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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
/*
* Copyright (C) 2006-2010 - Frictional Games
*
* This file is part of HPL1 Engine.
*/
#include "hpl1/engine/graphics/MaterialHandler.h"
#include "hpl1/engine/graphics/Graphics.h"
#include "hpl1/engine/resources/ResourceImage.h"
#include "hpl1/engine/resources/Resources.h"
namespace hpl {
//////////////////////////////////////////////////////////////////////////
// CONSTRUCTORS
//////////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------
cMaterialHandler::cMaterialHandler(cGraphics *apGraphics, cResources *apResources) {
mpGraphics = apGraphics;
mpResources = apResources;
}
//-----------------------------------------------------------------------
cMaterialHandler::~cMaterialHandler() {
tMaterialTypeListIt it = mlstMatTypes.begin();
for (; it != mlstMatTypes.end(); it++) {
hplDelete(*it);
}
mlstMatTypes.clear();
}
//-----------------------------------------------------------------------
//////////////////////////////////////////////////////////////////////////
// PUBLIC METHODS
//////////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------
void cMaterialHandler::Add(iMaterialType *apTypedata) {
mlstMatTypes.push_back(apTypedata);
}
//-----------------------------------------------------------------------
iMaterial *cMaterialHandler::Create(tString asMatName, eMaterialPicture mPicType) {
return Create("", asMatName, mPicType);
}
iMaterial *cMaterialHandler::Create(const tString &asName, tString asMatName, eMaterialPicture mPicType) {
iMaterial *pMat = NULL;
// cResourceImage *pImage = NULL;
unsigned int lIdCount = 1;
for (tMaterialTypeListIt it = mlstMatTypes.begin(); it != mlstMatTypes.end(); it++) {
if ((*it)->IsCorrect(asMatName)) {
pMat = (*it)->Create(asName, mpGraphics->GetLowLevel(), mpResources->GetImageManager(),
mpResources->GetTextureManager(),
mpGraphics->GetRenderer2D(), mpResources->GetGpuProgramManager(),
mPicType, mpGraphics->GetRenderer3D());
// Set an id to the material for easier rendering later on.
pMat->SetId(lIdCount);
break;
}
lIdCount++;
}
return pMat;
}
//-----------------------------------------------------------------------
//////////////////////////////////////////////////////////////////////////
// PRIVATE METHODS
//////////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------
//-----------------------------------------------------------------------
} // namespace hpl
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