1055 lines
20 KiB
C++
1055 lines
20 KiB
C++
// Copyright (C) 2015 Jérôme Leclercq
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// This file is part of the "Nazara Engine - Graphics module"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#include <memory>
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#include <Nazara/Graphics/Debug.hpp>
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namespace Nz
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{
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/*!
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* \brief Constructs a Material object by default
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*/
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inline Material::Material()
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{
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Reset();
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}
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/*!
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* \brief Constructs a Material object by assignation
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*
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* \param material Material to copy into this
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*/
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inline Material::Material(const Material& material) :
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RefCounted(),
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Resource(material)
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{
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Copy(material);
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}
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/*!
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* \brief Destructs the object and calls OnMaterialRelease
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*
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* \see OnMaterialRelease
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*/
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inline Material::~Material()
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{
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OnMaterialRelease(this);
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}
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/*!
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* \brief Enables a renderer parameter
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*
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* \param renderParameter Parameter for the rendering
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* \param enable Should the parameter be enabled
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*
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* \remark Produces a NazaraAssert if enumeration is invalid
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*/
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inline void Material::Enable(RendererParameter renderParameter, bool enable)
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{
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NazaraAssert(renderParameter <= RendererParameter_Max, "Renderer parameter out of enum");
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m_states.parameters[renderParameter] = enable;
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}
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/*!
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* \brief Enables the alpha test
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*
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* \param alphaTest Should the parameter be enabled
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*
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* \remark Invalidates the shaders
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*/
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inline void Material::EnableAlphaTest(bool alphaTest)
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{
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m_alphaTestEnabled = alphaTest;
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InvalidateShaders();
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}
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/*!
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* \brief Enables the depth sorting
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*
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* \param depthSorting Should the parameter be enabled
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*/
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inline void Material::EnableDepthSorting(bool depthSorting)
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{
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// Has no influence on shaders
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m_depthSortingEnabled = depthSorting;
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}
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/*!
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* \brief Enables the lighting
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*
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* \param lighting Should the parameter be enabled
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*
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* \remark Invalidates the shaders
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*/
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inline void Material::EnableLighting(bool lighting)
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{
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m_lightingEnabled = lighting;
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InvalidateShaders();
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}
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/*!
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* \brief Enables the shadow casting
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*
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* \param castShadows Should shadow casting be enabled
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*/
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inline void Material::EnableShadowCasting(bool castShadows)
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{
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// Has no influence on shaders
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m_shadowCastingEnabled = castShadows;
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}
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/*!
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* \brief Enables the shadow on receiving object
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*
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* \param receiveShadow Should receiving object have shadows enabled
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*
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* \remark Invalidates the shaders
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*/
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inline void Material::EnableShadowReceive(bool receiveShadows)
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{
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m_shadowReceiveEnabled = receiveShadows;
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InvalidateShaders();
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}
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/*!
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* \brief Enables the transformation
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*
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* \param transform Should the parameter be enabled
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*
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* \remark Invalidates the shaders
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*/
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inline void Material::EnableTransform(bool transform)
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{
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m_transformEnabled = transform;
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InvalidateShaders();
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}
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/*!
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* \brief Gets the alpha map
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* \return Constant reference to the current texture
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*/
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inline const TextureRef& Material::GetAlphaMap() const
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{
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return m_alphaMap;
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}
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/*!
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* \brief Gets the alpha threshold
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* \return The threshold value for the alpha
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*/
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inline float Material::GetAlphaThreshold() const
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{
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return m_alphaThreshold;
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}
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/*!
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* \brief Gets the ambient color
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* \return Ambient color
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*/
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inline Color Material::GetAmbientColor() const
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{
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return m_ambientColor;
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}
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/*!
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* \brief Gets the function to compare depth
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* \return Function comparing the depth of two materials
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*/
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inline RendererComparison Material::GetDepthFunc() const
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{
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return m_states.depthFunc;
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}
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/*!
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* \brief Gets the depth material
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* \return Constant reference to the depth material
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*/
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inline const MaterialRef& Material::GetDepthMaterial() const
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{
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return m_depthMaterial;
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}
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/*!
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* \brief Gets the diffuse color
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* \return Diffuse color
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*/
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inline Color Material::GetDiffuseColor() const
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{
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return m_diffuseColor;
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}
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/*!
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* \brief Gets the diffuse sampler
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* \return Reference to the current texture sampler for the diffuse
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*/
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inline TextureSampler& Material::GetDiffuseSampler()
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{
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return m_diffuseSampler;
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}
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/*!
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* \brief Gets the diffuse sampler
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* \return Constant reference to the current texture sampler for the diffuse
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*/
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inline const TextureSampler& Material::GetDiffuseSampler() const
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{
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return m_diffuseSampler;
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}
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/*!
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* \brief Gets the diffuse map
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* \return Constant reference to the texture
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*/
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const TextureRef& Material::GetDiffuseMap() const
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{
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return m_diffuseMap;
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}
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/*!
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* \brief Gets the dst in blend
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* \return Function for dst blending
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*/
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inline BlendFunc Material::GetDstBlend() const
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{
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return m_states.dstBlend;
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}
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/*!
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* \brief Gets the emissive map
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* \return Constant reference to the texture
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*/
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inline const TextureRef& Material::GetEmissiveMap() const
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{
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return m_emissiveMap;
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}
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/*!
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* \brief Gets the face culling
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* \return Current face culling side
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*/
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inline FaceSide Material::GetFaceCulling() const
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{
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return m_states.faceCulling;
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}
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/*!
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* \brief Gets the face filling
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* \return Current face filling
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*/
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inline FaceFilling Material::GetFaceFilling() const
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{
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return m_states.faceFilling;
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}
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/*!
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* \brief Gets the height map
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* \return Constant reference to the texture
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*/
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inline const TextureRef& Material::GetHeightMap() const
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{
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return m_heightMap;
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}
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/*!
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* \brief Gets the normal map
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* \return Constant reference to the texture
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*/
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inline const TextureRef& Material::GetNormalMap() const
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{
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return m_normalMap;
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}
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/*!
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* \brief Gets the render states
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* \return Constant reference to the render states
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*/
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inline const RenderStates& Material::GetRenderStates() const
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{
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return m_states;
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}
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/*!
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* \brief Gets the shader of this material
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* \return Constant pointer to the ubershader used
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*/
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inline const UberShader* Material::GetShader() const
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{
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return m_uberShader;
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}
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/*!
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* \brief Gets the shader instance based on the flag
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* \return Constant pointer to the ubershader instance
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*
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* \param flags Flag of the shader
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*/
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inline const UberShaderInstance* Material::GetShaderInstance(UInt32 flags) const
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{
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const ShaderInstance& instance = m_shaders[flags];
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if (!instance.uberInstance)
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GenerateShader(flags);
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return instance.uberInstance;
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}
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/*!
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* \brief Gets the shininess
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* \return Current shininess
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*/
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inline float Material::GetShininess() const
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{
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return m_shininess;
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}
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/*!
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* \brief Gets the specular color
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* \return Specular color
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*/
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inline Color Material::GetSpecularColor() const
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{
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return m_specularColor;
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}
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/*!
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* \brief Gets the specular map
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* \return Constant reference to the texture
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*/
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inline const TextureRef& Material::GetSpecularMap() const
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{
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return m_specularMap;
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}
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/*!
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* \brief Gets the specular sampler
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* \return Reference to the current texture sampler for the specular
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*/
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inline TextureSampler& Material::GetSpecularSampler()
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{
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return m_specularSampler;
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}
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/*!
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* \brief Gets the specular sampler
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* \return Constant reference to the current texture sampler for the specular
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*/
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inline const TextureSampler& Material::GetSpecularSampler() const
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{
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return m_specularSampler;
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}
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/*!
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* \brief Gets the src in blend
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* \return Function for src blending
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*/
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inline BlendFunc Material::GetSrcBlend() const
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{
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return m_states.srcBlend;
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}
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/*!
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* \brief Checks whether this material has an alpha map
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* \return true If it is the case
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*/
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inline bool Material::HasAlphaMap() const
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{
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return m_alphaMap.IsValid();
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}
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/*!
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* \brief Checks whether this material has a depth material
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* \return true If it is the case
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*/
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inline bool Material::HasDepthMaterial() const
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{
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return m_depthMaterial.IsValid();
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}
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/*!
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* \brief Checks whether this material has a diffuse map
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* \return true If it is the case
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*/
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inline bool Material::HasDiffuseMap() const
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{
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return m_diffuseMap.IsValid();
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}
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/*!
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* \brief Checks whether this material has a emissive map
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* \return true If it is the case
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*/
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inline bool Material::HasEmissiveMap() const
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{
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return m_emissiveMap.IsValid();
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}
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/*!
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* \brief Checks whether this material has a height map
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* \return true If it is the case
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*/
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inline bool Material::HasHeightMap() const
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{
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return m_heightMap.IsValid();
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}
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/*!
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* \brief Checks whether this material has a normal map
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* \return true If it is the case
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*/
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inline bool Material::HasNormalMap() const
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{
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return m_normalMap.IsValid();
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}
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/*!
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* \brief Checks whether this material has a specular map
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* \return true If it is the case
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*/
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inline bool Material::HasSpecularMap() const
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{
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return m_specularMap.IsValid();
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}
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/*!
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* \brief Checks whether this material has alpha test enabled
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* \return true If it is the case
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*/
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inline bool Material::IsAlphaTestEnabled() const
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{
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return m_alphaTestEnabled;
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}
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/*!
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* \brief Checks whether this material has depth sorting enabled
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* \return true If it is the case
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*/
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inline bool Material::IsDepthSortingEnabled() const
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{
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return m_depthSortingEnabled;
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}
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/*!
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* \brief Checks whether this material has the render parameter enabled
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* \return true If it is the case
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*
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* \param parameter Parameter for the rendering
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*
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* \remark Produces a NazaraAssert if enumeration is invalid
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*/
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inline bool Material::IsEnabled(RendererParameter parameter) const
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{
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NazaraAssert(parameter <= RendererParameter_Max, "Renderer parameter out of enum");
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return m_states.parameters[parameter];
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}
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/*!
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* \brief Checks whether this material has lightning enabled
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* \return true If it is the case
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*/
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inline bool Material::IsLightingEnabled() const
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{
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return m_lightingEnabled;
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}
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/*!
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* \brief Checks whether this material cast shadow
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* \return true If it is the case
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*/
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inline bool Material::IsShadowCastingEnabled() const
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{
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return m_shadowCastingEnabled;
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}
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/*!
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* \brief Checks whether this material receive shadow
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* \return true If it is the case
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*/
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inline bool Material::IsShadowReceiveEnabled() const
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{
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return m_shadowReceiveEnabled;
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}
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/*!
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* \brief Checks whether this material has transformation enabled
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* \return true If it is the case
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*/
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inline bool Material::IsTransformEnabled() const
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{
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return m_transformEnabled;
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}
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/*!
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* \brief Loads the material from file
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* \return true if loading is successful
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*
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* \param filePath Path to the file
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* \param params Parameters for the material
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*/
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inline bool Material::LoadFromFile(const String& filePath, const MaterialParams& params)
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{
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return MaterialLoader::LoadFromFile(this, filePath, params);
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}
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/*!
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* \brief Loads the material from memory
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* \return true if loading is successful
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*
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* \param data Raw memory
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* \param size Size of the memory
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* \param params Parameters for the material
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*/
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inline bool Material::LoadFromMemory(const void* data, std::size_t size, const MaterialParams& params)
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{
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return MaterialLoader::LoadFromMemory(this, data, size, params);
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}
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/*!
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* \brief Loads the material from stream
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* \return true if loading is successful
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*
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* \param stream Stream to the material
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* \param params Parameters for the material
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*/
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inline bool Material::LoadFromStream(Stream& stream, const MaterialParams& params)
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{
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return MaterialLoader::LoadFromStream(this, stream, params);
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}
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/*!
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* \brief Sets the alpha map by name
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* \return true If successful
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*
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* \param textureName Named texture
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*/
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inline bool Material::SetAlphaMap(const String& textureName)
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{
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TextureRef texture = TextureLibrary::Query(textureName);
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if (!texture)
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{
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texture = TextureManager::Get(textureName);
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if (!texture)
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{
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NazaraError("Failed to get alpha map \"" + textureName + "\"");
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return false;
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}
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}
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SetAlphaMap(std::move(texture));
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return true;
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}
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/*!
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* \brief Sets the alpha map with a reference to a texture
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* \return true If successful
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*
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* \param alphaMap Texture
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*
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* \remark Invalidates the shaders
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*/
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inline void Material::SetAlphaMap(TextureRef alphaMap)
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{
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m_alphaMap = std::move(alphaMap);
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InvalidateShaders();
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}
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/*!
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* \brief Sets the alpha threshold
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*
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* \param alphaThreshold Threshold for the alpha
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*/
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inline void Material::SetAlphaThreshold(float alphaThreshold)
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{
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m_alphaThreshold = alphaThreshold;
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}
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/*!
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* \brief Sets the color for ambient
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*
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* \param ambient Color for ambient
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*/
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inline void Material::SetAmbientColor(const Color& ambient)
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{
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m_ambientColor = ambient;
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}
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/*!
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* \brief Sets the depth functor
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*
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* \param depthFunc
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*/
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inline void Material::SetDepthFunc(RendererComparison depthFunc)
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{
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m_states.depthFunc = depthFunc;
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}
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/*!
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* \brief Sets the depth material
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* \return true If successful
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*
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* \param depthMaterial Material for depth
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*/
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inline void Material::SetDepthMaterial(MaterialRef depthMaterial)
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{
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m_depthMaterial = std::move(depthMaterial);
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}
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/*!
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* \brief Sets the color for diffuse
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*
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* \param diffuse Color for diffuse
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*/
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inline void Material::SetDiffuseColor(const Color& diffuse)
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{
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m_diffuseColor = diffuse;
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}
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/*!
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* \brief Sets the diffuse map by name
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* \return true If successful
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*
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* \param textureName Named texture
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*/
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inline bool Material::SetDiffuseMap(const String& textureName)
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{
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TextureRef texture = TextureLibrary::Query(textureName);
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if (!texture)
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{
|
|
texture = TextureManager::Get(textureName);
|
|
if (!texture)
|
|
{
|
|
NazaraError("Failed to get diffuse map \"" + textureName + "\"");
|
|
return false;
|
|
}
|
|
}
|
|
|
|
SetDiffuseMap(std::move(texture));
|
|
return true;
|
|
}
|
|
|
|
/*!
|
|
* \brief Sets the diffuse map with a reference to a texture
|
|
* \return true If successful
|
|
*
|
|
* \param diffuseMap Texture
|
|
*
|
|
* \remark Invalidates the shaders
|
|
*/
|
|
|
|
inline void Material::SetDiffuseMap(TextureRef diffuseMap)
|
|
{
|
|
m_diffuseMap = std::move(diffuseMap);
|
|
|
|
InvalidateShaders();
|
|
}
|
|
|
|
/*!
|
|
* \brief Sets the diffuse sampler
|
|
*
|
|
* \param sampler Diffuse sample
|
|
*/
|
|
|
|
inline void Material::SetDiffuseSampler(const TextureSampler& sampler)
|
|
{
|
|
m_diffuseSampler = sampler;
|
|
}
|
|
|
|
/*!
|
|
* \brief Sets the dst in blend
|
|
*
|
|
* \param func Function for dst blending
|
|
*/
|
|
|
|
inline void Material::SetDstBlend(BlendFunc func)
|
|
{
|
|
m_states.dstBlend = func;
|
|
}
|
|
|
|
/*!
|
|
* \brief Sets the emissive map by name
|
|
* \return true If successful
|
|
*
|
|
* \param textureName Named texture
|
|
*/
|
|
|
|
inline bool Material::SetEmissiveMap(const String& textureName)
|
|
{
|
|
TextureRef texture = TextureLibrary::Query(textureName);
|
|
if (!texture)
|
|
{
|
|
texture = TextureManager::Get(textureName);
|
|
if (!texture)
|
|
{
|
|
NazaraError("Failed to get emissive map \"" + textureName + "\"");
|
|
return false;
|
|
}
|
|
}
|
|
|
|
SetEmissiveMap(std::move(texture));
|
|
return true;
|
|
}
|
|
|
|
/*!
|
|
* \brief Sets the emissive map with a reference to a texture
|
|
* \return true If successful
|
|
*
|
|
* \param emissiveMap Texture
|
|
*
|
|
* \remark Invalidates the shaders
|
|
*/
|
|
|
|
inline void Material::SetEmissiveMap(TextureRef emissiveMap)
|
|
{
|
|
m_emissiveMap = std::move(emissiveMap);
|
|
|
|
InvalidateShaders();
|
|
}
|
|
|
|
/*!
|
|
* \brief Sets the face culling
|
|
*
|
|
* \param faceSide Face to cull
|
|
*/
|
|
|
|
inline void Material::SetFaceCulling(FaceSide faceSide)
|
|
{
|
|
m_states.faceCulling = faceSide;
|
|
}
|
|
|
|
/*!
|
|
* \brief Sets the face filling
|
|
*
|
|
* \param filling Face to fill
|
|
*/
|
|
|
|
inline void Material::SetFaceFilling(FaceFilling filling)
|
|
{
|
|
m_states.faceFilling = filling;
|
|
}
|
|
|
|
/*!
|
|
* \brief Sets the height map by name
|
|
* \return true If successful
|
|
*
|
|
* \param textureName Named texture
|
|
*/
|
|
|
|
inline bool Material::SetHeightMap(const String& textureName)
|
|
{
|
|
TextureRef texture = TextureLibrary::Query(textureName);
|
|
if (!texture)
|
|
{
|
|
texture = TextureManager::Get(textureName);
|
|
if (!texture)
|
|
{
|
|
NazaraError("Failed to get height map \"" + textureName + "\"");
|
|
return false;
|
|
}
|
|
}
|
|
|
|
SetHeightMap(std::move(texture));
|
|
return true;
|
|
}
|
|
|
|
/*!
|
|
* \brief Sets the height map with a reference to a texture
|
|
* \return true If successful
|
|
*
|
|
* \param heightMap Texture
|
|
*
|
|
* \remark Invalidates the shaders
|
|
*/
|
|
|
|
inline void Material::SetHeightMap(TextureRef heightMap)
|
|
{
|
|
m_heightMap = std::move(heightMap);
|
|
|
|
InvalidateShaders();
|
|
}
|
|
|
|
/*!
|
|
* \brief Sets the normal map by name
|
|
* \return true If successful
|
|
*
|
|
* \param textureName Named texture
|
|
*/
|
|
|
|
inline bool Material::SetNormalMap(const String& textureName)
|
|
{
|
|
TextureRef texture = TextureLibrary::Query(textureName);
|
|
if (!texture)
|
|
{
|
|
texture = TextureManager::Get(textureName);
|
|
if (!texture)
|
|
{
|
|
NazaraError("Failed to get normal map \"" + textureName + "\"");
|
|
return false;
|
|
}
|
|
}
|
|
|
|
SetNormalMap(std::move(texture));
|
|
return true;
|
|
}
|
|
|
|
/*!
|
|
* \brief Sets the normal map with a reference to a texture
|
|
* \return true If successful
|
|
*
|
|
* \param normalMap Texture
|
|
*
|
|
* \remark Invalidates the shaders
|
|
*/
|
|
|
|
inline void Material::SetNormalMap(TextureRef normalMap)
|
|
{
|
|
m_normalMap = std::move(normalMap);
|
|
|
|
InvalidateShaders();
|
|
}
|
|
|
|
/*!
|
|
* \brief Sets the render states
|
|
*
|
|
* \param states States for the rendering
|
|
*/
|
|
|
|
inline void Material::SetRenderStates(const RenderStates& states)
|
|
{
|
|
m_states = states;
|
|
}
|
|
|
|
/*!
|
|
* \brief Sets the shader with a constant reference to a ubershader
|
|
*
|
|
* \param uberShader Uber shader to apply
|
|
*
|
|
* \remark Invalidates the shaders
|
|
*/
|
|
|
|
inline void Material::SetShader(UberShaderConstRef uberShader)
|
|
{
|
|
m_uberShader = std::move(uberShader);
|
|
|
|
InvalidateShaders();
|
|
}
|
|
|
|
/*!
|
|
* \brief Sets the shader by name
|
|
* \return true If successful
|
|
*
|
|
* \param uberShaderName Named shader
|
|
*/
|
|
|
|
inline bool Material::SetShader(const String& uberShaderName)
|
|
{
|
|
UberShaderConstRef uberShader = UberShaderLibrary::Get(uberShaderName);
|
|
if (!uberShader)
|
|
return false;
|
|
|
|
SetShader(std::move(uberShader));
|
|
return true;
|
|
}
|
|
|
|
/*!
|
|
* \brief Sets the shininess of the material
|
|
*
|
|
* \param shininess Value of the shininess
|
|
*/
|
|
|
|
inline void Material::SetShininess(float shininess)
|
|
{
|
|
m_shininess = shininess;
|
|
}
|
|
|
|
/*!
|
|
* \brief Sets the color for specular
|
|
*
|
|
* \param specular Color
|
|
*/
|
|
|
|
inline void Material::SetSpecularColor(const Color& specular)
|
|
{
|
|
m_specularColor = specular;
|
|
}
|
|
|
|
/*!
|
|
* \brief Sets the specular map by name
|
|
* \return true If successful
|
|
*
|
|
* \param textureName Named texture
|
|
*/
|
|
|
|
inline bool Material::SetSpecularMap(const String& textureName)
|
|
{
|
|
TextureRef texture = TextureLibrary::Query(textureName);
|
|
if (!texture)
|
|
{
|
|
texture = TextureManager::Get(textureName);
|
|
if (!texture)
|
|
{
|
|
NazaraError("Failed to get specular map \"" + textureName + "\"");
|
|
return false;
|
|
}
|
|
}
|
|
|
|
SetSpecularMap(std::move(texture));
|
|
return true;
|
|
}
|
|
|
|
/*!
|
|
* \brief Sets the specular map with a reference to a texture
|
|
* \return true If successful
|
|
*
|
|
* \param specularMap Texture
|
|
*
|
|
* \remark Invalidates the shaders
|
|
*/
|
|
|
|
inline void Material::SetSpecularMap(TextureRef specularMap)
|
|
{
|
|
m_specularMap = std::move(specularMap);
|
|
|
|
InvalidateShaders();
|
|
}
|
|
|
|
/*!
|
|
* \brief Sets the specular sampler
|
|
*
|
|
* \param sampler Specular sample
|
|
*/
|
|
|
|
inline void Material::SetSpecularSampler(const TextureSampler& sampler)
|
|
{
|
|
m_specularSampler = sampler;
|
|
}
|
|
|
|
/*!
|
|
* \brief Sets the src in blend
|
|
*
|
|
* \param func Function for src blending
|
|
*/
|
|
|
|
inline void Material::SetSrcBlend(BlendFunc func)
|
|
{
|
|
m_states.srcBlend = func;
|
|
}
|
|
|
|
/*!
|
|
* \brief Sets the current material with the content of the other one
|
|
* \return A reference to this
|
|
*
|
|
* \param material The other Material
|
|
*/
|
|
|
|
inline Material& Material::operator=(const Material& material)
|
|
{
|
|
Resource::operator=(material);
|
|
|
|
Copy(material);
|
|
return *this;
|
|
}
|
|
|
|
/*!
|
|
* \brief Gets the default material
|
|
* \return Reference to the default material
|
|
*/
|
|
|
|
inline MaterialRef Material::GetDefault()
|
|
{
|
|
return s_defaultMaterial;
|
|
}
|
|
|
|
/*!
|
|
* \brief Invalidates the shaders
|
|
*/
|
|
|
|
inline void Material::InvalidateShaders()
|
|
{
|
|
for (ShaderInstance& instance : m_shaders)
|
|
instance.uberInstance = nullptr;
|
|
}
|
|
|
|
/*!
|
|
* \brief Creates a new material from the arguments
|
|
* \return A reference to the newly created material
|
|
*
|
|
* \param args Arguments for the material
|
|
*/
|
|
|
|
template<typename... Args>
|
|
MaterialRef Material::New(Args&&... args)
|
|
{
|
|
std::unique_ptr<Material> object(new Material(std::forward<Args>(args)...));
|
|
object->SetPersistent(false);
|
|
|
|
return object.release();
|
|
}
|
|
}
|
|
|
|
#include <Nazara/Graphics/DebugOff.hpp>
|