Irrlicht 3D Engine: IQ3Shader.h File Reference

| Irrlicht 3D Engine |

Classes | Namespaces | Typedefs | Enumerations | Functions
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< IEntity > irr::scene::quake3::tQ3EntityList
- typedef core::array
  < core::stringc > irr::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::stringc & irr::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)