Commit 99a92fc3 authored by hybrid's avatar hybrid

Add new Material flag ColorMaterial which defines how to interpret the vertex...

Add new Material flag ColorMaterial which defines how to interpret the vertex color when lighting is enabled. It's possible to use the color for diffuse, ambient, specular, or emissive modulation. Also combined diffuse and ambient is possible. This change finally unifies the behavior of non-textured meshes in OpenGL and D3D to a large extent.

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2350 dfc29bdd-3216-0410-991c-e03cc46cb475
parent bccb6e01
......@@ -72,7 +72,10 @@ namespace video
EMF_ANTI_ALIASING = 0x4000,
//! ColorMask bits, for enabling the color planes
EMF_COLOR_MASK = 0x8000
EMF_COLOR_MASK = 0x8000,
//! ColorMaterial enum for vertex color interpretation
EMF_COLOR_MATERIAL = 0x10000
};
} // end namespace video
......
......@@ -141,6 +141,29 @@ namespace video
EAAM_ALPHA_TO_COVERAGE=16
};
//! These flags allow to define the interpretation of vertex color when lighting is enabled
/** Without lighting being enabled the vertex color is the only value defining the fragment color.
Once lighting is enabled, the four values for diffuse, ambient, emissive, and specular take over.
With these flags it is possible to define which lighting factor shall be defined by the vertex color
instead of the lighting factor which is the same for all faces of that material.
The default is to use vertex color for the diffuse value, another pretty common value is to use
vertex color for both diffuse and ambient factor. */
enum E_COLOR_MATERIAL
{
//! Don't use vertex color for lighting
ECM_NONE=0,
//! Use vertex color for diffuse light, this is default
ECM_DIFFUSE,
//! Use vertex color for ambient light
ECM_AMBIENT,
//! Use vertex color for emissive light
ECM_EMISSIVE,
//! Use vertex color for specular light
ECM_SPECULAR,
//! Use vertex color for both diffuse and ambient light
ECM_DIFFUSE_AND_AMBIENT
};
//! Maximum number of texture an SMaterial can have.
const u32 MATERIAL_MAX_TEXTURES = 4;
......@@ -154,6 +177,7 @@ namespace video
EmissiveColor(0,0,0,0), SpecularColor(255,255,255,255),
Shininess(0.0f), MaterialTypeParam(0.0f), MaterialTypeParam2(0.0f), Thickness(1.0f),
ZBuffer(ECFN_LESSEQUAL), AntiAliasing(EAAM_SIMPLE|EAAM_LINE_SMOOTH), ColorMask(ECP_ALL),
ColorMaterial(ECM_DIFFUSE),
Wireframe(false), PointCloud(false), GouraudShading(true), Lighting(true), ZWriteEnable(true),
BackfaceCulling(true), FrontfaceCulling(false), FogEnable(false), NormalizeNormals(false)
{ }
......@@ -203,6 +227,7 @@ namespace video
ZBuffer = other.ZBuffer;
AntiAliasing = other.AntiAliasing;
ColorMask = other.ColorMask;
ColorMaterial = other.ColorMaterial;
return *this;
}
......@@ -291,6 +316,14 @@ namespace video
depth or stencil buffer, or using Red and Green for Stereo rendering. */
u8 ColorMask;
//! Defines the interpretation of vertex color in the lighting equation
/** Values should be chosen from E_COLOR_MATERIAL.
When lighting is enabled, vertex color can be used instead of the
material values for light modulation. This allows to easily change e.g. the
diffuse light behavior of each face. The default, ECM_DIFFUSE, will result in
a very similar rendering as with lighting turned off, just with light shading. */
u8 ColorMaterial;
//! Draw as wireframe or filled triangles? Default: false
/** The user can access a material flag using
\code material.Wireframe=true \endcode
......@@ -432,6 +465,9 @@ namespace video
case EMF_COLOR_MASK:
ColorMask = value?ECP_ALL:ECP_NONE;
break;
case EMF_COLOR_MATERIAL:
ColorMaterial = value?ECM_DIFFUSE:ECM_NONE;
break;
default:
break;
}
......@@ -479,6 +515,8 @@ namespace video
return (AntiAliasing==1);
case EMF_COLOR_MASK:
return (ColorMask!=ECP_NONE);
case EMF_COLOR_MATERIAL:
return (ColorMaterial != ECM_NONE);
}
return false;
......@@ -510,7 +548,8 @@ namespace video
FogEnable != b.FogEnable ||
NormalizeNormals != b.NormalizeNormals ||
AntiAliasing != b.AntiAliasing ||
ColorMask != b.ColorMask;
ColorMask != b.ColorMask ||
ColorMaterial != b.ColorMaterial;
for (u32 i=0; (i<MATERIAL_MAX_TEXTURES) && !different; ++i)
{
different |= (TextureLayer[i] != b.TextureLayer[i]);
......
......@@ -622,7 +622,7 @@ void CBurningShader_Raster_Reference::setMaterial ( const SBurningShaderMaterial
enable = F32_LOWER_EQUAL_0 ( m.Shininess );
ShaderParam.SetRenderState( BD3DRS_SPECULARENABLE, enable);
ShaderParam.SetRenderState( BD3DRS_NORMALIZENORMALS, enable);
ShaderParam.SetRenderState( BD3DRS_SPECULARMATERIALSOURCE, BD3DMCS_MATERIAL);
ShaderParam.SetRenderState( BD3DRS_SPECULARMATERIALSOURCE, (m.ColorMaterial==ECM_SPECULAR)?BD3DMCS_COLOR1:BD3DMCS_MATERIAL);
// depth buffer enable and compare
ShaderParam.SetRenderState( BD3DRS_ZENABLE, (material.org.ZBuffer==video::ECFN_NEVER) ? BD3DZB_FALSE : BD3DZB_USEW);
......
......@@ -1310,6 +1310,21 @@ void CD3D8Driver::setBasicRenderStates(const SMaterial& material, const SMateria
pID3DDevice->SetMaterial(&mat);
}
if (lastmaterial.ColorMaterial != material.ColorMaterial)
{
pID3DDevice->SetRenderState(D3DRS_COLORVERTEX, (material.ColorMaterial != ECM_NONE));
pID3DDevice->SetRenderState(D3DRS_DIFFUSEMATERIALSOURCE,
((material.ColorMaterial == ECM_DIFFUSE)||
(material.ColorMaterial == ECM_DIFFUSE_AND_AMBIENT))?D3DMCS_COLOR1:D3DMCS_MATERIAL);
pID3DDevice->SetRenderState(D3DRS_AMBIENTMATERIALSOURCE,
((material.ColorMaterial == ECM_AMBIENT)||
(material.ColorMaterial == ECM_DIFFUSE_AND_AMBIENT))?D3DMCS_COLOR1:D3DMCS_MATERIAL);
pID3DDevice->SetRenderState(D3DRS_EMISSIVEMATERIALSOURCE,
(material.ColorMaterial == ECM_EMISSIVE)?D3DMCS_COLOR1:D3DMCS_MATERIAL);
pID3DDevice->SetRenderState(D3DRS_SPECULARMATERIALSOURCE,
(material.ColorMaterial == ECM_SPECULAR)?D3DMCS_COLOR1:D3DMCS_MATERIAL);
}
// fillmode
if (resetAllRenderstates || lastmaterial.Wireframe != material.Wireframe || lastmaterial.PointCloud != material.PointCloud)
{
......
......@@ -1624,6 +1624,21 @@ void CD3D9Driver::setBasicRenderStates(const SMaterial& material, const SMateria
pID3DDevice->SetMaterial(&mat);
}
if (lastmaterial.ColorMaterial != material.ColorMaterial)
{
pID3DDevice->SetRenderState(D3DRS_COLORVERTEX, (material.ColorMaterial != ECM_NONE));
pID3DDevice->SetRenderState(D3DRS_DIFFUSEMATERIALSOURCE,
((material.ColorMaterial == ECM_DIFFUSE)||
(material.ColorMaterial == ECM_DIFFUSE_AND_AMBIENT))?D3DMCS_COLOR1:D3DMCS_MATERIAL);
pID3DDevice->SetRenderState(D3DRS_AMBIENTMATERIALSOURCE,
((material.ColorMaterial == ECM_AMBIENT)||
(material.ColorMaterial == ECM_DIFFUSE_AND_AMBIENT))?D3DMCS_COLOR1:D3DMCS_MATERIAL);
pID3DDevice->SetRenderState(D3DRS_EMISSIVEMATERIALSOURCE,
(material.ColorMaterial == ECM_EMISSIVE)?D3DMCS_COLOR1:D3DMCS_MATERIAL);
pID3DDevice->SetRenderState(D3DRS_SPECULARMATERIALSOURCE,
(material.ColorMaterial == ECM_SPECULAR)?D3DMCS_COLOR1:D3DMCS_MATERIAL);
}
// fillmode
if (resetAllRenderstates || lastmaterial.Wireframe != material.Wireframe || lastmaterial.PointCloud != material.PointCloud)
{
......
......@@ -1957,44 +1957,86 @@ void COpenGLDriver::setWrapMode(const SMaterial& material)
void COpenGLDriver::setBasicRenderStates(const SMaterial& material, const SMaterial& lastmaterial,
bool resetAllRenderStates)
{
if (resetAllRenderStates ||
lastmaterial.ColorMaterial != material.ColorMaterial)
{
if (material.ColorMaterial != ECM_NONE)
glEnable(GL_COLOR_MATERIAL);
switch (material.ColorMaterial)
{
case ECM_NONE:
glDisable(GL_COLOR_MATERIAL);
break;
case ECM_DIFFUSE:
glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
break;
case ECM_AMBIENT:
glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT);
break;
case ECM_EMISSIVE:
glColorMaterial(GL_FRONT_AND_BACK, GL_EMISSION);
break;
case ECM_SPECULAR:
glColorMaterial(GL_FRONT_AND_BACK, GL_SPECULAR);
break;
case ECM_DIFFUSE_AND_AMBIENT:
glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
break;
}
}
if (resetAllRenderStates ||
lastmaterial.AmbientColor != material.AmbientColor ||
lastmaterial.DiffuseColor != material.DiffuseColor ||
lastmaterial.EmissiveColor != material.EmissiveColor)
lastmaterial.EmissiveColor != material.EmissiveColor ||
lastmaterial.ColorMaterial != material.ColorMaterial)
{
GLfloat color[4];
const f32 inv = 1.0f / 255.0f;
if ((material.ColorMaterial != video::ECM_AMBIENT) &&
(material.ColorMaterial != video::ECM_DIFFUSE_AND_AMBIENT))
{
color[0] = material.AmbientColor.getRed() * inv;
color[1] = material.AmbientColor.getGreen() * inv;
color[2] = material.AmbientColor.getBlue() * inv;
color[3] = material.AmbientColor.getAlpha() * inv;
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, color);
}
if ((material.ColorMaterial != video::ECM_DIFFUSE) &&
(material.ColorMaterial != video::ECM_DIFFUSE_AND_AMBIENT))
{
color[0] = material.DiffuseColor.getRed() * inv;
color[1] = material.DiffuseColor.getGreen() * inv;
color[2] = material.DiffuseColor.getBlue() * inv;
color[3] = material.DiffuseColor.getAlpha() * inv;
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, color);
}
if (material.ColorMaterial != video::ECM_EMISSIVE)
{
color[0] = material.EmissiveColor.getRed() * inv;
color[1] = material.EmissiveColor.getGreen() * inv;
color[2] = material.EmissiveColor.getBlue() * inv;
color[3] = material.EmissiveColor.getAlpha() * inv;
glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, color);
}
}
if (resetAllRenderStates ||
lastmaterial.SpecularColor != material.SpecularColor ||
lastmaterial.Shininess != material.Shininess)
lastmaterial.Shininess != material.Shininess ||
lastmaterial.ColorMaterial != material.ColorMaterial)
{
GLfloat color[4]={0.f,0.f,0.f,1.f};
const f32 inv = 1.0f / 255.0f;
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, material.Shininess);
// disable Specular colors if no shininess is set
if (material.Shininess != 0.0f)
if ((material.Shininess != 0.0f) &&
(material.ColorMaterial != video::ECM_SPECULAR))
{
#ifdef GL_EXT_separate_specular_color
if (FeatureAvailable[IRR_EXT_separate_specular_color])
......
Markdown is supported
0% or
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment