khanat-opennel-code/code/nel/src/3d/register_3d.cpp

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2010-05-06 00:08:41 +00:00
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#include "std3d.h"
#include "nel/3d/register_3d.h"
#include "nel/3d/texture_font.h"
#include "nel/3d/texture_file.h"
#include "nel/3d/texture_blank.h"
#include "nel/3d/texture_mem.h"
#include "nel/3d/texture_grouped.h"
#include "nel/3d/texture_cube.h"
#include "nel/3d/mesh.h"
#include "nel/3d/mesh_multi_lod.h"
#include "nel/3d/skeleton_shape.h"
#include "nel/3d/track_keyframer.h"
#include "nel/3d/ps_util.h"
#include "nel/3d/mesh_mrm.h"
#include "nel/3d/mesh_mrm_skinned.h"
#include "nel/3d/flare_shape.h"
#include "nel/3d/water_shape.h"
#include "nel/3d/seg_remanence_shape.h"
#include "nel/3d/texture_bump.h"
#include "nel/3d/texture_emboss.h"
#include "nel/3d/texture_blend.h"
#include "nel/3d/texture_multi_file.h"
#include "nel/3d/meshvp_wind_tree.h"
#include "nel/3d/meshvp_per_pixel_light.h"
#include "nel/3d/track_sampled_quat.h"
#include "nel/3d/track_sampled_vector.h"
#include "nel/3d/packed_zone.h"
namespace NL3D
{
// ****************************************************************************
2010-05-06 00:08:41 +00:00
void registerSerial3d()
{
static bool bInitialized=false;
if (!bInitialized)
{
// Textures.
NLMISC_REGISTER_CLASS(CTextureFile);
NLMISC_REGISTER_CLASS(CTextureBlank);
NLMISC_REGISTER_CLASS(CTextureMem);
NLMISC_REGISTER_CLASS(CTextureFont);
NLMISC_REGISTER_CLASS(CTextureGrouped);
NLMISC_REGISTER_CLASS(CTextureCube);
NLMISC_REGISTER_CLASS(CTextureBump);
NLMISC_REGISTER_CLASS(CTextureEmboss);
NLMISC_REGISTER_CLASS(CTextureBlend);
NLMISC_REGISTER_CLASS(CTextureMultiFile);
// Track
NLMISC_REGISTER_CLASS(CTrackKeyFramerTCBFloat);
NLMISC_REGISTER_CLASS(CTrackKeyFramerTCBVector);
NLMISC_REGISTER_CLASS(CTrackKeyFramerTCBQuat);
NLMISC_REGISTER_CLASS(CTrackKeyFramerTCBInt);
NLMISC_REGISTER_CLASS(CTrackKeyFramerTCBRGBA);
NLMISC_REGISTER_CLASS(CTrackKeyFramerBezierFloat);
NLMISC_REGISTER_CLASS(CTrackKeyFramerBezierVector);
NLMISC_REGISTER_CLASS(CTrackKeyFramerBezierQuat);
NLMISC_REGISTER_CLASS(CTrackKeyFramerBezierInt);
NLMISC_REGISTER_CLASS(CTrackKeyFramerBezierRGBA);
NLMISC_REGISTER_CLASS(CTrackKeyFramerLinearFloat);
NLMISC_REGISTER_CLASS(CTrackKeyFramerLinearVector);
NLMISC_REGISTER_CLASS(CTrackKeyFramerLinearQuat);
NLMISC_REGISTER_CLASS(CTrackKeyFramerLinearInt);
NLMISC_REGISTER_CLASS(CTrackKeyFramerLinearRGBA);
NLMISC_REGISTER_CLASS(CTrackKeyFramerConstFloat);
NLMISC_REGISTER_CLASS(CTrackKeyFramerConstVector);
NLMISC_REGISTER_CLASS(CTrackKeyFramerConstQuat);
NLMISC_REGISTER_CLASS(CTrackKeyFramerConstInt);
NLMISC_REGISTER_CLASS(CTrackKeyFramerConstString);
NLMISC_REGISTER_CLASS(CTrackKeyFramerConstBool);
NLMISC_REGISTER_CLASS(CTrackKeyFramerConstRGBA);
NLMISC_REGISTER_CLASS(CTrackDefaultFloat);
NLMISC_REGISTER_CLASS(CTrackDefaultVector);
NLMISC_REGISTER_CLASS(CTrackDefaultQuat);
NLMISC_REGISTER_CLASS(CTrackDefaultInt);
NLMISC_REGISTER_CLASS(CTrackDefaultString);
NLMISC_REGISTER_CLASS(CTrackDefaultBool);
NLMISC_REGISTER_CLASS(CTrackDefaultRGBA);
NLMISC_REGISTER_CLASS(CTrackSampledQuat);
NLMISC_REGISTER_CLASS(CTrackSampledVector);
// Particle system
CPSUtil::registerSerialParticleSystem();
// Don't register CTextureCroos,, since local, and not designed to be serialised.
// Shapes.
NLMISC_REGISTER_CLASS(CMesh);
NLMISC_REGISTER_CLASS(CMeshGeom);
NLMISC_REGISTER_CLASS(CSkeletonShape);
NLMISC_REGISTER_CLASS(CMeshMRM);
NLMISC_REGISTER_CLASS(CMeshMRMGeom);
NLMISC_REGISTER_CLASS(CMeshMRMSkinned);
NLMISC_REGISTER_CLASS(CMeshMRMSkinnedGeom);
NLMISC_REGISTER_CLASS(CMeshMultiLod);
NLMISC_REGISTER_CLASS(CFlareShape);
NLMISC_REGISTER_CLASS(CWaterShape);
NLMISC_REGISTER_CLASS(CWaveMakerShape);
NLMISC_REGISTER_CLASS(CSegRemanenceShape);
// Shapes VPs.
NLMISC_REGISTER_CLASS(CMeshVPWindTree);
NLMISC_REGISTER_CLASS(CMeshVPPerPixelLight);
// Packed collisions
NLMISC_REGISTER_CLASS(CPackedZone16);
NLMISC_REGISTER_CLASS(CPackedZone32);
bInitialized=true;
}
}
} // NL3D