Torque3D/Engine/source/materials/materialList.h
2012-09-19 11:15:01 -04:00

107 lines
3.6 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#ifndef _MATERIALLIST_H_
#define _MATERIALLIST_H_
#ifndef _TVECTOR_H_
#include "core/util/tVector.h"
#endif
#ifndef _GFXTEXTUREHANDLE_H_
#include "gfx/gfxTextureHandle.h"
#endif
class Material;
class BaseMatInstance;
class Stream;
class GFXVertexFormat;
class FeatureSet;
class MaterialList
{
public:
MaterialList();
MaterialList(U32 materialCount, const char **materialNames);
virtual ~MaterialList();
/// Note: this is not to be confused with MaterialList(const MaterialList&). Copying
/// a material list in the middle of it's lifetime is not a good thing, so we force
/// it to copy at construction time by restricting the copy syntax to
/// ML* pML = new ML(&copy);
explicit MaterialList(const MaterialList*);
const Vector<String> &getMaterialNameList() const { return mMaterialNames; }
const String &getMaterialName(U32 index) const { return mMaterialNames[index]; }
GFXTextureObject *getDiffuseTexture(U32 index);
void setTextureLookupPath(const String& path) { mLookupPath = path; }
void setMaterialName(U32 index, const String& name);
void set(U32 materialCount, const char **materialNames);
U32 push_back(const String &filename, Material* = 0);
virtual void free();
void clearMatInstList();
bool empty() const { return mMaterialNames.empty(); }
U32 size() const { return (U32)mMaterialNames.size(); }
bool read(Stream &stream);
bool write(Stream &stream);
bool readText(Stream &stream, U8 firstByte);
bool readText(Stream &stream);
bool writeText(Stream &stream);
void mapMaterials();
/// Initialize material instances in material list.
void initMatInstances( const FeatureSet &features,
const GFXVertexFormat *vertexFormat );
/// Return the material instance or NULL if the
/// index is out of bounds.
inline BaseMatInstance* getMaterialInst( U32 index ) const
{
return index < mMatInstList.size() ? mMatInstList[index] : NULL;
}
void setMaterialInst( BaseMatInstance *matInst, U32 index );
// Needs to be accessible if were going to freely edit instances
Vector<BaseMatInstance*> mMatInstList;
protected:
String mLookupPath;
Vector<String> mMaterialNames; //!< Material 'mapTo' targets
virtual void mapMaterial( U32 index );
private:
enum Constants { BINARY_FILE_VERSION = 1 };
};
#endif // _MATERIALLIST_H_