forked from Mirrorlandia_minetest/irrlicht
2ae2a551a6
GLES drivers adapted, but only did make compile-tests. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6038 dfc29bdd-3216-0410-991c-e03cc46cb475
102 lines
3.0 KiB
C++
102 lines
3.0 KiB
C++
// Copyright (C) 2002-2012 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 __E_MATERIAL_FLAGS_H_INCLUDED__
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#define __E_MATERIAL_FLAGS_H_INCLUDED__
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namespace irr
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{
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namespace video
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{
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//! Material flags
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enum E_MATERIAL_FLAG
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{
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//! Draw as wireframe or filled triangles? Default: false
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EMF_WIREFRAME = 0x1,
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//! Draw as point cloud or filled triangles? Default: false
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EMF_POINTCLOUD = 0x2,
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//! Flat or Gouraud shading? Default: true
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EMF_GOURAUD_SHADING = 0x4,
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//! Will this material be lighted? Default: true
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EMF_LIGHTING = 0x8,
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//! Is the ZBuffer enabled? Default: true
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EMF_ZBUFFER = 0x10,
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//! May be written to the zbuffer or is it readonly. Default: true
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/** This flag is ignored, if the material type is a transparent type. */
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EMF_ZWRITE_ENABLE = 0x20,
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//! Is backface culling enabled? Default: true
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EMF_BACK_FACE_CULLING = 0x40,
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//! Is frontface culling enabled? Default: false
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/** Overrides EMF_BACK_FACE_CULLING if both are enabled. */
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EMF_FRONT_FACE_CULLING = 0x80,
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//! Is bilinear filtering enabled? Default: true
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EMF_BILINEAR_FILTER = 0x100,
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//! Is trilinear filtering enabled? Default: false
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/** If the trilinear filter flag is enabled,
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the bilinear filtering flag is ignored. */
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EMF_TRILINEAR_FILTER = 0x200,
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//! Is anisotropic filtering? Default: false
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/** In Irrlicht you can use anisotropic texture filtering in
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conjunction with bilinear or trilinear texture filtering
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to improve rendering results. Primitives will look less
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blurry with this flag switched on. */
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EMF_ANISOTROPIC_FILTER = 0x400,
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//! Is fog enabled? Default: false
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EMF_FOG_ENABLE = 0x800,
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//! Normalizes normals. Default: false
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/** You can enable this if you need to scale a dynamic lighted
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model. Usually, its normals will get scaled too then and it
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will get darker. If you enable the EMF_NORMALIZE_NORMALS flag,
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the normals will be normalized again, and the model will look
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as bright as it should. */
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EMF_NORMALIZE_NORMALS = 0x1000,
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//! Access to all layers texture wrap settings. Overwrites separate layer settings.
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/** Note that if you want to change TextureWrapU, TextureWrapV, TextureWrapW
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independently, then you can't work with this flag, but will have to set the variables
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directly. */
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EMF_TEXTURE_WRAP = 0x2000,
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//! AntiAliasing mode
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EMF_ANTI_ALIASING = 0x4000,
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//! ColorMask bits, for enabling the color planes
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EMF_COLOR_MASK = 0x8000,
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//! ColorMaterial enum for vertex color interpretation
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EMF_COLOR_MATERIAL = 0x10000,
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//! Flag for enabling/disabling mipmap usage
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EMF_USE_MIP_MAPS = 0x20000,
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//! Flag for blend operation
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EMF_BLEND_OPERATION = 0x40000,
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//! Flag for polygon offset
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EMF_POLYGON_OFFSET = 0x80000,
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//! Flag for blend factor
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EMF_BLEND_FACTOR = 0x160000
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};
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} // end namespace video
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} // end namespace irr
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#endif // __E_MATERIAL_FLAGS_H_INCLUDED__
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