doom3-bfg/neo/renderer/Material.h

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/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition 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 BFG Edition 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 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition 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 BFG Edition 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;
// moved from image.h for default parm
typedef enum
{
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TF_LINEAR,
TF_NEAREST,
TF_DEFAULT // use the user-specified r_textureFilter
} textureFilter_t;
typedef enum
{
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TR_REPEAT,
TR_CLAMP,
TR_CLAMP_TO_ZERO, // guarantee 0,0,0,255 edge for projected textures
TR_CLAMP_TO_ZERO_ALPHA // guarantee 0 alpha edge for projected textures
} textureRepeat_t;
typedef struct
{
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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
{
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DFRM_NONE,
DFRM_SPRITE,
DFRM_TUBE,
DFRM_FLARE,
DFRM_EXPAND,
DFRM_MOVE,
DFRM_EYEBALL,
DFRM_PARTICLE,
DFRM_PARTICLE2,
DFRM_TURB
} deform_t;
typedef enum
{
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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
{
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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
{
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EXP_REG_TIME,
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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,
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EXP_REG_GLOBAL0,
EXP_REG_GLOBAL1,
EXP_REG_GLOBAL2,
EXP_REG_GLOBAL3,
EXP_REG_GLOBAL4,
EXP_REG_GLOBAL5,
EXP_REG_GLOBAL6,
EXP_REG_GLOBAL7,
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EXP_REG_NUM_PREDEFINED
} expRegister_t;
typedef struct
{
expOpType_t opType;
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int a, b, c;
} expOp_t;
typedef struct
{
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int registers[4];
} colorStage_t;
typedef enum
{
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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;
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texgen_t texgen;
bool hasMatrix;
int matrix[2][3]; // we only allow a subset of the full projection matrix
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// 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
{
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SL_AMBIENT, // execute after lighting
SL_BUMP,
SL_DIFFUSE,
SL_SPECULAR,
SL_COVERAGE,
} stageLighting_t;
// cross-blended terrain textures need to modulate the color by
// the vertex color to smoothly blend between two textures
typedef enum
{
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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
{
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int vertexProgram;
int numVertexParms;
int vertexParms[MAX_VERTEX_PARMS][4]; // evaluated register indexes
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int fragmentProgram;
int glslProgram;
int numFragmentProgramImages;
idImage* fragmentProgramImages[MAX_FRAGMENT_IMAGES];
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} newShaderStage_t;
typedef struct
{
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int conditionRegister; // if registers[conditionRegister] == 0, skip stage
stageLighting_t lighting; // determines which passes interact with lights
uint64 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
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float privatePolygonOffset; // a per-stage polygon offset
newShaderStage_t* newStage; // vertex / fragment program based stage
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} shaderStage_t;
typedef enum
{
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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
{
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SS_SUBVIEW = -3, // mirrors, viewscreens, etc
SS_GUI = -2, // guis
SS_BAD = -1,
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,
SS_MEDIUM, // normal translucent
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
} materialSort_t;
typedef enum
{
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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;
const int MAX_GLOBAL_SHADER_PARMS = 12; // ? this looks like it should only be 8
// 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
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} 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
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// 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 )
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} contentsFlags_t;
// surface types
const int NUM_SURFACE_BITS = 4;
const int MAX_SURFACE_TYPES = 1 << NUM_SURFACE_BITS;
typedef enum
{
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SURFTYPE_NONE, // default type
SURFTYPE_METAL,
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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 ), // "
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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
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} surfaceFlags_t;
class idSoundEmitter;
class idMaterial : public idDecl
{
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public:
idMaterial();
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virtual ~idMaterial();
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virtual size_t Size() const;
virtual bool SetDefaultText();
virtual const char* DefaultDefinition() const;
virtual bool Parse( const char* text, const int textLength, bool allowBinaryVersion );
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virtual void FreeData();
virtual void Print() const;
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//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() const;
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void ReloadImages( bool force ) const;
// returns number of stages this material contains
const int GetNumStages() const
{
return numStages;
}
// if the material is simple, all that needs to be known are
// the images for drawing.
// These will either all return valid images, or all return NULL
idImage* GetFastPathBumpImage() const
{
return fastPathBumpImage;
};
idImage* GetFastPathDiffuseImage() const
{
return fastPathDiffuseImage;
};
idImage* GetFastPathSpecularImage() const
{
return fastPathSpecularImage;
};
// 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() 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() const
{
return ( numStages > 0 || entityGui != 0 || gui != NULL );
}
// returns true if the material will draw any non light interaction stages
bool HasAmbient() const
{
return ( numAmbientStages > 0 );
}
// returns true if material has a gui
bool HasGui() 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() const
{
return hasSubview;
}
// returns true if the material will generate shadows, not making a
// distinction between global and no-self shadows
bool SurfaceCastsShadow() 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() 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() 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() 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() 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() 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() 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() 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() 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() 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() const
{
return ( surfaceFlags & SURF_NOFRAGMENT ) != 0;
}
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//------------------------------------------------------------------
// 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 <image>"
idImage* LightFalloffImage() const
{
return lightFalloffImage;
}
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//------------------------------------------------------------------
// 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() const
{
return contentFlags;
}
// get surface flags
const int GetSurfaceFlags() const
{
return surfaceFlags;
}
// gets name for surface type (stone, metal, flesh, etc.)
const surfTypes_t GetSurfaceType() const
{
return static_cast<surfTypes_t>( surfaceFlags & SURF_TYPE_MASK );
}
// get material description
const char* GetDescription() const
{
return desc;
}
// get sort order
const float GetSort() const
{
return sort;
}
const int GetStereoEye() const
{
return stereoEye;
}
// 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() 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() const
{
return deformDecl;
}
// currently a surface can only have one unique texgen for all the stages
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texgen_t Texgen() const;
// wobble sky parms
const int* GetTexGenRegisters() const
{
return texGenRegisters;
}
// get cull type
const cullType_t GetCullType() const
{
return cullType;
}
float GetEditorAlpha() const
{
return editorAlpha;
}
int GetEntityGui() const
{
return entityGui;
}
decalInfo_t GetDecalInfo() const
{
return decalInfo;
}
// spectrums are used for "invisible writing" that can only be
// illuminated by a light of matching spectrum
int Spectrum() const
{
return spectrum;
}
float GetPolygonOffset() const
{
return polygonOffset;
}
float GetSurfaceArea() const
{
return surfaceArea;
}
void AddToSurfaceArea( float area )
{
surfaceArea += area;
}
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//------------------------------------------------------------------
// returns the length, in milliseconds, of the videoMap on this material,
// or zero if it doesn't have one
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int CinematicLength() const;
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void CloseCinematic() const;
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void ResetCinematicTime( int time ) const;
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int GetCinematicStartTime() const;
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void UpdateCinematic( int time ) const;
// RB: added because we can't rely on the FFmpeg feedback how long a video really is
bool CinematicIsPlaying() const;
// RB end
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//------------------------------------------------------------------
// gets an image for the editor to use
idImage* GetEditorImage() const;
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int GetImageWidth() const;
int GetImageHeight() const;
void SetGui( const char* _gui ) const;
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//------------------------------------------------------------------
// 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.
// FloatTime is passed in because different entities, which may be running in parallel,
// can be in different time groups.
void EvaluateRegisters(
float* registers,
const float localShaderParms[MAX_ENTITY_SHADER_PARMS],
const float globalShaderParms[MAX_GLOBAL_SHADER_PARMS],
const float floatTime,
idSoundEmitter* soundEmitter ) 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
{
return constantRegisters;
};
bool SuppressInSubview() const
{
return suppressInSubview;
};
bool IsPortalSky() const
{
return portalSky;
};
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void AddReference();
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private:
// parse the entire material
void CommonInit();
void ParseMaterial( idLexer& src );
bool MatchToken( idLexer& src, const char* match );
void ParseSort( idLexer& src );
void ParseStereoEye( idLexer& src );
void ParseBlend( idLexer& src, shaderStage_t* stage );
void ParseVertexParm( idLexer& src, newShaderStage_t* newStage );
void ParseVertexParm2( 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 );
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int GetExpressionConstant( float f );
int GetExpressionTemporary();
expOp_t* GetExpressionOp();
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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
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void SortInteractionStages();
void AddImplicitStages( const textureRepeat_t trpDefault = TR_REPEAT );
void CheckForConstantRegisters();
void SetFastPathImages();
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private:
idStr desc; // description
idStr renderBump; // renderbump command options, without the "renderbump" at the start
idImage* lightFalloffImage; // only for light shaders
idImage* fastPathBumpImage; // if any of these are set, they all will be
idImage* fastPathDiffuseImage;
idImage* fastPathSpecularImage;
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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
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int spectrum; // for invisible writing, used for both lights and surfaces
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float polygonOffset;
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int contentFlags; // content flags
int surfaceFlags; // surface flags
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mutable int materialFlags; // material flags
decalInfo_t decalInfo;
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mutable float sort; // lower numbered shaders draw before higher numbered
int stereoEye;
deform_t deform;
int deformRegisters[4]; // numeric parameter for deforms
const idDecl* deformDecl; // for surface emitted particle deforms and tables
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int texGenRegisters[MAX_TEXGEN_REGISTERS]; // for wobbleSky
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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;
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int numOps;
expOp_t* ops; // evaluate to make expressionRegisters
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int numRegisters; //
float* expressionRegisters;
float* constantRegisters; // NULL if ops ever reference globalParms or entityParms
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int numStages;
int numAmbientStages;
shaderStage_t* stages;
struct mtrParsingData_s* pd; // only used during parsing
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float surfaceArea; // only for listSurfaceAreas
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// 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
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float editorAlpha;
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bool suppressInSubview;
bool portalSky;
int refCount;
};
typedef idList<const idMaterial*, TAG_MATERIAL> idMatList;
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#endif /* !__MATERIAL_H__ */