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181 lines
6.1 KiB
C++
181 lines
6.1 KiB
C++
// Copyright (C) 2017 Michael Zeilfelder
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#ifndef __S_OVERRIDE_MATERIAL_H_INCLUDED__
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#define __S_OVERRIDE_MATERIAL_H_INCLUDED__
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#include "SMaterial.h"
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namespace irr
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{
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namespace video
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{
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struct SOverrideMaterial
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{
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//! The Material values
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SMaterial Material;
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//! Which values are overridden
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/** OR'ed values from E_MATERIAL_PROPS. */
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u32 EnableProps;
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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 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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/** OR'ed values from E_SCENE_NODE_RENDER_PASS. */
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u16 EnablePasses;
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//! Global enable flag, overwritten by the SceneManager in each pass
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/** NOTE: This is generally _not_ set by users of the engine, but the
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Scenemanager uses the EnablePass array and sets Enabled to true if the
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Override material is enabled in the current pass.
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As user you generally _only_ set EnablePasses.
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The exception is when rendering without SceneManager but using draw calls in the VideoDriver. */
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bool Enabled;
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struct SMaterialTypeReplacement
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{
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SMaterialTypeReplacement(s32 original, u32 replacement) : Original(original), Replacement(replacement) {}
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SMaterialTypeReplacement(u32 replacement) : Original(-1), Replacement(replacement) {}
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//! SMaterial.MaterialType to replace.
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//! -1 for all types or a specific value to only replace that one (which is either one of E_MATERIAL_TYPE or a shader material id)
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s32 Original;
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//! MaterialType to used to override Original (either one of E_MATERIAL_TYPE or a shader material id)
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u32 Replacement;
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};
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//! To overwrite SMaterial::MaterialType
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core::array<SMaterialTypeReplacement> MaterialTypes;
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//! Default constructor
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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 properties
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void reset()
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{
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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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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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MaterialTypes.clear();
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}
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//! Apply the enabled overrides
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void apply(SMaterial& material)
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{
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if (Enabled)
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{
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for (u32 i = 0; i < MaterialTypes.size(); ++i)
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{
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const SMaterialTypeReplacement& mtr = MaterialTypes[i];
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if (mtr.Original < 0 || (s32)mtr.Original == material.MaterialType)
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material.MaterialType = (E_MATERIAL_TYPE)mtr.Replacement;
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}
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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 (EnableProps & num)
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{
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switch (num)
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{
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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 ( EnableLayerProps[i] )
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{
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material.TextureLayers[i].MinFilter = Material.TextureLayers[i].MinFilter;
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}
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}
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break;
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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 ( EnableLayerProps[i] )
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{
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material.TextureLayers[i].MagFilter = Material.TextureLayers[i].MagFilter;
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}
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}
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break;
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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 ( EnableLayerProps[i] )
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{
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material.TextureLayers[i].AnisotropicFilter = Material.TextureLayers[i].AnisotropicFilter;
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}
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}
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break;
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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 ( EnableLayerProps[i] )
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{
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material.TextureLayers[i].TextureWrapU = Material.TextureLayers[i].TextureWrapU;
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material.TextureLayers[i].TextureWrapV = Material.TextureLayers[i].TextureWrapV;
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material.TextureLayers[i].TextureWrapW = Material.TextureLayers[i].TextureWrapW;
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}
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}
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break;
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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.PolygonOffsetDepthBias = Material.PolygonOffsetDepthBias;
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material.PolygonOffsetSlopeScale = Material.PolygonOffsetSlopeScale;
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break;
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}
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}
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}
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for(u32 i=0; i<MATERIAL_MAX_TEXTURES; ++i )
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{
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if ( EnableLayers[i] )
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{
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material.TextureLayers[i] = Material.TextureLayers[i];
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}
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else if ( EnableTextures[i] )
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{
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material.TextureLayers[i].Texture = Material.TextureLayers[i].Texture;
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}
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}
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}
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}
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};
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} // end namespace video
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} // end namespace irr
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#endif // __S_OVERRIDE_MATERIAL_H_INCLUDED__
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