491 lines
10 KiB
C++
491 lines
10 KiB
C++
// Copyright (C) 2013 Jérôme Leclercq
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// This file is part of the "Nazara Engine - Renderer module"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#include <Nazara/Renderer/Material.hpp>
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#include <Nazara/Renderer/Renderer.hpp>
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#include <Nazara/Renderer/Shader.hpp>
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#include <Nazara/Renderer/ShaderBuilder.hpp>
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#include <cstring>
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#include <Nazara/Renderer/Debug.hpp>
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bool NzMaterialParams::IsValid() const
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{
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return true;
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}
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NzMaterial::NzMaterial()
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{
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Reset();
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}
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NzMaterial::NzMaterial(const NzMaterial& material) :
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NzResource()
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{
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Copy(material);
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}
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NzMaterial::NzMaterial(NzMaterial&& material)
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{
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Copy(material);
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// Nous "volons" la référence du matériau
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material.m_customShader = nullptr;
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material.m_diffuseMap = nullptr;
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material.m_heightMap = nullptr;
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material.m_normalMap = nullptr;
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material.m_specularMap = nullptr;
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}
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void NzMaterial::Apply(const NzShader* shader) const
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{
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int ambientColorLocation = shader->GetUniformLocation("MaterialAmbient");
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int diffuseColorLocation = shader->GetUniformLocation("MaterialDiffuse");
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int shininessLocation = shader->GetUniformLocation("MaterialShininess");
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int specularColorLocation = shader->GetUniformLocation("MaterialSpecular");
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if (ambientColorLocation != -1)
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shader->SendColor(ambientColorLocation, m_ambientColor);
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if (diffuseColorLocation != -1)
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shader->SendColor(diffuseColorLocation, m_diffuseColor);
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if (m_diffuseMap)
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{
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int diffuseMapLocation = shader->GetUniformLocation("MaterialDiffuseMap");
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if (diffuseMapLocation != -1)
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{
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nzUInt8 textureUnit;
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if (shader->SendTexture(diffuseMapLocation, m_diffuseMap, &textureUnit))
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NzRenderer::SetTextureSampler(textureUnit, m_diffuseSampler);
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else
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NazaraWarning("Failed to send diffuse map");
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}
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}
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if (m_heightMap)
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{
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int heightMapLocation = shader->GetUniformLocation("MaterialHeightMap");
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if (heightMapLocation != -1)
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{
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nzUInt8 textureUnit;
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if (shader->SendTexture(heightMapLocation, m_heightMap, &textureUnit))
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NzRenderer::SetTextureSampler(textureUnit, m_diffuseSampler);
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else
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NazaraWarning("Failed to send height map");
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}
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}
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if (m_normalMap)
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{
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int normalMapLocation = shader->GetUniformLocation("MaterialNormalMap");
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if (normalMapLocation != -1)
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{
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nzUInt8 textureUnit;
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if (shader->SendTexture(normalMapLocation, m_normalMap, &textureUnit))
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NzRenderer::SetTextureSampler(textureUnit, m_diffuseSampler);
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else
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NazaraWarning("Failed to send normal map");
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}
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}
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if (shininessLocation != -1)
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shader->SendFloat(shininessLocation, m_shininess);
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if (specularColorLocation != -1)
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shader->SendColor(specularColorLocation, m_specularColor);
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if (m_specularMap)
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{
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int specularMapLocation = shader->GetUniformLocation("MaterialSpecularMap");
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if (specularMapLocation != -1)
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{
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nzUInt8 textureUnit;
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if (shader->SendTexture(specularMapLocation, m_specularMap, &textureUnit))
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NzRenderer::SetTextureSampler(textureUnit, m_specularSampler);
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else
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NazaraWarning("Failed to send specular map");
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}
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}
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if (m_alphaBlendingEnabled)
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{
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NzRenderer::Enable(nzRendererParameter_Blend, true);
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NzRenderer::SetBlendFunc(m_srcBlend, m_dstBlend);
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}
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else
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NzRenderer::Enable(nzRendererParameter_Blend, false);
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if (m_faceCullingEnabled)
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{
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NzRenderer::Enable(nzRendererParameter_FaceCulling, true);
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NzRenderer::SetFaceCulling(m_faceCulling);
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}
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else
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NzRenderer::Enable(nzRendererParameter_FaceCulling, false);
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NzRenderer::SetFaceFilling(m_faceFilling);
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if (m_zTestEnabled)
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{
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NzRenderer::Enable(nzRendererParameter_DepthTest, true);
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NzRenderer::Enable(nzRendererParameter_DepthWrite, m_zWriteEnabled);
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NzRenderer::SetDepthFunc(m_zTestCompareFunc);
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}
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else
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NzRenderer::Enable(nzRendererParameter_DepthTest, false);
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}
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void NzMaterial::EnableAlphaBlending(bool alphaBlending)
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{
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m_alphaBlendingEnabled = alphaBlending;
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}
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void NzMaterial::EnableFaceCulling(bool faceCulling)
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{
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m_faceCullingEnabled = faceCulling;
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}
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void NzMaterial::EnableLighting(bool lighting)
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{
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m_lightingEnabled = lighting;
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if (m_lightingEnabled)
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m_shaderFlags |= nzShaderFlags_Lighting;
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else
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m_shaderFlags &= ~nzShaderFlags_Lighting;
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}
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void NzMaterial::EnableZTest(bool zTest)
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{
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m_zTestEnabled = zTest;
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}
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void NzMaterial::EnableZWrite(bool zWrite)
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{
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m_zWriteEnabled = zWrite;
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}
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NzColor NzMaterial::GetAmbientColor() const
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{
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return m_ambientColor;
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}
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NzColor NzMaterial::GetDiffuseColor() const
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{
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return m_diffuseColor;
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}
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NzTextureSampler& NzMaterial::GetDiffuseSampler()
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{
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return m_diffuseSampler;
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}
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const NzTextureSampler& NzMaterial::GetDiffuseSampler() const
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{
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return m_diffuseSampler;
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}
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NzTexture* NzMaterial::GetDiffuseMap() const
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{
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return m_diffuseMap;
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}
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nzBlendFunc NzMaterial::GetDstBlend() const
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{
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return m_dstBlend;
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}
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nzFaceCulling NzMaterial::GetFaceCulling() const
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{
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return m_faceCulling;
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}
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nzFaceFilling NzMaterial::GetFaceFilling() const
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{
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return m_faceFilling;
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}
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NzTexture* NzMaterial::GetHeightMap() const
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{
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return m_heightMap;
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}
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NzTexture* NzMaterial::GetNormalMap() const
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{
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return m_normalMap;
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}
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const NzShader* NzMaterial::GetCustomShader() const
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{
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return m_customShader;
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}
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nzUInt32 NzMaterial::GetShaderFlags() const
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{
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return m_shaderFlags;
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}
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float NzMaterial::GetShininess() const
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{
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return m_shininess;
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}
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NzColor NzMaterial::GetSpecularColor() const
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{
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return m_specularColor;
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}
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NzTexture* NzMaterial::GetSpecularMap() const
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{
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return m_specularMap;
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}
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NzTextureSampler& NzMaterial::GetSpecularSampler()
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{
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return m_specularSampler;
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}
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const NzTextureSampler& NzMaterial::GetSpecularSampler() const
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{
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return m_specularSampler;
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}
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nzBlendFunc NzMaterial::GetSrcBlend() const
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{
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return m_srcBlend;
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}
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nzRendererComparison NzMaterial::GetZTestCompare() const
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{
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return m_zTestCompareFunc;
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}
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bool NzMaterial::HasCustomShader() const
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{
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return m_customShader != nullptr;
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}
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bool NzMaterial::IsAlphaBlendingEnabled() const
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{
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return m_alphaBlendingEnabled;
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}
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bool NzMaterial::IsFaceCullingEnabled() const
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{
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return m_faceCullingEnabled;
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}
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bool NzMaterial::IsLightingEnabled() const
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{
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return m_lightingEnabled;
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}
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bool NzMaterial::IsZTestEnabled() const
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{
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return m_zTestEnabled;
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}
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bool NzMaterial::IsZWriteEnabled() const
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{
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return m_zWriteEnabled;
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}
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bool NzMaterial::LoadFromFile(const NzString& filePath, const NzMaterialParams& params)
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{
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return NzMaterialLoader::LoadFromFile(this, filePath, params);
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}
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bool NzMaterial::LoadFromMemory(const void* data, std::size_t size, const NzMaterialParams& params)
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{
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return NzMaterialLoader::LoadFromMemory(this, data, size, params);
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}
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bool NzMaterial::LoadFromStream(NzInputStream& stream, const NzMaterialParams& params)
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{
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return NzMaterialLoader::LoadFromStream(this, stream, params);
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}
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void NzMaterial::Reset()
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{
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m_customShader.Reset();
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m_diffuseMap.Reset();
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m_heightMap.Reset();
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m_normalMap.Reset();
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m_specularMap.Reset();
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m_alphaBlendingEnabled = false;
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m_ambientColor = NzColor(128, 128, 128);
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m_diffuseColor = NzColor::White;
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m_diffuseSampler = NzTextureSampler();
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m_dstBlend = nzBlendFunc_Zero;
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m_faceCulling = nzFaceCulling_Back;
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m_faceCullingEnabled = true;
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m_faceFilling = nzFaceFilling_Fill;
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m_lightingEnabled = true;
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m_shaderFlags = nzShaderFlags_Lighting;
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m_shininess = 50.f;
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m_specularColor = NzColor::White;
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m_specularSampler = NzTextureSampler();
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m_srcBlend = nzBlendFunc_One;
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m_zTestCompareFunc = nzRendererComparison_LessOrEqual;
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m_zTestEnabled = true;
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m_zWriteEnabled = true;
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}
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void NzMaterial::SetAmbientColor(const NzColor& ambient)
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{
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m_ambientColor = ambient;
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}
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void NzMaterial::SetCustomShader(const NzShader* shader)
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{
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m_customShader = shader;
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}
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void NzMaterial::SetDiffuseColor(const NzColor& diffuse)
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{
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m_diffuseColor = diffuse;
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}
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void NzMaterial::SetDiffuseMap(NzTexture* map)
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{
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m_diffuseMap = map;
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if (m_diffuseMap)
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m_shaderFlags |= nzShaderFlags_DiffuseMapping;
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else
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m_shaderFlags &= ~nzShaderFlags_DiffuseMapping;
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}
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void NzMaterial::SetDiffuseSampler(const NzTextureSampler& sampler)
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{
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m_diffuseSampler = sampler;
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}
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void NzMaterial::SetDstBlend(nzBlendFunc func)
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{
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m_dstBlend = func;
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}
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void NzMaterial::SetFaceCulling(nzFaceCulling culling)
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{
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m_faceCulling = culling;
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}
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void NzMaterial::SetFaceFilling(nzFaceFilling filling)
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{
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m_faceFilling = filling;
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}
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void NzMaterial::SetHeightMap(NzTexture* map)
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{
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m_heightMap = map;
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}
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void NzMaterial::SetNormalMap(NzTexture* map)
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{
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m_normalMap = map;
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if (m_normalMap)
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m_shaderFlags |= nzShaderFlags_NormalMapping;
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else
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m_shaderFlags &= ~nzShaderFlags_NormalMapping;
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}
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void NzMaterial::SetShininess(float shininess)
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{
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m_shininess = shininess;
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}
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void NzMaterial::SetSpecularColor(const NzColor& specular)
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{
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m_specularColor = specular;
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}
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void NzMaterial::SetSpecularMap(NzTexture* map)
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{
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m_specularMap = map;
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if (m_specularMap)
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m_shaderFlags |= nzShaderFlags_SpecularMapping;
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else
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m_shaderFlags &= ~nzShaderFlags_SpecularMapping;
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}
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void NzMaterial::SetSpecularSampler(const NzTextureSampler& sampler)
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{
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m_specularSampler = sampler;
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}
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void NzMaterial::SetSrcBlend(nzBlendFunc func)
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{
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m_srcBlend = func;
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}
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void NzMaterial::SetZTestCompare(nzRendererComparison compareFunc)
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{
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m_zTestEnabled = compareFunc;
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}
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NzMaterial& NzMaterial::operator=(const NzMaterial& material)
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{
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Copy(material);
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return *this;
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}
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NzMaterial& NzMaterial::operator=(NzMaterial&& material)
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{
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Copy(material);
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// Comme ça nous volons la référence du matériau
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material.m_customShader = nullptr;
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material.m_diffuseMap = nullptr;
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material.m_heightMap = nullptr;
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material.m_normalMap = nullptr;
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material.m_specularMap = nullptr;
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return *this;
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}
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NzMaterial* NzMaterial::GetDefault()
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{
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static NzMaterial defaultMaterial;
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static bool initialized = false;
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if (!initialized)
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{
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defaultMaterial.EnableLighting(false);
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defaultMaterial.SetFaceCulling(nzFaceCulling_FrontAndBack);
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defaultMaterial.SetFaceFilling(nzFaceFilling_Line);
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defaultMaterial.SetDiffuseColor(NzColor::White);
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initialized = true;
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}
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return &defaultMaterial;
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}
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void NzMaterial::Copy(const NzMaterial& material)
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{
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m_customShader.Reset();
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m_diffuseMap.Reset();
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m_heightMap.Reset();
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m_normalMap.Reset();
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m_specularMap.Reset();
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std::memcpy(this, &material, sizeof(NzMaterial)); // Autorisé dans notre cas, et bien plus rapide
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// Ensuite une petite astuce pour récupérer correctement les références
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m_customShader.Release();
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m_diffuseMap.Release();
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m_heightMap.Release();
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m_normalMap.Release();
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m_specularMap.Release();
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m_customShader = material.m_customShader;
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m_diffuseMap = material.m_diffuseMap;
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m_heightMap = material.m_heightMap;
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m_normalMap = material.m_normalMap;
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m_specularMap = material.m_specularMap;
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}
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NzMaterialLoader::LoaderList NzMaterial::s_loaders;
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