/* 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 . * */ #ifndef GRIM_MATERIAL_H #define GRIM_MATERIAL_H #include "engines/grim/object.h" namespace Grim { class CMap; class Texture { public: Texture() : _width(0), _height(0), _bpp(0), _hasAlpha(false), _texture(nullptr), _data(nullptr), _isShared(false) {}; int _width; int _height; int _bpp; bool _hasAlpha; void *_texture; uint8 *_data; bool _isShared; }; class MaterialData { public: MaterialData(const Common::String &filename, Common::SeekableReadStream *data, CMap *cmap); ~MaterialData(); static MaterialData *getMaterialData(const Common::String &filename, Common::SeekableReadStream *data, CMap *cmap); static Common::List *_materials; Common::String _fname; const ObjectPtr _cmap; int _numImages; Texture **_textures; int _refCount; private: void initGrim(Common::SeekableReadStream *data); void initEMI(Common::SeekableReadStream *data); }; class Material : public Object { public: // Load a texture from the given data. Material(const Common::String &filename, Common::SeekableReadStream *data, CMap *cmap, bool clamp); void reload(CMap *cmap); // Load this texture into the GL context virtual void select() const; // Set which image in an animated texture to use void setActiveTexture(int n); int getNumTextures() const; int getActiveTexture() const; const Common::String &getFilename() const; MaterialData *getData() const; virtual ~Material(); protected: Material(); private: MaterialData *_data; int _currImage; bool _clampTexture; }; } // end of namespace Grim #endif