forked from Mirrorlandia_minetest/irrlicht
0c6385cb92
Usually something like __IRR_SOME_GUARD_INCLUDED__ replaced by IRR_SOME_GUARD_INCLUDED. Removing underscores at the end wasn't necessary, but more symmetric (probably the reason they got added there as well). While this touches every header it shouldn't affect users (I hope). Also a few whitespace changes to unify whitespace usage a bit. And a bunch of spelling fixes in comments. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6252 dfc29bdd-3216-0410-991c-e03cc46cb475
100 lines
3.0 KiB
C++
100 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 IRR_E_MATERIAL_FLAGS_H_INCLUDED
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#define IRR_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 // IRR_E_MATERIAL_FLAGS_H_INCLUDED
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