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https://github.com/minetest/irrlicht.git
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Rename E_MATERIAL_FLAG -> E_MATERIAL_PROP
The enum values don't reference material flags, but material properties.
This commit is contained in:
@ -18,16 +18,16 @@ namespace video
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SMaterial Material;
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//! Which values are overridden
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/** OR'ed values from E_MATERIAL_FLAGS. */
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u32 EnableFlags;
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/** OR'ed values from E_MATERIAL_PROPS. */
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u32 EnableProps;
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//! For those flags in EnableFlags which affect layers, set which of the layers are affected
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bool EnableLayerFlags[MATERIAL_MAX_TEXTURES];
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//! For those properties in EnableProps which affect layers, set which of the layers are affected
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bool EnableLayerProps[MATERIAL_MAX_TEXTURES];
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//! Which textures are overridden
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bool EnableTextures[MATERIAL_MAX_TEXTURES];
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//! Overwrite complete layers (settings of EnableLayerFlags and EnableTextures don't matter then for layer data)
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//! Overwrite complete layers (settings of EnableLayerProps and EnableTextures don't matter then for layer data)
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bool EnableLayers[MATERIAL_MAX_TEXTURES];
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//! Set in which render passes the material override is active.
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@ -59,19 +59,19 @@ namespace video
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core::array<SMaterialTypeReplacement> MaterialTypes;
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//! Default constructor
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SOverrideMaterial() : EnableFlags(0), EnablePasses(0), Enabled(false)
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SOverrideMaterial() : EnableProps(0), EnablePasses(0), Enabled(false)
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{
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}
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//! disable overrides and reset all flags
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//! disable overrides and reset all properties
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void reset()
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{
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EnableFlags = 0;
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EnableProps = 0;
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EnablePasses = 0;
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Enabled = false;
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for (u32 i = 0; i < MATERIAL_MAX_TEXTURES; ++i)
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{
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EnableLayerFlags[i] = true; // doesn't do anything unless EnableFlags is set, just saying by default all texture layers are affected by flags
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EnableLayerProps[i] = true; // doesn't do anything unless EnableProps is set, just saying by default all texture layers are affected by properties
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EnableTextures[i] = false;
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EnableLayers[i] = false;
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}
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@ -92,51 +92,51 @@ namespace video
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for (u32 f=0; f<32; ++f)
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{
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const u32 num=(1<<f);
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if (EnableFlags & num)
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if (EnableProps & num)
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{
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switch (num)
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{
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case EMF_WIREFRAME: material.Wireframe = Material.Wireframe; break;
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case EMF_POINTCLOUD: material.PointCloud = Material.PointCloud; break;
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case EMF_GOURAUD_SHADING: material.GouraudShading = Material.GouraudShading; break;
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case EMF_LIGHTING: material.Lighting = Material.Lighting; break;
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case EMF_ZBUFFER: material.ZBuffer = Material.ZBuffer; break;
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case EMF_ZWRITE_ENABLE: material.ZWriteEnable = Material.ZWriteEnable; break;
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case EMF_BACK_FACE_CULLING: material.BackfaceCulling = Material.BackfaceCulling; break;
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case EMF_FRONT_FACE_CULLING: material.FrontfaceCulling = Material.FrontfaceCulling; break;
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case EMF_MIN_FILTER:
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case EMP_WIREFRAME: material.Wireframe = Material.Wireframe; break;
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case EMP_POINTCLOUD: material.PointCloud = Material.PointCloud; break;
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case EMP_GOURAUD_SHADING: material.GouraudShading = Material.GouraudShading; break;
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case EMP_LIGHTING: material.Lighting = Material.Lighting; break;
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case EMP_ZBUFFER: material.ZBuffer = Material.ZBuffer; break;
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case EMP_ZWRITE_ENABLE: material.ZWriteEnable = Material.ZWriteEnable; break;
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case EMP_BACK_FACE_CULLING: material.BackfaceCulling = Material.BackfaceCulling; break;
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case EMP_FRONT_FACE_CULLING: material.FrontfaceCulling = Material.FrontfaceCulling; break;
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case EMP_MIN_FILTER:
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for ( u32 i=0; i<MATERIAL_MAX_TEXTURES; ++i)
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{
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if ( EnableLayerFlags[i] )
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if ( EnableLayerProps[i] )
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{
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material.TextureLayer[i].MinFilter = Material.TextureLayer[i].MinFilter;
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}
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}
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break;
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case EMF_MAG_FILTER:
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case EMP_MAG_FILTER:
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for ( u32 i=0; i<MATERIAL_MAX_TEXTURES; ++i)
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{
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if ( EnableLayerFlags[i] )
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if ( EnableLayerProps[i] )
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{
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material.TextureLayer[i].MagFilter = Material.TextureLayer[i].MagFilter;
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}
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}
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break;
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case EMF_ANISOTROPIC_FILTER:
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case EMP_ANISOTROPIC_FILTER:
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for ( u32 i=0; i<MATERIAL_MAX_TEXTURES; ++i)
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{
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if ( EnableLayerFlags[i] )
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if ( EnableLayerProps[i] )
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{
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material.TextureLayer[i].AnisotropicFilter = Material.TextureLayer[i].AnisotropicFilter;
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}
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}
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break;
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case EMF_FOG_ENABLE: material.FogEnable = Material.FogEnable; break;
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case EMF_NORMALIZE_NORMALS: material.NormalizeNormals = Material.NormalizeNormals; break;
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case EMF_TEXTURE_WRAP:
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case EMP_FOG_ENABLE: material.FogEnable = Material.FogEnable; break;
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case EMP_NORMALIZE_NORMALS: material.NormalizeNormals = Material.NormalizeNormals; break;
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case EMP_TEXTURE_WRAP:
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for ( u32 i=0; i<MATERIAL_MAX_TEXTURES; ++i)
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{
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if ( EnableLayerFlags[i] )
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if ( EnableLayerProps[i] )
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{
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material.TextureLayer[i].TextureWrapU = Material.TextureLayer[i].TextureWrapU;
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material.TextureLayer[i].TextureWrapV = Material.TextureLayer[i].TextureWrapV;
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@ -144,13 +144,13 @@ namespace video
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}
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}
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break;
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case EMF_ANTI_ALIASING: material.AntiAliasing = Material.AntiAliasing; break;
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case EMF_COLOR_MASK: material.ColorMask = Material.ColorMask; break;
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case EMF_COLOR_MATERIAL: material.ColorMaterial = Material.ColorMaterial; break;
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case EMF_USE_MIP_MAPS: material.UseMipMaps = Material.UseMipMaps; break;
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case EMF_BLEND_OPERATION: material.BlendOperation = Material.BlendOperation; break;
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case EMF_BLEND_FACTOR: material.BlendFactor = Material.BlendFactor; break;
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case EMF_POLYGON_OFFSET:
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case EMP_ANTI_ALIASING: material.AntiAliasing = Material.AntiAliasing; break;
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case EMP_COLOR_MASK: material.ColorMask = Material.ColorMask; break;
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case EMP_COLOR_MATERIAL: material.ColorMaterial = Material.ColorMaterial; break;
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case EMP_USE_MIP_MAPS: material.UseMipMaps = Material.UseMipMaps; break;
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case EMP_BLEND_OPERATION: material.BlendOperation = Material.BlendOperation; break;
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case EMP_BLEND_FACTOR: material.BlendFactor = Material.BlendFactor; break;
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case EMP_POLYGON_OFFSET:
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material.PolygonOffsetDirection = Material.PolygonOffsetDirection;
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material.PolygonOffsetFactor = Material.PolygonOffsetFactor;
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material.PolygonOffsetDepthBias = Material.PolygonOffsetDepthBias;
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