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https://port.numenaute.org/aleajactaest/khanat-opennel-code.git
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369 lines
10 KiB
C++
369 lines
10 KiB
C++
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// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "std3d.h"
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#include "nel/3d/u_material.h"
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#include "nel/3d/u_driver.h"
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#include "nel/3d/texture_user.h"
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#include "nel/3d/driver_user.h"
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namespace NL3D
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{
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// ***************************************************************************
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bool UMaterial::isSupportedByDriver(UDriver &drv, bool forceBaseCaps)
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{
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CMaterial *object = getObjectPtr();
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return object->isSupportedByDriver(*(NLMISC::safe_cast<CDriverUser *>(&drv)->getDriver()), forceBaseCaps);
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}
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// ***************************************************************************
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void UMaterial::setAlphaTest(bool active)
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{
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CMaterial *object = getObjectPtr();
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object->setAlphaTest(active);
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}
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// ***************************************************************************
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bool UMaterial::getAlphaTest() const
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{
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CMaterial *object = getObjectPtr();
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return object->getAlphaTest();
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}
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// ***************************************************************************
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void UMaterial::setAlphaTestThreshold(float threshold)
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{
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CMaterial *object = getObjectPtr();
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object->setAlphaTestThreshold(threshold);
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}
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// ***************************************************************************
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float UMaterial::getAlphaTestThreshold() const
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{
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CMaterial *object = getObjectPtr();
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return object->getAlphaTestThreshold();
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}
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// ***************************************************************************
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void UMaterial::setTexture(UTexture* ptex)
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{
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setTexture (0, ptex);
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}
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// ***************************************************************************
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void UMaterial::setTexture(uint stage, UTexture* ptex)
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{
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CMaterial *object = getObjectPtr();
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CTextureUser *text= dynamic_cast<CTextureUser*>(ptex);
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if (text != NULL)
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{
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object->setTexture (stage, text->getITexture());
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}
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else
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{
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object->setTexture (stage, NULL);
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}
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// NB: _Material smartpoint to this ITexture. But this is correct because so does CTextureUser.
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}
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// ***************************************************************************
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bool UMaterial::texturePresent()
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{
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return texturePresent (0);
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}
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// ***************************************************************************
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bool UMaterial::texturePresent (uint stage)
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{
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CMaterial *object = getObjectPtr();
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return object->texturePresent (stage);
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}
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// ***************************************************************************
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void UMaterial::selectTextureSet(uint id)
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{
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CMaterial *object = getObjectPtr();
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object->selectTextureSet(id);
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}
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// ***************************************************************************
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void UMaterial::setBlend(bool active)
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{
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CMaterial *object = getObjectPtr();
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object->setBlend(active);
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}
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// ***************************************************************************
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void UMaterial::setBlendFunc(TBlend src, TBlend dst)
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{
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CMaterial *object = getObjectPtr();
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object->setBlendFunc((CMaterial::TBlend)(uint32)src, (CMaterial::TBlend)(uint32)dst);
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}
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// ***************************************************************************
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void UMaterial::setSrcBlend(TBlend val)
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{
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CMaterial *object = getObjectPtr();
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object->setSrcBlend((CMaterial::TBlend)(uint32)val);
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}
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// ***************************************************************************
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void UMaterial::setDstBlend(TBlend val)
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{
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CMaterial *object = getObjectPtr();
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object->setDstBlend((CMaterial::TBlend)(uint32)val);
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}
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// ***************************************************************************
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bool UMaterial::getBlend() const
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{
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CMaterial *object = getObjectPtr();
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return object->getBlend();
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}
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// ***************************************************************************
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UMaterial::TBlend UMaterial::getSrcBlend(void) const
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{
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CMaterial *object = getObjectPtr();
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return (UMaterial::TBlend)(uint32)object->getSrcBlend();
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}
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// ***************************************************************************
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UMaterial::TBlend UMaterial::getDstBlend(void) const
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{
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CMaterial *object = getObjectPtr();
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return (UMaterial::TBlend)(uint32)object->getDstBlend();
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}
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// ***************************************************************************
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void UMaterial::texEnvOpRGB(uint stage, TTexOperator ope)
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{
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CMaterial *object = getObjectPtr();
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object->texEnvOpRGB(stage, (CMaterial::TTexOperator)(uint32)ope);
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}
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// ***************************************************************************
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void UMaterial::texEnvArg0RGB (uint stage, TTexSource src, TTexOperand oper)
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{
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CMaterial *object = getObjectPtr();
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object->texEnvArg0RGB (stage, (CMaterial::TTexSource)(uint32)src, (CMaterial::TTexOperand)(uint32)oper);
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}
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// ***************************************************************************
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void UMaterial::texEnvArg1RGB (uint stage, TTexSource src, TTexOperand oper)
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{
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CMaterial *object = getObjectPtr();
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object->texEnvArg1RGB (stage, (CMaterial::TTexSource)(uint32)src, (CMaterial::TTexOperand)(uint32)oper);
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}
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// ***************************************************************************
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void UMaterial::texEnvArg2RGB (uint stage, TTexSource src, TTexOperand oper)
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{
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CMaterial *object = getObjectPtr();
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object->texEnvArg2RGB (stage, (CMaterial::TTexSource)(uint32)src, (CMaterial::TTexOperand)(uint32)oper);
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}
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// ***************************************************************************
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void UMaterial::texEnvOpAlpha(uint stage, TTexOperator ope)
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{
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CMaterial *object = getObjectPtr();
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object->texEnvOpAlpha (stage, (CMaterial::TTexOperator)(uint32)ope);
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}
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// ***************************************************************************
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void UMaterial::texEnvArg0Alpha(uint stage, TTexSource src, TTexOperand oper)
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{
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CMaterial *object = getObjectPtr();
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object->texEnvArg0Alpha (stage, (CMaterial::TTexSource)(uint32)src, (CMaterial::TTexOperand)(uint32)oper);
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}
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// ***************************************************************************
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void UMaterial::texEnvArg1Alpha(uint stage, TTexSource src, TTexOperand oper)
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{
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CMaterial *object = getObjectPtr();
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object->texEnvArg1Alpha (stage, (CMaterial::TTexSource)(uint32)src, (CMaterial::TTexOperand)(uint32)oper);
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}
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// ***************************************************************************
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void UMaterial::texEnvArg2Alpha(uint stage, TTexSource src, TTexOperand oper)
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{
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CMaterial *object = getObjectPtr();
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object->texEnvArg2Alpha (stage, (CMaterial::TTexSource)(uint32)src, (CMaterial::TTexOperand)(uint32)oper);
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}
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// ***************************************************************************
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void UMaterial::setZFunc(ZFunc val)
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{
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CMaterial *object = getObjectPtr();
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object->setZFunc((CMaterial::ZFunc)(uint32) val);
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}
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// ***************************************************************************
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void UMaterial::setZWrite(bool active)
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{
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CMaterial *object = getObjectPtr();
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object->setZWrite(active);
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}
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// ***************************************************************************
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void UMaterial::setZBias(float val)
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{
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CMaterial *object = getObjectPtr();
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object->setZBias(val);
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}
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// ***************************************************************************
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UMaterial::ZFunc UMaterial::getZFunc(void) const
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{
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CMaterial *object = getObjectPtr();
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return (UMaterial::ZFunc)(uint32)object->getZFunc();
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}
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// ***************************************************************************
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bool UMaterial::getZWrite(void) const
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{
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CMaterial *object = getObjectPtr();
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return object->getZWrite();
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}
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// ***************************************************************************
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float UMaterial::getZBias(void) const
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{
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CMaterial *object = getObjectPtr();
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return object->getZBias();
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}
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// ***************************************************************************
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void UMaterial::setColor(CRGBA rgba)
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{
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CMaterial *object = getObjectPtr();
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object->setColor(rgba);
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}
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// ***************************************************************************
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CRGBA UMaterial::getColor(void) const
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{
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CMaterial *object = getObjectPtr();
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return object->getColor();
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}
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// ***************************************************************************
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void UMaterial::setDoubleSided(bool doubleSided)
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{
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CMaterial *object = getObjectPtr();
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object->setDoubleSided(doubleSided);
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}
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// ***************************************************************************
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bool UMaterial::getDoubleSided() const
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{
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CMaterial *object = getObjectPtr();
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return object->getDoubleSided();
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}
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// ***************************************************************************
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void UMaterial::initUnlit()
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{
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CMaterial *object = getObjectPtr();
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object->initUnlit();
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}
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// ***************************************************************************
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bool UMaterial::isLighted() const
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{
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CMaterial *object = getObjectPtr();
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return object->isLighted();
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}
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// ***************************************************************************
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CRGBA UMaterial::getEmissive() const
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{
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CMaterial *object = getObjectPtr();
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return object->getEmissive();
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}
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// ***************************************************************************
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CRGBA UMaterial::getAmbient() const
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{
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CMaterial *object = getObjectPtr();
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return object->getAmbient();
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}
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// ***************************************************************************
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CRGBA UMaterial::getDiffuse() const
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{
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CMaterial *object = getObjectPtr();
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return object->getDiffuse();
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}
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// ***************************************************************************
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uint8 UMaterial::getOpacity() const
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{
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CMaterial *object = getObjectPtr();
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return object->getOpacity();
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}
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// ***************************************************************************
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CRGBA UMaterial::getSpecular() const
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{
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CMaterial *object = getObjectPtr();
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return object->getSpecular();
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}
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// ***************************************************************************
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float UMaterial::getShininess() const
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{
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CMaterial *object = getObjectPtr();
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return object->getShininess();
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}
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} // NL3D
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