Irrlicht 3D Engine
 
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IQ3Shader.h File Reference
#include "irrArray.h"
#include "fast_atof.h"
#include "IFileSystem.h"
#include "IVideoDriver.h"
#include "coreutil.h"

Go to the source code of this file.

Classes

struct  irr::scene::quake3::IShader
 A Parsed Shader Holding Variables ordered in Groups. More...
 
class  irr::scene::quake3::IShaderManager
 Manages various Quake3 Shader Styles. More...
 
struct  irr::scene::quake3::Noiser
 
struct  irr::scene::quake3::Q3LevelLoadParameter
 
struct  irr::scene::quake3::SBlendFunc
 A blend function for a q3 shader. More...
 
struct  irr::scene::quake3::SModifierFunction
 
struct  irr::scene::quake3::SVarGroup
 
struct  irr::scene::quake3::SVarGroupList
 holding a group a variable More...
 
struct  irr::scene::quake3::SVariable
 

Namespaces

namespace  irr
 Everything in the Irrlicht Engine can be found in this namespace.
 
namespace  irr::scene
 All scene management can be found in this namespace: Mesh loading, special scene nodes like octrees and billboards, ...
 
namespace  irr::scene::quake3
 

Typedefs

typedef IShader irr::scene::quake3::IEntity
 
typedef core::array< IEntityirr::scene::quake3::tQ3EntityList
 
typedef core::array< core::stringcirr::scene::quake3::tStringList
 
typedef core::array< video::ITexture * > irr::scene::quake3::tTexArray
 

Enumerations

enum  irr::scene::quake3::eQ3MeshIndex {
  irr::scene::quake3::E_Q3_MESH_GEOMETRY = 0 , irr::scene::quake3::E_Q3_MESH_ITEMS , irr::scene::quake3::E_Q3_MESH_BILLBOARD , irr::scene::quake3::E_Q3_MESH_FOG ,
  irr::scene::quake3::E_Q3_MESH_UNRESOLVED , irr::scene::quake3::E_Q3_MESH_SIZE
}
 Hold the different Mesh Types used for getMesh. More...
 
enum  irr::scene::quake3::eQ3ModifierFunction {
  irr::scene::quake3::TCMOD = 0 , irr::scene::quake3::DEFORMVERTEXES = 1 , irr::scene::quake3::RGBGEN = 2 , irr::scene::quake3::TCGEN = 3 ,
  irr::scene::quake3::MAP = 4 , irr::scene::quake3::ALPHAGEN = 5 , irr::scene::quake3::FUNCTION2 = 0x10 , irr::scene::quake3::SCROLL = FUNCTION2 + 1 ,
  irr::scene::quake3::SCALE = FUNCTION2 + 2 , irr::scene::quake3::ROTATE = FUNCTION2 + 3 , irr::scene::quake3::STRETCH = FUNCTION2 + 4 , irr::scene::quake3::TURBULENCE = FUNCTION2 + 5 ,
  irr::scene::quake3::WAVE = FUNCTION2 + 6 , irr::scene::quake3::IDENTITY = FUNCTION2 + 7 , irr::scene::quake3::VERTEX = FUNCTION2 + 8 , irr::scene::quake3::TEXTURE = FUNCTION2 + 9 ,
  irr::scene::quake3::LIGHTMAP = FUNCTION2 + 10 , irr::scene::quake3::ENVIRONMENT = FUNCTION2 + 11 , irr::scene::quake3::DOLLAR_LIGHTMAP = FUNCTION2 + 12 , irr::scene::quake3::BULGE = FUNCTION2 + 13 ,
  irr::scene::quake3::AUTOSPRITE = FUNCTION2 + 14 , irr::scene::quake3::AUTOSPRITE2 = FUNCTION2 + 15 , irr::scene::quake3::TRANSFORM = FUNCTION2 + 16 , irr::scene::quake3::EXACTVERTEX = FUNCTION2 + 17 ,
  irr::scene::quake3::CONSTANT = FUNCTION2 + 18 , irr::scene::quake3::LIGHTINGSPECULAR = FUNCTION2 + 19 , irr::scene::quake3::MOVE = FUNCTION2 + 20 , irr::scene::quake3::NORMAL = FUNCTION2 + 21 ,
  irr::scene::quake3::IDENTITYLIGHTING = FUNCTION2 + 22 , irr::scene::quake3::WAVE_MODIFIER_FUNCTION = 0x30 , irr::scene::quake3::SINUS = WAVE_MODIFIER_FUNCTION + 1 , irr::scene::quake3::COSINUS = WAVE_MODIFIER_FUNCTION + 2 ,
  irr::scene::quake3::SQUARE = WAVE_MODIFIER_FUNCTION + 3 , irr::scene::quake3::TRIANGLE = WAVE_MODIFIER_FUNCTION + 4 , irr::scene::quake3::SAWTOOTH = WAVE_MODIFIER_FUNCTION + 5 , irr::scene::quake3::SAWTOOTH_INVERSE = WAVE_MODIFIER_FUNCTION + 6 ,
  irr::scene::quake3::NOISE = WAVE_MODIFIER_FUNCTION + 7 , irr::scene::quake3::UNKNOWN = -2
}
 

Functions

core::stringcirr::scene::quake3::dumpShader (core::stringc &dest, const IShader *shader, bool entity=false)
 
void irr::scene::quake3::dumpVarGroup (core::stringc &dest, const SVarGroup *group, s32 stack)
 
f32 irr::scene::quake3::getAsFloat (const core::stringc &string, u32 &pos)
 
void irr::scene::quake3::getAsStringList (tStringList &list, s32 max, const core::stringc &string, u32 &startPos)
 
core::vector3df irr::scene::quake3::getAsVector3df (const core::stringc &string, u32 &pos)
 get a quake3 vector translated to irrlicht position (x,-z,y )
 
bool irr::scene::quake3::getCullingFunction (const core::stringc &cull)
 
u8 irr::scene::quake3::getDepthFunction (const core::stringc &string)
 
core::vector3df irr::scene::quake3::getMD3Normal (u32 i, u32 j)
 
void irr::scene::quake3::getModifierFunc (SModifierFunction &fill, const core::stringc &string, u32 &pos)
 
void irr::scene::quake3::getTextures (tTexArray &textures, const core::stringc &name, u32 &startPos, io::IFileSystem *fileSystem, video::IVideoDriver *driver)
 
s16 irr::scene::quake3::isEqual (const core::stringc &string, u32 &pos, const c8 *list[], u16 listSize)