/usr/include/crystalspace-2.0/cstool/materialbuilder.h is in libcrystalspace-dev 2.0+dfsg-1build1.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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Copyright (C) 2009 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_MATERIALBUILDER_H__
#define __CS_MATERIALBUILDER_H__
/**\file
* Material builder.
*/
#include "csextern.h"
struct iMaterialWrapper;
struct iTextureHandle;
struct iObjectRegistry;
class csVector4;
class csColor;
namespace CS
{
namespace Material
{
/**
* Tools related to creating materials.
*/
class CS_CRYSTALSPACE_EXPORT MaterialBuilder
{
public:
/**
* Set up an already loaded material for parallax mapping with
* previously loaded normalmap and heightmap textures.
*/
static void SetupParallaxMaterial (iObjectRegistry* object_reg,
iMaterialWrapper* material,
iTextureHandle* normalmap, iTextureHandle* heightmap,
const csVector4& specular);
/**
* Load a material, a normalmap texture, and a heightmap texture and
* setup a parallax material from that. Returns 0 if the material could
* not be created.
* If there is already a material in the engine with the given 'matname'
* then the material will not be loaded again.
*/
static iMaterialWrapper* CreateParallaxMaterial (iObjectRegistry* object_reg,
const char* matname, const char* matfile, const char* normalfile,
const char* heightfile, const csVector4& specular);
/**
* Create a material from a color. The material will be composed of a single
* texture with size 1x1 pixel of the given color.
* If there is already a material in the engine with the given 'matname'
* then the material will not be loaded again.
*/
static iMaterialWrapper* CreateColorMaterial(iObjectRegistry* object_reg,
const char* matname, csColor color);
};
} // namespace Material
} // namespace CS
/** @} */
#endif // __CS_MATERIALBUILDER_H__
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