forked from Mirrorlandia_minetest/irrlicht
8310a3fbad
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6000 dfc29bdd-3216-0410-991c-e03cc46cb475
235 lines
9.5 KiB
C++
235 lines
9.5 KiB
C++
// Copyright (C) 2002-2012 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 multiplied 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_M4, 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 subtract
|
|
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,
|
|
|
|
//! Look like a reflection of 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 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. 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 leaves 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.
|
|
/** 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 like EMT_PARALLAX_MAP_SOLID, but transparent.
|
|
/** Using EMT_TRANSPARENT_ADD_COLOR as base material. */
|
|
EMT_PARALLAX_MAP_TRANSPARENT_ADD_COLOR,
|
|
|
|
//! A material like EMT_PARALLAX_MAP_SOLID, but 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 to 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__
|
|
|