Graphics/Material: Add parameter for vertex color

This commit is contained in:
Jérôme Leclercq 2018-06-15 14:15:23 +02:00
parent 41e2d3e448
commit 8cdc36c948
2 changed files with 5 additions and 0 deletions

View File

@ -60,6 +60,7 @@ namespace Nz
static constexpr const char* StencilTest = "MatStencilTest";
static constexpr const char* StencilZFail = "MatStencilZFail";
static constexpr const char* Transform = "MatTransform";
static constexpr const char* VertexColor = "MatVertexColor";
};
}

View File

@ -183,6 +183,9 @@ namespace Nz
if (matData.GetBooleanParameter(MaterialData::StencilTest, &isEnabled))
EnableStencilTest(isEnabled);
if (matData.GetBooleanParameter(MaterialData::VertexColor, &isEnabled))
EnableVertexColor(isEnabled);
// Samplers
if (matData.GetIntegerParameter(MaterialData::DiffuseAnisotropyLevel, &iValue))
m_diffuseSampler.SetAnisotropyLevel(static_cast<UInt8>(iValue));
@ -296,6 +299,7 @@ namespace Nz
matData->SetParameter(MaterialData::FaceCulling, IsFaceCullingEnabled());
matData->SetParameter(MaterialData::ScissorTest, IsScissorTestEnabled());
matData->SetParameter(MaterialData::StencilTest, IsStencilTestEnabled());
matData->SetParameter(MaterialData::VertexColor, HasVertexColor());
// Samplers
matData->SetParameter(MaterialData::DiffuseAnisotropyLevel, static_cast<long long>(GetDiffuseSampler().GetAnisotropicLevel()));