2023-10-03 20:37:00 +02:00
|
|
|
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
|
|
|
// This file is part of the "Irrlicht Engine".
|
|
|
|
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
|
|
|
|
|
|
|
#ifndef __S_MATERIAL_H_INCLUDED__
|
|
|
|
#define __S_MATERIAL_H_INCLUDED__
|
|
|
|
|
|
|
|
#include "SColor.h"
|
|
|
|
#include "matrix4.h"
|
|
|
|
#include "irrArray.h"
|
|
|
|
#include "irrMath.h"
|
|
|
|
#include "EMaterialTypes.h"
|
|
|
|
#include "EMaterialProps.h"
|
|
|
|
#include "SMaterialLayer.h"
|
|
|
|
#include "IrrCompileConfig.h" // for IRRLICHT_API
|
|
|
|
|
|
|
|
namespace irr
|
|
|
|
{
|
|
|
|
namespace video
|
|
|
|
{
|
|
|
|
class ITexture;
|
|
|
|
|
|
|
|
//! Flag for MaterialTypeParam (in combination with EMT_ONETEXTURE_BLEND) or for BlendFactor
|
|
|
|
//! BlendFunc = source * sourceFactor + dest * destFactor
|
|
|
|
enum E_BLEND_FACTOR
|
|
|
|
{
|
|
|
|
EBF_ZERO = 0, //!< src & dest (0, 0, 0, 0)
|
|
|
|
EBF_ONE, //!< src & dest (1, 1, 1, 1)
|
|
|
|
EBF_DST_COLOR, //!< src (destR, destG, destB, destA)
|
|
|
|
EBF_ONE_MINUS_DST_COLOR, //!< src (1-destR, 1-destG, 1-destB, 1-destA)
|
|
|
|
EBF_SRC_COLOR, //!< dest (srcR, srcG, srcB, srcA)
|
|
|
|
EBF_ONE_MINUS_SRC_COLOR, //!< dest (1-srcR, 1-srcG, 1-srcB, 1-srcA)
|
|
|
|
EBF_SRC_ALPHA, //!< src & dest (srcA, srcA, srcA, srcA)
|
|
|
|
EBF_ONE_MINUS_SRC_ALPHA, //!< src & dest (1-srcA, 1-srcA, 1-srcA, 1-srcA)
|
|
|
|
EBF_DST_ALPHA, //!< src & dest (destA, destA, destA, destA)
|
|
|
|
EBF_ONE_MINUS_DST_ALPHA, //!< src & dest (1-destA, 1-destA, 1-destA, 1-destA)
|
|
|
|
EBF_SRC_ALPHA_SATURATE //!< src (min(srcA, 1-destA), idem, ...)
|
|
|
|
};
|
|
|
|
|
|
|
|
//! Values defining the blend operation
|
|
|
|
enum E_BLEND_OPERATION
|
|
|
|
{
|
|
|
|
EBO_NONE = 0, //!< No blending happens
|
|
|
|
EBO_ADD, //!< Default blending adds the color values
|
|
|
|
EBO_SUBTRACT, //!< This mode subtracts the color values
|
|
|
|
EBO_REVSUBTRACT,//!< This modes subtracts destination from source
|
|
|
|
EBO_MIN, //!< Choose minimum value of each color channel
|
|
|
|
EBO_MAX, //!< Choose maximum value of each color channel
|
|
|
|
EBO_MIN_FACTOR, //!< Choose minimum value of each color channel after applying blend factors, not widely supported
|
|
|
|
EBO_MAX_FACTOR, //!< Choose maximum value of each color channel after applying blend factors, not widely supported
|
|
|
|
EBO_MIN_ALPHA, //!< Choose minimum value of each color channel based on alpha value, not widely supported
|
|
|
|
EBO_MAX_ALPHA //!< Choose maximum value of each color channel based on alpha value, not widely supported
|
|
|
|
};
|
|
|
|
|
|
|
|
//! MaterialTypeParam: e.g. DirectX: D3DTOP_MODULATE, D3DTOP_MODULATE2X, D3DTOP_MODULATE4X
|
|
|
|
enum E_MODULATE_FUNC
|
|
|
|
{
|
|
|
|
EMFN_MODULATE_1X = 1,
|
|
|
|
EMFN_MODULATE_2X = 2,
|
|
|
|
EMFN_MODULATE_4X = 4
|
|
|
|
};
|
|
|
|
|
|
|
|
//! Comparison function, e.g. for depth buffer test
|
|
|
|
enum E_COMPARISON_FUNC
|
|
|
|
{
|
|
|
|
//! Depth test disabled (disable also write to depth buffer)
|
|
|
|
ECFN_DISABLED=0,
|
|
|
|
//! <= test, default for e.g. depth test
|
|
|
|
ECFN_LESSEQUAL=1,
|
|
|
|
//! Exact equality
|
|
|
|
ECFN_EQUAL=2,
|
|
|
|
//! exclusive less comparison, i.e. <
|
|
|
|
ECFN_LESS,
|
|
|
|
//! Succeeds almost always, except for exact equality
|
|
|
|
ECFN_NOTEQUAL,
|
|
|
|
//! >= test
|
|
|
|
ECFN_GREATEREQUAL,
|
|
|
|
//! inverse of <=
|
|
|
|
ECFN_GREATER,
|
|
|
|
//! test succeeds always
|
|
|
|
ECFN_ALWAYS,
|
|
|
|
//! Test never succeeds
|
|
|
|
ECFN_NEVER
|
|
|
|
};
|
|
|
|
|
|
|
|
//! Enum values for enabling/disabling color planes for rendering
|
|
|
|
enum E_COLOR_PLANE
|
|
|
|
{
|
|
|
|
//! No color enabled
|
|
|
|
ECP_NONE=0,
|
|
|
|
//! Alpha enabled
|
|
|
|
ECP_ALPHA=1,
|
|
|
|
//! Red enabled
|
|
|
|
ECP_RED=2,
|
|
|
|
//! Green enabled
|
|
|
|
ECP_GREEN=4,
|
|
|
|
//! Blue enabled
|
|
|
|
ECP_BLUE=8,
|
|
|
|
//! All colors, no alpha
|
|
|
|
ECP_RGB=14,
|
|
|
|
//! All planes enabled
|
|
|
|
ECP_ALL=15
|
|
|
|
};
|
|
|
|
|
|
|
|
//! Source of the alpha value to take
|
|
|
|
/** This is currently only supported in EMT_ONETEXTURE_BLEND. You can use an
|
|
|
|
or'ed combination of values. Alpha values are modulated (multiplied). */
|
|
|
|
enum E_ALPHA_SOURCE
|
|
|
|
{
|
|
|
|
//! Use no alpha, somewhat redundant with other settings
|
|
|
|
EAS_NONE=0,
|
|
|
|
//! Use vertex color alpha
|
|
|
|
EAS_VERTEX_COLOR,
|
|
|
|
//! Use texture alpha channel
|
|
|
|
EAS_TEXTURE
|
|
|
|
};
|
|
|
|
|
|
|
|
//! Pack srcFact, dstFact, Modulate and alpha source to MaterialTypeParam or BlendFactor
|
|
|
|
/** alpha source can be an OR'ed combination of E_ALPHA_SOURCE values. */
|
|
|
|
inline f32 pack_textureBlendFunc(const E_BLEND_FACTOR srcFact, const E_BLEND_FACTOR dstFact,
|
|
|
|
const E_MODULATE_FUNC modulate=EMFN_MODULATE_1X, const u32 alphaSource=EAS_TEXTURE)
|
|
|
|
{
|
|
|
|
const u32 tmp = (alphaSource << 20) | (modulate << 16) | (srcFact << 12) | (dstFact << 8) | (srcFact << 4) | dstFact;
|
|
|
|
return FR(tmp);
|
|
|
|
}
|
|
|
|
|
|
|
|
//! Pack srcRGBFact, dstRGBFact, srcAlphaFact, dstAlphaFact, Modulate and alpha source to MaterialTypeParam or BlendFactor
|
|
|
|
/** alpha source can be an OR'ed combination of E_ALPHA_SOURCE values. */
|
|
|
|
inline f32 pack_textureBlendFuncSeparate(const E_BLEND_FACTOR srcRGBFact, const E_BLEND_FACTOR dstRGBFact,
|
|
|
|
const E_BLEND_FACTOR srcAlphaFact, const E_BLEND_FACTOR dstAlphaFact,
|
|
|
|
const E_MODULATE_FUNC modulate=EMFN_MODULATE_1X, const u32 alphaSource=EAS_TEXTURE)
|
|
|
|
{
|
|
|
|
const u32 tmp = (alphaSource << 20) | (modulate << 16) | (srcAlphaFact << 12) | (dstAlphaFact << 8) | (srcRGBFact << 4) | dstRGBFact;
|
|
|
|
return FR(tmp);
|
|
|
|
}
|
|
|
|
|
|
|
|
//! Unpack srcFact, dstFact, modulo and alphaSource factors
|
|
|
|
/** The fields don't use the full byte range, so we could pack even more... */
|
|
|
|
inline void unpack_textureBlendFunc(E_BLEND_FACTOR &srcFact, E_BLEND_FACTOR &dstFact,
|
|
|
|
E_MODULATE_FUNC &modulo, u32& alphaSource, const f32 param)
|
|
|
|
{
|
|
|
|
const u32 state = IR(param);
|
|
|
|
alphaSource = (state & 0x00F00000) >> 20;
|
|
|
|
modulo = E_MODULATE_FUNC( ( state & 0x000F0000 ) >> 16 );
|
|
|
|
srcFact = E_BLEND_FACTOR ( ( state & 0x000000F0 ) >> 4 );
|
|
|
|
dstFact = E_BLEND_FACTOR ( ( state & 0x0000000F ) );
|
|
|
|
}
|
|
|
|
|
|
|
|
//! Unpack srcRGBFact, dstRGBFact, srcAlphaFact, dstAlphaFact, modulo and alphaSource factors
|
|
|
|
/** The fields don't use the full byte range, so we could pack even more... */
|
|
|
|
inline void unpack_textureBlendFuncSeparate(E_BLEND_FACTOR &srcRGBFact, E_BLEND_FACTOR &dstRGBFact,
|
|
|
|
E_BLEND_FACTOR &srcAlphaFact, E_BLEND_FACTOR &dstAlphaFact,
|
|
|
|
E_MODULATE_FUNC &modulo, u32& alphaSource, const f32 param)
|
|
|
|
{
|
|
|
|
const u32 state = IR(param);
|
|
|
|
alphaSource = (state & 0x00F00000) >> 20;
|
|
|
|
modulo = E_MODULATE_FUNC( ( state & 0x000F0000 ) >> 16 );
|
|
|
|
srcAlphaFact = E_BLEND_FACTOR ( ( state & 0x0000F000 ) >> 12 );
|
|
|
|
dstAlphaFact = E_BLEND_FACTOR ( ( state & 0x00000F00 ) >> 8 );
|
|
|
|
srcRGBFact = E_BLEND_FACTOR ( ( state & 0x000000F0 ) >> 4 );
|
|
|
|
dstRGBFact = E_BLEND_FACTOR ( ( state & 0x0000000F ) );
|
|
|
|
}
|
|
|
|
|
|
|
|
//! has blend factor alphablending
|
|
|
|
inline bool textureBlendFunc_hasAlpha ( const E_BLEND_FACTOR factor )
|
|
|
|
{
|
|
|
|
switch ( factor )
|
|
|
|
{
|
|
|
|
case EBF_SRC_ALPHA:
|
|
|
|
case EBF_ONE_MINUS_SRC_ALPHA:
|
|
|
|
case EBF_DST_ALPHA:
|
|
|
|
case EBF_ONE_MINUS_DST_ALPHA:
|
|
|
|
case EBF_SRC_ALPHA_SATURATE:
|
|
|
|
return true;
|
|
|
|
default:
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//! These flags are used to specify the anti-aliasing and smoothing modes
|
|
|
|
/** Techniques supported are multisampling, geometry smoothing, and alpha
|
|
|
|
to coverage.
|
|
|
|
Some drivers don't support a per-material setting of the anti-aliasing
|
|
|
|
modes. In those cases, FSAA/multisampling is defined by the device mode
|
|
|
|
chosen upon creation via irr::SIrrCreationParameters.
|
|
|
|
*/
|
|
|
|
enum E_ANTI_ALIASING_MODE
|
|
|
|
{
|
|
|
|
//! Use to turn off anti-aliasing for this material
|
|
|
|
EAAM_OFF=0,
|
|
|
|
//! Default anti-aliasing mode
|
|
|
|
EAAM_SIMPLE=1,
|
|
|
|
//! High-quality anti-aliasing, not always supported, automatically enables SIMPLE mode
|
|
|
|
EAAM_QUALITY=3,
|
|
|
|
//! Line smoothing
|
|
|
|
//! Careful, enabling this can lead to software emulation under OpenGL
|
|
|
|
EAAM_LINE_SMOOTH=4,
|
|
|
|
//! point smoothing, often in software and slow, only with OpenGL
|
|
|
|
EAAM_POINT_SMOOTH=8,
|
|
|
|
//! All typical anti-alias and smooth modes
|
|
|
|
EAAM_FULL_BASIC=15,
|
|
|
|
//! Enhanced anti-aliasing for transparent materials
|
|
|
|
/** Usually used with EMT_TRANSPARENT_ALPHA_CHANNEL_REF and multisampling. */
|
|
|
|
EAAM_ALPHA_TO_COVERAGE=16
|
|
|
|
};
|
|
|
|
|
|
|
|
//! These flags allow to define the interpretation of vertex color when lighting is enabled
|
|
|
|
/** Without lighting being enabled the vertex color is the only value defining the fragment color.
|
|
|
|
Once lighting is enabled, the four values for diffuse, ambient, emissive, and specular take over.
|
|
|
|
With these flags it is possible to define which lighting factor shall be defined by the vertex color
|
|
|
|
instead of the lighting factor which is the same for all faces of that material.
|
|
|
|
The default is to use vertex color for the diffuse value, another pretty common value is to use
|
|
|
|
vertex color for both diffuse and ambient factor. */
|
|
|
|
enum E_COLOR_MATERIAL
|
|
|
|
{
|
|
|
|
//! Don't use vertex color for lighting
|
|
|
|
ECM_NONE=0,
|
|
|
|
//! Use vertex color for diffuse light, this is default
|
|
|
|
ECM_DIFFUSE,
|
|
|
|
//! Use vertex color for ambient light
|
|
|
|
ECM_AMBIENT,
|
|
|
|
//! Use vertex color for emissive light
|
|
|
|
ECM_EMISSIVE,
|
|
|
|
//! Use vertex color for specular light
|
|
|
|
ECM_SPECULAR,
|
|
|
|
//! Use vertex color for both diffuse and ambient light
|
|
|
|
ECM_DIFFUSE_AND_AMBIENT
|
|
|
|
};
|
|
|
|
|
|
|
|
//! Names for polygon offset direction
|
|
|
|
const c8* const PolygonOffsetDirectionNames[] =
|
|
|
|
{
|
|
|
|
"Back",
|
|
|
|
"Front",
|
|
|
|
0
|
|
|
|
};
|
|
|
|
|
|
|
|
//! For SMaterial.ZWriteEnable
|
|
|
|
enum E_ZWRITE
|
|
|
|
{
|
|
|
|
//! zwrite always disabled for this material
|
|
|
|
EZW_OFF = 0,
|
|
|
|
|
|
|
|
//! This is the default setting for SMaterial and tries to handle things automatically.
|
|
|
|
//! This is what you want to set to enable zwriting.
|
|
|
|
//! Usually zwriting is enabled non-transparent materials - as far as Irrlicht can recognize those.
|
|
|
|
//! Basically Irrlicht tries to handle the zwriting for you and assumes transparent materials don't need it.
|
|
|
|
//! This is addionally affected by IVideoDriver::setAllowZWriteOnTransparent
|
|
|
|
EZW_AUTO,
|
|
|
|
|
|
|
|
//! zwrite always enabled for this material
|
|
|
|
EZW_ON
|
|
|
|
};
|
|
|
|
|
|
|
|
//! Names for E_ZWRITE
|
|
|
|
const c8* const ZWriteNames[] =
|
|
|
|
{
|
|
|
|
"Off",
|
|
|
|
"Auto",
|
|
|
|
"On",
|
|
|
|
0
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
//! Maximum number of texture an SMaterial can have.
|
|
|
|
/** SMaterial might ignore some textures in most function, like assignment and comparison,
|
|
|
|
when SIrrlichtCreationParameters::MaxTextureUnits is set to a lower number.
|
|
|
|
*/
|
|
|
|
const u32 MATERIAL_MAX_TEXTURES = 4;
|
|
|
|
|
|
|
|
//! Struct for holding parameters for a material renderer
|
|
|
|
// Note for implementors: Serialization is in CNullDriver
|
|
|
|
class SMaterial
|
|
|
|
{
|
|
|
|
public:
|
|
|
|
//! Default constructor. Creates a solid, lit material with white colors
|
|
|
|
SMaterial() :
|
|
|
|
MaterialType(EMT_SOLID), AmbientColor(255, 255, 255, 255),
|
|
|
|
DiffuseColor(255, 255, 255, 255), EmissiveColor(0, 0, 0, 0),
|
|
|
|
SpecularColor(255, 255, 255, 255), Shininess(0.0f),
|
|
|
|
MaterialTypeParam(0.0f), Thickness(1.0f), ZBuffer(ECFN_LESSEQUAL),
|
|
|
|
AntiAliasing(EAAM_SIMPLE), ColorMask(ECP_ALL), ColorMaterial(ECM_DIFFUSE),
|
|
|
|
BlendOperation(EBO_NONE), BlendFactor(0.0f), PolygonOffsetDepthBias(0.f),
|
|
|
|
PolygonOffsetSlopeScale(0.f), Wireframe(false), PointCloud(false),
|
|
|
|
GouraudShading(true), Lighting(true), ZWriteEnable(EZW_AUTO),
|
|
|
|
BackfaceCulling(true), FrontfaceCulling(false), FogEnable(false),
|
|
|
|
NormalizeNormals(false), UseMipMaps(true)
|
|
|
|
{ }
|
|
|
|
|
|
|
|
//! Texture layer array.
|
|
|
|
SMaterialLayer TextureLayers[MATERIAL_MAX_TEXTURES];
|
|
|
|
|
|
|
|
//! Type of the material. Specifies how everything is blended together
|
|
|
|
E_MATERIAL_TYPE MaterialType;
|
|
|
|
|
|
|
|
//! How much ambient light (a global light) is reflected by this material.
|
|
|
|
/** The default is full white, meaning objects are completely
|
|
|
|
globally illuminated. Reduce this if you want to see diffuse
|
|
|
|
or specular light effects. */
|
|
|
|
SColor AmbientColor;
|
|
|
|
|
|
|
|
//! How much diffuse light coming from a light source is reflected by this material.
|
|
|
|
/** The default is full white. */
|
|
|
|
SColor DiffuseColor;
|
|
|
|
|
|
|
|
//! Light emitted by this material. Default is to emit no light.
|
|
|
|
SColor EmissiveColor;
|
|
|
|
|
|
|
|
//! How much specular light (highlights from a light) is reflected.
|
|
|
|
/** The default is to reflect white specular light. See
|
|
|
|
SMaterial::Shininess on how to enable specular lights. */
|
|
|
|
SColor SpecularColor;
|
|
|
|
|
|
|
|
//! Value affecting the size of specular highlights.
|
|
|
|
/** A value of 20 is common. If set to 0, no specular
|
|
|
|
highlights are being used. To activate, simply set the
|
|
|
|
shininess of a material to a value in the range [0.5;128]:
|
|
|
|
\code
|
|
|
|
sceneNode->getMaterial(0).Shininess = 20.0f;
|
|
|
|
\endcode
|
|
|
|
|
|
|
|
You can change the color of the highlights using
|
|
|
|
\code
|
|
|
|
sceneNode->getMaterial(0).SpecularColor.set(255,255,255,255);
|
|
|
|
\endcode
|
|
|
|
|
|
|
|
The specular color of the dynamic lights
|
|
|
|
(SLight::SpecularColor) will influence the the highlight color
|
|
|
|
too, but they are set to a useful value by default when
|
|
|
|
creating the light scene node.*/
|
|
|
|
f32 Shininess;
|
|
|
|
|
|
|
|
//! Free parameter, dependent on the material type.
|
|
|
|
/** Mostly ignored, used for example in
|
|
|
|
EMT_TRANSPARENT_ALPHA_CHANNEL and EMT_ONETEXTURE_BLEND. */
|
|
|
|
f32 MaterialTypeParam;
|
|
|
|
|
|
|
|
//! Thickness of non-3dimensional elements such as lines and points.
|
|
|
|
f32 Thickness;
|
|
|
|
|
|
|
|
//! Is the ZBuffer enabled? Default: ECFN_LESSEQUAL
|
|
|
|
/** If you want to disable depth test for this material
|
|
|
|
just set this parameter to ECFN_DISABLED.
|
|
|
|
Values are from E_COMPARISON_FUNC. */
|
|
|
|
u8 ZBuffer;
|
|
|
|
|
|
|
|
//! Sets the antialiasing mode
|
|
|
|
/** Values are chosen from E_ANTI_ALIASING_MODE. Default is
|
|
|
|
EAAM_SIMPLE, i.e. simple multi-sample anti-aliasing. */
|
|
|
|
u8 AntiAliasing;
|
|
|
|
|
|
|
|
//! Defines the enabled color planes
|
|
|
|
/** Values are defined as or'ed values of the E_COLOR_PLANE enum.
|
|
|
|
Only enabled color planes will be rendered to the current render
|
|
|
|
target. Typical use is to disable all colors when rendering only to
|
|
|
|
depth or stencil buffer, or using Red and Green for Stereo rendering. */
|
|
|
|
u8 ColorMask:4;
|
|
|
|
|
|
|
|
//! Defines the interpretation of vertex color in the lighting equation
|
|
|
|
/** Values should be chosen from E_COLOR_MATERIAL.
|
|
|
|
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
|
|
|
|
a very similar rendering as with lighting turned off, just with light shading. */
|
|
|
|
u8 ColorMaterial:3;
|
|
|
|
|
|
|
|
//! Store the blend operation of choice
|
|
|
|
/** Values to be chosen from E_BLEND_OPERATION. */
|
|
|
|
E_BLEND_OPERATION BlendOperation:4;
|
|
|
|
|
|
|
|
//! Store the blend factors
|
|
|
|
/** textureBlendFunc/textureBlendFuncSeparate functions should be used to write
|
|
|
|
properly blending factors to this parameter.
|
|
|
|
Due to historical reasons this parameter is not used for material type
|
|
|
|
EMT_ONETEXTURE_BLEND which uses MaterialTypeParam instead for the blend factor.
|
|
|
|
It's generally used only for materials without any blending otherwise (like EMT_SOLID).
|
|
|
|
It's main use is to allow having shader materials which can enable/disable
|
|
|
|
blending after they have been created.
|
|
|
|
When you set this you usually also have to set BlendOperation to a value != EBO_NONE
|
|
|
|
(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
|