/**************************************************************************** Copyright (c) 2015 Chukong Technologies Inc. http://www.cocos2d-x.org Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. Ideas taken from: - GamePlay3D: http://gameplay3d.org/ - OGRE3D: http://www.ogre3d.org/ - Qt3D: http://qt-project.org/ ****************************************************************************/ #ifndef __cocos2d_libs__CCMaterial__ #define __cocos2d_libs__CCMaterial__ #include #include "renderer/CCRenderState.h" #include "renderer/CCTechnique.h" #include "base/CCRef.h" #include "base/CCVector.h" #include "math/Vec2.h" #include "math/Vec3.h" #include "math/Vec4.h" #include "math/Mat4.h" #include "platform/CCPlatformMacros.h" NS_CC_BEGIN class Technique; class Pass; class GLProgramState; class Node; class Properties; /// Material class CC_DLL Material : public RenderState { friend class Node; friend class Technique; friend class Pass; friend class MeshCommand; friend class Renderer; friend class Mesh; public: /** * Creates a Material using the data from the Properties object defined at the specified URL, * where the URL is of the format ".#//.../" * (and "#//.../" is optional). * * @param url The URL pointing to the Properties object defining the material. * * @return A new Material or NULL if there was an error. */ static Material* createWithFilename(const std::string& path); /** Creates a Material with a GLProgramState. It will only contain one Technique and one Pass. Added in order to support legacy code. */ static Material* createWithGLStateProgram(GLProgramState* programState); /** * Creates a material from the specified properties object. * * @param materialProperties The properties object defining the * material (must have namespace equal to 'material'). * @return A new Material. */ static Material* createWithProperties(Properties* materialProperties); /// returns the material name std::string getName() const; /// sets the material name void setName(const std::string& name); /** Returns a Technique by its name. returns `nullptr` if the Technique can't be found. */ Technique* getTechniqueByName(const std::string& name); /** Returns a Technique by index. returns `nullptr` if the index is invalid. */ Technique* getTechniqueByIndex(ssize_t index); /** Returns the Technique used by the Material */ Technique* getTechnique() const; /** Returns the list of Techniques */ const Vector& getTechniques() const; /** Returns the number of Techniques in the Material. */ ssize_t getTechniqueCount() const; /** Adds a Technique into the Material */ void addTechnique(Technique* technique); /** Sets the current technique */ void setTechnique(const std::string& techniqueName); /** returns a clone (deep-copy) of the material */ Material* clone() const; protected: Material(); ~Material(); bool initWithGLProgramState(GLProgramState* state); bool initWithFile(const std::string& file); bool initWithProperties(Properties* materialProperties); void setTarget(Node* target); bool parseProperties(Properties* properties); bool parseTechnique(Properties* properties); bool parsePass(Technique* technique, Properties* properties); bool parseSampler(Pass* pass, Properties* properties); bool parseShader(Pass* pass, Properties* properties); bool parseUniform(GLProgramState* programState, Properties* properties, const char* uniformName); bool parseRenderState(RenderState* renderState, Properties* properties); // material name std::string _name; // array of techniques Vector _techniques; // weak pointer since it is being help by _techniques Technique* _currentTechnique; // weak reference Node* _target; }; NS_CC_END #endif /* defined(__cocos2d_libs__CCMaterial__) */