implemented material texture changing

This commit is contained in:
devZoGok
2021-10-19 19:06:40 +03:00
parent d2b0f24b03
commit d9f9b0c282
7 changed files with 16 additions and 21 deletions
+11 -6
View File
@@ -14,11 +14,14 @@ namespace vb01{
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 addDiffuseMap(std::string diffuseMap){diffuseMapTextures.push_back(new Texture(diffuseMap));}
inline void addDiffuseMap(std::string diffuseMap[6]){diffuseMapTextures.push_back(new Texture(diffuseMap));}
inline void addDiffuseMap(Texture *texture){diffuseMapTextures.push_back(texture);}
inline void setDiffuseMap(Texture *texture, int i){diffuseMapTextures[i]=texture;}
inline void addNormalMap(std::string normalMap){normalMapTextures.push_back(new Texture(normalMap));}
inline void setNormalMap(Texture *texture, int i){normalMapTextures[i]=texture;}
inline void addSpecularMap(std::string specularMap){specularMapTextures.push_back(new Texture(specularMap));}
inline void setSpecularMap(Texture *texture, int i){specularMapTextures[i]=texture;}
inline void setDiffuseColor(Vector4 diffuse){this->diffuseColor=diffuse;}
inline void setSpecularColor(Vector4 specular){this->specularColor=specular;}
inline void setLightingEnabled(bool lighting){this->lightingEnabled=lighting;}
@@ -27,8 +30,10 @@ namespace vb01{
inline bool isLightingEnabled(){return lightingEnabled;}
inline bool isTexturingEnabled(){return texturingEnabled;}
inline bool isDiffuseColorEnabled(){return diffuseColorEnabled;}
inline Shader* getShader(){return shader;}
inline Texture* getDiffuseMap(int i){return diffuseMapTextures[i];}
inline Texture* getNormalMap(int i){return normalMapTextures[i];}
inline Texture* getSpecularMap(int i){return specularMapTextures[i];}
inline Shader* getShader(){return shader;}
inline Type getType(){return type;}
private:
Type type;