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();
// Apply filter settings
material.setFlag(video::EMF_TRILINEAR_FILTER,
m_cache_trilinear_filter);
material.setFlag(video::EMF_BILINEAR_FILTER,
m_cache_bilinear_filter);
material.setFlag(video::EMF_ANISOTROPIC_FILTER,
m_cache_anistropic_filter);
material.setFlag(video::EMF_WIREFRAME,
m_control.show_wireframe);
material.forEachTexture([this] (video::SMaterialLayer &tex) {
tex.TrilinearFilter = m_cache_trilinear_filter;
tex.BilinearFilter = m_cache_trilinear_filter;
tex.AnisotropicFilter = m_cache_anistropic_filter ? 0xFF : 0;
});
material.Wireframe = m_control.show_wireframe;
// pass the shadow map texture to the buffer texture
ShadowRenderer *shadow = m_rendering_engine->get_shadow_renderer();

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

@ -252,11 +252,11 @@ void TestCAO::addToScene(ITextureSource *tsrc, scene::ISceneManager *smgr)
u16 indices[] = {0,1,2,2,3,0};
buf->append(vertices, 4, indices, 6);
// Set material
buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
buf->getMaterial().Lighting = false;
buf->getMaterial().BackfaceCulling = false;
buf->getMaterial().setTexture(0, tsrc->getTextureForMesh("rat.png"));
buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
buf->getMaterial().TextureLayer[0].BilinearFilter = false;
buf->getMaterial().FogEnable = true;
buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
// Add to mesh
mesh->addMeshBuffer(buf);
@ -643,16 +643,21 @@ void GenericCAO::addToScene(ITextureSource *tsrc, scene::ISceneManager *smgr)
m_matrixnode->grab();
};
auto setSceneNodeMaterial = [this] (scene::ISceneNode *node) {
node->setMaterialFlag(video::EMF_LIGHTING, false);
node->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
node->setMaterialFlag(video::EMF_FOG_ENABLE, true);
node->setMaterialType(m_material_type);
auto setMaterial = [this] (video::SMaterial &mat) {
mat.MaterialType = m_material_type;
mat.Lighting = false;
mat.FogEnable = true;
if (m_enable_shaders) {
node->setMaterialFlag(video::EMF_GOURAUD_SHADING, false);
node->setMaterialFlag(video::EMF_NORMALIZE_NORMALS, true);
mat.GouraudShading = false;
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") {
@ -660,10 +665,12 @@ void GenericCAO::addToScene(ITextureSource *tsrc, scene::ISceneManager *smgr)
m_spritenode = m_smgr->addBillboardSceneNode(
m_matrixnode, v2f(1, 1), v3f(0,0,0), -1);
m_spritenode->grab();
m_spritenode->setMaterialTexture(0,
tsrc->getTextureForMesh("no_texture.png"));
video::ITexture *tex = 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_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};
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) {
buf->getMaterial().EmissiveColor = c;
buf->getMaterial().setFlag(video::EMF_GOURAUD_SHADING, false);
buf->getMaterial().setFlag(video::EMF_NORMALIZE_NORMALS, true);
}
// Add to mesh
@ -726,16 +728,11 @@ void GenericCAO::addToScene(ITextureSource *tsrc, scene::ISceneManager *smgr)
}
u16 indices[] = {0,1,2,2,3,0};
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) {
buf->getMaterial().EmissiveColor = c;
buf->getMaterial().setFlag(video::EMF_GOURAUD_SHADING, false);
buf->getMaterial().setFlag(video::EMF_NORMALIZE_NORMALS, true);
}
// Add to mesh
@ -753,10 +750,12 @@ void GenericCAO::addToScene(ITextureSource *tsrc, scene::ISceneManager *smgr)
mesh->drop();
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") {
grabMatrixNode();
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));
setSceneNodeMaterial(m_animated_meshnode);
setSceneNodeMaterials(m_animated_meshnode);
m_animated_meshnode->setMaterialFlag(video::EMF_BACK_FACE_CULLING,
m_prop.backface_culling);
m_animated_meshnode->forEachMaterial([this] (video::SMaterial &mat) {
mat.BackfaceCulling = m_prop.backface_culling;
});
} else
errorstream<<"GenericCAO::addToScene(): Could not load mesh "<<m_prop.mesh<<std::endl;
} 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())
texturestring = m_prop.textures[0];
texturestring += mod;
m_spritenode->getMaterial(0).MaterialType = m_material_type;
m_spritenode->getMaterial(0).MaterialTypeParam = 0.5f;
m_spritenode->setMaterialTexture(0,
tsrc->getTextureForMesh(texturestring));
video::SMaterial &material = m_spritenode->getMaterial(0);
material.MaterialType = m_material_type;
material.MaterialTypeParam = 0.5f;
material.setTexture(0, tsrc->getTextureForMesh(texturestring));
// This allows setting per-material colors. However, until a real lighting
// system is added, the code below will have no effect. Once MineTest
// has directional lighting, it should work automatically.
if (!m_prop.colors.empty()) {
m_spritenode->getMaterial(0).AmbientColor = m_prop.colors[0];
m_spritenode->getMaterial(0).DiffuseColor = m_prop.colors[0];
m_spritenode->getMaterial(0).SpecularColor = m_prop.colors[0];
material.AmbientColor = m_prop.colors[0];
material.DiffuseColor = m_prop.colors[0];
material.SpecularColor = m_prop.colors[0];
}
m_spritenode->getMaterial(0).setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
m_spritenode->getMaterial(0).setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
m_spritenode->getMaterial(0).setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
material.forEachTexture([=] (video::SMaterialLayer &tex) {
tex.TrilinearFilter = use_trilinear_filter;
tex.BilinearFilter = use_bilinear_filter;
tex.AnisotropicFilter = use_anisotropic_filter ? 0xFF : 0;
});
}
}
@ -1376,9 +1379,8 @@ void GenericCAO::updateTextures(std::string mod)
material.MaterialType = m_material_type;
material.MaterialTypeParam = 0.5f;
material.TextureLayer[0].Texture = texture;
material.setFlag(video::EMF_LIGHTING, true);
material.setFlag(video::EMF_BILINEAR_FILTER, false);
material.setFlag(video::EMF_BACK_FACE_CULLING, m_prop.backface_culling);
material.Lighting = true;
material.BackfaceCulling = m_prop.backface_culling;
// don't filter low-res textures, makes them look blurry
// player models have a res of 64
@ -1387,22 +1389,22 @@ void GenericCAO::updateTextures(std::string mod)
use_trilinear_filter &= res > 64;
use_bilinear_filter &= res > 64;
m_animated_meshnode->getMaterial(i)
.setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
m_animated_meshnode->getMaterial(i)
.setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
m_animated_meshnode->getMaterial(i)
.setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
material.forEachTexture([=] (video::SMaterialLayer &tex) {
tex.TrilinearFilter = use_trilinear_filter;
tex.BilinearFilter = use_bilinear_filter;
tex.AnisotropicFilter = use_anisotropic_filter ? 0xFF : 0;
});
}
for (u32 i = 0; i < m_prop.colors.size() &&
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
// system is added, the code below will have no effect. Once MineTest
// has directional lighting, it should work automatically.
m_animated_meshnode->getMaterial(i).AmbientColor = m_prop.colors[i];
m_animated_meshnode->getMaterial(i).DiffuseColor = m_prop.colors[i];
m_animated_meshnode->getMaterial(i).SpecularColor = m_prop.colors[i];
material.AmbientColor = m_prop.colors[i];
material.DiffuseColor = 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 += mod;
// Set material flags and texture
video::SMaterial &material = m_meshnode->getMaterial(i);
material.MaterialType = m_material_type;
material.MaterialTypeParam = 0.5f;
material.setFlag(video::EMF_LIGHTING, false);
material.setFlag(video::EMF_BILINEAR_FILTER, false);
material.setTexture(0,
tsrc->getTextureForMesh(texturestring));
material.Lighting = false;
material.setTexture(0, tsrc->getTextureForMesh(texturestring));
material.getTextureMatrix(0).makeIdentity();
// 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.
if(m_prop.colors.size() > i)
{
m_meshnode->getMaterial(i).AmbientColor = m_prop.colors[i];
m_meshnode->getMaterial(i).DiffuseColor = m_prop.colors[i];
m_meshnode->getMaterial(i).SpecularColor = m_prop.colors[i];
material.AmbientColor = m_prop.colors[i];
material.DiffuseColor = m_prop.colors[i];
material.SpecularColor = m_prop.colors[i];
}
m_meshnode->getMaterial(i).setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
m_meshnode->getMaterial(i).setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
m_meshnode->getMaterial(i).setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
material.forEachTexture([=] (video::SMaterialLayer &tex) {
tex.TrilinearFilter = use_trilinear_filter;
tex.BilinearFilter = use_bilinear_filter;
tex.AnisotropicFilter = use_anisotropic_filter ? 0xFF : 0;
});
}
} else if (m_prop.visual == "upright_sprite") {
scene::IMesh *mesh = m_meshnode->getMesh();
@ -1449,9 +1450,9 @@ void GenericCAO::updateTextures(std::string mod)
if (!m_prop.textures.empty())
tname = m_prop.textures[0];
tname += mod;
auto &material = m_meshnode->getMaterial(0);
material.setTexture(0,
tsrc->getTextureForMesh(tname));
material.setTexture(0, tsrc->getTextureForMesh(tname));
// This allows setting per-material colors. However, until a real lighting
// 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.setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
material.setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
material.setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
material.forEachTexture([=] (video::SMaterialLayer &tex) {
tex.TrilinearFilter = use_trilinear_filter;
tex.BilinearFilter = use_bilinear_filter;
tex.AnisotropicFilter = use_anisotropic_filter ? 0xFF : 0;
});
}
{
std::string tname = "no_texture.png";
@ -1473,9 +1476,9 @@ void GenericCAO::updateTextures(std::string mod)
else if (!m_prop.textures.empty())
tname = m_prop.textures[0];
tname += mod;
auto &material = m_meshnode->getMaterial(1);
material.setTexture(0,
tsrc->getTextureForMesh(tname));
material.setTexture(0, tsrc->getTextureForMesh(tname));
// This allows setting per-material colors. However, until a real lighting
// 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.setFlag(video::EMF_TRILINEAR_FILTER, use_trilinear_filter);
material.setFlag(video::EMF_BILINEAR_FILTER, use_bilinear_filter);
material.setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
material.forEachTexture([=] (video::SMaterialLayer &tex) {
tex.TrilinearFilter = use_trilinear_filter;
tex.BilinearFilter = use_bilinear_filter;
tex.AnisotropicFilter = use_anisotropic_filter ? 0xFF : 0;
});
}
// Set mesh color (only if lighting is disabled)
if (!m_prop.colors.empty() && m_prop.glow < 0)
@ -1975,7 +1980,9 @@ void GenericCAO::updateMeshCulling()
if (m_prop.visual == "upright_sprite") {
// upright sprite has no backface culling
node->setMaterialFlag(video::EMF_FRONT_FACE_CULLING, hidden);
node->forEachMaterial([=] (video::SMaterial &mat) {
mat.FrontfaceCulling = hidden;
});
return;
}
@ -1983,16 +1990,16 @@ void GenericCAO::updateMeshCulling()
// Hide the mesh by culling both front and
// back faces. Serious hackyness but it works for our
// purposes. This also preserves the skeletal armature.
node->setMaterialFlag(video::EMF_BACK_FACE_CULLING,
true);
node->setMaterialFlag(video::EMF_FRONT_FACE_CULLING,
true);
node->forEachMaterial([] (video::SMaterial &mat) {
mat.BackfaceCulling = true;
mat.FrontfaceCulling = true;
});
} else {
// Restore mesh visibility.
node->setMaterialFlag(video::EMF_BACK_FACE_CULLING,
m_prop.backface_culling);
node->setMaterialFlag(video::EMF_FRONT_FACE_CULLING,
false);
node->forEachMaterial([this] (video::SMaterial &mat) {
mat.BackfaceCulling = m_prop.backface_culling;
mat.FrontfaceCulling = false;
});
}
}

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

@ -112,7 +112,7 @@ Hud::Hud(Client *client, LocalPlayer *player,
rangelim(g_settings->getS16("selectionbox_width"), 1, 5);
} else if (m_mode == HIGHLIGHT_HALO) {
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 {
m_selection_material.MaterialType = video::EMT_SOLID;
}

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

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

@ -608,7 +608,9 @@ void Minimap::drawMinimap(core::rect<s32> rect) {
matrix.makeIdentity();
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.TextureLayer[0].Texture = minimap_texture;
material.TextureLayer[1].Texture = data->heightmap_texture;

@ -89,13 +89,15 @@ Particle::Particle(
}
// Texture
m_material.setFlag(video::EMF_LIGHTING, false);
m_material.setFlag(video::EMF_BACK_FACE_CULLING, false);
m_material.setFlag(video::EMF_BILINEAR_FILTER, false);
m_material.setFlag(video::EMF_FOG_ENABLE, true);
m_material.Lighting = false;
m_material.BackfaceCulling = false;
m_material.FogEnable = true;
m_material.forEachTexture([] (video::SMaterialLayer &tex) {
tex.BilinearFilter = false;
});
// 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
m_material.MaterialType = video::EMT_ONETEXTURE_BLEND;

@ -113,7 +113,9 @@ void ShadowRenderer::disable()
}
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()
@ -183,12 +185,16 @@ void ShadowRenderer::addNodeToShadowList(
// node should never be ClientMap
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)
{
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();) {
if (it->node == node) {
it = m_shadow_node_array.erase(it);
@ -258,7 +264,9 @@ void ShadowRenderer::updateSMTextures()
assert(shadowMapTextureFinal != nullptr);
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()) {

@ -50,9 +50,11 @@ static video::SMaterial baseMaterial()
static inline void disableTextureFiltering(video::SMaterial &mat)
{
mat.setFlag(video::E_MATERIAL_FLAG::EMF_BILINEAR_FILTER, false);
mat.setFlag(video::E_MATERIAL_FLAG::EMF_TRILINEAR_FILTER, false);
mat.setFlag(video::E_MATERIAL_FLAG::EMF_ANISOTROPIC_FILTER, false);
mat.forEachTexture([] (video::SMaterialLayer &tex) {
tex.BilinearFilter = false;
tex.TrilinearFilter = false;
tex.AnisotropicFilter = 0;
});
}
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.MaterialType = m_material_type;
material.MaterialTypeParam = 0.5f;
material.setFlag(video::EMF_BACK_FACE_CULLING, true);
material.BackfaceCulling = true;
// Enable bi/trilinear filtering only for high resolution textures
if (dim.Width > 32) {
material.setFlag(video::EMF_BILINEAR_FILTER, m_bilinear_filter);
material.setFlag(video::EMF_TRILINEAR_FILTER, m_trilinear_filter);
} else {
material.setFlag(video::EMF_BILINEAR_FILTER, false);
material.setFlag(video::EMF_TRILINEAR_FILTER, false);
}
material.setFlag(video::EMF_ANISOTROPIC_FILTER, m_anisotropic_filter);
material.forEachTexture([this, &dim] (video::SMaterialLayer &tex) {
tex.BilinearFilter = dim.Width > 32 && m_bilinear_filter;
tex.TrilinearFilter = dim.Width > 32 && m_trilinear_filter;
tex.AnisotropicFilter = m_anisotropic_filter ? 0xFF : 0;
});
// mipmaps cause "thin black line" artifacts
material.setFlag(video::EMF_USE_MIP_MAPS, false);
material.UseMipMaps = false;
if (m_enable_shaders) {
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);
material.MaterialType = m_material_type;
material.MaterialTypeParam = 0.5f;
material.setFlag(video::EMF_BACK_FACE_CULLING, cull_backface);
material.setFlag(video::EMF_BILINEAR_FILTER, m_bilinear_filter);
material.setFlag(video::EMF_TRILINEAR_FILTER, m_trilinear_filter);
material.BackfaceCulling = cull_backface;
material.forEachTexture([this] (video::SMaterialLayer &tex) {
tex.BilinearFilter = m_bilinear_filter;
tex.TrilinearFilter = m_trilinear_filter;
});
}
// initialize the color
@ -558,9 +557,11 @@ void WieldMeshSceneNode::changeToMesh(scene::IMesh *mesh)
m_meshnode->setMesh(mesh);
}
m_meshnode->setMaterialFlag(video::EMF_LIGHTING, m_lighting);
m_meshnode->forEachMaterial([this] (video::SMaterial &mat) {
mat.Lighting = m_lighting;
// need to normalize normals when lighting is enabled (because of setScale())
m_meshnode->setMaterialFlag(video::EMF_NORMALIZE_NORMALS, m_lighting);
mat.NormalizeNormals = m_lighting;
});
m_meshnode->setVisible(true);
}
@ -653,10 +654,12 @@ void getItemMesh(Client *client, const ItemStack &item, ItemMesh *result)
video::SMaterial &material = buf->getMaterial();
material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
material.MaterialTypeParam = 0.5f;
material.setFlag(video::EMF_BILINEAR_FILTER, false);
material.setFlag(video::EMF_TRILINEAR_FILTER, false);
material.setFlag(video::EMF_BACK_FACE_CULLING, cull_backface);
material.setFlag(video::EMF_LIGHTING, false);
material.forEachTexture([] (video::SMaterialLayer &tex) {
tex.BilinearFilter = false;
tex.TrilinearFilter = false;
});
material.BackfaceCulling = cull_backface;
material.Lighting = false;
}
rotateMeshXZby(mesh, -45);
@ -698,10 +701,10 @@ scene::SMesh *getExtrudedMesh(ITextureSource *tsrc,
video::SMaterial &material = mesh->getMeshBuffer(layer)->getMaterial();
material.TextureLayer[0].TextureWrapU = video::ETC_CLAMP_TO_EDGE;
material.TextureLayer[0].TextureWrapV = video::ETC_CLAMP_TO_EDGE;
material.setFlag(video::EMF_BILINEAR_FILTER, false);
material.setFlag(video::EMF_TRILINEAR_FILTER, false);
material.setFlag(video::EMF_BACK_FACE_CULLING, true);
material.setFlag(video::EMF_LIGHTING, false);
material.TextureLayer[0].BilinearFilter = false;
material.TextureLayer[0].TrilinearFilter = false;
material.BackfaceCulling = true;
material.Lighting = false;
material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
material.MaterialTypeParam = 0.5f;
}

@ -103,7 +103,7 @@ private:
scene::IMeshSceneNode *m_meshnode = nullptr;
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_enable_shaders;

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

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