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# OgreQuake3ShaderManager.h

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    00001 /*
    00002 -----------------------------------------------------------------------------
    00003 This source file is part of OGRE
    00004     (Object-oriented Graphics Rendering Engine)
    00005 For the latest info, see http://www.ogre3d.org/
    00006
    00007 Copyright © 2000-2002 The OGRE Team
    00008 Also see acknowledgements in Readme.html
    00009
    00010 This program is free software; you can redistribute it and/or modify it under
    00011 the terms of the GNU Lesser General Public License as published by the Free Software
    00012 Foundation; either version 2 of the License, or (at your option) any later
    00013 version.
    00014
    00015 This program is distributed in the hope that it will be useful, but WITHOUT
    00016 ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
    00017 FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
    00018
    00019 You should have received a copy of the GNU Lesser General Public License along with
    00020 this program; if not, write to the Free Software Foundation, Inc., 59 Temple
    00021 Place - Suite 330, Boston, MA 02111-1307, USA, or go to
    00022 http://www.gnu.org/copyleft/lesser.txt.
    00023 -----------------------------------------------------------------------------
    00024 */
    00025 #ifndef __QUAKE3SHADERMANAGER_H__
    00026 #define __QUAKE3SHADERMANAGER_H__
    00027
    00028 #include "OgreBspPrerequisites.h"
    00029 #include "OgreSingleton.h"
    00030 #include "OgreResourceManager.h"
    00031 #include "OgreQuake3Shader.h"
    00032 #include "OgreBlendMode.h"
    00033
    00034 namespace Ogre {
    00035
    00036
    00051     class Quake3ShaderManager : public ResourceManager, public Singleton<Quake3ShaderManager>
    00052     {
    00053     protected:
    00054         void parseNewShaderPass(DataChunk& chunk, Quake3Shader* pShader);
    00055         void parseShaderAttrib( const String& line, Quake3Shader* pShader);
    00056         void parseShaderPassAttrib( const String& line, Quake3Shader* pShader, Quake3Shader::Pass* pPass);
    00057         SceneBlendFactor convertBlendFunc( const String& q3func);
    00058
    00059     public:
    00060         Quake3ShaderManager();
    00061         virtual ~Quake3ShaderManager();
    00062
    00064         void parseShaderFile(DataChunk& chunk);
    00066         void parseAllSources(const String& extension = ".shader");
    00067
    00069         virtual Resource* create( const String& name);
    00070
    00086         static Quake3ShaderManager& getSingleton(void);
    00102         static Quake3ShaderManager* getSingletonPtr(void);
    00103
    00104
    00105     };
    00106
    00107 }
    00108
    00109 #endif

Copyright © 2002-2003 by The OGRE Team
Last modified Sun Nov 28 19:48:40 2004