Refactor the way you set material properties

Instead	of using SMaterial::setFlag, you now set them directly on SMaterial or SMaterialLayer.
This commit is contained in:
Gregor Parzefall 2023-06-23 11:33:29 +02:00 committed by sfan5
parent b249e4523d
commit 9e0189019e
9 changed files with 48 additions and 243 deletions

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@ -100,10 +100,12 @@ int main(int argc, char *argv[])
scene::IAnimatedMeshSceneNode* node = smgr->addAnimatedMeshSceneNode(mesh);
if (node)
{
node->setMaterialFlag(video::EMF_LIGHTING, false);
node->forEachMaterial([tex] (video::SMaterial &mat) {
mat.Lighting = false;
mat.setTexture(0, tex);
});
node->setFrameLoop(0, 29);
node->setAnimationSpeed(30);
node->setMaterialTexture(0, tex);
}
}

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@ -13,84 +13,70 @@ namespace video
//! Material flags
enum E_MATERIAL_FLAG
{
//! Draw as wireframe or filled triangles? Default: false
//! Corresponds to SMaterial::Wireframe.
EMF_WIREFRAME = 0x1,
//! Draw as point cloud or filled triangles? Default: false
//! Corresponds to SMaterial::PointCloud.
EMF_POINTCLOUD = 0x2,
//! Flat or Gouraud shading? Default: true
//! Corresponds to SMaterial::GouraudShading.
EMF_GOURAUD_SHADING = 0x4,
//! Will this material be lighted? Default: true
//! Corresponds to SMaterial::Lighting.
EMF_LIGHTING = 0x8,
//! Is the ZBuffer enabled? Default: true
//! Corresponds to SMaterial::ZBuffer.
EMF_ZBUFFER = 0x10,
//! May be written to the zbuffer or is it readonly. Default: true
/** This flag is ignored, if the material type is a transparent type. */
//! Corresponds to SMaterial::ZWriteEnable.
EMF_ZWRITE_ENABLE = 0x20,
//! Is backface culling enabled? Default: true
//! Corresponds to SMaterial::BackfaceCulling.
EMF_BACK_FACE_CULLING = 0x40,
//! Is frontface culling enabled? Default: false
/** Overrides EMF_BACK_FACE_CULLING if both are enabled. */
//! Corresponds to SMaterial::FrontfaceCulling.
EMF_FRONT_FACE_CULLING = 0x80,
//! Is bilinear filtering enabled? Default: true
//! Corresponds to SMaterialLayer::BilinearFilter.
EMF_BILINEAR_FILTER = 0x100,
//! Is trilinear filtering enabled? Default: false
/** If the trilinear filter flag is enabled,
the bilinear filtering flag is ignored. */
//! Corresponds to SMaterialLayer::TrilinearFilter.
EMF_TRILINEAR_FILTER = 0x200,
//! Is anisotropic filtering? Default: false
/** In Irrlicht you can use anisotropic texture filtering in
conjunction with bilinear or trilinear texture filtering
to improve rendering results. Primitives will look less
blurry with this flag switched on. */
//! Corresponds to SMaterialLayer::AnisotropicFilter.
EMF_ANISOTROPIC_FILTER = 0x400,
//! Is fog enabled? Default: false
//! Corresponds to SMaterial::FogEnable.
EMF_FOG_ENABLE = 0x800,
//! Normalizes normals. Default: false
/** You can enable this if you need to scale a dynamic lighted
model. Usually, its normals will get scaled too then and it
will get darker. If you enable the EMF_NORMALIZE_NORMALS flag,
the normals will be normalized again, and the model will look
as bright as it should. */
//! Corresponds to SMaterial::NormalizeNormals.
EMF_NORMALIZE_NORMALS = 0x1000,
//! Access to all layers texture wrap settings. Overwrites separate layer settings.
/** Note that if you want to change TextureWrapU, TextureWrapV, TextureWrapW
independently, then you can't work with this flag, but will have to set the variables
directly. */
//! Corresponds to SMaterialLayer::TextureWrapU, TextureWrapV and
//! TextureWrapW.
EMF_TEXTURE_WRAP = 0x2000,
//! AntiAliasing mode
//! Corresponds to SMaterial::AntiAliasing.
EMF_ANTI_ALIASING = 0x4000,
//! ColorMask bits, for enabling the color planes
//! Corresponds to SMaterial::ColorMask.
EMF_COLOR_MASK = 0x8000,
//! ColorMaterial enum for vertex color interpretation
//! Corresponds to SMaterial::ColorMaterial.
EMF_COLOR_MATERIAL = 0x10000,
//! Flag for enabling/disabling mipmap usage
//! Corresponds to SMaterial::UseMipMaps.
EMF_USE_MIP_MAPS = 0x20000,
//! Flag for blend operation
//! Corresponds to SMaterial::BlendOperation.
EMF_BLEND_OPERATION = 0x40000,
//! Flag for polygon offset
//! Corresponds to SMaterial::PolygonOffsetFactor, PolygonOffsetDirection,
//! PolygonOffsetDepthBias and PolygonOffsetSlopeScale.
EMF_POLYGON_OFFSET = 0x80000,
//! Flag for blend factor
EMF_BLEND_FACTOR = 0x160000
//! Corresponds to SMaterial::BlendFactor.
EMF_BLEND_FACTOR = 0x100000,
};
} // end namespace video

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@ -97,11 +97,6 @@ namespace scene
/** \param box New bounding box to use for the mesh. */
virtual void setBoundingBox( const core::aabbox3df& box) = 0;
//! Sets a flag of all contained materials to a new value.
/** \param flag: Flag to set in all materials.
\param newvalue: New value to set in all materials. */
virtual void setMaterialFlag(video::E_MATERIAL_FLAG flag, bool newvalue) = 0;
//! Set the hardware mapping hint
/** This methods allows to define optimization hints for the
hardware. This enables, e.g., the use of hardware buffers on

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@ -352,38 +352,14 @@ namespace scene
}
//! Sets all material flags at once to a new value.
/** Useful, for example, if you want the whole mesh to be
affected by light.
\param flag Which flag of all materials to be set.
\param newvalue New value of that flag. */
void setMaterialFlag(video::E_MATERIAL_FLAG flag, bool newvalue)
{
for (u32 i=0; i<getMaterialCount(); ++i)
getMaterial(i).setFlag(flag, newvalue);
}
//! Sets the texture of the specified layer in all materials of this scene node to the new texture.
/** \param textureLayer Layer of texture to be set. Must be a
value smaller than MATERIAL_MAX_TEXTURES.
\param texture New texture to be used. */
void setMaterialTexture(u32 textureLayer, video::ITexture* texture)
{
if (textureLayer >= video::MATERIAL_MAX_TEXTURES)
return;
for (u32 i=0; i<getMaterialCount(); ++i)
getMaterial(i).setTexture(textureLayer, texture);
}
//! Sets the material type of all materials in this scene node to a new material type.
/** \param newType New type of material to be set. */
void setMaterialType(video::E_MATERIAL_TYPE newType)
{
for (u32 i=0; i<getMaterialCount(); ++i)
getMaterial(i).MaterialType = newType;
//! Execute a function on all materials of this scene node.
/** Useful for setting material properties, e.g. if you want the whole
mesh to be affected by light. */
template <typename F>
void forEachMaterial(F &&fn) {
for (u32 i = 0; i < getMaterialCount(); i++) {
fn(getMaterial(i));
}
}

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@ -147,13 +147,6 @@ namespace scene
return Meshes[0]->getMeshBuffer(material);
}
//! Set a material flag for all meshbuffers of this mesh.
void setMaterialFlag(video::E_MATERIAL_FLAG flag, bool newvalue) override
{
for (u32 i=0; i<Meshes.size(); ++i)
Meshes[i]->setMaterialFlag(flag, newvalue);
}
//! set the hardware mapping hint, for driver
void setHardwareMappingHint( E_HARDWARE_MAPPING newMappingHint, E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX ) override
{

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@ -256,7 +256,7 @@ namespace video
EZW_OFF = 0,
//! This is the default setting for SMaterial and tries to handle things automatically.
//! This is also the value which is set when SMaterial::setFlag(EMF_ZWRITE_ENABLE) is enabled.
//! This is what you want to set to enable zwriting.
//! Usually zwriting is enabled non-transparent materials - as far as Irrlicht can recognize those.
//! Basically Irrlicht tries to handle the zwriting for you and assumes transparent materials don't need it.
//! This is addionally affected by IVideoDriver::setAllowZWriteOnTransparent
@ -426,9 +426,7 @@ namespace video
f32 PolygonOffsetSlopeScale;
//! Draw as wireframe or filled triangles? Default: false
/** The user can access a material flag using
\code material.Wireframe=true \endcode
or \code material.setFlag(EMF_WIREFRAME, true); \endcode */
/** The user can access a material flag using \code material.Wireframe = true; \endcode */
bool Wireframe:1;
//! Draw as point cloud or filled triangles? Default: false
@ -462,6 +460,16 @@ namespace video
/** Sometimes, disabling mipmap usage can be useful. Default: true */
bool UseMipMaps:1;
//! Execute a function on all texture layers.
/** Useful for setting properties which are not per material, but per
texture layer, e.g. bilinear filtering. */
template <typename F>
void forEachTexture(F &&fn) {
for (u32 i = 0; i < MATERIAL_MAX_TEXTURES; i++) {
fn(TextureLayer[i]);
}
}
//! Gets the texture transformation matrix for level i
/** \param i The desired level. Must not be larger than MATERIAL_MAX_TEXTURES
\return Texture matrix for texture level i. */
@ -510,143 +518,6 @@ namespace video
TextureLayer[i].Texture = tex;
}
//! Sets the Material flag to the given value
/** \param flag The flag to be set.
\param value The new value for the flag. */
void setFlag(E_MATERIAL_FLAG flag, bool value)
{
switch (flag)
{
case EMF_WIREFRAME:
Wireframe = value; break;
case EMF_POINTCLOUD:
PointCloud = value; break;
case EMF_GOURAUD_SHADING:
GouraudShading = value; break;
case EMF_LIGHTING:
Lighting = value; break;
case EMF_ZBUFFER:
ZBuffer = value; break;
case EMF_ZWRITE_ENABLE:
ZWriteEnable = value ? EZW_AUTO : EZW_OFF; break;
case EMF_BACK_FACE_CULLING:
BackfaceCulling = value; break;
case EMF_FRONT_FACE_CULLING:
FrontfaceCulling = value; break;
case EMF_BILINEAR_FILTER:
{
for (u32 i=0; i<MATERIAL_MAX_TEXTURES; ++i)
TextureLayer[i].BilinearFilter = value;
}
break;
case EMF_TRILINEAR_FILTER:
{
for (u32 i=0; i<MATERIAL_MAX_TEXTURES; ++i)
TextureLayer[i].TrilinearFilter = value;
}
break;
case EMF_ANISOTROPIC_FILTER:
{
if (value)
for (u32 i=0; i<MATERIAL_MAX_TEXTURES; ++i)
TextureLayer[i].AnisotropicFilter = 0xFF;
else
for (u32 i=0; i<MATERIAL_MAX_TEXTURES; ++i)
TextureLayer[i].AnisotropicFilter = 0;
}
break;
case EMF_FOG_ENABLE:
FogEnable = value; break;
case EMF_NORMALIZE_NORMALS:
NormalizeNormals = value; break;
case EMF_TEXTURE_WRAP:
{
for (u32 i=0; i<MATERIAL_MAX_TEXTURES; ++i)
{
TextureLayer[i].TextureWrapU = (E_TEXTURE_CLAMP)value;
TextureLayer[i].TextureWrapV = (E_TEXTURE_CLAMP)value;
TextureLayer[i].TextureWrapW = (E_TEXTURE_CLAMP)value;
}
}
break;
case EMF_ANTI_ALIASING:
AntiAliasing = value?EAAM_SIMPLE:EAAM_OFF; break;
case EMF_COLOR_MASK:
ColorMask = value?ECP_ALL:ECP_NONE; break;
case EMF_COLOR_MATERIAL:
ColorMaterial = value?ECM_DIFFUSE:ECM_NONE; break;
case EMF_USE_MIP_MAPS:
UseMipMaps = value; break;
case EMF_BLEND_OPERATION:
BlendOperation = value?EBO_ADD:EBO_NONE; break;
case EMF_BLEND_FACTOR:
break;
case EMF_POLYGON_OFFSET:
PolygonOffsetFactor = value?1:0;
PolygonOffsetDirection = EPO_BACK;
PolygonOffsetSlopeScale = value?1.f:0.f;
PolygonOffsetDepthBias = value?1.f:0.f;
default:
break;
}
}
//! Gets the Material flag
/** \param flag The flag to query.
\return The current value of the flag. */
bool getFlag(E_MATERIAL_FLAG flag) const
{
switch (flag)
{
case EMF_WIREFRAME:
return Wireframe;
case EMF_POINTCLOUD:
return PointCloud;
case EMF_GOURAUD_SHADING:
return GouraudShading;
case EMF_LIGHTING:
return Lighting;
case EMF_ZBUFFER:
return ZBuffer!=ECFN_DISABLED;
case EMF_ZWRITE_ENABLE:
return ZWriteEnable != EZW_OFF;
case EMF_BACK_FACE_CULLING:
return BackfaceCulling;
case EMF_FRONT_FACE_CULLING:
return FrontfaceCulling;
case EMF_BILINEAR_FILTER:
return TextureLayer[0].BilinearFilter;
case EMF_TRILINEAR_FILTER:
return TextureLayer[0].TrilinearFilter;
case EMF_ANISOTROPIC_FILTER:
return TextureLayer[0].AnisotropicFilter!=0;
case EMF_FOG_ENABLE:
return FogEnable;
case EMF_NORMALIZE_NORMALS:
return NormalizeNormals;
case EMF_TEXTURE_WRAP:
return !(TextureLayer[0].TextureWrapU ||
TextureLayer[0].TextureWrapV ||
TextureLayer[0].TextureWrapW);
case EMF_ANTI_ALIASING:
return (AntiAliasing==1);
case EMF_COLOR_MASK:
return (ColorMask!=ECP_NONE);
case EMF_COLOR_MATERIAL:
return (ColorMaterial != ECM_NONE);
case EMF_USE_MIP_MAPS:
return UseMipMaps;
case EMF_BLEND_OPERATION:
return BlendOperation != EBO_NONE;
case EMF_BLEND_FACTOR:
return BlendFactor != 0.f;
case EMF_POLYGON_OFFSET:
return PolygonOffsetFactor != 0 || PolygonOffsetDepthBias != 0.f;
}
return false;
}
//! Inequality operator
/** \param b Material to compare to.
\return True if the materials differ, else false. */

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@ -117,13 +117,6 @@ namespace scene
}
}
//! sets a flag of all contained materials to a new value
void setMaterialFlag(video::E_MATERIAL_FLAG flag, bool newvalue) override
{
for (u32 i=0; i<MeshBuffers.size(); ++i)
MeshBuffers[i]->getMaterial().setFlag(flag, newvalue);
}
//! set the hardware mapping hint, for driver
void setHardwareMappingHint( E_HARDWARE_MAPPING newMappingHint, E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX ) override
{

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@ -690,14 +690,6 @@ void CSkinnedMesh::setBoundingBox( const core::aabbox3df& box)
}
//! sets a flag of all contained materials to a new value
void CSkinnedMesh::setMaterialFlag(video::E_MATERIAL_FLAG flag, bool newvalue)
{
for (u32 i=0; i<LocalBuffers.size(); ++i)
LocalBuffers[i]->Material.setFlag(flag,newvalue);
}
//! set the hardware mapping hint, for driver
void CSkinnedMesh::setHardwareMappingHint(E_HARDWARE_MAPPING newMappingHint,
E_BUFFER_TYPE buffer)

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@ -72,9 +72,6 @@ namespace scene
//! set user axis aligned bounding box
void setBoundingBox( const core::aabbox3df& box) override;
//! sets a flag of all contained materials to a new value
void setMaterialFlag(video::E_MATERIAL_FLAG flag, bool newvalue) override;
//! set the hardware mapping hint, for driver
void setHardwareMappingHint(E_HARDWARE_MAPPING newMappingHint, E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX) override;