Graphics/Material(Pipeline): Remove leftovers attributes
This commit is contained in:
@@ -137,26 +137,6 @@ namespace Nz
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InvalidatePipeline();
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}
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/*!
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* \brief Enable/Disable depth sorting for this material
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*
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* When enabled, all objects using this material will be rendered far from near
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* This is useful with translucent objects, but will reduces performance as it breaks batching
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*
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* \param depthSorting Defines if this material will use depth sorting
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*
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* \remark Depth sorting may not be perfect (may be object-sorting instead of triangle-sorting)
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* \remark Invalidates the pipeline
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*
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* \see IsDepthSortingEnabled
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*/
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inline void Material::EnableDepthSorting(bool depthSorting)
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{
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m_pipelineInfo.depthSorting = depthSorting;
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InvalidatePipeline();
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}
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/*!
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* \brief Enable/Disable depth writing for this material
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*
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@@ -211,31 +191,6 @@ namespace Nz
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}
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}
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/*!
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* \brief Enable/Disable reflection mapping for this material
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*
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* When enabled, the material will render reflections from the object environment according to the reflection mode.
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* Whether or not this is expensive depends of the reflection mode and size.
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*
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* Please note this is only a hint for the render technique, and reflections can be forcefully enabled or disabled depending on the material shader.
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*
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* Use SetReflectionMode and SetReflectionSize to control reflection quality.
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*
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* \param reflection Defines if this material should use reflection mapping
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*
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* \remark May invalidates the pipeline
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*
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* \see IsReflectionMappingEnabled
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* \see SetReflectionMode
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* \see SetReflectionSize
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*/
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inline void Material::EnableReflectionMapping(bool reflection)
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{
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m_pipelineInfo.reflectionMapping = reflection;
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InvalidatePipeline();
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}
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/*!
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* \brief Enable/Disable scissor test for this material
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*
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@@ -255,45 +210,6 @@ namespace Nz
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InvalidatePipeline();
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}
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/*!
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* \brief Enable/Disable shadow casting for this material
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*
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* When enabled, all objects using this material will be allowed to cast shadows upon any objects using a material with shadow receiving enabled.
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* The depth material replaces this one when rendering shadows.
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*
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* \param castShadows Defines if this material will be allowed to cast shadows
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*
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* \remark Does not invalidate the pipeline
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*
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* \see EnableShadowReceive
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* \see IsShadowCastingEnabled
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* \see SetDepthMaterial
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*/
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inline void Material::EnableShadowCasting(bool castShadows)
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{
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// Has no influence on pipeline
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m_shadowCastingEnabled = castShadows;
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}
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/*!
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* \brief Enable/Disable shadow receiving for this material
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*
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* When enabled, all objects using this material will be allowed to be casted shadows upon themselves
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* Disabling this can be helpful to prevent some rendering artifacts (especially with translucent objects)
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*
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* \param receiveShadows Defines if this material will be able to receive shadows
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*
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* \remark Invalidates the pipeline
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*
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* \see IsShadowReceiveEnabled
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*/
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inline void Material::EnableShadowReceive(bool receiveShadows)
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{
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m_pipelineInfo.shadowReceive = receiveShadows;
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InvalidatePipeline();
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}
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/*!
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* \brief Enable/Disable stencil test for this material
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*
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@@ -312,25 +228,6 @@ namespace Nz
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InvalidatePipeline();
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}
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/*!
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* \brief Enable/Disable vertex coloring on this material
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*
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* This is a temporary option, until the new material pipeline system is ready, allowing to enable vertex coloring.
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* This option only works with meshes using vertex colors.
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*
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* \param vertexColor Defines if this material will use vertex color or not
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*
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* \remark Invalidates the pipeline
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*
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* \see HasVertexColor
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*/
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inline void Material::EnableVertexColor(bool vertexColor)
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{
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m_pipelineInfo.hasVertexColor = vertexColor;
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InvalidatePipeline();
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}
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/*!
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* \brief Ensures the pipeline gets updated
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*
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@@ -510,15 +407,6 @@ namespace Nz
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return GetTexture(textureIndex) != nullptr;
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}
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/*!
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* \brief Checks whether this material uses vertex coloring
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* \return true If it is the case
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*/
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inline bool Material::HasVertexColor() const
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{
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return m_pipelineInfo.hasVertexColor;
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}
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/*!
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* \brief Checks whether this material has blending enabled
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* \return true If it is the case
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@@ -555,15 +443,6 @@ namespace Nz
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return m_pipelineInfo.depthClamp;
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}
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/*!
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* \brief Checks whether this material has depth sorting enabled
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* \return true If it is the case
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*/
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inline bool Material::IsDepthSortingEnabled() const
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{
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return m_pipelineInfo.depthSorting;
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}
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/*!
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* \brief Checks whether this material has depth writing enabled
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* \return true If it is the case
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@@ -587,17 +466,6 @@ namespace Nz
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return TestBit<UInt64>(m_enabledOptions, optionIndex);
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}
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/*!
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* \brief Checks whether this material has reflection mapping enabled
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* \return true If it is the case
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*
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* \see EnableReflectionMapping
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*/
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inline bool Material::IsReflectionMappingEnabled() const
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{
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return m_pipelineInfo.reflectionMapping;
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}
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/*!
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* \brief Checks whether this material has scissor test enabled
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* \return true If it is the case
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@@ -616,24 +484,6 @@ namespace Nz
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return m_pipelineInfo.stencilTest;
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}
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/*!
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* \brief Checks whether this material cast shadow
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* \return true If it is the case
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*/
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inline bool Material::IsShadowCastingEnabled() const
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{
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return m_shadowCastingEnabled;
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}
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/*!
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* \brief Checks whether this material receive shadow
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* \return true If it is the case
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*/
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inline bool Material::IsShadowReceiveEnabled() const
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{
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return m_pipelineInfo.shadowReceive;
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}
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/*!
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* \brief Sets the depth functor
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*
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