Graphics/Material(Pipeline): Remove leftovers attributes

This commit is contained in:
Jérôme Leclercq
2021-07-13 14:38:09 +02:00
parent 46dfa503eb
commit 90df17d45a
5 changed files with 1 additions and 180 deletions

View File

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