85 lines
3.5 KiB
C++
85 lines
3.5 KiB
C++
// Copyright (C) 2017 Michael Zeilfelder
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#ifndef __S_OVERRIDE_MATERIAL_H_INCLUDED__
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#define __S_OVERRIDE_MATERIAL_H_INCLUDED__
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#include "SMaterial.h"
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namespace irr
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{
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namespace video
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{
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struct SOverrideMaterial
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{
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//! The Material values
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SMaterial Material;
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//! Which values are taken for override
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/** OR'ed values from E_MATERIAL_FLAGS. */
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u32 EnableFlags;
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//! Set in which render passes the material override is active.
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/** OR'ed values from E_SCENE_NODE_RENDER_PASS. */
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u16 EnablePasses;
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//! Global enable flag, overwritten by the SceneManager in each pass
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/** The Scenemanager uses the EnablePass array and sets Enabled to
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true if the Override material is enabled in the current pass. */
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bool Enabled;
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//! Default constructor
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SOverrideMaterial() : EnableFlags(0), EnablePasses(0), Enabled(false) {}
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//! Apply the enabled overrides
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void apply(SMaterial& material)
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{
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if (Enabled)
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{
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for (u32 i=0; i<32; ++i)
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{
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const u32 num=(1<<i);
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if (EnableFlags & num)
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{
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switch (num)
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{
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case EMF_WIREFRAME: material.Wireframe = Material.Wireframe; break;
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case EMF_POINTCLOUD: material.PointCloud = Material.PointCloud; break;
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case EMF_GOURAUD_SHADING: material.GouraudShading = Material.GouraudShading; break;
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case EMF_LIGHTING: material.Lighting = Material.Lighting; break;
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case EMF_ZBUFFER: material.ZBuffer = Material.ZBuffer; break;
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case EMF_ZWRITE_ENABLE: material.ZWriteEnable = Material.ZWriteEnable; break;
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case EMF_BACK_FACE_CULLING: material.BackfaceCulling = Material.BackfaceCulling; break;
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case EMF_FRONT_FACE_CULLING: material.FrontfaceCulling = Material.FrontfaceCulling; break;
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case EMF_BILINEAR_FILTER: material.TextureLayer[0].BilinearFilter = Material.TextureLayer[0].BilinearFilter; break;
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case EMF_TRILINEAR_FILTER: material.TextureLayer[0].TrilinearFilter = Material.TextureLayer[0].TrilinearFilter; break;
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case EMF_ANISOTROPIC_FILTER: material.TextureLayer[0].AnisotropicFilter = Material.TextureLayer[0].AnisotropicFilter; break;
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case EMF_FOG_ENABLE: material.FogEnable = Material.FogEnable; break;
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case EMF_NORMALIZE_NORMALS: material.NormalizeNormals = Material.NormalizeNormals; break;
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case EMF_TEXTURE_WRAP:
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material.TextureLayer[0].TextureWrapU = Material.TextureLayer[0].TextureWrapU;
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material.TextureLayer[0].TextureWrapV = Material.TextureLayer[0].TextureWrapV;
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material.TextureLayer[0].TextureWrapW = Material.TextureLayer[0].TextureWrapW;
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break;
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case EMF_ANTI_ALIASING: material.AntiAliasing = Material.AntiAliasing; break;
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case EMF_COLOR_MASK: material.ColorMask = Material.ColorMask; break;
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case EMF_COLOR_MATERIAL: material.ColorMaterial = Material.ColorMaterial; break;
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case EMF_USE_MIP_MAPS: material.UseMipMaps = Material.UseMipMaps; break;
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case EMF_BLEND_OPERATION: material.BlendOperation = Material.BlendOperation; break;
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case EMF_BLEND_FACTOR: material.BlendFactor = Material.BlendFactor; break;
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case EMF_POLYGON_OFFSET:
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material.PolygonOffsetDirection = Material.PolygonOffsetDirection;
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material.PolygonOffsetFactor = Material.PolygonOffsetFactor; break;
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}
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}
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}
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}
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}
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};
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} // end namespace video
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} // end namespace irr
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#endif // __S_OVERRIDE_MATERIAL_H_INCLUDED__
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