| enum E_COLOR_FORMAT |
A color format specifies how color information is stored. The Irrlicht Engine mostly uses the format ECF_A1R5G5B5.
| enum E_CUBE_SURFACE |
Posi.e. front, back, left, right, top, bottom )
| enum E_DRIVER_TYPE |
| enum E_LIGHT_TYPE |
| enum E_MATERIAL_FLAG |
| enum E_MATERIAL_TYPE |
| EMT_SOLID | Standard solid material. Only first texture is used, which is supposed to be the diffuse material. |
| EMT_SOLID_2_LAYER | 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, but it works with DirectX. |
| EMT_LIGHTMAP | 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. Vertex light is ignored. |
| EMT_LIGHTMAP_ADD | Material type with lightmap technique like EMT_LIGHTMAP, but lightmap and diffuse texture are not modulated, but added instead. |
| 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. Vertex light is ignored. The texture colors are effectively multiplyied by 2 for brightening. like known in DirectX as D3DTOP_MODULATE2X. |
| EMT_LIGHTMAP_M4 | 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. Vertex light is ignored. The texture colors are effectively multiplyied by 4 for brightening. like known in DirectX as D3DTOP_MODULATE4X. |
| EMT_LIGHTMAP_LIGHTING | Like EMT_LIGHTMAP, but also supports dynamic lighting. |
| EMT_LIGHTMAP_LIGHTING_M2 | Like EMT_LIGHTMAP_M2, but also supports dynamic lighting. |
| EMT_LIGHTMAP_LIGHTING_M4 | Like EMT_LIGHTMAP_4, but also supports dynamic lighting. |
| EMT_DETAIL_MAP | 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 substract 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_SPHERE_MAP | Makes the material look like it was reflection the environment around it. To make this possible, a texture called 'sphere map' is used, which must be set as Texture1. |
| EMT_REFLECTION_2_LAYER | A reflecting material with an optional additional non reflecting texture layer. The reflection map should be set as Texture 1. |
| EMT_TRANSPARENT_ADD_COLOR | 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 drawed 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 e.g. particle effects. |
| EMT_TRANSPARENT_ALPHA_CHANNEL | 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. If set to 0, the alpha ref gets its default value which is 0.5f and which means that pixels with an alpha value >127 will be written, others not. In other, simple words: this value controls how sharp the edges become when going from a transparent to a solid spot on the texture. |
| EMT_TRANSPARENT_ALPHA_CHANNEL_REF | 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 leafes 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_VERTEX_ALPHA | Makes the material transparent based on the vertex alpha value. |
| EMT_TRANSPARENT_REFLECTION_2_LAYER | A transparent reflecting material with an optional additional non reflecting texture layer. The reflection map should be set as Texture 1. The transparency depends on the alpha value in the vertex colors. A texture which will not reflect can be set als Texture 2. Please note that this material type is currently not 100% implemented in OpenGL. It works in Direct3D. |
| EMT_NORMAL_MAP_SOLID | 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 on 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. Currently, this shader is only implemented for the D3D8 and D3D9 renderers. |
| EMT_NORMAL_MAP_TRANSPARENT_ADD_COLOR | 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 on 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. Currently, this shader is only implemented for the D3D8 and D3D9 renderers. |
| EMT_NORMAL_MAP_TRANSPARENT_VERTEX_ALPHA | 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 on 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. Currently, this shader is only implemented for the D3D8 and D3D9 renderers. |
| EMT_PARALLAX_MAP_SOLID | Just like EMT_NORMAL_MAP_SOLID, but uses parallax mapping too, which 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 automaticly 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_TRANSPARENT_ADD_COLOR | A material just like EMT_PARALLAX_MAP_SOLID, but it is transparent, using EMT_TRANSPARENT_ADD_COLOR as base material. |
| EMT_PARALLAX_MAP_TRANSPARENT_VERTEX_ALPHA | A material just like EMT_PARALLAX_MAP_SOLID, but it is transparent, using EMT_TRANSPARENT_VERTEX_ALPHA as base material. |
| EMT_TEXTURE_SPLAT | A material for doing texutre splatting, the first texture is the alpha layer, the second texture is the texture to paint or splat |
| EMT_TEXTURE_SPLAT_2 | Material for doing a texture splat/alpha blend with 2 textures and an alpha texture. The first texture is the base texture, the second is the alpha, and the 3rd is the blend texture to be blended with the 1st/base texture using the alpha of the 2nd texture |
| EMT_FORCE_32BIT | This value is not used. It only forces this enumeration to compile in 32 bit. |
| enum E_NOISE_GENERATION |
| enum E_PIXEL_SHADER_TYPE |
| enum E_PRIMITIVE_TYPE |
Enumeration flags telling the video driver in which format textures should be created.
| enum E_TEXTURE_TYPE |
| ETT_2D | Standard Texture ( ITexture ). |
| ETT_3D | Volume Texture( ITexture3D ). |
| ETT_CUBE | Cube Texture ( ITextureCUBE ). |
| ETT_FORCE_32BIT |
compile these enumeration values to 32 bit.
This flag is never used, it only forces the compiler to |
| enum E_VERTEX_SHADER_TYPE |
| enum E_VERTEX_TYPE |
| EVT_STANDARD | Standard vertex type used by the Irrlicht engine, video::S3DVertex. |
| EVT_2TCOORDS | Vertex with two texture coordinates, video::S3DVertex2TCoords. Usually used for geometry with lightmaps or other special materials. |
| EVT_TANGENTS | Vertex with a tangent and binormal vector, video::S3DVertexTangents. Usually used for tangent space normal mapping. |
| EVT_CUSTOM | Vertex with a custom defined format. |
| u32 irr::video::A1R5G5B5toA8R8G8B8 | ( | const u32 & | color | ) | [inline] |
| u16 irr::video::A1R5G5B5toR5G6B5 | ( | const u16 & | color | ) | [inline] |
| u32 irr::video::A4R4G4B4toA8R8G8B8 | ( | const u16 & | color | ) | [inline] |
| u16 irr::video::A8R8G8B8toA1R5G5B5 | ( | const u32 & | color | ) | [inline] |
| u16 irr::video::A8R8G8B8toR5G6B6 | ( | const u32 & | color | ) | [inline] |
| IImageLoader * createImageLoaderBMP | ( | video::IVideoDriver * | driver | ) |
| IImageLoader * createImageLoaderDDS | ( | video::IVideoDriver * | driver | ) |
| IImageLoader * createImageLoaderJPG | ( | video::IVideoDriver * | driver | ) |
| IImageLoader * createImageLoaderPCX | ( | video::IVideoDriver * | driver | ) |
| IImageLoader * createImageLoaderPNG | ( | video::IVideoDriver * | driver | ) |
| IImageLoader * createImageLoaderPSD | ( | video::IVideoDriver * | driver | ) |
| IImageLoader * createImageLoaderRAW | ( | video::IVideoDriver * | driver | ) |
| IImageLoader * createImageLoaderTGA | ( | video::IVideoDriver * | driver | ) |
| IImageWriter * createImageWriterBMP | ( | ) |
| IImageWriter * createImageWriterJPG | ( | ) |
| IImageWriter * createImageWriterPCX | ( | ) |
| IImageWriter * createImageWriterPNG | ( | ) |
| IImageWriter * createImageWriterPPM | ( | ) |
| IImageWriter * createImageWriterPSD | ( | ) |
| IImageWriter * createImageWriterTGA | ( | ) |
| IVideoDriver * createNullDriver | ( | io::IFileSystem * | io, | |
| const core::dimension2d< s32 > & | screenSize | |||
| ) |
| IVideoDriver* irr::video::createOpenGLDriver | ( | const core::dimension2d< s32 > & | screenSize, | |
| HWND | window, | |||
| u32 | bits, | |||
| bool | fullscreen, | |||
| bool | stencilBuffer, | |||
| bool | vsync, | |||
| io::IFileSystem * | io, | |||
| bool | antiAlias | |||
| ) |
| u32 irr::video::getAlpha | ( | const u16 & | color | ) | [inline] |
| u32 irr::video::getBlue | ( | const u16 & | color | ) | [inline] |
Returns the blue component from A1R5G5B5 color Shift left by 3 to get 8 bit value.
| u32 irr::video::getGreen | ( | const u16 & | color | ) | [inline] |
Returns the green component from A1R5G5B5 color Shift left by 3 to get 8 bit value.
| u32 irr::video::getLuminance | ( | const u16 & | color | ) | [inline] |
| u32 irr::video::getRed | ( | const u16 & | color | ) | [inline] |
Returns the red component from A1R5G5B5 color. Shift left by 3 to get 8 bit value.
| E_TEXTURE_CREATION_FLAG irr::video::getTextureFormatFromFlags | ( | u32 | flags | ) | [inline] |
Helper function, helps to get the wished texture creation format from the flags. Returns either ETCF_ALWAYS_32_BIT, ETCF_ALWAYS_16_BIT, ETCF_OPTIMIZED_FOR_QUALITY, or ETCF_OPTIMIZED_FOR_SPEED.
| u16 irr::video::R5G6B5toA1R5G5B5 | ( | const u16 & | color | ) | [inline] |
| u32 irr::video::R5G6B5toA8R8G8B8 | ( | const u16 & | color | ) | [inline] |
| u16 irr::video::RGB16 | ( | const u32 & | r, | |
| const u32 & | g, | |||
| const u32 & | b | |||
| ) | [inline] |
| u16 irr::video::RGBA16 | ( | const u32 & | r, | |
| const u32 & | g, | |||
| const u32 & | b, | |||
| const u32 & | a | |||
| ) | [inline] |
| u16 irr::video::X8R8G8B8toA1R5G5B5 | ( | const u32 & | color | ) | [inline] |
| u16 irr::video::X8R8G8B8toA8R8G8B8 | ( | const u32 & | color | ) | [inline] |
| const s32 MATERIAL_MAX_TEXTURES = 4 |
| struct irr::video::PsdHeader PACK_STRUCT |
| const char* const PIXEL_SHADER_TYPE_NAMES[] |
Initial value:
{
"ps_1_1",
"ps_1_2",
"ps_1_3",
"ps_1_4",
"ps_2_0",
"ps_2_a",
"ps_2_b",
"ps_3_0",
0 }
| const char* const VERTEX_SHADER_TYPE_NAMES[] |
Initial value:
{
"vs_1_1",
"vs_2_0",
"vs_2_a",
"vs_3_0",
0 }
1.5.1-p1