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Ogre::Quake3ShaderManager Class Reference

Class for managing Quake3 custom shaders. More...

#include <OgreQuake3ShaderManager.h>

Inheritance diagram for Ogre::Quake3ShaderManager:

Ogre::ResourceManager Ogre::Singleton< Quake3ShaderManager > List of all members.

Public Methods

 Quake3ShaderManager ()
virtual ~Quake3ShaderManager ()
void parseShaderFile (DataChunk &chunk)
 Parses a shader file passed as a chunk. More...

void parseAllSources (const String &extension=".shader")
 Parses all shader files in resource folders & archives. More...

virtual Resourcecreate (const String &name)
 Create implementation required by ResourceManager. More...

virtual void setMemoryBudget (size_t bytes)
 Set a limit on the amount of memory this resource handler may use. More...

virtual void load (Resource *res, int priority)
 Load a resource. More...

virtual void unload (Resource *res)
 Unloads a Resource from the managed resources list, calling it's unload() method. More...

virtual void unloadAndDestroyAll (void)
 Unloads all Resources from memory. More...

virtual ResourcegetByName (const String &name)
 Retrieves a pointer to a resource by name. More...

void addSearchPath (const String &path)
 Adds a relative path to search for resources of this type. More...

void addArchiveEx (const String &strName, const String &strDriverName)
 Adds an archive to the search path for this type of resource. More...

bool _findResourceData (const String &filename, DataChunk &refChunk)
 Internal method, used for locating resource data in the file system / archives. More...


Static Public Methods

Quake3ShaderManager & getSingleton (void)
 Override standard Singleton retrieval. More...

void addCommonSearchPath (const String &path)
 Adds a relative search path for resources of ALL types. More...

void addCommonArchiveEx (const String &strName, const String &strDriverName)
 Adds an archive to the search path for all resources. More...

std::set< String_getAllCommonNamesLike (const String &startPath, const String &extension)
 Returns a collection of files with the given extension in the common resource paths. More...

bool _findCommonResourceData (const String &filename, DataChunk &refChunk)
 Internal method, used for locating common resource data in the file system / archives. More...

Quake3ShaderManager * getSingletonPtr (void)

Protected Types

typedef HashMap< String, ArchiveEx *,
_StringHash
FileMap

Protected Methods

void parseNewShaderPass (DataChunk &chunk, Quake3Shader *pShader)
void parseShaderAttrib (const String &line, Quake3Shader *pShader)
void parseShaderPassAttrib (const String &line, Quake3Shader *pShader, Quake3Shader::Pass *pPass)
SceneBlendFactor convertBlendFunc (const String &q3func)
void checkUsage (void)
 Checks memory usage and pages out if required. More...


Protected Attributes

FileMap mArchiveFiles
ResourceMap mResources
size_t mMemoryBudget
size_t mMemoryUsage
std::vector< ArchiveEx * > mVFS
 Collection of searchable ArchiveEx classes (virtual file system) for this resource type. More...


Static Protected Attributes

FileMap mCommonArchiveFiles
std::vector< ArchiveEx * > mCommonVFS
 Collection of searchable ArchiveEx classes (virtual file system) for all resource types. More...

Quake3ShaderManager * ms_Singleton = 0

Detailed Description

Class for managing Quake3 custom shaders.

Quake3 uses .shader files to define custom shaders, or Materials in Ogre-speak. When a surface texture is mentioned in a level file, it includes no file extension meaning that it can either be a standard texture image (+lightmap) if there is only a .jpg or .tga file, or it may refer to a custom shader if a shader with that name is included in one of the .shader files in the scripts/ folder. Because there are multiple shaders per file you have to parse all the .shader files available to know if there is a custom shader available. This class is designed to parse all the .shader files available and save their settings for future use. I choose not to set up Material instances for shaders found since they may or may not be used by a level, so it would be very wasteful to set up Materials since they load texture images for each layer (apart from the lightmap). Once the usage of a shader is confirmed, a full Material instance can be set up from it. Because this is a subclass of ResourceManager, any files mentioned will be searched for in any path or archive added to the resource paths/archives. See ResourceManager for details.


Member Typedef Documentation

typedef HashMap< String, ArchiveEx *, _StringHash > Ogre::ResourceManager::FileMap [protected, inherited]
 


Constructor & Destructor Documentation

Ogre::Quake3ShaderManager::Quake3ShaderManager  
 

Ogre::Quake3ShaderManager::~Quake3ShaderManager   [virtual]
 


Member Function Documentation

bool Ogre::ResourceManager::_findCommonResourceData const String   filename,
DataChunk   refChunk
[static, inherited]
 

Internal method, used for locating common resource data in the file system / archives.

Remarks:
This is a static version of _findResourceData specifically designed to only search in the common resource archives, and is therefore usable from non-ResourceManager subclasses.
Parameters:
filename  File to find
refChunk  Reference to a DataChunk object to fill with the data from the file
Returns:
On success, true is returned

On failiure, false is returned

bool Ogre::ResourceManager::_findResourceData const String   filename,
DataChunk   refChunk
[inherited]
 

Internal method, used for locating resource data in the file system / archives.

Parameters:
filename  File to find
refChunk  Reference to a DataChunk object to fill with the data from the file
Returns:
On success, true is returned

On failiure, false is returnec

std::set< String > Ogre::ResourceManager::_getAllCommonNamesLike const String   startPath,
const String   extension
[static, inherited]
 

Returns a collection of files with the given extension in the common resource paths.

Remarks:
This is a convenience method to allow non-subclasses to search for files in the common paths.
Parameters:
startPath  The path, relative to each common resource start, to search in (use "./" for the root)
extension  The extension of file to search for.
Returns:
A set of String filenames (it is a set because duplicates will be ignored)

void Ogre::ResourceManager::addArchiveEx const String   strName,
const String   strDriverName
[inherited]
 

Adds an archive to the search path for this type of resource.

Remarks:
Ogre can load resources from archives. This method adds the named archive to the search path for the type of resource managed by the specific resource manager. Archives are not searched for themselves so a complete path must be specified here (or relative to the current path). Archives take precedence over files in the filesystem.

void Ogre::ResourceManager::addCommonArchiveEx const String   strName,
const String   strDriverName
[static, inherited]
 

Adds an archive to the search path for all resources.

Remarks:
As ResourceManager::addArchive, except this archive is used for all types of resources, not just the type managed by the resource manager in question.

void Ogre::ResourceManager::addCommonSearchPath const String   path [static, inherited]
 

Adds a relative search path for resources of ALL types.

This method has the same effect as ResourceManager::addSearchPath, except that the path added applies to ALL resources, not just the one managed by the subclass in question.

void Ogre::ResourceManager::addSearchPath const String   path [inherited]
 

Adds a relative path to search for resources of this type.

Remarks:
This method adds the supplied path to the list of relative locations that that will be searched for a single type of resource only. Each subclass of ResourceManager will maintain it's own list of specific subpaths, which it will append to the current path as it searches for matching files.

void Ogre::ResourceManager::checkUsage void    [protected, inherited]
 

Checks memory usage and pages out if required.

SceneBlendFactor Ogre::Quake3ShaderManager::convertBlendFunc const String   q3func [protected]
 

Resource * Ogre::Quake3ShaderManager::create const String   name [virtual]
 

Create implementation required by ResourceManager.

Implements Ogre::ResourceManager.

Resource * Ogre::ResourceManager::getByName const String   name [virtual, inherited]
 

Retrieves a pointer to a resource by name.

Quake3ShaderManager & Ogre::Quake3ShaderManager::getSingleton void    [static]
 

Override standard Singleton retrieval.

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

Reimplemented from Ogre::Singleton< Quake3ShaderManager >.

Quake3ShaderManager* Ogre::Singleton< Quake3ShaderManager >::getSingletonPtr void    [inline, static, inherited]
 

void Ogre::ResourceManager::load Resource   res,
int    priority
[virtual, inherited]
 

Load a resource.

Resources will be subclasses.

Reimplemented in Ogre::TextureManager.

void Ogre::Quake3ShaderManager::parseAllSources const String   extension = ".shader"
 

Parses all shader files in resource folders & archives.

void Ogre::Quake3ShaderManager::parseNewShaderPass DataChunk   chunk,
Quake3Shader   pShader
[protected]
 

void Ogre::Quake3ShaderManager::parseShaderAttrib const String   line,
Quake3Shader   pShader
[protected]
 

void Ogre::Quake3ShaderManager::parseShaderFile DataChunk   chunk
 

Parses a shader file passed as a chunk.

void Ogre::Quake3ShaderManager::parseShaderPassAttrib const String   line,
Quake3Shader   pShader,
Quake3Shader::Pass   pPass
[protected]
 

void Ogre::ResourceManager::setMemoryBudget size_t    bytes [virtual, inherited]
 

Set a limit on the amount of memory this resource handler may use.

Remarks:
If, when asked to load a new resource, the manager believes it will exceed this memory budget, it will temporarily unload a resource to make room for the new one. This unloading is not permanent and the Resource is not destroyed; it simply needs to be reloaded when next used.

void Ogre::ResourceManager::unload Resource   res [virtual, inherited]
 

Unloads a Resource from the managed resources list, calling it's unload() method.

Remarks:
This method removes a resource from the list maintained by this manager, and unloads it from memory. It does NOT destroy the resource itself, although the memory used by it will be largely freed up. This would allow you to reload the resource again if you wished.

Permanently destroying the resource is, as mentioned in ResourceManager::create, the library user's responsibility.

void Ogre::ResourceManager::unloadAndDestroyAll void    [virtual, inherited]
 

Unloads all Resources from memory.

Remarks:
Note that unlike ResourceManager::unload, Resource objects are DESTROYED as well as unloaded. This is because you are unlikely to be managing the deletion of the objects individually in this case.

Reimplemented in Ogre::D3D8TextureManager.


Member Data Documentation

FileMap Ogre::ResourceManager::mArchiveFiles [protected, inherited]
 

ResourceManager::FileMap Ogre::ResourceManager::mCommonArchiveFiles [static, protected, inherited]
 

std::vector< ArchiveEx * > Ogre::ResourceManager::mCommonVFS [static, protected, inherited]
 

Collection of searchable ArchiveEx classes (virtual file system) for all resource types.

size_t Ogre::ResourceManager::mMemoryBudget [protected, inherited]
 

size_t Ogre::ResourceManager::mMemoryUsage [protected, inherited]
 

ResourceMap Ogre::ResourceManager::mResources [protected, inherited]
 

Quake3ShaderManager * Ogre::Singleton< Quake3ShaderManager >::ms_Singleton = 0 [static, protected, inherited]
 

std::vector<ArchiveEx*> Ogre::ResourceManager::mVFS [protected, inherited]
 

Collection of searchable ArchiveEx classes (virtual file system) for this resource type.

Copyright © 2002 by The OGRE Team