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hello world
This commit is contained in:
691
neo/renderer/Material.h
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691
neo/renderer/Material.h
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/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
|
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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||||
along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#ifndef __MATERIAL_H__
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#define __MATERIAL_H__
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/*
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===============================================================================
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Material
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===============================================================================
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*/
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class idImage;
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class idCinematic;
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class idUserInterface;
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class idMegaTexture;
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// moved from image.h for default parm
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typedef enum {
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TF_LINEAR,
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TF_NEAREST,
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TF_DEFAULT // use the user-specified r_textureFilter
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} textureFilter_t;
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typedef enum {
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TR_REPEAT,
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TR_CLAMP,
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TR_CLAMP_TO_BORDER, // this should replace TR_CLAMP_TO_ZERO and TR_CLAMP_TO_ZERO_ALPHA,
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// but I don't want to risk changing it right now
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TR_CLAMP_TO_ZERO, // guarantee 0,0,0,255 edge for projected textures,
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// set AFTER image format selection
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TR_CLAMP_TO_ZERO_ALPHA // guarantee 0 alpha edge for projected textures,
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// set AFTER image format selection
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} textureRepeat_t;
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typedef struct {
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int stayTime; // msec for no change
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int fadeTime; // msec to fade vertex colors over
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float start[4]; // vertex color at spawn (possibly out of 0.0 - 1.0 range, will clamp after calc)
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float end[4]; // vertex color at fade-out (possibly out of 0.0 - 1.0 range, will clamp after calc)
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} decalInfo_t;
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typedef enum {
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DFRM_NONE,
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DFRM_SPRITE,
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DFRM_TUBE,
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DFRM_FLARE,
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DFRM_EXPAND,
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DFRM_MOVE,
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DFRM_EYEBALL,
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DFRM_PARTICLE,
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DFRM_PARTICLE2,
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DFRM_TURB
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} deform_t;
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typedef enum {
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DI_STATIC,
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DI_SCRATCH, // video, screen wipe, etc
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DI_CUBE_RENDER,
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DI_MIRROR_RENDER,
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DI_XRAY_RENDER,
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DI_REMOTE_RENDER
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} dynamicidImage_t;
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// note: keep opNames[] in sync with changes
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typedef enum {
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OP_TYPE_ADD,
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OP_TYPE_SUBTRACT,
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OP_TYPE_MULTIPLY,
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OP_TYPE_DIVIDE,
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OP_TYPE_MOD,
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OP_TYPE_TABLE,
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OP_TYPE_GT,
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OP_TYPE_GE,
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OP_TYPE_LT,
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OP_TYPE_LE,
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OP_TYPE_EQ,
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OP_TYPE_NE,
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OP_TYPE_AND,
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OP_TYPE_OR,
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OP_TYPE_SOUND
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} expOpType_t;
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typedef enum {
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EXP_REG_TIME,
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EXP_REG_PARM0,
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EXP_REG_PARM1,
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EXP_REG_PARM2,
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EXP_REG_PARM3,
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EXP_REG_PARM4,
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EXP_REG_PARM5,
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EXP_REG_PARM6,
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EXP_REG_PARM7,
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EXP_REG_PARM8,
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EXP_REG_PARM9,
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EXP_REG_PARM10,
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EXP_REG_PARM11,
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EXP_REG_GLOBAL0,
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EXP_REG_GLOBAL1,
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EXP_REG_GLOBAL2,
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EXP_REG_GLOBAL3,
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EXP_REG_GLOBAL4,
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EXP_REG_GLOBAL5,
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EXP_REG_GLOBAL6,
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EXP_REG_GLOBAL7,
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EXP_REG_NUM_PREDEFINED
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} expRegister_t;
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typedef struct {
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expOpType_t opType;
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int a, b, c;
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} expOp_t;
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typedef struct {
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int registers[4];
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} colorStage_t;
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typedef enum {
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TG_EXPLICIT,
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TG_DIFFUSE_CUBE,
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TG_REFLECT_CUBE,
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TG_SKYBOX_CUBE,
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TG_WOBBLESKY_CUBE,
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TG_SCREEN, // screen aligned, for mirrorRenders and screen space temporaries
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TG_SCREEN2,
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TG_GLASSWARP
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} texgen_t;
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typedef struct {
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idCinematic * cinematic;
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idImage * image;
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texgen_t texgen;
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bool hasMatrix;
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int matrix[2][3]; // we only allow a subset of the full projection matrix
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// dynamic image variables
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dynamicidImage_t dynamic;
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int width, height;
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int dynamicFrameCount;
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} textureStage_t;
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// the order BUMP / DIFFUSE / SPECULAR is necessary for interactions to draw correctly on low end cards
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typedef enum {
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SL_AMBIENT, // execute after lighting
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SL_BUMP,
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SL_DIFFUSE,
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SL_SPECULAR
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} stageLighting_t;
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// cross-blended terrain textures need to modulate the color by
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// the vertex color to smoothly blend between two textures
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typedef enum {
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SVC_IGNORE,
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SVC_MODULATE,
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SVC_INVERSE_MODULATE
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} stageVertexColor_t;
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static const int MAX_FRAGMENT_IMAGES = 8;
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static const int MAX_VERTEX_PARMS = 4;
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typedef struct {
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int vertexProgram;
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int numVertexParms;
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int vertexParms[MAX_VERTEX_PARMS][4]; // evaluated register indexes
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int fragmentProgram;
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int numFragmentProgramImages;
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idImage * fragmentProgramImages[MAX_FRAGMENT_IMAGES];
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idMegaTexture *megaTexture; // handles all the binding and parameter setting
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} newShaderStage_t;
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typedef struct {
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int conditionRegister; // if registers[conditionRegister] == 0, skip stage
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stageLighting_t lighting; // determines which passes interact with lights
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int drawStateBits;
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colorStage_t color;
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bool hasAlphaTest;
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int alphaTestRegister;
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textureStage_t texture;
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stageVertexColor_t vertexColor;
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bool ignoreAlphaTest; // this stage should act as translucent, even
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// if the surface is alpha tested
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float privatePolygonOffset; // a per-stage polygon offset
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newShaderStage_t *newStage; // vertex / fragment program based stage
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} shaderStage_t;
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typedef enum {
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MC_BAD,
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MC_OPAQUE, // completely fills the triangle, will have black drawn on fillDepthBuffer
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MC_PERFORATED, // may have alpha tested holes
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MC_TRANSLUCENT // blended with background
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} materialCoverage_t;
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typedef enum {
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SS_SUBVIEW = -3, // mirrors, viewscreens, etc
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SS_GUI = -2, // guis
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SS_BAD = -1,
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SS_OPAQUE, // opaque
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SS_PORTAL_SKY,
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SS_DECAL, // scorch marks, etc.
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SS_FAR,
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SS_MEDIUM, // normal translucent
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SS_CLOSE,
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SS_ALMOST_NEAREST, // gun smoke puffs
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SS_NEAREST, // screen blood blobs
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SS_POST_PROCESS = 100 // after a screen copy to texture
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} materialSort_t;
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typedef enum {
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CT_FRONT_SIDED,
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CT_BACK_SIDED,
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CT_TWO_SIDED
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} cullType_t;
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// these don't effect per-material storage, so they can be very large
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const int MAX_SHADER_STAGES = 256;
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const int MAX_TEXGEN_REGISTERS = 4;
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const int MAX_ENTITY_SHADER_PARMS = 12;
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// material flags
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typedef enum {
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MF_DEFAULTED = BIT(0),
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MF_POLYGONOFFSET = BIT(1),
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MF_NOSHADOWS = BIT(2),
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MF_FORCESHADOWS = BIT(3),
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MF_NOSELFSHADOW = BIT(4),
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MF_NOPORTALFOG = BIT(5), // this fog volume won't ever consider a portal fogged out
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MF_EDITOR_VISIBLE = BIT(6) // in use (visible) per editor
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} materialFlags_t;
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// contents flags, NOTE: make sure to keep the defines in doom_defs.script up to date with these!
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typedef enum {
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CONTENTS_SOLID = BIT(0), // an eye is never valid in a solid
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CONTENTS_OPAQUE = BIT(1), // blocks visibility (for ai)
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CONTENTS_WATER = BIT(2), // used for water
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CONTENTS_PLAYERCLIP = BIT(3), // solid to players
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CONTENTS_MONSTERCLIP = BIT(4), // solid to monsters
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CONTENTS_MOVEABLECLIP = BIT(5), // solid to moveable entities
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CONTENTS_IKCLIP = BIT(6), // solid to IK
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CONTENTS_BLOOD = BIT(7), // used to detect blood decals
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CONTENTS_BODY = BIT(8), // used for actors
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CONTENTS_PROJECTILE = BIT(9), // used for projectiles
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CONTENTS_CORPSE = BIT(10), // used for dead bodies
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CONTENTS_RENDERMODEL = BIT(11), // used for render models for collision detection
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CONTENTS_TRIGGER = BIT(12), // used for triggers
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CONTENTS_AAS_SOLID = BIT(13), // solid for AAS
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CONTENTS_AAS_OBSTACLE = BIT(14), // used to compile an obstacle into AAS that can be enabled/disabled
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CONTENTS_FLASHLIGHT_TRIGGER = BIT(15), // used for triggers that are activated by the flashlight
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// contents used by utils
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CONTENTS_AREAPORTAL = BIT(20), // portal separating renderer areas
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CONTENTS_NOCSG = BIT(21), // don't cut this brush with CSG operations in the editor
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CONTENTS_REMOVE_UTIL = ~(CONTENTS_AREAPORTAL|CONTENTS_NOCSG)
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} contentsFlags_t;
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// surface types
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const int NUM_SURFACE_BITS = 4;
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const int MAX_SURFACE_TYPES = 1 << NUM_SURFACE_BITS;
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typedef enum {
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SURFTYPE_NONE, // default type
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SURFTYPE_METAL,
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SURFTYPE_STONE,
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SURFTYPE_FLESH,
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SURFTYPE_WOOD,
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SURFTYPE_CARDBOARD,
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SURFTYPE_LIQUID,
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SURFTYPE_GLASS,
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SURFTYPE_PLASTIC,
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SURFTYPE_RICOCHET,
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SURFTYPE_10,
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SURFTYPE_11,
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SURFTYPE_12,
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SURFTYPE_13,
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SURFTYPE_14,
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SURFTYPE_15
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} surfTypes_t;
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// surface flags
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typedef enum {
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SURF_TYPE_BIT0 = BIT(0), // encodes the material type (metal, flesh, concrete, etc.)
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SURF_TYPE_BIT1 = BIT(1), // "
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SURF_TYPE_BIT2 = BIT(2), // "
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SURF_TYPE_BIT3 = BIT(3), // "
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SURF_TYPE_MASK = ( 1 << NUM_SURFACE_BITS ) - 1,
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SURF_NODAMAGE = BIT(4), // never give falling damage
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SURF_SLICK = BIT(5), // effects game physics
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SURF_COLLISION = BIT(6), // collision surface
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SURF_LADDER = BIT(7), // player can climb up this surface
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SURF_NOIMPACT = BIT(8), // don't make missile explosions
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SURF_NOSTEPS = BIT(9), // no footstep sounds
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SURF_DISCRETE = BIT(10), // not clipped or merged by utilities
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SURF_NOFRAGMENT = BIT(11), // dmap won't cut surface at each bsp boundary
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SURF_NULLNORMAL = BIT(12) // renderbump will draw this surface as 0x80 0x80 0x80, which
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// won't collect light from any angle
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} surfaceFlags_t;
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class idSoundEmitter;
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class idMaterial : public idDecl {
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public:
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idMaterial();
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virtual ~idMaterial();
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virtual size_t Size( void ) const;
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virtual bool SetDefaultText( void );
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||||
virtual const char *DefaultDefinition( void ) const;
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||||
virtual bool Parse( const char *text, const int textLength );
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||||
virtual void FreeData( void );
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||||
virtual void Print( void ) const;
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||||
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||||
//BSM Nerve: Added for material editor
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bool Save( const char *fileName = NULL );
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// returns the internal image name for stage 0, which can be used
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// for the renderer CaptureRenderToImage() call
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// I'm not really sure why this needs to be virtual...
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virtual const char *ImageName( void ) const;
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void ReloadImages( bool force ) const;
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||||
|
||||
// returns number of stages this material contains
|
||||
const int GetNumStages( void ) const { return numStages; }
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||||
|
||||
// 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.
|
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// used for bumpy-specular
|
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const shaderStage_t *GetBumpStage( void ) const;
|
||||
|
||||
// returns true if the material will draw anything at all. Triggers, portals,
|
||||
// etc, will not have anything to draw. A not drawn surface can still castShadow,
|
||||
// which can be used to make a simplified shadow hull for a complex object set
|
||||
// as noShadow
|
||||
bool IsDrawn( 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 ); }
|
||||
|
||||
// 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();
|
||||
|
||||
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 );
|
||||
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:
|
||||
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
|
||||
|
||||
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