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https://github.com/ApfelTeeSaft/vb01.git
synced 2026-08-26 19:33:45 +00:00
implemented material texture changing
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+11
-6
@@ -14,11 +14,14 @@ namespace vb01{
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Material(Type=MATERIAL_2D);
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~Material();
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void update();
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void addDiffuseMap(std::string diffuseMap){diffuseMapTextures.push_back(new Texture(diffuseMap));}
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void addDiffuseMap(std::string diffuseMap[6]){diffuseMapTextures.push_back(new Texture(diffuseMap));}
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void addDiffuseMap(Texture *texture){diffuseMapTextures.push_back(texture);}
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void addNormalMap(std::string normalMap){normalMapTextures.push_back(new Texture(normalMap));}
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void addSpecularMap(std::string specularMap){specularMapTextures.push_back(new Texture(specularMap));}
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inline void addDiffuseMap(std::string diffuseMap){diffuseMapTextures.push_back(new Texture(diffuseMap));}
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inline void addDiffuseMap(std::string diffuseMap[6]){diffuseMapTextures.push_back(new Texture(diffuseMap));}
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inline void addDiffuseMap(Texture *texture){diffuseMapTextures.push_back(texture);}
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inline void setDiffuseMap(Texture *texture, int i){diffuseMapTextures[i]=texture;}
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inline void addNormalMap(std::string normalMap){normalMapTextures.push_back(new Texture(normalMap));}
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inline void setNormalMap(Texture *texture, int i){normalMapTextures[i]=texture;}
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inline void addSpecularMap(std::string specularMap){specularMapTextures.push_back(new Texture(specularMap));}
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inline void setSpecularMap(Texture *texture, int i){specularMapTextures[i]=texture;}
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inline void setDiffuseColor(Vector4 diffuse){this->diffuseColor=diffuse;}
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inline void setSpecularColor(Vector4 specular){this->specularColor=specular;}
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inline void setLightingEnabled(bool lighting){this->lightingEnabled=lighting;}
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@@ -27,8 +30,10 @@ namespace vb01{
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inline bool isLightingEnabled(){return lightingEnabled;}
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inline bool isTexturingEnabled(){return texturingEnabled;}
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inline bool isDiffuseColorEnabled(){return diffuseColorEnabled;}
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inline Shader* getShader(){return shader;}
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inline Texture* getDiffuseMap(int i){return diffuseMapTextures[i];}
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inline Texture* getNormalMap(int i){return normalMapTextures[i];}
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inline Texture* getSpecularMap(int i){return specularMapTextures[i];}
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inline Shader* getShader(){return shader;}
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inline Type getType(){return type;}
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private:
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Type type;
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