Irrlicht 3D Engine
SMaterial.h
Go to the documentation of this file.
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 
16 namespace irr
17 {
18 namespace video
19 {
20  class ITexture;
21 
24  {
25  EBF_ZERO = 0,
36  };
37 
40  {
41  EBO_NONE = 0,
51  };
52 
55  {
59  };
60 
63  {
80  };
81 
84  {
96  ECP_RGB=14,
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 
211  };
212 
215  {
216  "Back",
217  "Front",
218  0
219  };
220 
221 
224 
226  class SMaterial
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 
260  MaterialType = other.MaterialType;
261 
262  AmbientColor = other.AmbientColor;
263  DiffuseColor = other.DiffuseColor;
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;
279  ZWriteEnable = other.ZWriteEnable;
282  FogEnable = other.FogEnable;
284  ZBuffer = other.ZBuffer;
285  AntiAliasing = other.AntiAliasing;
286  ColorMask = other.ColorMask;
291  UseMipMaps = other.UseMipMaps;
292 
293  return *this;
294  }
295 
298 
301 
303 
307 
309 
311 
314 
316 
319 
321 
351 
353 
356 
358 
360 
363 
365 
367 
369 
373 
375 
380 
382 
388 
390 
393 
395 
398 
400 
402 
404 
407  bool Wireframe:1;
408 
410  bool PointCloud:1;
411 
414 
416  bool Lighting:1;
417 
419 
422  bool ZWriteEnable:1;
423 
426 
429 
431  bool FogEnable:1;
432 
434 
436 
438 
439  bool UseMipMaps:1;
440 
442 
445  {
446  return TextureLayer[i].getTextureMatrix();
447  }
448 
450 
453  {
454  if (i<MATERIAL_MAX_TEXTURES)
455  return TextureLayer[i].getTextureMatrix();
456  else
457  return core::IdentityMatrix;
458  }
459 
461 
463  void setTextureMatrix(u32 i, const core::matrix4& mat)
464  {
465  if (i>=MATERIAL_MAX_TEXTURES)
466  return;
467  TextureLayer[i].setTextureMatrix(mat);
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  {
484  if (i>=MATERIAL_MAX_TEXTURES)
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;
500  case EMF_GOURAUD_SHADING:
501  GouraudShading = value; break;
502  case EMF_LIGHTING:
503  Lighting = value; break;
504  case EMF_ZBUFFER:
505  ZBuffer = value; break;
506  case EMF_ZWRITE_ENABLE:
507  ZWriteEnable = value; break;
509  BackfaceCulling = value; break;
511  FrontfaceCulling = value; break;
512  case EMF_BILINEAR_FILTER:
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  {
542  TextureLayer[i].TextureWrapU = (E_TEXTURE_CLAMP)value;
543  TextureLayer[i].TextureWrapV = (E_TEXTURE_CLAMP)value;
544  }
545  }
546  break;
547  case EMF_ANTI_ALIASING:
548  AntiAliasing = value?EAAM_SIMPLE:EAAM_OFF; break;
549  case EMF_COLOR_MASK:
550  ColorMask = value?ECP_ALL:ECP_NONE; break;
551  case EMF_COLOR_MATERIAL:
552  ColorMaterial = value?ECM_DIFFUSE:ECM_NONE; break;
553  case EMF_USE_MIP_MAPS:
554  UseMipMaps = value; break;
555  case EMF_BLEND_OPERATION:
556  BlendOperation = value?EBO_ADD:EBO_NONE; break;
557  case EMF_POLYGON_OFFSET:
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;
577  case EMF_GOURAUD_SHADING:
578  return GouraudShading;
579  case EMF_LIGHTING:
580  return Lighting;
581  case EMF_ZBUFFER:
582  return ZBuffer!=ECFN_NEVER;
583  case EMF_ZWRITE_ENABLE:
584  return ZWriteEnable;
586  return BackfaceCulling;
588  return FrontfaceCulling;
589  case EMF_BILINEAR_FILTER:
590  return TextureLayer[0].BilinearFilter;
592  return TextureLayer[0].TrilinearFilter;
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 ||
601  TextureLayer[0].TextureWrapV ||
602  TextureLayer[1].TextureWrapU ||
603  TextureLayer[1].TextureWrapV ||
604  TextureLayer[2].TextureWrapU ||
605  TextureLayer[2].TextureWrapV ||
606  TextureLayer[3].TextureWrapU ||
607  TextureLayer[3].TextureWrapV);
608  case EMF_ANTI_ALIASING:
609  return (AntiAliasing==1);
610  case EMF_COLOR_MASK:
611  return (ColorMask!=ECP_NONE);
612  case EMF_COLOR_MATERIAL:
613  return (ColorMaterial != ECM_NONE);
614  case EMF_USE_MIP_MAPS:
615  return UseMipMaps;
616  case EMF_BLEND_OPERATION:
617  return BlendOperation != EBO_NONE;
618  case EMF_POLYGON_OFFSET:
619  return PolygonOffsetFactor != 0;
620  }
621 
622  return false;
623  }
624 
626 
628  inline bool operator!=(const SMaterial& b) const
629  {
630  bool different =
631  MaterialType != b.MaterialType ||
632  AmbientColor != b.AmbientColor ||
633  DiffuseColor != b.DiffuseColor ||
634  EmissiveColor != b.EmissiveColor ||
635  SpecularColor != b.SpecularColor ||
636  Shininess != b.Shininess ||
637  MaterialTypeParam != b.MaterialTypeParam ||
638  MaterialTypeParam2 != b.MaterialTypeParam2 ||
639  Thickness != b.Thickness ||
640  Wireframe != b.Wireframe ||
641  PointCloud != b.PointCloud ||
643  Lighting != b.Lighting ||
644  ZBuffer != b.ZBuffer ||
645  ZWriteEnable != b.ZWriteEnable ||
648  FogEnable != b.FogEnable ||
650  AntiAliasing != b.AntiAliasing ||
651  ColorMask != b.ColorMask ||
656  UseMipMaps != b.UseMipMaps;
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  {
672  return MaterialType==EMT_TRANSPARENT_ADD_COLOR ||
673  MaterialType==EMT_TRANSPARENT_ALPHA_CHANNEL ||
674  MaterialType==EMT_TRANSPARENT_VERTEX_ALPHA ||
676  }
677  };
678 
681 
682 } // end namespace video
683 } // end namespace irr
684 
685 #endif
u8 ZBuffer
Is the ZBuffer enabled? Default: ECFN_LESSEQUAL.
Definition: SMaterial.h:366
Is backface culling enabled? Default: true.
This modes subtracts destination from source.
Definition: SMaterial.h:44
const core::matrix4 & getTextureMatrix(u32 i) const
Gets the immutable texture transformation matrix for level i.
Definition: SMaterial.h:452
All typical anti-alias and smooth modes.
Definition: SMaterial.h:171
SMaterial()
Default constructor. Creates a solid, lit material with white colors.
Definition: SMaterial.h:230
E_BLEND_FACTOR
Flag for EMT_ONETEXTURE_BLEND, ( BlendFactor ) BlendFunc = source * sourceFactor + dest * destFactor...
Definition: SMaterial.h:23
point smoothing, often in software and slow, only with OpenGL
Definition: SMaterial.h:169
bool FrontfaceCulling
Is frontface culling enabled? Default: false.
Definition: SMaterial.h:428
Is fog enabled? Default: false.
E_MATERIAL_TYPE MaterialType
Type of the material. Specifies how everything is blended together.
Definition: SMaterial.h:300
IRRLICHT_API const matrix4 IdentityMatrix
global const identity matrix
E_MATERIAL_TYPE
Abstracted and easy to use fixed function/programmable pipeline material modes.
Use vertex color for ambient light.
Definition: SMaterial.h:191
bool getFlag(E_MATERIAL_FLAG flag) const
Gets the Material flag.
Definition: SMaterial.h:569
u8 ColorMaterial
Defines the interpretation of vertex color in the lighting equation.
Definition: SMaterial.h:387
ITexture * getTexture(u32 i) const
Gets the i-th texture.
Definition: SMaterial.h:473
dest (srcR, srcG, srcB, srcA)
Definition: SMaterial.h:29
u32 IR(f32 x)
Definition: irrMath.h:353
float f32
32 bit floating point variable.
Definition: irrTypes.h:104
f32 Shininess
Value affecting the size of specular highlights.
Definition: SMaterial.h:350
src & dest (0, 0, 0, 0)
Definition: SMaterial.h:25
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
All colors, no alpha.
Definition: SMaterial.h:96
Is the ZBuffer enabled? Default: true.
E_COLOR_MATERIAL
These flags allow to define the interpretation of vertex color when lighting is enabled.
Definition: SMaterial.h:184
bool UseMipMaps
Shall mipmaps be used if available.
Definition: SMaterial.h:439
bool TrilinearFilter
Is trilinear filtering enabled? Default: false.
void setTextureMatrix(u32 i, const core::matrix4 &mat)
Sets the i-th texture transformation matrix.
Definition: SMaterial.h:463
u8 ColorMask
Defines the enabled color planes.
Definition: SMaterial.h:379
char c8
8 bit character variable.
Definition: irrTypes.h:31
Flag for blend operation.
bool operator==(const SMaterial &b) const
Equality operator.
Definition: SMaterial.h:667
core::matrix4 & getTextureMatrix(u32 i)
Gets the texture transformation matrix for level i.
Definition: SMaterial.h:444
bool GouraudShading
Flat or Gouraud shading? Default: true.
Definition: SMaterial.h:413
bool isTransparent() const
Definition: SMaterial.h:670
Use vertex color for diffuse light, this is default.
Definition: SMaterial.h:189
#define IRRLICHT_API
Set FPU settings.
u8 TextureWrapU
Texture Clamp Mode.
E_BLEND_OPERATION
Values defining the blend operation used when blend is enabled.
Definition: SMaterial.h:39
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
f32 MaterialTypeParam2
Second free parameter, dependent on the material type.
Definition: SMaterial.h:359
f32 Thickness
Thickness of non-3dimensional elements such as lines and points.
Definition: SMaterial.h:362
SColor EmissiveColor
Light emitted by this material. Default is to emit no light.
Definition: SMaterial.h:313
Everything in the Irrlicht Engine can be found in this namespace.
Definition: aabbox3d.h:12
const c8 *const PolygonOffsetDirectionNames[]
Names for polygon offset direction.
Definition: SMaterial.h:214
void setFlag(E_MATERIAL_FLAG flag, bool value)
Sets the Material flag to the given value.
Definition: SMaterial.h:492
ColorMaterial enum for vertex color interpretation.
bool textureBlendFunc_hasAlpha(const E_BLEND_FACTOR factor)
EMT_ONETEXTURE_BLEND: has BlendFactor Alphablending.
Definition: SMaterial.h:135
E_BLEND_OPERATION BlendOperation
Store the blend operation of choice.
Definition: SMaterial.h:392
const u32 MATERIAL_MAX_TEXTURES
Maximum number of texture an SMaterial can have.
Definition: SMaterial.h:223
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
ColorMask bits, for enabling the color planes.
src & dest (1, 1, 1, 1)
Definition: SMaterial.h:26
SColor DiffuseColor
How much diffuse light coming from a light source is reflected by this material.
Definition: SMaterial.h:310
unsigned char u8
8 bit unsigned variable.
Definition: irrTypes.h:18
No color enabled.
Definition: SMaterial.h:86
Choose minimum value of each color channel.
Definition: SMaterial.h:45
Alpha enabled.
Definition: SMaterial.h:88
src & dest (srcA, srcA, srcA, srcA)
Definition: SMaterial.h:31
bool operator!=(const SMaterial &b) const
Inequality operator.
Definition: SMaterial.h:628
Is bilinear filtering enabled? Default: true.
src & dest (destA, destA, destA, destA)
Definition: SMaterial.h:33
E_COLOR_PLANE
Enum values for enabling/disabling color planes for rendering.
Definition: SMaterial.h:83
No blending happens.
Definition: SMaterial.h:41
Use texture alpha channel.
Definition: SMaterial.h:111
E_ANTI_ALIASING_MODE
These flags are used to specify the anti-aliasing and smoothing modes.
Definition: SMaterial.h:158
test succeeds always
Definition: SMaterial.h:79
inverse of <=
Definition: SMaterial.h:77
SMaterial(const SMaterial &other)
Copy constructor.
Definition: SMaterial.h:244
Choose minimum value of each color channel after applying blend factors, not widely supported...
Definition: SMaterial.h:47
A transparent reflecting material with an optional additional non reflecting texture layer...
bool BackfaceCulling
Is backface culling enabled? Default: true.
Definition: SMaterial.h:425
E_MODULATE_FUNC
MaterialTypeParam: e.g. DirectX: D3DTOP_MODULATE, D3DTOP_MODULATE2X, D3DTOP_MODULATE4X.
Definition: SMaterial.h:54
u8 AntiAliasing
Sets the antialiasing mode.
Definition: SMaterial.h:372
Use to turn off anti-aliasing for this material.
Definition: SMaterial.h:161
SColor AmbientColor
How much ambient light (a global light) is reflected by this material.
Definition: SMaterial.h:306
E_COMPARISON_FUNC
Comparison function, e.g. for depth buffer test.
Definition: SMaterial.h:62
Struct for holding material parameters which exist per texture layer.
Use no alpha, somewhat redundant with other settings.
Definition: SMaterial.h:107
core::matrix4 & getTextureMatrix()
Gets the texture transformation matrix.
src & dest (1-destA, 1-destA, 1-destA, 1-destA)
Definition: SMaterial.h:34
Use vertex color for specular light.
Definition: SMaterial.h:195
Normalizes normals. Default: false.
unsigned int u32
32 bit unsigned variable.
Definition: irrTypes.h:58
ITexture * Texture
Texture.
Exact equality.
Definition: SMaterial.h:69
This mode subtracts the color values.
Definition: SMaterial.h:43
SColor SpecularColor
How much specular light (highlights from a light) is reflected.
Definition: SMaterial.h:318
Use vertex color for both diffuse and ambient light.
Definition: SMaterial.h:197
src (1-destR, 1-destG, 1-destB, 1-destA)
Definition: SMaterial.h:28
Enhanced anti-aliasing for transparent materials.
Definition: SMaterial.h:174
u8 PolygonOffsetFactor
Factor specifying how far the polygon offset should be made.
Definition: SMaterial.h:397
E_ALPHA_SOURCE
Source of the alpha value to take.
Definition: SMaterial.h:104
src & dest (1-srcA, 1-srcA, 1-srcA, 1-srcA)
Definition: SMaterial.h:32
f32 FR(u32 x)
Floating-point representation of an integer value.
Definition: irrMath.h:363
bool NormalizeNormals
Should normals be normalized?
Definition: SMaterial.h:435
Is anisotropic filtering? Default: false.
IRRLICHT_API SMaterial IdentityMaterial
global const identity Material
Flag for enabling/disabling mipmap usage.
Choose minimum value of each color channel based on alpha value, not widely supported.
Definition: SMaterial.h:49
bool FogEnable
Is fog enabled? Default: false.
Definition: SMaterial.h:431
Standard solid material.
Class representing a 32 bit ARGB color.
Definition: SColor.h:201
u8 AnisotropicFilter
Is anisotropic filtering enabled? Default: 0, disabled.
bool BilinearFilter
Is bilinear filtering enabled? Default: true.
4x4 matrix. Mostly used as transformation matrix for 3d calculations.
Definition: matrix4.h:45
All planes enabled.
Definition: SMaterial.h:98
May be written to the zbuffer or is it readonly. Default: true.
Will this material be lighted? Default: true.
Choose maximum value of each color channel.
Definition: SMaterial.h:46
<= test, default for e.g. depth test
Definition: SMaterial.h:67
Green enabled.
Definition: SMaterial.h:92
Default anti-aliasing mode.
Definition: SMaterial.h:163
SMaterial & operator=(const SMaterial &other)
Assignment operator.
Definition: SMaterial.h:254
Default blending adds the color values.
Definition: SMaterial.h:42
dest (1-srcR, 1-srcG, 1-srcB, 1-srcA)
Definition: SMaterial.h:30
E_MATERIAL_FLAG
Material flags.
bool Lighting
Will this material be lighted? Default: true.
Definition: SMaterial.h:416
bool ZWriteEnable
Is the zbuffer writeable or is it read-only. Default: true.
Definition: SMaterial.h:422
SMaterialLayer TextureLayer[MATERIAL_MAX_TEXTURES]
Texture layer array.
Definition: SMaterial.h:297
exclusive less comparison, i.e. <
Definition: SMaterial.h:71
Test never succeeds, this equals disable.
Definition: SMaterial.h:65
E_POLYGON_OFFSET PolygonOffsetDirection
Flag defining the direction the polygon offset is applied to.
Definition: SMaterial.h:401
Choose maximum value of each color channel after applying blend factors, not widely supported...
Definition: SMaterial.h:48
Push pixel towards the far plane, away from the eye.
Definition: SMaterial.h:206
Interface of a Video Driver dependent Texture.
Definition: ITexture.h:98
Makes the material transparent based on the texture alpha channel.
High-quality anti-aliasing, not always supported, automatically enables SIMPLE mode.
Definition: SMaterial.h:165
Succeeds almost always, except for exact equality.
Definition: SMaterial.h:73
bool Wireframe
Draw as wireframe or filled triangles? Default: false.
Definition: SMaterial.h:407
src (destR, destG, destB, destA)
Definition: SMaterial.h:27
Red enabled.
Definition: SMaterial.h:90
Don&#39;t use vertex color for lighting.
Definition: SMaterial.h:187
Makes the material transparent based on the vertex alpha value.
Flat or Gouraud shading? Default: true.
Access to all layers texture wrap settings. Overwrites separate layer settings.
Is trilinear filtering enabled? Default: false.
Use vertex color alpha.
Definition: SMaterial.h:109
Use vertex color for emissive light.
Definition: SMaterial.h:193
Struct for holding parameters for a material renderer.
Definition: SMaterial.h:226
Choose maximum value of each color channel based on alpha value, not widely supported.
Definition: SMaterial.h:50
f32 MaterialTypeParam
Free parameter, dependent on the material type.
Definition: SMaterial.h:355
#define _IRR_MATERIAL_MAX_TEXTURES_
Maximum number of texture an SMaterial can have, up to 8 are supported by Irrlicht.
E_TEXTURE_CLAMP
Texture coord clamp mode outside [0.0, 1.0].
Draw as wireframe or filled triangles? Default: false.
Pull pixels towards the camera.
Definition: SMaterial.h:210
Is frontface culling enabled? Default: false.
src (min(srcA, 1-destA), idem, ...)
Definition: SMaterial.h:35
E_POLYGON_OFFSET
Flags for the definition of the polygon offset feature.
Definition: SMaterial.h:202
Draw as point cloud or filled triangles? Default: false.
void setTextureMatrix(const core::matrix4 &mat)
Sets the texture transformation matrix to mat.
Blue enabled.
Definition: SMaterial.h:94
Flag for polygon offset.