585 lines
19 KiB
C++
585 lines
19 KiB
C++
// Copyright (C) 2002-2009 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 "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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//! 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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//! EMT_ONETEXTURE_BLEND: pack srcFact & dstFact and Modulo to MaterialTypeParam
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inline f32 pack_texureBlendFunc ( const E_BLEND_FACTOR srcFact, const E_BLEND_FACTOR dstFact, const E_MODULATE_FUNC modulate )
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{
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return (f32)(modulate << 16 | srcFact << 8 | dstFact);
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}
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//! EMT_ONETEXTURE_BLEND: unpack srcFact & dstFact and Modulo to MaterialTypeParam
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inline void unpack_texureBlendFunc ( E_BLEND_FACTOR &srcFact, E_BLEND_FACTOR &dstFact,
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E_MODULATE_FUNC &modulo, const f32 param )
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{
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const u32 state = (u32)param;
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modulo = E_MODULATE_FUNC( ( state & 0x00FF0000 ) >> 16 );
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srcFact = E_BLEND_FACTOR ( ( state & 0x0000FF00 ) >> 8 );
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dstFact = E_BLEND_FACTOR ( ( state & 0x000000FF ) );
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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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//! Maximum number of texture an SMaterial can have.
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const u32 MATERIAL_MAX_TEXTURES = 4;
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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|EAAM_LINE_SMOOTH), ColorMask(ECP_ALL),
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ColorMaterial(ECM_DIFFUSE),
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Wireframe(false), PointCloud(false), GouraudShading(true), Lighting(true), ZWriteEnable(true),
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BackfaceCulling(true), FrontfaceCulling(false), FogEnable(false), NormalizeNormals(false)
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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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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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//! 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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//! 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. */
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ITexture* getTexture(u32 i) const
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{
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return i < MATERIAL_MAX_TEXTURES ? TextureLayer[i].Texture : 0;
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}
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//! Sets the i-th texture
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/** If i>=MATERIAL_MAX_TEXTURES this setting will be ignored.
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\param i The desired level.
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\param tex Texture for texture level i. */
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void setTexture(u32 i, ITexture* tex)
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{
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if (i>=MATERIAL_MAX_TEXTURES)
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return;
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TextureLayer[i].Texture = tex;
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}
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//! Sets the Material flag to the given value
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/** \param flag The flag to be set.
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\param value The new value for the flag. */
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void setFlag(E_MATERIAL_FLAG flag, bool value)
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{
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switch (flag)
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{
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case EMF_WIREFRAME:
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Wireframe = value; break;
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case EMF_POINTCLOUD:
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PointCloud = value; break;
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case EMF_GOURAUD_SHADING:
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GouraudShading = value; break;
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case EMF_LIGHTING:
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Lighting = value; break;
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case EMF_ZBUFFER:
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ZBuffer = value; break;
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case EMF_ZWRITE_ENABLE:
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ZWriteEnable = value; break;
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case EMF_BACK_FACE_CULLING:
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BackfaceCulling = value; break;
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case EMF_FRONT_FACE_CULLING:
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FrontfaceCulling = value; break;
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case EMF_BILINEAR_FILTER:
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{
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for (u32 i=0; i<MATERIAL_MAX_TEXTURES; ++i)
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TextureLayer[i].BilinearFilter = value;
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}
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break;
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case EMF_TRILINEAR_FILTER:
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{
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for (u32 i=0; i<MATERIAL_MAX_TEXTURES; ++i)
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TextureLayer[i].TrilinearFilter = value;
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}
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break;
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case EMF_ANISOTROPIC_FILTER:
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{
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if (value)
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for (u32 i=0; i<MATERIAL_MAX_TEXTURES; ++i)
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TextureLayer[i].AnisotropicFilter = 0xFF;
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else
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for (u32 i=0; i<MATERIAL_MAX_TEXTURES; ++i)
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TextureLayer[i].AnisotropicFilter = 0;
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}
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break;
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case EMF_FOG_ENABLE:
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FogEnable = value; break;
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case EMF_NORMALIZE_NORMALS:
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NormalizeNormals = value; break;
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case EMF_TEXTURE_WRAP:
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{
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for (u32 i=0; i<MATERIAL_MAX_TEXTURES; ++i)
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TextureLayer[i].TextureWrap = (E_TEXTURE_CLAMP)value;
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}
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break;
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case EMF_ANTI_ALIASING:
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AntiAliasing = value?EAAM_SIMPLE:EAAM_OFF;
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break;
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case EMF_COLOR_MASK:
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ColorMask = value?ECP_ALL:ECP_NONE;
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break;
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case EMF_COLOR_MATERIAL:
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ColorMaterial = value?ECM_DIFFUSE:ECM_NONE;
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break;
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default:
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break;
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}
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}
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//! Gets the Material flag
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/** \param flag The flag to query.
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\return The current value of the flag. */
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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].TextureWrap ||
|
|
TextureLayer[1].TextureWrap ||
|
|
TextureLayer[2].TextureWrap ||
|
|
TextureLayer[3].TextureWrap);
|
|
case EMF_ANTI_ALIASING:
|
|
return (AntiAliasing==1);
|
|
case EMF_COLOR_MASK:
|
|
return (ColorMask!=ECP_NONE);
|
|
case EMF_COLOR_MATERIAL:
|
|
return (ColorMaterial != ECM_NONE);
|
|
}
|
|
|
|
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;
|
|
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
|