Material.ZWriteEnable is now of type E_ZWRITE instead of bool and ZWriteFineControl get removed (or merged into ZWriteEnable).

This breaks compiling. To have old values replace false with EZW_OFF and true with EWZ_AUTO.

There's a bit history to this change. ZWriteFineControl got introduced after 1.8 so it was never in a released version.
Basically it was needed after some changes had been made to allow shaders to have zwrite enabled independent
of the material-type (which worked badly for shaders). This had caused other problems as it was then enabled too often instead. 
So to quickly fix those bugs and avoid breaking compatibility I had introduced a new enum ZWriteFineControl in SMaterial.
This worked and didn't break compiling - but I noticed by now that introducing a second flag for this made maintainance for an already 
very hard to understand problem (figuring out the implementation of transparency and zwriting) even more complicated. 
So to keep maintance somewhat sane I decided to break compiling now and merge those two flags. 
The behavior should not be affected by this commit - except for users which set this flag already in their code and have to switch to the enum now.

Serialization is switched on loading old files (so SMaterial has enum already and writes that out).


git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6026 dfc29bdd-3216-0410-991c-e03cc46cb475
This commit is contained in:
cutealien 2020-01-02 15:34:52 +00:00
parent fc37b383ed
commit 2928a632a4
22 changed files with 85 additions and 69 deletions

@ -1,5 +1,7 @@
--------------------------
Changes in 1.9 (not yet released)
- Material.ZWriteEnable is now of type E_ZWRITE instead of bool. This allows now setting materials to always "on" independent of material type and transparency.
This breaks compiling. To have old values replace false with EZW_OFF and true with EWZ_AUTO.
- Materials EMT_REFLECTION_2_LAYER and EMT_TRANSPARENT_REFLECTION_2_LAYER on OpenGL are now same as in D3D9. Before GL used a sphere-map for those instead of reflection.
- Bugfix: CGUIToolBar automatic placement no longer outside of screen when there are modals screens when creating it.
Or when there are other window elements going over full window-size.

@ -247,16 +247,33 @@ namespace video
0
};
//! Fine-tuning for SMaterial.ZWriteFineControl
enum E_ZWRITE_FINE_CONTROL
//! For SMaterial.ZWriteEnable
enum E_ZWRITE
{
//! Default. Only write zbuffer when SMaterial::ZWriteEnable is true and SMaterial::isTransparent() returns false.
EZI_ONLY_NON_TRANSPARENT,
//! Writing will just be based on SMaterial::ZWriteEnable value, transparency is ignored.
//! Needed mostly for certain shader materials where SMaterial::isTransparent always returns false.
EZI_ZBUFFER_FLAG
//! zwrite always disabled for this material
EZW_OFF = 0,
//! This is the default setting for SMaterial and tries to handle things automatically.
//! This is also the value which is set when SMaterial::setFlag(EMF_ZWRITE_ENABLE) is enabled.
//! Usually zwriting is enabled non-transparent materials - as far as Irrlicht can recognize those.
//! Basically Irrlicht tries to handle the zwriting for you and assumes transparent materials don't need it.
//! This is addionally affected by IVideoDriver::setAllowZWriteOnTransparent
EZW_AUTO,
//! zwrite always enabled for this material
EZW_ON
};
//! Names for E_ZWRITE
const c8* const ZWriteNames[] =
{
"Off",
"Auto",
"On",
0
};
//! Maximum number of texture an SMaterial can have.
/** SMaterial might ignore some textures in most function, like assignment and comparison,
@ -296,9 +313,8 @@ namespace video
PolygonOffsetFactor(0), PolygonOffsetDirection(EPO_FRONT),
PolygonOffsetDepthBias(0.f), PolygonOffsetSlopeScale(0.f),
Wireframe(false), PointCloud(false), GouraudShading(true),
Lighting(true), ZWriteEnable(true), BackfaceCulling(true), FrontfaceCulling(false),
FogEnable(false), NormalizeNormals(false), UseMipMaps(true),
ZWriteFineControl(EZI_ONLY_NON_TRANSPARENT)
Lighting(true), ZWriteEnable(EZW_AUTO), BackfaceCulling(true), FrontfaceCulling(false),
FogEnable(false), NormalizeNormals(false), UseMipMaps(true)
{ }
//! Copy constructor
@ -354,7 +370,6 @@ namespace video
PolygonOffsetDepthBias = other.PolygonOffsetDepthBias;
PolygonOffsetSlopeScale = other.PolygonOffsetSlopeScale;
UseMipMaps = other.UseMipMaps;
ZWriteFineControl = other.ZWriteFineControl;
return *this;
}
@ -508,12 +523,10 @@ namespace video
//! Will this material be lighted? Default: true
bool Lighting:1;
//! Is the zbuffer writable or is it read-only. Default: true.
/** This flag is forced to false if the MaterialType is a
transparent type and the scene parameter
ALLOW_ZWRITE_ON_TRANSPARENT is not set. If you set this parameter
to true, make sure that ZBuffer value is other than ECFN_DISABLED */
bool ZWriteEnable:1;
//! Is the zbuffer writable or is it read-only. Default: EZW_AUTO.
/** If this parameter is not EZW_OFF, you probably also want to set ZBuffer
to values other than ECFN_DISABLED */
E_ZWRITE ZWriteEnable:2;
//! Is backface culling enabled? Default: true
bool BackfaceCulling:1;
@ -532,11 +545,6 @@ namespace video
/** Sometimes, disabling mipmap usage can be useful. Default: true */
bool UseMipMaps:1;
//! Give more control how the ZWriteEnable flag is interpreted
/** Note that there is also the global flag AllowZWriteOnTransparent
which when set acts like all materials have set EZI_ALLOW_ON_TRANSPARENT. */
E_ZWRITE_FINE_CONTROL ZWriteFineControl:1;
//! Gets the texture transformation matrix for level i
/** \param i The desired level. Must not be larger than MATERIAL_MAX_TEXTURES
\return Texture matrix for texture level i. */
@ -603,7 +611,7 @@ namespace video
case EMF_ZBUFFER:
ZBuffer = value; break;
case EMF_ZWRITE_ENABLE:
ZWriteEnable = value; break;
ZWriteEnable = value ? EZW_AUTO : EZW_OFF; break;
case EMF_BACK_FACE_CULLING:
BackfaceCulling = value; break;
case EMF_FRONT_FACE_CULLING:
@ -684,7 +692,7 @@ namespace video
case EMF_ZBUFFER:
return ZBuffer!=ECFN_DISABLED;
case EMF_ZWRITE_ENABLE:
return ZWriteEnable;
return ZWriteEnable != EZW_OFF;
case EMF_BACK_FACE_CULLING:
return BackfaceCulling;
case EMF_FRONT_FACE_CULLING:
@ -756,8 +764,7 @@ namespace video
PolygonOffsetDirection != b.PolygonOffsetDirection ||
PolygonOffsetDepthBias != b.PolygonOffsetDepthBias ||
PolygonOffsetSlopeScale != b.PolygonOffsetSlopeScale ||
UseMipMaps != b.UseMipMaps ||
ZWriteFineControl != b.ZWriteFineControl;
UseMipMaps != b.UseMipMaps
;
for (u32 i=0; (i<MATERIAL_MAX_TEXTURES_USED) && !different; ++i)
{

@ -962,7 +962,7 @@ bool CB3DMeshFileLoader::readChunkBRUS()
else
{
B3dMaterial.Material.MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
B3dMaterial.Material.ZWriteEnable = false;
B3dMaterial.Material.ZWriteEnable = video::EZW_OFF;
}
}
else if (B3dMaterial.Textures[0]) //One texture:
@ -971,7 +971,7 @@ bool CB3DMeshFileLoader::readChunkBRUS()
if (B3dMaterial.Textures[0]->Flags & 0x2) //(Alpha mapped)
{
B3dMaterial.Material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
B3dMaterial.Material.ZWriteEnable = false;
B3dMaterial.Material.ZWriteEnable = video::EZW_OFF;
}
else if (B3dMaterial.Textures[0]->Flags & 0x4) //(Masked)
B3dMaterial.Material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF; // TODO: create color key texture
@ -984,7 +984,7 @@ bool CB3DMeshFileLoader::readChunkBRUS()
else
{
B3dMaterial.Material.MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
B3dMaterial.Material.ZWriteEnable = false;
B3dMaterial.Material.ZWriteEnable = video::EZW_OFF;
}
}
else //No texture:
@ -994,7 +994,7 @@ bool CB3DMeshFileLoader::readChunkBRUS()
else
{
B3dMaterial.Material.MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
B3dMaterial.Material.ZWriteEnable = false;
B3dMaterial.Material.ZWriteEnable = video::EZW_OFF;
}
}
@ -1023,7 +1023,7 @@ bool CB3DMeshFileLoader::readChunkBRUS()
if (B3dMaterial.fx & 32) //force vertex alpha-blending
{
B3dMaterial.Material.MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
B3dMaterial.Material.ZWriteEnable = false;
B3dMaterial.Material.ZWriteEnable = video::EZW_OFF;
}
B3dMaterial.Material.Shininess = B3dMaterial.shininess;

@ -655,7 +655,7 @@ void CBurningShader_Raster_Reference::setMaterial ( const SBurningShaderMaterial
}
// depth buffer write
ShaderParam.SetRenderState( BD3DRS_ZWRITEENABLE, m.ZWriteEnable );
ShaderParam.SetRenderState( BD3DRS_ZWRITEENABLE, m.ZWriteEnable != video::EZW_OFF );
}
/*!

@ -1541,7 +1541,7 @@ void CColladaFileLoader::readEffect(io::IXMLReaderUTF8* reader, SColladaEffect *
if ((effect->Transparency != 0.0f) && (effect->Transparency != 1.0f))
{
effect->Mat.MaterialType = irr::video::EMT_TRANSPARENT_VERTEX_ALPHA;
effect->Mat.ZWriteEnable = false;
effect->Mat.ZWriteEnable = video::EZW_OFF;
}
video::E_TEXTURE_CLAMP twu = video::ETC_REPEAT;
@ -1658,7 +1658,7 @@ void CColladaFileLoader::readBindMaterialSection(io::IXMLReaderUTF8* reader, con
if ((material->Transparency!=0.0f) && (material->Transparency!=1.0f))
{
toBind[i]->getMaterial().MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
toBind[i]->getMaterial().ZWriteEnable = false;
toBind[i]->getMaterial().ZWriteEnable = video::EZW_OFF;
}
}
SceneManager->getMeshManipulator()->setVertexColors(&tmpmesh,material->Mat.DiffuseColor);

@ -1065,7 +1065,7 @@ IMesh* CGeometryCreator::createVolumeLightMesh(
Buffer->Material.MaterialTypeParam = pack_textureBlendFunc( video::EBF_SRC_COLOR, video::EBF_SRC_ALPHA, video::EMFN_MODULATE_1X );
Buffer->Material.Lighting = false;
Buffer->Material.ZWriteEnable = false;
Buffer->Material.ZWriteEnable = video::EZW_OFF;
Buffer->setDirty(EBT_VERTEX_AND_INDEX);

@ -196,7 +196,7 @@ CNullDriver::CNullDriver(io::IFileSystem* io, const core::dimension2d<u32>& scre
InitMaterial2D.AntiAliasing=video::EAAM_OFF;
InitMaterial2D.Lighting=false;
InitMaterial2D.ZWriteEnable=false;
InitMaterial2D.ZWriteEnable=video::EZW_OFF;
InitMaterial2D.ZBuffer=video::ECFN_DISABLED;
InitMaterial2D.UseMipMaps=false;
for (u32 i=0; i<video::MATERIAL_MAX_TEXTURES; ++i)
@ -1944,7 +1944,7 @@ void CNullDriver::runOcclusionQuery(scene::ISceneNode* node, bool visible)
mat.AntiAliasing=0;
mat.ColorMask=ECP_NONE;
mat.GouraudShading=false;
mat.ZWriteEnable=false;
mat.ZWriteEnable=EZW_OFF;
setMaterial(mat);
}
setTransform(video::ETS_WORLD, node->getAbsoluteTransformation());
@ -2149,7 +2149,7 @@ io::IAttributes* CNullDriver::createAttributesFromMaterial(const video::SMateria
attr->addBool("PointCloud", material.PointCloud);
attr->addBool("GouraudShading", material.GouraudShading);
attr->addBool("Lighting", material.Lighting);
attr->addBool("ZWriteEnable", material.ZWriteEnable);
attr->addEnum("ZWriteEnable", (irr::s32)material.ZWriteEnable, video::ZWriteNames);
attr->addInt("ZBuffer", material.ZBuffer);
attr->addBool("BackfaceCulling", material.BackfaceCulling);
attr->addBool("FrontfaceCulling", material.FrontfaceCulling);
@ -2165,7 +2165,6 @@ io::IAttributes* CNullDriver::createAttributesFromMaterial(const video::SMateria
attr->addEnum("PolygonOffsetDirection", material.PolygonOffsetDirection, video::PolygonOffsetDirectionNames);
attr->addFloat("PolygonOffsetDepthBias", material.PolygonOffsetDepthBias);
attr->addFloat("PolygonOffsetSlopeScale", material.PolygonOffsetSlopeScale);
attr->addInt("ZWriteFineControl", material.ZWriteFineControl);
// TODO: Would be nice to have a flag that only serializes rest of texture data when a texture pointer exists.
prefix = "BilinearFilter";
@ -2228,7 +2227,13 @@ void CNullDriver::fillMaterialStructureFromAttributes(video::SMaterial& outMater
outMaterial.PointCloud = attr->getAttributeAsBool("PointCloud", outMaterial.PointCloud);
outMaterial.GouraudShading = attr->getAttributeAsBool("GouraudShading", outMaterial.GouraudShading);
outMaterial.Lighting = attr->getAttributeAsBool("Lighting", outMaterial.Lighting);
outMaterial.ZWriteEnable = attr->getAttributeAsBool("ZWriteEnable", outMaterial.ZWriteEnable);
io::E_ATTRIBUTE_TYPE attType = attr->getAttributeType("ZWriteEnable");
if (attType == io::EAT_BOOL ) // Before Irrlicht 1.9
outMaterial.ZWriteEnable = attr->getAttributeAsBool("ZWriteEnable", outMaterial.ZWriteEnable != video::EZW_OFF ) ? video::EZW_AUTO : video::EZW_OFF;
else if (attType == io::EAT_ENUM )
outMaterial.ZWriteEnable = (video::E_ZWRITE)attr->getAttributeAsEnumeration("ZWriteEnable", video::ZWriteNames, outMaterial.ZWriteEnable);
outMaterial.ZBuffer = (u8)attr->getAttributeAsInt("ZBuffer", outMaterial.ZBuffer);
outMaterial.BackfaceCulling = attr->getAttributeAsBool("BackfaceCulling", outMaterial.BackfaceCulling);
outMaterial.FrontfaceCulling = attr->getAttributeAsBool("FrontfaceCulling", outMaterial.FrontfaceCulling);
@ -2245,7 +2250,7 @@ void CNullDriver::fillMaterialStructureFromAttributes(video::SMaterial& outMater
outMaterial.PolygonOffsetDirection = (video::E_POLYGON_OFFSET)attr->getAttributeAsEnumeration("PolygonOffsetDirection", video::PolygonOffsetDirectionNames, outMaterial.PolygonOffsetDirection);
outMaterial.PolygonOffsetDepthBias = attr->getAttributeAsFloat("PolygonOffsetDepthBias", outMaterial.PolygonOffsetDepthBias);
outMaterial.PolygonOffsetSlopeScale = attr->getAttributeAsFloat("PolygonOffsetSlopeScale", outMaterial.PolygonOffsetSlopeScale);
outMaterial.ZWriteFineControl = (video::E_ZWRITE_FINE_CONTROL)attr->getAttributeAsInt("ZWriteFineControl", outMaterial.ZWriteFineControl);
prefix = "BilinearFilter";
if (attr->existsAttribute(prefix.c_str())) // legacy
outMaterial.setFlag(EMF_BILINEAR_FILTER, attr->getAttributeAsBool(prefix.c_str()));

@ -745,22 +745,16 @@ namespace video
inline bool getWriteZBuffer(const SMaterial&material) const
{
if (material.ZWriteEnable)
switch ( material.ZWriteEnable )
{
if (!AllowZWriteOnTransparent)
{
switch (material.ZWriteFineControl)
{
case EZI_ONLY_NON_TRANSPARENT:
return !material.isTransparent();
case EZI_ZBUFFER_FLAG:
return true;
}
}
else
return true;
}
case video::EZW_OFF:
return false;
case video::EZW_AUTO:
return AllowZWriteOnTransparent || !material.isTransparent();
case video::EZW_ON:
return true;
}
return true; // never should get here, but some compilers don't know and complain
}
struct SSurface

@ -1013,7 +1013,7 @@ void COgreMeshFileLoader::readPass(io::IReadFile* file, OgreTechnique& technique
else if (token=="depth_write")
{
getMaterialToken(file, token);
pass.Material.ZWriteEnable=(token=="on");
pass.Material.ZWriteEnable=(token=="on") ? video::EZW_ON : video::EZW_OFF;
}
else if (token=="depth_func")
{

@ -69,6 +69,13 @@ protected:
COpenGLDriver* Driver;
IShaderConstantSetCallBack* CallBack;
// I didn't write this, but here's my understanding:
// Those flags seem to be exclusive so far (so could be an enum).
// Maybe the idea was to make them non-exclusive in future (basically having a shader-material)
// Actually currently there's not even any need to cache them (probably even slower than not doing so).
// They seem to be mostly for downward compatibility.
// I suppose the idea is to use SMaterial.BlendOperation + SMaterial.BlendFactor and a simple non-transparent type as base for more flexibility in the future.
// Note that SMaterial.BlendOperation + SMaterial.BlendFactor are in some drivers already evaluated before OnSetMaterial.
bool Alpha;
bool Blending;
bool FixedBlending;

@ -718,7 +718,7 @@ s32 CQ3LevelMesh::setShaderFogMaterial( video::SMaterial &material, const tBSPFa
material.setTexture(2, 0);
material.setTexture(3, 0);
material.ZBuffer = video::ECFN_LESSEQUAL;
material.ZWriteEnable = false;
material.ZWriteEnable = video::EZW_OFF;
material.MaterialTypeParam = 0.f;
s32 shaderState = -1;
@ -746,7 +746,7 @@ s32 CQ3LevelMesh::setShaderMaterial( video::SMaterial &material, const tBSPFace
material.setTexture(2, 0);
material.setTexture(3, 0);
material.ZBuffer = video::ECFN_LESSEQUAL;
material.ZWriteEnable = true;
material.ZWriteEnable = video::EZW_AUTO;
material.MaterialTypeParam = 0.f;
s32 shaderState = -1;
@ -804,7 +804,7 @@ s32 CQ3LevelMesh::setShaderMaterial( video::SMaterial &material, const tBSPFace
if ( group->isDefined( "depthwrite" ) )
{
material.ZWriteEnable = true;
material.ZWriteEnable = video::EZW_ON;
}
SBlendFunc blendfunc ( LoadParam.defaultModulate );

@ -368,13 +368,14 @@ void CQuake3ShaderSceneNode::render()
material.setTexture(0, tex );
material.ZBuffer = getDepthFunction( group->get( "depthfunc" ) );
// TODO: maybe should be video::EZW_ON instead of EZW_AUTO now (we didn't have that before and I just kept old values here when introducing it to not break anything)
if ( group->isDefined( "depthwrite" ) )
{
material.ZWriteEnable = true;
material.ZWriteEnable = video::EZW_AUTO;
}
else
{
material.ZWriteEnable = drawCount == 0;
material.ZWriteEnable = drawCount == 0 ? video::EZW_AUTO : video::EZW_OFF;
}
//resolve quake3 blendfunction to irrlicht Material Type

@ -39,7 +39,7 @@ CSkyBoxSceneNode::CSkyBoxSceneNode(video::ITexture* top, video::ITexture* bottom
video::SMaterial mat;
mat.Lighting = false;
mat.ZBuffer = video::ECFN_DISABLED;
mat.ZWriteEnable = false;
mat.ZWriteEnable = video::EZW_OFF;
mat.AntiAliasing=0;
mat.TextureLayer[0].TextureWrapU = video::ETC_CLAMP_TO_EDGE;
mat.TextureLayer[0].TextureWrapV = video::ETC_CLAMP_TO_EDGE;

@ -49,7 +49,7 @@ CSkyDomeSceneNode::CSkyDomeSceneNode(video::ITexture* sky, u32 horiRes, u32 vert
Buffer = new SMeshBuffer();
Buffer->Material.Lighting = false;
Buffer->Material.ZBuffer = video::ECFN_DISABLED;
Buffer->Material.ZWriteEnable = false;
Buffer->Material.ZWriteEnable = video::EZW_OFF;
Buffer->Material.AntiAliasing = video::EAAM_OFF;
Buffer->Material.setTexture(0, sky);
Buffer->BoundingBox.MaxEdge.set(0,0,0);

@ -139,7 +139,7 @@ void CSoftwareDriver::selectRightTriangleRenderer()
renderer = ETR_TEXTURE_GOURAUD_ADD;
}
else
if ((Material.ZBuffer==ECFN_DISABLED) && !Material.ZWriteEnable)
if ((Material.ZBuffer==ECFN_DISABLED) && Material.ZWriteEnable == video::EZW_OFF)
renderer = ETR_TEXTURE_GOURAUD_NOZ;
else
{

@ -177,7 +177,7 @@ void CBurningVideoDriver::setCurrentShader()
ITexture *texture1 = Material.org.getTexture(1);
bool zMaterialTest = Material.org.ZBuffer != ECFN_DISABLED &&
Material.org.ZWriteEnable &&
Material.org.ZWriteEnable != video::EZW_OFF &&
getWriteZBuffer(Material.org);
EBurningFFShader shader = zMaterialTest ? ETR_TEXTURE_GOURAUD : ETR_TEXTURE_GOURAUD_NOZ;
@ -2291,7 +2291,7 @@ void CBurningVideoDriver::drawStencilShadowVolume(const core::array<core::vector
Material.org.MaterialType = video::EMT_SOLID;
Material.org.Lighting = false;
Material.org.ZWriteEnable = false;
Material.org.ZWriteEnable = video::EZW_OFF;
Material.org.ZBuffer = ECFN_LESSEQUAL;
LightSpace.Flags &= ~VERTEXTRANSFORM;

@ -134,7 +134,7 @@ CBillboardTextSceneNode::CBillboardTextSceneNode(ISceneNode* parent, ISceneManag
Material.BackfaceCulling = false;
Material.Lighting = false;
Material.ZBuffer = video::ECFN_LESSEQUAL;
Material.ZWriteEnable = false;
Material.ZWriteEnable = video::EZW_OFF;
if (font)
{

@ -49,7 +49,7 @@ int main(int argumentCount, char * arguments[])
#if 0
// To interactively debug a test, move it (temporarily) in here and enable the define to only run this test
// Otherwise debugging is slightly tricky as each test runs in it's own process.
TEST(stencilShadow);
TEST(ioScene);
#else
TEST(disambiguateTextures); // Normally you should run this first, since it validates the working directory.

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@ -31,7 +31,7 @@ static bool runTestWithDriver(E_DRIVER_TYPE driverType)
mat.MaterialType = EMT_SOLID;
mat.Lighting = false;
mat.ZBuffer = false;
mat.ZWriteEnable = false;
mat.ZWriteEnable = video::EZW_OFF;
mat.Thickness = 1;
driver->setMaterial(mat);

@ -1,4 +1,4 @@
Tests finished. 72 tests of 72 passed.
Compiled as DEBUG
Test suite pass at GMT Tue Dec 17 13:59:20 2019
Test suite pass at GMT Thu Jan 02 15:17:55 2020