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- // 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
- #pragma once
- #include "matrix4.h"
- namespace irr
- {
- namespace video
- {
- class ITexture;
- //! Texture coord clamp mode outside [0.0, 1.0]
- enum E_TEXTURE_CLAMP
- {
- //! Texture repeats
- ETC_REPEAT = 0,
- //! Texture is clamped to the last pixel
- ETC_CLAMP,
- //! Texture is clamped to the edge pixel
- ETC_CLAMP_TO_EDGE,
- //! Texture is clamped to the border pixel (if exists)
- ETC_CLAMP_TO_BORDER,
- //! Texture is alternatingly mirrored (0..1..0..1..0..)
- ETC_MIRROR,
- //! Texture is mirrored once and then clamped (0..1..0)
- ETC_MIRROR_CLAMP,
- //! Texture is mirrored once and then clamped to edge
- ETC_MIRROR_CLAMP_TO_EDGE,
- //! Texture is mirrored once and then clamped to border
- ETC_MIRROR_CLAMP_TO_BORDER
- };
- static const char *const aTextureClampNames[] = {
- "texture_clamp_repeat",
- "texture_clamp_clamp",
- "texture_clamp_clamp_to_edge",
- "texture_clamp_clamp_to_border",
- "texture_clamp_mirror",
- "texture_clamp_mirror_clamp",
- "texture_clamp_mirror_clamp_to_edge",
- "texture_clamp_mirror_clamp_to_border", 0};
- //! Texture minification filter.
- /** Used when scaling textures down. See the documentation on OpenGL's
- `GL_TEXTURE_MIN_FILTER` for more information. */
- enum E_TEXTURE_MIN_FILTER
- {
- //! Aka nearest-neighbor.
- ETMINF_NEAREST_MIPMAP_NEAREST = 0,
- //! Aka bilinear.
- ETMINF_LINEAR_MIPMAP_NEAREST,
- //! Isn't known by any other name.
- ETMINF_NEAREST_MIPMAP_LINEAR,
- //! Aka trilinear.
- ETMINF_LINEAR_MIPMAP_LINEAR,
- };
- //! Texture magnification filter.
- /** Used when scaling textures up. See the documentation on OpenGL's
- `GL_TEXTURE_MAG_FILTER` for more information.
- Note that mipmaps are only used for minification, not for magnification. */
- enum E_TEXTURE_MAG_FILTER
- {
- //! Aka nearest-neighbor.
- ETMAGF_NEAREST = 0,
- //! Aka bilinear.
- ETMAGF_LINEAR,
- };
- //! Struct for holding material parameters which exist per texture layer
- // Note for implementors: Serialization is in CNullDriver
- class SMaterialLayer
- {
- public:
- //! Default constructor
- SMaterialLayer() :
- Texture(0), TextureWrapU(ETC_REPEAT), TextureWrapV(ETC_REPEAT), TextureWrapW(ETC_REPEAT),
- MinFilter(ETMINF_LINEAR_MIPMAP_NEAREST), MagFilter(ETMAGF_LINEAR), AnisotropicFilter(0), LODBias(0), TextureMatrix(0)
- {
- }
- //! Copy constructor
- /** \param other Material layer to copy from. */
- SMaterialLayer(const SMaterialLayer &other)
- {
- // This pointer is checked during assignment
- TextureMatrix = 0;
- *this = other;
- }
- //! Destructor
- ~SMaterialLayer()
- {
- if (TextureMatrix) {
- delete TextureMatrix;
- }
- }
- //! Assignment operator
- /** \param other Material layer to copy from.
- \return This material layer, updated. */
- SMaterialLayer &operator=(const SMaterialLayer &other)
- {
- // Check for self-assignment!
- if (this == &other)
- return *this;
- Texture = other.Texture;
- if (TextureMatrix) {
- if (other.TextureMatrix)
- *TextureMatrix = *other.TextureMatrix;
- else {
- delete TextureMatrix;
- TextureMatrix = 0;
- }
- } else {
- if (other.TextureMatrix) {
- TextureMatrix = new core::matrix4(*other.TextureMatrix);
- } else
- TextureMatrix = 0;
- }
- TextureWrapU = other.TextureWrapU;
- TextureWrapV = other.TextureWrapV;
- TextureWrapW = other.TextureWrapW;
- MinFilter = other.MinFilter;
- MagFilter = other.MagFilter;
- AnisotropicFilter = other.AnisotropicFilter;
- LODBias = other.LODBias;
- return *this;
- }
- //! Gets the texture transformation matrix
- /** \return Texture matrix of this layer. */
- core::matrix4 &getTextureMatrix()
- {
- if (!TextureMatrix) {
- TextureMatrix = new core::matrix4();
- }
- return *TextureMatrix;
- }
- //! Gets the immutable texture transformation matrix
- /** \return Texture matrix of this layer. */
- const core::matrix4 &getTextureMatrix() const
- {
- if (TextureMatrix)
- return *TextureMatrix;
- else
- return core::IdentityMatrix;
- }
- //! Sets the texture transformation matrix to mat
- /** NOTE: Pipelines can ignore this matrix when the
- texture is 0.
- \param mat New texture matrix for this layer. */
- void setTextureMatrix(const core::matrix4 &mat)
- {
- if (!TextureMatrix) {
- TextureMatrix = new core::matrix4(mat);
- } else
- *TextureMatrix = mat;
- }
- //! Inequality operator
- /** \param b Layer to compare to.
- \return True if layers are different, else false. */
- inline bool operator!=(const SMaterialLayer &b) const
- {
- bool different =
- Texture != b.Texture ||
- TextureWrapU != b.TextureWrapU ||
- TextureWrapV != b.TextureWrapV ||
- TextureWrapW != b.TextureWrapW ||
- MinFilter != b.MinFilter ||
- MagFilter != b.MagFilter ||
- AnisotropicFilter != b.AnisotropicFilter ||
- LODBias != b.LODBias;
- if (different)
- return true;
- else
- different |= (TextureMatrix != b.TextureMatrix) &&
- (!TextureMatrix || !b.TextureMatrix || (*TextureMatrix != *(b.TextureMatrix)));
- return different;
- }
- //! Equality operator
- /** \param b Layer to compare to.
- \return True if layers are equal, else false. */
- inline bool operator==(const SMaterialLayer &b) const
- {
- return !(b != *this);
- }
- //! Texture
- ITexture *Texture;
- //! Texture Clamp Mode
- /** Values are taken from E_TEXTURE_CLAMP. */
- u8 TextureWrapU : 4;
- u8 TextureWrapV : 4;
- u8 TextureWrapW : 4;
- //! Minification (downscaling) filter
- E_TEXTURE_MIN_FILTER MinFilter;
- //! Magnification (upscaling) filter
- E_TEXTURE_MAG_FILTER MagFilter;
- //! Is anisotropic filtering enabled? Default: 0, disabled
- /** In Irrlicht you can use anisotropic texture filtering
- in conjunction with bilinear or trilinear texture
- filtering to improve rendering results. Primitives
- will look less blurry with this flag switched on. The number gives
- the maximal anisotropy degree, and is often in the range 2-16.
- Value 1 is equivalent to 0, but should be avoided. */
- u8 AnisotropicFilter;
- //! Bias for the mipmap choosing decision.
- /** This value can make the textures more or less blurry than with the
- default value of 0. The value (divided by 8.f) is added to the mipmap level
- chosen initially, and thus takes a smaller mipmap for a region
- if the value is positive. */
- s8 LODBias;
- private:
- friend class SMaterial;
- //! Texture Matrix
- /** Do not access this element directly as the internal
- resource management has to cope with Null pointers etc. */
- core::matrix4 *TextureMatrix;
- };
- } // end namespace video
- } // end namespace irr
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