lovr/src/modules/graphics/material.c

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#include "graphics/material.h"
#include "graphics/graphics.h"
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#include "graphics/shader.h"
#include "graphics/texture.h"
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#include "resources/shaders.h"
#include "core/ref.h"
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#include <stdlib.h>
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#include <math.h>
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Material* lovrMaterialInit(Material* material) {
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for (int i = 0; i < MAX_MATERIAL_SCALARS; i++) {
material->scalars[i] = 1.f;
}
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for (int i = 0; i < MAX_MATERIAL_COLORS; i++) {
if (i == COLOR_EMISSIVE) {
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material->colors[i] = (Color) { 0.f, 0.f, 0.f, 0.f };
} else {
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material->colors[i] = (Color) { 1.f, 1.f, 1.f, 1.f };
}
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}
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lovrMaterialSetTransform(material, 0.f, 0.f, 1.f, 1.f, 0.f);
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return material;
}
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void lovrMaterialDestroy(void* ref) {
Material* material = ref;
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lovrGraphicsFlushMaterial(material);
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for (int i = 0; i < MAX_MATERIAL_TEXTURES; i++) {
lovrRelease(Texture, material->textures[i]);
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}
}
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void lovrMaterialBind(Material* material, Shader* shader) {
for (int i = 0; i < MAX_MATERIAL_SCALARS; i++) {
lovrShaderSetFloats(shader, lovrShaderScalarUniforms[i], &material->scalars[i], 0, 1);
}
for (int i = 0; i < MAX_MATERIAL_COLORS; i++) {
lovrShaderSetColor(shader, lovrShaderColorUniforms[i], material->colors[i]);
}
for (int i = 0; i < MAX_MATERIAL_TEXTURES; i++) {
lovrShaderSetTextures(shader, lovrShaderTextureUniforms[i], &material->textures[i], 0, 1);
}
lovrShaderSetMatrices(shader, "lovrMaterialTransform", material->transform, 0, 9);
}
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float lovrMaterialGetScalar(Material* material, MaterialScalar scalarType) {
return material->scalars[scalarType];
}
void lovrMaterialSetScalar(Material* material, MaterialScalar scalarType, float value) {
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if (material->scalars[scalarType] != value) {
lovrGraphicsFlushMaterial(material);
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material->scalars[scalarType] = value;
}
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}
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Color lovrMaterialGetColor(Material* material, MaterialColor colorType) {
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return material->colors[colorType];
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}
void lovrMaterialSetColor(Material* material, MaterialColor colorType, Color color) {
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if (memcmp(&material->colors[colorType], &color, 4 * sizeof(float))) {
lovrGraphicsFlushMaterial(material);
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material->colors[colorType] = color;
}
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}
Texture* lovrMaterialGetTexture(Material* material, MaterialTexture textureType) {
return material->textures[textureType];
}
void lovrMaterialSetTexture(Material* material, MaterialTexture textureType, Texture* texture) {
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if (material->textures[textureType] != texture) {
lovrGraphicsFlushMaterial(material);
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lovrRetain(texture);
lovrRelease(Texture, material->textures[textureType]);
material->textures[textureType] = texture;
}
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}
void lovrMaterialGetTransform(Material* material, float* ox, float* oy, float* sx, float* sy, float* angle) {
*ox = material->transform[6];
*oy = material->transform[7];
*sx = sqrtf(material->transform[0] * material->transform[0] + material->transform[1] * material->transform[1]);
*sy = sqrtf(material->transform[3] * material->transform[3] + material->transform[4] * material->transform[4]);
*angle = atan2f(-material->transform[3], material->transform[0]);
}
void lovrMaterialSetTransform(Material* material, float ox, float oy, float sx, float sy, float angle) {
lovrGraphicsFlushMaterial(material);
float c = cosf(angle);
float s = sinf(angle);
material->transform[0] = c * sx;
material->transform[1] = s * sx;
material->transform[2] = 0.f;
material->transform[3] = -s * sy;
material->transform[4] = c * sy;
material->transform[5] = 0.f;
material->transform[6] = ox;
material->transform[7] = oy;
material->transform[8] = 1.f;
}