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Material.h
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#pragma once
#include "irrlicht.h"
#include "IrrManagers.h"
#include "Texture.h"
#include "Vector2D.h"
#include "Vector3D.h"
#include "Vector4D.h"
#include "LuaLime.h"
class Material {
public:
irr::video::SMaterial mat;
Material();
Material(const Material& other);
Material(Texture& tex);
int getAntiAliasing();
void setAntiAliasing(int i);
int getMaterialType();
void setMaterialType(int i);
bool getFog();
void setFog(bool i);
bool getBackface();
void setBackface(bool i);
bool getFrontface();
void setFrontface(bool i);
bool getWireframe();
void setWireframe(bool i);
bool getLighting();
void setLighting(bool i);
Vector4D getDiffuseColor();
void setDiffuseColor(Vector4D& color);
Vector4D getAmbientColor();
void setAmbientColor(Vector4D& color);
Vector4D getEmissiveColor();
void setEmissiveColor(Vector4D& color);
Vector4D getSpecularColor();
void setSpecularColor(Vector4D& color);
bool getGourad();
void setGourad(bool i);
bool getZWrite();
void setZWrite(bool i);
int getZComparison();
void setZComparison(int i);
bool getPointCloud();
void setPointCloud(bool i);
float getShine();
void setShine(float i);
bool getBiFilter();
void setBiFilter(bool i);
bool getTriFilter();
void setTriFilter(bool i);
bool getAnsiFilter();
void setAnsiFilter(bool i);
Vector2D getPan(int i);
void setPan(Vector2D scroll, int i);
int getWrapU(int layer);
void setWrapU(int layer, int i);
int getWrapV(int layer);
void setWrapV(int layer, int i);
int getWrapUV(int layer);
void setWrapUV(int layer, int i);
int getOpacity();
void setOpacity(int i);
bool getMipMaps();
void setMipMaps(bool i);
void setTexture(Texture& tex, int slot);
bool getTexture(int slot);
int getID();
void setID(int i);
void setTextureScale(Vector2D scale, int i);
Vector2D getTextureScale(int i);
void setMaterialFlag(int i, bool enable);
};
void bindMaterial();