|
|
@@ -177,11 +177,6 @@ class MaterialProperties
|
|
|
public:
|
|
|
/// @name Accessors
|
|
|
/// @{
|
|
|
- U32 getRenderingStage() const
|
|
|
- {
|
|
|
- return renderingStage;
|
|
|
- }
|
|
|
-
|
|
|
const StringList& getPasses() const
|
|
|
{
|
|
|
return passes;
|
|
|
@@ -223,21 +218,18 @@ public:
|
|
|
{
|
|
|
return blendingSfactor != GL_ONE || blendingDfactor != GL_ZERO;
|
|
|
}
|
|
|
-protected:
|
|
|
- U32 renderingStage = 0;
|
|
|
|
|
|
+protected:
|
|
|
StringList passes;
|
|
|
|
|
|
U32 levelsOfDetail = 1;
|
|
|
|
|
|
- Bool shadow = true;
|
|
|
-
|
|
|
GLenum blendingSfactor = GL_ONE; ///< Default GL_ONE
|
|
|
GLenum blendingDfactor = GL_ZERO; ///< Default GL_ZERO
|
|
|
|
|
|
- Bool depthTesting = true;
|
|
|
-
|
|
|
- Bool wireframe = false;
|
|
|
+ Bool8 depthTesting = true;
|
|
|
+ Bool8 wireframe = false;
|
|
|
+ Bool8 shadow = true;
|
|
|
};
|
|
|
|
|
|
/// Material resource
|
|
|
@@ -254,8 +246,6 @@ protected:
|
|
|
/// Material XML file format:
|
|
|
/// @code
|
|
|
/// <material>
|
|
|
-/// <renderingStage>N</renderingStage> (1)
|
|
|
-///
|
|
|
/// [<passes>COLOR DEPTH</passes>]
|
|
|
///
|
|
|
/// [<levelsOfDetail>N</levelsOfDetail>]
|
|
|
@@ -310,7 +300,6 @@ protected:
|
|
|
/// </shaderProgram>
|
|
|
/// </material>
|
|
|
/// @endcode
|
|
|
-/// (1): For the moment 0 means MS, 1 BS, 2 IS (aka light)
|
|
|
/// (2): The order of the shaders is crucial
|
|
|
/// (3): AKA uniforms
|
|
|
/// (4): The \<value\> can be left empty for build-in variables
|