irrlicht/include/EMaterialTypes.h

244 lines
10 KiB
C++

// Copyright (C) 2002-2008 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __E_MATERIAL_TYPES_H_INCLUDED__
#define __E_MATERIAL_TYPES_H_INCLUDED__
namespace irr
{
namespace video
{
//! 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.
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. Dynamic light is
//! ignored.
EMT_LIGHTMAP,
//! Material type with lightmap technique like EMT_LIGHTMAP. But
//! lightmap and diffuse texture are added instead of modulated.
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. Dynamic light is
//! ignored. The texture colors are effectively multiplied 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. Dynamic 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 the first
//! texture.
EMT_SPHERE_MAP,
//! A reflecting material with an optional additional non
//! reflecting texture layer. The reflection map should be set
//! as first texture.
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 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 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 first texture. The transparency depends on
//! the alpha value in the vertex colors. A texture which will
//! not reflect can be set as second texture. Please note that
//! this material type is currently not 100% implemented in
//! OpenGL.
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 to
//! 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.
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 to
//! 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.
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 to 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.
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 automatically 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 first texture. Generic blending method.
EMT_ONETEXTURE_BLEND,
//! This value is not used. It only forces this enumeration to
//! compile in 32 bit.
EMT_FORCE_32BIT = 0x7fffffff
};
//! Array holding the built in material type names
const char* const sBuiltInMaterialTypeNames[] =
{
"solid",
"solid_2layer",
"lightmap",
"lightmap_add",
"lightmap_m2",
"lightmap_m4",
"lightmap_light",
"lightmap_light_m2",
"lightmap_light_m4",
"detail_map",
"sphere_map",
"reflection_2layer",
"trans_add",
"trans_alphach",
"trans_alphach_ref",
"trans_vertex_alpha",
"trans_reflection_2layer",
"normalmap_solid",
"normalmap_trans_add",
"normalmap_trans_vertexalpha",
"parallaxmap_solid",
"parallaxmap_trans_add",
"parallaxmap_trans_vertexalpha",
"onetexture_blend",
0
};
} // end namespace video
} // end namespace irr
#endif // __E_MATERIAL_TYPES_H_INCLUDED__