686 lines
23 KiB
C++
686 lines
23 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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#ifndef __S_MATERIAL_H_INCLUDED__
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#define __S_MATERIAL_H_INCLUDED__
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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 "EMaterialFlags.h"
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#include "SMaterialLayer.h"
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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 EMT_ONETEXTURE_BLEND, ( BlendFactor ) 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 used when blend is enabled
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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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//! Test never succeeds, this equals disable
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ECFN_NEVER=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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};
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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 (multiplicated). */
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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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//! EMT_ONETEXTURE_BLEND: pack srcFact, dstFact, Modulate and alpha source to MaterialTypeParam
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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, 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 << 12) | (modulate << 8) | (srcFact << 4) | dstFact;
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return FR(tmp);
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}
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//! EMT_ONETEXTURE_BLEND: unpack srcFact & dstFact and Modulo to MaterialTypeParam
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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 & 0x0000F000) >> 12;
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modulo = E_MODULATE_FUNC( ( state & 0x00000F00 ) >> 8 );
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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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//! EMT_ONETEXTURE_BLEND: has BlendFactor 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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{
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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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//! Line smoothing
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EAAM_LINE_SMOOTH=4,
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//! point smoothing, often in software and slow, only with OpenGL
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EAAM_POINT_SMOOTH=8,
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//! All typical anti-alias and smooth modes
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EAAM_FULL_BASIC=15,
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//! Enhanced anti-aliasing for transparent materials
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/** Usually used with EMT_TRANSPARENT_ALPHA_REF and multisampling. */
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EAAM_ALPHA_TO_COVERAGE=16
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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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//! Flags for the definition of the polygon offset feature
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/** These flags define whether the offset should be into the screen, or towards the eye. */
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enum E_POLYGON_OFFSET
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{
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//! Push pixel towards the far plane, away from the eye
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/** This is typically used for rendering inner areas. */
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EPO_BACK=0,
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//! Pull pixels towards the camera.
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/** This is typically used for polygons which should appear on top
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of other elements, such as decals. */
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EPO_FRONT=1
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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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};
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//! Maximum number of texture an SMaterial can have.
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const u32 MATERIAL_MAX_TEXTURES = _IRR_MATERIAL_MAX_TEXTURES_;
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//! Struct for holding parameters for a material renderer
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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), DiffuseColor(255,255,255,255),
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EmissiveColor(0,0,0,0), SpecularColor(255,255,255,255),
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Shininess(0.0f), MaterialTypeParam(0.0f), MaterialTypeParam2(0.0f), Thickness(1.0f),
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ZBuffer(ECFN_LESSEQUAL), AntiAliasing(EAAM_SIMPLE), ColorMask(ECP_ALL),
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ColorMaterial(ECM_DIFFUSE), BlendOperation(EBO_NONE),
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PolygonOffsetFactor(0), PolygonOffsetDirection(EPO_FRONT),
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Wireframe(false), PointCloud(false), GouraudShading(true),
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Lighting(true), ZWriteEnable(true), BackfaceCulling(true), FrontfaceCulling(false),
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FogEnable(false), NormalizeNormals(false), UseMipMaps(true)
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{ }
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//! Copy constructor
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/** \param other Material to copy from. */
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SMaterial(const SMaterial& other)
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{
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// These pointers are checked during assignment
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for (u32 i=0; i<MATERIAL_MAX_TEXTURES; ++i)
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TextureLayer[i].TextureMatrix = 0;
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*this = other;
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}
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//! Assignment operator
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/** \param other Material to copy from. */
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SMaterial& operator=(const SMaterial& other)
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{
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// Check for self-assignment!
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if (this == &other)
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return *this;
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MaterialType = other.MaterialType;
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AmbientColor = other.AmbientColor;
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DiffuseColor = other.DiffuseColor;
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EmissiveColor = other.EmissiveColor;
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SpecularColor = other.SpecularColor;
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Shininess = other.Shininess;
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MaterialTypeParam = other.MaterialTypeParam;
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MaterialTypeParam2 = other.MaterialTypeParam2;
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Thickness = other.Thickness;
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for (u32 i=0; i<MATERIAL_MAX_TEXTURES; ++i)
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{
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TextureLayer[i] = other.TextureLayer[i];
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}
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Wireframe = other.Wireframe;
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PointCloud = other.PointCloud;
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GouraudShading = other.GouraudShading;
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Lighting = other.Lighting;
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ZWriteEnable = other.ZWriteEnable;
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BackfaceCulling = other.BackfaceCulling;
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FrontfaceCulling = other.FrontfaceCulling;
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FogEnable = other.FogEnable;
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NormalizeNormals = other.NormalizeNormals;
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ZBuffer = other.ZBuffer;
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AntiAliasing = other.AntiAliasing;
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ColorMask = other.ColorMask;
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ColorMaterial = other.ColorMaterial;
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BlendOperation = other.BlendOperation;
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PolygonOffsetFactor = other.PolygonOffsetFactor;
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PolygonOffsetDirection = other.PolygonOffsetDirection;
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UseMipMaps = other.UseMipMaps;
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return *this;
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}
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//! Texture layer array.
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SMaterialLayer TextureLayer[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. Here is a simple example on how
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to use specular highlights:
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\code
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// load and display mesh
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scene::IAnimatedMeshSceneNode* node = smgr->addAnimatedMeshSceneNode(
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smgr->getMesh("data/faerie.md2"));
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node->setMaterialTexture(0, driver->getTexture("data/Faerie2.pcx")); // set diffuse texture
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node->setMaterialFlag(video::EMF_LIGHTING, true); // enable dynamic lighting
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node->getMaterial(0).Shininess = 20.0f; // set size of specular highlights
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// add white light
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scene::ILightSceneNode* light = smgr->addLightSceneNode(0,
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core::vector3df(5,5,5), video::SColorf(1.0f, 1.0f, 1.0f));
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\endcode */
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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 EMT_PARALLAX_MAP_SOLID
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and EMT_TRANSPARENT_ALPHA_CHANNEL. */
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f32 MaterialTypeParam;
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//! Second free parameter, dependent on the material type.
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/** Mostly ignored. */
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f32 MaterialTypeParam2;
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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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/** 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|EAAM_LINE_SMOOTH, i.e. simple multi-sample
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anti-aliasing and lime smoothing is enabled. */
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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. The actual way to use this value
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is not yet determined, so ignore it for now. */
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E_BLEND_OPERATION BlendOperation:4;
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//! Factor specifying how far the polygon offset should be made
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/** Specifying 0 disables the polygon offset. The direction is specified spearately.
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The factor can be from 0 to 7.*/
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u8 PolygonOffsetFactor:3;
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//! Flag defining the direction the polygon offset is applied to.
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/** Can be to front or to back, specififed by values from E_POLYGON_OFFSET. */
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E_POLYGON_OFFSET PolygonOffsetDirection:1;
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//! Draw as wireframe or filled triangles? Default: false
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/** The user can access a material flag using
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\code material.Wireframe=true \endcode
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or \code material.setFlag(EMF_WIREFRAME, true); \endcode */
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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 writeable or is it read-only. Default: true.
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/** This flag is forced to false if the MaterialType is a
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transparent type and the scene parameter
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ALLOW_ZWRITE_ON_TRANSPARENT is not set. */
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bool ZWriteEnable:1;
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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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//! 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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{
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return TextureLayer[i].getTextureMatrix();
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}
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//! Gets the immutable texture transformation matrix for level i
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/** \param i The desired level.
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\return Texture matrix for texture level i, or identity matrix for levels larger than MATERIAL_MAX_TEXTURES. */
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const core::matrix4& getTextureMatrix(u32 i) const
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{
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if (i<MATERIAL_MAX_TEXTURES)
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return TextureLayer[i].getTextureMatrix();
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else
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return core::IdentityMatrix;
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}
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//! Sets the i-th texture transformation matrix
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/** \param i The desired level.
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\param mat Texture matrix for texture level i. */
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void setTextureMatrix(u32 i, const core::matrix4& mat)
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{
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if (i>=MATERIAL_MAX_TEXTURES)
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return;
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TextureLayer[i].setTextureMatrix(mat);
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}
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//! Gets the i-th texture
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/** \param i The desired level.
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|
\return Texture for texture level i, if defined, else 0. */
|
|
ITexture* getTexture(u32 i) const
|
|
{
|
|
return i < MATERIAL_MAX_TEXTURES ? TextureLayer[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;
|
|
TextureLayer[i].Texture = tex;
|
|
}
|
|
|
|
//! Sets the Material flag to the given value
|
|
/** \param flag The flag to be set.
|
|
\param value The new value for the flag. */
|
|
void setFlag(E_MATERIAL_FLAG flag, bool value)
|
|
{
|
|
switch (flag)
|
|
{
|
|
case EMF_WIREFRAME:
|
|
Wireframe = value; break;
|
|
case EMF_POINTCLOUD:
|
|
PointCloud = value; break;
|
|
case EMF_GOURAUD_SHADING:
|
|
GouraudShading = value; break;
|
|
case EMF_LIGHTING:
|
|
Lighting = value; break;
|
|
case EMF_ZBUFFER:
|
|
ZBuffer = value; break;
|
|
case EMF_ZWRITE_ENABLE:
|
|
ZWriteEnable = value; break;
|
|
case EMF_BACK_FACE_CULLING:
|
|
BackfaceCulling = value; break;
|
|
case EMF_FRONT_FACE_CULLING:
|
|
FrontfaceCulling = value; break;
|
|
case EMF_BILINEAR_FILTER:
|
|
{
|
|
for (u32 i=0; i<MATERIAL_MAX_TEXTURES; ++i)
|
|
TextureLayer[i].BilinearFilter = value;
|
|
}
|
|
break;
|
|
case EMF_TRILINEAR_FILTER:
|
|
{
|
|
for (u32 i=0; i<MATERIAL_MAX_TEXTURES; ++i)
|
|
TextureLayer[i].TrilinearFilter = value;
|
|
}
|
|
break;
|
|
case EMF_ANISOTROPIC_FILTER:
|
|
{
|
|
if (value)
|
|
for (u32 i=0; i<MATERIAL_MAX_TEXTURES; ++i)
|
|
TextureLayer[i].AnisotropicFilter = 0xFF;
|
|
else
|
|
for (u32 i=0; i<MATERIAL_MAX_TEXTURES; ++i)
|
|
TextureLayer[i].AnisotropicFilter = 0;
|
|
}
|
|
break;
|
|
case EMF_FOG_ENABLE:
|
|
FogEnable = value; break;
|
|
case EMF_NORMALIZE_NORMALS:
|
|
NormalizeNormals = value; break;
|
|
case EMF_TEXTURE_WRAP:
|
|
{
|
|
for (u32 i=0; i<MATERIAL_MAX_TEXTURES; ++i)
|
|
{
|
|
TextureLayer[i].TextureWrapU = (E_TEXTURE_CLAMP)value;
|
|
TextureLayer[i].TextureWrapV = (E_TEXTURE_CLAMP)value;
|
|
}
|
|
}
|
|
break;
|
|
case EMF_ANTI_ALIASING:
|
|
AntiAliasing = value?EAAM_SIMPLE:EAAM_OFF; break;
|
|
case EMF_COLOR_MASK:
|
|
ColorMask = value?ECP_ALL:ECP_NONE; break;
|
|
case EMF_COLOR_MATERIAL:
|
|
ColorMaterial = value?ECM_DIFFUSE:ECM_NONE; break;
|
|
case EMF_USE_MIP_MAPS:
|
|
UseMipMaps = value; break;
|
|
case EMF_BLEND_OPERATION:
|
|
BlendOperation = value?EBO_ADD:EBO_NONE; break;
|
|
case EMF_POLYGON_OFFSET:
|
|
PolygonOffsetFactor = value?1:0;
|
|
PolygonOffsetDirection = EPO_BACK;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
//! Gets the Material flag
|
|
/** \param flag The flag to query.
|
|
\return The current value of the flag. */
|
|
bool getFlag(E_MATERIAL_FLAG flag) const
|
|
{
|
|
switch (flag)
|
|
{
|
|
case EMF_WIREFRAME:
|
|
return Wireframe;
|
|
case EMF_POINTCLOUD:
|
|
return PointCloud;
|
|
case EMF_GOURAUD_SHADING:
|
|
return GouraudShading;
|
|
case EMF_LIGHTING:
|
|
return Lighting;
|
|
case EMF_ZBUFFER:
|
|
return ZBuffer!=ECFN_NEVER;
|
|
case EMF_ZWRITE_ENABLE:
|
|
return ZWriteEnable;
|
|
case EMF_BACK_FACE_CULLING:
|
|
return BackfaceCulling;
|
|
case EMF_FRONT_FACE_CULLING:
|
|
return FrontfaceCulling;
|
|
case EMF_BILINEAR_FILTER:
|
|
return TextureLayer[0].BilinearFilter;
|
|
case EMF_TRILINEAR_FILTER:
|
|
return TextureLayer[0].TrilinearFilter;
|
|
case EMF_ANISOTROPIC_FILTER:
|
|
return TextureLayer[0].AnisotropicFilter!=0;
|
|
case EMF_FOG_ENABLE:
|
|
return FogEnable;
|
|
case EMF_NORMALIZE_NORMALS:
|
|
return NormalizeNormals;
|
|
case EMF_TEXTURE_WRAP:
|
|
return !(TextureLayer[0].TextureWrapU ||
|
|
TextureLayer[0].TextureWrapV ||
|
|
TextureLayer[1].TextureWrapU ||
|
|
TextureLayer[1].TextureWrapV ||
|
|
TextureLayer[2].TextureWrapU ||
|
|
TextureLayer[2].TextureWrapV ||
|
|
TextureLayer[3].TextureWrapU ||
|
|
TextureLayer[3].TextureWrapV);
|
|
case EMF_ANTI_ALIASING:
|
|
return (AntiAliasing==1);
|
|
case EMF_COLOR_MASK:
|
|
return (ColorMask!=ECP_NONE);
|
|
case EMF_COLOR_MATERIAL:
|
|
return (ColorMaterial != ECM_NONE);
|
|
case EMF_USE_MIP_MAPS:
|
|
return UseMipMaps;
|
|
case EMF_BLEND_OPERATION:
|
|
return BlendOperation != EBO_NONE;
|
|
case EMF_POLYGON_OFFSET:
|
|
return PolygonOffsetFactor != 0;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
//! 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 ||
|
|
MaterialTypeParam2 != b.MaterialTypeParam2 ||
|
|
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 ||
|
|
PolygonOffsetFactor != b.PolygonOffsetFactor ||
|
|
PolygonOffsetDirection != b.PolygonOffsetDirection ||
|
|
UseMipMaps != b.UseMipMaps;
|
|
for (u32 i=0; (i<MATERIAL_MAX_TEXTURES) && !different; ++i)
|
|
{
|
|
different |= (TextureLayer[i] != b.TextureLayer[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); }
|
|
|
|
bool isTransparent() const
|
|
{
|
|
return MaterialType==EMT_TRANSPARENT_ADD_COLOR ||
|
|
MaterialType==EMT_TRANSPARENT_ALPHA_CHANNEL ||
|
|
MaterialType==EMT_TRANSPARENT_VERTEX_ALPHA ||
|
|
MaterialType==EMT_TRANSPARENT_REFLECTION_2_LAYER;
|
|
}
|
|
};
|
|
|
|
//! global const identity Material
|
|
IRRLICHT_API extern SMaterial IdentityMaterial;
|
|
|
|
} // end namespace video
|
|
} // end namespace irr
|
|
|
|
#endif
|