irrlicht/include/SMaterial.h

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// Copyright (C) 2002-2007 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __S_MATERIAL_H_INCLUDED__
#define __S_MATERIAL_H_INCLUDED__
#include "SColor.h"
#include "matrix4.h"
#include "irrArray.h"
namespace irr
{
namespace video
{
class ITexture;
//! Abstracted and easy to use fixed function/programmable pipeline material modes.
enum E_MATERIAL_TYPE
{
//! Standard solid material. Only first texture is used, which is
//! supposed to be the diffuse material.
EMT_SOLID = 0,
//! Solid material with 2 texture layers. The second is blended onto the
//! first using the alpha value of the vertex colors.
//! This material is currently not implemented in OpenGL, but it
//! works with DirectX.
EMT_SOLID_2_LAYER,
//! Material type with standard lightmap technique:
//! There should be 2 textures: The first texture layer is a diffuse map,
//! the second is a light map. Vertex light is ignored.
EMT_LIGHTMAP,
//! Material type with lightmap technique like EMT_LIGHTMAP, but
//! lightmap and diffuse texture are not modulated, but added instead.
EMT_LIGHTMAP_ADD,
//! Material type with standard lightmap technique:
//! There should be 2 textures: The first texture layer is a diffuse map,
//! the second is a light map. Vertex light is ignored.
//! The texture colors are effectively multiplyied by 2 for brightening.
//! like known in DirectX as D3DTOP_MODULATE2X.
EMT_LIGHTMAP_M2,
//! Material type with standard lightmap technique:
//! There should be 2 textures: The first texture layer is a diffuse map,
//! the second is a light map. Vertex light is ignored.
//! The texture colors are effectively multiplyied by 4 for brightening.
//! like known in DirectX as D3DTOP_MODULATE4X.
EMT_LIGHTMAP_M4,
//! Like EMT_LIGHTMAP, but also supports dynamic lighting.
EMT_LIGHTMAP_LIGHTING,
//! Like EMT_LIGHTMAP_M2, but also supports dynamic lighting.
EMT_LIGHTMAP_LIGHTING_M2,
//! Like EMT_LIGHTMAP_4, but also supports dynamic lighting.
EMT_LIGHTMAP_LIGHTING_M4,
//! Detail mapped material. The first texture is diffuse color map, the
//! second is added to this and usually displayed with a bigger scale value
//! so that it adds more detail. The detail map is added to the diffuse map using
//! ADD_SIGNED, so that it is possible to add and substract color from the diffuse
//! map. For example a value of (127,127,127) will not change the appearance of
//! the diffuse map at all.
//! Often used for terrain rendering.
EMT_DETAIL_MAP,
//! Makes the material look like it was reflection the environment
//! around it. To make this possible, a texture called 'sphere map'
//! is used, which must be set as Textures[0].
EMT_SPHERE_MAP,
//! A reflecting material with an
//! optional additional non reflecting texture layer. The reflection
//! map should be set as Texture 1.
EMT_REFLECTION_2_LAYER,
//! A transparent material. Only the first texture is used.
//! The new color is calculated by simply adding the source color and
//! the dest color. This means if for example a billboard using a texture with
//! black background and a red circle on it is drawn with this material, the
//! result is that only the red circle will be drawn a little bit transparent,
//! and everything which was black is 100% transparent and not visible.
//! This material type is useful for e.g. particle effects.
EMT_TRANSPARENT_ADD_COLOR,
//! Makes the material transparent based on the texture alpha channel.
//! The final color is blended together from the destination color and the
//! texture color, using the alpha channel value as blend factor.
//! Only first texture is used. If you are using this material with small
//! textures, it is a good idea to load the texture in 32 bit
//! mode (video::IVideoDriver::setTextureCreationFlag()).
//! Also, an alpha ref is used, which can be manipulated using SMaterial::MaterialTypeParam.
//! If set to 0, the alpha ref gets its default value which is 0.5f and which means
//! that pixels with an alpha value >127 will be written, others not. In other, simple
//! words: this value controls how sharp the edges become when going from a
//! transparent to a solid spot on the texture.
EMT_TRANSPARENT_ALPHA_CHANNEL,
//! Makes the material transparent based on the texture alpha channel.
//! If the alpha channel value is greater than 127, a pixel is written to the
//! target, otherwise not. This material does not use alpha blending
//! and is a lot faster than EMT_TRANSPARENT_ALPHA_CHANNEL. It
//! is ideal for drawing stuff like leafes of plants, because the borders
//! are not blurry but sharp.
//! Only first texture is used. If you are using this material with small
//! textures and 3d object, it is a good idea to load the texture in 32 bit
//! mode (video::IVideoDriver::setTextureCreationFlag()).
EMT_TRANSPARENT_ALPHA_CHANNEL_REF,
//! Makes the material transparent based on the vertex alpha value.
EMT_TRANSPARENT_VERTEX_ALPHA,
//! A transparent reflecting material with an
//! optional additional non reflecting texture layer. The reflection
//! map should be set as Texture 1. The transparency depends on the
//! alpha value in the vertex colors. A texture which will not reflect
//! can be set als Texture 2.
//! Please note that this material type is currently not 100% implemented
//! in OpenGL. It works in Direct3D.
EMT_TRANSPARENT_REFLECTION_2_LAYER,
//! A solid normal map renderer. First texture is the color map, the
//! second should be the normal map. Note that you should use this material
//! only when drawing geometry consisting of vertices of type S3DVertexTangents
//! (EVT_TANGENTS). You can convert any mesh into this format using
//! IMeshManipulator::createMeshWithTangents() (See SpecialFX2 Tutorial).
//! This shader runs on vertex shader 1.1 and pixel shader 1.1 capable hardware and
//! falls back on a fixed function lighted material if this hardware is not available.
//! Only two lights are supported by this shader, if there are more, the nearest two
//! are chosen. Currently, this shader is only implemented for the D3D8 and D3D9 renderers.
EMT_NORMAL_MAP_SOLID,
//! A transparent normal map renderer. First texture is the color map, the
//! second should be the normal map. Note that you should use this material
//! only when drawing geometry consisting of vertices of type S3DVertexTangents
//! (EVT_TANGENTS). You can convert any mesh into this format using
//! IMeshManipulator::createMeshWithTangents() (See SpecialFX2 Tutorial).
//! This shader runs on vertex shader 1.1 and pixel shader 1.1 capable hardware and
//! falls back on a fixed function lighted material if this hardware is not available.
//! Only two lights are supported by this shader, if there are more, the nearest two
//! are chosen. Currently, this shader is only implemented for the D3D8 and D3D9 renderers.
EMT_NORMAL_MAP_TRANSPARENT_ADD_COLOR,
//! A transparent (based on the vertex alpha value) normal map renderer.
//! First texture is the color map, the
//! second should be the normal map. Note that you should use this material
//! only when drawing geometry consisting of vertices of type S3DVertexTangents
//! (EVT_TANGENTS). You can convert any mesh into this format using
//! IMeshManipulator::createMeshWithTangents() (See SpecialFX2 Tutorial).
//! This shader runs on vertex shader 1.1 and pixel shader 1.1 capable hardware and
//! falls back on a fixed function lighted material if this hardware is not available.
//! Only two lights are supported by this shader, if there are more, the nearest two
//! are chosen. Currently, this shader is only implemented for the D3D8 and D3D9 renderers.
EMT_NORMAL_MAP_TRANSPARENT_VERTEX_ALPHA,
//! Just like EMT_NORMAL_MAP_SOLID, but uses parallax mapping too, which
//! looks a lot more realistic. This only works when the hardware supports at
//! least vertex shader 1.1 and pixel shader 1.4.
//! First texture is the color map, the second should be the normal map.
//! The normal map texture should contain the height value in the
//! alpha component. The IVideoDriver::makeNormalMapTexture() method writes
//! this value automaticly when creating normal maps from a heightmap when using a 32 bit
//! texture.
//! The height scale of the material (affecting the bumpiness) is being controlled
//! by the SMaterial::MaterialTypeParam member.
//! If set to zero, the default value (0.02f) will be applied. Otherwise
//! the value set in SMaterial::MaterialTypeParam is taken. This value depends on with which
//! scale the texture is mapped on the material. Too high or low values of MaterialTypeParam
//! can result in strange artifacts.
EMT_PARALLAX_MAP_SOLID,
//! A material just like EMT_PARALLAX_MAP_SOLID, but it is transparent, using
//! EMT_TRANSPARENT_ADD_COLOR as base material.
EMT_PARALLAX_MAP_TRANSPARENT_ADD_COLOR,
//! A material just like EMT_PARALLAX_MAP_SOLID, but it is transparent, using
//! EMT_TRANSPARENT_VERTEX_ALPHA as base material.
EMT_PARALLAX_MAP_TRANSPARENT_VERTEX_ALPHA,
//! BlendFunc = source * sourceFactor + dest * destFactor ( E_BLEND_FUNC )
//! Using only Textures[0]. generic Blender
EMT_ONETEXTURE_BLEND,
//! This value is not used. It only forces this enumeration to compile in 32 bit.
EMT_FORCE_32BIT = 0x7fffffff
};
//! Flag for EMT_ONETEXTURE_BLEND, ( BlendFactor )
//! BlendFunc = source * sourceFactor + dest * destFactor
enum E_BLEND_FACTOR
{
EBF_ZERO = 0, // src & dest (0, 0, 0, 0)
EBF_ONE, // src & dest (1, 1, 1, 1)
EBF_DST_COLOR, // src (destR, destG, destB, destA)
EBF_ONE_MINUS_DST_COLOR, // src (1-destR, 1-destG, 1-destB, 1-destA)
EBF_SRC_COLOR, // dest (srcR, srcG, srcB, srcA)
EBF_ONE_MINUS_SRC_COLOR, // dest (1-srcR, 1-srcG, 1-srcB, 1-srcA)
EBF_SRC_ALPHA, // src & dest (srcA, srcA, srcA, srcA)
EBF_ONE_MINUS_SRC_ALPHA, // src & dest (1-srcA, 1-srcA, 1-srcA, 1-srcA)
EBF_DST_ALPHA, // src & dest (destA, destA, destA, destA)
EBF_ONE_MINUS_DST_ALPHA, // src & dest (1-destA, 1-destA, 1-destA, 1-destA)
EBF_SRC_ALPHA_SATURATE // src (min(srcA, 1-destA), idem, ...)
};
//! Texture coord clamp mode outside [0.0, 1.0]
enum E_TEXTURE_CLAMP
{
//! Texture repeats
ETC_REPEAT = 0,
//! Texture is clamped to the last pixel
ETC_CLAMP,
//! Texture is clamped to the edge pixel
ETC_CLAMP_TO_EDGE,
//! Texture is clamped to the border pixel (if exists)
ETC_CLAMP_TO_BORDER,
//! Texture is alternatingly mirrored (0..1..0..1..0..)
ETC_MIRROR
};
static const char* const aTextureClampNames[] = {
"texture_clamp_repeat",
"texture_clamp_clamp",
"texture_clamp_clamp_to_edge",
"texture_clamp_clamp_to_border",
"texture_clamp_mirror", 0};
//! MaterialTypeParam: eg. DirectX: D3DTOP_MODULATE, D3DTOP_MODULATE2X, D3DTOP_MODULATE4X
enum E_MODULATE_FUNC
{
EMFN_MODULATE_1X = 1,
EMFN_MODULATE_2X = 2,
EMFN_MODULATE_4X = 4
};
//! EMT_ONETEXTURE_BLEND: pack srcFact & dstFact and Modulo to MaterialTypeParam
inline f32 pack_texureBlendFunc ( const E_BLEND_FACTOR srcFact, const E_BLEND_FACTOR dstFact, const E_MODULATE_FUNC modulate )
{
return (f32)(modulate << 16 | srcFact << 8 | dstFact);
}
//! EMT_ONETEXTURE_BLEND: unpack srcFact & dstFact and Modulo to MaterialTypeParam
inline void unpack_texureBlendFunc ( E_BLEND_FACTOR &srcFact, E_BLEND_FACTOR &dstFact, E_MODULATE_FUNC &modulo, const f32 param )
{
const u32 state = (u32)param;
modulo = E_MODULATE_FUNC ( ( state & 0x00FF0000 ) >> 16 );
srcFact = E_BLEND_FACTOR ( ( state & 0x0000FF00 ) >> 8 );
dstFact = E_BLEND_FACTOR ( ( state & 0x000000FF ) );
}
//! Material flags
enum E_MATERIAL_FLAG
{
//! Draw as wireframe or filled triangles? Default: false
EMF_WIREFRAME = 0,
//! Draw as point cloud or filled triangles? Default: false
EMF_POINTCLOUD,
//! Flat or Gouraud shading? Default: true
EMF_GOURAUD_SHADING,
//! Will this material be lighted? Default: true
EMF_LIGHTING,
//! Is the ZBuffer enabled? Default: true
EMF_ZBUFFER,
//! May be written to the zbuffer or is it readonly. Default: true
//! This flag is ignored, if the material type is a transparent type.
EMF_ZWRITE_ENABLE,
//! Is backfaceculling enabled? Default: true
EMF_BACK_FACE_CULLING,
//! Is bilinear filtering enabled? Default: true
EMF_BILINEAR_FILTER,
//! Is trilinear filtering enabled? Default: false
//! If the trilinear filter flag is enabled,
//! the bilinear filtering flag is ignored.
EMF_TRILINEAR_FILTER,
//! Is anisotropic filtering? Default: false
//! In Irrlicht you can use anisotropic texture filtering in
//! conjunction with bilinear or trilinear texture filtering
//! to improve rendering results. Primitives will look less
//! blurry with this flag switched on.
EMF_ANISOTROPIC_FILTER,
//! Is fog enabled? Default: false
EMF_FOG_ENABLE,
//! Normalizes normals.You can enable this if you need
//! to scale a dynamic lighted model. Usually, its normals will get scaled
//! too then and it will get darker. If you enable the EMF_NORMALIZE_NORMALS flag,
//! the normals will be normalized again, and the model will look as bright as it should.
EMF_NORMALIZE_NORMALS,
//! Access to all layers texture wrap settings. Overwrites separate layer settings.
EMF_TEXTURE_WRAP,
//! This is not a flag, but a value indicating how much flags there are.
EMF_MATERIAL_FLAG_COUNT
};
//! Maximum number of texture an SMaterial can have.
const u32 MATERIAL_MAX_TEXTURES = 4;
//! struct for holding parameters for a material renderer
class SMaterial
{
public:
//! default constructor, creates a solid material with standard colors
SMaterial()
: MaterialType(EMT_SOLID), AmbientColor(255,255,255,255), DiffuseColor(255,255,255,255),
EmissiveColor(0,0,0,0), SpecularColor(255,255,255,255),
Shininess(0.0f), MaterialTypeParam(0.0f), MaterialTypeParam2(0.0f), Thickness(1.0f),
Wireframe(false), PointCloud(false), GouraudShading(true), Lighting(true),
ZBuffer(true), ZWriteEnable(true), BackfaceCulling(true),
BilinearFilter(true), TrilinearFilter(false), AnisotropicFilter(false),
FogEnable(false), NormalizeNormals(false)
{
for (u32 i=0; i<MATERIAL_MAX_TEXTURES; ++i)
{
Textures[i] = 0;
TextureMatrix[i] = 0;
TextureWrap[i] = ETC_REPEAT;
}
}
//! copy constructor
SMaterial(const SMaterial& other)
{
// These pointers are checked during assignment
for (u32 i=0; i<MATERIAL_MAX_TEXTURES; ++i)
TextureMatrix[i] = 0;
*this = other;
}
//! destructor
~SMaterial()
{
for (u32 i=0; i<MATERIAL_MAX_TEXTURES; ++i)
delete TextureMatrix[i];
}
//! Assignment operator
SMaterial& operator=(const SMaterial& other)
{
MaterialType = other.MaterialType;
AmbientColor = other.AmbientColor;
DiffuseColor = other.DiffuseColor;
EmissiveColor = other.EmissiveColor;
SpecularColor = other.SpecularColor;
Shininess = other.Shininess;
MaterialTypeParam = other.MaterialTypeParam;
MaterialTypeParam2 = other.MaterialTypeParam2;
Thickness = other.Thickness;
for (u32 i=0; i<MATERIAL_MAX_TEXTURES; ++i)
{
Textures[i] = other.Textures[i];
if (TextureMatrix[i])
{
if (other.TextureMatrix[i])
*TextureMatrix[i] = *other.TextureMatrix[i];
else
{
delete TextureMatrix[i];
TextureMatrix[i] = 0;
}
}
else
{
if (other.TextureMatrix[i])
TextureMatrix[i] = new core::matrix4(*other.TextureMatrix[i]);
else
TextureMatrix[i] = 0;
}
TextureWrap[i] = other.TextureWrap[i];
}
Wireframe = other.Wireframe;
PointCloud = other.PointCloud;
GouraudShading = other.GouraudShading;
Lighting = other.Lighting;
ZBuffer = other.ZBuffer;
ZWriteEnable = other.ZWriteEnable;
BackfaceCulling = other.BackfaceCulling;
BilinearFilter = other.BilinearFilter;
TrilinearFilter = other.TrilinearFilter;
AnisotropicFilter = other.AnisotropicFilter;
FogEnable = other.FogEnable;
NormalizeNormals = other.NormalizeNormals;
return *this;
}
//! Type of the material. Specifies how everything is blended together
E_MATERIAL_TYPE MaterialType;
//! How much ambient light (a global light) is reflected by this material.
/** The default is full white, meaning objects are completely globally illuminated.
Reduce this if you want to see diffuse or specular light effects. */
SColor AmbientColor;
//! How much diffuse light coming from a light source is reflected by this material.
/** The default is full white. */
SColor DiffuseColor;
//! Light emitted by this material. Default is to emitt no light.
SColor EmissiveColor;
//! How much specular light (highlights from a light) is reflected.
/** The default is to reflect white specular light. See SMaterial::Shininess how to
enable specular lights. */
SColor SpecularColor;
//! Value affecting the size of specular highlights. A value of 20 is common.
/** If set to 0, no specular highlights are being used.
To activate, simply set the shininess of a material to a value other than 0:
Using scene nodes:
\code
sceneNode->getMaterial(0).Shininess = 20.0f;
\endcode
You can also change the color of the highlights using
\code
sceneNode->getMaterial(0).SpecularColor.set(255,255,255,255);
\endcode
The specular color of the dynamic lights (SLight::SpecularColor) will influence
the the highlight color too, but they are set to a useful value by default when
creating the light scene node. Here is a simple example on how
to use specular highlights:
\code
// load and display mesh
scene::IAnimatedMeshSceneNode* node = smgr->addAnimatedMeshSceneNode(
smgr->getMesh("data/faerie.md2"));
node->setMaterialTexture(0, driver->getTexture("data/Faerie2.pcx")); // set diffuse texture
node->setMaterialFlag(video::EMF_LIGHTING, true); // enable dynamic lighting
node->getMaterial(0).Shininess = 20.0f; // set size of specular highlights
// add white light
scene::ILightSceneNode* light = smgr->addLightSceneNode(0,
core::vector3df(5,5,5), video::SColorf(1.0f, 1.0f, 1.0f));
\endcode */
f32 Shininess;
//! Free parameter dependend on the material type.
/** Mostly ignored, used for example in EMT_PARALLAX_MAP_SOLID
and EMT_TRANSPARENT_ALPHA_CHANNEL. */
f32 MaterialTypeParam;
//! Second free parameter dependend on the material type.
/** Mostly ignored. */
f32 MaterialTypeParam2;
//! Thickness of non-3dimensional elements such as lines and points.
f32 Thickness;
//! Texture layer array.
ITexture* Textures[MATERIAL_MAX_TEXTURES];
//! Texture Matrix array
//! Do not acces the elements directly as the internal
//! ressource management has to cope with Null pointers etc.
core::matrix4* TextureMatrix[MATERIAL_MAX_TEXTURES];
//! Texture Clamp Mode
E_TEXTURE_CLAMP TextureWrap[MATERIAL_MAX_TEXTURES];
//! material flags
/** The user can access the material flag using
material.Wireframe = true or material.setFlag(EMF_WIREFRAME, true); */
//! Draw as wireframe or filled triangles? Default: false
bool Wireframe;
//! Draw as point cloud or filled triangles? Default: false
bool PointCloud;
//! Flat or Gouraud shading? Default: true
bool GouraudShading;
//! Will this material be lighted? Default: true
bool Lighting;
//! Is the ZBuffer enabled? Default: true
//! Changed from Bool to Integer
// ( 0 == ZBuffer Off, 1 == ZBuffer LessEqual, 2 == ZBuffer Equal )
u32 ZBuffer;
//! May be written to the zbuffer or is it readonly.
/** Default: 1 This flag is ignored, if the MaterialType
is a transparent type. */
bool ZWriteEnable;
//! Is backfaceculling enabled? Default: true
bool BackfaceCulling;
//! Is bilinear filtering enabled? Default: true
bool BilinearFilter;
//! Is trilinear filtering enabled? Default: false
/** If the trilinear filter flag is enabled,
the bilinear filtering flag is ignored. */
bool TrilinearFilter;
//! Is anisotropic filtering enabled? Default: false
/** In Irrlicht you can use anisotropic texture filtering
in conjunction with bilinear or trilinear texture
filtering to improve rendering results. Primitives
will look less blurry with this flag switched on. */
bool AnisotropicFilter;
//! Is fog enabled? Default: false
bool FogEnable;
//! Should normals be normalized? Default: false
bool NormalizeNormals;
//! Gets the texture transformation matrix for level i
core::matrix4& getTextureMatrix(u32 i)
{
if (i<MATERIAL_MAX_TEXTURES && !TextureMatrix[i])
TextureMatrix[i] = new core::matrix4(core::matrix4::EM4CONST_IDENTITY);
return *TextureMatrix[i];
}
//! Gets the immutable texture transformation matrix for level i
const core::matrix4& getTextureMatrix(u32 i) const
{
if (i<MATERIAL_MAX_TEXTURES && TextureMatrix[i])
return *TextureMatrix[i];
else
return core::IdentityMatrix;
}
//! Sets the i-th texture transformation matrix to mat
void setTextureMatrix(u32 i, const core::matrix4& mat)
{
if (i>=MATERIAL_MAX_TEXTURES)
return;
if (!TextureMatrix[i])
TextureMatrix[i] = new core::matrix4(mat);
else
*TextureMatrix[i] = mat;
}
//! Sets the Material flag to the given value
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_BILINEAR_FILTER:
BilinearFilter = value; break;
case EMF_TRILINEAR_FILTER:
TrilinearFilter = value; break;
case EMF_ANISOTROPIC_FILTER:
AnisotropicFilter = value; break;
case EMF_FOG_ENABLE:
FogEnable = value; break;
case EMF_NORMALIZE_NORMALS:
NormalizeNormals = value; break;
case EMF_TEXTURE_WRAP:
TextureWrap[0] = TextureWrap[1] = TextureWrap[2] = TextureWrap[3] = (E_TEXTURE_CLAMP)value;
break;
default:
break;
}
}
//! Gets the Material 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!=0;
case EMF_ZWRITE_ENABLE:
return ZWriteEnable;
case EMF_BACK_FACE_CULLING:
return BackfaceCulling;
case EMF_BILINEAR_FILTER:
return BilinearFilter;
case EMF_TRILINEAR_FILTER:
return TrilinearFilter;
case EMF_ANISOTROPIC_FILTER:
return AnisotropicFilter;
case EMF_FOG_ENABLE:
return FogEnable;
case EMF_NORMALIZE_NORMALS:
return NormalizeNormals;
case EMF_TEXTURE_WRAP:
return !(TextureWrap[0] || TextureWrap[1] || TextureWrap[2] || TextureWrap[3]);
case EMF_MATERIAL_FLAG_COUNT:
break;
}
return false;
}
//! Inequality operator
inline bool operator!=(const SMaterial& b) const
{
return
Textures[0] != b.Textures[0] ||
Textures[1] != b.Textures[1] ||
Textures[2] != b.Textures[2] ||
Textures[3] != b.Textures[3] ||
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 ||
BilinearFilter != b.BilinearFilter ||
TrilinearFilter != b.TrilinearFilter ||
AnisotropicFilter != b.AnisotropicFilter ||
FogEnable != b.FogEnable ||
NormalizeNormals != b.NormalizeNormals ||
TextureWrap[0] != b.TextureWrap[0] ||
TextureWrap[1] != b.TextureWrap[1] ||
TextureWrap[2] != b.TextureWrap[2] ||
TextureWrap[3] != b.TextureWrap[3] ||
TextureMatrix[0] != b.TextureMatrix[0] ||
TextureMatrix[1] != b.TextureMatrix[1] ||
TextureMatrix[2] != b.TextureMatrix[2] ||
TextureMatrix[3] != b.TextureMatrix[3];
}
//! Equality operator
inline bool operator==(const SMaterial& b) const
{ return !(b!=*this); }
};
} // end namespace video
} // end namespace irr
#endif