irrlicht/include/EMaterialFlags.h
cutealien 0c6385cb92 Replace public header guards to avoid using indentifiers reserved by c++
Usually something like __IRR_SOME_GUARD_INCLUDED__ replaced by IRR_SOME_GUARD_INCLUDED.
Removing underscores at the end wasn't necessary, but more symmetric (probably the reason they got added there as well).
While this touches every header it shouldn't affect users (I hope).

Also a few whitespace changes to unify whitespace usage a bit.
And a bunch of spelling fixes in comments.

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6252 dfc29bdd-3216-0410-991c-e03cc46cb475
2021-08-27 15:03:34 +00:00

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// 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 IRR_E_MATERIAL_FLAGS_H_INCLUDED
#define IRR_E_MATERIAL_FLAGS_H_INCLUDED
namespace irr
{
namespace video
{
//! Material flags
enum E_MATERIAL_FLAG
{
//! Draw as wireframe or filled triangles? Default: false
EMF_WIREFRAME = 0x1,
//! Draw as point cloud or filled triangles? Default: false
EMF_POINTCLOUD = 0x2,
//! Flat or Gouraud shading? Default: true
EMF_GOURAUD_SHADING = 0x4,
//! Will this material be lighted? Default: true
EMF_LIGHTING = 0x8,
//! Is the ZBuffer enabled? Default: true
EMF_ZBUFFER = 0x10,
//! May be written to the zbuffer or is it readonly. Default: true
/** This flag is ignored, if the material type is a transparent type. */
EMF_ZWRITE_ENABLE = 0x20,
//! Is backface culling enabled? Default: true
EMF_BACK_FACE_CULLING = 0x40,
//! Is frontface culling enabled? Default: false
/** Overrides EMF_BACK_FACE_CULLING if both are enabled. */
EMF_FRONT_FACE_CULLING = 0x80,
//! Is bilinear filtering enabled? Default: true
EMF_BILINEAR_FILTER = 0x100,
//! Is trilinear filtering enabled? Default: false
/** If the trilinear filter flag is enabled,
the bilinear filtering flag is ignored. */
EMF_TRILINEAR_FILTER = 0x200,
//! Is anisotropic filtering? Default: false
/** In Irrlicht you can use anisotropic texture filtering in
conjunction with bilinear or trilinear texture filtering
to improve rendering results. Primitives will look less
blurry with this flag switched on. */
EMF_ANISOTROPIC_FILTER = 0x400,
//! Is fog enabled? Default: false
EMF_FOG_ENABLE = 0x800,
//! Normalizes normals. Default: false
/** You can enable this if you need to scale a dynamic lighted
model. Usually, its normals will get scaled too then and it
will get darker. If you enable the EMF_NORMALIZE_NORMALS flag,
the normals will be normalized again, and the model will look
as bright as it should. */
EMF_NORMALIZE_NORMALS = 0x1000,
//! Access to all layers texture wrap settings. Overwrites separate layer settings.
/** Note that if you want to change TextureWrapU, TextureWrapV, TextureWrapW
independently, then you can't work with this flag, but will have to set the variables
directly. */
EMF_TEXTURE_WRAP = 0x2000,
//! AntiAliasing mode
EMF_ANTI_ALIASING = 0x4000,
//! ColorMask bits, for enabling the color planes
EMF_COLOR_MASK = 0x8000,
//! ColorMaterial enum for vertex color interpretation
EMF_COLOR_MATERIAL = 0x10000,
//! Flag for enabling/disabling mipmap usage
EMF_USE_MIP_MAPS = 0x20000,
//! Flag for blend operation
EMF_BLEND_OPERATION = 0x40000,
//! Flag for polygon offset
EMF_POLYGON_OFFSET = 0x80000,
//! Flag for blend factor
EMF_BLEND_FACTOR = 0x160000
};
} // end namespace video
} // end namespace irr
#endif // IRR_E_MATERIAL_FLAGS_H_INCLUDED