etqw-sdk/source/renderer/Material.h

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2008-05-29 00:00:00 +00:00
// Copyright (C) 2007 Id Software, Inc.
//
#ifndef __MATERIAL_H__
#define __MATERIAL_H__
/*
===============================================================================
Material
===============================================================================
*/
#include "RendererEnums.h"
#include "../framework/declManager.h"
using namespace sdUtility;
class idImage;
class sdUserInterface;
class idMegaTexture;
class sdDeclRenderBinding;
class sdDeclRenderProgram;
class idSoundEmitter;
typedef struct decalInfo_s {
int stayTime; // msec for no change
int fadeTime; // msec to fade vertex colors over
idVec4 start; // vertex color at spawn (possibly out of 0.0 - 1.0 range, will clamp after calc)
idVec4 end; // 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_FLARE_VCOL,
DFRM_EXPAND,
DFRM_MOVE,
DFRM_EYEBALL,
DFRM_PARTICLE,
DFRM_PARTICLE2,
DFRM_TURB,
DFRM_GLOW,
} deform_t;
typedef enum {
DI_STATIC,
DI_SCRATCH, // video, screen wipe, etc
DI_CUBE_RENDER,
DI_MIRROR_RENDER,
DI_REMOTE_RENDER,
DI_REFRACT_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,
OP_TYPE_LOAD
} 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_NUMLIGHTS,
EXP_REG_NUM_PREDEFINED
} expRegister_t;
typedef struct {
expOpType_t opType;
int a, b, c;
} expOp_t;
typedef struct {
int registers[4];
} colorStage_t;
// deprecated
typedef struct {
idImage * image;
//texgen_t texgen;
//effectsVertexProgram_t program;
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;
struct arbProgramBinding_t {};
// end deprecated
// Subview allows you to set some parameters when the shader has mirrored views rendered
// these mainly limit the amount of objects rendered in the reflection
typedef struct {
float boxExpand; // Expand the surace's bounding box by this amount, only render objects in this box in the subview (-1 for everything)
float farPlane; // Add a far culling plane to the subview camera at the given distance (-1 for none)
idImage* backgroundImage; // Render this cubemap in the background (because so much stuff was culled to avoid H.O.M.)
} subviewInfo_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_MODULATE_ALPHA,
SVC_INVERSE_MODULATE
} stageVertexColor_t;
struct stageVector_t {
int registers[4];
const sdDeclRenderBinding* renderBinding;
};
const int MAX_STAGE_VECTORS = 32;
struct stageTexture_t {
idImage* image;
const sdDeclRenderBinding* renderBinding;
};
const int MAX_STAGE_TEXTURES = 16;
struct stageTextureMatrix_t {
int matrix[2][3];
const sdDeclRenderBinding* renderBinding_s;
const sdDeclRenderBinding* renderBinding_t;
};
const int MAX_STAGE_TEXTUREMATRICES = 3;
struct stageParseData_t {
stageParseData_t() :
numVectors( 0 ),
numTextures( 0 ),
numTextureMatrices( 0 ) {
memset( vectors, 0, sizeof( vectors ) );
memset( textures, 0, sizeof( textures ) );
memset( textureMatrices, 0, sizeof( textureMatrices ) );
}
int numVectors;
stageVector_t vectors[MAX_STAGE_VECTORS];
int numTextures;
stageTexture_t textures[MAX_STAGE_TEXTURES];
int numTextureMatrices;
stageTextureMatrix_t textureMatrices[MAX_STAGE_TEXTUREMATRICES];
};
struct materialStage_t {
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;
int specularPowerRegister;
// 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
// bool forceDepthFuncEqual;
cullType_t cullType;
float lineWidth;
bool breakpoint; // There is a breakpoint on the drawing of this stage
// bool forceDepth; // Force z-writing on certain transparent stages
bool hasExplicitDepthFunc; // don't autodetect depthfuncs
bool hasExplicitDepthMask; // don't autodetect depthfuncs
const sdDeclRenderProgram* renderProgram;
int numVectors;
stageVector_t* vectors;
int numTextures;
stageTexture_t* textures;
int numTextureMatrices;
stageTextureMatrix_t* textureMatrices;
// look these up post-parse, the backend needs to know about these in certain cases
stageVector_t* colorVector;
stageTextureMatrix_t* diffuseTextureMatrix;
class sdImageSequence* imgSequence;
idMegaTexture* megaTexture;
bool updateCurrentRender;
bool depthStage;
int destinationBuffer; //-1 for normal rendering
};
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_BAD = -1,
SS_OPAQUEFIRST, // opaque
SS_OPAQUE, // opaque
SS_OPAQUENEARER, // used for materials with expensive shaders, such as the megaTexture
SS_OPAQUENEAREST, // used for materials that definitely should be rendered 'last'
SS_DECAL, // scorch marks, etc.
SS_GUI, // guis
SS_REFRACTABLE, // Translucent, but drawn before refraction surfaces
SS_REFRACTION, // Stage using refraction screen copy to texture
SS_FAR_PRE_ATMOS, // Translucent materials drawn before the atmosphere, this is usally not what we want
SS_MEDIUM_PRE_ATMOS, // as translucent mats don't fill the z-buffer and thus get fogged like what's behind them
SS_CLOSE_PRE_ATMOS, // instead of for their own depth.
//
// Anything whith the following sort orders will need to be fogged "manually" (i.e. by setting up the shader properly)
//
SS_ATMOSPHERE, // Not really used; just as a new phase
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
SS_LAST // needs to be last
} materialSort_t;
typedef enum {
LS_AMBIENTOCCLUSION = -3, // Drawn just after ambient light
LS_REFRACTABLE = -2, // Drawn before refraction and non-refracting non-light dependent stages
LS_BAD = -1, // For compatibility with normal sorts
LS_NORMAL, // Normal interaction stages
LS_EFFECT, // Drawn after interaction lights
LS_LAST
} lightSort_t;
// these don't effect per-material storage, so they can be very large
const int MAX_SHADER_STAGES = 256;
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
MF_NOAMBIENT = BIT(7), // No cubemap ambient light on this shader
MF_NOATMOSPHERE = BIT(7), // No extinction/inscattering on this shader
MF_FORCETANGENTS = BIT(8), // Force tangents and normal calculation
MF_CLUSTERTRANSFORM = BIT(9), // the vertex shader will do the final offseting for the cluster model
MF_FORCEATMOSPHERE = BIT(10), // No extinction/inscattering on this shader
MF_FLIPBACKSIDENORMALS = BIT(11), // hack to make foliage light better, for twosided materials give one side flipped normals
MF_FULLSCREENPOSTPROCESS = BIT(12), // Don't modify depth and always pass the depth test for post processing materials (using SS_POSTPROCESS sort)
MF_NOHWSKINNING = BIT(13), // Don't use hardware skinning, use the SIMD code instead
MF_OCCLUSION_OCCLUDE = BIT(14),
MF_OCCLUSION_QUERY = BIT(15),
MF_NOSURFACEMERGE = BIT(16), // Don't merge MD5 mesh surface which have this set
MF_SHADOWMAPPED = BIT(17), // This light uses shadow maps
MF_VERTEXPOSITIONONLY = BIT(18), // Ignore UV, color, etc data from source models when loaded
MF_ONLYATMOSPHEREINTERACTION = BIT(19),
MF_NOATMOSPHEREINTERACTION = BIT(20),
MF_ADVERT = BIT(21),
MF_FORCESOURCENORMALS = BIT(22),
MF_BAKEDINATMOSLIGHTCOL = BIT(23),
MF_TRANSLUCENTINTERACTION = BIT(24),
MF_RECEIVESLIGHTINGONBACKSIDES = BIT(25),
MF_LOWRANGEUVCOMPRESS = BIT(26),
MF_UPDATECURRENTRENDER = BIT(27),
MF_SHADOWSCASTONLYFROMSTATICOBJECTS = BIT(28),
MF_HASMEGA = BIT(29),
MF_NOIMPLICITSTAGES = BIT(30),
} materialFlags_t;
typedef enum {
BP_DEPTHFILL = BIT(0),
BP_AMBIENT = BIT(1),
BP_ATMOSPHERE = BIT(2),
BP_INTERACTION = BIT(3),
BP_SHADOWBUFFER = BIT(4),
} breakpointFlags_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_WALKERCLIP = BIT(4), // solid to walkers
CONTENTS_MOVEABLECLIP = BIT(5), // solid to moveable entities
CONTENTS_IKCLIP = BIT(6), // solid to IK
CONTENTS_SLIDEMOVER = BIT(7), // contains players & vehicles that move like players (with a SlideMove)
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_VEHICLECLIP = BIT(13), // solid to vehicles
CONTENTS_EXPLOSIONSOLID = BIT(14), // used for selection traces
CONTENTS_MONSTER = BIT(15), // monster physics
CONTENTS_FORCEFIELD = BIT(16), // these can be hit by projectiles but other things can move through them
CONTENTS_SHADOWCOLLISION = BIT(17),
CONTENTS_CROSSHAIRSOLID = BIT(18),
CONTENTS_FLYERHIVECLIP = BIT(19), // flyer hive only
// AAS
CONTENTS_AAS_SOLID_PLAYER = BIT(24), //
CONTENTS_AAS_SOLID_VEHICLE = BIT(25), //
CONTENTS_AAS_CLUSTER_PORTAL = BIT(26), //
CONTENTS_AAS_OBSTACLE = BIT(27), //
// contents used by utils
CONTENTS_AREAPORTAL = BIT(28), // portal separating renderer areas
CONTENTS_NOCSG = BIT(29), // don't cut this brush with CSG operations in the editor
CONTENTS_OCCLUDER = BIT(30), // occluder brushes for outdoor occlusion
} contentsFlags_t;
// surface flags
typedef enum {
SURF_NODAMAGE = BIT(0), // never give falling damage
SURF_SLICK = BIT(1), // affects game physics
SURF_COLLISION = BIT(2), // collision surface
SURF_LADDER = BIT(3), // player can climb up this surface
SURF_NOIMPACT = BIT(4), // don't make missile explosions
SURF_NOSTEPS = BIT(5), // no footstep sounds
SURF_DISCRETE = BIT(6), // not clipped or merged by utilities
SURF_NOFRAGMENT = BIT(7), // dmap won't cut surface at each bsp boundary
SURF_NULLNORMAL = BIT(8), // renderbump will draw this surface as 0x80 0x80 0x80, which
// won't collect light from any angle
SURF_NONSOLID = BIT(9),
SURF_NOPLANT = BIT(10), // can't plant landmines, HE charges etc here
SURF_NOAREAS = BIT(11), // don't create AAS areas on this surface
SURF_SHADOWCOLLISION = BIT(12), // shadow collision surface, used only when CONTENTS_SHADOWCOLLISION is specified
} surfaceFlags_t;
// portal flags
typedef enum {
PORTAL_VIS, // block visibility, splits surfaces
PORTAL_OUTSIDE, // defines a border between an outside and an inside area
PORTAL_BLOCKAMBIENT, // defines ambient light sectors
PORTAL_AUDIO, // defines sound sectors
PORTAL_PLAYZONE, // defines playzone areas
PORTAL_OCCTEST, // enables occlusion testing on portal
NUM_PORTAL_FLAGS
} portalFlags_t;
typedef struct {
idStr name; // String can contain any ascii text (more like a description or whatever)
enum { T_FLOAT, T_COLOR } parmType;
union {
struct {
float defaultVal; // Default value
float min; // Minimum value
float max; // Maximum value
} floatParm;
struct {
float defaultVal[3];
} colorParm;
};
} sdParameterInfo;
class sdDeclSurfaceType;
class sdDeclSurfaceTypeMap;
class sdSurfaceTypeMap;
//TODO: Move this into decllib
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;
static void CacheFromDict( const idDict& dict );
void ReloadImages( bool force ) const;
// returns number of stages this material contains
const int GetNumStages( void ) const { return numStages; }
// get a specific stage
const materialStage_t* GetStage( const int index ) const { assert(index >= 0 && index < numStages); return &stages[index]; }
// 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 ); }
// 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 ); }
// 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 ); }
bool ShadowsCastOnlyFromStaticObjects( void ) const { return TestMaterialFlag( MF_SHADOWSCASTONLYFROMSTATICOBJECTS ); }
// 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|MF_RECEIVESLIGHTINGONBACKSIDES) ) != 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; }
// This surface has a different material on the backside
const idMaterial * GetBackSideMaterial( void ) const { return backSideMaterial; }
#if SD_SUPPORT_UNSMOOTHEDTANGENTS
// 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; }
#endif // SD_SUPPORT_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() ); }
// 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 || 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; }
// Some materials don't receive lighting, but still require full normals (and sometimes tangents)
// to be calculated for per vertex/fragment effects. This flag makes sure that the normals and
// tangents are generated at all times.
bool ForceTangentsCalculation( void ) const { return ( materialFlags & (MF_FORCETANGENTS) ) != 0; }
//------------------------------------------------------------------
// light shader specific functions, only called for light entities
// lightMaterial 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; }
// 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 && !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 || blendLight; }
// NULL unless an image is explicitly specified in the shader with "lightFalloffShader <image>"
idImage * LightFalloffImage() const { return lightFalloffImage; }
// returns true if the material should use static occlusion (i.e. it occludes other objects and is never occlusion culled itself)
bool IsOccluder( void ) const { return TestMaterialFlag( MF_OCCLUSION_OCCLUDE ); }
bool UseOcclusionQuery( void ) const { return TestMaterialFlag( MF_OCCLUSION_QUERY ); }
//------------------------------------------------------------------
// 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; }
// get material description
const char * GetDescription( void ) const { return desc; }
// get sort order
const float GetSort( void ) const { return sort; }
// 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; }
// get cull type
const cullType_t GetCullType( void ) const { return cullType; }
float GetEditorAlpha( void ) const { return editorAlpha; }
int GetEntityGui( void ) const { return entityGui; }
// get portal flags
const int GetPortalFlags() const { return portalFlags; }
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; }
void SetPolygonOffset( float po ) { polygonOffset = po; }
float GetSurfaceArea( void ) const { return surfaceArea; }
void AddToSurfaceArea( float area ) { surfaceArea += area; }
const class sdDeclSurfaceType* GetSurfaceType( void ) const { return surfaceTypeDecl; }
const class sdDeclSurfaceTypeMap* GetSurfaceTypeMapDecl( void ) const { return surfaceTypeMapDecl; }
const class sdSurfaceTypeMap* GetSurfaceTypeMap( void ) const { return surfaceTypeMap; }
const idVec3& GetSurfaceColor( void ) const { return surfaceColor; }
ID_INLINE int GetGpuSpec( void ) const { return gpuSpec; }
//------------------------------------------------------------------
// gets an image for the editor to use
virtual idImage * GetEditorImage() const;
int GetImageWidth() const;
int GetImageHeight() 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, int numManualLights = 0 ) 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 float shaderParms[MAX_ENTITY_SHADER_PARMS], const struct viewDef_s *view ) const;
void SetLodDistance( float distance ) const;
const subviewInfo_t& GetSubviewInfo() const { return subviewInfo; }
const sdParameterInfo& GetParameterInfo( int index ) const { return parameterInfo[index]; } //For visual shader tweaking tools
unsigned int GetBreakpoints() const { return breakpointFlags; }
const float GetSlopTexCoordMod() const { return slopTexCoordMod; }
// evaluates and sets render bindings
static void SetRenderBindings( const materialStage_t* stage, const float* materialRegisters, float texCoordScale );
//------------------------------------------------------------------
// Purges any partial loadable images
void PurgePartialLoadableImages( void );
// Schedules loading of any partial loadable images
void LoadPartialLoadableImages( bool blocking = false );
bool IsFinishedPartialLoading( void ) const;
private:
// parse the entire material
void CommonInit();
void ParseMaterial( idParser &src );
bool MatchToken( idParser &src, const char *match );
void ParseSort( idParser &src );
void ParseBlend( idParser &src, materialStage_t *stage );
void ParseFillMode( idParser &src, materialStage_t *stage );
void ParseCullFace( idParser &src, materialStage_t *stage );
void ParseStage( idParser &src );
void ParseDeform( idParser &src );
void ParseDecalInfo( idParser &src );
bool CheckSurfaceParm( idToken *token );
bool CheckPortalParm( idToken *token );
int GetExpressionConstant( float f );
int GetExpressionTemporary( void );
expOp_t * GetExpressionOp( void );
int EmitOp( int a, int b, expOpType_t opType );
int ParseEmitOp( idParser &src, int a, expOpType_t opType, int priority );
int ParseTerm( idParser &src );
int ParseExpressionPriority( idParser &src, int priority );
int ParseExpression( idParser &src );
bool ParseConstantCVarExpression( idParser& src, bool& result );
void ClearStage( materialStage_t* ms );
int NameToSrcBlendMode( const idStr &name );
int NameToDstBlendMode( const idStr &name );
void MultiplyTextureMatrix( stageTextureMatrix_t* stm, int registers[2][3], const sdDeclRenderBinding* matrix_s, const sdDeclRenderBinding* matrix_t ); // FIXME: for some reason the const is bad for gcc and Mac
bool ParseTextureMatrixKey( idToken& key, idParser& src, stageTextureMatrix_t& stm, const sdDeclRenderBinding* matrix_s, const sdDeclRenderBinding* matrix_t );
bool AddImplicitStages();
void CheckForConstantRegisters();
void CompleteStage( materialStage_t* ms, stageParseData_t& spd, const sdDeclRenderBinding** defaults, const int numDefaults );
void CompleteInterationStage( materialStage_t* ms, stageParseData_t& spd );
void FinishStage( materialStage_t* ms, stageParseData_t& spd );
static void SetTextureMatrix( const stageTextureMatrix_t* textureMatrix, const float* materialRegisters, idVec4 matrix[2] );
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
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
int portalFlags; // portal flags
mutable int materialFlags; // material flags
const sdDeclSurfaceType* surfaceTypeDecl;
const sdDeclSurfaceTypeMap* surfaceTypeMapDecl;
const sdSurfaceTypeMap* surfaceTypeMap;
idVec3 surfaceColor;
decalInfo_t decalInfo;
int gpuSpec;
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
materialCoverage_t coverage;
cullType_t cullType; // CT_FRONT_SIDED, CT_BACK_SIDED, or CT_TWO_SIDED
bool shouldCreateBackSides;
bool fogLight;
bool blendLight;
#if SD_SUPPORT_UNSMOOTHEDTANGENTS
bool unsmoothedTangents;
#endif // SD_SUPPORT_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
mutable float lastFloatTime;
mutable int atmosphereFrame;
bool timeBasedRegisters;
int numStages;
int numAmbientStages;
materialStage_t * stages;
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 doLodDistance; // images will be distance lodded on this shader
subviewInfo_t subviewInfo;
sdParameterInfo parameterInfo[MAX_ENTITY_SHADER_PARMS]; // Names of the shader params for visual tweaking tools
unsigned int breakpointFlags;
float slopTexCoordMod;
const idMaterial *backSideMaterial;
struct mtrParsingData_s *pd; // only used during parsing
public:
static int currentAtmosphereFrame;
};
typedef idList<const idMaterial *> idMatList;
#endif /* !__MATERIAL_H__ */