Added raylib-cpp header files to my project
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133
includes/raylib-cpp/Material.hpp
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133
includes/raylib-cpp/Material.hpp
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#ifndef RAYLIB_CPP_INCLUDE_MATERIAL_HPP_
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#define RAYLIB_CPP_INCLUDE_MATERIAL_HPP_
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#include <string>
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#include <vector>
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#include "./raylib.hpp"
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#include "./raylib-cpp-utils.hpp"
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namespace raylib {
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/**
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* Material type (generic)
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*/
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class Material : public ::Material {
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public:
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Material(const ::Material& material) {
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set(material);
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}
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/**
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* Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
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*/
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Material() {
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set(LoadMaterialDefault());
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}
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Material(const Material&) = delete;
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Material(Material&& other) {
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set(other);
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other.maps = nullptr;
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other.shader = {};
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other.params[0] = 0.0f;
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other.params[1] = 0.0f;
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other.params[2] = 0.0f;
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other.params[3] = 0.0f;
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}
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~Material() {
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Unload();
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}
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/**
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* Load materials from model file
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*/
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static std::vector<Material> Load(const std::string& fileName) {
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int count = 0;
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// TODO(RobLoach): Material::Load() possibly leaks the materials array.
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::Material* materials = ::LoadMaterials(fileName.c_str(), &count);
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return std::vector<Material>(materials, materials + count);
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}
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GETTERSETTER(::Shader, Shader, shader)
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GETTERSETTER(::MaterialMap*, Maps, maps)
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// TODO(RobLoach): Resolve the Material params being a float[4].
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// GETTERSETTER(float[4], Params, params)
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Material& operator=(const ::Material& material) {
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set(material);
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return *this;
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}
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Material& operator=(const Material&) = delete;
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Material& operator=(Material&& other) noexcept {
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if (this == &other) {
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return *this;
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}
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Unload();
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set(other);
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other.maps = nullptr;
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other.shader = {};
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return *this;
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}
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/**
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* Unload material from memory
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*/
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inline void Unload() {
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if (maps != nullptr) {
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::UnloadMaterial(*this);
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maps = nullptr;
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}
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}
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/**
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* Set texture for a material map type (MAP_DIFFUSE, MAP_SPECULAR...)
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*/
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inline Material& SetTexture(int mapType, const ::Texture2D& texture) {
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::SetMaterialTexture(this, mapType, texture);
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return *this;
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}
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/**
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* Draw a 3d mesh with material and transform
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*/
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inline void DrawMesh(const ::Mesh& mesh, ::Matrix transform) const {
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::DrawMesh(mesh, *this, transform);
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}
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/**
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* Draw multiple mesh instances with material and different transforms
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*/
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inline void DrawMesh(const ::Mesh& mesh, ::Matrix* transforms, int instances) const {
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::DrawMeshInstanced(mesh, *this, transforms, instances);
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}
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/**
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* Check if material is ready
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*/
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inline bool IsReady() const {
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return ::IsMaterialReady(*this);
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}
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protected:
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void set(const ::Material& material) {
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shader = material.shader;
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maps = material.maps;
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params[0] = material.params[0];
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params[1] = material.params[1];
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params[2] = material.params[2];
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params[3] = material.params[3];
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}
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};
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} // namespace raylib
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using RMaterial = raylib::Material;
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#endif // RAYLIB_CPP_INCLUDE_MATERIAL_HPP_
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