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chore: use enum class for non-game enums

This commit is contained in:
Jan Laupetin
2025-11-10 21:07:48 +01:00
parent 049fa2b8ae
commit f811c14cc2
6 changed files with 38 additions and 25 deletions

View File

@@ -67,12 +67,12 @@ namespace
if (mesh->materials.count == 0)
{
surface.material.materialType = MATERIAL_TYPE_EMPTY;
surface.material.materialType = BSPMaterialType::MATERIAL_TYPE_EMPTY;
surface.material.materialName = "";
}
else
{
surface.material.materialType = MATERIAL_TYPE_TEXTURE;
surface.material.materialType = BSPMaterialType::MATERIAL_TYPE_TEXTURE;
surface.material.materialName = mesh->materials.data[meshPart.index]->name.data;
}
@@ -98,15 +98,18 @@ namespace
blenderCoords.z = static_cast<float>(transformedPos.z);
vertex.pos = BSPUtil::convertToBO2Coords(blenderCoords);
if (surface.material.materialType == MATERIAL_TYPE_TEXTURE || surface.material.materialType == MATERIAL_TYPE_EMPTY)
if (surface.material.materialType == BSPMaterialType::MATERIAL_TYPE_TEXTURE
|| surface.material.materialType == BSPMaterialType::MATERIAL_TYPE_EMPTY)
{
vertex.color.x = 1.0f;
vertex.color.y = 1.0f;
vertex.color.z = 1.0f;
vertex.color.w = 1.0f;
}
else // surface->material.materialType == MATERIAL_TYPE_COLOUR
else
{
assert(surface.material.materialType == BSPMaterialType::MATERIAL_TYPE_COLOUR);
float factor = static_cast<float>(mesh->materials.data[meshPart.index]->fbx.diffuse_factor.value_real);
ufbx_vec4 diffuse = mesh->materials.data[meshPart.index]->fbx.diffuse_color.value_vec4;
vertex.color.x = static_cast<float>(diffuse.x * factor);