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			583 lines
		
	
	
		
			21 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			583 lines
		
	
	
		
			21 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| // Copyright (C) 2002-2012 Nikolaus Gebhardt
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| // This file is part of the "Irrlicht Engine".
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| // For conditions of distribution and use, see copyright notice in irrlicht.h
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| 
 | |
| #ifndef __S_MATERIAL_H_INCLUDED__
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| #define __S_MATERIAL_H_INCLUDED__
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| 
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| #include "SColor.h"
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| #include "matrix4.h"
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| #include "irrArray.h"
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| #include "irrMath.h"
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| #include "EMaterialTypes.h"
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| #include "EMaterialProps.h"
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| #include "SMaterialLayer.h"
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| #include "IrrCompileConfig.h" // for IRRLICHT_API
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| 
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| namespace irr
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| {
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| namespace video
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| {
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| 	class ITexture;
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| 
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| 	//! Flag for MaterialTypeParam (in combination with EMT_ONETEXTURE_BLEND) or for BlendFactor
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| 	//! BlendFunc = source * sourceFactor + dest * destFactor
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| 	enum E_BLEND_FACTOR
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| 	{
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| 		EBF_ZERO	= 0,		//!< src & dest	(0, 0, 0, 0)
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| 		EBF_ONE,			//!< src & dest	(1, 1, 1, 1)
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| 		EBF_DST_COLOR,			//!< src	(destR, destG, destB, destA)
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| 		EBF_ONE_MINUS_DST_COLOR,	//!< src	(1-destR, 1-destG, 1-destB, 1-destA)
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| 		EBF_SRC_COLOR,			//!< dest	(srcR, srcG, srcB, srcA)
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| 		EBF_ONE_MINUS_SRC_COLOR,	//!< dest	(1-srcR, 1-srcG, 1-srcB, 1-srcA)
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| 		EBF_SRC_ALPHA,			//!< src & dest	(srcA, srcA, srcA, srcA)
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| 		EBF_ONE_MINUS_SRC_ALPHA,	//!< src & dest	(1-srcA, 1-srcA, 1-srcA, 1-srcA)
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| 		EBF_DST_ALPHA,			//!< src & dest	(destA, destA, destA, destA)
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| 		EBF_ONE_MINUS_DST_ALPHA,	//!< src & dest	(1-destA, 1-destA, 1-destA, 1-destA)
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| 		EBF_SRC_ALPHA_SATURATE		//!< src	(min(srcA, 1-destA), idem, ...)
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| 	};
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| 
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| 	//! Values defining the blend operation
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| 	enum E_BLEND_OPERATION
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| 	{
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| 		EBO_NONE = 0,	//!< No blending happens
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| 		EBO_ADD,	//!< Default blending adds the color values
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| 		EBO_SUBTRACT,	//!< This mode subtracts the color values
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| 		EBO_REVSUBTRACT,//!< This modes subtracts destination from source
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| 		EBO_MIN,	//!< Choose minimum value of each color channel
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| 		EBO_MAX,	//!< Choose maximum value of each color channel
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| 		EBO_MIN_FACTOR,	//!< Choose minimum value of each color channel after applying blend factors, not widely supported
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| 		EBO_MAX_FACTOR,	//!< Choose maximum value of each color channel after applying blend factors, not widely supported
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| 		EBO_MIN_ALPHA,	//!< Choose minimum value of each color channel based on alpha value, not widely supported
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| 		EBO_MAX_ALPHA	//!< Choose maximum value of each color channel based on alpha value, not widely supported
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| 	};
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| 
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| 	//! MaterialTypeParam: e.g. DirectX: D3DTOP_MODULATE, D3DTOP_MODULATE2X, D3DTOP_MODULATE4X
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| 	enum E_MODULATE_FUNC
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| 	{
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| 		EMFN_MODULATE_1X	= 1,
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| 		EMFN_MODULATE_2X	= 2,
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| 		EMFN_MODULATE_4X	= 4
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| 	};
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| 
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| 	//! Comparison function, e.g. for depth buffer test
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| 	enum E_COMPARISON_FUNC
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| 	{
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| 		//! Depth test disabled (disable also write to depth buffer)
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| 		ECFN_DISABLED=0,
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| 		//! <= test, default for e.g. depth test
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| 		ECFN_LESSEQUAL=1,
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| 		//! Exact equality
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| 		ECFN_EQUAL=2,
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| 		//! exclusive less comparison, i.e. <
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| 		ECFN_LESS,
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| 		//! Succeeds almost always, except for exact equality
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| 		ECFN_NOTEQUAL,
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| 		//! >= test
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| 		ECFN_GREATEREQUAL,
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| 		//! inverse of <=
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| 		ECFN_GREATER,
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| 		//! test succeeds always
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| 		ECFN_ALWAYS,
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| 		//! Test never succeeds
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| 		ECFN_NEVER
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| 	};
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| 
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| 	//! Enum values for enabling/disabling color planes for rendering
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| 	enum E_COLOR_PLANE
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| 	{
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| 		//! No color enabled
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| 		ECP_NONE=0,
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| 		//! Alpha enabled
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| 		ECP_ALPHA=1,
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| 		//! Red enabled
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| 		ECP_RED=2,
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| 		//! Green enabled
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| 		ECP_GREEN=4,
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| 		//! Blue enabled
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| 		ECP_BLUE=8,
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| 		//! All colors, no alpha
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| 		ECP_RGB=14,
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| 		//! All planes enabled
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| 		ECP_ALL=15
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| 	};
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| 
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| 	//! Source of the alpha value to take
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| 	/** This is currently only supported in EMT_ONETEXTURE_BLEND. You can use an
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| 	or'ed combination of values. Alpha values are modulated (multiplied). */
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| 	enum E_ALPHA_SOURCE
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| 	{
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| 		//! Use no alpha, somewhat redundant with other settings
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| 		EAS_NONE=0,
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| 		//! Use vertex color alpha
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| 		EAS_VERTEX_COLOR,
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| 		//! Use texture alpha channel
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| 		EAS_TEXTURE
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| 	};
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| 
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| 	//! Pack srcFact, dstFact, Modulate and alpha source to MaterialTypeParam or BlendFactor
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| 	/** alpha source can be an OR'ed combination of E_ALPHA_SOURCE values. */
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| 	inline f32 pack_textureBlendFunc(const E_BLEND_FACTOR srcFact, const E_BLEND_FACTOR dstFact,
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| 			const E_MODULATE_FUNC modulate=EMFN_MODULATE_1X, const u32 alphaSource=EAS_TEXTURE)
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| 	{
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| 		const u32 tmp = (alphaSource << 20) | (modulate << 16) | (srcFact << 12) | (dstFact << 8) | (srcFact << 4) | dstFact;
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| 		return FR(tmp);
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| 	}
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| 
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| 	//! Pack srcRGBFact, dstRGBFact, srcAlphaFact, dstAlphaFact, Modulate and alpha source to MaterialTypeParam or BlendFactor
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| 	/** alpha source can be an OR'ed combination of E_ALPHA_SOURCE values. */
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| 	inline f32 pack_textureBlendFuncSeparate(const E_BLEND_FACTOR srcRGBFact, const E_BLEND_FACTOR dstRGBFact,
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| 			const E_BLEND_FACTOR srcAlphaFact, const E_BLEND_FACTOR dstAlphaFact,
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| 			const E_MODULATE_FUNC modulate=EMFN_MODULATE_1X, const u32 alphaSource=EAS_TEXTURE)
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| 	{
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| 		const u32 tmp = (alphaSource << 20) | (modulate << 16) | (srcAlphaFact << 12) | (dstAlphaFact << 8) | (srcRGBFact << 4) | dstRGBFact;
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| 		return FR(tmp);
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| 	}
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| 
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| 	//! Unpack srcFact, dstFact, modulo and alphaSource factors
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| 	/** The fields don't use the full byte range, so we could pack even more... */
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| 	inline void unpack_textureBlendFunc(E_BLEND_FACTOR &srcFact, E_BLEND_FACTOR &dstFact,
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| 			E_MODULATE_FUNC &modulo, u32& alphaSource, const f32 param)
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| 	{
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| 		const u32 state = IR(param);
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| 		alphaSource = (state & 0x00F00000) >> 20;
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| 		modulo = E_MODULATE_FUNC( ( state & 0x000F0000 ) >> 16 );
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| 		srcFact = E_BLEND_FACTOR ( ( state & 0x000000F0 ) >> 4 );
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| 		dstFact = E_BLEND_FACTOR ( ( state & 0x0000000F ) );
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| 	}
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| 
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| 	//! Unpack srcRGBFact, dstRGBFact, srcAlphaFact, dstAlphaFact, modulo and alphaSource factors
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| 	/** The fields don't use the full byte range, so we could pack even more... */
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| 	inline void unpack_textureBlendFuncSeparate(E_BLEND_FACTOR &srcRGBFact, E_BLEND_FACTOR &dstRGBFact,
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| 			E_BLEND_FACTOR &srcAlphaFact, E_BLEND_FACTOR &dstAlphaFact,
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| 			E_MODULATE_FUNC &modulo, u32& alphaSource, const f32 param)
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| 	{
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| 		const u32 state = IR(param);
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| 		alphaSource = (state & 0x00F00000) >> 20;
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| 		modulo = E_MODULATE_FUNC( ( state & 0x000F0000 ) >> 16 );
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| 		srcAlphaFact = E_BLEND_FACTOR ( ( state & 0x0000F000 ) >> 12 );
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| 		dstAlphaFact = E_BLEND_FACTOR ( ( state & 0x00000F00 ) >> 8 );
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| 		srcRGBFact = E_BLEND_FACTOR ( ( state & 0x000000F0 ) >> 4 );
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| 		dstRGBFact = E_BLEND_FACTOR ( ( state & 0x0000000F ) );
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| 	}
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| 
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| 	//! has blend factor alphablending
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| 	inline bool textureBlendFunc_hasAlpha ( const E_BLEND_FACTOR factor )
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| 	{
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| 		switch ( factor )
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| 		{
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| 			case EBF_SRC_ALPHA:
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| 			case EBF_ONE_MINUS_SRC_ALPHA:
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| 			case EBF_DST_ALPHA:
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| 			case EBF_ONE_MINUS_DST_ALPHA:
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| 			case EBF_SRC_ALPHA_SATURATE:
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| 				return true;
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| 			default:
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| 				return false;
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| 		}
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| 	}
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| 
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| 
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| 	//! These flags are used to specify the anti-aliasing and smoothing modes
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| 	/** Techniques supported are multisampling, geometry smoothing, and alpha
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| 	to coverage.
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| 	Some drivers don't support a per-material setting of the anti-aliasing
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| 	modes. In those cases, FSAA/multisampling is defined by the device mode
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| 	chosen upon creation via irr::SIrrCreationParameters.
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| 	*/
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| 	enum E_ANTI_ALIASING_MODE
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| 	{
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| 		//! Use to turn off anti-aliasing for this material
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| 		EAAM_OFF=0,
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| 		//! Default anti-aliasing mode
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| 		EAAM_SIMPLE=1,
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| 		//! High-quality anti-aliasing, not always supported, automatically enables SIMPLE mode
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| 		EAAM_QUALITY=3,
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| 		//! Line smoothing
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| 		//! Careful, enabling this can lead to software emulation under OpenGL
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| 		EAAM_LINE_SMOOTH=4,
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| 		//! point smoothing, often in software and slow, only with OpenGL
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| 		EAAM_POINT_SMOOTH=8,
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| 		//! All typical anti-alias and smooth modes
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| 		EAAM_FULL_BASIC=15,
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| 		//! Enhanced anti-aliasing for transparent materials
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| 		/** Usually used with EMT_TRANSPARENT_ALPHA_CHANNEL_REF and multisampling. */
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| 		EAAM_ALPHA_TO_COVERAGE=16
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| 	};
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| 
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| 	//! These flags allow to define the interpretation of vertex color when lighting is enabled
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| 	/** Without lighting being enabled the vertex color is the only value defining the fragment color.
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| 	Once lighting is enabled, the four values for diffuse, ambient, emissive, and specular take over.
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| 	With these flags it is possible to define which lighting factor shall be defined by the vertex color
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| 	instead of the lighting factor which is the same for all faces of that material.
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| 	The default is to use vertex color for the diffuse value, another pretty common value is to use
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| 	vertex color for both diffuse and ambient factor. */
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| 	enum E_COLOR_MATERIAL
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| 	{
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| 		//! Don't use vertex color for lighting
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| 		ECM_NONE=0,
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| 		//! Use vertex color for diffuse light, this is default
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| 		ECM_DIFFUSE,
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| 		//! Use vertex color for ambient light
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| 		ECM_AMBIENT,
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| 		//! Use vertex color for emissive light
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| 		ECM_EMISSIVE,
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| 		//! Use vertex color for specular light
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| 		ECM_SPECULAR,
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| 		//! Use vertex color for both diffuse and ambient light
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| 		ECM_DIFFUSE_AND_AMBIENT
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| 	};
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| 
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| 	//! Names for polygon offset direction
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| 	const c8* const PolygonOffsetDirectionNames[] =
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| 	{
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| 		"Back",
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| 		"Front",
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| 		0
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| 	};
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| 
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| 	//! For SMaterial.ZWriteEnable
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| 	enum E_ZWRITE
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| 	{
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| 		//! zwrite always disabled for this material
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| 		EZW_OFF = 0,
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| 
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| 		//! This is the default setting for SMaterial and tries to handle things automatically.
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| 		//! This is what you want to set to enable zwriting.
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| 		//! Usually zwriting is enabled non-transparent materials - as far as Irrlicht can recognize those.
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| 		//! Basically Irrlicht tries to handle the zwriting for you and assumes transparent materials don't need it.
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| 		//! This is addionally affected by IVideoDriver::setAllowZWriteOnTransparent
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| 		EZW_AUTO,
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| 
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| 		//! zwrite always enabled for this material
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| 		EZW_ON
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| 	};
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| 
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| 	//! Names for E_ZWRITE
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| 	const c8* const ZWriteNames[] =
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| 	{
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| 		"Off",
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| 		"Auto",
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| 		"On",
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| 		0
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| 	};
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| 
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| 
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| 
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| 	//! Maximum number of texture an SMaterial can have.
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| 	/** SMaterial might ignore some textures in most function, like assignment and comparison,
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| 		when SIrrlichtCreationParameters::MaxTextureUnits is set to a lower number.
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| 	*/
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| 	const u32 MATERIAL_MAX_TEXTURES = 4;
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| 
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| 	//! Struct for holding parameters for a material renderer
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| 	// Note for implementors: Serialization is in CNullDriver
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| 	class SMaterial
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| 	{
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| 	public:
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| 		//! Default constructor. Creates a solid, lit material with white colors
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| 		SMaterial() :
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| 				MaterialType(EMT_SOLID), AmbientColor(255, 255, 255, 255),
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| 				DiffuseColor(255, 255, 255, 255), EmissiveColor(0, 0, 0, 0),
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| 				SpecularColor(255, 255, 255, 255), Shininess(0.0f),
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| 				MaterialTypeParam(0.0f), Thickness(1.0f), ZBuffer(ECFN_LESSEQUAL),
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| 				AntiAliasing(EAAM_SIMPLE), ColorMask(ECP_ALL), ColorMaterial(ECM_DIFFUSE),
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| 				BlendOperation(EBO_NONE), BlendFactor(0.0f), PolygonOffsetDepthBias(0.f),
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| 				PolygonOffsetSlopeScale(0.f), Wireframe(false), PointCloud(false),
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| 				GouraudShading(true), Lighting(true), ZWriteEnable(EZW_AUTO),
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| 				BackfaceCulling(true), FrontfaceCulling(false), FogEnable(false),
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| 				NormalizeNormals(false), UseMipMaps(true)
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| 		{ }
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| 
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| 		//! Texture layer array.
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| 		SMaterialLayer TextureLayers[MATERIAL_MAX_TEXTURES];
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| 
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| 		//! Type of the material. Specifies how everything is blended together
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| 		E_MATERIAL_TYPE MaterialType;
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| 
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| 		//! How much ambient light (a global light) is reflected by this material.
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| 		/** The default is full white, meaning objects are completely
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| 		globally illuminated. Reduce this if you want to see diffuse
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| 		or specular light effects. */
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| 		SColor AmbientColor;
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| 
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| 		//! How much diffuse light coming from a light source is reflected by this material.
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| 		/** The default is full white. */
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| 		SColor DiffuseColor;
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| 
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| 		//! Light emitted by this material. Default is to emit no light.
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| 		SColor EmissiveColor;
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| 
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| 		//! How much specular light (highlights from a light) is reflected.
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| 		/** The default is to reflect white specular light. See
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| 		SMaterial::Shininess on how to enable specular lights. */
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| 		SColor SpecularColor;
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| 
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| 		//! Value affecting the size of specular highlights.
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| 		/** A value of 20 is common. If set to 0, no specular
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| 		highlights are being used. To activate, simply set the
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| 		shininess of a material to a value in the range [0.5;128]:
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| 		\code
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| 		sceneNode->getMaterial(0).Shininess = 20.0f;
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| 		\endcode
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| 
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| 		You can change the color of the highlights using
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| 		\code
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| 		sceneNode->getMaterial(0).SpecularColor.set(255,255,255,255);
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| 		\endcode
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| 
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| 		The specular color of the dynamic lights
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| 		(SLight::SpecularColor) will influence the the highlight color
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| 		too, but they are set to a useful value by default when
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| 		creating the light scene node.*/
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| 		f32 Shininess;
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| 
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| 		//! Free parameter, dependent on the material type.
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| 		/** Mostly ignored, used for example in
 | |
| 		EMT_TRANSPARENT_ALPHA_CHANNEL and EMT_ONETEXTURE_BLEND. */
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| 		f32 MaterialTypeParam;
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| 
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| 		//! Thickness of non-3dimensional elements such as lines and points.
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| 		f32 Thickness;
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| 
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| 		//! Is the ZBuffer enabled? Default: ECFN_LESSEQUAL
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| 		/** If you want to disable depth test for this material
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| 		just set this parameter to ECFN_DISABLED.
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| 		Values are from E_COMPARISON_FUNC. */
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| 		u8 ZBuffer;
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| 
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| 		//! Sets the antialiasing mode
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| 		/** Values are chosen from E_ANTI_ALIASING_MODE. Default is
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| 		EAAM_SIMPLE, i.e. simple multi-sample anti-aliasing. */
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| 		u8 AntiAliasing;
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| 
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| 		//! Defines the enabled color planes
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| 		/** Values are defined as or'ed values of the E_COLOR_PLANE enum.
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| 		Only enabled color planes will be rendered to the current render
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| 		target. Typical use is to disable all colors when rendering only to
 | |
| 		depth or stencil buffer, or using Red and Green for Stereo rendering. */
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| 		u8 ColorMask:4;
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| 
 | |
| 		//! Defines the interpretation of vertex color in the lighting equation
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| 		/** Values should be chosen from E_COLOR_MATERIAL.
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| 		When lighting is enabled, vertex color can be used instead of the
 | |
| 		material values for light modulation. This allows to easily change e.g. the
 | |
| 		diffuse light behavior of each face. The default, ECM_DIFFUSE, will result in
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| 		a very similar rendering as with lighting turned off, just with light shading. */
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| 		u8 ColorMaterial:3;
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| 
 | |
| 		//! Store the blend operation of choice
 | |
| 		/** Values to be chosen from E_BLEND_OPERATION. */
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| 		E_BLEND_OPERATION BlendOperation:4;
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| 
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| 		//! Store the blend factors
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| 		/** textureBlendFunc/textureBlendFuncSeparate functions should be used to write
 | |
| 		properly blending factors to this parameter.
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| 		Due to historical reasons this parameter is not used for material type
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| 		EMT_ONETEXTURE_BLEND which uses MaterialTypeParam instead for the blend factor.
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| 		It's generally used only for materials without any blending otherwise (like EMT_SOLID).
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| 		It's main use is to allow having shader materials which can enable/disable
 | |
| 		blending after they have been created.
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| 		When you set this you usually also have to set BlendOperation to a value != EBO_NONE
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| 		(setting it to EBO_ADD is probably the most common one value). */
 | |
| 		f32 BlendFactor;
 | |
| 
 | |
| 		//! A constant z-buffer offset for a polygon/line/point
 | |
| 		/** The range of the value is driver specific.
 | |
| 		On OpenGL you get units which are multiplied by the smallest value that is guaranteed to produce a resolvable offset.
 | |
| 		On D3D9 you can pass a range between -1 and 1. But you should likely divide it by the range of the depthbuffer.
 | |
| 		Like dividing by 65535.0 for a 16 bit depthbuffer. Thought it still might produce too large of a bias.
 | |
| 		Some article (https://aras-p.info/blog/2008/06/12/depth-bias-and-the-power-of-deceiving-yourself/)
 | |
| 		recommends multiplying by 2.0*4.8e-7 (and strangely on both 16 bit and 24 bit).	*/
 | |
| 		f32 PolygonOffsetDepthBias;
 | |
| 
 | |
| 		//! Variable Z-Buffer offset based on the slope of the polygon.
 | |
| 		/** For polygons looking flat at a camera you could use 0 (for example in a 2D game)
 | |
| 		But in most cases you will have polygons rendered at a certain slope.
 | |
| 		The driver will calculate the slope for you and this value allows to scale that slope.
 | |
| 		The complete polygon offset is: PolygonOffsetSlopeScale*slope + PolygonOffsetDepthBias
 | |
| 		A good default here is to use 1.f if you want to push the polygons away from the camera
 | |
| 		and -1.f to pull them towards the camera.  */
 | |
| 		f32 PolygonOffsetSlopeScale;
 | |
| 
 | |
| 		//! Draw as wireframe or filled triangles? Default: false
 | |
| 		bool Wireframe:1;
 | |
| 
 | |
| 		//! Draw as point cloud or filled triangles? Default: false
 | |
| 		bool PointCloud:1;
 | |
| 
 | |
| 		//! Flat or Gouraud shading? Default: true
 | |
| 		bool GouraudShading:1;
 | |
| 
 | |
| 		//! Will this material be lighted? Default: true
 | |
| 		bool Lighting:1;
 | |
| 
 | |
| 		//! Is the zbuffer writable or is it read-only. Default: EZW_AUTO.
 | |
| 		/** If this parameter is not EZW_OFF, you probably also want to set ZBuffer
 | |
| 		to values other than ECFN_DISABLED */
 | |
| 		E_ZWRITE ZWriteEnable:2;
 | |
| 
 | |
| 		//! Is backface culling enabled? Default: true
 | |
| 		bool BackfaceCulling:1;
 | |
| 
 | |
| 		//! Is frontface culling enabled? Default: false
 | |
| 		bool FrontfaceCulling:1;
 | |
| 
 | |
| 		//! Is fog enabled? Default: false
 | |
| 		bool FogEnable:1;
 | |
| 
 | |
| 		//! Should normals be normalized?
 | |
| 		/** Always use this if the mesh lit and scaled. Default: false */
 | |
| 		bool NormalizeNormals:1;
 | |
| 
 | |
| 		//! Shall mipmaps be used if available
 | |
| 		/** Sometimes, disabling mipmap usage can be useful. Default: true */
 | |
| 		bool UseMipMaps:1;
 | |
| 
 | |
| 		//! Execute a function on all texture layers.
 | |
| 		/** Useful for setting properties which are not per material, but per
 | |
| 		texture layer, e.g. bilinear filtering. */
 | |
| 		template <typename F>
 | |
| 		void forEachTexture(F &&fn) {
 | |
| 			for (u32 i = 0; i < MATERIAL_MAX_TEXTURES; i++) {
 | |
| 				fn(TextureLayers[i]);
 | |
| 			}
 | |
| 		}
 | |
| 
 | |
| 		//! Gets the texture transformation matrix for level i
 | |
| 		/** \param i The desired level. Must not be larger than MATERIAL_MAX_TEXTURES
 | |
| 		\return Texture matrix for texture level i. */
 | |
| 		core::matrix4& getTextureMatrix(u32 i)
 | |
| 		{
 | |
| 			return TextureLayers[i].getTextureMatrix();
 | |
| 		}
 | |
| 
 | |
| 		//! Gets the immutable texture transformation matrix for level i
 | |
| 		/** \param i The desired level.
 | |
| 		\return Texture matrix for texture level i, or identity matrix for levels larger than MATERIAL_MAX_TEXTURES. */
 | |
| 		const core::matrix4& getTextureMatrix(u32 i) const
 | |
| 		{
 | |
| 			if (i<MATERIAL_MAX_TEXTURES)
 | |
| 				return TextureLayers[i].getTextureMatrix();
 | |
| 			else
 | |
| 				return core::IdentityMatrix;
 | |
| 		}
 | |
| 
 | |
| 		//! Sets the i-th texture transformation matrix
 | |
| 		/** \param i The desired level.
 | |
| 		\param mat Texture matrix for texture level i. */
 | |
| 		void setTextureMatrix(u32 i, const core::matrix4& mat)
 | |
| 		{
 | |
| 			if (i>=MATERIAL_MAX_TEXTURES)
 | |
| 				return;
 | |
| 			TextureLayers[i].setTextureMatrix(mat);
 | |
| 		}
 | |
| 
 | |
| 		//! Gets the i-th texture
 | |
| 		/** \param i The desired level.
 | |
| 		\return Texture for texture level i, if defined, else 0. */
 | |
| 		ITexture* getTexture(u32 i) const
 | |
| 		{
 | |
| 			return i < MATERIAL_MAX_TEXTURES ? TextureLayers[i].Texture : 0;
 | |
| 		}
 | |
| 
 | |
| 		//! Sets the i-th texture
 | |
| 		/** If i>=MATERIAL_MAX_TEXTURES this setting will be ignored.
 | |
| 		\param i The desired level.
 | |
| 		\param tex Texture for texture level i. */
 | |
| 		void setTexture(u32 i, ITexture* tex)
 | |
| 		{
 | |
| 			if (i>=MATERIAL_MAX_TEXTURES)
 | |
| 				return;
 | |
| 			TextureLayers[i].Texture = tex;
 | |
| 		}
 | |
| 
 | |
| 		//! Inequality operator
 | |
| 		/** \param b Material to compare to.
 | |
| 		\return True if the materials differ, else false. */
 | |
| 		inline bool operator!=(const SMaterial& b) const
 | |
| 		{
 | |
| 			bool different =
 | |
| 				MaterialType != b.MaterialType ||
 | |
| 				AmbientColor != b.AmbientColor ||
 | |
| 				DiffuseColor != b.DiffuseColor ||
 | |
| 				EmissiveColor != b.EmissiveColor ||
 | |
| 				SpecularColor != b.SpecularColor ||
 | |
| 				Shininess != b.Shininess ||
 | |
| 				MaterialTypeParam != b.MaterialTypeParam ||
 | |
| 				Thickness != b.Thickness ||
 | |
| 				Wireframe != b.Wireframe ||
 | |
| 				PointCloud != b.PointCloud ||
 | |
| 				GouraudShading != b.GouraudShading ||
 | |
| 				Lighting != b.Lighting ||
 | |
| 				ZBuffer != b.ZBuffer ||
 | |
| 				ZWriteEnable != b.ZWriteEnable ||
 | |
| 				BackfaceCulling != b.BackfaceCulling ||
 | |
| 				FrontfaceCulling != b.FrontfaceCulling ||
 | |
| 				FogEnable != b.FogEnable ||
 | |
| 				NormalizeNormals != b.NormalizeNormals ||
 | |
| 				AntiAliasing != b.AntiAliasing ||
 | |
| 				ColorMask != b.ColorMask ||
 | |
| 				ColorMaterial != b.ColorMaterial ||
 | |
| 				BlendOperation != b.BlendOperation ||
 | |
| 				BlendFactor != b.BlendFactor ||
 | |
| 				PolygonOffsetDepthBias != b.PolygonOffsetDepthBias ||
 | |
| 				PolygonOffsetSlopeScale != b.PolygonOffsetSlopeScale ||
 | |
| 				UseMipMaps != b.UseMipMaps
 | |
| 				;
 | |
| 			for (u32 i=0; (i<MATERIAL_MAX_TEXTURES) && !different; ++i)
 | |
| 			{
 | |
| 				different |= (TextureLayers[i] != b.TextureLayers[i]);
 | |
| 			}
 | |
| 			return different;
 | |
| 		}
 | |
| 
 | |
| 		//! Equality operator
 | |
| 		/** \param b Material to compare to.
 | |
| 		\return True if the materials are equal, else false. */
 | |
| 		inline bool operator==(const SMaterial& b) const
 | |
| 		{ return !(b!=*this); }
 | |
| 
 | |
| 		//! Check if material needs alpha blending
 | |
| 		bool isAlphaBlendOperation() const
 | |
| 		{
 | |
| 			if (BlendOperation != EBO_NONE && BlendFactor != 0.f)
 | |
| 			{
 | |
| 				E_BLEND_FACTOR srcRGBFact = EBF_ZERO;
 | |
| 				E_BLEND_FACTOR dstRGBFact = EBF_ZERO;
 | |
| 				E_BLEND_FACTOR srcAlphaFact = EBF_ZERO;
 | |
| 				E_BLEND_FACTOR dstAlphaFact = EBF_ZERO;
 | |
| 				E_MODULATE_FUNC modulo = EMFN_MODULATE_1X;
 | |
| 				u32 alphaSource = 0;
 | |
| 
 | |
| 				unpack_textureBlendFuncSeparate(srcRGBFact, dstRGBFact, srcAlphaFact, dstAlphaFact, modulo, alphaSource, BlendFactor);
 | |
| 
 | |
| 				if (textureBlendFunc_hasAlpha(srcRGBFact) || textureBlendFunc_hasAlpha(dstRGBFact) ||
 | |
| 					textureBlendFunc_hasAlpha(srcAlphaFact) || textureBlendFunc_hasAlpha(dstAlphaFact))
 | |
| 				{
 | |
| 					return true;
 | |
| 				}
 | |
| 			}
 | |
| 			return false;
 | |
| 		}
 | |
| 
 | |
| 		//! Check for some fixed-function transparent types. Still used internally, but might be deprecated soon.
 | |
| 		//! You probably should not use this anymore, IVideoDriver::needsTransparentRenderPass is more useful in most situations
 | |
| 		//! as it asks the material renders directly what they do with the material.
 | |
| 		bool isTransparent() const
 | |
| 		{
 | |
| 			if ( MaterialType==EMT_TRANSPARENT_ALPHA_CHANNEL ||
 | |
| 				MaterialType==EMT_TRANSPARENT_VERTEX_ALPHA )
 | |
| 				return true;
 | |
| 
 | |
| 			return false;
 | |
| 		}
 | |
| 	};
 | |
| 
 | |
| 	//! global const identity Material
 | |
| 	IRRLICHT_API extern SMaterial IdentityMaterial;
 | |
| } // end namespace video
 | |
| } // end namespace irr
 | |
| 
 | |
| #endif
 |