOverrideMaterial().EnablePasses & CurrentRenderPass) != 0);
if (LightManager)
LightManager->OnRenderPassPreRender(CurrentRendertime);
LightManager->OnRenderPassPreRender(CurrentRenderPass);
for (i=0; i<CameraList.size(); ++i)
CameraList[i]->render();
......@@ -1403,17 +1403,17 @@ void CSceneManager::drawAll()
CameraList.set_used(0);
if (LightManager)
LightManager->OnRenderPassPostRender(CurrentRendertime);
LightManager->OnRenderPassPostRender(CurrentRenderPass);
}
//render lights scenes
{
CurrentRendertime = ESNRP_LIGHT;
Driver->getOverrideMaterial().Enabled = ((Driver->getOverrideMaterial().EnablePasses & CurrentRendertime) != 0);
CurrentRenderPass = ESNRP_LIGHT;
Driver->getOverrideMaterial().Enabled = ((Driver->getOverrideMaterial().EnablePasses & CurrentRenderPass) != 0);
if (LightManager)
{
LightManager->OnRenderPassPreRender(CurrentRendertime);
LightManager->OnRenderPassPreRender(CurrentRenderPass);
}
else
{
......@@ -1447,17 +1447,17 @@ void CSceneManager::drawAll()
LightList[i]->render();
if (LightManager)
LightManager->OnRenderPassPostRender(CurrentRendertime);
LightManager->OnRenderPassPostRender(CurrentRenderPass);
}
// render skyboxes
{
CurrentRendertime = ESNRP_SKY_BOX;
Driver->getOverrideMaterial().Enabled = ((Driver->getOverrideMaterial().EnablePasses & CurrentRendertime) != 0);
CurrentRenderPass = ESNRP_SKY_BOX;
Driver->getOverrideMaterial().Enabled = ((Driver->getOverrideMaterial().EnablePasses & CurrentRenderPass) != 0);
if (LightManager)
{
LightManager->OnRenderPassPreRender(CurrentRendertime);
LightManager->OnRenderPassPreRender(CurrentRenderPass);
for (i=0; i<SkyBoxList.size(); ++i)
{
ISceneNode* node = SkyBoxList[i];
......@@ -1475,20 +1475,20 @@ void CSceneManager::drawAll()
SkyBoxList.set_used(0);
if (LightManager)
LightManager->OnRenderPassPostRender(CurrentRendertime);
LightManager->OnRenderPassPostRender(CurrentRenderPass);
}
// render default objects
{
CurrentRendertime = ESNRP_SOLID;
Driver->getOverrideMaterial().Enabled = ((Driver->getOverrideMaterial().EnablePasses & CurrentRendertime) != 0);
CurrentRenderPass = ESNRP_SOLID;
Driver->getOverrideMaterial().Enabled = ((Driver->getOverrideMaterial().EnablePasses & CurrentRenderPass) != 0);
SolidNodeList.sort(); // sort by textures
if (LightManager)
{
LightManager->OnRenderPassPreRender(CurrentRendertime);
LightManager->OnRenderPassPreRender(CurrentRenderPass);
for (i=0; i<SolidNodeList.size(); ++i)
{
ISceneNode* node = SolidNodeList[i].Node;
......@@ -1507,17 +1507,17 @@ void CSceneManager::drawAll()
SolidNodeList.set_used(0);
if (LightManager)
LightManager->OnRenderPassPostRender(CurrentRendertime);
LightManager->OnRenderPassPostRender(CurrentRenderPass);
}
// render shadows
{
CurrentRendertime = ESNRP_SHADOW;
Driver->getOverrideMaterial().Enabled = ((Driver->getOverrideMaterial().EnablePasses & CurrentRendertime) != 0);
CurrentRenderPass = ESNRP_SHADOW;
Driver->getOverrideMaterial().Enabled = ((Driver->getOverrideMaterial().EnablePasses & CurrentRenderPass) != 0);
if (LightManager)
{
LightManager->OnRenderPassPreRender(CurrentRendertime);
LightManager->OnRenderPassPreRender(CurrentRenderPass);
for (i=0; i<ShadowNodeList.size(); ++i)
{
ISceneNode* node = ShadowNodeList[i];
......@@ -1539,18 +1539,18 @@ void CSceneManager::drawAll()
ShadowNodeList.set_used(0);
if (LightManager)
LightManager->OnRenderPassPostRender(CurrentRendertime);
LightManager->OnRenderPassPostRender(CurrentRenderPass);
}
// render transparent objects.
{
CurrentRendertime = ESNRP_TRANSPARENT;
Driver->getOverrideMaterial().Enabled = ((Driver->getOverrideMaterial().EnablePasses & CurrentRendertime) != 0);
CurrentRenderPass = ESNRP_TRANSPARENT;
Driver->getOverrideMaterial().Enabled = ((Driver->getOverrideMaterial().EnablePasses & CurrentRenderPass) != 0);
TransparentNodeList.sort(); // sort by distance from camera
if (LightManager)
{
LightManager->OnRenderPassPreRender(CurrentRendertime);
LightManager->OnRenderPassPreRender(CurrentRenderPass);
for (i=0; i<TransparentNodeList.size(); ++i)
{
......@@ -1570,19 +1570,19 @@ void CSceneManager::drawAll()
TransparentNodeList.set_used(0);
if (LightManager)
LightManager->OnRenderPassPostRender(CurrentRendertime);
LightManager->OnRenderPassPostRender(CurrentRenderPass);
}
// render transparent effect objects.
{
CurrentRendertime = ESNRP_TRANSPARENT_EFFECT;
Driver->getOverrideMaterial().Enabled = ((Driver->getOverrideMaterial().EnablePasses & CurrentRendertime) != 0);
CurrentRenderPass = ESNRP_TRANSPARENT_EFFECT;
Driver->getOverrideMaterial().Enabled = ((Driver->getOverrideMaterial().EnablePasses & CurrentRenderPass) != 0);
TransparentEffectNodeList.sort(); // sort by distance from camera
if (LightManager)
{
LightManager->OnRenderPassPreRender(CurrentRendertime);
LightManager->OnRenderPassPreRender(CurrentRenderPass);
for (i=0; i<TransparentEffectNodeList.size(); ++i)
{
......@@ -1608,7 +1608,7 @@ void CSceneManager::drawAll()
LightList.set_used(0);
clearDeletionList();
CurrentRendertime = ESNRP_NONE;
CurrentRenderPass = ESNRP_NONE;
}
void CSceneManager::setLightManager(ILightManager* lightManager)
......@@ -2010,7 +2010,7 @@ io::IAttributes* CSceneManager::getParameters()
//! Returns current render pass.
E_SCENE_NODE_RENDER_PASS CSceneManager::getSceneNodeRenderPass() const
{
return CurrentRendertime;
return CurrentRenderPass;
}
......
......@@ -433,7 +433,7 @@ namespace scene
virtual ISceneManager* createNewSceneManager(bool cloneContent);
//! Returns type of the scene node
virtual ESCENE_NODE_TYPE getType() const { return ESNT_SCENE_MANAGER; }
virtual ESCENE_NODE_TYPE getType() const _IRR_OVERRIDE_ { return ESNT_SCENE_MANAGER; }
//! Returns the default scene node factory which can create all built in scene nodes
virtual ISceneNodeFactory* getDefaultSceneNodeFactory();
......@@ -510,13 +510,13 @@ namespace scene
virtual void setLightManager(ILightManager* lightManager);
//! Get current render time.
virtual E_SCENE_NODE_RENDER_PASS getCurrentRendertime() const { return CurrentRendertime; }
virtual E_SCENE_NODE_RENDER_PASS getCurrentRenderPass() const _IRR_OVERRIDE_ { return CurrentRenderPass; }
//! Set current render time.
virtual void setCurrentRendertime(E_SCENE_NODE_RENDER_PASS currentRendertime) { CurrentRendertime = currentRendertime; }
virtual void setCurrentRenderPass(E_SCENE_NODE_RENDER_PASS nextPass) _IRR_OVERRIDE_ { CurrentRenderPass = nextPass; }
//! Get an instance of a geometry creator.
virtual const IGeometryCreator* getGeometryCreator(void) const { return GeometryCreator; }
virtual const IGeometryCreator* getGeometryCreator(void) const _IRR_OVERRIDE_ { return GeometryCreator; }
//! returns if node is culled
virtual bool isCulled(const ISceneNode* node) const;
......@@ -636,7 +636,7 @@ namespace scene
//! Mesh cache
IMeshCache* MeshCache;
E_SCENE_NODE_RENDER_PASS CurrentRendertime;
E_SCENE_NODE_RENDER_PASS CurrentRenderPass;
//! An optional callbacks manager to allow the user app finer control
//! over the scene lighting and rendering.
......
......@@ -85,7 +85,7 @@ namespace scene
virtual void deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options=0);
//! Returns type of the scene node animator
virtual ESCENE_NODE_ANIMATOR_TYPE getType() const { return ESNAT_COLLISION_RESPONSE; }
virtual ESCENE_NODE_ANIMATOR_TYPE getType() const _IRR_OVERRIDE_ { return ESNAT_COLLISION_RESPONSE; }
//! Creates a clone of this animator.
/** Please note that you will have to drop
......@@ -94,23 +94,23 @@ namespace scene
virtual ISceneNodeAnimator* createClone(ISceneNode* node, ISceneManager* newManager=0);
//! Set the single node that this animator will act on.
virtual void setTargetNode(ISceneNode * node) { setNode(node); }
virtual void setTargetNode(ISceneNode * node) _IRR_OVERRIDE_ { setNode(node); }
//! Gets the single node that this animator is acting on.
virtual ISceneNode* getTargetNode(void) const { return Object; }
virtual ISceneNode* getTargetNode(void) const _IRR_OVERRIDE_ { return Object; }
//! Returns true if a collision occurred during the last animateNode()
virtual bool collisionOccurred() const { return CollisionOccurred; }
virtual bool collisionOccurred() const _IRR_OVERRIDE_ { return CollisionOccurred; }
//! Returns the last point of collision.
virtual const core::vector3df & getCollisionPoint() const { return CollisionPoint; }
virtual const core::vector3df & getCollisionPoint() const _IRR_OVERRIDE_ { return CollisionPoint; }
//! Returns the last triangle that caused a collision.
virtual const core::triangle3df & getCollisionTriangle() const { return CollisionTriangle; }
virtual const core::triangle3df & getCollisionTriangle() const _IRR_OVERRIDE_ { return CollisionTriangle; }
virtual const core::vector3df & getCollisionResultPosition(void) const { return CollisionResultPosition; }
virtual const core::vector3df & getCollisionResultPosition(void) const _IRR_OVERRIDE_ { return CollisionResultPosition; }
virtual ISceneNode* getCollisionNode(void) const { return CollisionNode; }
virtual ISceneNode* getCollisionNode(void) const _IRR_OVERRIDE_ { return CollisionNode; }
//! Sets a callback interface which will be called if a collision occurs.
......
......@@ -31,7 +31,7 @@ namespace scene
virtual void deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options=0);
//! Returns type of the scene node animator
virtual ESCENE_NODE_ANIMATOR_TYPE getType() const { return ESNAT_FLY_CIRCLE; }
virtual ESCENE_NODE_ANIMATOR_TYPE getType() const _IRR_OVERRIDE_ { return ESNAT_FLY_CIRCLE; }
//! Creates a clone of this animator.
/** Please note that you will have to drop
......
......@@ -31,7 +31,7 @@ namespace scene
virtual void deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options=0);
//! Returns type of the scene node animator
virtual ESCENE_NODE_ANIMATOR_TYPE getType() const { return ESNAT_FLY_STRAIGHT; }
virtual ESCENE_NODE_ANIMATOR_TYPE getType() const _IRR_OVERRIDE_ { return ESNAT_FLY_STRAIGHT; }
//! Creates a clone of this animator.
/** Please note that you will have to drop
......
......@@ -34,7 +34,7 @@ namespace scene
virtual void deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options=0);
//! Returns type of the scene node animator
virtual ESCENE_NODE_ANIMATOR_TYPE getType() const { return ESNAT_FOLLOW_SPLINE; }
virtual ESCENE_NODE_ANIMATOR_TYPE getType() const _IRR_OVERRIDE_ { return ESNAT_FOLLOW_SPLINE; }
//! Creates a clone of this animator.
/** Please note that you will have to drop
......
......@@ -28,7 +28,7 @@ namespace scene
virtual void deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options=0);
//! Returns type of the scene node animator
virtual ESCENE_NODE_ANIMATOR_TYPE getType() const { return ESNAT_ROTATION; }
virtual ESCENE_NODE_ANIMATOR_TYPE getType() const _IRR_OVERRIDE_ { return ESNAT_ROTATION; }
//! Creates a clone of this animator.
/** Please note that you will have to drop
......
......@@ -33,7 +33,7 @@ namespace scene
virtual void deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options=0);
//! Returns type of the scene node animator
virtual ESCENE_NODE_ANIMATOR_TYPE getType() const { return ESNAT_TEXTURE; }
virtual ESCENE_NODE_ANIMATOR_TYPE getType() const _IRR_OVERRIDE_ { return ESNAT_TEXTURE; }
//! Creates a clone of this animator.
/** Please note that you will have to drop
......
......@@ -43,7 +43,7 @@ namespace scene
virtual const core::aabbox3d<f32>& getBoundingBox() const;
//! Returns type of the scene node
virtual ESCENE_NODE_TYPE getType() const { return ESNT_SHADOW_VOLUME; }
virtual ESCENE_NODE_TYPE getType() const _IRR_OVERRIDE_ { return ESNT_SHADOW_VOLUME; }
private:
......
......@@ -42,7 +42,7 @@ namespace scene
virtual u32 getMaterialCount() const;
//! Returns type of the scene node
virtual ESCENE_NODE_TYPE getType() const { return ESNT_SKY_BOX; }
virtual ESCENE_NODE_TYPE getType() const _IRR_OVERRIDE_ { return ESNT_SKY_BOX; }
//! Creates a clone of this scene node and its children.
virtual ISceneNode* clone(ISceneNode* newParent=0, ISceneManager* newManager=0);
......
......@@ -26,7 +26,7 @@ class CSkyDomeSceneNode : public ISceneNode
virtual const core::aabbox3d<f32>& getBoundingBox() const;
virtual video::SMaterial& getMaterial(u32 i);
virtual u32 getMaterialCount() const;
virtual ESCENE_NODE_TYPE getType() const { return ESNT_SKY_DOME; }
virtual ESCENE_NODE_TYPE getType() const _IRR_OVERRIDE_ { return ESNT_SKY_DOME; }
virtual void serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options) const;
virtual void deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options);
......
......@@ -71,7 +71,7 @@ public:
CSoftware2MaterialRenderer_UNSUPPORTED ( video::CBurningVideoDriver* driver )
: CSoftware2MaterialRenderer ( driver ) {}
virtual s32 getRenderCapability() const { return 1; }
virtual s32 getRenderCapability() const _IRR_OVERRIDE_ { return 1; }
};
......
......@@ -163,12 +163,11 @@ namespace video
//! Returns the maximum texture size supported.
virtual core::dimension2du getMaxTextureSize() const;
virtual IDepthBuffer * getDepthBuffer () { return DepthBuffer; }
virtual IStencilBuffer * getStencilBuffer () { return StencilBuffer; }
IDepthBuffer * getDepthBuffer () { return DepthBuffer; }
IStencilBuffer * getStencilBuffer () { return StencilBuffer; }
protected:
//! sets a render target
void setRenderTarget(video::CImage* image);
......
......@@ -44,7 +44,7 @@ namespace scene
virtual u32 getMaterialCount() const;
//! Returns type of the scene node
virtual ESCENE_NODE_TYPE getType() const { return ESNT_SPHERE; }
virtual ESCENE_NODE_TYPE getType() const _IRR_OVERRIDE_ { return ESNT_SPHERE; }
//! Writes attributes of the scene node.
virtual void serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options=0) const;
......@@ -56,18 +56,18 @@ namespace scene
virtual ISceneNode* clone(ISceneNode* newParent=0, ISceneManager* newManager=0);
//! The mesh cannot be changed
virtual void setMesh(IMesh* mesh) {}
virtual void setMesh(IMesh* mesh) _IRR_OVERRIDE_ {}
//! Returns the current mesh
virtual IMesh* getMesh() { return Mesh; }
virtual IMesh* getMesh() _IRR_OVERRIDE_ { return Mesh; }
//! Sets if the scene node should not copy the materials of the mesh but use them in a read only style.
/* In this way it is possible to change the materials a mesh causing all mesh scene nodes
referencing this mesh to change too. */
virtual void setReadOnlyMaterials(bool readonly) {}
virtual void setReadOnlyMaterials(bool readonly) _IRR_OVERRIDE_ {}
//! Returns if the scene node should not copy the materials of the mesh but use them in a read only style
virtual bool isReadOnlyMaterials() const { return false; }
virtual bool isReadOnlyMaterials() const _IRR_OVERRIDE_ { return false; }
//! Creates shadow volume scene node as child of this node
//! and returns a pointer to it.
......
......@@ -117,7 +117,7 @@ namespace io
virtual const IFileList* getFileList() const;
//! get the class Type
virtual E_FILE_ARCHIVE_TYPE getType() const { return EFAT_TAR; }
virtual E_FILE_ARCHIVE_TYPE getType() const _IRR_OVERRIDE_ { return EFAT_TAR; }
private:
......
......@@ -127,13 +127,13 @@ namespace scene
virtual const core::aabbox3d<f32>& getBoundingBox(s32 patchX, s32 patchZ) const;
//! Return the number of indices currently used to draw the scene node.
virtual u32 getIndexCount() const { return IndicesToRender; }
virtual u32 getIndexCount() const _IRR_OVERRIDE_ { return IndicesToRender; }
//! Returns the mesh
virtual IMesh* getMesh();
//! Returns a pointer to the buffer used by the terrain (most users will not need this)
virtual IMeshBuffer* getRenderBuffer() { return RenderBuffer; }
virtual IMeshBuffer* getRenderBuffer() _IRR_OVERRIDE_ { return RenderBuffer; }
//! Gets the meshbuffer data based on a specified Level of Detail.
//! \param mb: A reference to an IDynamicMeshBuffer object
......@@ -189,7 +189,7 @@ namespace scene
//! the geomipmap data changes.
//! param bVal: Boolean value representing whether or not to update selector dynamically.
//! NOTE: Temporarily disabled while working out issues with DynamicSelectorUpdate
virtual void setDynamicSelectorUpdate(bool bVal ) { DynamicSelectorUpdate = false; }
virtual void setDynamicSelectorUpdate(bool bVal ) _IRR_OVERRIDE_ { DynamicSelectorUpdate = false; }
//! Override the default generation of distance thresholds for determining the LOD a patch
//! is rendered at. If any LOD is overridden, then the scene node will no longer apply
......@@ -202,7 +202,7 @@ namespace scene
virtual void scaleTexture(f32 scale = 1.0f, f32 scale2 = 0.0f);
//! Returns type of the scene node
virtual ESCENE_NODE_TYPE getType() const {return ESNT_TERRAIN;}
virtual ESCENE_NODE_TYPE getType() const _IRR_OVERRIDE_ {return ESNT_TERRAIN;}
//! Writes attributes of the scene node.
virtual void serializeAttributes(io::IAttributes* out,
......
......@@ -46,7 +46,7 @@ namespace scene
virtual void setTextColor(video::SColor color);
//! Returns type of the scene node
virtual ESCENE_NODE_TYPE getType() const { return ESNT_TEXT; }
virtual ESCENE_NODE_TYPE getType() const _IRR_OVERRIDE_ { return ESNT_TEXT; }
private:
......@@ -99,7 +99,7 @@ namespace scene
virtual u32 getMaterialCount() const;
//! Returns type of the scene node
virtual ESCENE_NODE_TYPE getType() const { return ESNT_TEXT; }
virtual ESCENE_NODE_TYPE getType() const _IRR_OVERRIDE_ { return ESNT_TEXT; }
//! Set the color of all vertices of the billboard
//! \param overallColor: the color to set
......
......@@ -53,7 +53,7 @@ public:
virtual s32 getTriangleCount() const;
//! Return the scene node associated with a given triangle.
virtual ISceneNode* getSceneNodeForTriangle(u32 triangleIndex) const { return SceneNode; }
virtual ISceneNode* getSceneNodeForTriangle(u32 triangleIndex) const _IRR_OVERRIDE_ { return SceneNode; }
// Get the number of TriangleSelectors that are part of this one
virtual u32 getSelectorCount() const;
......
......@@ -44,7 +44,7 @@ namespace scene
virtual u32 getMaterialCount() const;
//! Returns type of the scene node
virtual ESCENE_NODE_TYPE getType() const { return ESNT_VOLUME_LIGHT; }
virtual ESCENE_NODE_TYPE getType() const _IRR_OVERRIDE_ { return ESNT_VOLUME_LIGHT; }
//! Writes attributes of the scene node.
virtual void serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options=0) const;
......@@ -58,14 +58,14 @@ namespace scene
virtual void setSubDivideU(const u32 inU);
virtual void setSubDivideV(const u32 inV);
virtual u32 getSubDivideU() const { return SubdivideU; }
virtual u32 getSubDivideV() const { return SubdivideV; }
virtual u32 getSubDivideU() const _IRR_OVERRIDE_ { return SubdivideU; }
virtual u32 getSubDivideV() const _IRR_OVERRIDE_ { return SubdivideV; }
virtual void setFootColor(const video::SColor inColor);
virtual void setTailColor(const video::SColor inColor);
virtual video::SColor getFootColor() const { return FootColor; }
virtual video::SColor getTailColor() const { return TailColor; }
virtual video::SColor getFootColor() const _IRR_OVERRIDE_ { return FootColor; }
virtual video::SColor getTailColor() const _IRR_OVERRIDE_ { return TailColor; }
private:
void constructLight();
......
// Copyright (C) 2002-2012 Thomas Alten
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __C_WAD_READER_H_INCLUDED__
#define __C_WAD_READER_H_INCLUDED__
#include "IrrCompileConfig.h"
#ifdef __IRR_COMPILE_WITH_WAD_ARCHIVE_LOADER_
#include "IReferenceCounted.h"
#include "IReadFile.h"
#include "irrArray.h"
#include "irrString.h"
#include "IFileSystem.h"
#include "CFileList.h"
namespace irr
{
namespace io
{
enum eWADFileTypes
{
WAD_FORMAT_UNKNOWN = 0,
WAD_FORMAT_QUAKE2 = 1,
WAD_FORMAT_HALFLIFE = 2,
WAD_CMP_NONE = 0,
WAD_CMP_LZSS = 1,
WAD_TYP_NONE = 0,
WAD_TYP_LABEL = 1,
WAD_TYP_LUMPY = 64, // 64 + grab command number
WAD_TYP_PALETTE = 64,
WAD_TYP_QTEX = 65,
WAD_TYP_QPIC = 66,
WAD_TYP_SOUND = 67,
WAD_TYP_MIPTEX = 68,
WAD_TYP_MIPTEX_HALFLIFE = 67,
WAD_TYP_FONT = 70,
};
// byte-align structures
#include "irrpack.h"
struct SWADFileHeader
{
c8 tag[4]; // type of WAD format WAD2 = quake2, WAD3 = halflife
u32 numlumps;
u32 infotableofs;
} PACK_STRUCT;
struct SWADFileEntryOriginal
{
u32 filepos;
u32 disksize;
u32 size; // uncompressed
u8 type;
u8 compression;
u8 pad[2];
u8 name[16]; // must be null terminated
} PACK_STRUCT;
// Default alignment
#include "irrunpack.h"
struct SWADFileEntry
{
io::path simpleFileName;
bool operator < (const SWADFileEntry& other) const
{
return simpleFileName < other.simpleFileName;
}
io::path wadFileName;
SWADFileEntryOriginal header;
};
//! Archiveloader capable of loading WAD Archives
class CArchiveLoaderWAD : public IArchiveLoader
{
public:
//! Constructor
CArchiveLoaderWAD(io::IFileSystem* fs);
//! returns true if the file maybe is able to be loaded by this class
//! based on the file extension (e.g. ".zip")
virtual bool isALoadableFileFormat(const io::path& filename) const;
//! Check if the file might be loaded by this class
/** Check might look into the file.
\param file File handle to check.
\return True if file seems to be loadable. */
virtual bool isALoadableFileFormat(io::IReadFile* file) const;
//! Check to see if the loader can create archives of this type.
/** Check based on the archive type.
\param fileType The archive type to check.
\return True if the archile loader supports this type, false if not */
virtual bool isALoadableFileFormat(E_FILE_ARCHIVE_TYPE fileType) const;
//! Creates an archive from the filename
/** \param file File handle to check.
\return Pointer to newly created archive, or 0 upon error. */
virtual IFileArchive* createArchive(const io::path& filename, bool ignoreCase, bool ignorePaths) const;
//! creates/loads an archive from the file.
//! \return Pointer to the created archive. Returns 0 if loading failed.
virtual io::IFileArchive* createArchive(io::IReadFile* file, bool ignoreCase, bool ignorePaths) const;
private:
io::IFileSystem* FileSystem;
};
//! reads from WAD
class CWADReader : public IFileArchive, virtual CFileList
{
public:
CWADReader(IReadFile* file, bool ignoreCase, bool ignorePaths);
virtual ~CWADReader();
// file archive methods
//! return the id of the file Archive
virtual const io::path& getArchiveName() const;
//! opens a file by file name
virtual IReadFile* createAndOpenFile(const io::path& filename);
//! opens a file by index
virtual IReadFile* createAndOpenFile(u32 index);
//! returns the list of files
virtual const IFileList* getFileList() const;
//! get the class Type
virtual E_FILE_ARCHIVE_TYPE getType() const { return EFAT_WAD; }
private:
io::path Type;
//! scans for a local header, returns false if there is no more local file header.
bool scanLocalHeader();
//! splits filename from zip file into useful filenames and paths
void extractFilename(SWADFileEntry* entry);
io::path Base;
io::path MountPoint;
IReadFile* File;
eWADFileTypes WadType;
SWADFileHeader Header;
//core::array<SWADFileEntry> FileInfo;
io::IFileSystem* FileSystem;
};
} // end namespace io
} // end namespace irr
#endif
#endif // #ifdef __IRR_COMPILE_WITH_WAD_ARCHIVE_LOADER_
// Copyright (C) 2002-2012 Thomas Alten
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __C_WAD_READER_H_INCLUDED__
#define __C_WAD_READER_H_INCLUDED__
#include "IrrCompileConfig.h"
#ifdef __IRR_COMPILE_WITH_WAD_ARCHIVE_LOADER_
#include "IReferenceCounted.h"
#include "IReadFile.h"
#include "irrArray.h"
#include "irrString.h"
#include "IFileSystem.h"
#include "CFileList.h"
namespace irr
{
namespace io
{
enum eWADFileTypes
{
WAD_FORMAT_UNKNOWN = 0,
WAD_FORMAT_QUAKE2 = 1,
WAD_FORMAT_HALFLIFE = 2,
WAD_CMP_NONE = 0,
WAD_CMP_LZSS = 1,
WAD_TYP_NONE = 0,
WAD_TYP_LABEL = 1,
WAD_TYP_LUMPY = 64, // 64 + grab command number
WAD_TYP_PALETTE = 64,
WAD_TYP_QTEX = 65,
WAD_TYP_QPIC = 66,
WAD_TYP_SOUND = 67,
WAD_TYP_MIPTEX = 68,
WAD_TYP_MIPTEX_HALFLIFE = 67,
WAD_TYP_FONT = 70,
};
// byte-align structures
#include "irrpack.h"
struct SWADFileHeader
{
c8 tag[4]; // type of WAD format WAD2 = quake2, WAD3 = halflife
u32 numlumps;
u32 infotableofs;
} PACK_STRUCT;
struct SWADFileEntryOriginal
{
u32 filepos;
u32 disksize;
u32 size; // uncompressed
u8 type;
u8 compression;
u8 pad[2];
u8 name[16]; // must be null terminated
} PACK_STRUCT;
// Default alignment
#include "irrunpack.h"
struct SWADFileEntry
{
io::path simpleFileName;
bool operator < (const SWADFileEntry& other) const
{
return simpleFileName < other.simpleFileName;
}
io::path wadFileName;
SWADFileEntryOriginal header;
};
//! Archiveloader capable of loading WAD Archives
class CArchiveLoaderWAD : public IArchiveLoader
{
public:
//! Constructor
CArchiveLoaderWAD(io::IFileSystem* fs);
//! returns true if the file maybe is able to be loaded by this class
//! based on the file extension (e.g. ".zip")
virtual bool isALoadableFileFormat(const io::path& filename) const;
//! Check if the file might be loaded by this class
/** Check might look into the file.
\param file File handle to check.
\return True if file seems to be loadable. */
virtual bool isALoadableFileFormat(io::IReadFile* file) const;
//! Check to see if the loader can create archives of this type.
/** Check based on the archive type.
\param fileType The archive type to check.
\return True if the archile loader supports this type, false if not */
virtual bool isALoadableFileFormat(E_FILE_ARCHIVE_TYPE fileType) const;
//! Creates an archive from the filename
/** \param file File handle to check.
\return Pointer to newly created archive, or 0 upon error. */
virtual IFileArchive* createArchive(const io::path& filename, bool ignoreCase, bool ignorePaths) const;
//! creates/loads an archive from the file.
//! \return Pointer to the created archive. Returns 0 if loading failed.
virtual io::IFileArchive* createArchive(io::IReadFile* file, bool ignoreCase, bool ignorePaths) const;
private:
io::IFileSystem* FileSystem;
};
//! reads from WAD
class CWADReader : public IFileArchive, virtual CFileList
{
public:
CWADReader(IReadFile* file, bool ignoreCase, bool ignorePaths);
virtual ~CWADReader();
// file archive methods
//! return the id of the file Archive
virtual const io::path& getArchiveName() const;
//! opens a file by file name
virtual IReadFile* createAndOpenFile(const io::path& filename);
//! opens a file by index
virtual IReadFile* createAndOpenFile(u32 index);
//! returns the list of files
virtual const IFileList* getFileList() const;
//! get the class Type
virtual E_FILE_ARCHIVE_TYPE getType() const _IRR_OVERRIDE_ { return EFAT_WAD; }
private:
io::path Type;
//! scans for a local header, returns false if there is no more local file header.
bool scanLocalHeader();
//! splits filename from zip file into useful filenames and paths
void extractFilename(SWADFileEntry* entry);
io::path Base;
io::path MountPoint;
IReadFile* File;
eWADFileTypes WadType;
SWADFileHeader Header;
//core::array<SWADFileEntry> FileInfo;
io::IFileSystem* FileSystem;
};
} // end namespace io
} // end namespace irr
#endif
#endif // #ifdef __IRR_COMPILE_WITH_WAD_ARCHIVE_LOADER_
......@@ -36,7 +36,7 @@ namespace scene
virtual void setMesh(IMesh* mesh);
//! Returns type of the scene node
virtual ESCENE_NODE_TYPE getType() const { return ESNT_WATER_SURFACE; }
virtual ESCENE_NODE_TYPE getType() const _IRR_OVERRIDE_ { return ESNT_WATER_SURFACE; }
//! Writes attributes of the scene node.
virtual void serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options) const;
......
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