/usr/include/crystalspace-2.0/iengine/material.h is in libcrystalspace-dev 2.0+dfsg-1build1.
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Copyright (C) 2000 by Jorrit Tyberghein
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Library General Public
License as published by the Free Software Foundation; either
version 2 of the License, or (at your option) any later version.
This library 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
Library General Public License for more details.
You should have received a copy of the GNU Library General Public
License along with this library; if not, write to the Free
Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
*/
#ifndef __CS_IENGINE_MATERIAL_H__
#define __CS_IENGINE_MATERIAL_H__
#include "csutil/scf.h"
#include "iutil/strset.h"
#include "ivideo/shader/shader.h"
/**\file
* Material interfaces
*/
/**
* \addtogroup engine3d_textures
* @{ */
struct iMaterial;
struct iTextureManager;
struct iTextureWrapper;
struct iObject;
/**
* A material wrapper is an engine-level object that wraps around an actual
* material (iMaterial). Every material in the engine is represented by a
* material wrapper, which keeps the pointer to the material and its name, and
* possibly the base material object.
*
* Main creators of instances implementing this interface:
* - iEngine::CreateMaterial()
* - iMaterialList::NewMaterial()
*
* Main ways to get pointers to this interface:
* - iEngine::FindMaterial()
* - iMaterialList::Get()
* - iMaterialList::FindByName()
* - iLoaderContext::FindMaterial()
* - iLoaderContext::FindNamedMaterial()
* - iMeshObject::GetMaterialWrapper()
* - Various state interfaces for mesh objects.
*
* Main users of this interface:
* - iEngine
* - Mesh objects
*/
struct iMaterialWrapper : public virtual iBase
{
SCF_INTERFACE (iMaterialWrapper, 0, 0, 5);
/// Get the iObject for this material.
virtual iObject *QueryObject() = 0;
/**
* Change the base material. Note: The changes will not be visible until
* you re-register the material.
*/
virtual void SetMaterial (iMaterial* material) = 0;
/// Get the original material.
virtual iMaterial* GetMaterial () = 0;
/**
* Visit this material. This should be called by the engine right
* before using the material. It will call Visit() on all textures
* that are used.
*/
virtual void Visit () = 0;
/**
* Return true if it is needed to call Visit().
*/
virtual bool IsVisitRequired () const = 0;
};
/**
* This interface represents the engine part of the material definition.
* Using this interface you will be able to access the original texture
* wrappers that were used to create the material. If you have something
* that implements iMaterial you can query for iMaterialEngine.
* So this interface basically augments iMaterial with engine specific
* features.
*
* Main ways to get pointers to this interface:
* - scfQueryInterface<iMaterialEngine>() from iMaterial
*/
struct iMaterialEngine : public virtual iBase
{
SCF_INTERFACE (iMaterialEngine, 2, 0, 0);
/**
* Get the base texture from the material.
*/
virtual iTextureWrapper *GetTextureWrapper () = 0;
/**
* Get a texture by name.
*/
virtual iTextureWrapper* GetTextureWrapper (CS::ShaderVarStringID name) = 0;
/**
* Visit all textures.
*/
virtual void Visit () = 0;
/**
* Return true if it is needed to call Visit().
*/
virtual bool IsVisitRequired () const = 0;
};
/**
* This class represents a list of materials.
*
* Main ways to get pointers to this interface:
* - iEngine::GetMaterialList()
*
* Main users of this interface:
* - iEngine
*/
struct iMaterialList : public virtual iBase
{
SCF_INTERFACE (iMaterialList, 2, 0, 0);
/// Create a new material.
virtual iMaterialWrapper* NewMaterial (iMaterial* material,
const char* name) = 0;
/// Create a new material, don't add it to the engine list.
virtual csPtr<iMaterialWrapper> CreateMaterial (iMaterial* material,
const char* name) = 0;
/// Return the number of materials in this list
virtual int GetCount () const = 0;
/// Return a material by index
virtual iMaterialWrapper *Get (int n) const = 0;
/// Add a material
virtual int Add (iMaterialWrapper *obj) = 0;
/// Remove a material
virtual bool Remove (iMaterialWrapper *obj) = 0;
/// Remove the nth material
virtual bool Remove (int n) = 0;
/// Remove all materials
virtual void RemoveAll () = 0;
/// Find a material and return its index
virtual int Find (iMaterialWrapper *obj) const = 0;
/// Find a material by name
virtual iMaterialWrapper *FindByName (const char *Name) const = 0;
};
/** @} */
#endif // __CS_IENGINE_MATERIAL_H__
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