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/*
   model/material.h
   This file is part of the Osirion project and is distributed under
   the terms of the GNU General Public License version 2
*/

#ifndef __INCLUDED_MODEL_MATERIAL_H__
#define __INCLUDED_MODEL_MATERIAL_H__

#include "model/layer.h"

#include <string>
#include <list>
#include <map>

namespace model
{

/**
 * @brief fragment material properties
 * */
class Material
{
public:
	/**
	 * @brief function pointer type the image loader hook
	 * */
	typedef void(* ImageLoaderFuncPtr)(Layer *);
	
	/**
	 * @brief type definition for the material registry
	 * */
	typedef std::map<std::string, Material *> Registry;
	
	/**
	 * @brief type definition for the material layers list
	 * */
	 typedef std::list<Layer *> Layers;
	
	/**
	 * @brief material  surface flags
	 * */
	enum SurfaceFlags
	{ 		
		FlagNone = 0,
		FlagIgnore = 1, 
		FlagClip = 2, 
		FlagOrigin = 4, 
		FlagDecal = 8, 
		FlagBounds = 16 
	};

	Material(const std::string &name);

	~Material();
	
	void print();

	/* ---- inspectors ----------------------------------------- */

	/**
	 * @brief returns the name of the material
	 * */
	inline const std::string &name() const 
	{
		return material_name;
	}

	/**
	 * @brief returns the size of the material, in pixels
	 */
	inline const math::Vector2f & size() const 
	{
		return material_size;
	}
	
	/**
	 * @brief return the flags for this material
	 * @see Flags
	 * */
	inline const int flags() const 
	{
		return material_flags;
	}

	/**
	 * @brief returns true if the material has the requested flag set
	 * */
	inline bool has_flag(const SurfaceFlags surfaceflag) const {
		return ((material_flags & surfaceflag) == surfaceflag);
	}
	
	/**
	 * @brief returns true if the material has the Clip flag set
	 * @see flags()
	 * */
	inline bool has_flag_clip() const
	{
		return (has_flag(FlagClip));
	}
	
	/**
	 * @brief returns true if the material has the Ignore flag set
	 * @see flags()
	 * */
	inline bool has_flag_ignore() const
	{
		return (has_flag(FlagIgnore));
	}
	
	/**
	 * @brief returns true if the material has the Origin flag set
	 * @see flags()
	 * */
	inline bool has_flag_origin() const
	{
		return (has_flag(FlagOrigin));
	}
	
	/**
	 * @brief returns true if the material has the Bounds flag set
	 * @see flags()
	 * */
	inline bool has_flag_bounds() const
	{
		return (has_flag(FlagBounds));
	}
		
	/* ---- mutators ------------------------------------------- */
	
	/**
	 * @brief set a specified surface flag
	 * @see flags()
	 * */
	inline void set_flags(const SurfaceFlags flags)
	{
		material_flags |= flags;
	}

	/**
	 * @brief clear a specified surface flag
	 * @see flags()
	 * */
	inline void unset_flags(const SurfaceFlags flags)
	{
		material_flags &= ~flags;
	}
	
	void set_size(const math::Vector2f & size);
	
	/**
	 * @brief layers in this material
	 * */
	 inline const Layers & layers() const
	 {
		 return material_layers;
	 }
	 
	 /**
	 * @brief layers in this material
	 * */
	 inline Layers & layers()
	 {
		 return material_layers;
	 }
	 
	 /**
	  * @brief add a new layer to the material
	  * */
	 Layer *add_layer();

	/* ---- static ----------------------------------------------------- */
	
	/**
	 * @brief material registry
	 * */
	static inline Registry & registry()
	{
		return material_registry;
	}

	/**
	 * @brief initialize material registry
	 * reads materials from the shader files listed in shaderlist.txt
	 * */
	static void init();

	/**
	 * @brief shutdown material registry
	 */
	static void shutdown();

	/**
	 * @brief clear material registry
	 * */
	static void clear();

	/**
	 * @brief print registered materials to the system console
	 */
	static void list();

	/**
	 * @brief load a material into the registry
	 * If a material with the requested name already exists, it will be returned.
	 * If it doesnt, a mew material will be created, containing a single layer
	 * with a texture with the same name as the material.
	 * @param ui_texture set to true if the material is a material used by the user interface
	 * */
	static Material *load(const std::string &name, const bool ui_texture=false);
	
	/**
	 * @brief find a material in the registry
	 * */
	static Material *find(const std::string &name);
	
	/**
	 * @brief add a new material to the registry.
	 * */
	static Material *add(const std::string &name);

	static void set_imageloader_func(ImageLoaderFuncPtr func);

private:
	Layers				material_layers;
	std::string			material_name;
	int				material_flags;
	math::Vector2f			material_size;
	
	static Registry			material_registry;
	static ImageLoaderFuncPtr	material_imageloaderfunc;
	
	static void load_shaderfile(const std::string &shadername);
};

}

#endif // __INCLUDED_MODEL_MATERIAL_H__