/* 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 . * */ /* * 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