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- // 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
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