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https://github.com/scp-fs2open/fs2open.github.com.git
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710 lines
14 KiB
C++
710 lines
14 KiB
C++
#include "globalincs/pstypes.h"
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#include "graphics/grinternal.h"
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#include "graphics/2d.h"
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#include "graphics/material.h"
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#include "globalincs/systemvars.h"
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#include "cmdline/cmdline.h"
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gr_alpha_blend material_determine_blend_mode(int base_bitmap, bool blending)
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{
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if ( blending ) {
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if ( base_bitmap >= 0 && bm_has_alpha_channel(base_bitmap) ) {
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return ALPHA_BLEND_ALPHA_BLEND_ALPHA;
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}
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return ALPHA_BLEND_ADDITIVE;
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}
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return ALPHA_BLEND_ALPHA_BLEND_ALPHA;
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}
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gr_zbuffer_type material_determine_depth_mode(bool depth_testing, bool blending)
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{
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if ( depth_testing ) {
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if ( blending ) {
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return ZBUFFER_TYPE_READ;
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}
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return ZBUFFER_TYPE_FULL;
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}
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return ZBUFFER_TYPE_NONE;
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}
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void material_set_unlit(material* mat_info, int texture, float alpha, bool blending, bool depth_testing)
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{
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mat_info->set_texture_map(TM_BASE_TYPE, texture);
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gr_alpha_blend blend_mode = material_determine_blend_mode(texture, blending);
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gr_zbuffer_type depth_mode = material_determine_depth_mode(depth_testing, blending);
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mat_info->set_blend_mode(blend_mode);
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mat_info->set_depth_mode(depth_mode);
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mat_info->set_cull_mode(false);
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if ( blend_mode == ALPHA_BLEND_ADDITIVE ) {
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mat_info->set_color(alpha, alpha, alpha, 1.0f);
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} else {
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mat_info->set_color(1.0f, 1.0f, 1.0f, alpha);
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}
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if ( texture >= 0 && bm_has_alpha_channel(texture) ) {
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mat_info->set_texture_type(material::TEX_TYPE_XPARENT);
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}
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}
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void material_set_unlit_emissive(material* mat_info, int texture, float alpha, float color_scale)
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{
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material_set_unlit(mat_info, texture, alpha, true, true);
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mat_info->set_color_scale(color_scale);
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}
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void material_set_unlit_color(material* mat_info, int texture, color *clr, bool blending, bool depth_testing)
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{
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mat_info->set_texture_map(TM_BASE_TYPE, texture);
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gr_alpha_blend blend_mode = material_determine_blend_mode(texture, blending);
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gr_zbuffer_type depth_mode = material_determine_depth_mode(depth_testing, blending);
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mat_info->set_blend_mode(blend_mode);
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mat_info->set_depth_mode(depth_mode);
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mat_info->set_cull_mode(false);
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mat_info->set_color(*clr);
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}
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void material_set_unlit_color(material* mat_info, int texture, color *clr, float alpha, bool blending, bool depth_testing)
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{
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color clr_with_alpha;
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gr_init_alphacolor(&clr_with_alpha, clr->red, clr->green, clr->blue, fl2i(alpha * 255.0f));
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material_set_unlit_color(mat_info, texture, &clr_with_alpha, blending, depth_testing);
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}
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void material_set_interface(material* mat_info, int texture, bool blended, float alpha)
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{
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mat_info->set_texture_map(TM_BASE_TYPE, texture);
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mat_info->set_texture_type(material::TEX_TYPE_INTERFACE);
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mat_info->set_blend_mode(material_determine_blend_mode(texture, blended));
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mat_info->set_depth_mode(ZBUFFER_TYPE_NONE);
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mat_info->set_cull_mode(false);
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mat_info->set_color(1.0f, 1.0f, 1.0f, blended ? alpha : 1.0f);
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}
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void material_set_unlit_volume(particle_material* mat_info, int texture, bool point_sprites)
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{
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mat_info->set_point_sprite_mode(point_sprites);
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mat_info->set_depth_mode(ZBUFFER_TYPE_NONE);
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mat_info->set_blend_mode(material_determine_blend_mode(texture, true));
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mat_info->set_texture_map(TM_BASE_TYPE, texture);
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mat_info->set_cull_mode(false);
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mat_info->set_color(1.0f, 1.0f, 1.0f, 1.0f);
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}
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void material_set_distortion(distortion_material *mat_info, int texture, bool thruster)
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{
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mat_info->set_thruster_rendering(thruster);
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mat_info->set_depth_mode(ZBUFFER_TYPE_READ);
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mat_info->set_blend_mode(ALPHA_BLEND_ALPHA_BLEND_ALPHA);
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mat_info->set_texture_map(TM_BASE_TYPE, texture);
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mat_info->set_cull_mode(false);
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mat_info->set_color(1.0f, 1.0f, 1.0f, 1.0f);
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}
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material::material():
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Sdr_type(SDR_TYPE_PASSTHROUGH_RENDER),
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Tex_type(TEX_TYPE_NORMAL),
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Texture_addressing(TMAP_ADDRESS_WRAP),
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Depth_bias(0),
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Depth_mode(ZBUFFER_TYPE_NONE),
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Blend_mode(ALPHA_BLEND_ALPHA_BLEND_ALPHA),
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Cull_mode(true),
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Fill_mode(GR_FILL_MODE_SOLID),
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Clr_scale(1.0f)
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{
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Clr = { 1.0f, 1.0f, 1.0f, 1.0f };
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Texture_maps[TM_BASE_TYPE] = -1;
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Texture_maps[TM_GLOW_TYPE] = -1;
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Texture_maps[TM_SPECULAR_TYPE] = -1;
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Texture_maps[TM_NORMAL_TYPE] = -1;
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Texture_maps[TM_HEIGHT_TYPE] = -1;
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Texture_maps[TM_MISC_TYPE] = -1;
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Texture_maps[TM_SPEC_GLOSS_TYPE] = -1;
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Texture_maps[TM_AMBIENT_TYPE] = -1;
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Fog_params.dist_near = -1.0f;
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Fog_params.dist_far = -1.0f;
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Fog_params.r = 0;
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Fog_params.g = 0;
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Fog_params.b = 0;
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Fog_params.enabled = false;
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Clip_params.enabled = false;
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};
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void material::set_shader_type(shader_type init_sdr_type)
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{
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Sdr_type = init_sdr_type;
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}
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uint material::get_shader_flags()
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{
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return 0;
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}
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int material::get_shader_handle()
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{
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return gr_maybe_create_shader(Sdr_type, get_shader_flags());
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}
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void material::set_texture_map(int tex_type, int texture_num)
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{
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Assert(tex_type > -1 && tex_type < TM_NUM_TYPES);
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Texture_maps[tex_type] = texture_num;
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}
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int material::get_texture_map(int tex_type)
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{
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Assert(tex_type > -1 && tex_type < TM_NUM_TYPES);
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return Texture_maps[tex_type];
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}
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bool material::is_textured()
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{
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return
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Texture_maps[TM_BASE_TYPE] > -1 ||
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Texture_maps[TM_GLOW_TYPE] > -1 ||
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Texture_maps[TM_SPECULAR_TYPE] > -1 ||
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Texture_maps[TM_NORMAL_TYPE] > -1 ||
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Texture_maps[TM_HEIGHT_TYPE] > -1 ||
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Texture_maps[TM_MISC_TYPE] > -1;
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}
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void material::set_texture_type(texture_type t_type)
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{
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Tex_type = t_type;
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}
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int material::get_texture_type()
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{
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switch ( Tex_type ) {
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default:
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case TEX_TYPE_NORMAL:
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return TCACHE_TYPE_NORMAL;
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case TEX_TYPE_XPARENT:
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return TCACHE_TYPE_XPARENT;
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case TEX_TYPE_INTERFACE:
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return TCACHE_TYPE_INTERFACE;
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case TEX_TYPE_AABITMAP:
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return TCACHE_TYPE_AABITMAP;
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}
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}
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bool material::is_clipped()
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{
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return Clip_params.enabled;
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}
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void material::set_clip_plane(const vec3d &normal, const vec3d &position)
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{
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Clip_params.enabled = true;
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Clip_params.normal = normal;
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Clip_params.position = position;
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}
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void material::set_clip_plane()
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{
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Clip_params.enabled = false;
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}
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material::clip_plane& material::get_clip_plane()
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{
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return Clip_params;
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}
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void material::set_texture_addressing(int addressing)
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{
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Texture_addressing = addressing;
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}
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int material::get_texture_addressing()
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{
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return Texture_addressing;
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}
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void material::set_fog(int r, int g, int b, float _near, float _far)
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{
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Fog_params.enabled = true;
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Fog_params.r = r;
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Fog_params.g = g;
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Fog_params.b = b;
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Fog_params.dist_near = _near;
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Fog_params.dist_far = _far;
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}
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void material::set_fog()
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{
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Fog_params.enabled = false;
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}
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bool material::is_fogged()
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{
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return Fog_params.enabled;
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}
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material::fog& material::get_fog()
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{
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return Fog_params;
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}
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void material::set_depth_mode(gr_zbuffer_type mode)
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{
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Depth_mode = mode;
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}
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gr_zbuffer_type material::get_depth_mode()
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{
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return Depth_mode;
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}
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void material::set_cull_mode(bool mode)
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{
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Cull_mode = mode;
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}
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bool material::get_cull_mode()
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{
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return Cull_mode;
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}
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void material::set_fill_mode(int mode)
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{
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Fill_mode = mode;
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}
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int material::get_fill_mode()
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{
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return Fill_mode;
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}
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void material::set_blend_mode(gr_alpha_blend mode)
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{
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Blend_mode = mode;
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}
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gr_alpha_blend material::get_blend_mode()
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{
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return Blend_mode;
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}
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void material::set_depth_bias(int bias)
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{
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Depth_bias = bias;
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}
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int material::get_depth_bias()
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{
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return Depth_bias;
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}
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void material::set_color(float red, float green, float blue, float alpha)
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{
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Clr = { red, green, blue, alpha };
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}
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void material::set_color(int r, int g, int b, int a)
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{
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CLAMP(r, 0, 255);
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CLAMP(b, 0, 255);
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CLAMP(g, 0, 255);
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CLAMP(a, 0, 255);
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Clr = { i2fl(r) / 255.0f, i2fl(g) / 255.0f, i2fl(b) / 255.0f, i2fl(a) / 255.0f };
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}
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void material::set_color(color &clr_in)
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{
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if ( clr_in.is_alphacolor ) {
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Clr = { i2fl(clr_in.red) / 255.0f, i2fl(clr_in.green) / 255.0f, i2fl(clr_in.blue) / 255.0f, 1.0f };
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} else {
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Clr = { i2fl(clr_in.red) / 255.0f, i2fl(clr_in.green) / 255.0f, i2fl(clr_in.blue) / 255.0f, i2fl(clr_in.green) / 255.0f };
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}
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}
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const vec4& material::get_color()
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{
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return Clr;
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}
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void material::set_color_scale(float scale)
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{
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Clr_scale = scale;
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}
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float material::get_color_scale()
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{
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return Clr_scale;
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}
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model_material::model_material():
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material(),
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Animated_effect(-1),
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Animated_timer(0.0f),
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Thrust_scale(-1.0f),
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lighting(false),
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Light_factor(1.0f),
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Batched(false),
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Team_color_set(false),
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Center_alpha(0),
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Desaturate(false),
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Normal_alpha(false),
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Normal_alpha_min(0.0f),
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Normal_alpha_max(1.0f),
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Normal_extrude(false),
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Deferred(false),
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HDR(false)
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{
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set_shader_type(SDR_TYPE_MODEL);
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}
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void model_material::set_desaturation(bool enabled)
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{
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Desaturate = enabled;
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}
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bool model_material::is_desaturated()
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{
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return Desaturate;
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}
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void model_material::set_shadow_casting(bool enabled)
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{
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Shadow_casting = enabled;
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}
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void model_material::set_light_factor(float factor)
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{
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Light_factor = factor;
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}
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float model_material::get_light_factor()
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{
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return Light_factor;
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}
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void model_material::set_lighting(bool mode)
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{
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lighting = mode;
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}
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bool model_material::is_lit()
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{
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return lighting;
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}
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void model_material::set_deferred_lighting(bool enabled)
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{
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Deferred = enabled;
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}
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void model_material::set_high_dynamic_range(bool enabled)
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{
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HDR = enabled;
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}
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void model_material::set_center_alpha(int c_alpha)
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{
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Center_alpha = c_alpha;
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}
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int model_material::get_center_alpha()
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{
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return Center_alpha;
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}
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void model_material::set_thrust_scale(float scale)
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{
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Thrust_scale = scale;
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}
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float model_material::get_thrust_scale()
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{
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return Thrust_scale;
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}
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void model_material::set_team_color(const team_color &team_clr)
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{
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Team_color_set = true;
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Tm_color = team_clr;
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}
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void model_material::set_team_color()
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{
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Team_color_set = false;
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}
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team_color& model_material::get_team_color()
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{
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return Tm_color;
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}
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void model_material::set_animated_effect(int effect, float time)
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{
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Animated_effect = effect;
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Animated_timer = time;
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}
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void model_material::set_animated_effect()
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{
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Animated_effect = 0;
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Animated_timer = 0.0f;
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}
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int model_material::get_animated_effect()
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{
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return Animated_effect;
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}
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float model_material::get_animated_effect_time()
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{
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return Animated_timer;
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}
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void model_material::set_batching(bool enabled)
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{
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Batched = enabled;
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}
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bool model_material::is_batched()
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{
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return Batched;
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}
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void model_material::set_normal_alpha(float min, float max)
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{
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Normal_alpha = true;
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Normal_alpha_min = min;
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Normal_alpha_max = max;
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}
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void model_material::set_normal_alpha()
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{
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Normal_alpha = false;
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}
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bool model_material::is_normal_alpha_active()
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{
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return Normal_alpha;
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}
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float model_material::get_normal_alpha_min()
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{
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return Normal_alpha_min;
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}
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float model_material::get_normal_alpha_max()
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{
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return Normal_alpha_max;
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}
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void model_material::set_normal_extrude(float width)
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{
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Normal_extrude = true;
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Normal_extrude_width = width;
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}
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void model_material::set_normal_extrude()
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{
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Normal_extrude = false;
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}
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bool model_material::is_normal_extrude_active()
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{
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return Normal_extrude;
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}
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float model_material::get_normal_extrude_width()
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{
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return Normal_extrude_width;
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}
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uint model_material::get_shader_flags()
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{
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uint Shader_flags = 0;
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if ( is_clipped() ) {
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Shader_flags |= SDR_FLAG_MODEL_CLIP;
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}
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if ( is_batched() ) {
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Shader_flags |= SDR_FLAG_MODEL_TRANSFORM;
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}
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if ( Shadow_casting ) {
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// if we're building the shadow map, we likely only need the flags here and above so bail
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Shader_flags |= SDR_FLAG_MODEL_SHADOW_MAP;
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return Shader_flags;
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}
|
|
|
|
if ( is_fogged() ) {
|
|
Shader_flags |= SDR_FLAG_MODEL_FOG;
|
|
}
|
|
|
|
if ( Animated_effect >= 0 ) {
|
|
Shader_flags |= SDR_FLAG_MODEL_ANIMATED;
|
|
}
|
|
|
|
if ( get_texture_map(TM_BASE_TYPE) > 0 && !Basemap_override ) {
|
|
Shader_flags |= SDR_FLAG_MODEL_DIFFUSE_MAP;
|
|
}
|
|
|
|
if ( get_texture_map(TM_GLOW_TYPE) > 0 ) {
|
|
Shader_flags |= SDR_FLAG_MODEL_GLOW_MAP;
|
|
}
|
|
|
|
if ( lighting ) {
|
|
Shader_flags |= SDR_FLAG_MODEL_LIGHT;
|
|
|
|
if ( ( get_texture_map(TM_SPECULAR_TYPE) > 0) && !Specmap_override ) {
|
|
Shader_flags |= SDR_FLAG_MODEL_SPEC_MAP;
|
|
|
|
if ( (ENVMAP > 0) && !Envmap_override ) {
|
|
Shader_flags |= SDR_FLAG_MODEL_ENV_MAP;
|
|
}
|
|
}
|
|
|
|
if ( (get_texture_map(TM_NORMAL_TYPE) > 0) && !Normalmap_override ) {
|
|
Shader_flags |= SDR_FLAG_MODEL_NORMAL_MAP;
|
|
}
|
|
|
|
if ( (get_texture_map(TM_HEIGHT_TYPE) > 0) && !Heightmap_override ) {
|
|
Shader_flags |= SDR_FLAG_MODEL_HEIGHT_MAP;
|
|
}
|
|
|
|
if ( Cmdline_shadow_quality && !Shadow_casting && !Shadow_override ) {
|
|
Shader_flags |= SDR_FLAG_MODEL_SHADOWS;
|
|
}
|
|
}
|
|
|
|
if ( get_texture_map(TM_MISC_TYPE) > 0 ) {
|
|
Shader_flags |= SDR_FLAG_MODEL_MISC_MAP;
|
|
|
|
if ( Team_color_set ) {
|
|
Shader_flags |= SDR_FLAG_MODEL_TEAMCOLOR;
|
|
}
|
|
}
|
|
|
|
if ( Deferred ) {
|
|
Shader_flags |= SDR_FLAG_MODEL_DEFERRED;
|
|
}
|
|
|
|
if ( HDR ) {
|
|
Shader_flags |= SDR_FLAG_MODEL_HDR;
|
|
}
|
|
|
|
if ( Thrust_scale > 0.0f ) {
|
|
Shader_flags |= SDR_FLAG_MODEL_THRUSTER;
|
|
}
|
|
|
|
if ( Normal_alpha ) {
|
|
Shader_flags |= SDR_FLAG_MODEL_NORMAL_ALPHA;
|
|
}
|
|
|
|
if ( Normal_extrude ) {
|
|
Shader_flags |= SDR_FLAG_MODEL_NORMAL_EXTRUDE;
|
|
}
|
|
|
|
return Shader_flags;
|
|
}
|
|
|
|
particle_material::particle_material():
|
|
material()
|
|
{
|
|
set_shader_type(SDR_TYPE_EFFECT_PARTICLE);
|
|
}
|
|
|
|
void particle_material::set_point_sprite_mode(bool enabled)
|
|
{
|
|
Point_sprite = enabled;
|
|
}
|
|
|
|
bool particle_material::get_point_sprite_mode()
|
|
{
|
|
return Point_sprite;
|
|
}
|
|
|
|
uint particle_material::get_shader_flags()
|
|
{
|
|
uint flags = 0;
|
|
|
|
if ( Point_sprite ) {
|
|
flags |= SDR_FLAG_PARTICLE_POINT_GEN;
|
|
}
|
|
|
|
return flags;
|
|
}
|
|
|
|
distortion_material::distortion_material():
|
|
material()
|
|
{
|
|
set_shader_type(SDR_TYPE_EFFECT_DISTORTION);
|
|
}
|
|
|
|
void distortion_material::set_thruster_rendering(bool enabled)
|
|
{
|
|
Thruster_render = enabled;
|
|
}
|
|
|
|
bool distortion_material::get_thruster_rendering()
|
|
{
|
|
return Thruster_render;
|
|
}
|
|
|
|
shield_material::shield_material() :
|
|
material()
|
|
{
|
|
set_shader_type(SDR_TYPE_SHIELD_DECAL);
|
|
|
|
vm_set_identity(&Impact_orient);
|
|
Impact_pos = { 0.0f, 0.0f, 0.0f };
|
|
Impact_radius = 1.0f;
|
|
}
|
|
|
|
void shield_material::set_impact_transform(matrix &orient, vec3d &pos)
|
|
{
|
|
Impact_orient = orient;
|
|
Impact_pos = pos;
|
|
}
|
|
|
|
void shield_material::set_impact_radius(float radius)
|
|
{
|
|
Impact_radius = radius;
|
|
}
|
|
|
|
const matrix& shield_material::get_impact_orient()
|
|
{
|
|
return Impact_orient;
|
|
}
|
|
|
|
const vec3d& shield_material::get_impact_pos()
|
|
{
|
|
return Impact_pos;
|
|
}
|
|
|
|
float shield_material::get_impact_radius()
|
|
{
|
|
return Impact_radius;
|
|
} |