//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: 
//
// $NoKeywords: $
//
//===========================================================================//

#ifndef IMATERIAL_H
#define IMATERIAL_H

#ifdef _WIN32
#pragma once
#endif

#include "bitmap/imageformat.h"
#include "materialsystem/imaterialsystem.h"

//-----------------------------------------------------------------------------
// forward declaraions
//-----------------------------------------------------------------------------

class IMaterialVar;
class ITexture;
class IMaterialProxy;
class Vector;

//-----------------------------------------------------------------------------
// Flags for GetVertexFormat
//-----------------------------------------------------------------------------
#define	VERTEX_POSITION					0x0001
#define	VERTEX_NORMAL					0x0002
#define	VERTEX_COLOR					0x0004
#define	VERTEX_SPECULAR					0x0008

#define	VERTEX_TANGENT_S				0x0010
#define	VERTEX_TANGENT_T				0x0020
#define	VERTEX_TANGENT_SPACE			( VERTEX_TANGENT_S | VERTEX_TANGENT_T )

// Indicates we're using wrinkle
#define	VERTEX_WRINKLE					0x0040

// Indicates we're using bone indices
#define	VERTEX_BONE_INDEX				0x0080

// Indicates this is a vertex shader
#define	VERTEX_FORMAT_VERTEX_SHADER		0x0100

// Indicates this format shouldn't be bloated to cache align it
// (only used for VertexUsage)
#define	VERTEX_FORMAT_USE_EXACT_FORMAT	0x0200

// Indicates that compressed vertex elements are to be used (see also VertexCompressionType_t)
#define	VERTEX_FORMAT_COMPRESSED		0x400

// Update this if you add or remove bits...
#define	VERTEX_LAST_BIT					10

#define	VERTEX_BONE_WEIGHT_BIT			(VERTEX_LAST_BIT + 1)
#define	USER_DATA_SIZE_BIT				(VERTEX_LAST_BIT + 4)
#define	TEX_COORD_SIZE_BIT				(VERTEX_LAST_BIT + 7)

#define	VERTEX_BONE_WEIGHT_MASK			( 0x7 << VERTEX_BONE_WEIGHT_BIT )
#define	USER_DATA_SIZE_MASK				( 0x7 << USER_DATA_SIZE_BIT )

#define	VERTEX_FORMAT_FIELD_MASK		0x0FF

// If everything is off, it's an unknown vertex format
#define	VERTEX_FORMAT_UNKNOWN			0



//-----------------------------------------------------------------------------
// Macros for construction..
//-----------------------------------------------------------------------------
#define VERTEX_BONEWEIGHT( _n )				((_n) << VERTEX_BONE_WEIGHT_BIT)
#define VERTEX_USERDATA_SIZE( _n )			((_n) << USER_DATA_SIZE_BIT)
#define VERTEX_TEXCOORD_MASK( _coord )		(( 0x7ULL ) << ( TEX_COORD_SIZE_BIT + 3 * (_coord) ))

inline VertexFormat_t VERTEX_TEXCOORD_SIZE( int nIndex, int nNumCoords )
{
	uint64 n64=nNumCoords;
	uint64 nShift=TEX_COORD_SIZE_BIT + (3*nIndex);
	return n64 << nShift;
}



//-----------------------------------------------------------------------------
// Gets at various vertex format info...
//-----------------------------------------------------------------------------
inline int VertexFlags( VertexFormat_t vertexFormat )
{
	return static_cast<int> ( vertexFormat & ( (1 << (VERTEX_LAST_BIT+1)) - 1 ) );
}

inline int NumBoneWeights( VertexFormat_t vertexFormat )
{
	return static_cast<int> ( (vertexFormat >> VERTEX_BONE_WEIGHT_BIT) & 0x7 );
}

inline int UserDataSize( VertexFormat_t vertexFormat )
{
	return static_cast<int> ( (vertexFormat >> USER_DATA_SIZE_BIT) & 0x7 );
}

inline int TexCoordSize( int nTexCoordIndex, VertexFormat_t vertexFormat )
{
	return static_cast<int> ( (vertexFormat >> (TEX_COORD_SIZE_BIT + 3*nTexCoordIndex) ) & 0x7 );
}

inline bool UsesVertexShader( VertexFormat_t vertexFormat )
{
	return (vertexFormat & VERTEX_FORMAT_VERTEX_SHADER) != 0;
}

inline VertexCompressionType_t CompressionType( VertexFormat_t vertexFormat )
{
	// This is trivial now, but we may add multiple flavours of compressed vertex later on
	if ( vertexFormat & VERTEX_FORMAT_COMPRESSED )
		return VERTEX_COMPRESSION_ON;
	else
		return VERTEX_COMPRESSION_NONE;
}


//-----------------------------------------------------------------------------
// VertexElement_t (enumerates all usable vertex elements)
//-----------------------------------------------------------------------------
// FIXME: unify this with VertexFormat_t (i.e. construct the lower bits of VertexFormat_t with "1 << (VertexElement_t)element")
enum VertexElement_t
{
	VERTEX_ELEMENT_NONE = -1,

	// Deliberately explicitly numbered so it's a pain in the ass to change, so you read this:
	// #!#!#NOTE#!#!# update GetVertexElementSize, VertexElementToDeclType and
	//                CVBAllocTracker (elementTable) when you update this!
	VERTEX_ELEMENT_POSITION		= 0,
	VERTEX_ELEMENT_NORMAL		= 1,
	VERTEX_ELEMENT_COLOR		= 2,
	VERTEX_ELEMENT_SPECULAR		= 3,
	VERTEX_ELEMENT_TANGENT_S	= 4,
	VERTEX_ELEMENT_TANGENT_T	= 5,
	VERTEX_ELEMENT_WRINKLE		= 6,
	VERTEX_ELEMENT_BONEINDEX	= 7,
	VERTEX_ELEMENT_BONEWEIGHTS1	= 8,
	VERTEX_ELEMENT_BONEWEIGHTS2	= 9,
	VERTEX_ELEMENT_BONEWEIGHTS3	= 10,
	VERTEX_ELEMENT_BONEWEIGHTS4	= 11,
	VERTEX_ELEMENT_USERDATA1	= 12,
	VERTEX_ELEMENT_USERDATA2	= 13,
	VERTEX_ELEMENT_USERDATA3	= 14,
	VERTEX_ELEMENT_USERDATA4	= 15,
	VERTEX_ELEMENT_TEXCOORD1D_0	= 16,
	VERTEX_ELEMENT_TEXCOORD1D_1	= 17,
	VERTEX_ELEMENT_TEXCOORD1D_2	= 18,
	VERTEX_ELEMENT_TEXCOORD1D_3	= 19,
	VERTEX_ELEMENT_TEXCOORD1D_4	= 20,
	VERTEX_ELEMENT_TEXCOORD1D_5	= 21,
	VERTEX_ELEMENT_TEXCOORD1D_6	= 22,
	VERTEX_ELEMENT_TEXCOORD1D_7	= 23,
	VERTEX_ELEMENT_TEXCOORD2D_0	= 24,
	VERTEX_ELEMENT_TEXCOORD2D_1	= 25,
	VERTEX_ELEMENT_TEXCOORD2D_2	= 26,
	VERTEX_ELEMENT_TEXCOORD2D_3	= 27,
	VERTEX_ELEMENT_TEXCOORD2D_4	= 28,
	VERTEX_ELEMENT_TEXCOORD2D_5	= 29,
	VERTEX_ELEMENT_TEXCOORD2D_6	= 30,
	VERTEX_ELEMENT_TEXCOORD2D_7	= 31,
	VERTEX_ELEMENT_TEXCOORD3D_0	= 32,
	VERTEX_ELEMENT_TEXCOORD3D_1	= 33,
	VERTEX_ELEMENT_TEXCOORD3D_2	= 34,
	VERTEX_ELEMENT_TEXCOORD3D_3	= 35,
	VERTEX_ELEMENT_TEXCOORD3D_4	= 36,
	VERTEX_ELEMENT_TEXCOORD3D_5	= 37,
	VERTEX_ELEMENT_TEXCOORD3D_6	= 38,
	VERTEX_ELEMENT_TEXCOORD3D_7	= 39,
	VERTEX_ELEMENT_TEXCOORD4D_0	= 40,
	VERTEX_ELEMENT_TEXCOORD4D_1	= 41,
	VERTEX_ELEMENT_TEXCOORD4D_2	= 42,
	VERTEX_ELEMENT_TEXCOORD4D_3	= 43,
	VERTEX_ELEMENT_TEXCOORD4D_4	= 44,
	VERTEX_ELEMENT_TEXCOORD4D_5	= 45,
	VERTEX_ELEMENT_TEXCOORD4D_6	= 46,
	VERTEX_ELEMENT_TEXCOORD4D_7	= 47,

	VERTEX_ELEMENT_NUMELEMENTS	= 48
};

inline void Detect_VertexElement_t_Changes( VertexElement_t element ) // GREPs for VertexElement_t will hit this
{
	// Make it harder for someone to change VertexElement_t without noticing that dependent code
	// (GetVertexElementSize, VertexElementToDeclType, CVBAllocTracker) needs updating
	Assert( VERTEX_ELEMENT_NUMELEMENTS == 48 );
	switch ( element )
	{
		case VERTEX_ELEMENT_POSITION:		Assert( VERTEX_ELEMENT_POSITION		== 0	); break;
		case VERTEX_ELEMENT_NORMAL:			Assert( VERTEX_ELEMENT_NORMAL		== 1	); break;
		case VERTEX_ELEMENT_COLOR:			Assert( VERTEX_ELEMENT_COLOR		== 2	); break;
		case VERTEX_ELEMENT_SPECULAR:		Assert( VERTEX_ELEMENT_SPECULAR		== 3	); break;
		case VERTEX_ELEMENT_TANGENT_S:		Assert( VERTEX_ELEMENT_TANGENT_S	== 4	); break;
		case VERTEX_ELEMENT_TANGENT_T:		Assert( VERTEX_ELEMENT_TANGENT_T	== 5	); break;
		case VERTEX_ELEMENT_WRINKLE:		Assert( VERTEX_ELEMENT_WRINKLE		== 6	); break;
		case VERTEX_ELEMENT_BONEINDEX:		Assert( VERTEX_ELEMENT_BONEINDEX	== 7	); break;
		case VERTEX_ELEMENT_BONEWEIGHTS1:	Assert( VERTEX_ELEMENT_BONEWEIGHTS1	== 8	); break;
		case VERTEX_ELEMENT_BONEWEIGHTS2:	Assert( VERTEX_ELEMENT_BONEWEIGHTS2	== 9	); break;
		case VERTEX_ELEMENT_BONEWEIGHTS3:	Assert( VERTEX_ELEMENT_BONEWEIGHTS3	== 10	); break;
		case VERTEX_ELEMENT_BONEWEIGHTS4:	Assert( VERTEX_ELEMENT_BONEWEIGHTS4	== 11	); break;
		case VERTEX_ELEMENT_USERDATA1:		Assert( VERTEX_ELEMENT_USERDATA1	== 12	); break;
		case VERTEX_ELEMENT_USERDATA2:		Assert( VERTEX_ELEMENT_USERDATA2	== 13	); break;
		case VERTEX_ELEMENT_USERDATA3:		Assert( VERTEX_ELEMENT_USERDATA3	== 14	); break;
		case VERTEX_ELEMENT_USERDATA4:		Assert( VERTEX_ELEMENT_USERDATA4	== 15	); break;
		case VERTEX_ELEMENT_TEXCOORD1D_0:	Assert( VERTEX_ELEMENT_TEXCOORD1D_0	== 16	); break;
		case VERTEX_ELEMENT_TEXCOORD1D_1:	Assert( VERTEX_ELEMENT_TEXCOORD1D_1	== 17	); break;
		case VERTEX_ELEMENT_TEXCOORD1D_2:	Assert( VERTEX_ELEMENT_TEXCOORD1D_2	== 18	); break;
		case VERTEX_ELEMENT_TEXCOORD1D_3:	Assert( VERTEX_ELEMENT_TEXCOORD1D_3	== 19	); break;
		case VERTEX_ELEMENT_TEXCOORD1D_4:	Assert( VERTEX_ELEMENT_TEXCOORD1D_4	== 20	); break;
		case VERTEX_ELEMENT_TEXCOORD1D_5:	Assert( VERTEX_ELEMENT_TEXCOORD1D_5	== 21	); break;
		case VERTEX_ELEMENT_TEXCOORD1D_6:	Assert( VERTEX_ELEMENT_TEXCOORD1D_6	== 22	); break;
		case VERTEX_ELEMENT_TEXCOORD1D_7:	Assert( VERTEX_ELEMENT_TEXCOORD1D_7	== 23	); break;
		case VERTEX_ELEMENT_TEXCOORD2D_0:	Assert( VERTEX_ELEMENT_TEXCOORD2D_0	== 24	); break;
		case VERTEX_ELEMENT_TEXCOORD2D_1:	Assert( VERTEX_ELEMENT_TEXCOORD2D_1	== 25	); break;
		case VERTEX_ELEMENT_TEXCOORD2D_2:	Assert( VERTEX_ELEMENT_TEXCOORD2D_2	== 26	); break;
		case VERTEX_ELEMENT_TEXCOORD2D_3:	Assert( VERTEX_ELEMENT_TEXCOORD2D_3	== 27	); break;
		case VERTEX_ELEMENT_TEXCOORD2D_4:	Assert( VERTEX_ELEMENT_TEXCOORD2D_4	== 28	); break;
		case VERTEX_ELEMENT_TEXCOORD2D_5:	Assert( VERTEX_ELEMENT_TEXCOORD2D_5	== 29	); break;
		case VERTEX_ELEMENT_TEXCOORD2D_6:	Assert( VERTEX_ELEMENT_TEXCOORD2D_6	== 30	); break;
		case VERTEX_ELEMENT_TEXCOORD2D_7:	Assert( VERTEX_ELEMENT_TEXCOORD2D_7	== 31	); break;
		case VERTEX_ELEMENT_TEXCOORD3D_0:	Assert( VERTEX_ELEMENT_TEXCOORD3D_0	== 32	); break;
		case VERTEX_ELEMENT_TEXCOORD3D_1:	Assert( VERTEX_ELEMENT_TEXCOORD3D_1	== 33	); break;
		case VERTEX_ELEMENT_TEXCOORD3D_2:	Assert( VERTEX_ELEMENT_TEXCOORD3D_2	== 34	); break;
		case VERTEX_ELEMENT_TEXCOORD3D_3:	Assert( VERTEX_ELEMENT_TEXCOORD3D_3	== 35	); break;
		case VERTEX_ELEMENT_TEXCOORD3D_4:	Assert( VERTEX_ELEMENT_TEXCOORD3D_4	== 36	); break;
		case VERTEX_ELEMENT_TEXCOORD3D_5:	Assert( VERTEX_ELEMENT_TEXCOORD3D_5	== 37	); break;
		case VERTEX_ELEMENT_TEXCOORD3D_6:	Assert( VERTEX_ELEMENT_TEXCOORD3D_6	== 38	); break;
		case VERTEX_ELEMENT_TEXCOORD3D_7:	Assert( VERTEX_ELEMENT_TEXCOORD3D_7	== 39	); break;
		case VERTEX_ELEMENT_TEXCOORD4D_0:	Assert( VERTEX_ELEMENT_TEXCOORD4D_0	== 40	); break;
		case VERTEX_ELEMENT_TEXCOORD4D_1:	Assert( VERTEX_ELEMENT_TEXCOORD4D_1	== 41	); break;
		case VERTEX_ELEMENT_TEXCOORD4D_2:	Assert( VERTEX_ELEMENT_TEXCOORD4D_2	== 42	); break;
		case VERTEX_ELEMENT_TEXCOORD4D_3:	Assert( VERTEX_ELEMENT_TEXCOORD4D_3	== 43	); break;
		case VERTEX_ELEMENT_TEXCOORD4D_4:	Assert( VERTEX_ELEMENT_TEXCOORD4D_4	== 44	); break;
		case VERTEX_ELEMENT_TEXCOORD4D_5:	Assert( VERTEX_ELEMENT_TEXCOORD4D_5	== 45	); break;
		case VERTEX_ELEMENT_TEXCOORD4D_6:	Assert( VERTEX_ELEMENT_TEXCOORD4D_6	== 46	); break;
		case VERTEX_ELEMENT_TEXCOORD4D_7:	Assert( VERTEX_ELEMENT_TEXCOORD4D_7	== 47	); break;
	default:
		Assert( 0 ); // Invalid input or VertexElement_t has definitely changed
		break;
	}
}

// We're testing 2 normal compression methods
// One compressed normals+tangents into a SHORT2 each (8 bytes total)
// The other compresses them together, into a single UBYTE4 (4 bytes total)
// FIXME: pick one or the other, compare lighting quality in important cases
#define COMPRESSED_NORMALS_SEPARATETANGENTS_SHORT2	0
#define COMPRESSED_NORMALS_COMBINEDTANGENTS_UBYTE4	1
//#define COMPRESSED_NORMALS_TYPE						COMPRESSED_NORMALS_SEPARATETANGENTS_SHORT2
#define COMPRESSED_NORMALS_TYPE						COMPRESSED_NORMALS_COMBINEDTANGENTS_UBYTE4

inline int GetVertexElementSize( VertexElement_t element, VertexCompressionType_t compressionType )
{
	Detect_VertexElement_t_Changes( element );

	if ( compressionType == VERTEX_COMPRESSION_ON )
	{
		// Compressed-vertex element sizes
		switch ( element )
		{
#if		( COMPRESSED_NORMALS_TYPE == COMPRESSED_NORMALS_SEPARATETANGENTS_SHORT2 )
			case VERTEX_ELEMENT_NORMAL:
				return ( 2 * sizeof( short ) );
			case VERTEX_ELEMENT_USERDATA4:
				return ( 2 * sizeof( short ) );
#else //( COMPRESSED_NORMALS_TYPE == COMPRESSED_NORMALS_COMBINEDTANGENTS_UBYTE4 ) 
			// Normals and tangents (userdata4) are combined into a single UBYTE4 vertex element
			case VERTEX_ELEMENT_NORMAL:
				return ( 4 * sizeof( unsigned char ) );
			case VERTEX_ELEMENT_USERDATA4:
				return ( 0 );
#endif
			// Compressed bone weights use a SHORT2 vertex element:
			case VERTEX_ELEMENT_BONEWEIGHTS1:
			case VERTEX_ELEMENT_BONEWEIGHTS2:
				return ( 2 * sizeof( short ) );
			default:
				break;
		}
	}

	// Uncompressed-vertex element sizes
	switch ( element )
	{
		case VERTEX_ELEMENT_POSITION:		return ( 3 * sizeof( float ) );
		case VERTEX_ELEMENT_NORMAL:			return ( 3 * sizeof( float ) );
		case VERTEX_ELEMENT_COLOR:			return ( 4 * sizeof( unsigned char ) );
		case VERTEX_ELEMENT_SPECULAR:		return ( 4 * sizeof( unsigned char ) );
		case VERTEX_ELEMENT_TANGENT_S:		return ( 3 * sizeof( float ) );
		case VERTEX_ELEMENT_TANGENT_T:		return ( 3 * sizeof( float ) );
		case VERTEX_ELEMENT_WRINKLE:		return ( 1 * sizeof( float ) ); // Packed into Position.W
		case VERTEX_ELEMENT_BONEINDEX:		return ( 4 * sizeof( unsigned char ) );
		case VERTEX_ELEMENT_BONEWEIGHTS1:	return ( 1 * sizeof( float ) );
		case VERTEX_ELEMENT_BONEWEIGHTS2:	return ( 2 * sizeof( float ) );
		case VERTEX_ELEMENT_BONEWEIGHTS3:	return ( 3 * sizeof( float ) );
		case VERTEX_ELEMENT_BONEWEIGHTS4:	return ( 4 * sizeof( float ) );
		case VERTEX_ELEMENT_USERDATA1:		return ( 1 * sizeof( float ) );
		case VERTEX_ELEMENT_USERDATA2:		return ( 2 * sizeof( float ) );
		case VERTEX_ELEMENT_USERDATA3:		return ( 3 * sizeof( float ) );
		case VERTEX_ELEMENT_USERDATA4:		return ( 4 * sizeof( float ) );
		case VERTEX_ELEMENT_TEXCOORD1D_0:	return ( 1 * sizeof( float ) );
		case VERTEX_ELEMENT_TEXCOORD1D_1:	return ( 1 * sizeof( float ) );
		case VERTEX_ELEMENT_TEXCOORD1D_2:	return ( 1 * sizeof( float ) );
		case VERTEX_ELEMENT_TEXCOORD1D_3:	return ( 1 * sizeof( float ) );
		case VERTEX_ELEMENT_TEXCOORD1D_4:	return ( 1 * sizeof( float ) );
		case VERTEX_ELEMENT_TEXCOORD1D_5:	return ( 1 * sizeof( float ) );
		case VERTEX_ELEMENT_TEXCOORD1D_6:	return ( 1 * sizeof( float ) );
		case VERTEX_ELEMENT_TEXCOORD1D_7:	return ( 1 * sizeof( float ) );
		case VERTEX_ELEMENT_TEXCOORD2D_0:	return ( 2 * sizeof( float ) );
		case VERTEX_ELEMENT_TEXCOORD2D_1:	return ( 2 * sizeof( float ) );
		case VERTEX_ELEMENT_TEXCOORD2D_2:	return ( 2 * sizeof( float ) );
		case VERTEX_ELEMENT_TEXCOORD2D_3:	return ( 2 * sizeof( float ) );
		case VERTEX_ELEMENT_TEXCOORD2D_4:	return ( 2 * sizeof( float ) );
		case VERTEX_ELEMENT_TEXCOORD2D_5:	return ( 2 * sizeof( float ) );
		case VERTEX_ELEMENT_TEXCOORD2D_6:	return ( 2 * sizeof( float ) );
		case VERTEX_ELEMENT_TEXCOORD2D_7:	return ( 2 * sizeof( float ) );
		case VERTEX_ELEMENT_TEXCOORD3D_0:	return ( 3 * sizeof( float ) );
		case VERTEX_ELEMENT_TEXCOORD3D_1:	return ( 3 * sizeof( float ) );
		case VERTEX_ELEMENT_TEXCOORD3D_2:	return ( 3 * sizeof( float ) );
		case VERTEX_ELEMENT_TEXCOORD3D_3:	return ( 3 * sizeof( float ) );
		case VERTEX_ELEMENT_TEXCOORD3D_4:	return ( 3 * sizeof( float ) );
		case VERTEX_ELEMENT_TEXCOORD3D_5:	return ( 3 * sizeof( float ) );
		case VERTEX_ELEMENT_TEXCOORD3D_6:	return ( 3 * sizeof( float ) );
		case VERTEX_ELEMENT_TEXCOORD3D_7:	return ( 3 * sizeof( float ) );
		case VERTEX_ELEMENT_TEXCOORD4D_0:	return ( 4 * sizeof( float ) );
		case VERTEX_ELEMENT_TEXCOORD4D_1:	return ( 4 * sizeof( float ) );
		case VERTEX_ELEMENT_TEXCOORD4D_2:	return ( 4 * sizeof( float ) );
		case VERTEX_ELEMENT_TEXCOORD4D_3:	return ( 4 * sizeof( float ) );
		case VERTEX_ELEMENT_TEXCOORD4D_4:	return ( 4 * sizeof( float ) );
		case VERTEX_ELEMENT_TEXCOORD4D_5:	return ( 4 * sizeof( float ) );
		case VERTEX_ELEMENT_TEXCOORD4D_6:	return ( 4 * sizeof( float ) );
		case VERTEX_ELEMENT_TEXCOORD4D_7:	return ( 4 * sizeof( float ) );
		default:
			Assert(0);
			return 0;
	};
}


//-----------------------------------------------------------------------------
// Shader state flags can be read from the FLAGS materialvar
// Also can be read or written to with the Set/GetMaterialVarFlags() call
// Also make sure you add/remove a string associated with each flag below to CShaderSystem::ShaderStateString in ShaderSystem.cpp
//-----------------------------------------------------------------------------
enum MaterialVarFlags_t
{
	MATERIAL_VAR_DEBUG					  = (1 << 0),
	MATERIAL_VAR_NO_DEBUG_OVERRIDE		  = (1 << 1),
	MATERIAL_VAR_NO_DRAW				  = (1 << 2),
	MATERIAL_VAR_USE_IN_FILLRATE_MODE	  = (1 << 3),

	MATERIAL_VAR_VERTEXCOLOR			  = (1 << 4),
	MATERIAL_VAR_VERTEXALPHA			  = (1 << 5),
	MATERIAL_VAR_SELFILLUM				  = (1 << 6),
	MATERIAL_VAR_ADDITIVE				  = (1 << 7),
	MATERIAL_VAR_ALPHATEST				  = (1 << 8),
	MATERIAL_VAR_MULTIPASS				  = (1 << 9),
	MATERIAL_VAR_ZNEARER				  = (1 << 10),
	MATERIAL_VAR_MODEL					  = (1 << 11),
	MATERIAL_VAR_FLAT					  = (1 << 12),
	MATERIAL_VAR_NOCULL					  = (1 << 13),
	MATERIAL_VAR_NOFOG					  = (1 << 14),
	MATERIAL_VAR_IGNOREZ				  = (1 << 15),
	MATERIAL_VAR_DECAL					  = (1 << 16),
	MATERIAL_VAR_ENVMAPSPHERE			  = (1 << 17),
	MATERIAL_VAR_NOALPHAMOD				  = (1 << 18),
	MATERIAL_VAR_ENVMAPCAMERASPACE	      = (1 << 19),
	MATERIAL_VAR_BASEALPHAENVMAPMASK	  = (1 << 20),
	MATERIAL_VAR_TRANSLUCENT              = (1 << 21),
	MATERIAL_VAR_NORMALMAPALPHAENVMAPMASK = (1 << 22),
	MATERIAL_VAR_NEEDS_SOFTWARE_SKINNING  = (1 << 23),
	MATERIAL_VAR_OPAQUETEXTURE			  = (1 << 24),
	MATERIAL_VAR_ENVMAPMODE				  = (1 << 25),
	MATERIAL_VAR_SUPPRESS_DECALS		  = (1 << 26),
	MATERIAL_VAR_HALFLAMBERT			  = (1 << 27),
	MATERIAL_VAR_WIREFRAME                = (1 << 28),
	MATERIAL_VAR_ALLOWALPHATOCOVERAGE     = (1 << 29),
	MATERIAL_VAR_IGNORE_ALPHA_MODULATION  = (1 << 30),

	// NOTE: Only add flags here that either should be read from
	// .vmts or can be set directly from client code. Other, internal
	// flags should to into the flag enum in imaterialinternal.h
};


//-----------------------------------------------------------------------------
// Internal flags not accessible from outside the material system. Stored in Flags2
//-----------------------------------------------------------------------------
enum MaterialVarFlags2_t
{
	// NOTE: These are for $flags2!!!!!
//	UNUSED											= (1 << 0),

	MATERIAL_VAR2_LIGHTING_UNLIT					= 0,
	MATERIAL_VAR2_LIGHTING_VERTEX_LIT				= (1 << 1),
	MATERIAL_VAR2_LIGHTING_LIGHTMAP					= (1 << 2),
	MATERIAL_VAR2_LIGHTING_BUMPED_LIGHTMAP			= (1 << 3),
	MATERIAL_VAR2_LIGHTING_MASK						= 
		( MATERIAL_VAR2_LIGHTING_VERTEX_LIT | 
		  MATERIAL_VAR2_LIGHTING_LIGHTMAP | 
		  MATERIAL_VAR2_LIGHTING_BUMPED_LIGHTMAP ),

	// FIXME: Should this be a part of the above lighting enums?
	MATERIAL_VAR2_DIFFUSE_BUMPMAPPED_MODEL					= (1 << 4),
	MATERIAL_VAR2_USES_ENV_CUBEMAP							= (1 << 5),
	MATERIAL_VAR2_NEEDS_TANGENT_SPACES						= (1 << 6),
	MATERIAL_VAR2_NEEDS_SOFTWARE_LIGHTING					= (1 << 7),
	// GR - HDR path puts lightmap alpha in separate texture...
	MATERIAL_VAR2_BLEND_WITH_LIGHTMAP_ALPHA					= (1 << 8),
	MATERIAL_VAR2_NEEDS_BAKED_LIGHTING_SNAPSHOTS			= (1 << 9),
	MATERIAL_VAR2_USE_FLASHLIGHT							= (1 << 10),
	MATERIAL_VAR2_USE_FIXED_FUNCTION_BAKED_LIGHTING			= (1 << 11),
	MATERIAL_VAR2_NEEDS_FIXED_FUNCTION_FLASHLIGHT			= (1 << 12),
	MATERIAL_VAR2_USE_EDITOR								= (1 << 13),
	MATERIAL_VAR2_NEEDS_POWER_OF_TWO_FRAME_BUFFER_TEXTURE	= (1 << 14),
	MATERIAL_VAR2_NEEDS_FULL_FRAME_BUFFER_TEXTURE			= (1 << 15),
	MATERIAL_VAR2_IS_SPRITECARD								= (1 << 16),
	MATERIAL_VAR2_USES_VERTEXID								= (1 << 17),
	MATERIAL_VAR2_SUPPORTS_HW_SKINNING						= (1 << 18),
	MATERIAL_VAR2_SUPPORTS_FLASHLIGHT						= (1 << 19),
};


//-----------------------------------------------------------------------------
// Preview image return values
//-----------------------------------------------------------------------------
enum PreviewImageRetVal_t
{
	MATERIAL_PREVIEW_IMAGE_BAD = 0,
	MATERIAL_PREVIEW_IMAGE_OK,
	MATERIAL_NO_PREVIEW_IMAGE,
};


//-----------------------------------------------------------------------------
// material interface
//-----------------------------------------------------------------------------
abstract_class IMaterial
{
public:
	// Get the name of the material.  This is a full path to 
	// the vmt file starting from "hl2/materials" (or equivalent) without
	// a file extension.
	virtual const char *	GetName() const = 0;
	virtual const char *	GetTextureGroupName() const = 0;

	// Get the preferred size/bitDepth of a preview image of a material.
	// This is the sort of image that you would use for a thumbnail view
	// of a material, or in WorldCraft until it uses materials to render.
	// separate this for the tools maybe
	virtual PreviewImageRetVal_t GetPreviewImageProperties( int *width, int *height, 
				 			ImageFormat *imageFormat, bool* isTranslucent ) const = 0;
	
	// Get a preview image at the specified width/height and bitDepth.
	// Will do resampling if necessary.(not yet!!! :) )
	// Will do color format conversion. (works now.)
	virtual PreviewImageRetVal_t GetPreviewImage( unsigned char *data, 
												 int width, int height,
												 ImageFormat imageFormat ) const = 0;
	// 
	virtual int				GetMappingWidth( ) = 0;
	virtual int				GetMappingHeight( ) = 0;

	virtual int				GetNumAnimationFrames( ) = 0;

	// For material subrects (material pages).  Offset(u,v) and scale(u,v) are normalized to texture.
	virtual bool			InMaterialPage( void ) = 0;
	virtual	void			GetMaterialOffset( float *pOffset ) = 0;
	virtual void			GetMaterialScale( float *pScale ) = 0;
	virtual IMaterial		*GetMaterialPage( void ) = 0;

	// find a vmt variable.
	// This is how game code affects how a material is rendered.
	// The game code must know about the params that are used by
	// the shader for the material that it is trying to affect.
	virtual IMaterialVar *	FindVar( const char *varName, bool *found, bool complain = true ) = 0;

	// The user never allocates or deallocates materials.  Reference counting is
	// used instead.  Garbage collection is done upon a call to 
	// IMaterialSystem::UncacheUnusedMaterials.
	virtual void			IncrementReferenceCount( void ) = 0;
	virtual void			DecrementReferenceCount( void ) = 0;

	inline void AddRef() { IncrementReferenceCount(); }
	inline void Release() { DecrementReferenceCount(); }

	// Each material is assigned a number that groups it with like materials
	// for sorting in the application.
	virtual int 			GetEnumerationID( void ) const = 0;

	virtual void			GetLowResColorSample( float s, float t, float *color ) const = 0;

	// This computes the state snapshots for this material
	virtual void			RecomputeStateSnapshots() = 0;

	// Are we translucent?
	virtual bool			IsTranslucent() = 0;

	// Are we alphatested?
	virtual bool			IsAlphaTested() = 0;

	// Are we vertex lit?
	virtual bool			IsVertexLit() = 0;

	// Gets the vertex format
	virtual VertexFormat_t	GetVertexFormat() const = 0;

	// returns true if this material uses a material proxy
	virtual bool			HasProxy( void ) const = 0;

	virtual bool			UsesEnvCubemap( void ) = 0;

	virtual bool			NeedsTangentSpace( void ) = 0;

	virtual bool			NeedsPowerOfTwoFrameBufferTexture( bool bCheckSpecificToThisFrame = true ) = 0;
	virtual bool			NeedsFullFrameBufferTexture( bool bCheckSpecificToThisFrame = true ) = 0;
	
	// returns true if the shader doesn't do skinning itself and requires
	// the data that is sent to it to be preskinned.
	virtual bool			NeedsSoftwareSkinning( void ) = 0;
	
	// Apply constant color or alpha modulation
	virtual void			AlphaModulate( float alpha ) = 0;
	virtual void			ColorModulate( float r, float g, float b ) = 0;

	// Material Var flags...
	virtual void			SetMaterialVarFlag( MaterialVarFlags_t flag, bool on ) = 0;
	virtual bool			GetMaterialVarFlag( MaterialVarFlags_t flag ) const = 0;

	// Gets material reflectivity
	virtual void			GetReflectivity( Vector& reflect ) = 0;

	// Gets material property flags
	virtual bool			GetPropertyFlag( MaterialPropertyTypes_t type ) = 0;

	// Is the material visible from both sides?
	virtual bool			IsTwoSided() = 0;

	// Sets the shader associated with the material
	virtual void			SetShader( const char *pShaderName ) = 0;

	// Can't be const because the material might have to precache itself.
	virtual int				GetNumPasses( void ) = 0; 

	// Can't be const because the material might have to precache itself.
	virtual int				GetTextureMemoryBytes( void ) = 0; 

	// Meant to be used with materials created using CreateMaterial
	// It updates the materials to reflect the current values stored in the material vars
	virtual void			Refresh() = 0;

	// GR - returns true is material uses lightmap alpha for blending
	virtual bool			NeedsLightmapBlendAlpha( void ) = 0;

	// returns true if the shader doesn't do lighting itself and requires
	// the data that is sent to it to be prelighted
	virtual bool			NeedsSoftwareLighting( void ) = 0;

	// Gets at the shader parameters
	virtual int				ShaderParamCount() const = 0;
	virtual IMaterialVar	**GetShaderParams( void ) = 0;

	// Returns true if this is the error material you get back from IMaterialSystem::FindMaterial if
	// the material can't be found.
	virtual bool			IsErrorMaterial() const = 0;

	virtual void			SetUseFixedFunctionBakedLighting( bool bEnable ) = 0;

	// Gets the current alpha modulation
	virtual float			GetAlphaModulation() = 0;
	virtual void			GetColorModulation( float *r, float *g, float *b ) = 0;

	// Gets the morph format
	virtual MorphFormat_t	GetMorphFormat() const = 0;
	
	// fast find that stores the index of the found var in the string table in local cache
	virtual IMaterialVar *	FindVarFast( char const *pVarName, unsigned int *pToken ) = 0;

	// Sets new VMT shader parameters for the material
	virtual void			SetShaderAndParams( KeyValues *pKeyValues ) = 0;
	virtual const char *	GetShaderName() const = 0;

	virtual void			DeleteIfUnreferenced() = 0;

	virtual bool			IsSpriteCard() = 0;

	virtual void			CallBindProxy( void *proxyData ) = 0;

	virtual IMaterial		*CheckProxyReplacement( void *proxyData ) = 0;

	virtual void			RefreshPreservingMaterialVars() = 0;

	virtual bool			WasReloadedFromWhitelist() = 0;

	virtual bool			IsPrecached() const = 0;
};


inline bool IsErrorMaterial( IMaterial *pMat )
{
	return !pMat || pMat->IsErrorMaterial();
}

#endif // IMATERIAL_H