implemented overlays and text, need depth configuration

This commit is contained in:
devZoGok
2021-10-18 19:05:04 +03:00
parent d1f2f9b152
commit 7a8a178a74
26 changed files with 544 additions and 73 deletions
+12 -3
View File
@@ -3,27 +3,36 @@
#include"shader.h"
#include"texture.h"
#include"vector.h"
#include<vector>
namespace vb01{
class Material{
public:
enum Type{MATERIAL_2D,MATERIAL_PARTICLE,MATERIAL_SKYBOX};
enum Type{MATERIAL_2D,MATERIAL_PARTICLE,MATERIAL_SKYBOX,MATERIAL_GUI,MATERIAL_TEXT};
Material(Type=MATERIAL_2D);
~Material();
void update();
void addDiffuseMap(std::string diffuseMap){diffuseMapTextures.push_back(new Texture(diffuseMap));}
void addDiffuseMap(std::string diffuseMap[6]){diffuseMapTextures.push_back(new Texture(diffuseMap));}
void addDiffuseMap(Texture *texture){diffuseMapTextures.push_back(texture);}
void addNormalMap(std::string normalMap){normalMapTextures.push_back(new Texture(normalMap));}
void addSpecularMap(std::string specularMap){specularMapTextures.push_back(new Texture(specularMap));}
inline void setDiffuseColor(Vector4 diffuse){this->diffuseColor=diffuse;}
inline void setSpecularColor(Vector4 specular){this->specularColor=specular;}
inline void setLightingEnabled(bool lighting){this->lightingEnabled=lighting;}
inline Shader* getShader(){return shader;}
inline void setTexturingEnabled(bool texturing){this->texturingEnabled=texturing;}
inline bool isLightingEnabled(){return lightingEnabled;}
inline bool isTexturingEnabled(){return texturingEnabled;}
inline Shader* getShader(){return shader;}
inline Texture* getDiffuseMap(int i){return diffuseMapTextures[i];}
inline Type getType(){return type;}
private:
Type type;
bool lightingEnabled=false;
bool lightingEnabled=false,texturingEnabled=true;
std::vector<Texture*> diffuseMapTextures,normalMapTextures,specularMapTextures;
Vector4 diffuseColor=Vector4::VEC_IJKL,specularColor=Vector4::VEC_IJKL;
Shader *shader=nullptr;
};
}