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96 lines
2.4 KiB
C++
96 lines
2.4 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM 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 program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program 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
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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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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Texture() :
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_width(0), _height(0), _colorFormat(0), _bpp(0), _hasAlpha(false), _texture(nullptr), _data(nullptr), _isShared(false) {};
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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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uint8 *_data;
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bool _isShared;
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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(Common::SeekableReadStream *data);
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void initEMI(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, bool clamp);
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void reload(CMap *cmap);
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// Load this texture into the GL context
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virtual 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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virtual ~Material();
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protected:
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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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bool _clampTexture;
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};
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} // end of namespace Grim
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#endif
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