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https://github.com/jmarshall23/DoomRTX.git
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Filesystem update.
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@@ -0,0 +1,838 @@
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||||
/*
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||||
===========================================================================
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||||
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||||
IceTech GPL Source Code
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||||
Copyright (C) 2026 Justin Marshall
|
||||
|
||||
This file is part of the IceTech GPL Source Code (?IceTech Source Code?).
|
||||
|
||||
IceTech 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.
|
||||
|
||||
IceTech 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 IceTech Source Code. If not, see <http://www.gnu.org/licenses/>.
|
||||
|
||||
In addition, the IceTech 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 IceTech 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 Justin Marshall, justinmarshall20@gmail.com
|
||||
|
||||
===========================================================================
|
||||
*/
|
||||
|
||||
#ifndef __MATERIAL_H__
|
||||
#define __MATERIAL_H__
|
||||
|
||||
/*
|
||||
===============================================================================
|
||||
|
||||
Material
|
||||
|
||||
===============================================================================
|
||||
*/
|
||||
|
||||
class idImage;
|
||||
class idCinematic;
|
||||
class idUserInterface;
|
||||
class idMegaTexture;
|
||||
|
||||
#ifdef PREY
|
||||
// HUMANHEAD tmj: type of subview that this surface represents
|
||||
typedef enum {
|
||||
SC_MIRROR,
|
||||
SC_PORTAL,
|
||||
SC_PORTAL_SKYBOX,
|
||||
} subviewClass_t;
|
||||
#endif
|
||||
|
||||
// moved from image.h for default parm
|
||||
typedef enum {
|
||||
TF_LINEAR,
|
||||
TF_NEAREST,
|
||||
TF_DEFAULT // use the user-specified r_textureFilter
|
||||
} textureFilter_t;
|
||||
|
||||
typedef enum {
|
||||
TR_REPEAT,
|
||||
TR_CLAMP,
|
||||
TR_CLAMP_TO_BORDER, // this should replace TR_CLAMP_TO_ZERO and TR_CLAMP_TO_ZERO_ALPHA,
|
||||
// but I don't want to risk changing it right now
|
||||
TR_CLAMP_TO_ZERO, // guarantee 0,0,0,255 edge for projected textures,
|
||||
// set AFTER image format selection
|
||||
TR_CLAMP_TO_ZERO_ALPHA // guarantee 0 alpha edge for projected textures,
|
||||
// set AFTER image format selection
|
||||
} textureRepeat_t;
|
||||
|
||||
typedef struct {
|
||||
int stayTime; // msec for no change
|
||||
int fadeTime; // msec to fade vertex colors over
|
||||
float start[4]; // vertex color at spawn (possibly out of 0.0 - 1.0 range, will clamp after calc)
|
||||
float end[4]; // vertex color at fade-out (possibly out of 0.0 - 1.0 range, will clamp after calc)
|
||||
} decalInfo_t;
|
||||
|
||||
typedef enum {
|
||||
DFRM_NONE,
|
||||
DFRM_SPRITE,
|
||||
DFRM_TUBE,
|
||||
DFRM_FLARE,
|
||||
DFRM_EXPAND,
|
||||
DFRM_MOVE,
|
||||
DFRM_EYEBALL,
|
||||
DFRM_PARTICLE,
|
||||
DFRM_PARTICLE2,
|
||||
DFRM_TURB
|
||||
} deform_t;
|
||||
|
||||
typedef enum {
|
||||
DI_STATIC,
|
||||
DI_SCRATCH, // video, screen wipe, etc
|
||||
DI_CUBE_RENDER,
|
||||
DI_MIRROR_RENDER,
|
||||
DI_XRAY_RENDER,
|
||||
#ifdef PREY
|
||||
DI_PORTAL_RENDER, // HUMANHEAD
|
||||
DI_SKYBOX_RENDER, // HUMANHEAD tmj
|
||||
#endif
|
||||
DI_REMOTE_RENDER
|
||||
} dynamicidImage_t;
|
||||
|
||||
// note: keep opNames[] in sync with changes
|
||||
typedef enum {
|
||||
OP_TYPE_ADD,
|
||||
OP_TYPE_SUBTRACT,
|
||||
OP_TYPE_MULTIPLY,
|
||||
OP_TYPE_DIVIDE,
|
||||
OP_TYPE_MOD,
|
||||
OP_TYPE_TABLE,
|
||||
OP_TYPE_GT,
|
||||
OP_TYPE_GE,
|
||||
OP_TYPE_LT,
|
||||
OP_TYPE_LE,
|
||||
OP_TYPE_EQ,
|
||||
OP_TYPE_NE,
|
||||
OP_TYPE_AND,
|
||||
OP_TYPE_OR,
|
||||
OP_TYPE_SOUND
|
||||
#ifdef PREY
|
||||
, OP_TYPE_FRAGMENTPROGRAMS // HUMANHEAD CJR: fragment program support toggle
|
||||
#endif
|
||||
} 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,
|
||||
|
||||
#ifdef PREY
|
||||
EXP_REG_DISTANCE, // HUMANHEAD: CJR
|
||||
#endif
|
||||
|
||||
EXP_REG_NUM_PREDEFINED
|
||||
} expRegister_t;
|
||||
|
||||
typedef struct {
|
||||
expOpType_t opType;
|
||||
int a, b, c;
|
||||
} expOp_t;
|
||||
|
||||
typedef struct {
|
||||
int registers[4];
|
||||
} colorStage_t;
|
||||
|
||||
typedef enum {
|
||||
TG_EXPLICIT,
|
||||
TG_DIFFUSE_CUBE,
|
||||
TG_REFLECT_CUBE,
|
||||
TG_SKYBOX_CUBE,
|
||||
TG_WOBBLESKY_CUBE,
|
||||
TG_SCREEN, // screen aligned, for mirrorRenders and screen space temporaries
|
||||
TG_SCREEN2,
|
||||
TG_GLASSWARP
|
||||
} texgen_t;
|
||||
|
||||
typedef struct {
|
||||
idCinematic* cinematic;
|
||||
idImage* image;
|
||||
texgen_t texgen;
|
||||
bool hasMatrix;
|
||||
int matrix[2][3]; // we only allow a subset of the full projection matrix
|
||||
|
||||
// dynamic image variables
|
||||
dynamicidImage_t dynamic;
|
||||
int width, height;
|
||||
int dynamicFrameCount;
|
||||
} textureStage_t;
|
||||
|
||||
// the order BUMP / DIFFUSE / SPECULAR is necessary for interactions to draw correctly on low end cards
|
||||
typedef enum {
|
||||
SL_AMBIENT, // execute after lighting
|
||||
SL_BUMP,
|
||||
SL_DIFFUSE,
|
||||
SL_SPECULAR,
|
||||
SL_GLOWMAP
|
||||
#ifdef PREY
|
||||
, SL_SHADER
|
||||
#endif
|
||||
} stageLighting_t;
|
||||
|
||||
// cross-blended terrain textures need to modulate the color by
|
||||
// the vertex color to smoothly blend between two textures
|
||||
typedef enum {
|
||||
SVC_IGNORE,
|
||||
SVC_MODULATE,
|
||||
SVC_INVERSE_MODULATE
|
||||
} stageVertexColor_t;
|
||||
|
||||
static const int MAX_FRAGMENT_IMAGES = 8;
|
||||
#ifdef PREY
|
||||
static const int MAX_VERTEX_PARMS = 8;
|
||||
static const int MAX_FRAGMENT_PARMS = 8;
|
||||
#else
|
||||
static const int MAX_VERTEX_PARMS = 4;
|
||||
#endif
|
||||
|
||||
typedef struct {
|
||||
int vertexProgram;
|
||||
int numVertexParms;
|
||||
int vertexParms[MAX_VERTEX_PARMS][4]; // evaluated register indexes
|
||||
#ifdef PREY
|
||||
int numFragmentParms;
|
||||
int fragmentParms[MAX_FRAGMENT_PARMS][4]; // evaluated register indexes
|
||||
#endif
|
||||
|
||||
int fragmentProgram;
|
||||
int numFragmentProgramImages;
|
||||
idImage* fragmentProgramImages[MAX_FRAGMENT_IMAGES];
|
||||
|
||||
idMegaTexture* megaTexture; // handles all the binding and parameter setting
|
||||
} newShaderStage_t;
|
||||
|
||||
#ifdef PREY
|
||||
// HUMANHEAD bjk: specular exponent/brightness parsed by specularExp.
|
||||
typedef struct {
|
||||
float exponent;
|
||||
float brightness;
|
||||
} specData_t;
|
||||
#endif
|
||||
|
||||
typedef struct {
|
||||
int conditionRegister; // if registers[conditionRegister] == 0, skip stage
|
||||
stageLighting_t lighting; // determines which passes interact with lights
|
||||
int drawStateBits;
|
||||
colorStage_t color;
|
||||
bool hasAlphaTest;
|
||||
int alphaTestRegister;
|
||||
textureStage_t texture;
|
||||
stageVertexColor_t vertexColor;
|
||||
bool ignoreAlphaTest; // this stage should act as translucent, even
|
||||
// if the surface is alpha tested
|
||||
float privatePolygonOffset; // a per-stage polygon offset
|
||||
#ifdef PREY
|
||||
|
||||
bool isGlow; // HUMANHEAD CJR: Glow overlay
|
||||
bool isScopeView; // HUMANHEAD CJR: Scope view
|
||||
bool isShuttleView; // HUMANHEAD pdm: shuttle view
|
||||
bool isNotScopeView; // HUMANHEAD CJR
|
||||
bool isSpiritWalk; // HUMANHEAD CJR
|
||||
bool isNotSpiritWalk; // HUMANHEAD CJR
|
||||
#endif
|
||||
|
||||
newShaderStage_t* newStage; // vertex / fragment program based stage
|
||||
#ifdef PREY
|
||||
specData_t specular; // HUMANHEAD bjk
|
||||
#endif
|
||||
} shaderStage_t;
|
||||
|
||||
typedef enum {
|
||||
MC_BAD,
|
||||
MC_OPAQUE, // completely fills the triangle, will have black drawn on fillDepthBuffer
|
||||
MC_PERFORATED, // may have alpha tested holes
|
||||
MC_TRANSLUCENT // blended with background
|
||||
} materialCoverage_t;
|
||||
|
||||
typedef enum {
|
||||
SS_SUBVIEW = -3, // mirrors, viewscreens, etc
|
||||
SS_GUI = -2, // guis
|
||||
SS_BAD = -1,
|
||||
SS_OPAQUE, // opaque
|
||||
|
||||
SS_PORTAL_SKY,
|
||||
|
||||
SS_DECAL, // scorch marks, etc.
|
||||
|
||||
SS_FAR,
|
||||
SS_MEDIUM, // normal translucent
|
||||
SS_CLOSE,
|
||||
|
||||
SS_ALMOST_NEAREST, // gun smoke puffs
|
||||
|
||||
SS_NEAREST, // screen blood blobs
|
||||
|
||||
SS_POST_PROCESS = 100 // after a screen copy to texture
|
||||
} materialSort_t;
|
||||
|
||||
typedef enum {
|
||||
CT_FRONT_SIDED,
|
||||
CT_BACK_SIDED,
|
||||
CT_TWO_SIDED
|
||||
} cullType_t;
|
||||
|
||||
// these don't effect per-material storage, so they can be very large
|
||||
const int MAX_SHADER_STAGES = 256;
|
||||
|
||||
const int MAX_TEXGEN_REGISTERS = 4;
|
||||
|
||||
#ifdef PREY
|
||||
const int MAX_ENTITY_SHADER_PARMS = 13; // HUMANHEAD pdm: increased from 12
|
||||
#else
|
||||
const int MAX_ENTITY_SHADER_PARMS = 12;
|
||||
#endif
|
||||
|
||||
// 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
|
||||
#ifdef PREY
|
||||
MF_USESDISTANCE = BIT(7), // HUMANHEAD pdm: distance optimization
|
||||
MF_LIGHT_WHOLE_MESH = BIT(8), // HUMANHEAD bjk: don't cull tris with light bounds
|
||||
#endif
|
||||
MF_SKIPCLIP = BIT(9)
|
||||
} 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
|
||||
|
||||
#ifdef PREY
|
||||
// HUMANHEAD CJR: Content flags. Note that for simplicity of merging, id's areaportal and nocsg flags were left as is
|
||||
CONTENTS_FORCEFIELD = BIT(16), // forcefield matter, only passable in spirit mode
|
||||
CONTENTS_SPIRITBRIDGE = BIT(17), // cjr - Collidable only by spiritwalking players
|
||||
// END HUMANHEAD
|
||||
|
||||
// contents used by utils
|
||||
CONTENTS_AREAPORTAL = BIT(18), // portal separating renderer areas
|
||||
CONTENTS_NOCSG = BIT(19), // don't cut this brush with CSG operations in the editor
|
||||
|
||||
// HUMANHEAD CJR: Content flags. Note that for simplicity of merging, id's areaportal and nocsg flags were left as is
|
||||
CONTENTS_BLOCK_RADIUSDAMAGE = BIT(20), // aob - used by objects like forcefields and chaff
|
||||
CONTENTS_SHOOTABLE = BIT(21), // pdm - bullets collide with but not player or monsters
|
||||
CONTENTS_DEATHVOLUME = BIT(22), // AOB: used by death zones so the player can do a simple contents check
|
||||
CONTENTS_VEHICLECLIP = BIT(23), // PDM: used to clip off vehicle movement
|
||||
CONTENTS_OWNER_TO_OWNER = BIT(24), // bjk: used to disable owner to owner rejection for collision
|
||||
CONTENTS_GAME_PORTAL = BIT(25), // cjr: used for clipping against game portals (glow portals, etc)
|
||||
CONTENTS_SHOOTABLEBYARROW = BIT(26), // pdm: solid to spirit arrows specifically as opposed to other projectiles
|
||||
CONTENTS_HUNTERCLIP = BIT(27), // pdm: solid to hunters, but not hunters in vehicles
|
||||
// HUMANHEAD END
|
||||
#else
|
||||
// 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
|
||||
#endif
|
||||
|
||||
CONTENTS_REMOVE_UTIL = ~(CONTENTS_AREAPORTAL | CONTENTS_NOCSG)
|
||||
} contentsFlags_t;
|
||||
|
||||
// surface types
|
||||
const int NUM_SURFACE_BITS = 4;
|
||||
const int MAX_SURFACE_TYPES = 1 << NUM_SURFACE_BITS;
|
||||
#ifdef PREY
|
||||
typedef enum {
|
||||
SURFTYPE_NONE, // default type
|
||||
SURFTYPE_METAL,
|
||||
SURFTYPE_STONE,
|
||||
SURFTYPE_FLESH,
|
||||
SURFTYPE_WOOD,
|
||||
SURFTYPE_CARDBOARD,
|
||||
SURFTYPE_LIQUID,
|
||||
SURFTYPE_GLASS,
|
||||
SURFTYPE_TILE,
|
||||
SURFTYPE_WALLWALK,
|
||||
SURFTYPE_ALTMETAL,
|
||||
SURFTYPE_FORCEFIELD,
|
||||
SURFTYPE_PIPE,
|
||||
SURFTYPE_SPIRIT,
|
||||
SURFTYPE_CHAFF,
|
||||
NUM_SURFACE_TYPES
|
||||
// NOTE: Bits all used, no more matter types
|
||||
} surfTypes_t;
|
||||
#else
|
||||
typedef enum {
|
||||
SURFTYPE_NONE, // default type
|
||||
SURFTYPE_METAL,
|
||||
SURFTYPE_STONE,
|
||||
SURFTYPE_FLESH,
|
||||
SURFTYPE_WOOD,
|
||||
SURFTYPE_CARDBOARD,
|
||||
SURFTYPE_LIQUID,
|
||||
SURFTYPE_GLASS,
|
||||
SURFTYPE_PLASTIC,
|
||||
SURFTYPE_RICOCHET,
|
||||
SURFTYPE_10,
|
||||
SURFTYPE_11,
|
||||
SURFTYPE_12,
|
||||
SURFTYPE_13,
|
||||
SURFTYPE_14,
|
||||
SURFTYPE_15
|
||||
} surfTypes_t;
|
||||
#endif
|
||||
|
||||
// surface flags
|
||||
typedef enum {
|
||||
SURF_TYPE_BIT0 = BIT(0), // encodes the material type (metal, flesh, concrete, etc.)
|
||||
SURF_TYPE_BIT1 = BIT(1), // "
|
||||
SURF_TYPE_BIT2 = BIT(2), // "
|
||||
SURF_TYPE_BIT3 = BIT(3), // "
|
||||
SURF_TYPE_MASK = (1 << NUM_SURFACE_BITS) - 1,
|
||||
|
||||
SURF_NODAMAGE = BIT(4), // never give falling damage
|
||||
SURF_SLICK = BIT(5), // effects game physics
|
||||
SURF_COLLISION = BIT(6), // collision surface
|
||||
SURF_LADDER = BIT(7), // player can climb up this surface
|
||||
SURF_NOIMPACT = BIT(8), // don't make missile explosions
|
||||
SURF_NOSTEPS = BIT(9), // no footstep sounds
|
||||
SURF_DISCRETE = BIT(10), // not clipped or merged by utilities
|
||||
SURF_NOFRAGMENT = BIT(11), // dmap won't cut surface at each bsp boundary
|
||||
SURF_NULLNORMAL = BIT(12) // renderbump will draw this surface as 0x80 0x80 0x80, which
|
||||
// won't collect light from any angle
|
||||
} surfaceFlags_t;
|
||||
|
||||
class idSoundEmitter;
|
||||
|
||||
class idMaterial : public idDecl {
|
||||
public:
|
||||
idMaterial();
|
||||
virtual ~idMaterial();
|
||||
|
||||
virtual size_t Size(void) const;
|
||||
virtual bool SetDefaultText(void);
|
||||
virtual const char* DefaultDefinition(void) const;
|
||||
virtual bool Parse(const char* text, const int textLength);
|
||||
virtual void FreeData(void);
|
||||
virtual void Print(void) const;
|
||||
|
||||
//BSM Nerve: Added for material editor
|
||||
bool Save(const char* fileName = NULL);
|
||||
|
||||
// returns the internal image name for stage 0, which can be used
|
||||
// for the renderer CaptureRenderToImage() call
|
||||
// I'm not really sure why this needs to be virtual...
|
||||
virtual const char* ImageName(void) const;
|
||||
|
||||
void ReloadImages(bool force) const;
|
||||
|
||||
// returns number of stages this material contains
|
||||
const int GetNumStages(void) const { return numStages; }
|
||||
|
||||
// get a specific stage
|
||||
const shaderStage_t* GetStage(const int index) const { assert(index >= 0 && index < numStages); return &stages[index]; }
|
||||
|
||||
// get the first bump map stage, or NULL if not present.
|
||||
// used for bumpy-specular
|
||||
const shaderStage_t* GetBumpStage(void) const;
|
||||
|
||||
#ifdef PREY
|
||||
// HUMANHEAD tmj: returns how the subview should be rendered (mirror/portal/skybox)
|
||||
subviewClass_t GetSubviewClass(void) const { return subviewClass; }
|
||||
#endif
|
||||
|
||||
// returns true if the material will draw anything at all. Triggers, portals,
|
||||
// etc, will not have anything to draw. A not drawn surface can still castShadow,
|
||||
// which can be used to make a simplified shadow hull for a complex object set
|
||||
// as noShadow
|
||||
bool IsDrawn(void) const { return (numStages > 0 || entityGui != 0 || gui != NULL); }
|
||||
|
||||
// returns true if the material will draw any non light interaction stages
|
||||
bool HasAmbient(void) const { return (numAmbientStages > 0); }
|
||||
|
||||
// returns true if material has a gui
|
||||
bool HasGui(void) const { return (entityGui != 0 || gui != NULL); }
|
||||
|
||||
// returns true if the material will generate another view, either as
|
||||
// a mirror or dynamic rendered image
|
||||
bool HasSubview(void) const { return hasSubview; }
|
||||
|
||||
// returns true if the material will generate shadows, not making a
|
||||
// distinction between global and no-self shadows
|
||||
bool SurfaceCastsShadow(void) const { return TestMaterialFlag(MF_FORCESHADOWS) || !TestMaterialFlag(MF_NOSHADOWS); }
|
||||
|
||||
// returns true if the material will generate interactions with fog/blend lights
|
||||
// All non-translucent surfaces receive fog unless they are explicitly noFog
|
||||
bool ReceivesFog(void) const { return (IsDrawn() && !noFog && coverage != MC_TRANSLUCENT); }
|
||||
// jmarshall
|
||||
// Returns the diffuse/albedo image used by this material stage.
|
||||
idImage* GetDiffuseImage(const float *regs) const;
|
||||
|
||||
// Returns the bump/normal map image used by this material stage.
|
||||
idImage* GetBumpImage(void) const;
|
||||
|
||||
// Returns the specular map image used by this material stage.
|
||||
idImage* GetSpecImage(void) const;
|
||||
|
||||
// Returns the glow/emissive map image used by this material stage.
|
||||
idImage* GetGlowImage(const float* regs) const;
|
||||
|
||||
// Returns true if this material participates in dynamic lighting.
|
||||
bool IsLitMaterial(void) const;
|
||||
|
||||
// Returns true if this material is rendered as a sky surface.
|
||||
bool IsSky(void) const;
|
||||
// jmarshall end
|
||||
// returns true if the material will generate interactions with normal lights
|
||||
// Many special effect surfaces don't have any bump/diffuse/specular
|
||||
// stages, and don't interact with lights at all
|
||||
bool ReceivesLighting(void) const { return numAmbientStages != numStages; }
|
||||
|
||||
// returns true if the material should generate interactions on sides facing away
|
||||
// from light centers, as with noshadow and noselfshadow options
|
||||
bool ReceivesLightingOnBackSides(void) const { return (materialFlags & (MF_NOSELFSHADOW | MF_NOSHADOWS)) != 0; }
|
||||
|
||||
// Standard two-sided triangle rendering won't work with bump map lighting, because
|
||||
// the normal and tangent vectors won't be correct for the back sides. When two
|
||||
// sided lighting is desired. typically for alpha tested surfaces, this is
|
||||
// addressed by having CleanupModelSurfaces() create duplicates of all the triangles
|
||||
// with apropriate order reversal.
|
||||
bool ShouldCreateBackSides(void) const { return shouldCreateBackSides; }
|
||||
|
||||
// characters and models that are created by a complete renderbump can use a faster
|
||||
// method of tangent and normal vector generation than surfaces which have a flat
|
||||
// renderbump wrapped over them.
|
||||
bool UseUnsmoothedTangents(void) const { return unsmoothedTangents; }
|
||||
|
||||
// by default, monsters can have blood overlays placed on them, but this can
|
||||
// be overrided on a per-material basis with the "noOverlays" material command.
|
||||
// This will always return false for translucent surfaces
|
||||
bool AllowOverlays(void) const { return allowOverlays; }
|
||||
|
||||
// MC_OPAQUE, MC_PERFORATED, or MC_TRANSLUCENT, for interaction list linking and
|
||||
// dmap flood filling
|
||||
// The depth buffer will not be filled for MC_TRANSLUCENT surfaces
|
||||
// FIXME: what do nodraw surfaces return?
|
||||
materialCoverage_t Coverage(void) const { return coverage; }
|
||||
|
||||
// returns true if this material takes precedence over other in coplanar cases
|
||||
bool HasHigherDmapPriority(const idMaterial& other) const {
|
||||
return (IsDrawn() && !other.IsDrawn()) ||
|
||||
(Coverage() < other.Coverage());
|
||||
}
|
||||
|
||||
// returns a idUserInterface if it has a global gui, or NULL if no gui
|
||||
idUserInterface* GlobalGui(void) const { return gui; }
|
||||
|
||||
// a discrete surface will never be merged with other surfaces by dmap, which is
|
||||
// necessary to prevent mutliple gui surfaces, mirrors, autosprites, and some other
|
||||
// special effects from being combined into a single surface
|
||||
// guis, merging sprites or other effects, mirrors and remote views are always discrete
|
||||
bool IsDiscrete(void) const {
|
||||
return (entityGui || gui || deform != DFRM_NONE || sort == SS_SUBVIEW ||
|
||||
(surfaceFlags & SURF_DISCRETE) != 0);
|
||||
}
|
||||
|
||||
// Normally, dmap chops each surface by every BSP boundary, then reoptimizes.
|
||||
// For gigantic polygons like sky boxes, this can cause a huge number of planar
|
||||
// triangles that make the optimizer take forever to turn back into a single
|
||||
// triangle. The "noFragment" option causes dmap to only break the polygons at
|
||||
// area boundaries, instead of every BSP boundary. This has the negative effect
|
||||
// of not automatically fixing up interpenetrations, so when this is used, you
|
||||
// should manually make the edges of your sky box exactly meet, instead of poking
|
||||
// into each other.
|
||||
bool NoFragment(void) const { return (surfaceFlags & SURF_NOFRAGMENT) != 0; }
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// light shader specific functions, only called for light entities
|
||||
|
||||
// lightshader option to fill with fog from viewer instead of light from center
|
||||
bool IsFogLight() const { return fogLight; }
|
||||
|
||||
// perform simple blending of the projection, instead of interacting with bumps and textures
|
||||
bool IsBlendLight() const { return blendLight; }
|
||||
|
||||
// an ambient light has non-directional bump mapping and no specular
|
||||
bool IsAmbientLight() const { return ambientLight; }
|
||||
|
||||
// implicitly no-shadows lights (ambients, fogs, etc) will never cast shadows
|
||||
// but individual light entities can also override this value
|
||||
bool LightCastsShadows() const {
|
||||
return TestMaterialFlag(MF_FORCESHADOWS) ||
|
||||
(!fogLight && !ambientLight && !blendLight && !TestMaterialFlag(MF_NOSHADOWS));
|
||||
}
|
||||
|
||||
// fog lights, blend lights, ambient lights, etc will all have to have interaction
|
||||
// triangles generated for sides facing away from the light as well as those
|
||||
// facing towards the light. It is debatable if noshadow lights should effect back
|
||||
// sides, making everything "noSelfShadow", but that would make noshadow lights
|
||||
// potentially slower than normal lights, which detracts from their optimization
|
||||
// ability, so they currently do not.
|
||||
bool LightEffectsBackSides() const { return fogLight || ambientLight || blendLight; }
|
||||
|
||||
// NULL unless an image is explicitly specified in the shader with "lightFalloffShader <image>"
|
||||
idImage* LightFalloffImage() const { return lightFalloffImage; }
|
||||
|
||||
//------------------------------------------------------------------
|
||||
|
||||
// returns the renderbump command line for this shader, or an empty string if not present
|
||||
const char* GetRenderBump() const { return renderBump; };
|
||||
|
||||
// set specific material flag(s)
|
||||
void SetMaterialFlag(const int flag) const { materialFlags |= flag; }
|
||||
|
||||
// clear specific material flag(s)
|
||||
void ClearMaterialFlag(const int flag) const { materialFlags &= ~flag; }
|
||||
|
||||
// test for existance of specific material flag(s)
|
||||
bool TestMaterialFlag(const int flag) const { return (materialFlags & flag) != 0; }
|
||||
|
||||
// get content flags
|
||||
const int GetContentFlags(void) const { return contentFlags; }
|
||||
|
||||
// get surface flags
|
||||
const int GetSurfaceFlags(void) const { return surfaceFlags; }
|
||||
|
||||
// gets name for surface type (stone, metal, flesh, etc.)
|
||||
const surfTypes_t GetSurfaceType(void) const { return static_cast<surfTypes_t>(surfaceFlags & SURF_TYPE_MASK); }
|
||||
|
||||
// get material description
|
||||
const char* GetDescription(void) const { return desc; }
|
||||
|
||||
// get sort order
|
||||
const float GetSort(void) const { return sort; }
|
||||
// this is only used by the gui system to force sorting order
|
||||
// on images referenced from tga's instead of materials.
|
||||
// this is done this way as there are 2000 tgas the guis use
|
||||
void SetSort(float s) const { sort = s; };
|
||||
|
||||
// DFRM_NONE, DFRM_SPRITE, etc
|
||||
deform_t Deform(void) const { return deform; }
|
||||
|
||||
// flare size, expansion size, etc
|
||||
const int GetDeformRegister(int index) const { return deformRegisters[index]; }
|
||||
|
||||
// particle system to emit from surface and table for turbulent
|
||||
const idDecl* GetDeformDecl(void) const { return deformDecl; }
|
||||
|
||||
// currently a surface can only have one unique texgen for all the stages
|
||||
texgen_t Texgen() const;
|
||||
|
||||
// wobble sky parms
|
||||
const int* GetTexGenRegisters(void) const { return texGenRegisters; }
|
||||
|
||||
// get cull type
|
||||
const cullType_t GetCullType(void) const { return cullType; }
|
||||
|
||||
float GetEditorAlpha(void) const { return editorAlpha; }
|
||||
|
||||
int GetEntityGui(void) const { return entityGui; }
|
||||
|
||||
decalInfo_t GetDecalInfo(void) const { return decalInfo; }
|
||||
|
||||
// spectrums are used for "invisible writing" that can only be
|
||||
// illuminated by a light of matching spectrum
|
||||
int Spectrum(void) const { return spectrum; }
|
||||
|
||||
float GetPolygonOffset(void) const { return polygonOffset; }
|
||||
|
||||
float GetSurfaceArea(void) const { return surfaceArea; }
|
||||
void AddToSurfaceArea(float area) { surfaceArea += area; }
|
||||
|
||||
//------------------------------------------------------------------
|
||||
|
||||
// returns the length, in milliseconds, of the videoMap on this material,
|
||||
// or zero if it doesn't have one
|
||||
int CinematicLength(void) const;
|
||||
|
||||
void CloseCinematic(void) const;
|
||||
|
||||
void ResetCinematicTime(int time) const;
|
||||
|
||||
void UpdateCinematic(int time) const;
|
||||
|
||||
//------------------------------------------------------------------
|
||||
|
||||
// gets an image for the editor to use
|
||||
idImage* GetEditorImage(void) const;
|
||||
int GetImageWidth(void) const;
|
||||
int GetImageHeight(void) const;
|
||||
|
||||
void SetGui(const char* _gui) const;
|
||||
|
||||
// just for resource tracking
|
||||
void SetImageClassifications(int tag) const;
|
||||
|
||||
//------------------------------------------------------------------
|
||||
|
||||
// returns number of registers this material contains
|
||||
const int GetNumRegisters() const { return numRegisters; }
|
||||
|
||||
// regs should point to a float array large enough to hold GetNumRegisters() floats
|
||||
void EvaluateRegisters(float* regs, const float entityParms[MAX_ENTITY_SHADER_PARMS],
|
||||
const struct viewDef_s* view, idSoundEmitter* soundEmitter = NULL) const;
|
||||
|
||||
// if a material only uses constants (no entityParm or globalparm references), this
|
||||
// will return a pointer to an internal table, and EvaluateRegisters will not need
|
||||
// to be called. If NULL is returned, EvaluateRegisters must be used.
|
||||
const float* ConstantRegisters() const;
|
||||
|
||||
bool SuppressInSubview() const { return suppressInSubview; };
|
||||
bool IsPortalSky() const { return portalSky; };
|
||||
void AddReference();
|
||||
|
||||
#ifdef PREY
|
||||
int GetDirectPortalDistance() const { return directPortalDistance; } // HUMANHEAD CJR
|
||||
#endif
|
||||
|
||||
private:
|
||||
// parse the entire material
|
||||
void CommonInit();
|
||||
void ParseMaterial(idLexer& src);
|
||||
bool MatchToken(idLexer& src, const char* match);
|
||||
void ParseSort(idLexer& src);
|
||||
void ParseBlend(idLexer& src, shaderStage_t* stage);
|
||||
void ParseVertexParm(idLexer& src, newShaderStage_t* newStage);
|
||||
#ifdef PREY
|
||||
void ParseFragmentParm(idLexer& src, newShaderStage_t* newStage);
|
||||
#endif
|
||||
void ParseFragmentMap(idLexer& src, newShaderStage_t* newStage);
|
||||
void ParseStage(idLexer& src, const textureRepeat_t trpDefault = TR_REPEAT);
|
||||
void ParseDeform(idLexer& src);
|
||||
void ParseDecalInfo(idLexer& src);
|
||||
bool CheckSurfaceParm(idToken* token);
|
||||
int GetExpressionConstant(float f);
|
||||
int GetExpressionTemporary(void);
|
||||
expOp_t* GetExpressionOp(void);
|
||||
int EmitOp(int a, int b, expOpType_t opType);
|
||||
int ParseEmitOp(idLexer& src, int a, expOpType_t opType, int priority);
|
||||
int ParseTerm(idLexer& src);
|
||||
int ParseExpressionPriority(idLexer& src, int priority);
|
||||
int ParseExpression(idLexer& src);
|
||||
void ClearStage(shaderStage_t* ss);
|
||||
int NameToSrcBlendMode(const idStr& name);
|
||||
int NameToDstBlendMode(const idStr& name);
|
||||
void MultiplyTextureMatrix(textureStage_t* ts, int registers[2][3]); // FIXME: for some reason the const is bad for gcc and Mac
|
||||
void SortInteractionStages();
|
||||
void AddImplicitStages(const textureRepeat_t trpDefault = TR_REPEAT);
|
||||
void CheckForConstantRegisters();
|
||||
|
||||
private:
|
||||
#ifdef PREY
|
||||
subviewClass_t subviewClass; // HUMANHEAD tmj: Type of subview this surface points to
|
||||
#endif
|
||||
idStr desc; // description
|
||||
idStr renderBump; // renderbump command options, without the "renderbump" at the start
|
||||
|
||||
idImage* lightFalloffImage;
|
||||
|
||||
int entityGui; // draw a gui with the idUserInterface from the renderEntity_t
|
||||
// non zero will draw gui, gui2, or gui3 from renderEnitty_t
|
||||
mutable idUserInterface* gui; // non-custom guis are shared by all users of a material
|
||||
|
||||
bool noFog; // surface does not create fog interactions
|
||||
|
||||
int spectrum; // for invisible writing, used for both lights and surfaces
|
||||
|
||||
#ifdef PREY
|
||||
int directPortalDistance; // HUMANHEAD: Distance at which direct render portals are drawn
|
||||
#endif
|
||||
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__ */
|
||||
Reference in New Issue
Block a user