irrlicht/include/SOverrideMaterial.h

85 lines
3.5 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 taken for override
/** OR'ed values from E_MATERIAL_FLAGS. */
u32 EnableFlags;
//! 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;
//! Default constructor
SOverrideMaterial() : EnableFlags(0), EnablePasses(0), Enabled(false) {}
//! Apply the enabled overrides
void apply(SMaterial& material)
{
if (Enabled)
{
for (u32 i=0; i<32; ++i)
{
const u32 num=(1<<i);
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: material.TextureLayer[0].BilinearFilter = Material.TextureLayer[0].BilinearFilter; break;
case EMF_TRILINEAR_FILTER: material.TextureLayer[0].TrilinearFilter = Material.TextureLayer[0].TrilinearFilter; break;
case EMF_ANISOTROPIC_FILTER: material.TextureLayer[0].AnisotropicFilter = Material.TextureLayer[0].AnisotropicFilter; break;
case EMF_FOG_ENABLE: material.FogEnable = Material.FogEnable; break;
case EMF_NORMALIZE_NORMALS: material.NormalizeNormals = Material.NormalizeNormals; break;
case EMF_TEXTURE_WRAP:
material.TextureLayer[0].TextureWrapU = Material.TextureLayer[0].TextureWrapU;
material.TextureLayer[0].TextureWrapV = Material.TextureLayer[0].TextureWrapV;
material.TextureLayer[0].TextureWrapW = Material.TextureLayer[0].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; break;
}
}
}
}
}
};
} // end namespace video
} // end namespace irr
#endif // __S_OVERRIDE_MATERIAL_H_INCLUDED__