放在这儿,以后查起来方便
从pdf里面copy下来格式就没了,没法看,哪位老大给整份带格式的?
[2012-02-09]
没找到,直接看代码,哪里都不如代码权威!嘿嘿!
MaterialSerializer::MaterialSerializer()
{
// Set up root attribute parsers
mRootAttribParsers.insert(AttribParserList::value_type("material", (ATTRIBUTE_PARSER)parseMaterial));
mRootAttribParsers.insert(AttribParserList::value_type("vertex_program", (ATTRIBUTE_PARSER)parseVertexProgram));
mRootAttribParsers.insert(AttribParserList::value_type("geometry_program", (ATTRIBUTE_PARSER)parseGeometryProgram));
mRootAttribParsers.insert(AttribParserList::value_type("fragment_program", (ATTRIBUTE_PARSER)parseFragmentProgram));
// Set up material attribute parsers
mMaterialAttribParsers.insert(AttribParserList::value_type("lod_distances", (ATTRIBUTE_PARSER)parseLodDistances));
mMaterialAttribParsers.insert(AttribParserList::value_type("receive_shadows", (ATTRIBUTE_PARSER)parseReceiveShadows));
mMaterialAttribParsers.insert(AttribParserList::value_type("transparency_casts_shadows", (ATTRIBUTE_PARSER)parseTransparencyCastsShadows));
mMaterialAttribParsers.insert(AttribParserList::value_type("technique", (ATTRIBUTE_PARSER)parseTechnique));
mMaterialAttribParsers.insert(AttribParserList::value_type("set_texture_alias", (ATTRIBUTE_PARSER)parseSetTextureAlias));
// Set up technique attribute parsers
mTechniqueAttribParsers.insert(AttribParserList::value_type("lod_index", (ATTRIBUTE_PARSER)parseLodIndex));
mTechniqueAttribParsers.insert(AttribParserList::value_type("shadow_caster_material", (ATTRIBUTE_PARSER)parseShadowCasterMaterial));
mTechniqueAttribParsers.insert(AttribParserList::value_type("shadow_receiver_material", (ATTRIBUTE_PARSER)parseShadowReceiverMaterial));
mTechniqueAttribParsers.insert(AttribParserList::value_type("scheme", (ATTRIBUTE_PARSER)parseScheme));
mTechniqueAttribParsers.insert(AttribParserList::value_type("gpu_vendor_rule", (ATTRIBUTE_PARSER)parseGPUVendorRule));
mTechniqueAttribParsers.insert(AttribParserList::value_type("gpu_device_rule", (ATTRIBUTE_PARSER)parseGPUDeviceRule));
mTechniqueAttribParsers.insert(AttribParserList::value_type("pass", (ATTRIBUTE_PARSER)parsePass));
// Set up pass attribute parsers
mPassAttribParsers.insert(AttribParserList::value_type("ambient", (ATTRIBUTE_PARSER)parseAmbient));
mPassAttribParsers.insert(AttribParserList::value_type("diffuse", (ATTRIBUTE_PARSER)parseDiffuse));
mPassAttribParsers.insert(AttribParserList::value_type("specular", (ATTRIBUTE_PARSER)parseSpecular));
mPassAttribParsers.insert(AttribParserList::value_type("emissive", (ATTRIBUTE_PARSER)parseEmissive));
mPassAttribParsers.insert(AttribParserList::value_type("scene_blend", (ATTRIBUTE_PARSER)parseSceneBlend));
mPassAttribParsers.insert(AttribParserList::value_type("separate_scene_blend", (ATTRIBUTE_PARSER)parseSeparateSceneBlend));
mPassAttribParsers.insert(AttribParserList::value_type("depth_check", (ATTRIBUTE_PARSER)parseDepthCheck));
mPassAttribParsers.insert(AttribParserList::value_type("depth_write", (ATTRIBUTE_PARSER)parseDepthWrite));
mPassAttribParsers.insert(AttribParserList::value_type("depth_func", (ATTRIBUTE_PARSER)parseDepthFunc));
mPassAttribParsers.insert(AttribParserList::value_type("normalise_normals", (ATTRIBUTE_PARSER)parseNormaliseNormals));
mPassAttribParsers.insert(AttribParserList::value_type("alpha_rejection", (ATTRIBUTE_PARSER)parseAlphaRejection));
mPassAttribParsers.insert(AttribParserList::value_type("alpha_to_coverage", (ATTRIBUTE_PARSER)parseAlphaToCoverage));
mPassAttribParsers.insert(AttribParserList::value_type("transparent_sorting", (ATTRIBUTE_PARSER)parseTransparentSorting));
mPassAttribParsers.insert(AttribParserList::value_type("colour_write", (ATTRIBUTE_PARSER)parseColourWrite));
mPassAttribParsers.insert(AttribParserList::value_type("light_scissor", (ATTRIBUTE_PARSER)parseLightScissor));
mPassAttribParsers.insert(AttribParserList::value_type("light_clip_planes", (ATTRIBUTE_PARSER)parseLightClip));
mPassAttribParsers.insert(AttribParserList::value_type("cull_hardware", (ATTRIBUTE_PARSER)parseCullHardware));
mPassAttribParsers.insert(AttribParserList::value_type("cull_software", (ATTRIBUTE_PARSER)parseCullSoftware));
mPassAttribParsers.insert(AttribParserList::value_type("lighting", (ATTRIBUTE_PARSER)parseLighting));
mPassAttribParsers.insert(AttribParserList::value_type("fog_override", (ATTRIBUTE_PARSER)parseFogging));
mPassAttribParsers.insert(AttribParserList::value_type("shading", (ATTRIBUTE_PARSER)parseShading));
mPassAttribParsers.insert(AttribParserList::value_type("polygon_mode", (ATTRIBUTE_PARSER)parsePolygonMode));
mPassAttribParsers.insert(AttribParserList::value_type("polygon_mode_overrideable", (ATTRIBUTE_PARSER)parsePolygonModeOverrideable));
mPassAttribParsers.insert(AttribParserList::value_type("depth_bias", (ATTRIBUTE_PARSER)parseDepthBias));
mPassAttribParsers.insert(AttribParserList::value_type("iteration_depth_bias", (ATTRIBUTE_PARSER)parseIterationDepthBias));
mPassAttribParsers.insert(AttribParserList::value_type("texture_unit", (ATTRIBUTE_PARSER)parseTextureUnit));
mPassAttribParsers.insert(AttribParserList::value_type("vertex_program_ref", (ATTRIBUTE_PARSER)parseVertexProgramRef));
mPassAttribParsers.insert(AttribParserList::value_type("geometry_program_ref", (ATTRIBUTE_PARSER)parseGeometryProgramRef));
mPassAttribParsers.insert(AttribParserList::value_type("shadow_caster_vertex_program_ref", (ATTRIBUTE_PARSER)parseShadowCasterVertexProgramRef));
mPassAttribParsers.insert(AttribParserList::value_type("shadow_receiver_vertex_program_ref", (ATTRIBUTE_PARSER)parseShadowReceiverVertexProgramRef));
mPassAttribParsers.insert(AttribParserList::value_type("shadow_receiver_fragment_program_ref", (ATTRIBUTE_PARSER)parseShadowReceiverFragmentProgramRef));
mPassAttribParsers.insert(AttribParserList::value_type("fragment_program_ref", (ATTRIBUTE_PARSER)parseFragmentProgramRef));
mPassAttribParsers.insert(AttribParserList::value_type("max_lights", (ATTRIBUTE_PARSER)parseMaxLights));
mPassAttribParsers.insert(AttribParserList::value_type("start_light", (ATTRIBUTE_PARSER)parseStartLight));
mPassAttribParsers.insert(AttribParserList::value_type("iteration", (ATTRIBUTE_PARSER)parseIteration));
mPassAttribParsers.insert(AttribParserList::value_type("point_size", (ATTRIBUTE_PARSER)parsePointSize));
mPassAttribParsers.insert(AttribParserList::value_type("point_sprites", (ATTRIBUTE_PARSER)parsePointSprites));
mPassAttribParsers.insert(AttribParserList::value_type("point_size_attenuation", (ATTRIBUTE_PARSER)parsePointAttenuation));
mPassAttribParsers.insert(AttribParserList::value_type("point_size_min", (ATTRIBUTE_PARSER)parsePointSizeMin));
mPassAttribParsers.insert(AttribParserList::value_type("point_size_max", (ATTRIBUTE_PARSER)parsePointSizeMax));
mPassAttribParsers.insert(AttribParserList::value_type("illumination_stage", (ATTRIBUTE_PARSER)parseIlluminationStage));
// Set up texture unit attribute parsers
mTextureUnitAttribParsers.insert(AttribParserList::value_type("texture_source", (ATTRIBUTE_PARSER)parseTextureSource));
mTextureUnitAttribParsers.insert(AttribParserList::value_type("texture", (ATTRIBUTE_PARSER)parseTexture));
mTextureUnitAttribParsers.insert(AttribParserList::value_type("anim_texture", (ATTRIBUTE_PARSER)parseAnimTexture));
mTextureUnitAttribParsers.insert(AttribParserList::value_type("cubic_texture", (ATTRIBUTE_PARSER)parseCubicTexture));
mTextureUnitAttribParsers.insert(AttribParserList::value_type("binding_type", (ATTRIBUTE_PARSER)parseBindingType));
mTextureUnitAttribParsers.insert(AttribParserList::value_type("tex_coord_set", (ATTRIBUTE_PARSER)parseTexCoord));
mTextureUnitAttribParsers.insert(AttribParserList::value_type("tex_address_mode", (ATTRIBUTE_PARSER)parseTexAddressMode));
mTextureUnitAttribParsers.insert(AttribParserList::value_type("tex_border_colour", (ATTRIBUTE_PARSER)parseTexBorderColour));
mTextureUnitAttribParsers.insert(AttribParserList::value_type("colour_op", (ATTRIBUTE_PARSER)parseColourOp));
mTextureUnitAttribParsers.insert(AttribParserList::value_type("colour_op_ex", (ATTRIBUTE_PARSER)parseColourOpEx));
mTextureUnitAttribParsers.insert(AttribParserList::value_type("colour_op_multipass_fallback", (ATTRIBUTE_PARSER)parseColourOpFallback));
mTextureUnitAttribParsers.insert(AttribParserList::value_type("alpha_op_ex", (ATTRIBUTE_PARSER)parseAlphaOpEx));
mTextureUnitAttribParsers.insert(AttribParserList::value_type("env_map", (ATTRIBUTE_PARSER)parseEnvMap));
mTextureUnitAttribParsers.insert(AttribParserList::value_type("scroll", (ATTRIBUTE_PARSER)parseScroll));
mTextureUnitAttribParsers.insert(AttribParserList::value_type("scroll_anim", (ATTRIBUTE_PARSER)parseScrollAnim));
mTextureUnitAttribParsers.insert(AttribParserList::value_type("rotate", (ATTRIBUTE_PARSER)parseRotate));
mTextureUnitAttribParsers.insert(AttribParserList::value_type("rotate_anim", (ATTRIBUTE_PARSER)parseRotateAnim));
mTextureUnitAttribParsers.insert(AttribParserList::value_type("scale", (ATTRIBUTE_PARSER)parseScale));
mTextureUnitAttribParsers.insert(AttribParserList::value_type("wave_xform", (ATTRIBUTE_PARSER)parseWaveXform));
mTextureUnitAttribParsers.insert(AttribParserList::value_type("transform", (ATTRIBUTE_PARSER)parseTransform));
mTextureUnitAttribParsers.insert(AttribParserList::value_type("filtering", (ATTRIBUTE_PARSER)parseFiltering));
mTextureUnitAttribParsers.insert(AttribParserList::value_type("max_anisotropy", (ATTRIBUTE_PARSER)parseAnisotropy));
mTextureUnitAttribParsers.insert(AttribParserList::value_type("texture_alias", (ATTRIBUTE_PARSER)parseTextureAlias));
mTextureUnitAttribParsers.insert(AttribParserList::value_type("mipmap_bias", (ATTRIBUTE_PARSER)parseMipmapBias));
mTextureUnitAttribParsers.insert(AttribParserList::value_type("content_type", (ATTRIBUTE_PARSER)parseContentType));
// Set up program reference attribute parsers
mProgramRefAttribParsers.insert(AttribParserList::value_type("param_indexed", (ATTRIBUTE_PARSER)parseParamIndexed));
mProgramRefAttribParsers.insert(AttribParserList::value_type("param_indexed_auto", (ATTRIBUTE_PARSER)parseParamIndexedAuto));
mProgramRefAttribParsers.insert(AttribParserList::value_type("param_named", (ATTRIBUTE_PARSER)parseParamNamed));
mProgramRefAttribParsers.insert(AttribParserList::value_type("param_named_auto", (ATTRIBUTE_PARSER)parseParamNamedAuto));
// Set up program definition attribute parsers
mProgramAttribParsers.insert(AttribParserList::value_type("source", (ATTRIBUTE_PARSER)parseProgramSource));
mProgramAttribParsers.insert(AttribParserList::value_type("syntax", (ATTRIBUTE_PARSER)parseProgramSyntax));
mProgramAttribParsers.insert(AttribParserList::value_type("includes_skeletal_animation", (ATTRIBUTE_PARSER)parseProgramSkeletalAnimation));
mProgramAttribParsers.insert(AttribParserList::value_type("includes_morph_animation", (ATTRIBUTE_PARSER)parseProgramMorphAnimation));
mProgramAttribParsers.insert(AttribParserList::value_type("includes_pose_animation", (ATTRIBUTE_PARSER)parseProgramPoseAnimation));
mProgramAttribParsers.insert(AttribParserList::value_type("uses_vertex_texture_fetch", (ATTRIBUTE_PARSER)parseProgramVertexTextureFetch));
mProgramAttribParsers.insert(AttribParserList::value_type("default_params", (ATTRIBUTE_PARSER)parseDefaultParams));
// Set up program default param attribute parsers
mProgramDefaultParamAttribParsers.insert(AttribParserList::value_type("param_indexed", (ATTRIBUTE_PARSER)parseParamIndexed));
mProgramDefaultParamAttribParsers.insert(AttribParserList::value_type("param_indexed_auto", (ATTRIBUTE_PARSER)parseParamIndexedAuto));
mProgramDefaultParamAttribParsers.insert(AttribParserList::value_type("param_named", (ATTRIBUTE_PARSER)parseParamNamed));
mProgramDefaultParamAttribParsers.insert(AttribParserList::value_type("param_named_auto", (ATTRIBUTE_PARSER)parseParamNamedAuto));
mScriptContext.section = MSS_NONE;
mScriptContext.material.setNull();
mScriptContext.technique = 0;
mScriptContext.pass = 0;
mScriptContext.textureUnit = 0;
mScriptContext.program.setNull();
mScriptContext.lineNo = 0;
mScriptContext.filename.clear();
mScriptContext.techLev = -1;
mScriptContext.passLev = -1;
mScriptContext.stateLev = -1;
mBuffer.clear();
}
posted on 2008-04-30 03:49
七星重剑 阅读(1116)
评论(0) 编辑 收藏 引用 所属分类:
Game Graphics 、
OGRE