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