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:
Gregor Parzefall 2023-06-23 11:33:23 +02:00 committed by sfan5
parent 128d22e6ee
commit 307e380f30
15 changed files with 202 additions and 171 deletions

@ -842,14 +842,12 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
auto &material = buf->getMaterial(); auto &material = buf->getMaterial();
// Apply filter settings // Apply filter settings
material.setFlag(video::EMF_TRILINEAR_FILTER, material.forEachTexture([this] (video::SMaterialLayer &tex) {
m_cache_trilinear_filter); tex.TrilinearFilter = m_cache_trilinear_filter;
material.setFlag(video::EMF_BILINEAR_FILTER, tex.BilinearFilter = m_cache_trilinear_filter;
m_cache_bilinear_filter); tex.AnisotropicFilter = m_cache_anistropic_filter ? 0xFF : 0;
material.setFlag(video::EMF_ANISOTROPIC_FILTER, });
m_cache_anistropic_filter); material.Wireframe = m_control.show_wireframe;
material.setFlag(video::EMF_WIREFRAME,
m_control.show_wireframe);
// pass the shadow map texture to the buffer texture // pass the shadow map texture to the buffer texture
ShadowRenderer *shadow = m_rendering_engine->get_shadow_renderer(); ShadowRenderer *shadow = m_rendering_engine->get_shadow_renderer();

@ -47,14 +47,14 @@ Clouds::Clouds(scene::ISceneManager* mgr,
scene::ISceneNode(mgr->getRootSceneNode(), mgr, id), scene::ISceneNode(mgr->getRootSceneNode(), mgr, id),
m_seed(seed) m_seed(seed)
{ {
m_material.setFlag(video::EMF_LIGHTING, false); m_material.Lighting = false;
//m_material.setFlag(video::EMF_BACK_FACE_CULLING, false); m_material.BackfaceCulling = true;
m_material.setFlag(video::EMF_BACK_FACE_CULLING, true); m_material.FogEnable = true;
m_material.setFlag(video::EMF_BILINEAR_FILTER, false); m_material.AntiAliasing = video::EAAM_SIMPLE;
m_material.setFlag(video::EMF_FOG_ENABLE, true);
m_material.setFlag(video::EMF_ANTI_ALIASING, true);
//m_material.MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
m_material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL; m_material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
m_material.forEachTexture([] (video::SMaterialLayer &tex) {
tex.BilinearFilter = false;
});
m_params.height = 120; m_params.height = 120;
m_params.density = 0.4f; m_params.density = 0.4f;
@ -103,7 +103,7 @@ void Clouds::render()
int num_faces_to_draw = m_enable_3d ? 6 : 1; int num_faces_to_draw = m_enable_3d ? 6 : 1;
m_material.setFlag(video::EMF_BACK_FACE_CULLING, m_enable_3d); m_material.BackfaceCulling = m_enable_3d;
driver->setTransform(video::ETS_WORLD, AbsoluteTransformation); driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
driver->setMaterial(m_material); driver->setMaterial(m_material);

@ -252,11 +252,11 @@ void TestCAO::addToScene(ITextureSource *tsrc, scene::ISceneManager *smgr)
u16 indices[] = {0,1,2,2,3,0}; u16 indices[] = {0,1,2,2,3,0};
buf->append(vertices, 4, indices, 6); buf->append(vertices, 4, indices, 6);
// Set material // Set material
buf->getMaterial().setFlag(video::EMF_LIGHTING, false); buf->getMaterial().Lighting = false;
buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false); buf->getMaterial().BackfaceCulling = false;
buf->getMaterial().setTexture(0, tsrc->getTextureForMesh("rat.png")); buf->getMaterial().setTexture(0, tsrc->getTextureForMesh("rat.png"));
buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false); buf->getMaterial().TextureLayer[0].BilinearFilter = false;
buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true); buf->getMaterial().FogEnable = true;
buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL; buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
// Add to mesh // Add to mesh
mesh->addMeshBuffer(buf); mesh->addMeshBuffer(buf);
@ -643,16 +643,21 @@ void GenericCAO::addToScene(ITextureSource *tsrc, scene::ISceneManager *smgr)
m_matrixnode->grab(); m_matrixnode->grab();
}; };
auto setSceneNodeMaterial = [this] (scene::ISceneNode *node) { auto setMaterial = [this] (video::SMaterial &mat) {
node->setMaterialFlag(video::EMF_LIGHTING, false); mat.MaterialType = m_material_type;
node->setMaterialFlag(video::EMF_BILINEAR_FILTER, false); mat.Lighting = false;
node->setMaterialFlag(video::EMF_FOG_ENABLE, true); mat.FogEnable = true;
node->setMaterialType(m_material_type);
if (m_enable_shaders) { if (m_enable_shaders) {
node->setMaterialFlag(video::EMF_GOURAUD_SHADING, false); mat.GouraudShading = false;
node->setMaterialFlag(video::EMF_NORMALIZE_NORMALS, true); mat.NormalizeNormals = true;
} }
mat.forEachTexture([] (video::SMaterialLayer &tex) {
tex.BilinearFilter = false;
});
};
auto setSceneNodeMaterials = [setMaterial] (scene::ISceneNode *node) {
node->forEachMaterial(setMaterial);
}; };
if (m_prop.visual == "sprite") { if (m_prop.visual == "sprite") {
@ -660,10 +665,12 @@ void GenericCAO::addToScene(ITextureSource *tsrc, scene::ISceneManager *smgr)
m_spritenode = m_smgr->addBillboardSceneNode( m_spritenode = m_smgr->addBillboardSceneNode(
m_matrixnode, v2f(1, 1), v3f(0,0,0), -1); m_matrixnode, v2f(1, 1), v3f(0,0,0), -1);
m_spritenode->grab(); m_spritenode->grab();
m_spritenode->setMaterialTexture(0, video::ITexture *tex = tsrc->getTextureForMesh("no_texture.png");
tsrc->getTextureForMesh("no_texture.png")); m_spritenode->forEachMaterial([tex] (video::SMaterial &mat) {
mat.setTexture(0, tex);
});
setSceneNodeMaterial(m_spritenode); setSceneNodeMaterials(m_spritenode);
m_spritenode->setSize(v2f(m_prop.visual_size.X, m_spritenode->setSize(v2f(m_prop.visual_size.X,
m_prop.visual_size.Y) * BS); m_prop.visual_size.Y) * BS);
@ -695,16 +702,11 @@ void GenericCAO::addToScene(ITextureSource *tsrc, scene::ISceneManager *smgr)
} }
u16 indices[] = {0,1,2,2,3,0}; u16 indices[] = {0,1,2,2,3,0};
buf->append(vertices, 4, indices, 6); buf->append(vertices, 4, indices, 6);
// Set material
buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
buf->getMaterial().MaterialType = m_material_type;
// Set material
setMaterial(buf->getMaterial());
if (m_enable_shaders) { if (m_enable_shaders) {
buf->getMaterial().EmissiveColor = c; buf->getMaterial().EmissiveColor = c;
buf->getMaterial().setFlag(video::EMF_GOURAUD_SHADING, false);
buf->getMaterial().setFlag(video::EMF_NORMALIZE_NORMALS, true);
} }
// Add to mesh // Add to mesh
@ -726,16 +728,11 @@ void GenericCAO::addToScene(ITextureSource *tsrc, scene::ISceneManager *smgr)
} }
u16 indices[] = {0,1,2,2,3,0}; u16 indices[] = {0,1,2,2,3,0};
buf->append(vertices, 4, indices, 6); buf->append(vertices, 4, indices, 6);
// Set material
buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
buf->getMaterial().MaterialType = m_material_type;
// Set material
setMaterial(buf->getMaterial());
if (m_enable_shaders) { if (m_enable_shaders) {
buf->getMaterial().EmissiveColor = c; buf->getMaterial().EmissiveColor = c;
buf->getMaterial().setFlag(video::EMF_GOURAUD_SHADING, false);
buf->getMaterial().setFlag(video::EMF_NORMALIZE_NORMALS, true);
} }
// Add to mesh // Add to mesh
@ -753,10 +750,12 @@ void GenericCAO::addToScene(ITextureSource *tsrc, scene::ISceneManager *smgr)
mesh->drop(); mesh->drop();
m_meshnode->setScale(m_prop.visual_size); m_meshnode->setScale(m_prop.visual_size);
m_meshnode->setMaterialFlag(video::EMF_BACK_FACE_CULLING,
m_prop.backface_culling);
setSceneNodeMaterial(m_meshnode); setSceneNodeMaterials(m_meshnode);
m_meshnode->forEachMaterial([this] (video::SMaterial &mat) {
mat.BackfaceCulling = m_prop.backface_culling;
});
} else if (m_prop.visual == "mesh") { } else if (m_prop.visual == "mesh") {
grabMatrixNode(); grabMatrixNode();
scene::IAnimatedMesh *mesh = m_client->getMesh(m_prop.mesh, true); scene::IAnimatedMesh *mesh = m_client->getMesh(m_prop.mesh, true);
@ -779,10 +778,11 @@ void GenericCAO::addToScene(ITextureSource *tsrc, scene::ISceneManager *smgr)
setAnimatedMeshColor(m_animated_meshnode, video::SColor(0xFFFFFFFF)); setAnimatedMeshColor(m_animated_meshnode, video::SColor(0xFFFFFFFF));
setSceneNodeMaterial(m_animated_meshnode); setSceneNodeMaterials(m_animated_meshnode);
m_animated_meshnode->setMaterialFlag(video::EMF_BACK_FACE_CULLING, m_animated_meshnode->forEachMaterial([this] (video::SMaterial &mat) {
m_prop.backface_culling); mat.BackfaceCulling = m_prop.backface_culling;
});
} else } else
errorstream<<"GenericCAO::addToScene(): Could not load mesh "<<m_prop.mesh<<std::endl; errorstream<<"GenericCAO::addToScene(): Could not load mesh "<<m_prop.mesh<<std::endl;
} else if (m_prop.visual == "wielditem" || m_prop.visual == "item") { } else if (m_prop.visual == "wielditem" || m_prop.visual == "item") {
@ -1337,23 +1337,26 @@ void GenericCAO::updateTextures(std::string mod)
if (!m_prop.textures.empty()) if (!m_prop.textures.empty())
texturestring = m_prop.textures[0]; texturestring = m_prop.textures[0];
texturestring += mod; texturestring += mod;
m_spritenode->getMaterial(0).MaterialType = m_material_type;
m_spritenode->getMaterial(0).MaterialTypeParam = 0.5f; video::SMaterial &material = m_spritenode->getMaterial(0);
m_spritenode->setMaterialTexture(0, material.MaterialType = m_material_type;
tsrc->getTextureForMesh(texturestring)); material.MaterialTypeParam = 0.5f;
material.setTexture(0, tsrc->getTextureForMesh(texturestring));
// This allows setting per-material colors. However, until a real lighting // This allows setting per-material colors. However, until a real lighting
// system is added, the code below will have no effect. Once MineTest // system is added, the code below will have no effect. Once MineTest
// has directional lighting, it should work automatically. // has directional lighting, it should work automatically.
if (!m_prop.colors.empty()) { if (!m_prop.colors.empty()) {
m_spritenode->getMaterial(0).AmbientColor = m_prop.colors[0]; material.AmbientColor = m_prop.colors[0];
m_spritenode->getMaterial(0).DiffuseColor = m_prop.colors[0]; material.DiffuseColor = m_prop.colors[0];
m_spritenode->getMaterial(0).SpecularColor = m_prop.colors[0]; material.SpecularColor = m_prop.colors[0];
} }
m_spritenode->getMaterial(0).setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter); material.forEachTexture([=] (video::SMaterialLayer &tex) {
m_spritenode->getMaterial(0).setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter); tex.TrilinearFilter = use_trilinear_filter;
m_spritenode->getMaterial(0).setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter); tex.BilinearFilter = use_bilinear_filter;
tex.AnisotropicFilter = use_anisotropic_filter ? 0xFF : 0;
});
} }
} }
@ -1365,20 +1368,19 @@ void GenericCAO::updateTextures(std::string mod)
if (texturestring.empty()) if (texturestring.empty())
continue; // Empty texture string means don't modify that material continue; // Empty texture string means don't modify that material
texturestring += mod; texturestring += mod;
video::ITexture* texture = tsrc->getTextureForMesh(texturestring); video::ITexture *texture = tsrc->getTextureForMesh(texturestring);
if (!texture) { if (!texture) {
errorstream<<"GenericCAO::updateTextures(): Could not load texture "<<texturestring<<std::endl; errorstream<<"GenericCAO::updateTextures(): Could not load texture "<<texturestring<<std::endl;
continue; continue;
} }
// Set material flags and texture // Set material flags and texture
video::SMaterial& material = m_animated_meshnode->getMaterial(i); video::SMaterial &material = m_animated_meshnode->getMaterial(i);
material.MaterialType = m_material_type; material.MaterialType = m_material_type;
material.MaterialTypeParam = 0.5f; material.MaterialTypeParam = 0.5f;
material.TextureLayer[0].Texture = texture; material.TextureLayer[0].Texture = texture;
material.setFlag(video::EMF_LIGHTING, true); material.Lighting = true;
material.setFlag(video::EMF_BILINEAR_FILTER, false); material.BackfaceCulling = m_prop.backface_culling;
material.setFlag(video::EMF_BACK_FACE_CULLING, m_prop.backface_culling);
// don't filter low-res textures, makes them look blurry // don't filter low-res textures, makes them look blurry
// player models have a res of 64 // player models have a res of 64
@ -1387,22 +1389,22 @@ void GenericCAO::updateTextures(std::string mod)
use_trilinear_filter &= res > 64; use_trilinear_filter &= res > 64;
use_bilinear_filter &= res > 64; use_bilinear_filter &= res > 64;
m_animated_meshnode->getMaterial(i) material.forEachTexture([=] (video::SMaterialLayer &tex) {
.setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter); tex.TrilinearFilter = use_trilinear_filter;
m_animated_meshnode->getMaterial(i) tex.BilinearFilter = use_bilinear_filter;
.setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter); tex.AnisotropicFilter = use_anisotropic_filter ? 0xFF : 0;
m_animated_meshnode->getMaterial(i) });
.setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
} }
for (u32 i = 0; i < m_prop.colors.size() && for (u32 i = 0; i < m_prop.colors.size() &&
i < m_animated_meshnode->getMaterialCount(); ++i) i < m_animated_meshnode->getMaterialCount(); ++i)
{ {
video::SMaterial &material = m_animated_meshnode->getMaterial(i);
// This allows setting per-material colors. However, until a real lighting // This allows setting per-material colors. However, until a real lighting
// system is added, the code below will have no effect. Once MineTest // system is added, the code below will have no effect. Once MineTest
// has directional lighting, it should work automatically. // has directional lighting, it should work automatically.
m_animated_meshnode->getMaterial(i).AmbientColor = m_prop.colors[i]; material.AmbientColor = m_prop.colors[i];
m_animated_meshnode->getMaterial(i).DiffuseColor = m_prop.colors[i]; material.DiffuseColor = m_prop.colors[i];
m_animated_meshnode->getMaterial(i).SpecularColor = m_prop.colors[i]; material.SpecularColor = m_prop.colors[i];
} }
} }
} }
@ -1417,15 +1419,12 @@ void GenericCAO::updateTextures(std::string mod)
texturestring = m_prop.textures[i]; texturestring = m_prop.textures[i];
texturestring += mod; texturestring += mod;
// Set material flags and texture // Set material flags and texture
video::SMaterial& material = m_meshnode->getMaterial(i); video::SMaterial &material = m_meshnode->getMaterial(i);
material.MaterialType = m_material_type; material.MaterialType = m_material_type;
material.MaterialTypeParam = 0.5f; material.MaterialTypeParam = 0.5f;
material.setFlag(video::EMF_LIGHTING, false); material.Lighting = false;
material.setFlag(video::EMF_BILINEAR_FILTER, false); material.setTexture(0, tsrc->getTextureForMesh(texturestring));
material.setTexture(0,
tsrc->getTextureForMesh(texturestring));
material.getTextureMatrix(0).makeIdentity(); material.getTextureMatrix(0).makeIdentity();
// This allows setting per-material colors. However, until a real lighting // This allows setting per-material colors. However, until a real lighting
@ -1433,14 +1432,16 @@ void GenericCAO::updateTextures(std::string mod)
// has directional lighting, it should work automatically. // has directional lighting, it should work automatically.
if(m_prop.colors.size() > i) if(m_prop.colors.size() > i)
{ {
m_meshnode->getMaterial(i).AmbientColor = m_prop.colors[i]; material.AmbientColor = m_prop.colors[i];
m_meshnode->getMaterial(i).DiffuseColor = m_prop.colors[i]; material.DiffuseColor = m_prop.colors[i];
m_meshnode->getMaterial(i).SpecularColor = m_prop.colors[i]; material.SpecularColor = m_prop.colors[i];
} }
m_meshnode->getMaterial(i).setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter); material.forEachTexture([=] (video::SMaterialLayer &tex) {
m_meshnode->getMaterial(i).setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter); tex.TrilinearFilter = use_trilinear_filter;
m_meshnode->getMaterial(i).setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter); tex.BilinearFilter = use_bilinear_filter;
tex.AnisotropicFilter = use_anisotropic_filter ? 0xFF : 0;
});
} }
} else if (m_prop.visual == "upright_sprite") { } else if (m_prop.visual == "upright_sprite") {
scene::IMesh *mesh = m_meshnode->getMesh(); scene::IMesh *mesh = m_meshnode->getMesh();
@ -1449,9 +1450,9 @@ void GenericCAO::updateTextures(std::string mod)
if (!m_prop.textures.empty()) if (!m_prop.textures.empty())
tname = m_prop.textures[0]; tname = m_prop.textures[0];
tname += mod; tname += mod;
auto& material = m_meshnode->getMaterial(0);
material.setTexture(0, auto &material = m_meshnode->getMaterial(0);
tsrc->getTextureForMesh(tname)); material.setTexture(0, tsrc->getTextureForMesh(tname));
// This allows setting per-material colors. However, until a real lighting // This allows setting per-material colors. However, until a real lighting
// system is added, the code below will have no effect. Once MineTest // system is added, the code below will have no effect. Once MineTest
@ -1462,9 +1463,11 @@ void GenericCAO::updateTextures(std::string mod)
material.SpecularColor = m_prop.colors[0]; material.SpecularColor = m_prop.colors[0];
} }
material.setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter); material.forEachTexture([=] (video::SMaterialLayer &tex) {
material.setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter); tex.TrilinearFilter = use_trilinear_filter;
material.setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter); tex.BilinearFilter = use_bilinear_filter;
tex.AnisotropicFilter = use_anisotropic_filter ? 0xFF : 0;
});
} }
{ {
std::string tname = "no_texture.png"; std::string tname = "no_texture.png";
@ -1473,9 +1476,9 @@ void GenericCAO::updateTextures(std::string mod)
else if (!m_prop.textures.empty()) else if (!m_prop.textures.empty())
tname = m_prop.textures[0]; tname = m_prop.textures[0];
tname += mod; tname += mod;
auto& material = m_meshnode->getMaterial(1);
material.setTexture(0, auto &material = m_meshnode->getMaterial(1);
tsrc->getTextureForMesh(tname)); material.setTexture(0, tsrc->getTextureForMesh(tname));
// This allows setting per-material colors. However, until a real lighting // This allows setting per-material colors. However, until a real lighting
// system is added, the code below will have no effect. Once MineTest // system is added, the code below will have no effect. Once MineTest
@ -1490,9 +1493,11 @@ void GenericCAO::updateTextures(std::string mod)
material.SpecularColor = m_prop.colors[0]; material.SpecularColor = m_prop.colors[0];
} }
material.setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter); material.forEachTexture([=] (video::SMaterialLayer &tex) {
material.setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter); tex.TrilinearFilter = use_trilinear_filter;
material.setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter); tex.BilinearFilter = use_bilinear_filter;
tex.AnisotropicFilter = use_anisotropic_filter ? 0xFF : 0;
});
} }
// Set mesh color (only if lighting is disabled) // Set mesh color (only if lighting is disabled)
if (!m_prop.colors.empty() && m_prop.glow < 0) if (!m_prop.colors.empty() && m_prop.glow < 0)
@ -1975,7 +1980,9 @@ void GenericCAO::updateMeshCulling()
if (m_prop.visual == "upright_sprite") { if (m_prop.visual == "upright_sprite") {
// upright sprite has no backface culling // upright sprite has no backface culling
node->setMaterialFlag(video::EMF_FRONT_FACE_CULLING, hidden); node->forEachMaterial([=] (video::SMaterial &mat) {
mat.FrontfaceCulling = hidden;
});
return; return;
} }
@ -1983,16 +1990,16 @@ void GenericCAO::updateMeshCulling()
// Hide the mesh by culling both front and // Hide the mesh by culling both front and
// back faces. Serious hackyness but it works for our // back faces. Serious hackyness but it works for our
// purposes. This also preserves the skeletal armature. // purposes. This also preserves the skeletal armature.
node->setMaterialFlag(video::EMF_BACK_FACE_CULLING, node->forEachMaterial([] (video::SMaterial &mat) {
true); mat.BackfaceCulling = true;
node->setMaterialFlag(video::EMF_FRONT_FACE_CULLING, mat.FrontfaceCulling = true;
true); });
} else { } else {
// Restore mesh visibility. // Restore mesh visibility.
node->setMaterialFlag(video::EMF_BACK_FACE_CULLING, node->forEachMaterial([this] (video::SMaterial &mat) {
m_prop.backface_culling); mat.BackfaceCulling = m_prop.backface_culling;
node->setMaterialFlag(video::EMF_FRONT_FACE_CULLING, mat.FrontfaceCulling = false;
false); });
} }
} }

@ -36,13 +36,16 @@ public:
infostream<<"SmokePuffCSO: constructing"<<std::endl; infostream<<"SmokePuffCSO: constructing"<<std::endl;
m_spritenode = smgr->addBillboardSceneNode( m_spritenode = smgr->addBillboardSceneNode(
NULL, v2f(1,1), pos, -1); NULL, v2f(1,1), pos, -1);
m_spritenode->setMaterialTexture(0, video::ITexture *tex = env->getGameDef()->tsrc()->getTextureForMesh("smoke_puff.png");
env->getGameDef()->tsrc()->getTextureForMesh("smoke_puff.png")); m_spritenode->forEachMaterial([tex] (video::SMaterial &mat) {
m_spritenode->setMaterialFlag(video::EMF_LIGHTING, false); mat.setTexture(0, tex);
m_spritenode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false); mat.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
//m_spritenode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF); mat.Lighting = false;
m_spritenode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL); mat.FogEnable = true;
m_spritenode->setMaterialFlag(video::EMF_FOG_ENABLE, true); mat.forEachTexture([] (video::SMaterialLayer &tex) {
tex.BilinearFilter = false;
});
});
m_spritenode->setColor(video::SColor(255,0,0,0)); m_spritenode->setColor(video::SColor(255,0,0,0));
m_spritenode->setVisible(true); m_spritenode->setVisible(true);
m_spritenode->setSize(size); m_spritenode->setSize(size);

@ -112,7 +112,7 @@ Hud::Hud(Client *client, LocalPlayer *player,
rangelim(g_settings->getS16("selectionbox_width"), 1, 5); rangelim(g_settings->getS16("selectionbox_width"), 1, 5);
} else if (m_mode == HIGHLIGHT_HALO) { } else if (m_mode == HIGHLIGHT_HALO) {
m_selection_material.setTexture(0, tsrc->getTextureForMesh("halo.png")); m_selection_material.setTexture(0, tsrc->getTextureForMesh("halo.png"));
m_selection_material.setFlag(video::EMF_BACK_FACE_CULLING, true); m_selection_material.BackfaceCulling = true;
} else { } else {
m_selection_material.MaterialType = video::EMT_SOLID; m_selection_material.MaterialType = video::EMT_SOLID;
} }

@ -763,11 +763,13 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
// Create material // Create material
video::SMaterial material; video::SMaterial material;
material.setFlag(video::EMF_LIGHTING, false); material.Lighting = false;
material.setFlag(video::EMF_BACK_FACE_CULLING, true); material.BackfaceCulling = true;
material.setFlag(video::EMF_BILINEAR_FILTER, false); material.FogEnable = true;
material.setFlag(video::EMF_FOG_ENABLE, true);
material.setTexture(0, p.layer.texture); material.setTexture(0, p.layer.texture);
material.forEachTexture([] (video::SMaterialLayer &tex) {
tex.BilinearFilter = false;
});
if (m_enable_shaders) { if (m_enable_shaders) {
material.MaterialType = m_shdrsrc->getShaderInfo( material.MaterialType = m_shdrsrc->getShaderInfo(

@ -98,9 +98,11 @@ scene::IAnimatedMesh* createCubeMesh(v3f scale)
scene::IMeshBuffer *buf = new scene::SMeshBuffer(); scene::IMeshBuffer *buf = new scene::SMeshBuffer();
buf->append(vertices + 4 * i, 4, indices, 6); buf->append(vertices + 4 * i, 4, indices, 6);
// Set default material // Set default material
buf->getMaterial().setFlag(video::EMF_LIGHTING, false); buf->getMaterial().Lighting = false;
buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF; buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
buf->getMaterial().forEachTexture([] (video::SMaterialLayer &tex) {
tex.BilinearFilter = false;
});
// Add mesh buffer to mesh // Add mesh buffer to mesh
mesh->addMeshBuffer(buf); mesh->addMeshBuffer(buf);
buf->drop(); buf->drop();
@ -406,8 +408,10 @@ scene::IMesh* convertNodeboxesToMesh(const std::vector<aabb3f> &boxes,
for (u16 j = 0; j < 6; j++) for (u16 j = 0; j < 6; j++)
{ {
scene::IMeshBuffer *buf = new scene::SMeshBuffer(); scene::IMeshBuffer *buf = new scene::SMeshBuffer();
buf->getMaterial().setFlag(video::EMF_LIGHTING, false); buf->getMaterial().Lighting = false;
buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false); buf->getMaterial().forEachTexture([] (video::SMaterialLayer &tex) {
tex.BilinearFilter = false;
});
dst_mesh->addMeshBuffer(buf); dst_mesh->addMeshBuffer(buf);
buf->drop(); buf->drop();
} }

@ -608,7 +608,9 @@ void Minimap::drawMinimap(core::rect<s32> rect) {
matrix.makeIdentity(); matrix.makeIdentity();
video::SMaterial &material = m_meshbuffer->getMaterial(); video::SMaterial &material = m_meshbuffer->getMaterial();
material.setFlag(video::EMF_TRILINEAR_FILTER, true); material.forEachTexture([] (video::SMaterialLayer &tex) {
tex.TrilinearFilter = true;
});
material.Lighting = false; material.Lighting = false;
material.TextureLayer[0].Texture = minimap_texture; material.TextureLayer[0].Texture = minimap_texture;
material.TextureLayer[1].Texture = data->heightmap_texture; material.TextureLayer[1].Texture = data->heightmap_texture;

@ -89,13 +89,15 @@ Particle::Particle(
} }
// Texture // Texture
m_material.setFlag(video::EMF_LIGHTING, false); m_material.Lighting = false;
m_material.setFlag(video::EMF_BACK_FACE_CULLING, false); m_material.BackfaceCulling = false;
m_material.setFlag(video::EMF_BILINEAR_FILTER, false); m_material.FogEnable = true;
m_material.setFlag(video::EMF_FOG_ENABLE, true); m_material.forEachTexture([] (video::SMaterialLayer &tex) {
tex.BilinearFilter = false;
});
// correctly render layered transparent particles -- see #10398 // correctly render layered transparent particles -- see #10398
m_material.setFlag(video::EMF_ZWRITE_ENABLE, true); m_material.ZWriteEnable = video::EZW_AUTO;
// enable alpha blending and set blend mode // enable alpha blending and set blend mode
m_material.MaterialType = video::EMT_ONETEXTURE_BLEND; m_material.MaterialType = video::EMT_ONETEXTURE_BLEND;

@ -113,7 +113,9 @@ void ShadowRenderer::disable()
} }
for (auto node : m_shadow_node_array) for (auto node : m_shadow_node_array)
node.node->setMaterialTexture(TEXTURE_LAYER_SHADOW, nullptr); node.node->forEachMaterial([] (video::SMaterial &mat) {
mat.setTexture(TEXTURE_LAYER_SHADOW, nullptr);
});
} }
void ShadowRenderer::initialize() void ShadowRenderer::initialize()
@ -183,12 +185,16 @@ void ShadowRenderer::addNodeToShadowList(
// node should never be ClientMap // node should never be ClientMap
assert(strcmp(node->getName(), "ClientMap") != 0); assert(strcmp(node->getName(), "ClientMap") != 0);
node->setMaterialTexture(TEXTURE_LAYER_SHADOW, shadowMapTextureFinal); node->forEachMaterial([this] (video::SMaterial &mat) {
mat.setTexture(TEXTURE_LAYER_SHADOW, shadowMapTextureFinal);
});
} }
void ShadowRenderer::removeNodeFromShadowList(scene::ISceneNode *node) void ShadowRenderer::removeNodeFromShadowList(scene::ISceneNode *node)
{ {
node->setMaterialTexture(TEXTURE_LAYER_SHADOW, nullptr); node->forEachMaterial([] (video::SMaterial &mat) {
mat.setTexture(TEXTURE_LAYER_SHADOW, nullptr);
});
for (auto it = m_shadow_node_array.begin(); it != m_shadow_node_array.end();) { for (auto it = m_shadow_node_array.begin(); it != m_shadow_node_array.end();) {
if (it->node == node) { if (it->node == node) {
it = m_shadow_node_array.erase(it); it = m_shadow_node_array.erase(it);
@ -258,7 +264,9 @@ void ShadowRenderer::updateSMTextures()
assert(shadowMapTextureFinal != nullptr); assert(shadowMapTextureFinal != nullptr);
for (auto &node : m_shadow_node_array) for (auto &node : m_shadow_node_array)
node.node->setMaterialTexture(TEXTURE_LAYER_SHADOW, shadowMapTextureFinal); node.node->forEachMaterial([this] (video::SMaterial &mat) {
mat.setTexture(TEXTURE_LAYER_SHADOW, shadowMapTextureFinal);
});
} }
if (!m_shadow_node_array.empty()) { if (!m_shadow_node_array.empty()) {

@ -50,9 +50,11 @@ static video::SMaterial baseMaterial()
static inline void disableTextureFiltering(video::SMaterial &mat) static inline void disableTextureFiltering(video::SMaterial &mat)
{ {
mat.setFlag(video::E_MATERIAL_FLAG::EMF_BILINEAR_FILTER, false); mat.forEachTexture([] (video::SMaterialLayer &tex) {
mat.setFlag(video::E_MATERIAL_FLAG::EMF_TRILINEAR_FILTER, false); tex.BilinearFilter = false;
mat.setFlag(video::E_MATERIAL_FLAG::EMF_ANISOTROPIC_FILTER, false); tex.TrilinearFilter = false;
tex.AnisotropicFilter = 0;
});
} }
Sky::Sky(s32 id, RenderingEngine *rendering_engine, ITextureSource *tsrc, IShaderSource *ssrc) : Sky::Sky(s32 id, RenderingEngine *rendering_engine, ITextureSource *tsrc, IShaderSource *ssrc) :

@ -296,18 +296,15 @@ void WieldMeshSceneNode::setExtruded(const std::string &imagename,
material.TextureLayer[0].TextureWrapV = video::ETC_CLAMP_TO_EDGE; material.TextureLayer[0].TextureWrapV = video::ETC_CLAMP_TO_EDGE;
material.MaterialType = m_material_type; material.MaterialType = m_material_type;
material.MaterialTypeParam = 0.5f; material.MaterialTypeParam = 0.5f;
material.setFlag(video::EMF_BACK_FACE_CULLING, true); material.BackfaceCulling = true;
// Enable bi/trilinear filtering only for high resolution textures // Enable bi/trilinear filtering only for high resolution textures
if (dim.Width > 32) { material.forEachTexture([this, &dim] (video::SMaterialLayer &tex) {
material.setFlag(video::EMF_BILINEAR_FILTER, m_bilinear_filter); tex.BilinearFilter = dim.Width > 32 && m_bilinear_filter;
material.setFlag(video::EMF_TRILINEAR_FILTER, m_trilinear_filter); tex.TrilinearFilter = dim.Width > 32 && m_trilinear_filter;
} else { tex.AnisotropicFilter = m_anisotropic_filter ? 0xFF : 0;
material.setFlag(video::EMF_BILINEAR_FILTER, false); });
material.setFlag(video::EMF_TRILINEAR_FILTER, false);
}
material.setFlag(video::EMF_ANISOTROPIC_FILTER, m_anisotropic_filter);
// mipmaps cause "thin black line" artifacts // mipmaps cause "thin black line" artifacts
material.setFlag(video::EMF_USE_MIP_MAPS, false); material.UseMipMaps = false;
if (m_enable_shaders) { if (m_enable_shaders) {
material.setTexture(2, tsrc->getShaderFlagsTexture(false)); material.setTexture(2, tsrc->getShaderFlagsTexture(false));
} }
@ -465,9 +462,11 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, Client *client, bool che
video::SMaterial &material = m_meshnode->getMaterial(i); video::SMaterial &material = m_meshnode->getMaterial(i);
material.MaterialType = m_material_type; material.MaterialType = m_material_type;
material.MaterialTypeParam = 0.5f; material.MaterialTypeParam = 0.5f;
material.setFlag(video::EMF_BACK_FACE_CULLING, cull_backface); material.BackfaceCulling = cull_backface;
material.setFlag(video::EMF_BILINEAR_FILTER, m_bilinear_filter); material.forEachTexture([this] (video::SMaterialLayer &tex) {
material.setFlag(video::EMF_TRILINEAR_FILTER, m_trilinear_filter); tex.BilinearFilter = m_bilinear_filter;
tex.TrilinearFilter = m_trilinear_filter;
});
} }
// initialize the color // initialize the color
@ -558,9 +557,11 @@ void WieldMeshSceneNode::changeToMesh(scene::IMesh *mesh)
m_meshnode->setMesh(mesh); m_meshnode->setMesh(mesh);
} }
m_meshnode->setMaterialFlag(video::EMF_LIGHTING, m_lighting); m_meshnode->forEachMaterial([this] (video::SMaterial &mat) {
// need to normalize normals when lighting is enabled (because of setScale()) mat.Lighting = m_lighting;
m_meshnode->setMaterialFlag(video::EMF_NORMALIZE_NORMALS, m_lighting); // need to normalize normals when lighting is enabled (because of setScale())
mat.NormalizeNormals = m_lighting;
});
m_meshnode->setVisible(true); m_meshnode->setVisible(true);
} }
@ -653,10 +654,12 @@ void getItemMesh(Client *client, const ItemStack &item, ItemMesh *result)
video::SMaterial &material = buf->getMaterial(); video::SMaterial &material = buf->getMaterial();
material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL; material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
material.MaterialTypeParam = 0.5f; material.MaterialTypeParam = 0.5f;
material.setFlag(video::EMF_BILINEAR_FILTER, false); material.forEachTexture([] (video::SMaterialLayer &tex) {
material.setFlag(video::EMF_TRILINEAR_FILTER, false); tex.BilinearFilter = false;
material.setFlag(video::EMF_BACK_FACE_CULLING, cull_backface); tex.TrilinearFilter = false;
material.setFlag(video::EMF_LIGHTING, false); });
material.BackfaceCulling = cull_backface;
material.Lighting = false;
} }
rotateMeshXZby(mesh, -45); rotateMeshXZby(mesh, -45);
@ -698,10 +701,10 @@ scene::SMesh *getExtrudedMesh(ITextureSource *tsrc,
video::SMaterial &material = mesh->getMeshBuffer(layer)->getMaterial(); video::SMaterial &material = mesh->getMeshBuffer(layer)->getMaterial();
material.TextureLayer[0].TextureWrapU = video::ETC_CLAMP_TO_EDGE; material.TextureLayer[0].TextureWrapU = video::ETC_CLAMP_TO_EDGE;
material.TextureLayer[0].TextureWrapV = video::ETC_CLAMP_TO_EDGE; material.TextureLayer[0].TextureWrapV = video::ETC_CLAMP_TO_EDGE;
material.setFlag(video::EMF_BILINEAR_FILTER, false); material.TextureLayer[0].BilinearFilter = false;
material.setFlag(video::EMF_TRILINEAR_FILTER, false); material.TextureLayer[0].TrilinearFilter = false;
material.setFlag(video::EMF_BACK_FACE_CULLING, true); material.BackfaceCulling = true;
material.setFlag(video::EMF_LIGHTING, false); material.Lighting = false;
material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL; material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
material.MaterialTypeParam = 0.5f; material.MaterialTypeParam = 0.5f;
} }

@ -103,7 +103,7 @@ private:
scene::IMeshSceneNode *m_meshnode = nullptr; scene::IMeshSceneNode *m_meshnode = nullptr;
video::E_MATERIAL_TYPE m_material_type; video::E_MATERIAL_TYPE m_material_type;
// True if EMF_LIGHTING should be enabled. // True if SMaterial::Lighting should be enabled.
bool m_lighting; bool m_lighting;
bool m_enable_shaders; bool m_enable_shaders;

@ -66,11 +66,11 @@ void GUIScene::setTexture(u32 idx, video::ITexture *texture)
material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL; material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
material.MaterialTypeParam = 0.5f; material.MaterialTypeParam = 0.5f;
material.TextureLayer[0].Texture = texture; material.TextureLayer[0].Texture = texture;
material.setFlag(video::EMF_LIGHTING, false); material.Lighting = false;
material.setFlag(video::EMF_FOG_ENABLE, true); material.FogEnable = true;
material.setFlag(video::EMF_BILINEAR_FILTER, false); material.TextureLayer[0].BilinearFilter = false;
material.setFlag(video::EMF_BACK_FACE_CULLING, false); material.BackfaceCulling = false;
material.setFlag(video::EMF_ZWRITE_ENABLE, true); material.ZWriteEnable = video::EZW_AUTO;
} }
void GUIScene::draw() void GUIScene::draw()

@ -1125,9 +1125,9 @@ core::array<scene::ISceneNode*> CGUITTFont::addTextSceneNode(const wchar_t* text
// the default font material // the default font material
SMaterial mat; SMaterial mat;
mat.setFlag(video::EMF_LIGHTING, true); mat.Lighting = true;
mat.setFlag(video::EMF_ZWRITE_ENABLE, false); mat.ZWriteEnable = video::EZW_OFF;
mat.setFlag(video::EMF_NORMALIZE_NORMALS, true); mat.NormalizeNormals = true;
mat.ColorMaterial = video::ECM_NONE; mat.ColorMaterial = video::ECM_NONE;
mat.MaterialType = use_transparency ? video::EMT_TRANSPARENT_ALPHA_CHANNEL : video::EMT_SOLID; mat.MaterialType = use_transparency ? video::EMT_TRANSPARENT_ALPHA_CHANNEL : video::EMT_SOLID;
mat.MaterialTypeParam = 0.01f; mat.MaterialTypeParam = 0.01f;