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