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90 lines
2.4 KiB
C++
90 lines
2.4 KiB
C++
/* ResidualVM - A 3D game interpreter
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*
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* ResidualVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
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*
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*/
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#ifndef GRIM_MATERIAL_H
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#define GRIM_MATERIAL_H
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#include "engines/grim/object.h"
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namespace Grim {
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class CMap;
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class Texture {
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public:
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int _width;
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int _height;
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int _colorFormat;
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int _bpp;
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bool _hasAlpha;
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void *_texture;
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char *_data;
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};
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class MaterialData {
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public:
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MaterialData(const Common::String &filename, Common::SeekableReadStream *data, CMap *cmap);
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~MaterialData();
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static MaterialData *getMaterialData(const Common::String &filename, Common::SeekableReadStream *data, CMap *cmap);
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static Common::List<MaterialData *> *_materials;
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Common::String _fname;
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const ObjectPtr<CMap> _cmap;
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int _numImages;
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Texture *_textures;
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int _refCount;
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private:
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void initGrim(const Common::String &filename, Common::SeekableReadStream *data, CMap *cmap);
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void initEMI(const Common::String &filename, Common::SeekableReadStream *data);
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};
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class Material : public Object {
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public:
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// Load a texture from the given data.
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Material(const Common::String &filename, Common::SeekableReadStream *data, CMap *cmap);
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void reload(CMap *cmap);
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// Load this texture into the GL context
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void select() const;
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// Set which image in an animated texture to use
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void setActiveTexture(int n);
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int getNumTextures() const;
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int getActiveTexture() const;
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const Common::String &getFilename() const;
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MaterialData *getData() const;
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~Material();
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private:
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MaterialData *_data;
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int _currImage;
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};
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} // end of namespace Grim
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#endif
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