Irrlicht 3D Engine
SMaterial.h
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1 // Copyright (C) 2002-2012 Nikolaus Gebhardt
2 // This file is part of the "Irrlicht Engine".
3 // For conditions of distribution and use, see copyright notice in irrlicht.h
4 
5 #ifndef __S_MATERIAL_H_INCLUDED__
6 #define __S_MATERIAL_H_INCLUDED__
7 
8 #include "SColor.h"
9 #include "matrix4.h"
10 #include "irrArray.h"
11 #include "irrMath.h"
12 #include "EMaterialTypes.h"
13 #include "EMaterialFlags.h"
14 #include "SMaterialLayer.h"
15 
16 namespace irr
17 {
18 namespace video
19 {
20  class ITexture;
21 
24  {
25  EBF_ZERO = 0,
36  };
37 
40  {
41  EBO_NONE = 0,
51  };
52 
55  {
59  };
60 
63  {
80  };
81 
84  {
96  ECP_RGB=14,
98  ECP_ALL=15
99  };
100 
102 
105  {
112  };
113 
115 
116  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 )
117  {
118  const u32 tmp = (alphaSource << 12) | (modulate << 8) | (srcFact << 4) | dstFact;
119  return FR(tmp);
120  }
121 
123 
124  inline void unpack_textureBlendFunc ( E_BLEND_FACTOR &srcFact, E_BLEND_FACTOR &dstFact,
125  E_MODULATE_FUNC &modulo, u32& alphaSource, const f32 param )
126  {
127  const u32 state = IR(param);
128  alphaSource = (state & 0x0000F000) >> 12;
129  modulo = E_MODULATE_FUNC( ( state & 0x00000F00 ) >> 8 );
130  srcFact = E_BLEND_FACTOR ( ( state & 0x000000F0 ) >> 4 );
131  dstFact = E_BLEND_FACTOR ( ( state & 0x0000000F ) );
132  }
133 
135  inline bool textureBlendFunc_hasAlpha ( const E_BLEND_FACTOR factor )
136  {
137  switch ( factor )
138  {
139  case EBF_SRC_ALPHA:
141  case EBF_DST_ALPHA:
144  return true;
145  default:
146  return false;
147  }
148  }
149 
150 
152 
159  {
173 
175  };
176 
178 
185  {
198  };
199 
201 
203  {
205 
208 
210  EPO_FRONT=1
211  };
212 
215  {
216  "Back",
217  "Front",
218  0
219  };
220 
221 
224 
226  class SMaterial
227  {
228  public:
231  : MaterialType(EMT_SOLID), AmbientColor(255,255,255,255), DiffuseColor(255,255,255,255),
232  EmissiveColor(0,0,0,0), SpecularColor(255,255,255,255),
233  Shininess(0.0f), MaterialTypeParam(0.0f), MaterialTypeParam2(0.0f), Thickness(1.0f),
237  Wireframe(false), PointCloud(false), GouraudShading(true),
238  Lighting(true), ZWriteEnable(true), BackfaceCulling(true), FrontfaceCulling(false),
239  FogEnable(false), NormalizeNormals(false), UseMipMaps(true)
240  { }
241 
243 
244  SMaterial(const SMaterial& other)
245  {
246  // These pointers are checked during assignment
247  for (u32 i=0; i<MATERIAL_MAX_TEXTURES; ++i)
248  TextureLayer[i].TextureMatrix = 0;
249  *this = other;
250  }
251 
253 
255  {
256  // Check for self-assignment!
257  if (this == &other)
258  return *this;
259 
260  MaterialType = other.MaterialType;
261 
262  AmbientColor = other.AmbientColor;
263  DiffuseColor = other.DiffuseColor;
266  Shininess = other.Shininess;
269  Thickness = other.Thickness;
270  for (u32 i=0; i<MATERIAL_MAX_TEXTURES; ++i)
271  {
272  TextureLayer[i] = other.TextureLayer[i];
273  }
274 
275  Wireframe = other.Wireframe;
276  PointCloud = other.PointCloud;
278  Lighting = other.Lighting;
279  ZWriteEnable = other.ZWriteEnable;
282  FogEnable = other.FogEnable;
284  ZBuffer = other.ZBuffer;
285  AntiAliasing = other.AntiAliasing;
286  ColorMask = other.ColorMask;
291  UseMipMaps = other.UseMipMaps;
292 
293  return *this;
294  }
295 
298 
301 
303 
307 
309 
311 
314 
316 
319 
321 
351 
353 
356 
358 
360 
363 
365 
367 
369 
373 
375 
380 
382 
388 
390 
393 
395 
398 
400 
402 
404 
407  bool Wireframe:1;
408 
410  bool PointCloud:1;
411 
414 
416  bool Lighting:1;
417 
419 
422  bool ZWriteEnable:1;
423 
426 
429 
431  bool FogEnable:1;
432 
434 
436 
438 
439  bool UseMipMaps:1;
440 
442 
445  {
446  return TextureLayer[i].getTextureMatrix();
447  }
448 
450 
453  {
454  if (i<MATERIAL_MAX_TEXTURES)
455  return TextureLayer[i].getTextureMatrix();
456  else
457  return core::IdentityMatrix;
458  }
459 
461 
463  void setTextureMatrix(u32 i, const core::matrix4& mat)
464  {
465  if (i>=MATERIAL_MAX_TEXTURES)
466  return;
468  }
469 
471 
474  {
475  return i < MATERIAL_MAX_TEXTURES ? TextureLayer[i].Texture : 0;
476  }
477 
479 
482  void setTexture(u32 i, ITexture* tex)
483  {
484  if (i>=MATERIAL_MAX_TEXTURES)
485  return;
486  TextureLayer[i].Texture = tex;
487  }
488 
490 
492  void setFlag(E_MATERIAL_FLAG flag, bool value)
493  {
494  switch (flag)
495  {
496  case EMF_WIREFRAME:
497  Wireframe = value; break;
498  case EMF_POINTCLOUD:
499  PointCloud = value; break;
500  case EMF_GOURAUD_SHADING:
501  GouraudShading = value; break;
502  case EMF_LIGHTING:
503  Lighting = value; break;
504  case EMF_ZBUFFER:
505  ZBuffer = value; break;
506  case EMF_ZWRITE_ENABLE:
507  ZWriteEnable = value; break;
509  BackfaceCulling = value; break;
511  FrontfaceCulling = value; break;
512  case EMF_BILINEAR_FILTER:
513  {
514  for (u32 i=0; i<MATERIAL_MAX_TEXTURES; ++i)
515  TextureLayer[i].BilinearFilter = value;
516  }
517  break;
519  {
520  for (u32 i=0; i<MATERIAL_MAX_TEXTURES; ++i)
521  TextureLayer[i].TrilinearFilter = value;
522  }
523  break;
525  {
526  if (value)
527  for (u32 i=0; i<MATERIAL_MAX_TEXTURES; ++i)
528  TextureLayer[i].AnisotropicFilter = 0xFF;
529  else
530  for (u32 i=0; i<MATERIAL_MAX_TEXTURES; ++i)
531  TextureLayer[i].AnisotropicFilter = 0;
532  }
533  break;
534  case EMF_FOG_ENABLE:
535  FogEnable = value; break;
537  NormalizeNormals = value; break;
538  case EMF_TEXTURE_WRAP:
539  {
540  for (u32 i=0; i<MATERIAL_MAX_TEXTURES; ++i)
541  {
544  }
545  }
546  break;
547  case EMF_ANTI_ALIASING:
548  AntiAliasing = value?EAAM_SIMPLE:EAAM_OFF; break;
549  case EMF_COLOR_MASK:
550  ColorMask = value?ECP_ALL:ECP_NONE; break;
551  case EMF_COLOR_MATERIAL:
552  ColorMaterial = value?ECM_DIFFUSE:ECM_NONE; break;
553  case EMF_USE_MIP_MAPS:
554  UseMipMaps = value; break;
555  case EMF_BLEND_OPERATION:
556  BlendOperation = value?EBO_ADD:EBO_NONE; break;
557  case EMF_POLYGON_OFFSET:
558  PolygonOffsetFactor = value?1:0;
560  break;
561  default:
562  break;
563  }
564  }
565 
567 
569  bool getFlag(E_MATERIAL_FLAG flag) const
570  {
571  switch (flag)
572  {
573  case EMF_WIREFRAME:
574  return Wireframe;
575  case EMF_POINTCLOUD:
576  return PointCloud;
577  case EMF_GOURAUD_SHADING:
578  return GouraudShading;
579  case EMF_LIGHTING:
580  return Lighting;
581  case EMF_ZBUFFER:
582  return ZBuffer!=ECFN_NEVER;
583  case EMF_ZWRITE_ENABLE:
584  return ZWriteEnable;
586  return BackfaceCulling;
588  return FrontfaceCulling;
589  case EMF_BILINEAR_FILTER:
590  return TextureLayer[0].BilinearFilter;
592  return TextureLayer[0].TrilinearFilter;
594  return TextureLayer[0].AnisotropicFilter!=0;
595  case EMF_FOG_ENABLE:
596  return FogEnable;
598  return NormalizeNormals;
599  case EMF_TEXTURE_WRAP:
600  return !(TextureLayer[0].TextureWrapU ||
608  case EMF_ANTI_ALIASING:
609  return (AntiAliasing==1);
610  case EMF_COLOR_MASK:
611  return (ColorMask!=ECP_NONE);
612  case EMF_COLOR_MATERIAL:
613  return (ColorMaterial != ECM_NONE);
614  case EMF_USE_MIP_MAPS:
615  return UseMipMaps;
616  case EMF_BLEND_OPERATION:
617  return BlendOperation != EBO_NONE;
618  case EMF_POLYGON_OFFSET:
619  return PolygonOffsetFactor != 0;
620  }
621 
622  return false;
623  }
624 
626 
628  inline bool operator!=(const SMaterial& b) const
629  {
630  bool different =
631  MaterialType != b.MaterialType ||
632  AmbientColor != b.AmbientColor ||
633  DiffuseColor != b.DiffuseColor ||
636  Shininess != b.Shininess ||
639  Thickness != b.Thickness ||
640  Wireframe != b.Wireframe ||
641  PointCloud != b.PointCloud ||
643  Lighting != b.Lighting ||
644  ZBuffer != b.ZBuffer ||
645  ZWriteEnable != b.ZWriteEnable ||
648  FogEnable != b.FogEnable ||
650  AntiAliasing != b.AntiAliasing ||
651  ColorMask != b.ColorMask ||
656  UseMipMaps != b.UseMipMaps;
657  for (u32 i=0; (i<MATERIAL_MAX_TEXTURES) && !different; ++i)
658  {
659  different |= (TextureLayer[i] != b.TextureLayer[i]);
660  }
661  return different;
662  }
663 
665 
667  inline bool operator==(const SMaterial& b) const
668  { return !(b!=*this); }
669 
670  bool isTransparent() const
671  {
676  }
677  };
678 
680  IRRLICHT_API extern SMaterial IdentityMaterial;
681 
682 } // end namespace video
683 } // end namespace irr
684 
685 #endif
#define _IRR_MATERIAL_MAX_TEXTURES_
Maximum number of texture an SMaterial can have, up to 8 are supported by Irrlicht.
#define IRRLICHT_API
Set FPU settings.
4x4 matrix. Mostly used as transformation matrix for 3d calculations.
Definition: matrix4.h:46
Interface of a Video Driver dependent Texture.
Definition: ITexture.h:99
Class representing a 32 bit ARGB color.
Definition: SColor.h:202
Struct for holding parameters for a material renderer.
Definition: SMaterial.h:227
SColor EmissiveColor
Light emitted by this material. Default is to emit no light.
Definition: SMaterial.h:313
bool ZWriteEnable
Is the zbuffer writeable or is it read-only. Default: true.
Definition: SMaterial.h:422
core::matrix4 & getTextureMatrix(u32 i)
Gets the texture transformation matrix for level i.
Definition: SMaterial.h:444
u8 ColorMaterial
Defines the interpretation of vertex color in the lighting equation.
Definition: SMaterial.h:387
SColor SpecularColor
How much specular light (highlights from a light) is reflected.
Definition: SMaterial.h:318
SMaterialLayer TextureLayer[MATERIAL_MAX_TEXTURES]
Texture layer array.
Definition: SMaterial.h:297
bool isTransparent() const
Definition: SMaterial.h:670
bool operator==(const SMaterial &b) const
Equality operator.
Definition: SMaterial.h:667
bool getFlag(E_MATERIAL_FLAG flag) const
Gets the Material flag.
Definition: SMaterial.h:569
f32 MaterialTypeParam2
Second free parameter, dependent on the material type.
Definition: SMaterial.h:359
SColor AmbientColor
How much ambient light (a global light) is reflected by this material.
Definition: SMaterial.h:306
void setTexture(u32 i, ITexture *tex)
Sets the i-th texture.
Definition: SMaterial.h:482
bool PointCloud
Draw as point cloud or filled triangles? Default: false.
Definition: SMaterial.h:410
void setFlag(E_MATERIAL_FLAG flag, bool value)
Sets the Material flag to the given value.
Definition: SMaterial.h:492
u8 ColorMask
Defines the enabled color planes.
Definition: SMaterial.h:379
f32 Thickness
Thickness of non-3dimensional elements such as lines and points.
Definition: SMaterial.h:362
SMaterial(const SMaterial &other)
Copy constructor.
Definition: SMaterial.h:244
const core::matrix4 & getTextureMatrix(u32 i) const
Gets the immutable texture transformation matrix for level i.
Definition: SMaterial.h:452
void setTextureMatrix(u32 i, const core::matrix4 &mat)
Sets the i-th texture transformation matrix.
Definition: SMaterial.h:463
bool Wireframe
Draw as wireframe or filled triangles? Default: false.
Definition: SMaterial.h:407
SMaterial & operator=(const SMaterial &other)
Assignment operator.
Definition: SMaterial.h:254
u8 ZBuffer
Is the ZBuffer enabled? Default: ECFN_LESSEQUAL.
Definition: SMaterial.h:366
f32 Shininess
Value affecting the size of specular highlights.
Definition: SMaterial.h:350
E_MATERIAL_TYPE MaterialType
Type of the material. Specifies how everything is blended together.
Definition: SMaterial.h:300
u8 AntiAliasing
Sets the antialiasing mode.
Definition: SMaterial.h:372
bool UseMipMaps
Shall mipmaps be used if available.
Definition: SMaterial.h:439
bool FrontfaceCulling
Is frontface culling enabled? Default: false.
Definition: SMaterial.h:428
bool FogEnable
Is fog enabled? Default: false.
Definition: SMaterial.h:431
E_POLYGON_OFFSET PolygonOffsetDirection
Flag defining the direction the polygon offset is applied to.
Definition: SMaterial.h:401
bool GouraudShading
Flat or Gouraud shading? Default: true.
Definition: SMaterial.h:413
SColor DiffuseColor
How much diffuse light coming from a light source is reflected by this material.
Definition: SMaterial.h:310
ITexture * getTexture(u32 i) const
Gets the i-th texture.
Definition: SMaterial.h:473
SMaterial()
Default constructor. Creates a solid, lit material with white colors.
Definition: SMaterial.h:230
bool operator!=(const SMaterial &b) const
Inequality operator.
Definition: SMaterial.h:628
bool NormalizeNormals
Should normals be normalized?
Definition: SMaterial.h:435
f32 MaterialTypeParam
Free parameter, dependent on the material type.
Definition: SMaterial.h:355
bool BackfaceCulling
Is backface culling enabled? Default: true.
Definition: SMaterial.h:425
u8 PolygonOffsetFactor
Factor specifying how far the polygon offset should be made.
Definition: SMaterial.h:397
E_BLEND_OPERATION BlendOperation
Store the blend operation of choice.
Definition: SMaterial.h:392
bool Lighting
Will this material be lighted? Default: true.
Definition: SMaterial.h:416
Struct for holding material parameters which exist per texture layer.
void setTextureMatrix(const core::matrix4 &mat)
Sets the texture transformation matrix to mat.
bool BilinearFilter
Is bilinear filtering enabled? Default: true.
core::matrix4 & getTextureMatrix()
Gets the texture transformation matrix.
bool TrilinearFilter
Is trilinear filtering enabled? Default: false.
u8 AnisotropicFilter
Is anisotropic filtering enabled? Default: 0, disabled.
ITexture * Texture
Texture.
u8 TextureWrapU
Texture Clamp Mode.
IRRLICHT_API const matrix4 IdentityMatrix
global const identity matrix
f32 FR(u32 x)
Floating-point representation of an integer value.
Definition: irrMath.h:363
u32 IR(f32 x)
Definition: irrMath.h:353
E_ALPHA_SOURCE
Source of the alpha value to take.
Definition: SMaterial.h:105
@ EAS_NONE
Use no alpha, somewhat redundant with other settings.
Definition: SMaterial.h:107
@ EAS_VERTEX_COLOR
Use vertex color alpha.
Definition: SMaterial.h:109
@ EAS_TEXTURE
Use texture alpha channel.
Definition: SMaterial.h:111
E_MODULATE_FUNC
MaterialTypeParam: e.g. DirectX: D3DTOP_MODULATE, D3DTOP_MODULATE2X, D3DTOP_MODULATE4X.
Definition: SMaterial.h:55
@ EMFN_MODULATE_2X
Definition: SMaterial.h:57
@ EMFN_MODULATE_1X
Definition: SMaterial.h:56
@ EMFN_MODULATE_4X
Definition: SMaterial.h:58
E_COLOR_MATERIAL
These flags allow to define the interpretation of vertex color when lighting is enabled.
Definition: SMaterial.h:185
@ ECM_NONE
Don't use vertex color for lighting.
Definition: SMaterial.h:187
@ ECM_EMISSIVE
Use vertex color for emissive light.
Definition: SMaterial.h:193
@ ECM_DIFFUSE_AND_AMBIENT
Use vertex color for both diffuse and ambient light.
Definition: SMaterial.h:197
@ ECM_SPECULAR
Use vertex color for specular light.
Definition: SMaterial.h:195
@ ECM_DIFFUSE
Use vertex color for diffuse light, this is default.
Definition: SMaterial.h:189
@ ECM_AMBIENT
Use vertex color for ambient light.
Definition: SMaterial.h:191
const c8 *const PolygonOffsetDirectionNames[]
Names for polygon offset direction.
Definition: SMaterial.h:214
E_TEXTURE_CLAMP
Texture coord clamp mode outside [0.0, 1.0].
bool textureBlendFunc_hasAlpha(const E_BLEND_FACTOR factor)
EMT_ONETEXTURE_BLEND: has BlendFactor Alphablending.
Definition: SMaterial.h:135
IRRLICHT_API SMaterial IdentityMaterial
global const identity Material
void unpack_textureBlendFunc(E_BLEND_FACTOR &srcFact, E_BLEND_FACTOR &dstFact, E_MODULATE_FUNC &modulo, u32 &alphaSource, const f32 param)
EMT_ONETEXTURE_BLEND: unpack srcFact & dstFact and Modulo to MaterialTypeParam.
Definition: SMaterial.h:124
E_BLEND_OPERATION
Values defining the blend operation used when blend is enabled.
Definition: SMaterial.h:40
@ EBO_NONE
No blending happens.
Definition: SMaterial.h:41
@ EBO_MIN
Choose minimum value of each color channel.
Definition: SMaterial.h:45
@ EBO_REVSUBTRACT
This modes subtracts destination from source.
Definition: SMaterial.h:44
@ EBO_MIN_FACTOR
Choose minimum value of each color channel after applying blend factors, not widely supported.
Definition: SMaterial.h:47
@ EBO_SUBTRACT
This mode subtracts the color values.
Definition: SMaterial.h:43
@ EBO_MAX_ALPHA
Choose maximum value of each color channel based on alpha value, not widely supported.
Definition: SMaterial.h:50
@ EBO_MAX_FACTOR
Choose maximum value of each color channel after applying blend factors, not widely supported.
Definition: SMaterial.h:48
@ EBO_ADD
Default blending adds the color values.
Definition: SMaterial.h:42
@ EBO_MIN_ALPHA
Choose minimum value of each color channel based on alpha value, not widely supported.
Definition: SMaterial.h:49
@ EBO_MAX
Choose maximum value of each color channel.
Definition: SMaterial.h:46
E_POLYGON_OFFSET
Flags for the definition of the polygon offset feature.
Definition: SMaterial.h:203
@ EPO_BACK
Push pixel towards the far plane, away from the eye.
Definition: SMaterial.h:206
@ EPO_FRONT
Pull pixels towards the camera.
Definition: SMaterial.h:210
E_MATERIAL_FLAG
Material flags.
@ EMF_FRONT_FACE_CULLING
Is frontface culling enabled? Default: false.
@ EMF_POINTCLOUD
Draw as point cloud or filled triangles? Default: false.
@ EMF_NORMALIZE_NORMALS
Normalizes normals. Default: false.
@ EMF_ZBUFFER
Is the ZBuffer enabled? Default: true.
@ EMF_ZWRITE_ENABLE
May be written to the zbuffer or is it readonly. Default: true.
@ EMF_FOG_ENABLE
Is fog enabled? Default: false.
@ EMF_COLOR_MASK
ColorMask bits, for enabling the color planes.
@ EMF_TRILINEAR_FILTER
Is trilinear filtering enabled? Default: false.
@ EMF_TEXTURE_WRAP
Access to all layers texture wrap settings. Overwrites separate layer settings.
@ EMF_COLOR_MATERIAL
ColorMaterial enum for vertex color interpretation.
@ EMF_GOURAUD_SHADING
Flat or Gouraud shading? Default: true.
@ EMF_USE_MIP_MAPS
Flag for enabling/disabling mipmap usage.
@ EMF_ANISOTROPIC_FILTER
Is anisotropic filtering? Default: false.
@ EMF_ANTI_ALIASING
AntiAliasing mode.
@ EMF_BLEND_OPERATION
Flag for blend operation.
@ EMF_WIREFRAME
Draw as wireframe or filled triangles? Default: false.
@ EMF_POLYGON_OFFSET
Flag for polygon offset.
@ EMF_LIGHTING
Will this material be lighted? Default: true.
@ EMF_BACK_FACE_CULLING
Is backface culling enabled? Default: true.
@ EMF_BILINEAR_FILTER
Is bilinear filtering enabled? Default: true.
E_ANTI_ALIASING_MODE
These flags are used to specify the anti-aliasing and smoothing modes.
Definition: SMaterial.h:159
@ EAAM_SIMPLE
Default anti-aliasing mode.
Definition: SMaterial.h:163
@ EAAM_QUALITY
High-quality anti-aliasing, not always supported, automatically enables SIMPLE mode.
Definition: SMaterial.h:165
@ EAAM_LINE_SMOOTH
Line smoothing.
Definition: SMaterial.h:167
@ EAAM_POINT_SMOOTH
point smoothing, often in software and slow, only with OpenGL
Definition: SMaterial.h:169
@ EAAM_OFF
Use to turn off anti-aliasing for this material.
Definition: SMaterial.h:161
@ EAAM_ALPHA_TO_COVERAGE
Enhanced anti-aliasing for transparent materials.
Definition: SMaterial.h:174
@ EAAM_FULL_BASIC
All typical anti-alias and smooth modes.
Definition: SMaterial.h:171
E_COLOR_PLANE
Enum values for enabling/disabling color planes for rendering.
Definition: SMaterial.h:84
@ ECP_GREEN
Green enabled.
Definition: SMaterial.h:92
@ ECP_BLUE
Blue enabled.
Definition: SMaterial.h:94
@ ECP_RED
Red enabled.
Definition: SMaterial.h:90
@ ECP_RGB
All colors, no alpha.
Definition: SMaterial.h:96
@ ECP_ALL
All planes enabled.
Definition: SMaterial.h:98
@ ECP_NONE
No color enabled.
Definition: SMaterial.h:86
@ ECP_ALPHA
Alpha enabled.
Definition: SMaterial.h:88
E_MATERIAL_TYPE
Abstracted and easy to use fixed function/programmable pipeline material modes.
@ EMT_TRANSPARENT_ADD_COLOR
A transparent material.
@ EMT_TRANSPARENT_VERTEX_ALPHA
Makes the material transparent based on the vertex alpha value.
@ EMT_TRANSPARENT_REFLECTION_2_LAYER
A transparent reflecting material with an optional additional non reflecting texture layer.
@ EMT_SOLID
Standard solid material.
@ EMT_TRANSPARENT_ALPHA_CHANNEL
Makes the material transparent based on the texture alpha channel.
E_BLEND_FACTOR
Flag for EMT_ONETEXTURE_BLEND, ( BlendFactor ) BlendFunc = source * sourceFactor + dest * destFactor.
Definition: SMaterial.h:24
@ EBF_ONE_MINUS_DST_COLOR
src (1-destR, 1-destG, 1-destB, 1-destA)
Definition: SMaterial.h:28
@ EBF_SRC_ALPHA_SATURATE
src (min(srcA, 1-destA), idem, ...)
Definition: SMaterial.h:35
@ EBF_SRC_ALPHA
src & dest (srcA, srcA, srcA, srcA)
Definition: SMaterial.h:31
@ EBF_ONE
src & dest (1, 1, 1, 1)
Definition: SMaterial.h:26
@ EBF_ONE_MINUS_DST_ALPHA
src & dest (1-destA, 1-destA, 1-destA, 1-destA)
Definition: SMaterial.h:34
@ EBF_SRC_COLOR
dest (srcR, srcG, srcB, srcA)
Definition: SMaterial.h:29
@ EBF_DST_ALPHA
src & dest (destA, destA, destA, destA)
Definition: SMaterial.h:33
@ EBF_ZERO
src & dest (0, 0, 0, 0)
Definition: SMaterial.h:25
@ EBF_ONE_MINUS_SRC_ALPHA
src & dest (1-srcA, 1-srcA, 1-srcA, 1-srcA)
Definition: SMaterial.h:32
@ EBF_DST_COLOR
src (destR, destG, destB, destA)
Definition: SMaterial.h:27
@ EBF_ONE_MINUS_SRC_COLOR
dest (1-srcR, 1-srcG, 1-srcB, 1-srcA)
Definition: SMaterial.h:30
const u32 MATERIAL_MAX_TEXTURES
Maximum number of texture an SMaterial can have.
Definition: SMaterial.h:223
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)
EMT_ONETEXTURE_BLEND: pack srcFact, dstFact, Modulate and alpha source to MaterialTypeParam.
Definition: SMaterial.h:116
E_COMPARISON_FUNC
Comparison function, e.g. for depth buffer test.
Definition: SMaterial.h:63
@ ECFN_LESS
exclusive less comparison, i.e. <
Definition: SMaterial.h:71
@ ECFN_GREATER
inverse of <=
Definition: SMaterial.h:77
@ ECFN_GREATEREQUAL
>= test
Definition: SMaterial.h:75
@ ECFN_NEVER
Test never succeeds, this equals disable.
Definition: SMaterial.h:65
@ ECFN_LESSEQUAL
<= test, default for e.g. depth test
Definition: SMaterial.h:67
@ ECFN_ALWAYS
test succeeds always
Definition: SMaterial.h:79
@ ECFN_EQUAL
Exact equality.
Definition: SMaterial.h:69
@ ECFN_NOTEQUAL
Succeeds almost always, except for exact equality.
Definition: SMaterial.h:73
Everything in the Irrlicht Engine can be found in this namespace.
Definition: aabbox3d.h:13
float f32
32 bit floating point variable.
Definition: irrTypes.h:104
unsigned int u32
32 bit unsigned variable.
Definition: irrTypes.h:58
unsigned char u8
8 bit unsigned variable.
Definition: irrTypes.h:18
char c8
8 bit character variable.
Definition: irrTypes.h:31