mirror of
https://github.com/minetest/minetest.git
synced 2024-12-25 15:42:24 +01:00
193 lines
6.0 KiB
C++
193 lines
6.0 KiB
C++
// Copyright (C) 2017 Michael Zeilfelder
|
|
// This file is part of the "Irrlicht Engine".
|
|
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
|
|
|
#pragma once
|
|
|
|
#include "SMaterial.h"
|
|
|
|
namespace irr
|
|
{
|
|
namespace video
|
|
{
|
|
|
|
struct SOverrideMaterial
|
|
{
|
|
//! The Material values
|
|
SMaterial Material;
|
|
|
|
//! Which values are overridden
|
|
/** OR'ed values from E_MATERIAL_PROPS. */
|
|
u32 EnableProps;
|
|
|
|
//! For those properties in EnableProps which affect layers, set which of the layers are affected
|
|
bool EnableLayerProps[MATERIAL_MAX_TEXTURES];
|
|
|
|
//! Which textures are overridden
|
|
bool EnableTextures[MATERIAL_MAX_TEXTURES];
|
|
|
|
//! Overwrite complete layers (settings of EnableLayerProps and EnableTextures don't matter then for layer data)
|
|
bool EnableLayers[MATERIAL_MAX_TEXTURES];
|
|
|
|
//! Set in which render passes the material override is active.
|
|
/** OR'ed values from E_SCENE_NODE_RENDER_PASS. */
|
|
u16 EnablePasses;
|
|
|
|
//! Global enable flag, overwritten by the SceneManager in each pass
|
|
/** NOTE: This is generally _not_ set by users of the engine, but the
|
|
Scenemanager uses the EnablePass array and sets Enabled to true if the
|
|
Override material is enabled in the current pass.
|
|
As user you generally _only_ set EnablePasses.
|
|
The exception is when rendering without SceneManager but using draw calls in the VideoDriver. */
|
|
bool Enabled;
|
|
|
|
struct SMaterialTypeReplacement
|
|
{
|
|
SMaterialTypeReplacement(s32 original, u32 replacement) :
|
|
Original(original), Replacement(replacement) {}
|
|
SMaterialTypeReplacement(u32 replacement) :
|
|
Original(-1), Replacement(replacement) {}
|
|
|
|
//! SMaterial.MaterialType to replace.
|
|
//! -1 for all types or a specific value to only replace that one (which is either one of E_MATERIAL_TYPE or a shader material id)
|
|
s32 Original;
|
|
|
|
//! MaterialType to used to override Original (either one of E_MATERIAL_TYPE or a shader material id)
|
|
u32 Replacement;
|
|
};
|
|
|
|
//! To overwrite SMaterial::MaterialType
|
|
core::array<SMaterialTypeReplacement> MaterialTypes;
|
|
|
|
//! Default constructor
|
|
SOverrideMaterial() :
|
|
EnableProps(0), EnablePasses(0), Enabled(false)
|
|
{
|
|
}
|
|
|
|
//! disable overrides and reset all properties
|
|
void reset()
|
|
{
|
|
EnableProps = 0;
|
|
EnablePasses = 0;
|
|
Enabled = false;
|
|
for (u32 i = 0; i < MATERIAL_MAX_TEXTURES; ++i) {
|
|
EnableLayerProps[i] = true; // doesn't do anything unless EnableProps is set, just saying by default all texture layers are affected by properties
|
|
EnableTextures[i] = false;
|
|
EnableLayers[i] = false;
|
|
}
|
|
MaterialTypes.clear();
|
|
}
|
|
|
|
//! Apply the enabled overrides
|
|
void apply(SMaterial &material)
|
|
{
|
|
if (Enabled) {
|
|
for (u32 i = 0; i < MaterialTypes.size(); ++i) {
|
|
const SMaterialTypeReplacement &mtr = MaterialTypes[i];
|
|
if (mtr.Original < 0 || (s32)mtr.Original == material.MaterialType)
|
|
material.MaterialType = (E_MATERIAL_TYPE)mtr.Replacement;
|
|
}
|
|
for (u32 f = 0; f < 32; ++f) {
|
|
const u32 num = (1 << f);
|
|
if (EnableProps & num) {
|
|
switch (num) {
|
|
case EMP_WIREFRAME:
|
|
material.Wireframe = Material.Wireframe;
|
|
break;
|
|
case EMP_POINTCLOUD:
|
|
material.PointCloud = Material.PointCloud;
|
|
break;
|
|
case EMP_GOURAUD_SHADING:
|
|
material.GouraudShading = Material.GouraudShading;
|
|
break;
|
|
case EMP_LIGHTING:
|
|
material.Lighting = Material.Lighting;
|
|
break;
|
|
case EMP_ZBUFFER:
|
|
material.ZBuffer = Material.ZBuffer;
|
|
break;
|
|
case EMP_ZWRITE_ENABLE:
|
|
material.ZWriteEnable = Material.ZWriteEnable;
|
|
break;
|
|
case EMP_BACK_FACE_CULLING:
|
|
material.BackfaceCulling = Material.BackfaceCulling;
|
|
break;
|
|
case EMP_FRONT_FACE_CULLING:
|
|
material.FrontfaceCulling = Material.FrontfaceCulling;
|
|
break;
|
|
case EMP_MIN_FILTER:
|
|
for (u32 i = 0; i < MATERIAL_MAX_TEXTURES; ++i) {
|
|
if (EnableLayerProps[i]) {
|
|
material.TextureLayers[i].MinFilter = Material.TextureLayers[i].MinFilter;
|
|
}
|
|
}
|
|
break;
|
|
case EMP_MAG_FILTER:
|
|
for (u32 i = 0; i < MATERIAL_MAX_TEXTURES; ++i) {
|
|
if (EnableLayerProps[i]) {
|
|
material.TextureLayers[i].MagFilter = Material.TextureLayers[i].MagFilter;
|
|
}
|
|
}
|
|
break;
|
|
case EMP_ANISOTROPIC_FILTER:
|
|
for (u32 i = 0; i < MATERIAL_MAX_TEXTURES; ++i) {
|
|
if (EnableLayerProps[i]) {
|
|
material.TextureLayers[i].AnisotropicFilter = Material.TextureLayers[i].AnisotropicFilter;
|
|
}
|
|
}
|
|
break;
|
|
case EMP_FOG_ENABLE:
|
|
material.FogEnable = Material.FogEnable;
|
|
break;
|
|
case EMP_NORMALIZE_NORMALS:
|
|
material.NormalizeNormals = Material.NormalizeNormals;
|
|
break;
|
|
case EMP_TEXTURE_WRAP:
|
|
for (u32 i = 0; i < MATERIAL_MAX_TEXTURES; ++i) {
|
|
if (EnableLayerProps[i]) {
|
|
material.TextureLayers[i].TextureWrapU = Material.TextureLayers[i].TextureWrapU;
|
|
material.TextureLayers[i].TextureWrapV = Material.TextureLayers[i].TextureWrapV;
|
|
material.TextureLayers[i].TextureWrapW = Material.TextureLayers[i].TextureWrapW;
|
|
}
|
|
}
|
|
break;
|
|
case EMP_ANTI_ALIASING:
|
|
material.AntiAliasing = Material.AntiAliasing;
|
|
break;
|
|
case EMP_COLOR_MASK:
|
|
material.ColorMask = Material.ColorMask;
|
|
break;
|
|
case EMP_COLOR_MATERIAL:
|
|
material.ColorMaterial = Material.ColorMaterial;
|
|
break;
|
|
case EMP_USE_MIP_MAPS:
|
|
material.UseMipMaps = Material.UseMipMaps;
|
|
break;
|
|
case EMP_BLEND_OPERATION:
|
|
material.BlendOperation = Material.BlendOperation;
|
|
break;
|
|
case EMP_BLEND_FACTOR:
|
|
material.BlendFactor = Material.BlendFactor;
|
|
break;
|
|
case EMP_POLYGON_OFFSET:
|
|
material.PolygonOffsetDepthBias = Material.PolygonOffsetDepthBias;
|
|
material.PolygonOffsetSlopeScale = Material.PolygonOffsetSlopeScale;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
for (u32 i = 0; i < MATERIAL_MAX_TEXTURES; ++i) {
|
|
if (EnableLayers[i]) {
|
|
material.TextureLayers[i] = Material.TextureLayers[i];
|
|
} else if (EnableTextures[i]) {
|
|
material.TextureLayers[i].Texture = Material.TextureLayers[i].Texture;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
};
|
|
|
|
} // end namespace video
|
|
} // end namespace irr
|