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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);
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__
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