385 lines
12 KiB
C++
385 lines
12 KiB
C++
// Copyright (C) 2002-2007 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 )
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//! 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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//! 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, 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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//! 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 material with standard 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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Wireframe(false), PointCloud(false), GouraudShading(true), Lighting(true),
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ZBuffer(true), ZWriteEnable(true), BackfaceCulling(true),
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FogEnable(false), NormalizeNormals(false)
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{ }
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//! copy constructor
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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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SMaterial& operator=(const SMaterial& other)
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{
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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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ZBuffer = other.ZBuffer;
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ZWriteEnable = other.ZWriteEnable;
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BackfaceCulling = other.BackfaceCulling;
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FogEnable = other.FogEnable;
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NormalizeNormals = other.NormalizeNormals;
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return *this;
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}
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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 globally illuminated.
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Reduce this if you want to see diffuse 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 emitt 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 SMaterial::Shininess how to
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enable specular lights. */
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SColor SpecularColor;
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//! Value affecting the size of specular highlights. A value of 20 is common.
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/** If set to 0, no specular highlights are being used.
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To activate, simply set the shininess of a material to a value other than 0:
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Using scene nodes:
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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 also 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 (SLight::SpecularColor) will influence
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the the highlight color 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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//! Texture layer array.
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SMaterialLayer TextureLayer[MATERIAL_MAX_TEXTURES];
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//! material flags
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/** The user can access the material flag using
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material.Wireframe = true or material.setFlag(EMF_WIREFRAME, true); */
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//! Draw as wireframe or filled triangles? Default: false
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bool Wireframe;
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//! Draw as point cloud or filled triangles? Default: false
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bool PointCloud;
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//! Flat or Gouraud shading? Default: true
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bool GouraudShading;
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//! Will this material be lighted? Default: true
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bool Lighting;
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//! Is the ZBuffer enabled? Default: true
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//! Changed from bool to integer
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// ( 0 == ZBuffer Off, 1 == ZBuffer LessEqual, 2 == ZBuffer Equal )
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u32 ZBuffer;
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//! Is the zbuffer writeable or is it read-only.
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/** Default: 1 This flag is ignored, if the MaterialType
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is a transparent type. */
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bool ZWriteEnable;
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//! Is backface culling enabled? Default: true
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bool BackfaceCulling;
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//! Is fog enabled? Default: false
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bool FogEnable;
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//! Should normals be normalized? Default: false
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bool NormalizeNormals;
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//! Gets the texture transformation matrix for level i
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core::matrix4& getTextureMatrix(u32 i)
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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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}
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//! Gets the immutable texture transformation matrix for level i
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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 to mat
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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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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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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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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_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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for (u32 i=0; i<MATERIAL_MAX_TEXTURES; ++i)
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TextureLayer[i].AnisotropicFilter = value;
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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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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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bool getFlag(E_MATERIAL_FLAG flag) const
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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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return Wireframe;
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case EMF_POINTCLOUD:
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return PointCloud;
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case EMF_GOURAUD_SHADING:
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return GouraudShading;
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case EMF_LIGHTING:
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return Lighting;
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case EMF_ZBUFFER:
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return ZBuffer!=0;
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case EMF_ZWRITE_ENABLE:
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return ZWriteEnable;
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case EMF_BACK_FACE_CULLING:
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return BackfaceCulling;
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case EMF_BILINEAR_FILTER:
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return TextureLayer[0].BilinearFilter;
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case EMF_TRILINEAR_FILTER:
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return TextureLayer[0].TrilinearFilter;
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case EMF_ANISOTROPIC_FILTER:
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return TextureLayer[0].AnisotropicFilter;
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case EMF_FOG_ENABLE:
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return FogEnable;
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case EMF_NORMALIZE_NORMALS:
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return NormalizeNormals;
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case EMF_TEXTURE_WRAP:
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return !(TextureLayer[0].TextureWrap || TextureLayer[1].TextureWrap || TextureLayer[2].TextureWrap || TextureLayer[3].TextureWrap);
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case EMF_MATERIAL_FLAG_COUNT:
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break;
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}
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return false;
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}
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//! Inequality operator
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inline bool operator!=(const SMaterial& b) const
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{
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bool different =
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MaterialType != b.MaterialType ||
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AmbientColor != b.AmbientColor ||
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DiffuseColor != b.DiffuseColor ||
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EmissiveColor != b.EmissiveColor ||
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SpecularColor != b.SpecularColor ||
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Shininess != b.Shininess ||
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MaterialTypeParam != b.MaterialTypeParam ||
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MaterialTypeParam2 != b.MaterialTypeParam2 ||
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Thickness != b.Thickness ||
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Wireframe != b.Wireframe ||
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PointCloud != b.PointCloud ||
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GouraudShading != b.GouraudShading ||
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Lighting != b.Lighting ||
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ZBuffer != b.ZBuffer ||
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ZWriteEnable != b.ZWriteEnable ||
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BackfaceCulling != b.BackfaceCulling ||
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FogEnable != b.FogEnable ||
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NormalizeNormals != b.NormalizeNormals;
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for (u32 i=0; (i<MATERIAL_MAX_TEXTURES) && !different; ++i)
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{
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different |= (TextureLayer[i] != b.TextureLayer[i]);
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}
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return different;
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}
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//! Equality operator
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inline bool operator==(const SMaterial& b) const
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{ return !(b!=*this); }
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};
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} // end namespace video
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} // end namespace irr
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#endif
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