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 *****
28 /** \file DNA_material_types.h
32 #ifndef DNA_MATERIAL_TYPES_H
33 #define DNA_MATERIAL_TYPES_H
37 #include "DNA_listBase.h"
50 /* WATCH IT: change type? also make changes in ipo.h */
52 typedef struct VolumeSettings {
58 float emission_col[3];
59 float transmission_col[3];
60 float reflection_col[3];
69 short precache_resolution;
77 /* Game Engine Options (old Texface mode, transp and flag) */
78 typedef struct GameSettings {
85 typedef struct Material {
87 struct AnimData *adt; /* animation data (must be immediately after id for utilities to use it) */
89 short material_type, flag;
90 /* note, keep this below synced with render_types.h */
92 float specr, specg, specb;
93 float mirr, mirg, mirb;
94 float ambr, ambb, ambg;
95 float amb, emit, ang, spectra, ray_mirror;
96 float alpha, ref, spec, zoffs, add;
98 /* end synced with render_types.h */
100 struct VolumeSettings vol;
101 struct GameSettings game;
103 float fresnel_mir, fresnel_mir_i;
104 float fresnel_tra, fresnel_tra_i;
105 float filter; /* filter added, for raytrace transparency and transmissivity */
106 float tx_limit, tx_falloff;
107 short ray_depth, ray_depth_tra;
111 float gloss_mir, gloss_tra;
112 short samp_gloss_mir, samp_gloss_tra;
113 float adapt_thresh_mir, adapt_thresh_tra;
114 float aniso_gloss_mir;
117 short shade_flag; /* like Cubic interpolation */
119 int mode, mode_l; /* mode_l is the or-ed result of all layer modes */
120 short flarec, starc, linec, ringc;
121 float hasize, flaresize, subsize, flareboost;
122 float strand_sta, strand_end, strand_ease, strand_surfnor;
123 float strand_min, strand_widthfade;
124 char strand_uvname[32];
126 float sbias; /* shadow bias to prevent terminator prob */
127 float lbias; /* factor to multiply lampbias with (0.0 = no mult) */
128 float shad_alpha; /* in use for irregular shadowbuffer */
131 /* for buttons and render*/
132 char rgbsel, texact, pr_type, use_nodes;
133 short pr_back, pr_lamp, pr_texture, ml_flag; /* ml_flag is for disable base material */
136 short diff_shader, spec_shader;
137 float roughness, refrac;
138 /* XXX param[4] needs review and improvement (shader system as whole anyway)
139 This is nasty reused variable for different goals and not easy to RNAify nicely. -jesterKing */
140 float param[4]; /* size, smooth, size, smooth, for toonshader, 0 (fac) and 1 (fresnel) also for fresnel shader */
146 struct ColorBand *ramp_col;
147 struct ColorBand *ramp_spec;
148 char rampin_col, rampin_spec;
149 char rampblend_col, rampblend_spec;
150 short ramp_show, pad3;
151 float rampfac_col, rampfac_spec;
153 struct MTex *mtex[18]; /* MAX_MTEX */
154 struct bNodeTree *nodetree;
155 struct Ipo *ipo DNA_DEPRECATED; /* old animation system, deprecated for 2.5 */
156 struct Group *group; /* light group */
157 struct PreviewImage * preview;
159 /* dynamic properties */
160 float friction, fh, reflect;
161 float fhdist, xyfrict;
162 short dynamode, pad2;
164 /* subsurface scattering */
165 float sss_radius[3], sss_col[3];
166 float sss_error, sss_scale, sss_ior;
167 float sss_colfac, sss_texfac;
168 float sss_front, sss_back;
169 short sss_flag, sss_preset;
171 int mapto_textured; /* render-time cache to optimise texture lookups */
172 short shadowonly_flag; /* "shadowsonly" type */
173 short index; /* custom index for render passes */
175 ListBase gpumaterial; /* runtime */
179 /* **************** GAME PROPERTIES ********************* */
180 // Blend Transparency Options - alpha_blend /* match GPU_material::GPUBlendMode */
181 #define GEMAT_SOLID 0 /* GPU_BLEND_SOLID */
182 #define GEMAT_ADD 1 /* GPU_BLEND_ADD */
183 #define GEMAT_ALPHA 2 /* GPU_BLEND_ALPHA */
184 #define GEMAT_CLIP 4 /* GPU_BLEND_CLIP */
185 #define GEMAT_ALPHA_SORT 8 /* GPU_BLEND_ALPHA_SORT */
187 // Game Options - flag
188 #define GEMAT_BACKCULL 16 /* KX_BACKCULL */
189 #define GEMAT_SHADED 32 /* KX_LIGHT */
190 #define GEMAT_TEXT 64 /* RAS_RENDER_3DPOLYGON_TEXT */
191 #define GEMAT_NOPHYSICS 128
192 #define GEMAT_INVISIBLE 256
194 // Face Orientation Options - face_orientation
195 #define GEMAT_NORMAL 0
196 #define GEMAT_HALO 512 /* BILLBOARD_SCREENALIGNED */
197 #define GEMAT_BILLBOARD 1024 /* BILLBOARD_AXISALIGNED */
198 #define GEMAT_SHADOW 2048 /* SHADOW */
200 // Use Textures - not defined directly in the UI
201 #define GEMAT_TEX 4096 /* KX_TEX */
204 /* **************** MATERIAL ********************* */
206 /* maximum number of materials per material array.
207 * (on object, mesh, lamp, etc.). limited by
208 * short mat_nr in verts, faces.
209 * -1 becayse for active material we store the index + 1 */
210 #define MAXMAT (32767-1)
213 #define MA_TYPE_SURFACE 0
214 #define MA_TYPE_HALO 1
215 #define MA_TYPE_VOLUME 2
216 #define MA_TYPE_WIRE 3
222 #define MA_DS_EXPAND 2
223 /* for dopesheet (texture stack expander)
224 * NOTE: this must have the same value as other texture stacks,
225 * otherwise anim-editors will not read correctly
227 #define MA_DS_SHOW_TEXS 4
230 #define MA_TRACEBLE 1
233 #define MA_WIRE 8 /* deprecated */
234 #define MA_VERTEXCOL 16
235 #define MA_HALO_SOFT 16
236 #define MA_HALO 32 /* deprecated */
237 #define MA_ZTRANSP 64
238 #define MA_VERTEXCOLP 128
240 #define MA_HALO_RINGS 256
242 #define MA_HALO_LINES 512
243 #define MA_ONLYSHADOW 1024
244 #define MA_HALO_XALPHA 1024
245 #define MA_STAR 0x800
246 #define MA_FACETEXTURE 0x800
247 #define MA_HALOTEX 0x1000
248 #define MA_HALOPUNO 0x2000
249 #define MA_ONLYCAST 0x2000
250 #define MA_NOMIST 0x4000
251 #define MA_HALO_SHADE 0x4000
252 #define MA_HALO_FLARE 0x8000
253 #define MA_TRANSP 0x10000
254 #define MA_RAYTRANSP 0x20000
255 #define MA_RAYMIRROR 0x40000
256 #define MA_SHADOW_TRA 0x80000
257 #define MA_RAMP_COL 0x100000
258 #define MA_RAMP_SPEC 0x200000
259 #define MA_RAYBIAS 0x400000
260 #define MA_FULL_OSA 0x800000
261 #define MA_TANGENT_STR 0x1000000
262 #define MA_SHADBUF 0x2000000
263 /* note; we drop MA_TANGENT_STR later to become tangent_u */
264 #define MA_TANGENT_V 0x4000000
265 /* qdn: a bit clumsy this, tangents needed for normal maps separated from shading */
266 #define MA_NORMAP_TANG 0x8000000
267 #define MA_GROUP_NOLAY 0x10000000
268 #define MA_FACETEXTURE_ALPHA 0x20000000
269 #define MA_STR_B_UNITS 0x40000000
270 #define MA_STR_SURFDIFF 0x80000000
272 #define MA_MODE_MASK 0x6fffffff /* all valid mode bits */
274 /* ray mirror fadeout */
275 #define MA_RAYMIR_FADETOSKY 0
276 #define MA_RAYMIR_FADETOMAT 1
278 /* shadowonly_flag */
280 #define MA_SO_SHADOW 1
281 #define MA_SO_SHADED 2
286 #define MA_APPROX_OCCLUSION 4
289 #define MA_DIFF_LAMBERT 0
290 #define MA_DIFF_ORENNAYAR 1
291 #define MA_DIFF_TOON 2
292 #define MA_DIFF_MINNAERT 3
293 #define MA_DIFF_FRESNEL 4
296 #define MA_SPEC_COOKTORR 0
297 #define MA_SPEC_PHONG 1
298 #define MA_SPEC_BLINN 2
299 #define MA_SPEC_TOON 3
300 #define MA_SPEC_WARDISO 4
303 #define MA_DRAW_DYNABUTS 1 /* deprecated */
307 #define MA_RAMP_IN_SHADER 0
308 #define MA_RAMP_IN_ENERGY 1
309 #define MA_RAMP_IN_NOR 2
310 #define MA_RAMP_IN_RESULT 3
312 #define MA_RAMP_BLEND 0
313 #define MA_RAMP_ADD 1
314 #define MA_RAMP_MULT 2
315 #define MA_RAMP_SUB 3
316 #define MA_RAMP_SCREEN 4
317 #define MA_RAMP_DIV 5
318 #define MA_RAMP_DIFF 6
319 #define MA_RAMP_DARK 7
320 #define MA_RAMP_LIGHT 8
321 #define MA_RAMP_OVERLAY 9
322 #define MA_RAMP_DODGE 10
323 #define MA_RAMP_BURN 11
324 #define MA_RAMP_HUE 12
325 #define MA_RAMP_SAT 13
326 #define MA_RAMP_VAL 14
327 #define MA_RAMP_COLOR 15
328 #define MA_RAMP_SOFT 16
329 #define MA_RAMP_LINEAR 17
337 #define TEXCO_OBJECT 32
338 #define TEXCO_LAVECTOR 64
339 #define TEXCO_VIEW 128
340 #define TEXCO_STICKY 256
341 #define TEXCO_OSA 512
342 #define TEXCO_WINDOW 1024
344 #define TEXCO_TANGENT 4096
345 /* still stored in vertex->accum, 1 D */
346 #define TEXCO_STRAND 8192
347 #define TEXCO_PARTICLE 8192 /* strand is used for normal materials, particle for halo materials */
348 #define TEXCO_STRESS 16384
349 #define TEXCO_SPEED 32768
354 #define MAP_COLSPEC 4
356 #define MAP_VARS (0xFFF0)
360 #define MAP_ALPHA 128
362 #define MAP_RAYMIRR 512
363 #define MAP_TRANSLU 1024
365 #define MAP_DISPLACE 4096
366 #define MAP_WARP 8192
367 #define MAP_LAYER 16384 /* unused */
369 /* volume mapto - reuse definitions for now - a bit naughty! */
370 #define MAP_DENSITY 128
371 #define MAP_EMISSION 64
372 #define MAP_EMISSION_COL 1
373 #define MAP_SCATTERING 16
374 #define MAP_TRANSMISSION_COL 8
375 #define MAP_REFLECTION_COL 4
376 #define MAP_REFLECTION 32
380 //#define MAP_HA_COL 1
381 //#define MAP_HA_ALPHA 128
382 //#define MAP_HA_HAR 256
383 //#define MAP_HA_SIZE 2
384 //#define MAP_HA_ADD 64
388 #define MAP_PA_INIT 31
389 #define MAP_PA_TIME 1
390 #define MAP_PA_LIFE 2
391 #define MAP_PA_DENS 4
392 #define MAP_PA_SIZE 8
393 #define MAP_PA_LENGTH 16
395 #define MAP_PA_IVEL 32
397 #define MAP_PA_PVEL 64
399 #define MAP_PA_CACHE 912
400 #define MAP_PA_CLUMP 128
401 #define MAP_PA_KINK 256
402 #define MAP_PA_ROUGH 512
409 #define MA_SPHERE_A 4
420 #define MA_DIFF_SSS 1
422 /* vol_stepsize_type */
423 #define MA_VOL_STEP_RANDOMIZED 0
424 #define MA_VOL_STEP_CONSTANT 1
425 #define MA_VOL_STEP_ADAPTIVE 2
428 #define MA_VOL_RECV_EXT_SHADOW 1
429 #define MA_VOL_PRECACHESHADING 8
431 /* vol_shading_type */
432 #define MA_VOL_SHADE_SHADELESS 0
433 #define MA_VOL_SHADE_SHADOWED 2
434 #define MA_VOL_SHADE_SHADED 1
435 #define MA_VOL_SHADE_MULTIPLE 3
436 #define MA_VOL_SHADE_SHADEDPLUSMULTIPLE 4