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find -type f | # list all regular files grep -E '\.(h|cpp|mm)$' | # filter for source files grep -v '/mt_' | # filter out generated files grep -v '/vendor/' | # and vendored GL grep -v '/test/image_loader_test.cpp' | # and this file (has giant literals arrays) xargs -n 1 -P $(nproc) clang-format -i # reformat everything Co-authored-by: numzero <numzer0@yandex.ru>
567 lines
20 KiB
C++
567 lines
20 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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#pragma once
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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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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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//! 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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//! 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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//! 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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//! 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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//! 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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//! 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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//! 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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//! 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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//! 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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//! 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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//! 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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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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//! 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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//! 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 = 4
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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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//! 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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//! 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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//! 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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//! zwrite always enabled for this material
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EZW_ON
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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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//! 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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//! 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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//! Type of the material. Specifies how everything is blended together
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E_MATERIAL_TYPE MaterialType;
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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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//! 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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//! Light emitted by this material. Default is to emit no light.
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SColor EmissiveColor;
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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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//! 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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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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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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//! Free parameter, dependent on the material type.
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/** Mostly ignored, used for example in
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EMT_TRANSPARENT_ALPHA_CHANNEL and EMT_ONETEXTURE_BLEND. */
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f32 MaterialTypeParam;
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//! Thickness of non-3dimensional elements such as lines and points.
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f32 Thickness;
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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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//! 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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//! 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
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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
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material values for light modulation. This allows to easily change e.g. the
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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
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/** Values to be chosen from E_BLEND_OPERATION. */
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E_BLEND_OPERATION BlendOperation : 4;
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//! Store the blend factors
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/** textureBlendFunc/textureBlendFuncSeparate functions should be used to write
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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
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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). */
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f32 BlendFactor;
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//! A constant z-buffer offset for a polygon/line/point
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/** The range of the value is driver specific.
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On OpenGL you get units which are multiplied by the smallest value that is guaranteed to produce a resolvable offset.
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On D3D9 you can pass a range between -1 and 1. But you should likely divide it by the range of the depthbuffer.
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Like dividing by 65535.0 for a 16 bit depthbuffer. Thought it still might produce too large of a bias.
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Some article (https://aras-p.info/blog/2008/06/12/depth-bias-and-the-power-of-deceiving-yourself/)
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recommends multiplying by 2.0*4.8e-7 (and strangely on both 16 bit and 24 bit). */
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f32 PolygonOffsetDepthBias;
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//! Variable Z-Buffer offset based on the slope of the polygon.
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/** For polygons looking flat at a camera you could use 0 (for example in a 2D game)
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But in most cases you will have polygons rendered at a certain slope.
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The driver will calculate the slope for you and this value allows to scale that slope.
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The complete polygon offset is: PolygonOffsetSlopeScale*slope + PolygonOffsetDepthBias
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A good default here is to use 1.f if you want to push the polygons away from the camera
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and -1.f to pull them towards the camera. */
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f32 PolygonOffsetSlopeScale;
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//! Draw as wireframe or filled triangles? Default: false
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bool Wireframe : 1;
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//! Draw as point cloud or filled triangles? Default: false
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bool PointCloud : 1;
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//! Flat or Gouraud shading? Default: true
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bool GouraudShading : 1;
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//! Will this material be lighted? Default: true
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bool Lighting : 1;
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//! Is the zbuffer writable or is it read-only. Default: EZW_AUTO.
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/** If this parameter is not EZW_OFF, you probably also want to set ZBuffer
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to values other than ECFN_DISABLED */
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E_ZWRITE ZWriteEnable : 2;
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//! Is backface culling enabled? Default: true
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bool BackfaceCulling : 1;
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//! Is frontface culling enabled? Default: false
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bool FrontfaceCulling : 1;
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//! Is fog enabled? Default: false
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bool FogEnable : 1;
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//! Should normals be normalized?
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/** Always use this if the mesh lit and scaled. Default: false */
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bool NormalizeNormals : 1;
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//! Shall mipmaps be used if available
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/** Sometimes, disabling mipmap usage can be useful. Default: true */
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bool UseMipMaps : 1;
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//! Execute a function on all texture layers.
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/** Useful for setting properties which are not per material, but per
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texture layer, e.g. bilinear filtering. */
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template <typename F>
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void forEachTexture(F &&fn)
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{
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for (u32 i = 0; i < MATERIAL_MAX_TEXTURES; i++) {
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fn(TextureLayers[i]);
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}
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}
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//! Gets the texture transformation matrix for level i
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/** \param i The desired level. Must not be larger than MATERIAL_MAX_TEXTURES
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\return Texture matrix for texture level i. */
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core::matrix4 &getTextureMatrix(u32 i)
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|
{
|
|
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
|