1 | /* |
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2 | * ORXONOX - the hottest 3D action shooter ever to exist |
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3 | * > www.orxonox.net < |
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4 | * |
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5 | * |
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6 | * License notice: |
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7 | * |
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8 | * This program is free software; you can redistribute it and/or |
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9 | * modify it under the terms of the GNU General Public License |
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10 | * as published by the Free Software Foundation; either version 2 |
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11 | * of the License, or (at your option) any later version. |
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12 | * |
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13 | * This program is distributed in the hope that it will be useful, |
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14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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16 | * GNU General Public License for more details. |
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17 | * |
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18 | * You should have received a copy of the GNU General Public License |
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19 | * along with this program; if not, write to the Free Software |
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20 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
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21 | * |
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22 | * Author: |
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23 | * Fabian 'x3n' Landau |
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24 | * Co-authors: |
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25 | * ... |
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26 | * |
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27 | */ |
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28 | |
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29 | #include "OrxonoxStableHeaders.h" |
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30 | |
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31 | #include <OgreEntity.h> |
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32 | #include <OgreMaterialManager.h> |
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33 | #include "Model.h" |
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34 | #include "core/GameMode.h" |
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35 | #include "core/CoreIncludes.h" |
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36 | #include "core/XMLPort.h" |
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37 | #include "objects/Scene.h" |
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38 | |
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39 | namespace orxonox |
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40 | { |
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41 | CreateFactory(Model); |
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42 | |
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43 | Model::Model(BaseObject* creator) : StaticEntity(creator) |
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44 | { |
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45 | RegisterObject(Model); |
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46 | |
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47 | this->bCastShadows_ = true; |
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48 | |
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49 | this->registerVariables(); |
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50 | } |
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51 | |
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52 | Model::~Model() |
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53 | { |
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54 | if (this->isInitialized() && this->mesh_.getEntity()) |
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55 | this->detachOgreObject(this->mesh_.getEntity()); |
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56 | } |
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57 | |
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58 | void Model::XMLPort(Element& xmlelement, XMLPort::Mode mode) |
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59 | { |
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60 | SUPER(Model, XMLPort, xmlelement, mode); |
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61 | |
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62 | XMLPortParam(Model, "mesh", setMeshSource, getMeshSource, xmlelement, mode); |
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63 | XMLPortParam(Model, "shadow", setCastShadows, getCastShadows, xmlelement, mode).defaultValues(true); |
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64 | |
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65 | //HACK |
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66 | if (true)//this->meshSrc_ == "assasdfff.mesh") |
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67 | { |
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68 | this->mesh_.getEntity()->setMaterialName("ToonShader"); |
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69 | static bool load = true; |
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70 | |
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71 | if (load) |
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72 | { |
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73 | Ogre::MaterialPtr matPtr = Ogre::MaterialManager::getSingleton().getByName("ToonShader"); |
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74 | if (!matPtr.isNull()) { |
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75 | // is this necessary to do here? Someday try it without |
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76 | matPtr->compile(); |
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77 | matPtr->load(); |
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78 | } |
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79 | else |
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80 | COUT(0) << "frakking shader\n"; |
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81 | |
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82 | COUT(0) << "shiiit\n"; |
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83 | |
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84 | //Ogre::MaterialManager& mm = Ogre::MaterialManager::getSingleton(); |
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85 | //Ogre::Material* m = Ogre::Material*(Ogre::MaterialManager::getSingleton().getByName("ToonShader")); |
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86 | load = false; |
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87 | } |
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88 | } |
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89 | } |
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90 | |
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91 | void Model::registerVariables() |
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92 | { |
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93 | registerVariable(this->meshSrc_, variableDirection::toclient, new NetworkCallback<Model>(this, &Model::changedMesh)); |
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94 | registerVariable(this->bCastShadows_, variableDirection::toclient, new NetworkCallback<Model>(this, &Model::changedShadows)); |
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95 | } |
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96 | |
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97 | void Model::changedMesh() |
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98 | { |
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99 | if (GameMode::showsGraphics()) |
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100 | { |
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101 | if (this->mesh_.getEntity()) |
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102 | this->detachOgreObject(this->mesh_.getEntity()); |
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103 | |
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104 | this->mesh_.setMeshSource(this->getScene()->getSceneManager(), this->meshSrc_); |
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105 | |
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106 | if (this->mesh_.getEntity()) |
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107 | { |
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108 | this->attachOgreObject(this->mesh_.getEntity()); |
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109 | this->mesh_.getEntity()->setCastShadows(this->bCastShadows_); |
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110 | this->mesh_.setVisible(this->isVisible()); |
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111 | } |
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112 | } |
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113 | if (true)//this->meshSrc_ == "assasdfff.mesh") |
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114 | { |
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115 | this->mesh_.getEntity()->setMaterialName("ToonShader"); |
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116 | } |
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117 | } |
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118 | |
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119 | void Model::changedShadows() |
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120 | { |
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121 | this->mesh_.setCastShadows(this->bCastShadows_); |
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122 | } |
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123 | |
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124 | void Model::changedVisibility() |
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125 | { |
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126 | SUPER(Model, changedVisibility); |
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127 | |
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128 | this->mesh_.setVisible(this->isVisible()); |
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129 | } |
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130 | } |
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