forked from Mirrorlandia_minetest/irrlicht
Refactor the way you set material properties
Instead of using SMaterial::setFlag, you now set them directly on SMaterial or SMaterialLayer.
This commit is contained in:
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b249e4523d
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9e0189019e
@ -100,10 +100,12 @@ int main(int argc, char *argv[])
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scene::IAnimatedMeshSceneNode* node = smgr->addAnimatedMeshSceneNode(mesh);
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if (node)
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{
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node->setMaterialFlag(video::EMF_LIGHTING, false);
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node->forEachMaterial([tex] (video::SMaterial &mat) {
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mat.Lighting = false;
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mat.setTexture(0, tex);
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});
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node->setFrameLoop(0, 29);
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node->setAnimationSpeed(30);
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node->setMaterialTexture(0, tex);
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}
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}
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@ -13,84 +13,70 @@ namespace video
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//! Material flags
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enum E_MATERIAL_FLAG
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{
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//! Draw as wireframe or filled triangles? Default: false
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//! Corresponds to SMaterial::Wireframe.
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EMF_WIREFRAME = 0x1,
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//! Draw as point cloud or filled triangles? Default: false
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//! Corresponds to SMaterial::PointCloud.
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EMF_POINTCLOUD = 0x2,
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//! Flat or Gouraud shading? Default: true
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//! Corresponds to SMaterial::GouraudShading.
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EMF_GOURAUD_SHADING = 0x4,
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//! Will this material be lighted? Default: true
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//! Corresponds to SMaterial::Lighting.
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EMF_LIGHTING = 0x8,
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//! Is the ZBuffer enabled? Default: true
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//! Corresponds to SMaterial::ZBuffer.
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EMF_ZBUFFER = 0x10,
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//! May be written to the zbuffer or is it readonly. Default: true
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/** This flag is ignored, if the material type is a transparent type. */
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//! Corresponds to SMaterial::ZWriteEnable.
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EMF_ZWRITE_ENABLE = 0x20,
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//! Is backface culling enabled? Default: true
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//! Corresponds to SMaterial::BackfaceCulling.
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EMF_BACK_FACE_CULLING = 0x40,
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//! Is frontface culling enabled? Default: false
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/** Overrides EMF_BACK_FACE_CULLING if both are enabled. */
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//! Corresponds to SMaterial::FrontfaceCulling.
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EMF_FRONT_FACE_CULLING = 0x80,
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//! Is bilinear filtering enabled? Default: true
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//! Corresponds to SMaterialLayer::BilinearFilter.
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EMF_BILINEAR_FILTER = 0x100,
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//! Is trilinear filtering enabled? Default: false
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/** If the trilinear filter flag is enabled,
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the bilinear filtering flag is ignored. */
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//! Corresponds to SMaterialLayer::TrilinearFilter.
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EMF_TRILINEAR_FILTER = 0x200,
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//! Is anisotropic filtering? Default: false
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/** In Irrlicht you can use anisotropic texture filtering in
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conjunction with bilinear or trilinear texture filtering
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to improve rendering results. Primitives will look less
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blurry with this flag switched on. */
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//! Corresponds to SMaterialLayer::AnisotropicFilter.
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EMF_ANISOTROPIC_FILTER = 0x400,
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//! Is fog enabled? Default: false
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//! Corresponds to SMaterial::FogEnable.
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EMF_FOG_ENABLE = 0x800,
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//! Normalizes normals. Default: false
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/** You can enable this if you need to scale a dynamic lighted
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model. Usually, its normals will get scaled too then and it
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will get darker. If you enable the EMF_NORMALIZE_NORMALS flag,
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the normals will be normalized again, and the model will look
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as bright as it should. */
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//! Corresponds to SMaterial::NormalizeNormals.
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EMF_NORMALIZE_NORMALS = 0x1000,
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//! Access to all layers texture wrap settings. Overwrites separate layer settings.
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/** Note that if you want to change TextureWrapU, TextureWrapV, TextureWrapW
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independently, then you can't work with this flag, but will have to set the variables
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directly. */
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//! Corresponds to SMaterialLayer::TextureWrapU, TextureWrapV and
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//! TextureWrapW.
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EMF_TEXTURE_WRAP = 0x2000,
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//! AntiAliasing mode
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//! Corresponds to SMaterial::AntiAliasing.
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EMF_ANTI_ALIASING = 0x4000,
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//! ColorMask bits, for enabling the color planes
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//! Corresponds to SMaterial::ColorMask.
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EMF_COLOR_MASK = 0x8000,
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//! ColorMaterial enum for vertex color interpretation
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//! Corresponds to SMaterial::ColorMaterial.
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EMF_COLOR_MATERIAL = 0x10000,
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//! Flag for enabling/disabling mipmap usage
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//! Corresponds to SMaterial::UseMipMaps.
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EMF_USE_MIP_MAPS = 0x20000,
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//! Flag for blend operation
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//! Corresponds to SMaterial::BlendOperation.
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EMF_BLEND_OPERATION = 0x40000,
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//! Flag for polygon offset
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//! Corresponds to SMaterial::PolygonOffsetFactor, PolygonOffsetDirection,
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//! PolygonOffsetDepthBias and PolygonOffsetSlopeScale.
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EMF_POLYGON_OFFSET = 0x80000,
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//! Flag for blend factor
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EMF_BLEND_FACTOR = 0x160000
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//! Corresponds to SMaterial::BlendFactor.
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EMF_BLEND_FACTOR = 0x100000,
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};
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} // end namespace video
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@ -97,11 +97,6 @@ namespace scene
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/** \param box New bounding box to use for the mesh. */
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virtual void setBoundingBox( const core::aabbox3df& box) = 0;
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//! Sets a flag of all contained materials to a new value.
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/** \param flag: Flag to set in all materials.
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\param newvalue: New value to set in all materials. */
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virtual void setMaterialFlag(video::E_MATERIAL_FLAG flag, bool newvalue) = 0;
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//! Set the hardware mapping hint
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/** This methods allows to define optimization hints for the
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hardware. This enables, e.g., the use of hardware buffers on
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@ -352,38 +352,14 @@ namespace scene
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}
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//! Sets all material flags at once to a new value.
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/** Useful, for example, if you want the whole mesh to be
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affected by light.
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\param flag Which flag of all materials to be set.
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\param newvalue New value of that flag. */
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void setMaterialFlag(video::E_MATERIAL_FLAG flag, bool newvalue)
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{
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for (u32 i=0; i<getMaterialCount(); ++i)
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getMaterial(i).setFlag(flag, newvalue);
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//! Execute a function on all materials of this scene node.
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/** Useful for setting material properties, e.g. if you want the whole
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mesh to be affected by light. */
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template <typename F>
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void forEachMaterial(F &&fn) {
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for (u32 i = 0; i < getMaterialCount(); i++) {
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fn(getMaterial(i));
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}
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//! Sets the texture of the specified layer in all materials of this scene node to the new texture.
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/** \param textureLayer Layer of texture to be set. Must be a
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value smaller than MATERIAL_MAX_TEXTURES.
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\param texture New texture to be used. */
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void setMaterialTexture(u32 textureLayer, video::ITexture* texture)
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{
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if (textureLayer >= video::MATERIAL_MAX_TEXTURES)
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return;
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for (u32 i=0; i<getMaterialCount(); ++i)
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getMaterial(i).setTexture(textureLayer, texture);
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}
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//! Sets the material type of all materials in this scene node to a new material type.
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/** \param newType New type of material to be set. */
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void setMaterialType(video::E_MATERIAL_TYPE newType)
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{
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for (u32 i=0; i<getMaterialCount(); ++i)
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getMaterial(i).MaterialType = newType;
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}
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@ -147,13 +147,6 @@ namespace scene
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return Meshes[0]->getMeshBuffer(material);
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}
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//! Set a material flag for all meshbuffers of this mesh.
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void setMaterialFlag(video::E_MATERIAL_FLAG flag, bool newvalue) override
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{
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for (u32 i=0; i<Meshes.size(); ++i)
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Meshes[i]->setMaterialFlag(flag, newvalue);
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}
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//! set the hardware mapping hint, for driver
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void setHardwareMappingHint( E_HARDWARE_MAPPING newMappingHint, E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX ) override
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{
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@ -256,7 +256,7 @@ namespace video
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EZW_OFF = 0,
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//! This is the default setting for SMaterial and tries to handle things automatically.
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//! This is also the value which is set when SMaterial::setFlag(EMF_ZWRITE_ENABLE) is enabled.
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//! This is what you want to set to enable zwriting.
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//! Usually zwriting is enabled non-transparent materials - as far as Irrlicht can recognize those.
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//! Basically Irrlicht tries to handle the zwriting for you and assumes transparent materials don't need it.
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//! This is addionally affected by IVideoDriver::setAllowZWriteOnTransparent
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@ -426,9 +426,7 @@ namespace video
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f32 PolygonOffsetSlopeScale;
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//! Draw as wireframe or filled triangles? Default: false
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/** The user can access a material flag using
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\code material.Wireframe=true \endcode
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or \code material.setFlag(EMF_WIREFRAME, true); \endcode */
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/** The user can access a material flag using \code material.Wireframe = true; \endcode */
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bool Wireframe:1;
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//! Draw as point cloud or filled triangles? Default: false
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@ -462,6 +460,16 @@ namespace video
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/** Sometimes, disabling mipmap usage can be useful. Default: true */
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bool UseMipMaps:1;
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//! Execute a function on all texture layers.
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/** Useful for setting properties which are not per material, but per
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texture layer, e.g. bilinear filtering. */
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template <typename F>
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void forEachTexture(F &&fn) {
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for (u32 i = 0; i < MATERIAL_MAX_TEXTURES; i++) {
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fn(TextureLayer[i]);
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}
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}
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//! Gets the texture transformation matrix for level i
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/** \param i The desired level. Must not be larger than MATERIAL_MAX_TEXTURES
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\return Texture matrix for texture level i. */
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@ -510,143 +518,6 @@ namespace video
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TextureLayer[i].Texture = tex;
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}
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//! Sets the Material flag to the given value
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/** \param flag The flag to be set.
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\param value The new value for the flag. */
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void setFlag(E_MATERIAL_FLAG flag, bool value)
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{
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switch (flag)
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{
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case EMF_WIREFRAME:
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Wireframe = value; break;
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case EMF_POINTCLOUD:
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PointCloud = value; break;
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case EMF_GOURAUD_SHADING:
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GouraudShading = value; break;
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case EMF_LIGHTING:
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Lighting = value; break;
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case EMF_ZBUFFER:
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ZBuffer = value; break;
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case EMF_ZWRITE_ENABLE:
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ZWriteEnable = value ? EZW_AUTO : EZW_OFF; break;
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case EMF_BACK_FACE_CULLING:
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BackfaceCulling = value; break;
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case EMF_FRONT_FACE_CULLING:
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FrontfaceCulling = value; break;
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case EMF_BILINEAR_FILTER:
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{
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for (u32 i=0; i<MATERIAL_MAX_TEXTURES; ++i)
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TextureLayer[i].BilinearFilter = value;
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}
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break;
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case EMF_TRILINEAR_FILTER:
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{
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for (u32 i=0; i<MATERIAL_MAX_TEXTURES; ++i)
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TextureLayer[i].TrilinearFilter = value;
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}
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break;
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case EMF_ANISOTROPIC_FILTER:
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{
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if (value)
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for (u32 i=0; i<MATERIAL_MAX_TEXTURES; ++i)
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TextureLayer[i].AnisotropicFilter = 0xFF;
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else
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for (u32 i=0; i<MATERIAL_MAX_TEXTURES; ++i)
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TextureLayer[i].AnisotropicFilter = 0;
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}
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break;
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case EMF_FOG_ENABLE:
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FogEnable = value; break;
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case EMF_NORMALIZE_NORMALS:
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NormalizeNormals = value; break;
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case EMF_TEXTURE_WRAP:
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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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TextureLayer[i].TextureWrapU = (E_TEXTURE_CLAMP)value;
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TextureLayer[i].TextureWrapV = (E_TEXTURE_CLAMP)value;
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TextureLayer[i].TextureWrapW = (E_TEXTURE_CLAMP)value;
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}
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}
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break;
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case EMF_ANTI_ALIASING:
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AntiAliasing = value?EAAM_SIMPLE:EAAM_OFF; break;
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case EMF_COLOR_MASK:
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ColorMask = value?ECP_ALL:ECP_NONE; break;
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case EMF_COLOR_MATERIAL:
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ColorMaterial = value?ECM_DIFFUSE:ECM_NONE; break;
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case EMF_USE_MIP_MAPS:
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UseMipMaps = value; break;
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case EMF_BLEND_OPERATION:
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BlendOperation = value?EBO_ADD:EBO_NONE; break;
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case EMF_BLEND_FACTOR:
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break;
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case EMF_POLYGON_OFFSET:
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PolygonOffsetFactor = value?1:0;
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PolygonOffsetDirection = EPO_BACK;
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PolygonOffsetSlopeScale = value?1.f:0.f;
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PolygonOffsetDepthBias = value?1.f:0.f;
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default:
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break;
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}
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}
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//! Gets the Material flag
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/** \param flag The flag to query.
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\return The current value of the flag. */
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bool getFlag(E_MATERIAL_FLAG flag) const
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{
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switch (flag)
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{
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case EMF_WIREFRAME:
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return Wireframe;
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case EMF_POINTCLOUD:
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return PointCloud;
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case EMF_GOURAUD_SHADING:
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return GouraudShading;
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case EMF_LIGHTING:
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return Lighting;
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case EMF_ZBUFFER:
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return ZBuffer!=ECFN_DISABLED;
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case EMF_ZWRITE_ENABLE:
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return ZWriteEnable != EZW_OFF;
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case EMF_BACK_FACE_CULLING:
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return BackfaceCulling;
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case EMF_FRONT_FACE_CULLING:
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return FrontfaceCulling;
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case EMF_BILINEAR_FILTER:
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return TextureLayer[0].BilinearFilter;
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case EMF_TRILINEAR_FILTER:
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return TextureLayer[0].TrilinearFilter;
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case EMF_ANISOTROPIC_FILTER:
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return TextureLayer[0].AnisotropicFilter!=0;
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case EMF_FOG_ENABLE:
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return FogEnable;
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case EMF_NORMALIZE_NORMALS:
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return NormalizeNormals;
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case EMF_TEXTURE_WRAP:
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return !(TextureLayer[0].TextureWrapU ||
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TextureLayer[0].TextureWrapV ||
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TextureLayer[0].TextureWrapW);
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case EMF_ANTI_ALIASING:
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return (AntiAliasing==1);
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case EMF_COLOR_MASK:
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return (ColorMask!=ECP_NONE);
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case EMF_COLOR_MATERIAL:
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return (ColorMaterial != ECM_NONE);
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case EMF_USE_MIP_MAPS:
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return UseMipMaps;
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case EMF_BLEND_OPERATION:
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return BlendOperation != EBO_NONE;
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case EMF_BLEND_FACTOR:
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return BlendFactor != 0.f;
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case EMF_POLYGON_OFFSET:
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return PolygonOffsetFactor != 0 || PolygonOffsetDepthBias != 0.f;
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}
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return false;
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}
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//! Inequality operator
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/** \param b Material to compare to.
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\return True if the materials differ, else false. */
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@ -117,13 +117,6 @@ namespace scene
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}
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}
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//! sets a flag of all contained materials to a new value
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void setMaterialFlag(video::E_MATERIAL_FLAG flag, bool newvalue) override
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{
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for (u32 i=0; i<MeshBuffers.size(); ++i)
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MeshBuffers[i]->getMaterial().setFlag(flag, newvalue);
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}
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//! set the hardware mapping hint, for driver
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void setHardwareMappingHint( E_HARDWARE_MAPPING newMappingHint, E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX ) override
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{
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@ -690,14 +690,6 @@ void CSkinnedMesh::setBoundingBox( const core::aabbox3df& box)
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}
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//! sets a flag of all contained materials to a new value
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void CSkinnedMesh::setMaterialFlag(video::E_MATERIAL_FLAG flag, bool newvalue)
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{
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for (u32 i=0; i<LocalBuffers.size(); ++i)
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LocalBuffers[i]->Material.setFlag(flag,newvalue);
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}
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//! set the hardware mapping hint, for driver
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void CSkinnedMesh::setHardwareMappingHint(E_HARDWARE_MAPPING newMappingHint,
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E_BUFFER_TYPE buffer)
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@ -72,9 +72,6 @@ namespace scene
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//! set user axis aligned bounding box
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void setBoundingBox( const core::aabbox3df& box) override;
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//! sets a flag of all contained materials to a new value
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void setMaterialFlag(video::E_MATERIAL_FLAG flag, bool newvalue) override;
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//! set the hardware mapping hint, for driver
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void setHardwareMappingHint(E_HARDWARE_MAPPING newMappingHint, E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX) override;
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