// 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 #pragma once #include "irrTypes.h" namespace irr { namespace video { //! Abstracted and easy to use fixed function/programmable pipeline material modes. enum E_MATERIAL_TYPE { //! Standard solid material. /** Only first texture is used, which is supposed to be the diffuse material. */ EMT_SOLID = 0, //! Makes the material transparent based on the texture alpha channel. /** The final color is blended together from the destination color and the texture color, using the alpha channel value as blend factor. Only first texture is used. If you are using this material with small textures, it is a good idea to load the texture in 32 bit mode (video::IVideoDriver::setTextureCreationFlag()). Also, an alpha ref is used, which can be manipulated using SMaterial::MaterialTypeParam. This value controls how sharp the edges become when going from a transparent to a solid spot on the texture. */ EMT_TRANSPARENT_ALPHA_CHANNEL, //! Makes the material transparent based on the texture alpha channel. /** If the alpha channel value is greater than 127, a pixel is written to the target, otherwise not. This material does not use alpha blending and is a lot faster than EMT_TRANSPARENT_ALPHA_CHANNEL. It is ideal for drawing stuff like leaves of plants, because the borders are not blurry but sharp. Only first texture is used. If you are using this material with small textures and 3d object, it is a good idea to load the texture in 32 bit mode (video::IVideoDriver::setTextureCreationFlag()). */ EMT_TRANSPARENT_ALPHA_CHANNEL_REF, //! Makes the material transparent based on the vertex alpha value. EMT_TRANSPARENT_VERTEX_ALPHA, //! BlendFunc = source * sourceFactor + dest * destFactor ( E_BLEND_FUNC ) /** Using only first texture. Generic blending method. The blend function is set to SMaterial::MaterialTypeParam with pack_textureBlendFunc (for 2D) or pack_textureBlendFuncSeparate (for 3D). */ EMT_ONETEXTURE_BLEND, //! This value is not used. It only forces this enumeration to compile to 32 bit. EMT_FORCE_32BIT = 0x7fffffff }; //! Array holding the built in material type names const char *const sBuiltInMaterialTypeNames[] = { "solid", "trans_alphach", "trans_alphach_ref", "trans_vertex_alpha", "onetexture_blend", 0, }; constexpr u32 numBuiltInMaterials = sizeof(sBuiltInMaterialTypeNames) / sizeof(char *) - 1; } // end namespace video } // end namespace irr