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engines/hpl1/engine/graphics/MaterialHandler.cpp
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108
engines/hpl1/engine/graphics/MaterialHandler.cpp
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/* 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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/*
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* Copyright (C) 2006-2010 - Frictional Games
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*
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* This file is part of HPL1 Engine.
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*/
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#include "hpl1/engine/graphics/MaterialHandler.h"
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#include "hpl1/engine/graphics/Graphics.h"
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#include "hpl1/engine/resources/ResourceImage.h"
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#include "hpl1/engine/resources/Resources.h"
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namespace hpl {
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//////////////////////////////////////////////////////////////////////////
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// CONSTRUCTORS
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//////////////////////////////////////////////////////////////////////////
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//-----------------------------------------------------------------------
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cMaterialHandler::cMaterialHandler(cGraphics *apGraphics, cResources *apResources) {
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mpGraphics = apGraphics;
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mpResources = apResources;
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}
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//-----------------------------------------------------------------------
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cMaterialHandler::~cMaterialHandler() {
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tMaterialTypeListIt it = mlstMatTypes.begin();
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for (; it != mlstMatTypes.end(); it++) {
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hplDelete(*it);
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}
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mlstMatTypes.clear();
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}
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//-----------------------------------------------------------------------
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//////////////////////////////////////////////////////////////////////////
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// PUBLIC METHODS
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//////////////////////////////////////////////////////////////////////////
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//-----------------------------------------------------------------------
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void cMaterialHandler::Add(iMaterialType *apTypedata) {
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mlstMatTypes.push_back(apTypedata);
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}
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//-----------------------------------------------------------------------
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iMaterial *cMaterialHandler::Create(tString asMatName, eMaterialPicture mPicType) {
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return Create("", asMatName, mPicType);
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}
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iMaterial *cMaterialHandler::Create(const tString &asName, tString asMatName, eMaterialPicture mPicType) {
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iMaterial *pMat = NULL;
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// cResourceImage *pImage = NULL;
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unsigned int lIdCount = 1;
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for (tMaterialTypeListIt it = mlstMatTypes.begin(); it != mlstMatTypes.end(); it++) {
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if ((*it)->IsCorrect(asMatName)) {
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pMat = (*it)->Create(asName, mpGraphics->GetLowLevel(), mpResources->GetImageManager(),
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mpResources->GetTextureManager(),
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mpGraphics->GetRenderer2D(), mpResources->GetGpuProgramManager(),
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mPicType, mpGraphics->GetRenderer3D());
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// Set an id to the material for easier rendering later on.
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pMat->SetId(lIdCount);
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break;
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}
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lIdCount++;
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}
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return pMat;
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}
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//-----------------------------------------------------------------------
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//////////////////////////////////////////////////////////////////////////
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// PRIVATE METHODS
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//////////////////////////////////////////////////////////////////////////
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//-----------------------------------------------------------------------
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//-----------------------------------------------------------------------
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} // namespace hpl
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