/* =========================================================================== Doom 3 GPL Source Code Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?). Doom 3 Source Code is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. Doom 3 Source Code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Doom 3 Source Code. If not, see . In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. =========================================================================== */ #ifndef __MATERIAL_H__ #define __MATERIAL_H__ /* =============================================================================== Material =============================================================================== */ class idImage; class idCinematic; class idUserInterface; class idMegaTexture; // moved from image.h for default parm typedef enum { TF_LINEAR, TF_NEAREST, TF_DEFAULT // use the user-specified r_textureFilter } textureFilter_t; typedef enum { TR_REPEAT, TR_CLAMP, TR_CLAMP_TO_BORDER, // this should replace TR_CLAMP_TO_ZERO and TR_CLAMP_TO_ZERO_ALPHA, // but I don't want to risk changing it right now TR_CLAMP_TO_ZERO, // guarantee 0,0,0,255 edge for projected textures, // set AFTER image format selection TR_CLAMP_TO_ZERO_ALPHA // guarantee 0 alpha edge for projected textures, // set AFTER image format selection } textureRepeat_t; typedef struct { int stayTime; // msec for no change int fadeTime; // msec to fade vertex colors over float start[4]; // vertex color at spawn (possibly out of 0.0 - 1.0 range, will clamp after calc) float end[4]; // vertex color at fade-out (possibly out of 0.0 - 1.0 range, will clamp after calc) } decalInfo_t; typedef enum { DFRM_NONE, DFRM_SPRITE, DFRM_TUBE, DFRM_FLARE, DFRM_EXPAND, DFRM_MOVE, DFRM_EYEBALL, DFRM_PARTICLE, DFRM_PARTICLE2, DFRM_TURB } deform_t; typedef enum { DI_STATIC, DI_SCRATCH, // video, screen wipe, etc DI_CUBE_RENDER, DI_MIRROR_RENDER, DI_XRAY_RENDER, DI_REMOTE_RENDER } dynamicidImage_t; // note: keep opNames[] in sync with changes typedef enum { OP_TYPE_ADD, OP_TYPE_SUBTRACT, OP_TYPE_MULTIPLY, OP_TYPE_DIVIDE, OP_TYPE_MOD, OP_TYPE_TABLE, OP_TYPE_GT, OP_TYPE_GE, OP_TYPE_LT, OP_TYPE_LE, OP_TYPE_EQ, OP_TYPE_NE, OP_TYPE_AND, OP_TYPE_OR, OP_TYPE_SOUND } expOpType_t; typedef enum { EXP_REG_TIME, EXP_REG_PARM0, EXP_REG_PARM1, EXP_REG_PARM2, EXP_REG_PARM3, EXP_REG_PARM4, EXP_REG_PARM5, EXP_REG_PARM6, EXP_REG_PARM7, EXP_REG_PARM8, EXP_REG_PARM9, EXP_REG_PARM10, EXP_REG_PARM11, EXP_REG_GLOBAL0, EXP_REG_GLOBAL1, EXP_REG_GLOBAL2, EXP_REG_GLOBAL3, EXP_REG_GLOBAL4, EXP_REG_GLOBAL5, EXP_REG_GLOBAL6, EXP_REG_GLOBAL7, EXP_REG_NUM_PREDEFINED } expRegister_t; typedef struct { expOpType_t opType; int a, b, c; } expOp_t; typedef struct { int registers[4]; } colorStage_t; typedef enum { TG_EXPLICIT, TG_DIFFUSE_CUBE, TG_REFLECT_CUBE, TG_SKYBOX_CUBE, TG_WOBBLESKY_CUBE, TG_SCREEN, // screen aligned, for mirrorRenders and screen space temporaries TG_SCREEN2, TG_GLASSWARP } texgen_t; typedef struct { idCinematic * cinematic; idImage * image; texgen_t texgen; bool hasMatrix; int matrix[2][3]; // we only allow a subset of the full projection matrix // dynamic image variables dynamicidImage_t dynamic; int width, height; int dynamicFrameCount; } textureStage_t; // the order BUMP / DIFFUSE / SPECULAR is necessary for interactions to draw correctly on low end cards typedef enum { SL_AMBIENT, // execute after lighting SL_BUMP, SL_DIFFUSE, SL_SPECULAR } stageLighting_t; // cross-blended terrain textures need to modulate the color by // the vertex color to smoothly blend between two textures typedef enum { SVC_IGNORE, SVC_MODULATE, SVC_INVERSE_MODULATE } stageVertexColor_t; static const int MAX_FRAGMENT_IMAGES = 8; static const int MAX_VERTEX_PARMS = 4; typedef struct { int vertexProgram; int numVertexParms; int vertexParms[MAX_VERTEX_PARMS][4]; // evaluated register indexes int fragmentProgram; int numFragmentProgramImages; idImage * fragmentProgramImages[MAX_FRAGMENT_IMAGES]; idMegaTexture *megaTexture; // handles all the binding and parameter setting } newShaderStage_t; typedef struct { int conditionRegister; // if registers[conditionRegister] == 0, skip stage stageLighting_t lighting; // determines which passes interact with lights int drawStateBits; colorStage_t color; bool hasAlphaTest; int alphaTestRegister; textureStage_t texture; stageVertexColor_t vertexColor; bool ignoreAlphaTest; // this stage should act as translucent, even // if the surface is alpha tested float privatePolygonOffset; // a per-stage polygon offset newShaderStage_t *newStage; // vertex / fragment program based stage } shaderStage_t; typedef enum { MC_BAD, MC_OPAQUE, // completely fills the triangle, will have black drawn on fillDepthBuffer MC_PERFORATED, // may have alpha tested holes MC_TRANSLUCENT // blended with background } materialCoverage_t; typedef enum { SS_SUBVIEW = -3, // mirrors, viewscreens, etc SS_GUI = -2, // guis SS_BAD = -1, SS_OPAQUE, // opaque SS_PORTAL_SKY, SS_DECAL, // scorch marks, etc. SS_FAR, SS_MEDIUM, // normal translucent SS_CLOSE, SS_ALMOST_NEAREST, // gun smoke puffs SS_NEAREST, // screen blood blobs SS_POST_PROCESS = 100 // after a screen copy to texture } materialSort_t; typedef enum { CT_FRONT_SIDED, CT_BACK_SIDED, CT_TWO_SIDED } cullType_t; // these don't effect per-material storage, so they can be very large const int MAX_SHADER_STAGES = 256; const int MAX_TEXGEN_REGISTERS = 4; const int MAX_ENTITY_SHADER_PARMS = 12; // material flags typedef enum { MF_DEFAULTED = BIT(0), MF_POLYGONOFFSET = BIT(1), MF_NOSHADOWS = BIT(2), MF_FORCESHADOWS = BIT(3), MF_NOSELFSHADOW = BIT(4), MF_NOPORTALFOG = BIT(5), // this fog volume won't ever consider a portal fogged out MF_EDITOR_VISIBLE = BIT(6) // in use (visible) per editor } materialFlags_t; // contents flags, NOTE: make sure to keep the defines in doom_defs.script up to date with these! typedef enum { CONTENTS_SOLID = BIT(0), // an eye is never valid in a solid CONTENTS_OPAQUE = BIT(1), // blocks visibility (for ai) CONTENTS_WATER = BIT(2), // used for water CONTENTS_PLAYERCLIP = BIT(3), // solid to players CONTENTS_MONSTERCLIP = BIT(4), // solid to monsters CONTENTS_MOVEABLECLIP = BIT(5), // solid to moveable entities CONTENTS_IKCLIP = BIT(6), // solid to IK CONTENTS_BLOOD = BIT(7), // used to detect blood decals CONTENTS_BODY = BIT(8), // used for actors CONTENTS_PROJECTILE = BIT(9), // used for projectiles CONTENTS_CORPSE = BIT(10), // used for dead bodies CONTENTS_RENDERMODEL = BIT(11), // used for render models for collision detection CONTENTS_TRIGGER = BIT(12), // used for triggers CONTENTS_AAS_SOLID = BIT(13), // solid for AAS CONTENTS_AAS_OBSTACLE = BIT(14), // used to compile an obstacle into AAS that can be enabled/disabled CONTENTS_FLASHLIGHT_TRIGGER = BIT(15), // used for triggers that are activated by the flashlight // contents used by utils CONTENTS_AREAPORTAL = BIT(20), // portal separating renderer areas CONTENTS_NOCSG = BIT(21), // don't cut this brush with CSG operations in the editor CONTENTS_REMOVE_UTIL = ~(CONTENTS_AREAPORTAL|CONTENTS_NOCSG) } contentsFlags_t; // surface types const int NUM_SURFACE_BITS = 4; const int MAX_SURFACE_TYPES = 1 << NUM_SURFACE_BITS; typedef enum { SURFTYPE_NONE, // default type SURFTYPE_METAL, SURFTYPE_STONE, SURFTYPE_FLESH, SURFTYPE_WOOD, SURFTYPE_CARDBOARD, SURFTYPE_LIQUID, SURFTYPE_GLASS, SURFTYPE_PLASTIC, SURFTYPE_RICOCHET, SURFTYPE_10, SURFTYPE_11, SURFTYPE_12, SURFTYPE_13, SURFTYPE_14, SURFTYPE_15 } surfTypes_t; // surface flags typedef enum { SURF_TYPE_BIT0 = BIT(0), // encodes the material type (metal, flesh, concrete, etc.) SURF_TYPE_BIT1 = BIT(1), // " SURF_TYPE_BIT2 = BIT(2), // " SURF_TYPE_BIT3 = BIT(3), // " SURF_TYPE_MASK = ( 1 << NUM_SURFACE_BITS ) - 1, SURF_NODAMAGE = BIT(4), // never give falling damage SURF_SLICK = BIT(5), // effects game physics SURF_COLLISION = BIT(6), // collision surface SURF_LADDER = BIT(7), // player can climb up this surface SURF_NOIMPACT = BIT(8), // don't make missile explosions SURF_NOSTEPS = BIT(9), // no footstep sounds SURF_DISCRETE = BIT(10), // not clipped or merged by utilities SURF_NOFRAGMENT = BIT(11), // dmap won't cut surface at each bsp boundary SURF_NULLNORMAL = BIT(12) // renderbump will draw this surface as 0x80 0x80 0x80, which // won't collect light from any angle } surfaceFlags_t; class idSoundEmitter; class idMaterial : public idDecl { public: idMaterial(); virtual ~idMaterial(); virtual size_t Size( void ) const; virtual bool SetDefaultText( void ); virtual const char *DefaultDefinition( void ) const; virtual bool Parse( const char *text, const int textLength ); virtual void FreeData( void ); virtual void Print( void ) const; //BSM Nerve: Added for material editor bool Save( const char *fileName = NULL ); // returns the internal image name for stage 0, which can be used // for the renderer CaptureRenderToImage() call // I'm not really sure why this needs to be virtual... virtual const char *ImageName( void ) const; void ReloadImages( bool force ) const; // returns number of stages this material contains const int GetNumStages( void ) const { return numStages; } // get a specific stage const shaderStage_t *GetStage( const int index ) const { assert(index >= 0 && index < numStages); return &stages[index]; } // get the first bump map stage, or NULL if not present. // used for bumpy-specular const shaderStage_t *GetBumpStage( void ) const; // returns true if the material will draw anything at all. Triggers, portals, // etc, will not have anything to draw. A not drawn surface can still castShadow, // which can be used to make a simplified shadow hull for a complex object set // as noShadow bool IsDrawn( void ) const { return ( numStages > 0 || entityGui != 0 || gui != NULL ); } // returns true if the material will draw any non light interaction stages bool HasAmbient( void ) const { return ( numAmbientStages > 0 ); } // returns true if material has a gui bool HasGui( void ) const { return ( entityGui != 0 || gui != NULL ); } // returns true if the material will generate another view, either as // a mirror or dynamic rendered image bool HasSubview( void ) const { return hasSubview; } // returns true if the material will generate shadows, not making a // distinction between global and no-self shadows bool SurfaceCastsShadow( void ) const { return TestMaterialFlag( MF_FORCESHADOWS ) || !TestMaterialFlag( MF_NOSHADOWS ); } // returns true if the material will generate interactions with fog/blend lights // All non-translucent surfaces receive fog unless they are explicitly noFog bool ReceivesFog( void ) const { return ( IsDrawn() && !noFog && coverage != MC_TRANSLUCENT ); } // returns true if the material will generate interactions with normal lights // Many special effect surfaces don't have any bump/diffuse/specular // stages, and don't interact with lights at all bool ReceivesLighting( void ) const { return numAmbientStages != numStages; } // returns true if the material should generate interactions on sides facing away // from light centers, as with noshadow and noselfshadow options bool ReceivesLightingOnBackSides( void ) const { return ( materialFlags & (MF_NOSELFSHADOW|MF_NOSHADOWS) ) != 0; } // Standard two-sided triangle rendering won't work with bump map lighting, because // the normal and tangent vectors won't be correct for the back sides. When two // sided lighting is desired. typically for alpha tested surfaces, this is // addressed by having CleanupModelSurfaces() create duplicates of all the triangles // with apropriate order reversal. bool ShouldCreateBackSides( void ) const { return shouldCreateBackSides; } // characters and models that are created by a complete renderbump can use a faster // method of tangent and normal vector generation than surfaces which have a flat // renderbump wrapped over them. bool UseUnsmoothedTangents( void ) const { return unsmoothedTangents; } // by default, monsters can have blood overlays placed on them, but this can // be overrided on a per-material basis with the "noOverlays" material command. // This will always return false for translucent surfaces bool AllowOverlays( void ) const { return allowOverlays; } // MC_OPAQUE, MC_PERFORATED, or MC_TRANSLUCENT, for interaction list linking and // dmap flood filling // The depth buffer will not be filled for MC_TRANSLUCENT surfaces // FIXME: what do nodraw surfaces return? materialCoverage_t Coverage( void ) const { return coverage; } // returns true if this material takes precedence over other in coplanar cases bool HasHigherDmapPriority( const idMaterial &other ) const { return ( IsDrawn() && !other.IsDrawn() ) || ( Coverage() < other.Coverage() ); } // returns a idUserInterface if it has a global gui, or NULL if no gui idUserInterface * GlobalGui( void ) const { return gui; } // a discrete surface will never be merged with other surfaces by dmap, which is // necessary to prevent mutliple gui surfaces, mirrors, autosprites, and some other // special effects from being combined into a single surface // guis, merging sprites or other effects, mirrors and remote views are always discrete bool IsDiscrete( void ) const { return ( entityGui || gui || deform != DFRM_NONE || sort == SS_SUBVIEW || ( surfaceFlags & SURF_DISCRETE ) != 0 ); } // Normally, dmap chops each surface by every BSP boundary, then reoptimizes. // For gigantic polygons like sky boxes, this can cause a huge number of planar // triangles that make the optimizer take forever to turn back into a single // triangle. The "noFragment" option causes dmap to only break the polygons at // area boundaries, instead of every BSP boundary. This has the negative effect // of not automatically fixing up interpenetrations, so when this is used, you // should manually make the edges of your sky box exactly meet, instead of poking // into each other. bool NoFragment( void ) const { return ( surfaceFlags & SURF_NOFRAGMENT ) != 0; } //------------------------------------------------------------------ // light shader specific functions, only called for light entities // lightshader option to fill with fog from viewer instead of light from center bool IsFogLight() const { return fogLight; } // perform simple blending of the projection, instead of interacting with bumps and textures bool IsBlendLight() const { return blendLight; } // an ambient light has non-directional bump mapping and no specular bool IsAmbientLight() const { return ambientLight; } // implicitly no-shadows lights (ambients, fogs, etc) will never cast shadows // but individual light entities can also override this value bool LightCastsShadows() const { return TestMaterialFlag( MF_FORCESHADOWS ) || ( !fogLight && !ambientLight && !blendLight && !TestMaterialFlag( MF_NOSHADOWS ) ); } // fog lights, blend lights, ambient lights, etc will all have to have interaction // triangles generated for sides facing away from the light as well as those // facing towards the light. It is debatable if noshadow lights should effect back // sides, making everything "noSelfShadow", but that would make noshadow lights // potentially slower than normal lights, which detracts from their optimization // ability, so they currently do not. bool LightEffectsBackSides() const { return fogLight || ambientLight || blendLight; } // NULL unless an image is explicitly specified in the shader with "lightFalloffShader " idImage * LightFalloffImage() const { return lightFalloffImage; } //------------------------------------------------------------------ // returns the renderbump command line for this shader, or an empty string if not present const char * GetRenderBump() const { return renderBump; }; // set specific material flag(s) void SetMaterialFlag( const int flag ) const { materialFlags |= flag; } // clear specific material flag(s) void ClearMaterialFlag( const int flag ) const { materialFlags &= ~flag; } // test for existance of specific material flag(s) bool TestMaterialFlag( const int flag ) const { return ( materialFlags & flag ) != 0; } // get content flags const int GetContentFlags( void ) const { return contentFlags; } // get surface flags const int GetSurfaceFlags( void ) const { return surfaceFlags; } // gets name for surface type (stone, metal, flesh, etc.) const surfTypes_t GetSurfaceType( void ) const { return static_cast( surfaceFlags & SURF_TYPE_MASK ); } // get material description const char * GetDescription( void ) const { return desc; } // get sort order const float GetSort( void ) const { return sort; } // this is only used by the gui system to force sorting order // on images referenced from tga's instead of materials. // this is done this way as there are 2000 tgas the guis use void SetSort( float s ) const { sort = s; }; // DFRM_NONE, DFRM_SPRITE, etc deform_t Deform( void ) const { return deform; } // flare size, expansion size, etc const int GetDeformRegister( int index ) const { return deformRegisters[index]; } // particle system to emit from surface and table for turbulent const idDecl *GetDeformDecl( void ) const { return deformDecl; } // currently a surface can only have one unique texgen for all the stages texgen_t Texgen() const; // wobble sky parms const int * GetTexGenRegisters( void ) const { return texGenRegisters; } // get cull type const cullType_t GetCullType( void ) const { return cullType; } float GetEditorAlpha( void ) const { return editorAlpha; } int GetEntityGui( void ) const { return entityGui; } decalInfo_t GetDecalInfo( void ) const { return decalInfo; } // spectrums are used for "invisible writing" that can only be // illuminated by a light of matching spectrum int Spectrum( void ) const { return spectrum; } float GetPolygonOffset( void ) const { return polygonOffset; } float GetSurfaceArea( void ) const { return surfaceArea; } void AddToSurfaceArea( float area ) { surfaceArea += area; } //------------------------------------------------------------------ // returns the length, in milliseconds, of the videoMap on this material, // or zero if it doesn't have one int CinematicLength( void ) const; void CloseCinematic( void ) const; void ResetCinematicTime( int time ) const; void UpdateCinematic( int time ) const; //------------------------------------------------------------------ // gets an image for the editor to use idImage * GetEditorImage( void ) const; int GetImageWidth( void ) const; int GetImageHeight( void ) const; void SetGui( const char *_gui ) const; // just for resource tracking void SetImageClassifications( int tag ) const; //------------------------------------------------------------------ // returns number of registers this material contains const int GetNumRegisters() const { return numRegisters; } // regs should point to a float array large enough to hold GetNumRegisters() floats void EvaluateRegisters( float *regs, const float entityParms[MAX_ENTITY_SHADER_PARMS], const struct viewDef_s *view, idSoundEmitter *soundEmitter = NULL ) const; // if a material only uses constants (no entityParm or globalparm references), this // will return a pointer to an internal table, and EvaluateRegisters will not need // to be called. If NULL is returned, EvaluateRegisters must be used. const float * ConstantRegisters() const; bool SuppressInSubview() const { return suppressInSubview; }; bool IsPortalSky() const { return portalSky; }; void AddReference(); private: // parse the entire material void CommonInit(); void ParseMaterial( idLexer &src ); bool MatchToken( idLexer &src, const char *match ); void ParseSort( idLexer &src ); void ParseBlend( idLexer &src, shaderStage_t *stage ); void ParseVertexParm( idLexer &src, newShaderStage_t *newStage ); void ParseFragmentMap( idLexer &src, newShaderStage_t *newStage ); void ParseStage( idLexer &src, const textureRepeat_t trpDefault = TR_REPEAT ); void ParseDeform( idLexer &src ); void ParseDecalInfo( idLexer &src ); bool CheckSurfaceParm( idToken *token ); int GetExpressionConstant( float f ); int GetExpressionTemporary( void ); expOp_t * GetExpressionOp( void ); int EmitOp( int a, int b, expOpType_t opType ); int ParseEmitOp( idLexer &src, int a, expOpType_t opType, int priority ); int ParseTerm( idLexer &src ); int ParseExpressionPriority( idLexer &src, int priority ); int ParseExpression( idLexer &src ); void ClearStage( shaderStage_t *ss ); int NameToSrcBlendMode( const idStr &name ); int NameToDstBlendMode( const idStr &name ); void MultiplyTextureMatrix( textureStage_t *ts, int registers[2][3] ); // FIXME: for some reason the const is bad for gcc and Mac void SortInteractionStages(); void AddImplicitStages( const textureRepeat_t trpDefault = TR_REPEAT ); void CheckForConstantRegisters(); private: idStr desc; // description idStr renderBump; // renderbump command options, without the "renderbump" at the start idImage * lightFalloffImage; int entityGui; // draw a gui with the idUserInterface from the renderEntity_t // non zero will draw gui, gui2, or gui3 from renderEnitty_t mutable idUserInterface *gui; // non-custom guis are shared by all users of a material bool noFog; // surface does not create fog interactions int spectrum; // for invisible writing, used for both lights and surfaces float polygonOffset; int contentFlags; // content flags int surfaceFlags; // surface flags mutable int materialFlags; // material flags decalInfo_t decalInfo; mutable float sort; // lower numbered shaders draw before higher numbered deform_t deform; int deformRegisters[4]; // numeric parameter for deforms const idDecl *deformDecl; // for surface emitted particle deforms and tables int texGenRegisters[MAX_TEXGEN_REGISTERS]; // for wobbleSky materialCoverage_t coverage; cullType_t cullType; // CT_FRONT_SIDED, CT_BACK_SIDED, or CT_TWO_SIDED bool shouldCreateBackSides; bool fogLight; bool blendLight; bool ambientLight; bool unsmoothedTangents; bool hasSubview; // mirror, remote render, etc bool allowOverlays; int numOps; expOp_t * ops; // evaluate to make expressionRegisters int numRegisters; // float * expressionRegisters; float * constantRegisters; // NULL if ops ever reference globalParms or entityParms int numStages; int numAmbientStages; shaderStage_t * stages; struct mtrParsingData_s *pd; // only used during parsing float surfaceArea; // only for listSurfaceAreas // we defer loading of the editor image until it is asked for, so the game doesn't load up // all the invisible and uncompressed images. // If editorImage is NULL, it will atempt to load editorImageName, and set editorImage to that or defaultImage idStr editorImageName; mutable idImage * editorImage; // image used for non-shaded preview float editorAlpha; bool suppressInSubview; bool portalSky; int refCount; }; typedef idList idMatList; #endif /* !__MATERIAL_H__ */