irrlicht/include/SOverrideMaterial.h

180 lines
6.2 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
#ifndef __S_OVERRIDE_MATERIAL_H_INCLUDED__
#define __S_OVERRIDE_MATERIAL_H_INCLUDED__
#include "SMaterial.h"
namespace irr
{
namespace video
{
struct SOverrideMaterial
{
//! The Material values
SMaterial Material;
//! Which values are overridden
/** OR'ed values from E_MATERIAL_FLAGS. */
u32 EnableFlags;
//! For those flags in EnableFlags which affect layers, set which of the layers are affected
bool EnableLayerFlags[MATERIAL_MAX_TEXTURES];
//! Which textures are overridden
bool EnableTextures[MATERIAL_MAX_TEXTURES];
//! Overwrite complete layers (settings of EnableLayerFlags 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
/** The Scenemanager uses the EnablePass array and sets Enabled to
true if the Override material is enabled in the current pass. */
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() : EnableFlags(0), EnablePasses(0), Enabled(false)
{
}
//! disable overrides and reset all flags
void reset()
{
EnableFlags = 0;
EnablePasses = 0;
Enabled = false;
for (u32 i = 0; i < MATERIAL_MAX_TEXTURES; ++i)
{
EnableLayerFlags[i] = true; // doesn't do anything unless EnableFlags is set, just saying by default all texture layers are affected by flags
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 (EnableFlags & num)
{
switch (num)
{
case EMF_WIREFRAME: material.Wireframe = Material.Wireframe; break;
case EMF_POINTCLOUD: material.PointCloud = Material.PointCloud; break;
case EMF_GOURAUD_SHADING: material.GouraudShading = Material.GouraudShading; break;
case EMF_LIGHTING: material.Lighting = Material.Lighting; break;
case EMF_ZBUFFER: material.ZBuffer = Material.ZBuffer; break;
case EMF_ZWRITE_ENABLE: material.ZWriteEnable = Material.ZWriteEnable; break;
case EMF_BACK_FACE_CULLING: material.BackfaceCulling = Material.BackfaceCulling; break;
case EMF_FRONT_FACE_CULLING: material.FrontfaceCulling = Material.FrontfaceCulling; break;
case EMF_BILINEAR_FILTER:
for ( u32 i=0; i<MATERIAL_MAX_TEXTURES; ++i)
{
if ( EnableLayerFlags[i] )
{
material.TextureLayer[i].BilinearFilter = Material.TextureLayer[i].BilinearFilter;
}
}
break;
case EMF_TRILINEAR_FILTER:
for ( u32 i=0; i<MATERIAL_MAX_TEXTURES; ++i)
{
if ( EnableLayerFlags[i] )
{
material.TextureLayer[i].TrilinearFilter = Material.TextureLayer[i].TrilinearFilter;
}
}
break;
case EMF_ANISOTROPIC_FILTER:
for ( u32 i=0; i<MATERIAL_MAX_TEXTURES; ++i)
{
if ( EnableLayerFlags[i] )
{
material.TextureLayer[i].AnisotropicFilter = Material.TextureLayer[i].AnisotropicFilter;
}
}
break;
case EMF_FOG_ENABLE: material.FogEnable = Material.FogEnable; break;
case EMF_NORMALIZE_NORMALS: material.NormalizeNormals = Material.NormalizeNormals; break;
case EMF_TEXTURE_WRAP:
for ( u32 i=0; i<MATERIAL_MAX_TEXTURES; ++i)
{
if ( EnableLayerFlags[i] )
{
material.TextureLayer[i].TextureWrapU = Material.TextureLayer[i].TextureWrapU;
material.TextureLayer[i].TextureWrapV = Material.TextureLayer[i].TextureWrapV;
material.TextureLayer[i].TextureWrapW = Material.TextureLayer[i].TextureWrapW;
}
}
break;
case EMF_ANTI_ALIASING: material.AntiAliasing = Material.AntiAliasing; break;
case EMF_COLOR_MASK: material.ColorMask = Material.ColorMask; break;
case EMF_COLOR_MATERIAL: material.ColorMaterial = Material.ColorMaterial; break;
case EMF_USE_MIP_MAPS: material.UseMipMaps = Material.UseMipMaps; break;
case EMF_BLEND_OPERATION: material.BlendOperation = Material.BlendOperation; break;
case EMF_BLEND_FACTOR: material.BlendFactor = Material.BlendFactor; break;
case EMF_POLYGON_OFFSET:
material.PolygonOffsetDirection = Material.PolygonOffsetDirection;
material.PolygonOffsetFactor = Material.PolygonOffsetFactor;
material.PolygonOffsetDepthBias = Material.PolygonOffsetDepthBias;
material.PolygonOffsetSlopeScale = Material.PolygonOffsetSlopeScale;
break;
}
}
}
for(u32 i=0; i<MATERIAL_MAX_TEXTURES; ++i )
{
if ( EnableLayers[i] )
{
material.TextureLayer[i] = Material.TextureLayer[i];
}
else if ( EnableTextures[i] )
{
material.TextureLayer[i].Texture = Material.TextureLayer[i].Texture;
}
}
}
}
};
} // end namespace video
} // end namespace irr
#endif // __S_OVERRIDE_MATERIAL_H_INCLUDED__