2 * ***** BEGIN GPL LICENSE BLOCK *****
4 * This program is free software; you can redistribute it and/or
5 * modify it under the terms of the GNU General Public License
6 * as published by the Free Software Foundation; either version 2
7 * of the License, or (at your option) any later version.
9 * This program is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 * GNU General Public License for more details.
14 * You should have received a copy of the GNU General Public License
15 * along with this program; if not, write to the Free Software Foundation,
16 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
18 * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
19 * All rights reserved.
21 * The Original Code is: all of this file.
23 * Contributor(s): none yet.
25 * ***** END GPL LICENSE BLOCK *****
27 #ifndef DNA_MATERIAL_TYPES_H
28 #define DNA_MATERIAL_TYPES_H
30 /** \file DNA_material_types.h
36 #include "DNA_listBase.h"
49 /* WATCH IT: change type? also make changes in ipo.h */
51 typedef struct VolumeSettings {
57 float emission_col[3];
58 float transmission_col[3];
59 float reflection_col[3];
68 short precache_resolution;
76 /* Game Engine Options (old Texface mode, transp and flag) */
77 typedef struct GameSettings {
84 typedef struct Material {
86 struct AnimData *adt; /* animation data (must be immediately after id for utilities to use it) */
88 short material_type, flag;
89 /* note, keep this below synced with render_types.h */
91 float specr, specg, specb;
92 float mirr, mirg, mirb;
93 float ambr, ambb, ambg;
94 float amb, emit, ang, spectra, ray_mirror;
95 float alpha, ref, spec, zoffs, add;
97 /* end synced with render_types.h */
99 struct VolumeSettings vol;
100 struct GameSettings game;
102 float fresnel_mir, fresnel_mir_i;
103 float fresnel_tra, fresnel_tra_i;
104 float filter; /* filter added, for raytrace transparency and transmissivity */
105 float tx_limit, tx_falloff;
106 short ray_depth, ray_depth_tra;
110 float gloss_mir, gloss_tra;
111 short samp_gloss_mir, samp_gloss_tra;
112 float adapt_thresh_mir, adapt_thresh_tra;
113 float aniso_gloss_mir;
116 short shade_flag; /* like Cubic interpolation */
118 int mode, mode_l; /* mode_l is the or-ed result of all layer modes */
119 short flarec, starc, linec, ringc;
120 float hasize, flaresize, subsize, flareboost;
121 float strand_sta, strand_end, strand_ease, strand_surfnor;
122 float strand_min, strand_widthfade;
123 char strand_uvname[32];
125 float sbias; /* shadow bias to prevent terminator prob */
126 float lbias; /* factor to multiply lampbias with (0.0 = no mult) */
127 float shad_alpha; /* in use for irregular shadowbuffer */
130 /* for buttons and render*/
131 char rgbsel, texact, pr_type, use_nodes;
132 short pr_back, pr_lamp, pr_texture, ml_flag; /* ml_flag is for disable base material */
135 short diff_shader, spec_shader;
136 float roughness, refrac;
137 /* XXX param[4] needs review and improvement (shader system as whole anyway)
138 This is nasty reused variable for different goals and not easy to RNAify nicely. -jesterKing */
139 float param[4]; /* size, smooth, size, smooth, for toonshader, 0 (fac) and 1 (fresnel) also for fresnel shader */
145 struct ColorBand *ramp_col;
146 struct ColorBand *ramp_spec;
147 char rampin_col, rampin_spec;
148 char rampblend_col, rampblend_spec;
149 short ramp_show, pad3;
150 float rampfac_col, rampfac_spec;
152 struct MTex *mtex[18]; /* MAX_MTEX */
153 struct bNodeTree *nodetree;
154 struct Ipo *ipo DNA_DEPRECATED; /* old animation system, deprecated for 2.5 */
155 struct Group *group; /* light group */
156 struct PreviewImage * preview;
158 /* dynamic properties */
159 float friction, fh, reflect;
160 float fhdist, xyfrict;
161 short dynamode, pad2;
163 /* subsurface scattering */
164 float sss_radius[3], sss_col[3];
165 float sss_error, sss_scale, sss_ior;
166 float sss_colfac, sss_texfac;
167 float sss_front, sss_back;
168 short sss_flag, sss_preset;
170 int mapto_textured; /* render-time cache to optimise texture lookups */
171 short shadowonly_flag; /* "shadowsonly" type */
172 short index; /* custom index for render passes */
177 ListBase gpumaterial; /* runtime */
181 /* **************** GAME PROPERTIES ********************* */
182 // Blend Transparency Options - alpha_blend /* match GPU_material::GPUBlendMode */
183 #define GEMAT_SOLID 0 /* GPU_BLEND_SOLID */
184 #define GEMAT_ADD 1 /* GPU_BLEND_ADD */
185 #define GEMAT_ALPHA 2 /* GPU_BLEND_ALPHA */
186 #define GEMAT_CLIP 4 /* GPU_BLEND_CLIP */
187 #define GEMAT_ALPHA_SORT 8 /* GPU_BLEND_ALPHA_SORT */
189 // Game Options - flag
190 #define GEMAT_BACKCULL 16 /* KX_BACKCULL */
191 #define GEMAT_SHADED 32 /* KX_LIGHT */
192 #define GEMAT_TEXT 64 /* RAS_RENDER_3DPOLYGON_TEXT */
193 #define GEMAT_NOPHYSICS 128
194 #define GEMAT_INVISIBLE 256
196 // Face Orientation Options - face_orientation
197 #define GEMAT_NORMAL 0
198 #define GEMAT_HALO 512 /* BILLBOARD_SCREENALIGNED */
199 #define GEMAT_BILLBOARD 1024 /* BILLBOARD_AXISALIGNED */
200 #define GEMAT_SHADOW 2048 /* SHADOW */
202 // Use Textures - not defined directly in the UI
203 #define GEMAT_TEX 4096 /* KX_TEX */
206 /* **************** MATERIAL ********************* */
208 /* maximum number of materials per material array.
209 * (on object, mesh, lamp, etc.). limited by
210 * short mat_nr in verts, faces.
211 * -1 becayse for active material we store the index + 1 */
212 #define MAXMAT (32767-1)
215 #define MA_TYPE_SURFACE 0
216 #define MA_TYPE_HALO 1
217 #define MA_TYPE_VOLUME 2
218 #define MA_TYPE_WIRE 3
224 #define MA_DS_EXPAND 2
225 /* for dopesheet (texture stack expander)
226 * NOTE: this must have the same value as other texture stacks,
227 * otherwise anim-editors will not read correctly
229 #define MA_DS_SHOW_TEXS 4
232 #define MA_TRACEBLE 1
235 #define MA_WIRE 8 /* deprecated */
236 #define MA_VERTEXCOL 16
237 #define MA_HALO_SOFT 16
238 #define MA_HALO 32 /* deprecated */
239 #define MA_ZTRANSP 64
240 #define MA_VERTEXCOLP 128
242 #define MA_HALO_RINGS 256
244 #define MA_HALO_LINES 512
245 #define MA_ONLYSHADOW 1024
246 #define MA_HALO_XALPHA 1024
247 #define MA_STAR 0x800
248 #define MA_FACETEXTURE 0x800
249 #define MA_HALOTEX 0x1000
250 #define MA_HALOPUNO 0x2000
251 #define MA_ONLYCAST 0x2000
252 #define MA_NOMIST 0x4000
253 #define MA_HALO_SHADE 0x4000
254 #define MA_HALO_FLARE 0x8000
255 #define MA_TRANSP 0x10000
256 #define MA_RAYTRANSP 0x20000
257 #define MA_RAYMIRROR 0x40000
258 #define MA_SHADOW_TRA 0x80000
259 #define MA_RAMP_COL 0x100000
260 #define MA_RAMP_SPEC 0x200000
261 #define MA_RAYBIAS 0x400000
262 #define MA_FULL_OSA 0x800000
263 #define MA_TANGENT_STR 0x1000000
264 #define MA_SHADBUF 0x2000000
265 /* note; we drop MA_TANGENT_STR later to become tangent_u */
266 #define MA_TANGENT_V 0x4000000
267 /* qdn: a bit clumsy this, tangents needed for normal maps separated from shading */
268 #define MA_NORMAP_TANG 0x8000000
269 #define MA_GROUP_NOLAY 0x10000000
270 #define MA_FACETEXTURE_ALPHA 0x20000000
271 #define MA_STR_B_UNITS 0x40000000
272 #define MA_STR_SURFDIFF 0x80000000
274 #define MA_MODE_MASK 0x6fffffff /* all valid mode bits */
276 /* ray mirror fadeout */
277 #define MA_RAYMIR_FADETOSKY 0
278 #define MA_RAYMIR_FADETOMAT 1
280 /* shadowonly_flag */
282 #define MA_SO_SHADOW 1
283 #define MA_SO_SHADED 2
288 #define MA_APPROX_OCCLUSION 4
291 #define MA_DIFF_LAMBERT 0
292 #define MA_DIFF_ORENNAYAR 1
293 #define MA_DIFF_TOON 2
294 #define MA_DIFF_MINNAERT 3
295 #define MA_DIFF_FRESNEL 4
298 #define MA_SPEC_COOKTORR 0
299 #define MA_SPEC_PHONG 1
300 #define MA_SPEC_BLINN 2
301 #define MA_SPEC_TOON 3
302 #define MA_SPEC_WARDISO 4
305 #define MA_DRAW_DYNABUTS 1 /* deprecated */
309 #define MA_RAMP_IN_SHADER 0
310 #define MA_RAMP_IN_ENERGY 1
311 #define MA_RAMP_IN_NOR 2
312 #define MA_RAMP_IN_RESULT 3
314 #define MA_RAMP_BLEND 0
315 #define MA_RAMP_ADD 1
316 #define MA_RAMP_MULT 2
317 #define MA_RAMP_SUB 3
318 #define MA_RAMP_SCREEN 4
319 #define MA_RAMP_DIV 5
320 #define MA_RAMP_DIFF 6
321 #define MA_RAMP_DARK 7
322 #define MA_RAMP_LIGHT 8
323 #define MA_RAMP_OVERLAY 9
324 #define MA_RAMP_DODGE 10
325 #define MA_RAMP_BURN 11
326 #define MA_RAMP_HUE 12
327 #define MA_RAMP_SAT 13
328 #define MA_RAMP_VAL 14
329 #define MA_RAMP_COLOR 15
330 #define MA_RAMP_SOFT 16
331 #define MA_RAMP_LINEAR 17
339 #define TEXCO_OBJECT 32
340 #define TEXCO_LAVECTOR 64
341 #define TEXCO_VIEW 128
342 #define TEXCO_STICKY 256
343 #define TEXCO_OSA 512
344 #define TEXCO_WINDOW 1024
346 #define TEXCO_TANGENT 4096
347 /* still stored in vertex->accum, 1 D */
348 #define TEXCO_STRAND 8192
349 #define TEXCO_PARTICLE 8192 /* strand is used for normal materials, particle for halo materials */
350 #define TEXCO_STRESS 16384
351 #define TEXCO_SPEED 32768
356 #define MAP_COLSPEC 4
358 #define MAP_VARS (0xFFF0)
362 #define MAP_ALPHA 128
364 #define MAP_RAYMIRR 512
365 #define MAP_TRANSLU 1024
367 #define MAP_DISPLACE 4096
368 #define MAP_WARP 8192
369 #define MAP_LAYER 16384 /* unused */
371 /* volume mapto - reuse definitions for now - a bit naughty! */
372 #define MAP_DENSITY 128
373 #define MAP_EMISSION 64
374 #define MAP_EMISSION_COL 1
375 #define MAP_SCATTERING 16
376 #define MAP_TRANSMISSION_COL 8
377 #define MAP_REFLECTION_COL 4
378 #define MAP_REFLECTION 32
382 //#define MAP_HA_COL 1
383 //#define MAP_HA_ALPHA 128
384 //#define MAP_HA_HAR 256
385 //#define MAP_HA_SIZE 2
386 //#define MAP_HA_ADD 64
390 #define MAP_PA_INIT 31
391 #define MAP_PA_TIME 1
392 #define MAP_PA_LIFE 2
393 #define MAP_PA_DENS 4
394 #define MAP_PA_SIZE 8
395 #define MAP_PA_LENGTH 16
397 #define MAP_PA_IVEL 32
399 #define MAP_PA_PVEL 64
401 #define MAP_PA_CACHE 912
402 #define MAP_PA_CLUMP 128
403 #define MAP_PA_KINK 256
404 #define MAP_PA_ROUGH 512
411 #define MA_SPHERE_A 4
422 #define MA_DIFF_SSS 1
424 /* vol_stepsize_type */
425 #define MA_VOL_STEP_RANDOMIZED 0
426 #define MA_VOL_STEP_CONSTANT 1
427 #define MA_VOL_STEP_ADAPTIVE 2
430 #define MA_VOL_RECV_EXT_SHADOW 1
431 #define MA_VOL_PRECACHESHADING 8
433 /* vol_shading_type */
434 #define MA_VOL_SHADE_SHADELESS 0
435 #define MA_VOL_SHADE_SHADOWED 2
436 #define MA_VOL_SHADE_SHADED 1
437 #define MA_VOL_SHADE_MULTIPLE 3
438 #define MA_VOL_SHADE_SHADEDPLUSMULTIPLE 4