Files
RCBASIC4/rcbasic_runtime/rc_actor_material.h

1349 lines
37 KiB
C++
Executable File

#ifndef RC_ACTOR_MATERIAL_H_INCLUDED
#define RC_ACTOR_MATERIAL_H_INCLUDED
#include "rc_fx_materials.h"
//Create FX Material in given material slot
// Return
bool createShaderMaterial(int material_id, int fx_material_type)
{
if(material_id < 0 || material_id >= rc_material.size())
return false;
if(!rc_material[material_id].isUsed)
return false;
if(fx_material_type < RC_FX_MATERIAL_BASE_INDEX || fx_material_type >= (RC_FX_MATERIAL_BASE_INDEX + rc_shader_materials.size()))
return false;
if(rc_material[material_id].shader)
{
delete rc_material[material_id].shader;
rc_material[material_id].shader = NULL;
}
rc_material[material_id].isFX = false;
int shader_index = fx_material_type - RC_FX_MATERIAL_BASE_INDEX;
//std::cout << "Shader Index = " << shader_index << std::endl;
rc_material[material_id].shader = NULL;
if(device)
rc_material[material_id].shader = new CShader(device, rc_shader_materials[shader_index]);
if(rc_material[material_id].shader)
{
rc_material[material_id].fxMatType = fx_material_type;
rc_material[material_id].isFX = true;
}
return rc_material[material_id].isFX;
}
//set actor texture
void rc_setActorTexture(int actor, int layer, int image_id)
{
if(actor < 0 || actor >= rc_actor.size())
return;
if(!rc_actor[actor].mesh_node)
return;
if(image_id < 0 || image_id >= rc_image.size())
return;
if(rc_image[image_id].image)
{
rc_actor[actor].mesh_node->setMaterialTexture(layer, rc_image[image_id].image);
}
}
//get Material count
Uint32 rc_getActorMaterialCount(int actor)
{
if(actor < 0 || actor >= rc_actor.size())
return 0;
if(!rc_actor[actor].mesh_node)
return 0;
return rc_actor[actor].mesh_node->getMaterialCount();
}
//set Actor Material Flag
void rc_setActorMaterialFlag(int actor, int flag, bool flag_value)
{
if(actor < 0 || actor >= rc_actor.size())
return;
if(!rc_actor[actor].mesh_node)
return;
rc_actor[actor].mesh_node->setMaterialFlag((irr::video::E_MATERIAL_FLAG)flag, flag_value);
}
//set Actor Material Flag
bool rc_getActorMaterialFlag(int actor, int material, int flag)
{
if(actor < 0 || actor >= rc_actor.size())
return false;
if(!rc_actor[actor].mesh_node)
return false;
return rc_actor[actor].mesh_node->getMaterial(material).getFlag((irr::video::E_MATERIAL_FLAG)flag);
}
//Set Actor Material Type
void rc_setActorMaterialType(int actor, int material_type)
{
if(actor < 0 || actor >= rc_actor.size())
return;
if(!rc_actor[actor].mesh_node)
return;
if(material_type >= 0 && material_type < MAX_DEFAULT_MATERIALS)
{
irr::video::E_MATERIAL_TYPE n = (irr::video::E_MATERIAL_TYPE) material_type;
rc_actor[actor].mesh_node->setMaterialType(n);
}
}
//Set Actor Material Type
int rc_getActorMaterialType(int actor, int material)
{
if(actor < 0 || actor >= rc_actor.size())
return 0;
if(!rc_actor[actor].mesh_node)
return 0;
int material_type = (int)rc_actor[actor].mesh_node->getMaterial(material).MaterialType;
if(material_type >= 0 && material_type < MAX_DEFAULT_MATERIALS)
return material_type;
else
{
//loop through all the fx materials on the actor
for(int i = 0; i < rc_actor[actor].actor_fx_materials.size(); i++)
{
if(rc_actor[actor].actor_fx_materials[i].inUse && rc_actor[actor].actor_fx_materials[i].actor_material_index == material)
{
int material_id = rc_actor[actor].actor_fx_materials[i].material_id;
return rc_material[material_id].fxMatType;
}
}
}
return -1;
}
int rc_createMaterial()
{
int material_id = -1;
for(int i = 0; i < rc_material.size(); i++)
{
if(!rc_material[i].isUsed)
{
material_id = i;
rc_material[i].isFX = false;
if(rc_material[i].shader)
{
delete rc_material[i].shader;
rc_material[i].shader = NULL;
}
break;
}
}
if(material_id < 0)
{
material_id = rc_material.size();
rc_material_obj mat;
mat.isUsed = true;
mat.isReference = false;
mat.isFX = false;
mat.shader = NULL;
rc_material.push_back(mat);
}
#if defined(__ANDROID__)
rc_material[material_id].mat.UseMipMaps = false;
#endif // defined
return material_id;
}
void rc_deleteMaterial(int material_id)
{
if(material_id < 0 || material_id >= rc_material.size())
return;
if(rc_material[material_id].isFX)
{
//loop through the FX materials in every actor to remove this material
for(int i = 0; i < rc_actor.size(); i++)
{
if(!rc_actor[i].mesh_node)
continue;
for(int fx_mat = 0; fx_mat < rc_actor[i].actor_fx_materials.size(); fx_mat++)
{
int m_id = rc_actor[i].actor_fx_materials[fx_mat].material_id;
if(m_id < 0 || m_id >= rc_actor[i].mesh_node->getMaterialCount())
continue;
if(m_id == material_id && rc_actor[i].actor_fx_materials[fx_mat].inUse)
{
int actor_mat_index = rc_actor[i].actor_fx_materials[fx_mat].actor_material_index;
irr::video::SMaterial m;
m.MaterialType = irr::video::EMT_SOLID;
rc_actor[i].mesh_node->getMaterial(actor_mat_index) = m;
rc_actor[i].actor_fx_materials[fx_mat].inUse = false;
rc_actor[i].actor_fx_materials[fx_mat].material_id = -1;
rc_actor[i].actor_fx_materials[fx_mat].actor_material_index = -1;
}
}
}
if(rc_material[material_id].shader)
delete rc_material[material_id].shader;
rc_material[material_id].shader = NULL;
}
rc_material[material_id].isUsed = false;
rc_material[material_id].mat = irr::video::SMaterial();
rc_material[material_id].isFX = false;
rc_material[material_id].fxMatType = -1;
}
//Set Actor Material Type
void rc_setActorMaterial(int actor, int material_num, int material_id)
{
if(actor < 0 || actor >= rc_actor.size())
return;
if(!rc_actor[actor].mesh_node)
return;
if(material_id < 0 || material_id >= rc_material.size())
return;
if(rc_material[material_id].isUsed)
{
if(rc_material[material_id].isFX)
{
if(rc_material[material_id].shader)
{
rc_actor[actor].mesh_node->getMaterial(material_num) = rc_material[material_id].mat;
rc_actor[actor].mesh_node->getMaterial(material_num).MaterialType = (video::E_MATERIAL_TYPE)rc_material[material_id].shader->getMaterial();
rc_material[material_id].shader->setObjectNode(rc_actor[actor].mesh_node);
registerSceneNodeForRTT(VideoDriver, rc_actor[actor].mesh_node, rc_material[material_id].shader->getRTTInfo(ERT_VIEW));
int fx_index = -1;
int vacant_index = -1;
for(int i = 0; i < rc_actor[actor].actor_fx_materials.size(); i++)
{
if(rc_actor[actor].actor_fx_materials[i].actor_material_index == material_num &&
rc_actor[actor].actor_fx_materials[i].inUse)
{
fx_index = i;
break;
}
if(!rc_actor[actor].actor_fx_materials[i].inUse)
vacant_index = i;
}
if(fx_index < 0)
fx_index = vacant_index;
if(fx_index < 0)
{
rc_actor_fx_material_obj actor_fx_mat;
actor_fx_mat.actor_material_index = material_num;
actor_fx_mat.inUse = true;
actor_fx_mat.material_id = material_id;
rc_actor[actor].actor_fx_materials.push_back(actor_fx_mat);
}
else
{
rc_actor[actor].actor_fx_materials[fx_index].actor_material_index = material_num;
rc_actor[actor].actor_fx_materials[fx_index].inUse = true;
rc_actor[actor].actor_fx_materials[fx_index].material_id = material_id;
}
}
else
{
//shader is null then I might as well make sure this material is vacant
rc_material[material_id].isFX = false;
rc_material[material_id].isUsed = false;
}
}
else if(rc_material[material_id].isReference)
{
int refActor = rc_material[material_id].refActor;
int refMatNum = rc_material[material_id].refMatNum;
rc_actor[actor].mesh_node->getMaterial(material_num) = rc_actor[ refActor ].mesh_node->getMaterial( refMatNum );
}
else
{
rc_actor[actor].mesh_node->getMaterial(material_num) = rc_material[material_id].mat;
}
}
}
//Set Actor Material Type
int rc_copyActorMaterial(int actor, int material_num)
{
if(actor < 0 || actor >= rc_actor.size())
return -1;
if(!rc_actor[actor].mesh_node)
return -1;
int material_id = -1;
for(int i = 0; i < rc_material.size(); i++)
{
if(!rc_material[i].isUsed)
{
rc_material[i].isUsed = true;
material_id = i;
break;
}
}
if(material_id < 0)
{
material_id = rc_material.size();
rc_material_obj nmat;
nmat.isUsed = true;
nmat.mat = rc_actor[actor].mesh_node->getMaterial(material_num);
rc_material.push_back(nmat);
}
else
rc_material[material_id].mat = rc_actor[actor].mesh_node->getMaterial(material_num);
//Check if material is fx
for(int i = 0; i < rc_actor[actor].actor_fx_materials.size(); i++)
{
if(!rc_actor[actor].actor_fx_materials[i].inUse)
continue;
if(rc_actor[actor].actor_fx_materials[i].actor_material_index == material_num)
{
int fx_mat_id = rc_actor[actor].actor_fx_materials[i].material_id;
if(fx_mat_id >= 0 && fx_mat_id < rc_material.size())
{
rc_material[material_id].fxMatType = rc_material[fx_mat_id].fxMatType;
rc_material[material_id].isFX = true;
rc_material[material_id].shader = rc_material[fx_mat_id].shader;
}
}
}
return material_id;
}
int rc_copyMaterial(int src_material_id)
{
int material_id = -1;
if(!rc_material[src_material_id].isUsed)
return -1;
for(int i = 0; i < rc_material.size(); i++)
{
if(!rc_material[i].isUsed)
{
rc_material[i].isUsed = true;
material_id = i;
break;
}
}
rc_material_obj nmat;
nmat.isUsed = true;
nmat.mat = rc_material[src_material_id].mat;
nmat.isReference = false;
nmat.refActor = -1;
nmat.refMatNum = 0;
if(material_id < 0)
{
material_id = rc_material.size();
rc_material.push_back(nmat);
}
else
rc_material[material_id] = nmat;
if(rc_material[src_material_id].isFX)
{
if(!rc_material[src_material_id].shader)
{
rc_material[material_id].isUsed = false;
rc_material[material_id].isReference = false;
rc_material[material_id].isFX = false;
rc_material[material_id].shader = NULL;
return -1;
}
if(!createShaderMaterial(material_id, rc_material[src_material_id].fxMatType))
{
rc_material[material_id].isUsed = false;
rc_material[material_id].isReference = false;
rc_material[material_id].isFX = false;
rc_material[material_id].shader = NULL;
return -1;
}
//Copy all the uniforms
for(int i = 0; i < rc_material[src_material_id].shader->getUniformVariableCount(); i++)
{
rc_material[material_id].shader->getUniformVariable(i)->b_frag_var = rc_material[src_material_id].shader->getUniformVariable(i)->b_frag_var;
rc_material[material_id].shader->getUniformVariable(i)->name = rc_material[src_material_id].shader->getUniformVariable(i)->name;
rc_material[material_id].shader->getUniformVariable(i)->predefinition = rc_material[src_material_id].shader->getUniformVariable(i)->predefinition;
rc_material[material_id].shader->getUniformVariable(i)->type = rc_material[src_material_id].shader->getUniformVariable(i)->type;
switch(rc_material[material_id].shader->getUniformVariable(i)->type)
{
case ESVT_SAMPLER2D:
case ESVT_FLOAT:
rc_material[material_id].shader->getUniformVariable(i)->value[0] = rc_material[src_material_id].shader->getUniformVariable(i)->value[0];
break;
case ESVT_VEC2:
rc_material[material_id].shader->getUniformVariable(i)->value[0] = rc_material[src_material_id].shader->getUniformVariable(i)->value[0];
rc_material[material_id].shader->getUniformVariable(i)->value[1] = rc_material[src_material_id].shader->getUniformVariable(i)->value[1];
break;
case ESVT_VEC3:
rc_material[material_id].shader->getUniformVariable(i)->value[0] = rc_material[src_material_id].shader->getUniformVariable(i)->value[0];
rc_material[material_id].shader->getUniformVariable(i)->value[1] = rc_material[src_material_id].shader->getUniformVariable(i)->value[1];
rc_material[material_id].shader->getUniformVariable(i)->value[2] = rc_material[src_material_id].shader->getUniformVariable(i)->value[2];
break;
case ESVT_VEC4:
rc_material[material_id].shader->getUniformVariable(i)->value[0] = rc_material[src_material_id].shader->getUniformVariable(i)->value[0];
rc_material[material_id].shader->getUniformVariable(i)->value[1] = rc_material[src_material_id].shader->getUniformVariable(i)->value[1];
rc_material[material_id].shader->getUniformVariable(i)->value[2] = rc_material[src_material_id].shader->getUniformVariable(i)->value[2];
rc_material[material_id].shader->getUniformVariable(i)->value[3] = rc_material[src_material_id].shader->getUniformVariable(i)->value[3];
break;
}
}
}
return material_id;
}
int rc_getActorMaterial(int actor, int material_num)
{
if(actor < 0 || actor >= rc_actor.size())
return -1;
if(!rc_actor[actor].mesh_node)
return -1;
if(rc_actor[actor].material_ref_index >= 0)
return rc_actor[actor].material_ref_index;
int material_id = -1;
for(int i = 0; i < rc_material.size(); i++)
{
if(!rc_material[i].isUsed)
{
rc_material[i].isUsed = true;
material_id = i;
break;
}
}
if(material_id < 0)
{
material_id = rc_material.size();
rc_material_obj nmat;
nmat.isUsed = true;
nmat.isReference = true;
nmat.refActor = actor;
nmat.refMatNum = material_num;
//Check if this material number is FX
for(int i = 0; i < rc_actor[actor].actor_fx_materials.size(); i++)
{
if(!rc_actor[actor].actor_fx_materials[i].inUse)
continue;
int actor_material_index = rc_actor[actor].actor_fx_materials[i].actor_material_index;
if(actor_material_index == material_num)
{
int fx_mat_id = rc_actor[actor].actor_fx_materials[i].material_id;
if(fx_mat_id >= 0 && fx_mat_id < rc_material.size())
{
if(rc_material[fx_mat_id].isUsed && rc_material[fx_mat_id].isFX)
{
nmat.isFX = true;
nmat.fxMatType = rc_material[fx_mat_id].fxMatType;
nmat.shader = rc_material[fx_mat_id].shader;
}
}
}
}
rc_material.push_back(nmat);
}
else
{
rc_material_obj nmat;
nmat.isUsed = true;
nmat.isReference = true;
nmat.refActor = actor;
nmat.refMatNum = material_num;
rc_material[material_id] = nmat;
//Check if this material number is FX
for(int i = 0; i < rc_actor[actor].actor_fx_materials.size(); i++)
{
if(!rc_actor[actor].actor_fx_materials[i].inUse)
continue;
int actor_material_index = rc_actor[actor].actor_fx_materials[i].actor_material_index;
if(actor_material_index == material_num)
{
int fx_mat_id = rc_actor[actor].actor_fx_materials[i].material_id;
if(fx_mat_id >= 0 && fx_mat_id < rc_material.size())
{
if(rc_material[fx_mat_id].isUsed && rc_material[fx_mat_id].isFX)
{
rc_material[material_id].isFX = true;
rc_material[material_id].fxMatType = rc_material[fx_mat_id].fxMatType;
rc_material[material_id].shader = rc_material[fx_mat_id].shader;
}
}
}
}
}
return material_id;
}
bool rc_materialExists(int material_id)
{
if(material_id < 0 || material_id >= rc_material.size())
return false;
return rc_material[material_id].isUsed;
}
void rc_setMaterialAmbientColor(int material_id, Uint32 color)
{
if(material_id < 0 || material_id >= rc_material.size())
return;
if(rc_material[material_id].isReference)
{
int refActor = rc_material[material_id].refActor;
int refMatNum = rc_material[material_id].refMatNum;
rc_actor[refActor].mesh_node->getMaterial(refMatNum).AmbientColor = irr::video::SColor(color);
}
else
rc_material[material_id].mat.AmbientColor = irr::video::SColor(color);
}
void rc_setMaterialTextureCanvas(int material_id, int level, int canvas_id)
{
if(material_id < 0 || material_id >= rc_material.size())
return;
if(canvas_id < 0 || canvas_id >= rc_canvas.size())
return;
if(!rc_canvas[canvas_id].texture)
return;
if(rc_material[material_id].isReference)
{
int refActor = rc_material[material_id].refActor;
int refMatNum = rc_material[material_id].refMatNum;
rc_actor[refActor].mesh_node->getMaterial(refMatNum).setTexture(level, rc_canvas[canvas_id].texture);
}
else
rc_material[material_id].mat.setTexture(level, rc_canvas[canvas_id].texture);
}
Uint32 rc_getMaterialAmbientColor(int material_id)
{
if(material_id < 0 || material_id >= rc_material.size())
return 0;
if(rc_material[material_id].isReference)
{
int refActor = rc_material[material_id].refActor;
int refMatNum = rc_material[material_id].refMatNum;
return rc_actor[refActor].mesh_node->getMaterial(refMatNum).AmbientColor.color;
}
else
return rc_material[material_id].mat.AmbientColor.color;
}
void rc_setMaterialAntiAliasing(int material_id, int aa)
{
if(material_id < 0 || material_id >= rc_material.size())
return;
if(rc_material[material_id].isReference)
{
int refActor = rc_material[material_id].refActor;
int refMatNum = rc_material[material_id].refMatNum;
rc_actor[refActor].mesh_node->getMaterial(refMatNum).AntiAliasing = aa;
}
else
rc_material[material_id].mat.AntiAliasing = aa;
}
int rc_getMaterialAntiAliasing(int material_id)
{
if(material_id < 0 || material_id >= rc_material.size())
return 0;
if(rc_material[material_id].isReference)
{
int refActor = rc_material[material_id].refActor;
int refMatNum = rc_material[material_id].refMatNum;
return rc_actor[refActor].mesh_node->getMaterial(refMatNum).AntiAliasing;
}
else
return rc_material[material_id].mat.AntiAliasing;
}
void rc_setMaterialBackfaceCulling(int material_id, bool flag)
{
if(material_id < 0 || material_id >= rc_material.size())
return;
if(rc_material[material_id].isReference)
{
int refActor = rc_material[material_id].refActor;
int refMatNum = rc_material[material_id].refMatNum;
rc_actor[refActor].mesh_node->getMaterial(refMatNum).BackfaceCulling = flag;
}
else
rc_material[material_id].mat.BackfaceCulling = flag;
}
bool rc_getMaterialBackfaceCulling(int material_id)
{
if(material_id < 0 || material_id >= rc_material.size())
return false;
if(rc_material[material_id].isReference)
{
int refActor = rc_material[material_id].refActor;
int refMatNum = rc_material[material_id].refMatNum;
return rc_actor[refActor].mesh_node->getMaterial(refMatNum).BackfaceCulling;
}
else
return rc_material[material_id].mat.BackfaceCulling;
}
void rc_setMaterialBlendFactor(int material_id, double bf)
{
if(material_id < 0 || material_id >= rc_material.size())
return;
if(rc_material[material_id].isReference)
{
int refActor = rc_material[material_id].refActor;
int refMatNum = rc_material[material_id].refMatNum;
rc_actor[refActor].mesh_node->getMaterial(refMatNum).BlendFactor = bf;
}
else
rc_material[material_id].mat.BlendFactor = bf;
}
double rc_getMaterialBlendFactor(int material_id)
{
if(material_id < 0 || material_id >= rc_material.size())
return 0;
if(rc_material[material_id].isReference)
{
int refActor = rc_material[material_id].refActor;
int refMatNum = rc_material[material_id].refMatNum;
return rc_actor[refActor].mesh_node->getMaterial(refMatNum).BlendFactor;
}
else
return rc_material[material_id].mat.BlendFactor;
}
void rc_setMaterialBlendMode(int material_id, int blend_mode)
{
if(material_id < 0 || material_id >= rc_material.size())
return;
if(rc_material[material_id].isReference)
{
int refActor = rc_material[material_id].refActor;
int refMatNum = rc_material[material_id].refMatNum;
rc_actor[refActor].mesh_node->getMaterial(refMatNum).BlendOperation = (irr::video::E_BLEND_OPERATION)blend_mode;
}
else
rc_material[material_id].mat.BlendOperation = (irr::video::E_BLEND_OPERATION)blend_mode;
}
int rc_getMaterialBlendMode(int material_id)
{
if(material_id < 0 || material_id >= rc_material.size())
return 0;
if(rc_material[material_id].isReference)
{
int refActor = rc_material[material_id].refActor;
int refMatNum = rc_material[material_id].refMatNum;
return (int)rc_actor[refActor].mesh_node->getMaterial(refMatNum).BlendOperation;
}
else
return (int)rc_material[material_id].mat.BlendOperation;
}
void rc_setMaterialColorMask(int material_id, int color_mask)
{
if(material_id < 0 || material_id >= rc_material.size())
return;
if(rc_material[material_id].isReference)
{
int refActor = rc_material[material_id].refActor;
int refMatNum = rc_material[material_id].refMatNum;
rc_actor[refActor].mesh_node->getMaterial(refMatNum).ColorMask = color_mask;
}
else
rc_material[material_id].mat.ColorMask = color_mask;
}
int rc_getMaterialColorMask(int material_id)
{
if(material_id < 0 || material_id >= rc_material.size())
return 0;
if(rc_material[material_id].isReference)
{
int refActor = rc_material[material_id].refActor;
int refMatNum = rc_material[material_id].refMatNum;
return rc_actor[refActor].mesh_node->getMaterial(refMatNum).ColorMask;
}
else
return rc_material[material_id].mat.ColorMask;
}
void rc_setMaterialColorMode(int material_id, int color_mode)
{
if(material_id < 0 || material_id >= rc_material.size())
return;
if(rc_material[material_id].isReference)
{
int refActor = rc_material[material_id].refActor;
int refMatNum = rc_material[material_id].refMatNum;
rc_actor[refActor].mesh_node->getMaterial(refMatNum).ColorMaterial = (irr::video::E_COLOR_MATERIAL)color_mode;
}
else
rc_material[material_id].mat.ColorMaterial = (irr::video::E_COLOR_MATERIAL)color_mode;
}
int rc_getMaterialColorMode(int material_id)
{
if(material_id < 0 || material_id >= rc_material.size())
return 0;
if(rc_material[material_id].isReference)
{
int refActor = rc_material[material_id].refActor;
int refMatNum = rc_material[material_id].refMatNum;
return (int)rc_actor[refActor].mesh_node->getMaterial(refMatNum).ColorMaterial;
}
else
return (int)rc_material[material_id].mat.ColorMaterial;
}
void rc_setMaterialDiffuseColor(int material_id, Uint32 color)
{
if(material_id < 0 || material_id >= rc_material.size())
return;
if(rc_material[material_id].isReference)
{
int refActor = rc_material[material_id].refActor;
int refMatNum = rc_material[material_id].refMatNum;
rc_actor[refActor].mesh_node->getMaterial(refMatNum).DiffuseColor.set(color);
}
else
rc_material[material_id].mat.DiffuseColor = irr::video::SColor(color);
}
Uint32 rc_getMaterialDiffuseColor(int material_id)
{
if(material_id < 0 || material_id >= rc_material.size())
return 0;
if(rc_material[material_id].isReference)
{
int refActor = rc_material[material_id].refActor;
int refMatNum = rc_material[material_id].refMatNum;
return rc_actor[refActor].mesh_node->getMaterial(refMatNum).DiffuseColor.color;
}
else
return rc_material[material_id].mat.DiffuseColor.color;
}
void rc_setMaterialEmissiveColor(int material_id, Uint32 color)
{
if(material_id < 0 || material_id >= rc_material.size())
return;
if(rc_material[material_id].isReference)
{
int refActor = rc_material[material_id].refActor;
int refMatNum = rc_material[material_id].refMatNum;
rc_actor[refActor].mesh_node->getMaterial(refMatNum).EmissiveColor.set(color);
}
else
rc_material[material_id].mat.EmissiveColor = irr::video::SColor(color);
}
Uint32 rc_getMaterialEmissiveColor(int material_id)
{
if(material_id < 0 || material_id >= rc_material.size())
return 0;
if(rc_material[material_id].isReference)
{
int refActor = rc_material[material_id].refActor;
int refMatNum = rc_material[material_id].refMatNum;
return rc_actor[refActor].mesh_node->getMaterial(refMatNum).EmissiveColor.color;
}
else
return rc_material[material_id].mat.EmissiveColor.color;
}
void rc_setMaterialFog(int material_id, bool flag)
{
if(material_id < 0 || material_id >= rc_material.size())
return;
if(rc_material[material_id].isReference)
{
int refActor = rc_material[material_id].refActor;
int refMatNum = rc_material[material_id].refMatNum;
rc_actor[refActor].mesh_node->getMaterial(refMatNum).FogEnable = flag;
}
else
rc_material[material_id].mat.FogEnable = flag;
}
bool rc_getMaterialFog(int material_id)
{
if(material_id < 0 || material_id >= rc_material.size())
return false;
if(rc_material[material_id].isReference)
{
int refActor = rc_material[material_id].refActor;
int refMatNum = rc_material[material_id].refMatNum;
return rc_actor[refActor].mesh_node->getMaterial(refMatNum).FogEnable;
}
else
return rc_material[material_id].mat.FogEnable;
}
void rc_setMaterialFrontfaceCulling(int material_id, bool flag)
{
if(material_id < 0 || material_id >= rc_material.size())
return;
if(rc_material[material_id].isReference)
{
int refActor = rc_material[material_id].refActor;
int refMatNum = rc_material[material_id].refMatNum;
rc_actor[refActor].mesh_node->getMaterial(refMatNum).FrontfaceCulling = flag;
}
else
rc_material[material_id].mat.FrontfaceCulling = flag;
}
bool rc_getMaterialFrontfaceCulling(int material_id)
{
if(material_id < 0 || material_id >= rc_material.size())
return false;
if(rc_material[material_id].isReference)
{
int refActor = rc_material[material_id].refActor;
int refMatNum = rc_material[material_id].refMatNum;
return rc_actor[refActor].mesh_node->getMaterial(refMatNum).FrontfaceCulling;
}
else
return rc_material[material_id].mat.FrontfaceCulling;
}
void rc_setMaterialGouraudShading(int material_id, bool flag)
{
if(material_id < 0 || material_id >= rc_material.size())
return;
if(rc_material[material_id].isReference)
{
int refActor = rc_material[material_id].refActor;
int refMatNum = rc_material[material_id].refMatNum;
rc_actor[refActor].mesh_node->getMaterial(refMatNum).GouraudShading = flag;
}
else
rc_material[material_id].mat.GouraudShading = flag;
}
bool rc_materialIsGouraudShaded(int material_id)
{
if(material_id < 0 || material_id >= rc_material.size())
return false;
if(rc_material[material_id].isReference)
{
int refActor = rc_material[material_id].refActor;
int refMatNum = rc_material[material_id].refMatNum;
return rc_actor[refActor].mesh_node->getMaterial(refMatNum).GouraudShading;
}
else
return rc_material[material_id].mat.GouraudShading;
}
bool rc_materialIsAplhaBlend(int material_id)
{
if(material_id < 0 || material_id >= rc_material.size())
return false;
if(rc_material[material_id].isReference)
{
int refActor = rc_material[material_id].refActor;
int refMatNum = rc_material[material_id].refMatNum;
return rc_actor[refActor].mesh_node->getMaterial(refMatNum).isAlphaBlendOperation();
}
else
return rc_material[material_id].mat.isAlphaBlendOperation();
}
bool rc_materialIsTransparent(int material_id)
{
if(material_id < 0 || material_id >= rc_material.size())
return false;
if(rc_material[material_id].isReference)
{
int refActor = rc_material[material_id].refActor;
int refMatNum = rc_material[material_id].refMatNum;
return rc_actor[refActor].mesh_node->getMaterial(refMatNum).isTransparent();
}
else
return rc_material[material_id].mat.isTransparent();
}
void rc_setMaterialLighting(int material_id, bool flag)
{
if(material_id < 0 || material_id >= rc_material.size())
return;
if(rc_material[material_id].isReference)
{
int refActor = rc_material[material_id].refActor;
int refMatNum = rc_material[material_id].refMatNum;
rc_actor[refActor].mesh_node->getMaterial(refMatNum).Lighting = flag;
}
else
rc_material[material_id].mat.Lighting = flag;
}
bool rc_materialIsLit(int material_id)
{
if(material_id < 0 || material_id >= rc_material.size())
return false;
if(rc_material[material_id].isReference)
{
int refActor = rc_material[material_id].refActor;
int refMatNum = rc_material[material_id].refMatNum;
return rc_actor[refActor].mesh_node->getMaterial(refMatNum).Lighting;
}
else
return rc_material[material_id].mat.Lighting;
}
void rc_setMaterialType(int material_id, int mat_type)
{
if(material_id < 0 || material_id >= rc_material.size())
return;
if(!rc_material[material_id].isUsed)
return;
if(mat_type >= RC_FX_MATERIAL_BASE_INDEX && mat_type < (RC_FX_MATERIAL_BASE_INDEX + rc_shader_materials.size()))
{
if(rc_material[material_id].isReference)
{
return;
}
else
{
createShaderMaterial(material_id, mat_type);
}
}
else
{
if(rc_material[material_id].isReference)
{
int refActor = rc_material[material_id].refActor;
int refMatNum = rc_material[material_id].refMatNum;
rc_actor[refActor].mesh_node->getMaterial(refMatNum).MaterialType = (irr::video::E_MATERIAL_TYPE)mat_type;
}
else
rc_material[material_id].mat.MaterialType = (irr::video::E_MATERIAL_TYPE)mat_type;
}
}
int rc_getMaterialType(int material_id)
{
if(material_id < 0 || material_id >= rc_material.size())
return 0;
if(rc_material[material_id].isReference)
{
int refActor = rc_material[material_id].refActor;
int refMatNum = rc_material[material_id].refMatNum;
//Check if material is an fx material
for(int i = 0; i < rc_actor[refActor].actor_fx_materials.size(); i++)
{
if(!rc_actor[refActor].actor_fx_materials[i].inUse)
continue;
if(rc_actor[refActor].actor_fx_materials[i].material_id == material_id)
{
if(material_id >= 0 && material_id < rc_material.size())
{
if(rc_material[material_id].isFX)
return rc_material[material_id].fxMatType;
}
}
}
if(rc_material[material_id].isFX)
{
int n = rc_actor[refActor].actor_fx_materials[0].material_id;
if(n >= 0 && n < rc_material.size())
{
if(rc_material[n].isUsed)
return rc_material[n].fxMatType;
}
//std::cout << "yolo: " << rc_material[n].fxMatType << " ~ " << material_id << std::endl;
}
return (int)rc_actor[refActor].mesh_node->getMaterial(refMatNum).MaterialType;
}
else
{
if(rc_material[material_id].isFX)
{
return rc_material[material_id].fxMatType;
}
else
return (int)rc_material[material_id].mat.MaterialType;
}
}
void rc_setMaterialNormalize(int material_id, bool flag)
{
if(material_id < 0 || material_id >= rc_material.size())
return;
if(rc_material[material_id].isReference)
{
int refActor = rc_material[material_id].refActor;
int refMatNum = rc_material[material_id].refMatNum;
rc_actor[refActor].mesh_node->getMaterial(refMatNum).NormalizeNormals = flag;
}
else
rc_material[material_id].mat.NormalizeNormals = flag;
}
bool rc_materialIsNormalized(int material_id)
{
if(material_id < 0 || material_id >= rc_material.size())
return false;
if(rc_material[material_id].isReference)
{
int refActor = rc_material[material_id].refActor;
int refMatNum = rc_material[material_id].refMatNum;
return rc_actor[refActor].mesh_node->getMaterial(refMatNum).NormalizeNormals;
}
else
return rc_material[material_id].mat.NormalizeNormals;
}
void rc_setMaterialPointCloud(int material_id, bool flag)
{
if(material_id < 0 || material_id >= rc_material.size())
return;
if(rc_material[material_id].isReference)
{
int refActor = rc_material[material_id].refActor;
int refMatNum = rc_material[material_id].refMatNum;
rc_actor[refActor].mesh_node->getMaterial(refMatNum).PointCloud = flag;
}
else
rc_material[material_id].mat.PointCloud = flag;
}
bool rc_materialIsPointCloud(int material_id)
{
if(material_id < 0 || material_id >= rc_material.size())
return 0;
if(rc_material[material_id].isReference)
{
int refActor = rc_material[material_id].refActor;
int refMatNum = rc_material[material_id].refMatNum;
return rc_actor[refActor].mesh_node->getMaterial(refMatNum).PointCloud;
}
else
return rc_material[material_id].mat.PointCloud;
}
void rc_setMaterialFlag(int material_id, int material_flag, bool f_value)
{
if(material_id < 0 || material_id >= rc_material.size())
return;
if(rc_material[material_id].isReference)
{
int refActor = rc_material[material_id].refActor;
int refMatNum = rc_material[material_id].refMatNum;
rc_actor[refActor].mesh_node->getMaterial(refMatNum).setFlag((irr::video::E_MATERIAL_FLAG)material_flag, f_value);
}
else
rc_material[material_id].mat.setFlag((irr::video::E_MATERIAL_FLAG)material_flag, f_value);
}
bool rc_getMaterialFlag(int material_id, int material_flag)
{
if(material_id < 0 || material_id >= rc_material.size())
return false;
if(rc_material[material_id].isReference)
{
int refActor = rc_material[material_id].refActor;
int refMatNum = rc_material[material_id].refMatNum;
return rc_actor[refActor].mesh_node->getMaterial(refMatNum).getFlag((irr::video::E_MATERIAL_FLAG) material_flag);
}
else
return rc_material[material_id].mat.getFlag((irr::video::E_MATERIAL_FLAG) material_flag);
}
void rc_setMaterialTexture(int material_id, int level, int img_id)
{
if(material_id < 0 || material_id >= rc_material.size())
return;
if(level < 0 || level >= irr::video::MATERIAL_MAX_TEXTURES)
return;
if(img_id < 0 || img_id >= rc_image.size())
return;
if(!rc_image[img_id].image)
return;
if(rc_material[material_id].isReference)
{
int refActor = rc_material[material_id].refActor;
int refMatNum = rc_material[material_id].refMatNum;
rc_actor[refActor].mesh_node->getMaterial(refMatNum).setTexture(level, rc_image[img_id].image);
}
else
rc_material[material_id].mat.setTexture(level, rc_image[img_id].image);
}
void rc_setMaterialShininess(int material_id, double shininess)
{
if(material_id < 0 || material_id >= rc_material.size())
return;
if(rc_material[material_id].isReference)
{
int refActor = rc_material[material_id].refActor;
int refMatNum = rc_material[material_id].refMatNum;
rc_actor[refActor].mesh_node->getMaterial(refMatNum).Shininess = shininess;
}
else
rc_material[material_id].mat.Shininess = shininess;
}
double rc_getMaterialShininess(int material_id)
{
if(material_id < 0 || material_id >= rc_material.size())
return 0;
if(rc_material[material_id].isReference)
{
int refActor = rc_material[material_id].refActor;
int refMatNum = rc_material[material_id].refMatNum;
return rc_actor[refActor].mesh_node->getMaterial(refMatNum).Shininess;
}
else
return rc_material[material_id].mat.Shininess;
}
void rc_setMaterialSpecularColor(int material_id, Uint32 color)
{
if(material_id < 0 || material_id >= rc_material.size())
return;
if(rc_material[material_id].isReference)
{
int refActor = rc_material[material_id].refActor;
int refMatNum = rc_material[material_id].refMatNum;
rc_actor[refActor].mesh_node->getMaterial(refMatNum).SpecularColor.set(color);
}
else
rc_material[material_id].mat.SpecularColor = irr::video::SColor(color);
}
Uint32 rc_getMaterialSpecularColor(int material_id)
{
if(material_id < 0 || material_id >= rc_material.size())
return 0;
if(rc_material[material_id].isReference)
{
int refActor = rc_material[material_id].refActor;
int refMatNum = rc_material[material_id].refMatNum;
return rc_actor[refActor].mesh_node->getMaterial(refMatNum).SpecularColor.color;
}
else
return rc_material[material_id].mat.SpecularColor.color;
}
void rc_setMaterialThickness(int material_id, double thickness)
{
if(material_id < 0 || material_id >= rc_material.size())
return;
if(rc_material[material_id].isReference)
{
int refActor = rc_material[material_id].refActor;
int refMatNum = rc_material[material_id].refMatNum;
rc_actor[refActor].mesh_node->getMaterial(refMatNum).Thickness = thickness;
}
else
rc_material[material_id].mat.Thickness = thickness;
}
double rc_getMaterialThickness(int material_id)
{
if(material_id < 0 || material_id >= rc_material.size())
return 0;
if(rc_material[material_id].isReference)
{
int refActor = rc_material[material_id].refActor;
int refMatNum = rc_material[material_id].refMatNum;
return rc_actor[refActor].mesh_node->getMaterial(refMatNum).Thickness;
}
else
return rc_material[material_id].mat.Thickness;
}
void rc_setMaterialWireframe(int material_id, bool flag)
{
if(material_id < 0 || material_id >= rc_material.size())
return;
if(rc_material[material_id].isReference)
{
int refActor = rc_material[material_id].refActor;
int refMatNum = rc_material[material_id].refMatNum;
rc_actor[refActor].mesh_node->getMaterial(refMatNum).Wireframe = flag;
}
else
rc_material[material_id].mat.Wireframe = flag;
}
bool rc_materialIsWireframe(int material_id)
{
if(material_id < 0 || material_id >= rc_material.size())
return false;
if(rc_material[material_id].isReference)
{
int refActor = rc_material[material_id].refActor;
int refMatNum = rc_material[material_id].refMatNum;
return rc_actor[refActor].mesh_node->getMaterial(refMatNum).Wireframe;
}
else
return rc_material[material_id].mat.Wireframe;
}
//get Actor Texture
int rc_getActorTexture(int actor, int material, int layer)
{
if(actor < 0 || actor >= rc_actor.size())
return -1;
if(!rc_actor[actor].mesh_node)
return -1;
rc_image_obj img;
img.image = rc_actor[actor].mesh_node->getMaterial(material).getTexture(layer);
if(img.image == NULL)
return -1;
int img_id = -1;
for(int i = 0; i < rc_image.size(); i++)
{
if(rc_image[i].image == NULL)
{
img_id = i;
break;
}
}
if(img_id < 0)
{
img_id = rc_image.size();
rc_image.push_back(img);
}
else
{
rc_image[img_id] = img;
}
return img_id;
}
#endif // RC_ACTOR_MATERIAL_H_INCLUDED