mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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107 lines
3.6 KiB
C++
107 lines
3.6 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef _MATERIALLIST_H_
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#define _MATERIALLIST_H_
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#ifndef _TVECTOR_H_
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#include "core/util/tVector.h"
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#endif
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#ifndef _GFXTEXTUREHANDLE_H_
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#include "gfx/gfxTextureHandle.h"
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#endif
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class Material;
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class BaseMatInstance;
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class Stream;
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class GFXVertexFormat;
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class FeatureSet;
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class MaterialList
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{
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public:
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MaterialList();
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MaterialList(U32 materialCount, const char **materialNames);
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virtual ~MaterialList();
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/// Note: this is not to be confused with MaterialList(const MaterialList&). Copying
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/// a material list in the middle of it's lifetime is not a good thing, so we force
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/// it to copy at construction time by restricting the copy syntax to
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/// ML* pML = new ML(©);
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explicit MaterialList(const MaterialList*);
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const Vector<String> &getMaterialNameList() const { return mMaterialNames; }
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const String &getMaterialName(U32 index) const { return mMaterialNames[index]; }
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GFXTextureObject *getDiffuseTexture(U32 index);
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void setTextureLookupPath(const String& path) { mLookupPath = path; }
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void setMaterialName(U32 index, const String& name);
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void set(U32 materialCount, const char **materialNames);
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U32 push_back(const String &filename, Material* = 0);
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virtual void free();
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void clearMatInstList();
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bool empty() const { return mMaterialNames.empty(); }
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U32 size() const { return (U32)mMaterialNames.size(); }
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bool read(Stream &stream);
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bool write(Stream &stream);
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bool readText(Stream &stream, U8 firstByte);
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bool readText(Stream &stream);
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bool writeText(Stream &stream);
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void mapMaterials();
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/// Initialize material instances in material list.
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void initMatInstances( const FeatureSet &features,
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const GFXVertexFormat *vertexFormat );
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/// Return the material instance or NULL if the
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/// index is out of bounds.
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inline BaseMatInstance* getMaterialInst( U32 index ) const
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{
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return index < mMatInstList.size() ? mMatInstList[index] : NULL;
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}
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void setMaterialInst( BaseMatInstance *matInst, U32 index );
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// Needs to be accessible if were going to freely edit instances
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Vector<BaseMatInstance*> mMatInstList;
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protected:
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String mLookupPath;
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Vector<String> mMaterialNames; //!< Material 'mapTo' targets
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virtual void mapMaterial( U32 index );
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private:
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enum Constants { BINARY_FILE_VERSION = 1 };
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};
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#endif // _MATERIALLIST_H_
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