Remove unused attribute saving and loading (#86)

This commit is contained in:
ROllerozxa
2021-12-29 23:00:56 +01:00
committed by GitHub
parent dd09fdcb4e
commit 52e03a8485
72 changed files with 21 additions and 6512 deletions

View File

@ -14,7 +14,7 @@
#include "IAnimatedMeshSceneNode.h"
#include "CMeshManipulator.h"
#include "CColorConverter.h"
#include "IAttributeExchangingObject.h"
#include "IReferenceCounted.h"
#include "IRenderTarget.h"
@ -2000,193 +2000,6 @@ void CNullDriver::swapMaterialRenderers(u32 idx1, u32 idx2, bool swapNames)
}
}
//! Creates material attributes list from a material, usable for serialization and more.
io::IAttributes* CNullDriver::createAttributesFromMaterial(const video::SMaterial& material,
io::SAttributeReadWriteOptions* options)
{
io::CAttributes* attr = new io::CAttributes(this);
attr->addEnum("Type", material.MaterialType, sBuiltInMaterialTypeNames);
attr->addColor("Ambient", material.AmbientColor);
attr->addColor("Diffuse", material.DiffuseColor);
attr->addColor("Emissive", material.EmissiveColor);
attr->addColor("Specular", material.SpecularColor);
attr->addFloat("Shininess", material.Shininess);
attr->addFloat("Param1", material.MaterialTypeParam);
attr->addFloat("Param2", material.MaterialTypeParam2);
attr->addFloat("Thickness", material.Thickness);
core::stringc prefix="Texture";
u32 i;
for (i=0; i<MATERIAL_MAX_TEXTURES; ++i)
{
video::ITexture* texture = material.getTexture(i);
if (options && (options->Flags&io::EARWF_USE_RELATIVE_PATHS) && options->Filename && texture)
{
io::path path = FileSystem->getRelativeFilename(
FileSystem->getAbsolutePath(material.getTexture(i)->getName()), options->Filename);
attr->addTexture((prefix+core::stringc(i+1)).c_str(), material.getTexture(i), path);
}
else
{
attr->addTexture((prefix+core::stringc(i+1)).c_str(), texture);
}
}
attr->addBool("Wireframe", material.Wireframe);
attr->addBool("PointCloud", material.PointCloud);
attr->addBool("GouraudShading", material.GouraudShading);
attr->addBool("Lighting", material.Lighting);
attr->addEnum("ZWriteEnable", (irr::s32)material.ZWriteEnable, video::ZWriteNames);
attr->addInt("ZBuffer", material.ZBuffer);
attr->addBool("BackfaceCulling", material.BackfaceCulling);
attr->addBool("FrontfaceCulling", material.FrontfaceCulling);
attr->addBool("FogEnable", material.FogEnable);
attr->addBool("NormalizeNormals", material.NormalizeNormals);
attr->addBool("UseMipMaps", material.UseMipMaps);
attr->addInt("AntiAliasing", material.AntiAliasing);
attr->addInt("ColorMask", material.ColorMask);
attr->addInt("ColorMaterial", material.ColorMaterial);
attr->addInt("BlendOperation", material.BlendOperation);
attr->addFloat("BlendFactor", material.BlendFactor);
attr->addInt("PolygonOffsetFactor", material.PolygonOffsetFactor);
attr->addEnum("PolygonOffsetDirection", material.PolygonOffsetDirection, video::PolygonOffsetDirectionNames);
attr->addFloat("PolygonOffsetDepthBias", material.PolygonOffsetDepthBias);
attr->addFloat("PolygonOffsetSlopeScale", material.PolygonOffsetSlopeScale);
// TODO: Would be nice to have a flag that only serializes rest of texture data when a texture pointer exists.
prefix = "BilinearFilter";
for (i=0; i<MATERIAL_MAX_TEXTURES; ++i)
attr->addBool((prefix+core::stringc(i+1)).c_str(), material.TextureLayer[i].BilinearFilter);
prefix = "TrilinearFilter";
for (i=0; i<MATERIAL_MAX_TEXTURES; ++i)
attr->addBool((prefix+core::stringc(i+1)).c_str(), material.TextureLayer[i].TrilinearFilter);
prefix = "AnisotropicFilter";
for (i=0; i<MATERIAL_MAX_TEXTURES; ++i)
attr->addInt((prefix+core::stringc(i+1)).c_str(), material.TextureLayer[i].AnisotropicFilter);
prefix="TextureWrapU";
for (i=0; i<MATERIAL_MAX_TEXTURES; ++i)
attr->addEnum((prefix+core::stringc(i+1)).c_str(), material.TextureLayer[i].TextureWrapU, aTextureClampNames);
prefix="TextureWrapV";
for (i=0; i<MATERIAL_MAX_TEXTURES; ++i)
attr->addEnum((prefix+core::stringc(i+1)).c_str(), material.TextureLayer[i].TextureWrapV, aTextureClampNames);
prefix="TextureWrapW";
for (i=0; i<MATERIAL_MAX_TEXTURES; ++i)
attr->addEnum((prefix+core::stringc(i+1)).c_str(), material.TextureLayer[i].TextureWrapW, aTextureClampNames);
prefix="LODBias";
for (i=0; i<MATERIAL_MAX_TEXTURES; ++i)
attr->addInt((prefix+core::stringc(i+1)).c_str(), material.TextureLayer[i].LODBias);
return attr;
}
//! Fills an SMaterial structure from attributes.
void CNullDriver::fillMaterialStructureFromAttributes(video::SMaterial& outMaterial, io::IAttributes* attr)
{
outMaterial.MaterialType = video::EMT_SOLID;
core::stringc name = attr->getAttributeAsString("Type");
u32 i;
for ( i=0; i < MaterialRenderers.size(); ++i)
if ( name == MaterialRenderers[i].Name )
{
outMaterial.MaterialType = (video::E_MATERIAL_TYPE)i;
break;
}
outMaterial.AmbientColor = attr->getAttributeAsColor("Ambient", outMaterial.AmbientColor);
outMaterial.DiffuseColor = attr->getAttributeAsColor("Diffuse", outMaterial.DiffuseColor);
outMaterial.EmissiveColor = attr->getAttributeAsColor("Emissive", outMaterial.EmissiveColor);
outMaterial.SpecularColor = attr->getAttributeAsColor("Specular", outMaterial.SpecularColor);
outMaterial.Shininess = attr->getAttributeAsFloat("Shininess", outMaterial.Shininess);
outMaterial.MaterialTypeParam = attr->getAttributeAsFloat("Param1", outMaterial.MaterialTypeParam);
outMaterial.MaterialTypeParam2 = attr->getAttributeAsFloat("Param2", outMaterial.MaterialTypeParam2);
outMaterial.Thickness = attr->getAttributeAsFloat("Thickness", outMaterial.Thickness);
core::stringc prefix="Texture";
for (i=0; i<MATERIAL_MAX_TEXTURES; ++i)
outMaterial.setTexture(i, attr->getAttributeAsTexture((prefix+core::stringc(i+1)).c_str()));
outMaterial.Wireframe = attr->getAttributeAsBool("Wireframe", outMaterial.Wireframe);
outMaterial.PointCloud = attr->getAttributeAsBool("PointCloud", outMaterial.PointCloud);
outMaterial.GouraudShading = attr->getAttributeAsBool("GouraudShading", outMaterial.GouraudShading);
outMaterial.Lighting = attr->getAttributeAsBool("Lighting", outMaterial.Lighting);
io::E_ATTRIBUTE_TYPE attType = attr->getAttributeType("ZWriteEnable");
if (attType == io::EAT_BOOL ) // Before Irrlicht 1.9
outMaterial.ZWriteEnable = attr->getAttributeAsBool("ZWriteEnable", outMaterial.ZWriteEnable != video::EZW_OFF ) ? video::EZW_AUTO : video::EZW_OFF;
else if (attType == io::EAT_ENUM )
outMaterial.ZWriteEnable = (video::E_ZWRITE)attr->getAttributeAsEnumeration("ZWriteEnable", video::ZWriteNames, outMaterial.ZWriteEnable);
outMaterial.ZBuffer = (u8)attr->getAttributeAsInt("ZBuffer", outMaterial.ZBuffer);
outMaterial.BackfaceCulling = attr->getAttributeAsBool("BackfaceCulling", outMaterial.BackfaceCulling);
outMaterial.FrontfaceCulling = attr->getAttributeAsBool("FrontfaceCulling", outMaterial.FrontfaceCulling);
outMaterial.FogEnable = attr->getAttributeAsBool("FogEnable", outMaterial.FogEnable);
outMaterial.NormalizeNormals = attr->getAttributeAsBool("NormalizeNormals", outMaterial.NormalizeNormals);
outMaterial.UseMipMaps = attr->getAttributeAsBool("UseMipMaps", outMaterial.UseMipMaps);
outMaterial.AntiAliasing = attr->getAttributeAsInt("AntiAliasing", outMaterial.AntiAliasing);
outMaterial.ColorMask = attr->getAttributeAsInt("ColorMask", outMaterial.ColorMask);
outMaterial.ColorMaterial = attr->getAttributeAsInt("ColorMaterial", outMaterial.ColorMaterial);
outMaterial.BlendOperation = (video::E_BLEND_OPERATION)attr->getAttributeAsInt("BlendOperation", outMaterial.BlendOperation);
outMaterial.BlendFactor = attr->getAttributeAsFloat("BlendFactor", outMaterial.BlendFactor);
outMaterial.PolygonOffsetFactor = attr->getAttributeAsInt("PolygonOffsetFactor", outMaterial.PolygonOffsetFactor);
outMaterial.PolygonOffsetDirection = (video::E_POLYGON_OFFSET)attr->getAttributeAsEnumeration("PolygonOffsetDirection", video::PolygonOffsetDirectionNames, outMaterial.PolygonOffsetDirection);
outMaterial.PolygonOffsetDepthBias = attr->getAttributeAsFloat("PolygonOffsetDepthBias", outMaterial.PolygonOffsetDepthBias);
outMaterial.PolygonOffsetSlopeScale = attr->getAttributeAsFloat("PolygonOffsetSlopeScale", outMaterial.PolygonOffsetSlopeScale);
prefix = "BilinearFilter";
if (attr->existsAttribute(prefix.c_str())) // legacy
outMaterial.setFlag(EMF_BILINEAR_FILTER, attr->getAttributeAsBool(prefix.c_str()));
else
for (i=0; i<MATERIAL_MAX_TEXTURES; ++i)
outMaterial.TextureLayer[i].BilinearFilter = attr->getAttributeAsBool((prefix+core::stringc(i+1)).c_str(), outMaterial.TextureLayer[i].BilinearFilter);
prefix = "TrilinearFilter";
if (attr->existsAttribute(prefix.c_str())) // legacy
outMaterial.setFlag(EMF_TRILINEAR_FILTER, attr->getAttributeAsBool(prefix.c_str()));
else
for (i=0; i<MATERIAL_MAX_TEXTURES; ++i)
outMaterial.TextureLayer[i].TrilinearFilter = attr->getAttributeAsBool((prefix+core::stringc(i+1)).c_str(), outMaterial.TextureLayer[i].TrilinearFilter);
prefix = "AnisotropicFilter";
if (attr->existsAttribute(prefix.c_str())) // legacy
outMaterial.setFlag(EMF_ANISOTROPIC_FILTER, attr->getAttributeAsBool(prefix.c_str()));
else
for (i=0; i<MATERIAL_MAX_TEXTURES; ++i)
outMaterial.TextureLayer[i].AnisotropicFilter = attr->getAttributeAsInt((prefix+core::stringc(i+1)).c_str(), outMaterial.TextureLayer[i].AnisotropicFilter);
prefix = "TextureWrap";
if (attr->existsAttribute(prefix.c_str())) // legacy
{
for (i=0; i<MATERIAL_MAX_TEXTURES; ++i)
{
outMaterial.TextureLayer[i].TextureWrapU = (E_TEXTURE_CLAMP)attr->getAttributeAsEnumeration((prefix+core::stringc(i+1)).c_str(), aTextureClampNames);
outMaterial.TextureLayer[i].TextureWrapV = outMaterial.TextureLayer[i].TextureWrapU;
outMaterial.TextureLayer[i].TextureWrapW = outMaterial.TextureLayer[i].TextureWrapW;
}
}
else
{
for (i=0; i<MATERIAL_MAX_TEXTURES; ++i)
{
outMaterial.TextureLayer[i].TextureWrapU = (E_TEXTURE_CLAMP)attr->getAttributeAsEnumeration((prefix+"U"+core::stringc(i+1)).c_str(), aTextureClampNames, outMaterial.TextureLayer[i].TextureWrapU);
outMaterial.TextureLayer[i].TextureWrapV = (E_TEXTURE_CLAMP)attr->getAttributeAsEnumeration((prefix+"V"+core::stringc(i+1)).c_str(), aTextureClampNames, outMaterial.TextureLayer[i].TextureWrapV);
outMaterial.TextureLayer[i].TextureWrapW = (E_TEXTURE_CLAMP)attr->getAttributeAsEnumeration((prefix+"W"+core::stringc(i+1)).c_str(), aTextureClampNames, outMaterial.TextureLayer[i].TextureWrapW);
}
}
prefix="LODBias";
for (i=0; i<MATERIAL_MAX_TEXTURES; ++i)
outMaterial.TextureLayer[i].LODBias = attr->getAttributeAsInt((prefix+core::stringc(i+1)).c_str(), outMaterial.TextureLayer[i].LODBias);
}
//! Returns driver and operating system specific data about the IVideoDriver.
const SExposedVideoData& CNullDriver::getExposedVideoData()