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find -type f | # list all regular files grep -E '\.(h|cpp|mm)$' | # filter for source files grep -v '/mt_' | # filter out generated files grep -v '/vendor/' | # and vendored GL grep -v '/test/image_loader_test.cpp' | # and this file (has giant literals arrays) xargs -n 1 -P $(nproc) clang-format -i # reformat everything Co-authored-by: numzero <numzer0@yandex.ru>
193 lines
6.0 KiB
C++
193 lines
6.0 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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#pragma once
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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) :
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Original(original), Replacement(replacement) {}
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SMaterialTypeReplacement(u32 replacement) :
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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() :
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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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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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for (u32 i = 0; i < MaterialTypes.size(); ++i) {
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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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const u32 num = (1 << f);
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if (EnableProps & num) {
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switch (num) {
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case EMP_WIREFRAME:
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material.Wireframe = Material.Wireframe;
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break;
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case EMP_POINTCLOUD:
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material.PointCloud = Material.PointCloud;
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break;
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case EMP_GOURAUD_SHADING:
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material.GouraudShading = Material.GouraudShading;
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break;
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case EMP_LIGHTING:
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material.Lighting = Material.Lighting;
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break;
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case EMP_ZBUFFER:
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material.ZBuffer = Material.ZBuffer;
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break;
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case EMP_ZWRITE_ENABLE:
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material.ZWriteEnable = Material.ZWriteEnable;
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break;
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case EMP_BACK_FACE_CULLING:
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material.BackfaceCulling = Material.BackfaceCulling;
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break;
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case EMP_FRONT_FACE_CULLING:
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material.FrontfaceCulling = Material.FrontfaceCulling;
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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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if (EnableLayerProps[i]) {
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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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if (EnableLayerProps[i]) {
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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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if (EnableLayerProps[i]) {
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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:
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material.FogEnable = Material.FogEnable;
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break;
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case EMP_NORMALIZE_NORMALS:
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material.NormalizeNormals = Material.NormalizeNormals;
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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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if (EnableLayerProps[i]) {
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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:
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material.AntiAliasing = Material.AntiAliasing;
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break;
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case EMP_COLOR_MASK:
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material.ColorMask = Material.ColorMask;
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break;
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case EMP_COLOR_MATERIAL:
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material.ColorMaterial = Material.ColorMaterial;
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break;
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case EMP_USE_MIP_MAPS:
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material.UseMipMaps = Material.UseMipMaps;
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break;
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case EMP_BLEND_OPERATION:
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material.BlendOperation = Material.BlendOperation;
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break;
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case EMP_BLEND_FACTOR:
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material.BlendFactor = Material.BlendFactor;
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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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if (EnableLayers[i]) {
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material.TextureLayers[i] = Material.TextureLayers[i];
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} else if (EnableTextures[i]) {
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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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