mirror of
https://github.com/minetest/irrlicht.git
synced 2024-11-18 05:33:52 +01:00
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:
parent
b249e4523d
commit
9e0189019e
@ -100,10 +100,12 @@ int main(int argc, char *argv[])
|
||||
scene::IAnimatedMeshSceneNode* node = smgr->addAnimatedMeshSceneNode(mesh);
|
||||
if (node)
|
||||
{
|
||||
node->setMaterialFlag(video::EMF_LIGHTING, false);
|
||||
node->forEachMaterial([tex] (video::SMaterial &mat) {
|
||||
mat.Lighting = false;
|
||||
mat.setTexture(0, tex);
|
||||
});
|
||||
node->setFrameLoop(0, 29);
|
||||
node->setAnimationSpeed(30);
|
||||
node->setMaterialTexture(0, tex);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -13,84 +13,70 @@ namespace video
|
||||
//! Material flags
|
||||
enum E_MATERIAL_FLAG
|
||||
{
|
||||
//! Draw as wireframe or filled triangles? Default: false
|
||||
//! Corresponds to SMaterial::Wireframe.
|
||||
EMF_WIREFRAME = 0x1,
|
||||
|
||||
//! Draw as point cloud or filled triangles? Default: false
|
||||
//! Corresponds to SMaterial::PointCloud.
|
||||
EMF_POINTCLOUD = 0x2,
|
||||
|
||||
//! Flat or Gouraud shading? Default: true
|
||||
//! Corresponds to SMaterial::GouraudShading.
|
||||
EMF_GOURAUD_SHADING = 0x4,
|
||||
|
||||
//! Will this material be lighted? Default: true
|
||||
//! Corresponds to SMaterial::Lighting.
|
||||
EMF_LIGHTING = 0x8,
|
||||
|
||||
//! Is the ZBuffer enabled? Default: true
|
||||
//! Corresponds to SMaterial::ZBuffer.
|
||||
EMF_ZBUFFER = 0x10,
|
||||
|
||||
//! May be written to the zbuffer or is it readonly. Default: true
|
||||
/** This flag is ignored, if the material type is a transparent type. */
|
||||
//! Corresponds to SMaterial::ZWriteEnable.
|
||||
EMF_ZWRITE_ENABLE = 0x20,
|
||||
|
||||
//! Is backface culling enabled? Default: true
|
||||
//! Corresponds to SMaterial::BackfaceCulling.
|
||||
EMF_BACK_FACE_CULLING = 0x40,
|
||||
|
||||
//! Is frontface culling enabled? Default: false
|
||||
/** Overrides EMF_BACK_FACE_CULLING if both are enabled. */
|
||||
//! Corresponds to SMaterial::FrontfaceCulling.
|
||||
EMF_FRONT_FACE_CULLING = 0x80,
|
||||
|
||||
//! Is bilinear filtering enabled? Default: true
|
||||
//! Corresponds to SMaterialLayer::BilinearFilter.
|
||||
EMF_BILINEAR_FILTER = 0x100,
|
||||
|
||||
//! Is trilinear filtering enabled? Default: false
|
||||
/** If the trilinear filter flag is enabled,
|
||||
the bilinear filtering flag is ignored. */
|
||||
//! Corresponds to SMaterialLayer::TrilinearFilter.
|
||||
EMF_TRILINEAR_FILTER = 0x200,
|
||||
|
||||
//! Is anisotropic filtering? Default: false
|
||||
/** In Irrlicht you can use anisotropic texture filtering in
|
||||
conjunction with bilinear or trilinear texture filtering
|
||||
to improve rendering results. Primitives will look less
|
||||
blurry with this flag switched on. */
|
||||
//! Corresponds to SMaterialLayer::AnisotropicFilter.
|
||||
EMF_ANISOTROPIC_FILTER = 0x400,
|
||||
|
||||
//! Is fog enabled? Default: false
|
||||
//! Corresponds to SMaterial::FogEnable.
|
||||
EMF_FOG_ENABLE = 0x800,
|
||||
|
||||
//! Normalizes normals. Default: false
|
||||
/** You can enable this if you need to scale a dynamic lighted
|
||||
model. Usually, its normals will get scaled too then and it
|
||||
will get darker. If you enable the EMF_NORMALIZE_NORMALS flag,
|
||||
the normals will be normalized again, and the model will look
|
||||
as bright as it should. */
|
||||
//! Corresponds to SMaterial::NormalizeNormals.
|
||||
EMF_NORMALIZE_NORMALS = 0x1000,
|
||||
|
||||
//! Access to all layers texture wrap settings. Overwrites separate layer settings.
|
||||
/** Note that if you want to change TextureWrapU, TextureWrapV, TextureWrapW
|
||||
independently, then you can't work with this flag, but will have to set the variables
|
||||
directly. */
|
||||
//! Corresponds to SMaterialLayer::TextureWrapU, TextureWrapV and
|
||||
//! TextureWrapW.
|
||||
EMF_TEXTURE_WRAP = 0x2000,
|
||||
|
||||
//! AntiAliasing mode
|
||||
//! Corresponds to SMaterial::AntiAliasing.
|
||||
EMF_ANTI_ALIASING = 0x4000,
|
||||
|
||||
//! ColorMask bits, for enabling the color planes
|
||||
//! Corresponds to SMaterial::ColorMask.
|
||||
EMF_COLOR_MASK = 0x8000,
|
||||
|
||||
//! ColorMaterial enum for vertex color interpretation
|
||||
//! Corresponds to SMaterial::ColorMaterial.
|
||||
EMF_COLOR_MATERIAL = 0x10000,
|
||||
|
||||
//! Flag for enabling/disabling mipmap usage
|
||||
//! Corresponds to SMaterial::UseMipMaps.
|
||||
EMF_USE_MIP_MAPS = 0x20000,
|
||||
|
||||
//! Flag for blend operation
|
||||
//! Corresponds to SMaterial::BlendOperation.
|
||||
EMF_BLEND_OPERATION = 0x40000,
|
||||
|
||||
//! Flag for polygon offset
|
||||
//! Corresponds to SMaterial::PolygonOffsetFactor, PolygonOffsetDirection,
|
||||
//! PolygonOffsetDepthBias and PolygonOffsetSlopeScale.
|
||||
EMF_POLYGON_OFFSET = 0x80000,
|
||||
|
||||
//! Flag for blend factor
|
||||
EMF_BLEND_FACTOR = 0x160000
|
||||
//! Corresponds to SMaterial::BlendFactor.
|
||||
EMF_BLEND_FACTOR = 0x100000,
|
||||
};
|
||||
|
||||
} // end namespace video
|
||||
|
@ -97,11 +97,6 @@ namespace scene
|
||||
/** \param box New bounding box to use for the mesh. */
|
||||
virtual void setBoundingBox( const core::aabbox3df& box) = 0;
|
||||
|
||||
//! Sets a flag of all contained materials to a new value.
|
||||
/** \param flag: Flag to set in all materials.
|
||||
\param newvalue: New value to set in all materials. */
|
||||
virtual void setMaterialFlag(video::E_MATERIAL_FLAG flag, bool newvalue) = 0;
|
||||
|
||||
//! Set the hardware mapping hint
|
||||
/** This methods allows to define optimization hints for the
|
||||
hardware. This enables, e.g., the use of hardware buffers on
|
||||
|
@ -352,38 +352,14 @@ namespace scene
|
||||
}
|
||||
|
||||
|
||||
//! Sets all material flags at once to a new value.
|
||||
/** Useful, for example, if you want the whole mesh to be
|
||||
affected by light.
|
||||
\param flag Which flag of all materials to be set.
|
||||
\param newvalue New value of that flag. */
|
||||
void setMaterialFlag(video::E_MATERIAL_FLAG flag, bool newvalue)
|
||||
{
|
||||
for (u32 i=0; i<getMaterialCount(); ++i)
|
||||
getMaterial(i).setFlag(flag, newvalue);
|
||||
}
|
||||
|
||||
|
||||
//! Sets the texture of the specified layer in all materials of this scene node to the new texture.
|
||||
/** \param textureLayer Layer of texture to be set. Must be a
|
||||
value smaller than MATERIAL_MAX_TEXTURES.
|
||||
\param texture New texture to be used. */
|
||||
void setMaterialTexture(u32 textureLayer, video::ITexture* texture)
|
||||
{
|
||||
if (textureLayer >= video::MATERIAL_MAX_TEXTURES)
|
||||
return;
|
||||
|
||||
for (u32 i=0; i<getMaterialCount(); ++i)
|
||||
getMaterial(i).setTexture(textureLayer, texture);
|
||||
}
|
||||
|
||||
|
||||
//! Sets the material type of all materials in this scene node to a new material type.
|
||||
/** \param newType New type of material to be set. */
|
||||
void setMaterialType(video::E_MATERIAL_TYPE newType)
|
||||
{
|
||||
for (u32 i=0; i<getMaterialCount(); ++i)
|
||||
getMaterial(i).MaterialType = newType;
|
||||
//! Execute a function on all materials of this scene node.
|
||||
/** Useful for setting material properties, e.g. if you want the whole
|
||||
mesh to be affected by light. */
|
||||
template <typename F>
|
||||
void forEachMaterial(F &&fn) {
|
||||
for (u32 i = 0; i < getMaterialCount(); i++) {
|
||||
fn(getMaterial(i));
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
@ -147,13 +147,6 @@ namespace scene
|
||||
return Meshes[0]->getMeshBuffer(material);
|
||||
}
|
||||
|
||||
//! Set a material flag for all meshbuffers of this mesh.
|
||||
void setMaterialFlag(video::E_MATERIAL_FLAG flag, bool newvalue) override
|
||||
{
|
||||
for (u32 i=0; i<Meshes.size(); ++i)
|
||||
Meshes[i]->setMaterialFlag(flag, newvalue);
|
||||
}
|
||||
|
||||
//! set the hardware mapping hint, for driver
|
||||
void setHardwareMappingHint( E_HARDWARE_MAPPING newMappingHint, E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX ) override
|
||||
{
|
||||
|
@ -256,7 +256,7 @@ namespace video
|
||||
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.
|
||||
//! This is what you want to set to enable zwriting.
|
||||
//! 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
|
||||
@ -426,9 +426,7 @@ namespace video
|
||||
f32 PolygonOffsetSlopeScale;
|
||||
|
||||
//! Draw as wireframe or filled triangles? Default: false
|
||||
/** The user can access a material flag using
|
||||
\code material.Wireframe=true \endcode
|
||||
or \code material.setFlag(EMF_WIREFRAME, true); \endcode */
|
||||
/** The user can access a material flag using \code material.Wireframe = true; \endcode */
|
||||
bool Wireframe:1;
|
||||
|
||||
//! Draw as point cloud or filled triangles? Default: false
|
||||
@ -462,6 +460,16 @@ namespace video
|
||||
/** Sometimes, disabling mipmap usage can be useful. Default: true */
|
||||
bool UseMipMaps:1;
|
||||
|
||||
//! Execute a function on all texture layers.
|
||||
/** Useful for setting properties which are not per material, but per
|
||||
texture layer, e.g. bilinear filtering. */
|
||||
template <typename F>
|
||||
void forEachTexture(F &&fn) {
|
||||
for (u32 i = 0; i < MATERIAL_MAX_TEXTURES; i++) {
|
||||
fn(TextureLayer[i]);
|
||||
}
|
||||
}
|
||||
|
||||
//! 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. */
|
||||
@ -510,143 +518,6 @@ namespace video
|
||||
TextureLayer[i].Texture = tex;
|
||||
}
|
||||
|
||||
//! Sets the Material flag to the given value
|
||||
/** \param flag The flag to be set.
|
||||
\param value The new value for the flag. */
|
||||
void setFlag(E_MATERIAL_FLAG flag, bool value)
|
||||
{
|
||||
switch (flag)
|
||||
{
|
||||
case EMF_WIREFRAME:
|
||||
Wireframe = value; break;
|
||||
case EMF_POINTCLOUD:
|
||||
PointCloud = value; break;
|
||||
case EMF_GOURAUD_SHADING:
|
||||
GouraudShading = value; break;
|
||||
case EMF_LIGHTING:
|
||||
Lighting = value; break;
|
||||
case EMF_ZBUFFER:
|
||||
ZBuffer = value; break;
|
||||
case EMF_ZWRITE_ENABLE:
|
||||
ZWriteEnable = value ? EZW_AUTO : EZW_OFF; break;
|
||||
case EMF_BACK_FACE_CULLING:
|
||||
BackfaceCulling = value; break;
|
||||
case EMF_FRONT_FACE_CULLING:
|
||||
FrontfaceCulling = value; break;
|
||||
case EMF_BILINEAR_FILTER:
|
||||
{
|
||||
for (u32 i=0; i<MATERIAL_MAX_TEXTURES; ++i)
|
||||
TextureLayer[i].BilinearFilter = value;
|
||||
}
|
||||
break;
|
||||
case EMF_TRILINEAR_FILTER:
|
||||
{
|
||||
for (u32 i=0; i<MATERIAL_MAX_TEXTURES; ++i)
|
||||
TextureLayer[i].TrilinearFilter = value;
|
||||
}
|
||||
break;
|
||||
case EMF_ANISOTROPIC_FILTER:
|
||||
{
|
||||
if (value)
|
||||
for (u32 i=0; i<MATERIAL_MAX_TEXTURES; ++i)
|
||||
TextureLayer[i].AnisotropicFilter = 0xFF;
|
||||
else
|
||||
for (u32 i=0; i<MATERIAL_MAX_TEXTURES; ++i)
|
||||
TextureLayer[i].AnisotropicFilter = 0;
|
||||
}
|
||||
break;
|
||||
case EMF_FOG_ENABLE:
|
||||
FogEnable = value; break;
|
||||
case EMF_NORMALIZE_NORMALS:
|
||||
NormalizeNormals = value; break;
|
||||
case EMF_TEXTURE_WRAP:
|
||||
{
|
||||
for (u32 i=0; i<MATERIAL_MAX_TEXTURES; ++i)
|
||||
{
|
||||
TextureLayer[i].TextureWrapU = (E_TEXTURE_CLAMP)value;
|
||||
TextureLayer[i].TextureWrapV = (E_TEXTURE_CLAMP)value;
|
||||
TextureLayer[i].TextureWrapW = (E_TEXTURE_CLAMP)value;
|
||||
}
|
||||
}
|
||||
break;
|
||||
case EMF_ANTI_ALIASING:
|
||||
AntiAliasing = value?EAAM_SIMPLE:EAAM_OFF; break;
|
||||
case EMF_COLOR_MASK:
|
||||
ColorMask = value?ECP_ALL:ECP_NONE; break;
|
||||
case EMF_COLOR_MATERIAL:
|
||||
ColorMaterial = value?ECM_DIFFUSE:ECM_NONE; break;
|
||||
case EMF_USE_MIP_MAPS:
|
||||
UseMipMaps = value; break;
|
||||
case EMF_BLEND_OPERATION:
|
||||
BlendOperation = value?EBO_ADD:EBO_NONE; break;
|
||||
case EMF_BLEND_FACTOR:
|
||||
break;
|
||||
case EMF_POLYGON_OFFSET:
|
||||
PolygonOffsetFactor = value?1:0;
|
||||
PolygonOffsetDirection = EPO_BACK;
|
||||
PolygonOffsetSlopeScale = value?1.f:0.f;
|
||||
PolygonOffsetDepthBias = value?1.f:0.f;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
//! Gets the Material flag
|
||||
/** \param flag The flag to query.
|
||||
\return The current value of the flag. */
|
||||
bool getFlag(E_MATERIAL_FLAG flag) const
|
||||
{
|
||||
switch (flag)
|
||||
{
|
||||
case EMF_WIREFRAME:
|
||||
return Wireframe;
|
||||
case EMF_POINTCLOUD:
|
||||
return PointCloud;
|
||||
case EMF_GOURAUD_SHADING:
|
||||
return GouraudShading;
|
||||
case EMF_LIGHTING:
|
||||
return Lighting;
|
||||
case EMF_ZBUFFER:
|
||||
return ZBuffer!=ECFN_DISABLED;
|
||||
case EMF_ZWRITE_ENABLE:
|
||||
return ZWriteEnable != EZW_OFF;
|
||||
case EMF_BACK_FACE_CULLING:
|
||||
return BackfaceCulling;
|
||||
case EMF_FRONT_FACE_CULLING:
|
||||
return FrontfaceCulling;
|
||||
case EMF_BILINEAR_FILTER:
|
||||
return TextureLayer[0].BilinearFilter;
|
||||
case EMF_TRILINEAR_FILTER:
|
||||
return TextureLayer[0].TrilinearFilter;
|
||||
case EMF_ANISOTROPIC_FILTER:
|
||||
return TextureLayer[0].AnisotropicFilter!=0;
|
||||
case EMF_FOG_ENABLE:
|
||||
return FogEnable;
|
||||
case EMF_NORMALIZE_NORMALS:
|
||||
return NormalizeNormals;
|
||||
case EMF_TEXTURE_WRAP:
|
||||
return !(TextureLayer[0].TextureWrapU ||
|
||||
TextureLayer[0].TextureWrapV ||
|
||||
TextureLayer[0].TextureWrapW);
|
||||
case EMF_ANTI_ALIASING:
|
||||
return (AntiAliasing==1);
|
||||
case EMF_COLOR_MASK:
|
||||
return (ColorMask!=ECP_NONE);
|
||||
case EMF_COLOR_MATERIAL:
|
||||
return (ColorMaterial != ECM_NONE);
|
||||
case EMF_USE_MIP_MAPS:
|
||||
return UseMipMaps;
|
||||
case EMF_BLEND_OPERATION:
|
||||
return BlendOperation != EBO_NONE;
|
||||
case EMF_BLEND_FACTOR:
|
||||
return BlendFactor != 0.f;
|
||||
case EMF_POLYGON_OFFSET:
|
||||
return PolygonOffsetFactor != 0 || PolygonOffsetDepthBias != 0.f;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
//! Inequality operator
|
||||
/** \param b Material to compare to.
|
||||
\return True if the materials differ, else false. */
|
||||
|
@ -117,13 +117,6 @@ namespace scene
|
||||
}
|
||||
}
|
||||
|
||||
//! sets a flag of all contained materials to a new value
|
||||
void setMaterialFlag(video::E_MATERIAL_FLAG flag, bool newvalue) override
|
||||
{
|
||||
for (u32 i=0; i<MeshBuffers.size(); ++i)
|
||||
MeshBuffers[i]->getMaterial().setFlag(flag, newvalue);
|
||||
}
|
||||
|
||||
//! set the hardware mapping hint, for driver
|
||||
void setHardwareMappingHint( E_HARDWARE_MAPPING newMappingHint, E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX ) override
|
||||
{
|
||||
|
@ -690,14 +690,6 @@ void CSkinnedMesh::setBoundingBox( const core::aabbox3df& box)
|
||||
}
|
||||
|
||||
|
||||
//! sets a flag of all contained materials to a new value
|
||||
void CSkinnedMesh::setMaterialFlag(video::E_MATERIAL_FLAG flag, bool newvalue)
|
||||
{
|
||||
for (u32 i=0; i<LocalBuffers.size(); ++i)
|
||||
LocalBuffers[i]->Material.setFlag(flag,newvalue);
|
||||
}
|
||||
|
||||
|
||||
//! set the hardware mapping hint, for driver
|
||||
void CSkinnedMesh::setHardwareMappingHint(E_HARDWARE_MAPPING newMappingHint,
|
||||
E_BUFFER_TYPE buffer)
|
||||
|
@ -72,9 +72,6 @@ namespace scene
|
||||
//! set user axis aligned bounding box
|
||||
void setBoundingBox( const core::aabbox3df& box) override;
|
||||
|
||||
//! sets a flag of all contained materials to a new value
|
||||
void setMaterialFlag(video::E_MATERIAL_FLAG flag, bool newvalue) override;
|
||||
|
||||
//! set the hardware mapping hint, for driver
|
||||
void setHardwareMappingHint(E_HARDWARE_MAPPING newMappingHint, E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX) override;
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user