Add Transparent Lighting Modes for material with option to use non-directional shading
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@@ -30,7 +30,7 @@ bool MaterialInfo8::operator==(const MaterialInfo8& other) const
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&& MaxTessellationFactor == other.MaxTessellationFactor;
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}
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MaterialInfo::MaterialInfo(const MaterialInfo8& other)
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MaterialInfo9::MaterialInfo9(const MaterialInfo8& other)
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{
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Domain = other.Domain;
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BlendMode = other.BlendMode;
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@@ -78,6 +78,39 @@ MaterialInfo::MaterialInfo(const MaterialInfo8& other)
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MaxTessellationFactor = other.MaxTessellationFactor;
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}
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bool MaterialInfo9::operator==(const MaterialInfo9& other) const
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{
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return Domain == other.Domain
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&& BlendMode == other.BlendMode
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&& ShadingModel == other.ShadingModel
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&& UsageFlags == other.UsageFlags
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&& FeaturesFlags == other.FeaturesFlags
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&& DecalBlendingMode == other.DecalBlendingMode
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&& PostFxLocation == other.PostFxLocation
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&& CullMode == other.CullMode
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&& Math::NearEqual(MaskThreshold, other.MaskThreshold)
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&& Math::NearEqual(OpacityThreshold, other.OpacityThreshold)
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&& TessellationMode == other.TessellationMode
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&& MaxTessellationFactor == other.MaxTessellationFactor;
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}
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MaterialInfo::MaterialInfo(const MaterialInfo9& other)
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{
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Domain = other.Domain;
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BlendMode = other.BlendMode;
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ShadingModel = other.ShadingModel;
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UsageFlags = other.UsageFlags;
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FeaturesFlags = other.FeaturesFlags;
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DecalBlendingMode = other.DecalBlendingMode;
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TransparentLightingMode = MaterialTransparentLightingMode::Surface;
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PostFxLocation = other.PostFxLocation;
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CullMode = other.CullMode;
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MaskThreshold = other.MaskThreshold;
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OpacityThreshold = other.OpacityThreshold;
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TessellationMode = other.TessellationMode;
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MaxTessellationFactor = other.MaxTessellationFactor;
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}
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bool MaterialInfo::operator==(const MaterialInfo& other) const
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{
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return Domain == other.Domain
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@@ -86,6 +119,7 @@ bool MaterialInfo::operator==(const MaterialInfo& other) const
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&& UsageFlags == other.UsageFlags
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&& FeaturesFlags == other.FeaturesFlags
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&& DecalBlendingMode == other.DecalBlendingMode
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&& TransparentLightingMode == other.TransparentLightingMode
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&& PostFxLocation == other.PostFxLocation
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&& CullMode == other.CullMode
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&& Math::NearEqual(MaskThreshold, other.MaskThreshold)
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