//----------------------------------------------------------------------------- // 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(©); explicit MaterialList(const MaterialList*); const Vector &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 mMatInstList; protected: String mLookupPath; Vector mMaterialNames; //!< Material 'mapTo' targets virtual void mapMaterial( U32 index ); private: enum Constants { BINARY_FILE_VERSION = 1 }; }; #endif // _MATERIALLIST_H_