Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= 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