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DoomRTX/neo/engine/renderer/Material.h
T
Justin Marshall b6ea2fb5fa Added multiplayer page.
Fixed numerous bugs with the alpha.
2026-05-20 12:44:52 -07:00

1035 lines
34 KiB
C++

/*
===========================================================================
IceTech GPL Source Code
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 QUAKE4
class rvNewShaderStage;
class rvGLSLShaderStage;
class rvDeclMatType;
class idVec2;
class idVec3;
#endif
#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
#ifdef QUAKE4
, TR_MIRRORED_REPEAT // RAVEN: mirrored texture repeat mode
#endif
} textureRepeat_t;
typedef struct {
int stayTime; // msec for no change
#ifdef QUAKE4
float maxAngle; // maximum dot product to reject projection angles
#else
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)
#endif
} decalInfo_t;
typedef enum {
DFRM_NONE,
DFRM_SPRITE,
DFRM_TUBE,
DFRM_FLARE,
DFRM_EXPAND,
DFRM_MOVE,
DFRM_EYEBALL,
#ifdef QUAKE4
DFRM_RECTSPRITE, // RAVEN: rectangular sprites
#else
DFRM_PARTICLE,
DFRM_PARTICLE2,
#endif
DFRM_TURB
} deform_t;
typedef enum {
DI_STATIC,
DI_SCRATCH, // video, screen wipe, etc
DI_CUBE_RENDER,
DI_MIRROR_RENDER,
#ifdef QUAKE4
DI_REFLECTION_RENDER, // RAVEN: water reflection
DI_REFRACTION_RENDER, // RAVEN: water refraction
#else
DI_XRAY_RENDER,
#endif
#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
#ifdef QUAKE4
, OP_TYPE_GLSL_ENABLED,
OP_TYPE_POT_X,
OP_TYPE_POT_Y
#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 QUAKE4
EXP_REG_VERTEX_RANDOMIZER, // RAVEN: per-vertex randomizer
#endif
#ifdef PREY
EXP_REG_DISTANCE, // HUMANHEAD: CJR
#endif
EXP_REG_NUM_PREDEFINED
} expRegister_t;
#ifdef QUAKE4
// RAVEN: decal expression aliases
#define EXP_REG_DECAL_LIFE EXP_REG_PARM4
#define REG_DECAL_LIFE 4
#define EXP_REG_DECAL_SPAWN EXP_REG_PARM5
#define REG_DECAL_SPAWN 5
#endif
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
#ifdef QUAKE4
, TG_POT_CORRECTION // RAVEN: non-power-of-two correction texgen
#endif
} 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 QUAKE4
static const int MAX_VERTEX_PARMS = 16;
static const int MAX_FRAGMENT_PARMS = 8;
#elif defined( 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;
#ifdef QUAKE4
#if defined( _MD5R_SUPPORT ) || defined( Q4SDK_MD5R )
int md5rVertexProgram; // RAVEN: MD5R-specific vertex program
#endif
#endif
int numVertexParms;
int vertexParms[MAX_VERTEX_PARMS][4]; // evaluated register indexes
#if defined( PREY ) || defined( QUAKE4 )
int numFragmentParms;
int fragmentParms[MAX_FRAGMENT_PARMS][4]; // evaluated register indexes
#endif
int fragmentProgram;
int numFragmentProgramImages;
idImage* fragmentProgramImages[MAX_FRAGMENT_IMAGES];
#ifdef QUAKE4
bool vertexParmsBindings[MAX_VERTEX_PARMS];
bool fragmentParmsBindings[MAX_FRAGMENT_PARMS];
int fragmentProgramBindings[MAX_FRAGMENT_IMAGES];
#endif
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;
#ifdef QUAKE4
bool hasAlphaFunc;
int alphaTestMode;
#endif
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 QUAKE4
rvNewShaderStage* newShaderStage; // RAVEN: GLSL/new shader stage system
int mStageRegisterStart;
int mNumStageRegisters;
int mStageOpsStart;
int mNumStageOps;
#endif
#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 {
#ifdef QUAKE4
SS_MIN = -10000,
SS_SUBVIEW = -4, // mirrors, viewscreens, etc
SS_PREGUI = -3, // RAVEN: pre-gui sort
#else
SS_SUBVIEW = -3, // mirrors, viewscreens, etc
#endif
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
#ifdef QUAKE4
, SS_MAX = 10000
#endif
} 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 QUAKE4
MF_SKY = BIT(7), // RAVEN: portal/sky material marker
MF_NEED_CURRENT_RENDER = BIT(8), // RAVEN: preserve GUI sort while requesting current render
#elif defined( 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 QUAKE4
// RAVEN: additional Quake 4 content flags
CONTENTS_SIGHTCLIP = BIT(16), // blocks actor/camera sight
CONTENTS_LARGESHOTCLIP = BIT(17), // blocks large projectiles
CONTENTS_NOTACTICALFEATURES = BIT(18), // don't place tactical features here
CONTENTS_VEHICLECLIP = BIT(19), // solid to vehicles
// 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_FLYCLIP = BIT(22), // solid to flying/vehicle movement
CONTENTS_ITEMCLIP = BIT(23), // item collision
CONTENTS_PROJECTILECLIP = BIT(24), // projectile-only clip
#elif defined( 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
#ifdef QUAKE4
, SURF_BOUNCE = BIT(13), // RAVEN: projectiles should bounce
SURF_NO_T_FIX = BIT(14) // RAVEN: skip T-junction fixing
#endif
} surfaceFlags_t;
#ifndef QUAKE4
#define CONTENTS_SLIME BIT(14) // used for slime
#define CONTENTS_FOG BIT(15) // used for fog
#define CONTENTS_LAVA BIT(16)
#endif
class idSoundEmitter;
class idMaterial : public idDecl {
#ifdef QUAKE4
friend class rvNewShaderStage;
friend class rvGLSLShaderStage;
#endif
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);
bool CheckSurfaceParm(idToken* token);
// 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;
bool HasNeuralPOMData() const {
return neuralPOMHasData &&
neuralPOMWeightsBytes.Num() > 0 &&
neuralPOMLatentRGBA16FBytes.Num() > 0;
}
bool IsNeuralPOMUploadedToShim() const {
return neuralPOMUploadedToShim;
}
void SetNeuralPOMUploadedToShim(bool uploaded) const {
const_cast<idMaterial*>(this)->neuralPOMUploadedToShim = uploaded;
}
GLuint GetNeuralPOMGLHandle() const {
return neuralPOMGLHandle;
}
void SetNeuralPOMGLHandle(GLuint handle) const {
const_cast<idMaterial*>(this)->neuralPOMGLHandle = handle;
}
const idList<byte>& GetNeuralPOMWeightsBytes() const {
return neuralPOMWeightsBytes;
}
const idList<byte>& GetNeuralPOMLatentRGBA16FBytes() const {
return neuralPOMLatentRGBA16FBytes;
}
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; }
#ifdef QUAKE4
bool NoTFix(void) const { return (surfaceFlags & SURF_NO_T_FIX) != 0; }
const rvDeclMatType* GetMaterialType(void) const { return materialType; }
const rvDeclMatType* GetMaterialType(idVec2& tc) const;
byte* GetMaterialTypeArray(void) const { return materialTypeArray; }
const char* GetMaterialTypeArrayName(void) const { return materialTypeArrayName.c_str(); }
int GetTexelCount(void) const;
bool HasDefaultedImage(void) const;
idImage* GetDiffuseImage(void) const;
float GetPortalNear(void) const { return portalDistanceNear; }
float GetPortalFar(void) const { return portalDistanceFar; }
const idImage* GetPortalImage(void) const { return portalImage; }
virtual bool RebuildTextSource(void) { return false; }
virtual bool Validate(const char* psText, int iTextLength, idStr& strReportTo) const;
#endif
//------------------------------------------------------------------
// 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
#ifdef QUAKE4
void EvaluateStageRegisters(int stageIndex, float* registers, const float shaderParms[MAX_ENTITY_SHADER_PARMS], float floatTime) const;
void ClearUseCount(void) { useCount = 0; }
void IncreaseUseCount(void) { useCount++; globalUseCount++; }
int GetUseCount(void) { return useCount; }
int GetGlobalUseCount(void) const { return globalUseCount; }
void ResolveUse(void);
#endif
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);
#if defined( PREY ) || defined( QUAKE4 )
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);
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:
void LoadNeuralBytesForMaterial(const char* path);
#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
#ifdef QUAKE4
const rvDeclMatType* materialType;
byte* materialTypeArray; // material type indices generated from materialImage
idStr materialTypeArrayName;
int MTAWidth;
int MTAHeight;
int useCount;
int globalUseCount;
float portalDistanceNear;
float portalDistanceFar;
idImage* portalImage;
#endif
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;
bool neuralPOMBytesLoaded;
bool neuralPOMHasData;
bool neuralPOMUploadedToShim;
GLuint neuralPOMGLHandle;
idList<byte> neuralPOMWeightsBytes;
idList<byte> neuralPOMLatentRGBA16FBytes;
};
typedef idList<const idMaterial*> idMatList;
#ifdef QUAKE4
// RAVEN: material editor bridge used by Radiant/editor code.
class rvMaterialEdit {
public:
virtual ~rvMaterialEdit() {}
virtual void SetGui(idMaterial* edit, const char* name) = 0;
virtual int GetImageWidth(const idMaterial* edit) const = 0;
virtual int GetImageHeight(const idMaterial* edit) const = 0;
};
extern rvMaterialEdit* materialEdit;
#endif
#endif /* !__MATERIAL_H__ */