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Drop fixed pipeline lighting stuff (#15165)
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6dfd61cba0
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70e169f165
34 changed files with 59 additions and 426 deletions
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@ -18,12 +18,6 @@ enum E_MATERIAL_PROP
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//! Corresponds to SMaterial::PointCloud.
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EMP_POINTCLOUD = 0x2,
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//! Corresponds to SMaterial::GouraudShading.
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EMP_GOURAUD_SHADING = 0x4,
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//! Corresponds to SMaterial::Lighting.
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EMP_LIGHTING = 0x8,
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//! Corresponds to SMaterial::ZBuffer.
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EMP_ZBUFFER = 0x10,
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@ -48,9 +42,6 @@ enum E_MATERIAL_PROP
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//! Corresponds to SMaterial::FogEnable.
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EMP_FOG_ENABLE = 0x800,
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//! Corresponds to SMaterial::NormalizeNormals.
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EMP_NORMALIZE_NORMALS = 0x1000,
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//! Corresponds to SMaterialLayer::TextureWrapU, TextureWrapV and
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//! TextureWrapW.
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EMP_TEXTURE_WRAP = 0x2000,
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@ -61,9 +52,6 @@ enum E_MATERIAL_PROP
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//! Corresponds to SMaterial::ColorMask.
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EMP_COLOR_MASK = 0x8000,
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//! Corresponds to SMaterial::ColorMaterial.
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EMP_COLOR_MATERIAL = 0x10000,
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//! Corresponds to SMaterial::UseMipMaps.
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EMP_USE_MIP_MAPS = 0x20000,
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@ -194,29 +194,6 @@ enum E_ANTI_ALIASING_MODE
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EAAM_ALPHA_TO_COVERAGE = 4
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};
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//! These flags allow to define the interpretation of vertex color when lighting is enabled
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/** Without lighting being enabled the vertex color is the only value defining the fragment color.
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Once lighting is enabled, the four values for diffuse, ambient, emissive, and specular take over.
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With these flags it is possible to define which lighting factor shall be defined by the vertex color
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instead of the lighting factor which is the same for all faces of that material.
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The default is to use vertex color for the diffuse value, another pretty common value is to use
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vertex color for both diffuse and ambient factor. */
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enum E_COLOR_MATERIAL
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{
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//! Don't use vertex color for lighting
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ECM_NONE = 0,
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//! Use vertex color for diffuse light, this is default
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ECM_DIFFUSE,
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//! Use vertex color for ambient light
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ECM_AMBIENT,
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//! Use vertex color for emissive light
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ECM_EMISSIVE,
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//! Use vertex color for specular light
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ECM_SPECULAR,
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//! Use vertex color for both diffuse and ambient light
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ECM_DIFFUSE_AND_AMBIENT
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};
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//! Names for polygon offset direction
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const c8 *const PolygonOffsetDirectionNames[] = {
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"Back",
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@ -262,16 +239,14 @@ class SMaterial
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public:
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//! Default constructor. Creates a solid, lit material with white colors
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SMaterial() :
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MaterialType(EMT_SOLID), AmbientColor(255, 255, 255, 255),
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DiffuseColor(255, 255, 255, 255), EmissiveColor(0, 0, 0, 0),
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SpecularColor(255, 255, 255, 255), Shininess(0.0f),
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MaterialType(EMT_SOLID), ColorParam(0, 0, 0, 0),
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MaterialTypeParam(0.0f), Thickness(1.0f), ZBuffer(ECFN_LESSEQUAL),
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AntiAliasing(EAAM_SIMPLE), ColorMask(ECP_ALL), ColorMaterial(ECM_DIFFUSE),
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AntiAliasing(EAAM_SIMPLE), ColorMask(ECP_ALL),
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BlendOperation(EBO_NONE), BlendFactor(0.0f), PolygonOffsetDepthBias(0.f),
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PolygonOffsetSlopeScale(0.f), Wireframe(false), PointCloud(false),
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GouraudShading(true), Lighting(true), ZWriteEnable(EZW_AUTO),
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ZWriteEnable(EZW_AUTO),
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BackfaceCulling(true), FrontfaceCulling(false), FogEnable(false),
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NormalizeNormals(false), UseMipMaps(true)
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UseMipMaps(true)
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{
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}
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@ -281,42 +256,9 @@ public:
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//! Type of the material. Specifies how everything is blended together
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E_MATERIAL_TYPE MaterialType;
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//! How much ambient light (a global light) is reflected by this material.
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/** The default is full white, meaning objects are completely
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globally illuminated. Reduce this if you want to see diffuse
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or specular light effects. */
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SColor AmbientColor;
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//! How much diffuse light coming from a light source is reflected by this material.
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/** The default is full white. */
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SColor DiffuseColor;
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//! Light emitted by this material. Default is to emit no light.
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SColor EmissiveColor;
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//! How much specular light (highlights from a light) is reflected.
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/** The default is to reflect white specular light. See
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SMaterial::Shininess on how to enable specular lights. */
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SColor SpecularColor;
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//! Value affecting the size of specular highlights.
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/** A value of 20 is common. If set to 0, no specular
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highlights are being used. To activate, simply set the
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shininess of a material to a value in the range [0.5;128]:
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\code
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sceneNode->getMaterial(0).Shininess = 20.0f;
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\endcode
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You can change the color of the highlights using
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\code
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sceneNode->getMaterial(0).SpecularColor.set(255,255,255,255);
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\endcode
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The specular color of the dynamic lights
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(SLight::SpecularColor) will influence the the highlight color
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too, but they are set to a useful value by default when
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creating the light scene node.*/
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f32 Shininess;
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//! Custom color parameter, can be used by custom shader materials.
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// See MainShaderConstantSetter in Minetest.
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SColor ColorParam;
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//! Free parameter, dependent on the material type.
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/** Mostly ignored, used for example in
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@ -344,14 +286,6 @@ public:
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depth or stencil buffer, or using Red and Green for Stereo rendering. */
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u8 ColorMask : 4;
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//! Defines the interpretation of vertex color in the lighting equation
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/** Values should be chosen from E_COLOR_MATERIAL.
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When lighting is enabled, vertex color can be used instead of the
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material values for light modulation. This allows to easily change e.g. the
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diffuse light behavior of each face. The default, ECM_DIFFUSE, will result in
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a very similar rendering as with lighting turned off, just with light shading. */
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u8 ColorMaterial : 3;
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//! Store the blend operation of choice
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/** Values to be chosen from E_BLEND_OPERATION. */
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E_BLEND_OPERATION BlendOperation : 4;
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@ -392,12 +326,6 @@ public:
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//! Draw as point cloud or filled triangles? Default: false
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bool PointCloud : 1;
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//! Flat or Gouraud shading? Default: true
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bool GouraudShading : 1;
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//! Will this material be lighted? Default: true
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bool Lighting : 1;
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//! Is the zbuffer writable or is it read-only. Default: EZW_AUTO.
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/** If this parameter is not EZW_OFF, you probably also want to set ZBuffer
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to values other than ECFN_DISABLED */
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@ -412,10 +340,6 @@ public:
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//! Is fog enabled? Default: false
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bool FogEnable : 1;
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//! Should normals be normalized?
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/** Always use this if the mesh lit and scaled. Default: false */
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bool NormalizeNormals : 1;
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//! Shall mipmaps be used if available
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/** Sometimes, disabling mipmap usage can be useful. Default: true */
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bool UseMipMaps : 1;
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@ -486,26 +410,17 @@ public:
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{
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bool different =
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MaterialType != b.MaterialType ||
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AmbientColor != b.AmbientColor ||
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DiffuseColor != b.DiffuseColor ||
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EmissiveColor != b.EmissiveColor ||
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SpecularColor != b.SpecularColor ||
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Shininess != b.Shininess ||
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MaterialTypeParam != b.MaterialTypeParam ||
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Thickness != b.Thickness ||
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Wireframe != b.Wireframe ||
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PointCloud != b.PointCloud ||
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GouraudShading != b.GouraudShading ||
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Lighting != b.Lighting ||
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ZBuffer != b.ZBuffer ||
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ZWriteEnable != b.ZWriteEnable ||
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BackfaceCulling != b.BackfaceCulling ||
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FrontfaceCulling != b.FrontfaceCulling ||
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FogEnable != b.FogEnable ||
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NormalizeNormals != b.NormalizeNormals ||
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AntiAliasing != b.AntiAliasing ||
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ColorMask != b.ColorMask ||
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ColorMaterial != b.ColorMaterial ||
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BlendOperation != b.BlendOperation ||
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BlendFactor != b.BlendFactor ||
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PolygonOffsetDepthBias != b.PolygonOffsetDepthBias ||
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@ -98,12 +98,6 @@ struct SOverrideMaterial
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case EMP_POINTCLOUD:
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material.PointCloud = Material.PointCloud;
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break;
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case EMP_GOURAUD_SHADING:
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material.GouraudShading = Material.GouraudShading;
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break;
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case EMP_LIGHTING:
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material.Lighting = Material.Lighting;
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break;
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case EMP_ZBUFFER:
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material.ZBuffer = Material.ZBuffer;
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break;
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@ -140,9 +134,6 @@ struct SOverrideMaterial
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case EMP_FOG_ENABLE:
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material.FogEnable = Material.FogEnable;
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break;
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case EMP_NORMALIZE_NORMALS:
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material.NormalizeNormals = Material.NormalizeNormals;
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break;
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case EMP_TEXTURE_WRAP:
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for (u32 i = 0; i < MATERIAL_MAX_TEXTURES; ++i) {
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if (EnableLayerProps[i]) {
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@ -158,9 +149,6 @@ struct SOverrideMaterial
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case EMP_COLOR_MASK:
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material.ColorMask = Material.ColorMask;
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break;
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case EMP_COLOR_MATERIAL:
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material.ColorMaterial = Material.ColorMaterial;
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break;
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case EMP_USE_MIP_MAPS:
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material.UseMipMaps = Material.UseMipMaps;
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break;
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