mirror of
https://github.com/minetest/irrlicht.git
synced 2024-12-27 19:20:31 +01:00
181 lines
6.3 KiB
C++
181 lines
6.3 KiB
C++
// Copyright (C) 2017 Michael Zeilfelder
|
|
// This file is part of the "Irrlicht Engine".
|
|
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
|
|
|
#ifndef __S_OVERRIDE_MATERIAL_H_INCLUDED__
|
|
#define __S_OVERRIDE_MATERIAL_H_INCLUDED__
|
|
|
|
#include "SMaterial.h"
|
|
|
|
namespace irr
|
|
{
|
|
namespace video
|
|
{
|
|
|
|
struct SOverrideMaterial
|
|
{
|
|
//! The Material values
|
|
SMaterial Material;
|
|
|
|
//! Which values are overridden
|
|
/** OR'ed values from E_MATERIAL_PROPS. */
|
|
u32 EnableProps;
|
|
|
|
//! 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 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.
|
|
/** OR'ed values from E_SCENE_NODE_RENDER_PASS. */
|
|
u16 EnablePasses;
|
|
|
|
//! Global enable flag, overwritten by the SceneManager in each pass
|
|
/** NOTE: This is generally _not_ set by users of the engine, but the
|
|
Scenemanager uses the EnablePass array and sets Enabled to true if the
|
|
Override material is enabled in the current pass.
|
|
As user you generally _only_ set EnablePasses.
|
|
The exception is when rendering without SceneManager but using draw calls in the VideoDriver. */
|
|
bool Enabled;
|
|
|
|
struct SMaterialTypeReplacement
|
|
{
|
|
SMaterialTypeReplacement(s32 original, u32 replacement) : Original(original), Replacement(replacement) {}
|
|
SMaterialTypeReplacement(u32 replacement) : Original(-1), Replacement(replacement) {}
|
|
|
|
//! SMaterial.MaterialType to replace.
|
|
//! -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)
|
|
s32 Original;
|
|
|
|
//! MaterialType to used to override Original (either one of E_MATERIAL_TYPE or a shader material id)
|
|
u32 Replacement;
|
|
};
|
|
|
|
//! To overwrite SMaterial::MaterialType
|
|
core::array<SMaterialTypeReplacement> MaterialTypes;
|
|
|
|
//! Default constructor
|
|
SOverrideMaterial() : EnableProps(0), EnablePasses(0), Enabled(false)
|
|
{
|
|
}
|
|
|
|
//! disable overrides and reset all properties
|
|
void reset()
|
|
{
|
|
EnableProps = 0;
|
|
EnablePasses = 0;
|
|
Enabled = false;
|
|
for (u32 i = 0; i < MATERIAL_MAX_TEXTURES; ++i)
|
|
{
|
|
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;
|
|
}
|
|
MaterialTypes.clear();
|
|
}
|
|
|
|
//! Apply the enabled overrides
|
|
void apply(SMaterial& material)
|
|
{
|
|
if (Enabled)
|
|
{
|
|
for (u32 i = 0; i < MaterialTypes.size(); ++i)
|
|
{
|
|
const SMaterialTypeReplacement& mtr = MaterialTypes[i];
|
|
if (mtr.Original < 0 || (s32)mtr.Original == material.MaterialType)
|
|
material.MaterialType = (E_MATERIAL_TYPE)mtr.Replacement;
|
|
}
|
|
for (u32 f=0; f<32; ++f)
|
|
{
|
|
const u32 num=(1<<f);
|
|
if (EnableProps & num)
|
|
{
|
|
switch (num)
|
|
{
|
|
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 ( EnableLayerProps[i] )
|
|
{
|
|
material.TextureLayers[i].MinFilter = Material.TextureLayers[i].MinFilter;
|
|
}
|
|
}
|
|
break;
|
|
case EMP_MAG_FILTER:
|
|
for ( u32 i=0; i<MATERIAL_MAX_TEXTURES; ++i)
|
|
{
|
|
if ( EnableLayerProps[i] )
|
|
{
|
|
material.TextureLayers[i].MagFilter = Material.TextureLayers[i].MagFilter;
|
|
}
|
|
}
|
|
break;
|
|
case EMP_ANISOTROPIC_FILTER:
|
|
for ( u32 i=0; i<MATERIAL_MAX_TEXTURES; ++i)
|
|
{
|
|
if ( EnableLayerProps[i] )
|
|
{
|
|
material.TextureLayers[i].AnisotropicFilter = Material.TextureLayers[i].AnisotropicFilter;
|
|
}
|
|
}
|
|
break;
|
|
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 ( EnableLayerProps[i] )
|
|
{
|
|
material.TextureLayers[i].TextureWrapU = Material.TextureLayers[i].TextureWrapU;
|
|
material.TextureLayers[i].TextureWrapV = Material.TextureLayers[i].TextureWrapV;
|
|
material.TextureLayers[i].TextureWrapW = Material.TextureLayers[i].TextureWrapW;
|
|
}
|
|
}
|
|
break;
|
|
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.PolygonOffsetDepthBias = Material.PolygonOffsetDepthBias;
|
|
material.PolygonOffsetSlopeScale = Material.PolygonOffsetSlopeScale;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
for(u32 i=0; i<MATERIAL_MAX_TEXTURES; ++i )
|
|
{
|
|
if ( EnableLayers[i] )
|
|
{
|
|
material.TextureLayers[i] = Material.TextureLayers[i];
|
|
}
|
|
else if ( EnableTextures[i] )
|
|
{
|
|
material.TextureLayers[i].Texture = Material.TextureLayers[i].Texture;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
};
|
|
|
|
} // end namespace video
|
|
} // end namespace irr
|
|
|
|
#endif // __S_OVERRIDE_MATERIAL_H_INCLUDED__
|
|
|