/usr/include/irrlicht/SMaterialLayer.h is in libirrlicht-dev 1.8.1+dfsg1-1+b2.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 | // 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 __S_MATERIAL_LAYER_H_INCLUDED__
#define __S_MATERIAL_LAYER_H_INCLUDED__
#include "matrix4.h"
#include "irrAllocator.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};
//! Struct for holding material parameters which exist per texture layer
class SMaterialLayer
{
public:
//! Default constructor
SMaterialLayer()
: Texture(0),
TextureWrapU(ETC_REPEAT),
TextureWrapV(ETC_REPEAT),
BilinearFilter(true),
TrilinearFilter(false),
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()
{
MatrixAllocator.destruct(TextureMatrix);
MatrixAllocator.deallocate(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
{
MatrixAllocator.destruct(TextureMatrix);
MatrixAllocator.deallocate(TextureMatrix);
TextureMatrix = 0;
}
}
else
{
if (other.TextureMatrix)
{
TextureMatrix = MatrixAllocator.allocate(1);
MatrixAllocator.construct(TextureMatrix,*other.TextureMatrix);
}
else
TextureMatrix = 0;
}
TextureWrapU = other.TextureWrapU;
TextureWrapV = other.TextureWrapV;
BilinearFilter = other.BilinearFilter;
TrilinearFilter = other.TrilinearFilter;
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 = MatrixAllocator.allocate(1);
MatrixAllocator.construct(TextureMatrix,core::IdentityMatrix);
}
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
/** \param mat New texture matrix for this layer. */
void setTextureMatrix(const core::matrix4& mat)
{
if (!TextureMatrix)
{
TextureMatrix = MatrixAllocator.allocate(1);
MatrixAllocator.construct(TextureMatrix,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 ||
BilinearFilter != b.BilinearFilter ||
TrilinearFilter != b.TrilinearFilter ||
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;
//! Is bilinear filtering enabled? Default: true
bool BilinearFilter:1;
//! Is trilinear filtering enabled? Default: false
/** If the trilinear filter flag is enabled,
the bilinear filtering flag is ignored. */
bool TrilinearFilter:1;
//! 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;
irr::core::irrAllocator<irr::core::matrix4> MatrixAllocator;
//! Texture Matrix
/** Do not access this element directly as the internal
ressource management has to cope with Null pointers etc. */
core::matrix4* TextureMatrix;
};
} // end namespace video
} // end namespace irr
#endif // __S_MATERIAL_LAYER_H_INCLUDED__
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