mirror of https://github.com/axmolengine/axmol.git
80 lines
2.3 KiB
C++
80 lines
2.3 KiB
C++
/****************************************************************************
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Copyright (c) 2015 Chukong Technologies Inc.
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http://www.cocos2d-x.org
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#ifndef __CC_PU_PARTICLE_3D_MATERIAL_MANAGER_H__
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#define __CC_PU_PARTICLE_3D_MATERIAL_MANAGER_H__
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#include "math/CCMath.h"
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#include "base/ccTypes.h"
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#include <vector>
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NS_CC_BEGIN
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class PUParticle3DMaterial : public Ref
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{
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public:
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PUParticle3DMaterial();
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std::string fileName;
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std::string name;
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bool isEnabledLight;
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Vec4 ambientColor;
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Vec4 diffuseColor;
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Vec4 specularColor;
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Vec4 emissiveColor;
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float shininess;
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BlendFunc blendFunc;
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bool depthTest;
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bool depthWrite;
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std::string textureFile;
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GLuint wrapMode;
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};
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class PUParticle3DMaterialCache
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{
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public:
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PUParticle3DMaterialCache();
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~PUParticle3DMaterialCache();
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static PUParticle3DMaterialCache* Instance();
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bool loadMaterials(const std::string &file);
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bool loadMaterialsFromSearchPaths(const std::string &fileFolder);
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PUParticle3DMaterial* getMaterial(const std::string &name);
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void addMaterial(PUParticle3DMaterial *material);
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protected:
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typedef std::vector<PUParticle3DMaterial *> MaterialVector;
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MaterialVector _materialMap;
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};
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NS_CC_END
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#endif
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