/usr/include/crystalspace-2.0/ivideo/material.h is in libcrystalspace-dev 2.0+dfsg-1build1.
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1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 | /*
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_IVIDEO_MATERIAL_H__
#define __CS_IVIDEO_MATERIAL_H__
/**\file
* Material interface
*/
/**
* \addtogroup gfx3d
* @{ */
#include "csutil/scf_interface.h"
#include "csutil/strset.h"
#include "ivideo/shader/shader.h"
/// Name string for the material "diffuse" texture
#define CS_MATERIAL_TEXTURE_DIFFUSE "tex diffuse"
struct iTextureHandle;
struct csRGBpixel;
/**
* This class represents a material as seen from the engine
* view. Because it is also a shader variable context it can be used directly
* for rendering.
*
* Main creators of instances implementing this interface:
* - iEngine::CreateBaseMaterial()
*
* Main ways to get pointers to this interface:
* - iMaterialWrapper::GetMaterial()
*
* Main users of this interface:
* - 3D renderer implementations (iGraphics3D).
*/
struct iMaterial : public virtual iShaderVariableContext
{
SCF_INTERFACE (iMaterial, 2, 2, 1);
/**
* Associate a shader with a shader type
*/
virtual void SetShader (csStringID type, iShader* shader) = 0;
/**
* Get shader associated with a shader type
*/
virtual iShader* GetShader (csStringID type) = 0;
/**
* Get all Shaders.
*/
virtual const csHash<csRef<iShader>, csStringID>& GetShaders() const =0;
/**
* Get the base ("tex diffuse") texture from the material.
* \remarks A material can have an arbitrary number of textures attached,
* however not necessarily a diffuse texture.
* What texture is used to what effect depends on the actual shader(s) used
* at runtime.
*/
virtual iTextureHandle *GetTexture () = 0;
/**
* Get a texture from the material.
* \remarks A material can have an arbitrary number of textures attached.
* What texture is used to what effect depends on the actual shader(s) used
* at runtime.
*/ // A link to a list of common texture names would be great.
virtual iTextureHandle* GetTexture (CS::ShaderVarStringID name) = 0;
/**
* Get shader for the first type from \a types that as a shader attached.
*/
virtual iShader* GetFirstShader (const csStringID* types,
size_t numTypes) = 0;
};
/** @} */
#endif // __CS_IVIDEO_MATERIAL_H__
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