using System; using System.Collections.Generic; using System.Linq; using System.Runtime.CompilerServices; using System.Text; namespace BansheeEngine { /// /// Material that controls how objects are rendered. It is represented by a shader and parameters used to set up that /// shader. It provides a simple interface for manipulating the parameters. /// public class Material : Resource { /// /// Creates a new empty material that references no shader. /// public Material() { Internal_CreateInstance(this, IntPtr.Zero); } /// /// Creates a new material with the specified shader. /// /// Shader to initialize the material with. public Material(Shader shader) { IntPtr nativeShader = IntPtr.Zero; if (shader != null) nativeShader = shader.GetCachedPtr(); Internal_CreateInstance(this, nativeShader); } /// /// Shader used by the material. Best technique from the shader will be used for rendering, depending on currently /// active renderer and render API. /// public Shader Shader { get { return Internal_GetShader(mCachedPtr); } set { IntPtr nativeShader = IntPtr.Zero; if (value != null) nativeShader = value.GetCachedPtr(); Internal_SetShader(mCachedPtr, nativeShader); } } /// /// Assigns a float value to the shader parameter with the specified name. /// /// Name of the shader parameter. /// Value of the parameter. public void SetFloat(string name, float value) { Internal_SetFloat(mCachedPtr, name, value); } /// /// Assigns a 2D vector to the shader parameter with the specified name. /// /// Name of the shader parameter. /// Value of the parameter. public void SetVector2(string name, Vector2 value) { Internal_SetVector2(mCachedPtr, name, value); } /// /// Assigns a 3D vector to the shader parameter with the specified name. /// /// Name of the shader parameter. /// Value of the parameter. public void SetVector3(string name, Vector3 value) { Internal_SetVector3(mCachedPtr, name, value); } /// /// Assigns a 4D vector to the shader parameter with the specified name. /// /// Name of the shader parameter. /// Value of the parameter. public void SetVector4(string name, Vector4 value) { Internal_SetVector4(mCachedPtr, name, value); } /// /// Assigns a 3x3 matrix to the shader parameter with the specified name. /// /// Name of the shader parameter. /// Value of the parameter. public void SetMatrix3(string name, Matrix3 value) { Internal_SetMatrix3(mCachedPtr, name, value); } /// /// Assigns a 4x4 matrix to the shader parameter with the specified name. /// /// Name of the shader parameter. /// Value of the parameter. public void SetMatrix4(string name, Matrix4 value) { Internal_SetMatrix4(mCachedPtr, name, value); } /// /// Assigns a color to the shader parameter with the specified name. /// /// Name of the shader parameter. /// Value of the parameter. public void SetColor(string name, Color value) { Internal_SetColor(mCachedPtr, name, value); } /// /// Assigns a 2D texture to the shader parameter with the specified name. /// /// Name of the shader parameter. /// Value of the parameter. public void SetTexture2D(string name, Texture2D value) { IntPtr texturePtr = IntPtr.Zero; if (value != null) texturePtr = value.GetCachedPtr(); Internal_SetTexture2D(mCachedPtr, name, texturePtr); } /// /// Assigns a 3D texture to the shader parameter with the specified name. /// /// Name of the shader parameter. /// Value of the parameter. public void SetTexture3D(string name, Texture3D value) { IntPtr texturePtr = IntPtr.Zero; if (value != null) texturePtr = value.GetCachedPtr(); Internal_SetTexture3D(mCachedPtr, name, texturePtr); } /// /// Assigns a cube texture to the shader parameter with the specified name. /// /// Name of the shader parameter. /// Value of the parameter. public void SetTextureCube(string name, TextureCube value) { IntPtr texturePtr = IntPtr.Zero; if (value != null) texturePtr = value.GetCachedPtr(); Internal_SetTextureCube(mCachedPtr, name, texturePtr); } /// /// Returns a float value assigned with the parameter with the specified name. /// /// Name of the shader parameter. /// Value of the parameter. public float GetFloat(string name) { return Internal_GetFloat(mCachedPtr, name); } /// /// Returns a 2D vector assigned with the parameter with the specified name. /// /// Name of the shader parameter. /// Value of the parameter. public Vector2 GetVector2(string name) { return Internal_GetVector2(mCachedPtr, name); } /// /// Returns a 3D vector assigned with the parameter with the specified name. /// /// Name of the shader parameter. /// Value of the parameter. public Vector3 GetVector3(string name) { return Internal_GetVector3(mCachedPtr, name); } /// /// Returns a 4D vector assigned with the parameter with the specified name. /// /// Name of the shader parameter. /// Value of the parameter. public Vector4 GetVector4(string name) { return Internal_GetVector4(mCachedPtr, name); } /// /// Returns a 3x3 matrix assigned with the parameter with the specified name. /// /// Name of the shader parameter. /// Value of the parameter. public Matrix3 GetMatrix3(string name) { return Internal_GetMatrix3(mCachedPtr, name); } /// /// Returns a 4x4 matrix assigned with the parameter with the specified name. /// /// Name of the shader parameter. /// Value of the parameter. public Matrix4 GetMatrix4(string name) { return Internal_GetMatrix4(mCachedPtr, name); } /// /// Returns a color assigned with the parameter with the specified name. /// /// Name of the shader parameter. /// Value of the parameter. public Color GetColor(string name) { return Internal_GetColor(mCachedPtr, name); } /// /// Returns a 2D texture assigned with the parameter with the specified name. /// /// Name of the shader parameter. /// Value of the parameter. public Texture2D GetTexture2D(string name) { return Internal_GetTexture2D(mCachedPtr, name); } /// /// Returns a 3D texture assigned with the parameter with the specified name. /// /// Name of the shader parameter. /// Value of the parameter. public Texture3D GetTexture3D(string name) { return Internal_GetTexture3D(mCachedPtr, name); } /// /// Returns a cube texture assigned with the parameter with the specified name. /// /// Name of the shader parameter. /// Value of the parameter. public TextureCube GetTextureCube(string name) { return Internal_GetTextureCube(mCachedPtr, name); } /// /// Creates a deep copy of the material. /// /// A new object with exact data as this object. public Material Clone() { return Internal_Clone(mCachedPtr); } [MethodImpl(MethodImplOptions.InternalCall)] private static extern void Internal_CreateInstance(Material instance, IntPtr shader); [MethodImpl(MethodImplOptions.InternalCall)] private static extern Shader Internal_GetShader(IntPtr nativeInstance); [MethodImpl(MethodImplOptions.InternalCall)] private static extern void Internal_SetShader(IntPtr nativeInstance, IntPtr shader); [MethodImpl(MethodImplOptions.InternalCall)] private static extern void Internal_SetFloat(IntPtr nativeInstance, string name, float value); [MethodImpl(MethodImplOptions.InternalCall)] private static extern void Internal_SetVector2(IntPtr nativeInstance, string name, Vector2 value); [MethodImpl(MethodImplOptions.InternalCall)] private static extern void Internal_SetVector3(IntPtr nativeInstance, string name, Vector3 value); [MethodImpl(MethodImplOptions.InternalCall)] private static extern void Internal_SetVector4(IntPtr nativeInstance, string name, Vector4 value); [MethodImpl(MethodImplOptions.InternalCall)] private static extern void Internal_SetMatrix3(IntPtr nativeInstance, string name, Matrix3 value); [MethodImpl(MethodImplOptions.InternalCall)] private static extern void Internal_SetMatrix4(IntPtr nativeInstance, string name, Matrix4 value); [MethodImpl(MethodImplOptions.InternalCall)] private static extern void Internal_SetColor(IntPtr nativeInstance, string name, Color value); [MethodImpl(MethodImplOptions.InternalCall)] private static extern void Internal_SetTexture2D(IntPtr nativeInstance, string name, IntPtr value); [MethodImpl(MethodImplOptions.InternalCall)] private static extern void Internal_SetTexture3D(IntPtr nativeInstance, string name, IntPtr value); [MethodImpl(MethodImplOptions.InternalCall)] private static extern void Internal_SetTextureCube(IntPtr nativeInstance, string name, IntPtr value); [MethodImpl(MethodImplOptions.InternalCall)] private static extern float Internal_GetFloat(IntPtr nativeInstance, string name); [MethodImpl(MethodImplOptions.InternalCall)] private static extern Vector2 Internal_GetVector2(IntPtr nativeInstance, string name); [MethodImpl(MethodImplOptions.InternalCall)] private static extern Vector3 Internal_GetVector3(IntPtr nativeInstance, string name); [MethodImpl(MethodImplOptions.InternalCall)] private static extern Vector4 Internal_GetVector4(IntPtr nativeInstance, string name); [MethodImpl(MethodImplOptions.InternalCall)] private static extern Matrix3 Internal_GetMatrix3(IntPtr nativeInstance, string name); [MethodImpl(MethodImplOptions.InternalCall)] private static extern Matrix4 Internal_GetMatrix4(IntPtr nativeInstance, string name); [MethodImpl(MethodImplOptions.InternalCall)] private static extern Color Internal_GetColor(IntPtr nativeInstance, string name); [MethodImpl(MethodImplOptions.InternalCall)] private static extern Texture2D Internal_GetTexture2D(IntPtr nativeInstance, string name); [MethodImpl(MethodImplOptions.InternalCall)] private static extern Texture3D Internal_GetTexture3D(IntPtr nativeInstance, string name); [MethodImpl(MethodImplOptions.InternalCall)] private static extern TextureCube Internal_GetTextureCube(IntPtr nativeInstance, string name); [MethodImpl(MethodImplOptions.InternalCall)] private static extern Material Internal_Clone(IntPtr nativeInstance); } }