1 // Copyright (C) 2002-2012 Nikolaus Gebhardt
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2 // This file is part of the "Irrlicht Engine".
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3 // For conditions of distribution and use, see copyright notice in irrlicht.h
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5 #ifndef __S_MATERIAL_H_INCLUDED__
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6 #define __S_MATERIAL_H_INCLUDED__
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10 #include "irrArray.h"
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11 #include "irrMath.h"
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12 #include "EMaterialTypes.h"
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13 #include "EMaterialFlags.h"
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14 #include "SMaterialLayer.h"
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15 #include "IrrCompileConfig.h" // for IRRLICHT_API
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23 //! Flag for MaterialTypeParam (in combination with EMT_ONETEXTURE_BLEND) or for BlendFactor
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24 //! BlendFunc = source * sourceFactor + dest * destFactor
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27 EBF_ZERO = 0, //!< src & dest (0, 0, 0, 0)
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28 EBF_ONE, //!< src & dest (1, 1, 1, 1)
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29 EBF_DST_COLOR, //!< src (destR, destG, destB, destA)
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30 EBF_ONE_MINUS_DST_COLOR, //!< src (1-destR, 1-destG, 1-destB, 1-destA)
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31 EBF_SRC_COLOR, //!< dest (srcR, srcG, srcB, srcA)
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32 EBF_ONE_MINUS_SRC_COLOR, //!< dest (1-srcR, 1-srcG, 1-srcB, 1-srcA)
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33 EBF_SRC_ALPHA, //!< src & dest (srcA, srcA, srcA, srcA)
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34 EBF_ONE_MINUS_SRC_ALPHA, //!< src & dest (1-srcA, 1-srcA, 1-srcA, 1-srcA)
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35 EBF_DST_ALPHA, //!< src & dest (destA, destA, destA, destA)
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36 EBF_ONE_MINUS_DST_ALPHA, //!< src & dest (1-destA, 1-destA, 1-destA, 1-destA)
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37 EBF_SRC_ALPHA_SATURATE //!< src (min(srcA, 1-destA), idem, ...)
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40 //! Values defining the blend operation
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41 enum E_BLEND_OPERATION
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43 EBO_NONE = 0, //!< No blending happens
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44 EBO_ADD, //!< Default blending adds the color values
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45 EBO_SUBTRACT, //!< This mode subtracts the color values
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46 EBO_REVSUBTRACT,//!< This modes subtracts destination from source
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47 EBO_MIN, //!< Choose minimum value of each color channel
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48 EBO_MAX, //!< Choose maximum value of each color channel
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49 EBO_MIN_FACTOR, //!< Choose minimum value of each color channel after applying blend factors, not widely supported
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50 EBO_MAX_FACTOR, //!< Choose maximum value of each color channel after applying blend factors, not widely supported
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51 EBO_MIN_ALPHA, //!< Choose minimum value of each color channel based on alpha value, not widely supported
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52 EBO_MAX_ALPHA //!< Choose maximum value of each color channel based on alpha value, not widely supported
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55 //! MaterialTypeParam: e.g. DirectX: D3DTOP_MODULATE, D3DTOP_MODULATE2X, D3DTOP_MODULATE4X
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56 enum E_MODULATE_FUNC
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58 EMFN_MODULATE_1X = 1,
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59 EMFN_MODULATE_2X = 2,
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60 EMFN_MODULATE_4X = 4
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63 //! Comparison function, e.g. for depth buffer test
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64 enum E_COMPARISON_FUNC
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66 //! Depth test disabled (disable also write to depth buffer)
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68 //! <= test, default for e.g. depth test
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72 //! exclusive less comparison, i.e. <
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74 //! Succeeds almost always, except for exact equality
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80 //! test succeeds always
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82 //! Test never succeeds
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86 //! Enum values for enabling/disabling color planes for rendering
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89 //! No color enabled
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99 //! All colors, no alpha
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101 //! All planes enabled
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105 //! Source of the alpha value to take
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106 /** This is currently only supported in EMT_ONETEXTURE_BLEND. You can use an
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107 or'ed combination of values. Alpha values are modulated (multiplied). */
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108 enum E_ALPHA_SOURCE
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110 //! Use no alpha, somewhat redundant with other settings
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112 //! Use vertex color alpha
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114 //! Use texture alpha channel
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118 //! Pack srcFact, dstFact, Modulate and alpha source to MaterialTypeParam or BlendFactor
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119 /** alpha source can be an OR'ed combination of E_ALPHA_SOURCE values. */
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120 inline f32 pack_textureBlendFunc(const E_BLEND_FACTOR srcFact, const E_BLEND_FACTOR dstFact,
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121 const E_MODULATE_FUNC modulate=EMFN_MODULATE_1X, const u32 alphaSource=EAS_TEXTURE)
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123 const u32 tmp = (alphaSource << 20) | (modulate << 16) | (srcFact << 12) | (dstFact << 8) | (srcFact << 4) | dstFact;
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127 //! Pack srcRGBFact, dstRGBFact, srcAlphaFact, dstAlphaFact, Modulate and alpha source to MaterialTypeParam or BlendFactor
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128 /** alpha source can be an OR'ed combination of E_ALPHA_SOURCE values. */
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129 inline f32 pack_textureBlendFuncSeparate(const E_BLEND_FACTOR srcRGBFact, const E_BLEND_FACTOR dstRGBFact,
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130 const E_BLEND_FACTOR srcAlphaFact, const E_BLEND_FACTOR dstAlphaFact,
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131 const E_MODULATE_FUNC modulate=EMFN_MODULATE_1X, const u32 alphaSource=EAS_TEXTURE)
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133 const u32 tmp = (alphaSource << 20) | (modulate << 16) | (srcAlphaFact << 12) | (dstAlphaFact << 8) | (srcRGBFact << 4) | dstRGBFact;
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137 //! Unpack srcFact, dstFact, modulo and alphaSource factors
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138 /** The fields don't use the full byte range, so we could pack even more... */
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139 inline void unpack_textureBlendFunc(E_BLEND_FACTOR &srcFact, E_BLEND_FACTOR &dstFact,
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140 E_MODULATE_FUNC &modulo, u32& alphaSource, const f32 param)
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142 const u32 state = IR(param);
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143 alphaSource = (state & 0x00F00000) >> 20;
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144 modulo = E_MODULATE_FUNC( ( state & 0x000F0000 ) >> 16 );
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145 srcFact = E_BLEND_FACTOR ( ( state & 0x000000F0 ) >> 4 );
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146 dstFact = E_BLEND_FACTOR ( ( state & 0x0000000F ) );
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149 //! Unpack srcRGBFact, dstRGBFact, srcAlphaFact, dstAlphaFact, modulo and alphaSource factors
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150 /** The fields don't use the full byte range, so we could pack even more... */
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151 inline void unpack_textureBlendFuncSeparate(E_BLEND_FACTOR &srcRGBFact, E_BLEND_FACTOR &dstRGBFact,
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152 E_BLEND_FACTOR &srcAlphaFact, E_BLEND_FACTOR &dstAlphaFact,
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153 E_MODULATE_FUNC &modulo, u32& alphaSource, const f32 param)
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155 const u32 state = IR(param);
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156 alphaSource = (state & 0x00F00000) >> 20;
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157 modulo = E_MODULATE_FUNC( ( state & 0x000F0000 ) >> 16 );
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158 srcAlphaFact = E_BLEND_FACTOR ( ( state & 0x0000F000 ) >> 12 );
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159 dstAlphaFact = E_BLEND_FACTOR ( ( state & 0x00000F00 ) >> 8 );
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160 srcRGBFact = E_BLEND_FACTOR ( ( state & 0x000000F0 ) >> 4 );
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161 dstRGBFact = E_BLEND_FACTOR ( ( state & 0x0000000F ) );
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164 //! has blend factor alphablending
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165 inline bool textureBlendFunc_hasAlpha ( const E_BLEND_FACTOR factor )
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169 case EBF_SRC_ALPHA:
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170 case EBF_ONE_MINUS_SRC_ALPHA:
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171 case EBF_DST_ALPHA:
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172 case EBF_ONE_MINUS_DST_ALPHA:
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173 case EBF_SRC_ALPHA_SATURATE:
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181 //! These flags are used to specify the anti-aliasing and smoothing modes
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182 /** Techniques supported are multisampling, geometry smoothing, and alpha
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184 Some drivers don't support a per-material setting of the anti-aliasing
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185 modes. In those cases, FSAA/multisampling is defined by the device mode
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186 chosen upon creation via irr::SIrrCreationParameters.
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188 enum E_ANTI_ALIASING_MODE
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190 //! Use to turn off anti-aliasing for this material
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192 //! Default anti-aliasing mode
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194 //! High-quality anti-aliasing, not always supported, automatically enables SIMPLE mode
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197 //! Careful, enabling this can lead to software emulation under OpenGL
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198 EAAM_LINE_SMOOTH=4,
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199 //! point smoothing, often in software and slow, only with OpenGL
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200 EAAM_POINT_SMOOTH=8,
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201 //! All typical anti-alias and smooth modes
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202 EAAM_FULL_BASIC=15,
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203 //! Enhanced anti-aliasing for transparent materials
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204 /** Usually used with EMT_TRANSPARENT_ALPHA_CHANNEL_REF and multisampling. */
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205 EAAM_ALPHA_TO_COVERAGE=16
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208 //! These flags allow to define the interpretation of vertex color when lighting is enabled
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209 /** Without lighting being enabled the vertex color is the only value defining the fragment color.
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210 Once lighting is enabled, the four values for diffuse, ambient, emissive, and specular take over.
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211 With these flags it is possible to define which lighting factor shall be defined by the vertex color
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212 instead of the lighting factor which is the same for all faces of that material.
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213 The default is to use vertex color for the diffuse value, another pretty common value is to use
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214 vertex color for both diffuse and ambient factor. */
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215 enum E_COLOR_MATERIAL
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217 //! Don't use vertex color for lighting
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219 //! Use vertex color for diffuse light, this is default
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221 //! Use vertex color for ambient light
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223 //! Use vertex color for emissive light
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225 //! Use vertex color for specular light
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227 //! Use vertex color for both diffuse and ambient light
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228 ECM_DIFFUSE_AND_AMBIENT
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231 //! DEPRECATED. Will be removed after Irrlicht 1.9.
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232 /** Flags for the definition of the polygon offset feature. These flags define whether the offset should be into the screen, or towards the eye. */
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233 enum E_POLYGON_OFFSET
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235 //! Push pixel towards the far plane, away from the eye
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236 /** This is typically used for rendering inner areas. */
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238 //! Pull pixels towards the camera.
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239 /** This is typically used for polygons which should appear on top
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240 of other elements, such as decals. */
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244 //! Names for polygon offset direction
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245 const c8* const PolygonOffsetDirectionNames[] =
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252 //! For SMaterial.ZWriteEnable
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255 //! zwrite always disabled for this material
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258 //! This is the default setting for SMaterial and tries to handle things automatically.
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259 //! This is also the value which is set when SMaterial::setFlag(EMF_ZWRITE_ENABLE) is enabled.
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260 //! Usually zwriting is enabled non-transparent materials - as far as Irrlicht can recognize those.
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261 //! Basically Irrlicht tries to handle the zwriting for you and assumes transparent materials don't need it.
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262 //! This is addionally affected by IVideoDriver::setAllowZWriteOnTransparent
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265 //! zwrite always enabled for this material
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269 //! Names for E_ZWRITE
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270 const c8* const ZWriteNames[] =
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280 //! Maximum number of texture an SMaterial can have.
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281 /** SMaterial might ignore some textures in most function, like assignment and comparison,
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282 when SIrrlichtCreationParameters::MaxTextureUnits is set to a lower number.
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284 const u32 MATERIAL_MAX_TEXTURES = 4;
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286 //! Struct for holding parameters for a material renderer
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287 // Note for implementors: Serialization is in CNullDriver
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291 //! Default constructor. Creates a solid, lit material with white colors
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293 : MaterialType(EMT_SOLID), AmbientColor(255,255,255,255), DiffuseColor(255,255,255,255),
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294 EmissiveColor(0,0,0,0), SpecularColor(255,255,255,255),
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295 Shininess(0.0f), MaterialTypeParam(0.0f), MaterialTypeParam2(0.0f), Thickness(1.0f),
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296 ZBuffer(ECFN_LESSEQUAL), AntiAliasing(EAAM_SIMPLE), ColorMask(ECP_ALL),
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297 ColorMaterial(ECM_DIFFUSE), BlendOperation(EBO_NONE), BlendFactor(0.0f),
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298 PolygonOffsetFactor(0), PolygonOffsetDirection(EPO_FRONT),
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299 PolygonOffsetDepthBias(0.f), PolygonOffsetSlopeScale(0.f),
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300 Wireframe(false), PointCloud(false), GouraudShading(true),
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301 Lighting(true), ZWriteEnable(EZW_AUTO), BackfaceCulling(true), FrontfaceCulling(false),
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302 FogEnable(false), NormalizeNormals(false), UseMipMaps(true)
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305 //! Texture layer array.
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306 SMaterialLayer TextureLayer[MATERIAL_MAX_TEXTURES];
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308 //! Type of the material. Specifies how everything is blended together
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309 E_MATERIAL_TYPE MaterialType;
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311 //! How much ambient light (a global light) is reflected by this material.
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312 /** The default is full white, meaning objects are completely
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313 globally illuminated. Reduce this if you want to see diffuse
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314 or specular light effects. */
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315 SColor AmbientColor;
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317 //! How much diffuse light coming from a light source is reflected by this material.
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318 /** The default is full white. */
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319 SColor DiffuseColor;
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321 //! Light emitted by this material. Default is to emit no light.
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322 SColor EmissiveColor;
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324 //! How much specular light (highlights from a light) is reflected.
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325 /** The default is to reflect white specular light. See
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326 SMaterial::Shininess on how to enable specular lights. */
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327 SColor SpecularColor;
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329 //! Value affecting the size of specular highlights.
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330 /** A value of 20 is common. If set to 0, no specular
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331 highlights are being used. To activate, simply set the
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332 shininess of a material to a value in the range [0.5;128]:
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334 sceneNode->getMaterial(0).Shininess = 20.0f;
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337 You can change the color of the highlights using
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339 sceneNode->getMaterial(0).SpecularColor.set(255,255,255,255);
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342 The specular color of the dynamic lights
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343 (SLight::SpecularColor) will influence the the highlight color
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344 too, but they are set to a useful value by default when
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345 creating the light scene node.*/
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348 //! Free parameter, dependent on the material type.
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349 /** Mostly ignored, used for example in
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350 EMT_TRANSPARENT_ALPHA_CHANNEL and EMT_ONETEXTURE_BLEND. */
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351 f32 MaterialTypeParam;
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353 //! Second free parameter, dependent on the material type.
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354 /** Mostly ignored. */
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355 f32 MaterialTypeParam2;
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357 //! Thickness of non-3dimensional elements such as lines and points.
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360 //! Is the ZBuffer enabled? Default: ECFN_LESSEQUAL
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361 /** If you want to disable depth test for this material
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362 just set this parameter to ECFN_DISABLED.
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363 Values are from E_COMPARISON_FUNC. */
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366 //! Sets the antialiasing mode
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367 /** Values are chosen from E_ANTI_ALIASING_MODE. Default is
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368 EAAM_SIMPLE, i.e. simple multi-sample anti-aliasing. */
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371 //! Defines the enabled color planes
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372 /** Values are defined as or'ed values of the E_COLOR_PLANE enum.
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373 Only enabled color planes will be rendered to the current render
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374 target. Typical use is to disable all colors when rendering only to
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375 depth or stencil buffer, or using Red and Green for Stereo rendering. */
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378 //! Defines the interpretation of vertex color in the lighting equation
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379 /** Values should be chosen from E_COLOR_MATERIAL.
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380 When lighting is enabled, vertex color can be used instead of the
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381 material values for light modulation. This allows to easily change e.g. the
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382 diffuse light behavior of each face. The default, ECM_DIFFUSE, will result in
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383 a very similar rendering as with lighting turned off, just with light shading. */
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384 u8 ColorMaterial:3;
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386 //! Store the blend operation of choice
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387 /** Values to be chosen from E_BLEND_OPERATION. */
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388 E_BLEND_OPERATION BlendOperation:4;
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390 //! Store the blend factors
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391 /** textureBlendFunc/textureBlendFuncSeparate functions should be used to write
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392 properly blending factors to this parameter.
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393 Due to historical reasons this parameter is not used for material type
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394 EMT_ONETEXTURE_BLEND which uses MaterialTypeParam instead for the blend factor.
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395 It's generally used only for materials without any blending otherwise (like EMT_SOLID).
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396 It's main use is to allow having shader materials which can enable/disable
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397 blending after they have been created.
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398 When you set this you usually also have to set BlendOperation to a value != EBO_NONE
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399 (setting it to EBO_ADD is probably the most common one value). */
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402 //! DEPRECATED. Will be removed after Irrlicht 1.9. Please use PolygonOffsetDepthBias instead.
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403 /** Factor specifying how far the polygon offset should be made.
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404 Specifying 0 disables the polygon offset. The direction is specified separately.
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405 The factor can be from 0 to 7.
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406 Note: This probably never worked on Direct3D9 (was coded for D3D8 which had different value ranges) */
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407 u8 PolygonOffsetFactor:3;
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409 //! DEPRECATED. Will be removed after Irrlicht 1.9.
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410 /** Flag defining the direction the polygon offset is applied to.
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411 Can be to front or to back, specified by values from E_POLYGON_OFFSET. */
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412 E_POLYGON_OFFSET PolygonOffsetDirection:1;
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414 //! A constant z-buffer offset for a polygon/line/point
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415 /** The range of the value is driver specific.
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416 On OpenGL you get units which are multiplied by the smallest value that is guaranteed to produce a resolvable offset.
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417 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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418 Like dividing by 65535.0 for a 16 bit depthbuffer. Thought it still might produce too large of a bias.
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419 Some article (https://aras-p.info/blog/2008/06/12/depth-bias-and-the-power-of-deceiving-yourself/)
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420 recommends multiplying by 2.0*4.8e-7 (and strangely on both 16 bit and 24 bit). */
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421 f32 PolygonOffsetDepthBias;
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423 //! Variable Z-Buffer offset based on the slope of the polygon.
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424 /** For polygons looking flat at a camera you could use 0 (for example in a 2D game)
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425 But in most cases you will have polygons rendered at a certain slope.
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426 The driver will calculate the slope for you and this value allows to scale that slope.
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427 The complete polygon offset is: PolygonOffsetSlopeScale*slope + PolygonOffsetDepthBias
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428 A good default here is to use 1.f if you want to push the polygons away from the camera
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429 and -1.f to pull them towards the camera. */
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430 f32 PolygonOffsetSlopeScale;
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432 //! Draw as wireframe or filled triangles? Default: false
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433 /** The user can access a material flag using
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434 \code material.Wireframe=true \endcode
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435 or \code material.setFlag(EMF_WIREFRAME, true); \endcode */
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438 //! Draw as point cloud or filled triangles? Default: false
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441 //! Flat or Gouraud shading? Default: true
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442 bool GouraudShading:1;
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444 //! Will this material be lighted? Default: true
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447 //! Is the zbuffer writable or is it read-only. Default: EZW_AUTO.
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448 /** If this parameter is not EZW_OFF, you probably also want to set ZBuffer
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449 to values other than ECFN_DISABLED */
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450 E_ZWRITE ZWriteEnable:2;
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452 //! Is backface culling enabled? Default: true
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453 bool BackfaceCulling:1;
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455 //! Is frontface culling enabled? Default: false
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456 bool FrontfaceCulling:1;
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458 //! Is fog enabled? Default: false
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461 //! Should normals be normalized?
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462 /** Always use this if the mesh lit and scaled. Default: false */
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463 bool NormalizeNormals:1;
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465 //! Shall mipmaps be used if available
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466 /** Sometimes, disabling mipmap usage can be useful. Default: true */
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469 //! Gets the texture transformation matrix for level i
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470 /** \param i The desired level. Must not be larger than MATERIAL_MAX_TEXTURES
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471 \return Texture matrix for texture level i. */
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472 core::matrix4& getTextureMatrix(u32 i)
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474 return TextureLayer[i].getTextureMatrix();
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477 //! Gets the immutable texture transformation matrix for level i
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478 /** \param i The desired level.
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479 \return Texture matrix for texture level i, or identity matrix for levels larger than MATERIAL_MAX_TEXTURES. */
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480 const core::matrix4& getTextureMatrix(u32 i) const
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482 if (i<MATERIAL_MAX_TEXTURES)
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483 return TextureLayer[i].getTextureMatrix();
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485 return core::IdentityMatrix;
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488 //! Sets the i-th texture transformation matrix
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489 /** \param i The desired level.
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490 \param mat Texture matrix for texture level i. */
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491 void setTextureMatrix(u32 i, const core::matrix4& mat)
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493 if (i>=MATERIAL_MAX_TEXTURES)
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495 TextureLayer[i].setTextureMatrix(mat);
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498 //! Gets the i-th texture
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499 /** \param i The desired level.
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500 \return Texture for texture level i, if defined, else 0. */
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501 ITexture* getTexture(u32 i) const
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503 return i < MATERIAL_MAX_TEXTURES ? TextureLayer[i].Texture : 0;
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506 //! Sets the i-th texture
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507 /** If i>=MATERIAL_MAX_TEXTURES this setting will be ignored.
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508 \param i The desired level.
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509 \param tex Texture for texture level i. */
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510 void setTexture(u32 i, ITexture* tex)
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512 if (i>=MATERIAL_MAX_TEXTURES)
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514 TextureLayer[i].Texture = tex;
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517 //! Sets the Material flag to the given value
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518 /** \param flag The flag to be set.
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519 \param value The new value for the flag. */
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520 void setFlag(E_MATERIAL_FLAG flag, bool value)
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524 case EMF_WIREFRAME:
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525 Wireframe = value; break;
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526 case EMF_POINTCLOUD:
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527 PointCloud = value; break;
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528 case EMF_GOURAUD_SHADING:
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529 GouraudShading = value; break;
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531 Lighting = value; break;
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533 ZBuffer = value; break;
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534 case EMF_ZWRITE_ENABLE:
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535 ZWriteEnable = value ? EZW_AUTO : EZW_OFF; break;
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536 case EMF_BACK_FACE_CULLING:
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537 BackfaceCulling = value; break;
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538 case EMF_FRONT_FACE_CULLING:
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539 FrontfaceCulling = value; break;
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540 case EMF_BILINEAR_FILTER:
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542 for (u32 i=0; i<MATERIAL_MAX_TEXTURES; ++i)
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543 TextureLayer[i].BilinearFilter = value;
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546 case EMF_TRILINEAR_FILTER:
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548 for (u32 i=0; i<MATERIAL_MAX_TEXTURES; ++i)
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549 TextureLayer[i].TrilinearFilter = value;
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552 case EMF_ANISOTROPIC_FILTER:
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555 for (u32 i=0; i<MATERIAL_MAX_TEXTURES; ++i)
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556 TextureLayer[i].AnisotropicFilter = 0xFF;
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558 for (u32 i=0; i<MATERIAL_MAX_TEXTURES; ++i)
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559 TextureLayer[i].AnisotropicFilter = 0;
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562 case EMF_FOG_ENABLE:
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563 FogEnable = value; break;
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564 case EMF_NORMALIZE_NORMALS:
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565 NormalizeNormals = value; break;
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566 case EMF_TEXTURE_WRAP:
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568 for (u32 i=0; i<MATERIAL_MAX_TEXTURES; ++i)
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570 TextureLayer[i].TextureWrapU = (E_TEXTURE_CLAMP)value;
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571 TextureLayer[i].TextureWrapV = (E_TEXTURE_CLAMP)value;
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572 TextureLayer[i].TextureWrapW = (E_TEXTURE_CLAMP)value;
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576 case EMF_ANTI_ALIASING:
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577 AntiAliasing = value?EAAM_SIMPLE:EAAM_OFF; break;
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578 case EMF_COLOR_MASK:
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579 ColorMask = value?ECP_ALL:ECP_NONE; break;
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580 case EMF_COLOR_MATERIAL:
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581 ColorMaterial = value?ECM_DIFFUSE:ECM_NONE; break;
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582 case EMF_USE_MIP_MAPS:
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583 UseMipMaps = value; break;
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584 case EMF_BLEND_OPERATION:
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585 BlendOperation = value?EBO_ADD:EBO_NONE; break;
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586 case EMF_BLEND_FACTOR:
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588 case EMF_POLYGON_OFFSET:
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589 PolygonOffsetFactor = value?1:0;
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590 PolygonOffsetDirection = EPO_BACK;
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591 PolygonOffsetSlopeScale = value?1.f:0.f;
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592 PolygonOffsetDepthBias = value?1.f:0.f;
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598 //! Gets the Material flag
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599 /** \param flag The flag to query.
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600 \return The current value of the flag. */
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601 bool getFlag(E_MATERIAL_FLAG flag) const
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605 case EMF_WIREFRAME:
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607 case EMF_POINTCLOUD:
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609 case EMF_GOURAUD_SHADING:
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610 return GouraudShading;
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614 return ZBuffer!=ECFN_DISABLED;
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615 case EMF_ZWRITE_ENABLE:
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616 return ZWriteEnable != EZW_OFF;
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617 case EMF_BACK_FACE_CULLING:
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618 return BackfaceCulling;
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619 case EMF_FRONT_FACE_CULLING:
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620 return FrontfaceCulling;
\r
621 case EMF_BILINEAR_FILTER:
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622 return TextureLayer[0].BilinearFilter;
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623 case EMF_TRILINEAR_FILTER:
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624 return TextureLayer[0].TrilinearFilter;
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625 case EMF_ANISOTROPIC_FILTER:
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626 return TextureLayer[0].AnisotropicFilter!=0;
\r
627 case EMF_FOG_ENABLE:
\r
629 case EMF_NORMALIZE_NORMALS:
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630 return NormalizeNormals;
\r
631 case EMF_TEXTURE_WRAP:
\r
632 return !(TextureLayer[0].TextureWrapU ||
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633 TextureLayer[0].TextureWrapV ||
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634 TextureLayer[0].TextureWrapW);
\r
635 case EMF_ANTI_ALIASING:
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636 return (AntiAliasing==1);
\r
637 case EMF_COLOR_MASK:
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638 return (ColorMask!=ECP_NONE);
\r
639 case EMF_COLOR_MATERIAL:
\r
640 return (ColorMaterial != ECM_NONE);
\r
641 case EMF_USE_MIP_MAPS:
\r
643 case EMF_BLEND_OPERATION:
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644 return BlendOperation != EBO_NONE;
\r
645 case EMF_BLEND_FACTOR:
\r
646 return BlendFactor != 0.f;
\r
647 case EMF_POLYGON_OFFSET:
\r
648 return PolygonOffsetFactor != 0 || PolygonOffsetDepthBias != 0.f;
\r
654 //! Inequality operator
\r
655 /** \param b Material to compare to.
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656 \return True if the materials differ, else false. */
\r
657 inline bool operator!=(const SMaterial& b) const
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660 MaterialType != b.MaterialType ||
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661 AmbientColor != b.AmbientColor ||
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662 DiffuseColor != b.DiffuseColor ||
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663 EmissiveColor != b.EmissiveColor ||
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664 SpecularColor != b.SpecularColor ||
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665 Shininess != b.Shininess ||
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666 MaterialTypeParam != b.MaterialTypeParam ||
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667 MaterialTypeParam2 != b.MaterialTypeParam2 ||
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668 Thickness != b.Thickness ||
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669 Wireframe != b.Wireframe ||
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670 PointCloud != b.PointCloud ||
\r
671 GouraudShading != b.GouraudShading ||
\r
672 Lighting != b.Lighting ||
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673 ZBuffer != b.ZBuffer ||
\r
674 ZWriteEnable != b.ZWriteEnable ||
\r
675 BackfaceCulling != b.BackfaceCulling ||
\r
676 FrontfaceCulling != b.FrontfaceCulling ||
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677 FogEnable != b.FogEnable ||
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678 NormalizeNormals != b.NormalizeNormals ||
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679 AntiAliasing != b.AntiAliasing ||
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680 ColorMask != b.ColorMask ||
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681 ColorMaterial != b.ColorMaterial ||
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682 BlendOperation != b.BlendOperation ||
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683 BlendFactor != b.BlendFactor ||
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684 PolygonOffsetFactor != b.PolygonOffsetFactor ||
\r
685 PolygonOffsetDirection != b.PolygonOffsetDirection ||
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686 PolygonOffsetDepthBias != b.PolygonOffsetDepthBias ||
\r
687 PolygonOffsetSlopeScale != b.PolygonOffsetSlopeScale ||
\r
688 UseMipMaps != b.UseMipMaps
\r
690 for (u32 i=0; (i<MATERIAL_MAX_TEXTURES) && !different; ++i)
\r
692 different |= (TextureLayer[i] != b.TextureLayer[i]);
\r
697 //! Equality operator
\r
698 /** \param b Material to compare to.
\r
699 \return True if the materials are equal, else false. */
\r
700 inline bool operator==(const SMaterial& b) const
\r
701 { return !(b!=*this); }
\r
703 //! Check if material needs alpha blending
\r
704 bool isAlphaBlendOperation() const
\r
706 if (BlendOperation != EBO_NONE && BlendFactor != 0.f)
\r
708 E_BLEND_FACTOR srcRGBFact = EBF_ZERO;
\r
709 E_BLEND_FACTOR dstRGBFact = EBF_ZERO;
\r
710 E_BLEND_FACTOR srcAlphaFact = EBF_ZERO;
\r
711 E_BLEND_FACTOR dstAlphaFact = EBF_ZERO;
\r
712 E_MODULATE_FUNC modulo = EMFN_MODULATE_1X;
\r
713 u32 alphaSource = 0;
\r
715 unpack_textureBlendFuncSeparate(srcRGBFact, dstRGBFact, srcAlphaFact, dstAlphaFact, modulo, alphaSource, BlendFactor);
\r
717 if (textureBlendFunc_hasAlpha(srcRGBFact) || textureBlendFunc_hasAlpha(dstRGBFact) ||
\r
718 textureBlendFunc_hasAlpha(srcAlphaFact) || textureBlendFunc_hasAlpha(dstAlphaFact))
\r
726 //! Check for some fixed-function transparent types. Still used internally, but might be deprecated soon.
\r
727 //! You probably should not use this anymore, IVideoDriver::needsTransparentRenderPass is more useful in most situations
\r
728 //! as it asks the material renders directly what they do with the material.
\r
729 bool isTransparent() const
\r
731 if ( MaterialType==EMT_TRANSPARENT_ADD_COLOR ||
\r
732 MaterialType==EMT_TRANSPARENT_ALPHA_CHANNEL ||
\r
733 MaterialType==EMT_TRANSPARENT_VERTEX_ALPHA ||
\r
734 MaterialType==EMT_TRANSPARENT_REFLECTION_2_LAYER )
\r
741 //! global const identity Material
\r
742 IRRLICHT_API extern SMaterial IdentityMaterial;
\r
743 } // end namespace video
\r
744 } // end namespace irr
\r