Rename E_MATERIAL_FLAG -> E_MATERIAL_PROP

The enum values don't reference material flags, but material properties.
This commit is contained in:
Gregor Parzefall
2023-06-24 15:12:01 +02:00
committed by sfan5
parent 5ececc7d29
commit c0ef1092c0
4 changed files with 63 additions and 63 deletions

View File

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