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DNA_material_types.h « makesdna « blender « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
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/*
 * ***** BEGIN GPL LICENSE BLOCK *****
 *
 * This program is free software; you can redistribute it and/or
 * modify it under the terms of the GNU General Public License
 * as published by the Free Software Foundation; either version 2
 * of the License, or (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software Foundation,
 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
 *
 * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
 * All rights reserved.
 *
 * The Original Code is: all of this file.
 *
 * Contributor(s): none yet.
 *
 * ***** END GPL LICENSE BLOCK *****
 */

/** \file DNA_material_types.h
 *  \ingroup DNA
 */

#ifndef __DNA_MATERIAL_TYPES_H__
#define __DNA_MATERIAL_TYPES_H__

#include "DNA_defs.h"
#include "DNA_ID.h"
#include "DNA_listBase.h"

#ifndef MAX_MTEX
#define MAX_MTEX	18
#endif

struct MTex;
struct Image;
struct ColorBand;
struct Group;
struct bNodeTree;
struct AnimData;
struct Ipo;

/* WATCH IT: change type? also make changes in ipo.h  */

typedef struct VolumeSettings {
	float density;
	float emission;
	float scattering;
	float reflection;

	float emission_col[3];
	float transmission_col[3];
	float reflection_col[3];

	float density_scale;
	float depth_cutoff;
	float asymmetry;
	
	short stepsize_type;
	short shadeflag;
	short shade_type;
	short precache_resolution;

	float stepsize;
	float ms_diff;
	float ms_intensity;
	float ms_spread;
} VolumeSettings;

/* Game Engine Options (old Texface mode, transp and flag) */
typedef struct GameSettings {
	int flag;
	int alpha_blend;
	int face_orientation;
	int pad1;
} GameSettings;

typedef struct TexPaintSlot {
	struct Image *ima; /* image to be painted on */
	char *uvname;      /* customdata index for uv layer, MAX_NAME*/
	int index;         /* index for mtex slot in material for blender internal */
	int pad;
} TexPaintSlot;

typedef struct Material {
	ID id;
	struct AnimData *adt;	/* animation data (must be immediately after id for utilities to use it) */ 
	
	short material_type, flag;
	/* note, keep this below synced with render_types.h */
	float r, g, b;
	float specr, specg, specb;
	float mirr, mirg, mirb;
	float ambr, ambb, ambg;
	float amb, emit, ang, spectra, ray_mirror;
	float alpha, ref, spec, zoffs, add;
	float translucency;
	/* end synced with render_types.h */
	
	struct VolumeSettings vol;
	struct GameSettings game;

	float fresnel_mir, fresnel_mir_i;
	float fresnel_tra, fresnel_tra_i;
	float filter;		/* filter added, for raytrace transparency and transmissivity */
	float tx_limit, tx_falloff;
	short ray_depth, ray_depth_tra;
	short har;
	char seed1, seed2;
	
	float gloss_mir, gloss_tra;
	short samp_gloss_mir, samp_gloss_tra;
	float adapt_thresh_mir, adapt_thresh_tra;
	float aniso_gloss_mir;
	float dist_mir;
	short fadeto_mir;
	short shade_flag;		/* like Cubic interpolation */
		
	int mode, mode_l;		/* mode_l is the or-ed result of all layer modes */
	int mode2, mode2_l;		/* additional mode flags */
	short flarec, starc, linec, ringc;
	float hasize, flaresize, subsize, flareboost;
	float strand_sta, strand_end, strand_ease, strand_surfnor;
	float strand_min, strand_widthfade;
	char strand_uvname[64];	/* MAX_CUSTOMDATA_LAYER_NAME */
	
	float sbias;			/* shadow bias to prevent terminator prob */
	float lbias;			/* factor to multiply lampbias with (0.0 = no mult) */
	float shad_alpha;		/* in use for irregular shadowbuffer */
	int	septex;
	
	/* for buttons and render*/
	char rgbsel, texact, pr_type, use_nodes;
	short pr_lamp, pr_texture, ml_flag;	/* ml_flag is for disable base material */
	
	/* mapping */
	char mapflag, pad;

	/* shaders */
	short diff_shader, spec_shader;
	float roughness, refrac;
	/* XXX param[4] needs review and improvement (shader system as whole anyway)
	 * This is nasty reused variable for different goals and not easy to RNAify nicely. -jesterKing */
	float param[4];		/* size, smooth, size, smooth, for toonshader, 0 (fac) and 1 (fresnel) also for fresnel shader */
	float rms;
	float darkness;

	/* runtime - OR'd from 'mtex' */
	short texco, mapto;
	
	/* ramp colors */
	struct ColorBand *ramp_col;
	struct ColorBand *ramp_spec;
	char rampin_col, rampin_spec;
	char rampblend_col, rampblend_spec;
	short ramp_show, pad3;
	float rampfac_col, rampfac_spec;

	struct MTex *mtex[18];		/* MAX_MTEX */
	struct bNodeTree *nodetree;
	struct Ipo *ipo  DNA_DEPRECATED;  /* old animation system, deprecated for 2.5 */
	struct Group *group;	/* light group */
	struct PreviewImage *preview;

	/* dynamic properties */
	float friction, fh, reflect;
	float fhdist, xyfrict;
	short dynamode, pad2;

	/* subsurface scattering */
	float sss_radius[3], sss_col[3];
	float sss_error, sss_scale, sss_ior;
	float sss_colfac, sss_texfac;
	float sss_front, sss_back;
	short sss_flag, sss_preset;

	int mapto_textured;	/* render-time cache to optimize texture lookups */
	short shadowonly_flag;  /* "shadowsonly" type */
	short index;            /* custom index for render passes */

	/* Freestyle line settings */
	float line_col[4];
	short line_priority;
	short vcol_alpha;

	/* texture painting */
	short paint_active_slot;
	short paint_clone_slot;
	short tot_slots;
	short pad4[3];

	struct TexPaintSlot *texpaintslot; /* cached slot for painting. Make sure to recalculate before use
	                                    * with refresh_texpaint_image_cache */
	ListBase gpumaterial;		/* runtime */
} Material;


/* **************** GAME PROPERTIES ********************* */
// Blend Transparency Options - alpha_blend /* match GPU_material::GPUBlendMode */
#define GEMAT_SOLID		0 /* GPU_BLEND_SOLID */
#define GEMAT_ADD		1 /* GPU_BLEND_ADD */
#define	GEMAT_ALPHA		2 /* GPU_BLEND_ALPHA */
#define GEMAT_CLIP		4 /* GPU_BLEND_CLIP */
#define	GEMAT_ALPHA_SORT	8 /* GPU_BLEND_ALPHA_SORT */

// Game Options - flag
#define GEMAT_BACKCULL 		16 /* KX_BACKCULL */
#define GEMAT_SHADED		32 /* KX_LIGHT */
#define GEMAT_TEXT		64 /* RAS_RENDER_3DPOLYGON_TEXT */
#define	GEMAT_NOPHYSICS		128
#define GEMAT_INVISIBLE 	256

// Face Orientation Options - face_orientation
#define GEMAT_NORMAL		0
#define GEMAT_HALO		512  /* BILLBOARD_SCREENALIGNED  */
#define GEMAT_BILLBOARD		1024 /* BILLBOARD_AXISALIGNED */
#define GEMAT_SHADOW		2048 /* SHADOW */

// Use Textures - not defined directly in the UI
#define GEMAT_TEX		4096 /* KX_TEX */


/* **************** MATERIAL ********************* */

/* maximum number of materials per material array.
 * (on object, mesh, lamp, etc.). limited by
 * short mat_nr in verts, faces.
 * -1 because for active material we store the index + 1 */
#define MAXMAT			(32767-1)

/* material_type */
#define MA_TYPE_SURFACE	0
#define MA_TYPE_HALO	1
#define MA_TYPE_VOLUME	2
#define MA_TYPE_WIRE	3

/* flag */
		/* for render */
#define MA_IS_USED		1
		/* for dopesheet */
#define MA_DS_EXPAND	2
		/* for dopesheet (texture stack expander)
		 * NOTE: this must have the same value as other texture stacks, 
		 * otherwise anim-editors will not read correctly
		 */
#define MA_DS_SHOW_TEXS	4

/* mode (is int) */
#define MA_TRACEBLE		1
#define MA_SHADOW		2
#define MA_SHLESS		4
#define MA_WIRE			8			/* deprecated */
#define MA_VERTEXCOL	16
#define MA_HALO_SOFT	16
#define MA_HALO			32			/* deprecated */
#define MA_ZTRANSP		64
#define MA_VERTEXCOLP	128
#define MA_ZINV			256
#define MA_HALO_RINGS	256
#define MA_ENV			512
#define MA_HALO_LINES	512
#define MA_ONLYSHADOW	1024
#define MA_HALO_XALPHA	1024
#define MA_STAR			0x800
#define MA_FACETEXTURE	0x800
#define MA_HALOTEX		0x1000
#define MA_HALOPUNO		0x2000
#define MA_ONLYCAST		0x2000
#define MA_NOMIST		0x4000
#define MA_HALO_SHADE	0x4000
#define MA_HALO_FLARE	0x8000
#define MA_TRANSP		0x10000
#define MA_RAYTRANSP	0x20000
#define MA_RAYMIRROR	0x40000
#define MA_SHADOW_TRA	0x80000
#define MA_RAMP_COL		0x100000
#define MA_RAMP_SPEC	0x200000
#define MA_RAYBIAS		0x400000
#define MA_FULL_OSA		0x800000
#define MA_TANGENT_STR	0x1000000
#define MA_SHADBUF		0x2000000
		/* note; we drop MA_TANGENT_STR later to become tangent_u */
#define MA_TANGENT_V	0x4000000
/* qdn: a bit clumsy this, tangents needed for normal maps separated from shading */
#define MA_NORMAP_TANG	0x8000000
#define MA_GROUP_NOLAY	0x10000000
#define MA_FACETEXTURE_ALPHA	0x20000000
#define MA_STR_B_UNITS	0x40000000
#define MA_STR_SURFDIFF 0x80000000

#define	MA_MODE_MASK	0x6fffffff	/* all valid mode bits */
#define MA_MODE_PIPELINE	(MA_TRANSP | MA_ZTRANSP | MA_RAYTRANSP \
				 | MA_TRACEBLE | MA_FULL_OSA | MA_ENV | MA_ZINV \
				 | MA_ONLYCAST | MA_SHADBUF)

/* mode2 (is int) */
#define MA_CASTSHADOW		(1 << 0)
#define MA_MODE2_PIPELINE	(MA_CASTSHADOW)

/* mapflag */
#define MA_MAPFLAG_UVPROJECT (1 << 0)

/* ray mirror fadeout */
#define MA_RAYMIR_FADETOSKY	0
#define MA_RAYMIR_FADETOMAT	1

/* shadowonly_flag */
#define MA_SO_OLD			0
#define MA_SO_SHADOW		1
#define MA_SO_SHADED		2

/* shade_flag */
#define MA_CUBIC			1
#define MA_OBCOLOR			2
#define MA_APPROX_OCCLUSION	4
#define MA_GROUP_LOCAL      8

/* diff_shader */
#define MA_DIFF_LAMBERT		0
#define MA_DIFF_ORENNAYAR	1
#define MA_DIFF_TOON		2
#define MA_DIFF_MINNAERT    3
#define MA_DIFF_FRESNEL     4

/* spec_shader */
#define MA_SPEC_COOKTORR	0
#define MA_SPEC_PHONG		1
#define MA_SPEC_BLINN		2
#define MA_SPEC_TOON		3
#define MA_SPEC_WARDISO		4

/* dynamode */
// #define MA_DRAW_DYNABUTS    1		/* deprecated */
#define MA_FH_NOR	        2

/* ramps */
#define MA_RAMP_IN_SHADER	0
#define MA_RAMP_IN_ENERGY	1
#define MA_RAMP_IN_NOR		2
#define MA_RAMP_IN_RESULT	3

#define MA_RAMP_BLEND		0
#define MA_RAMP_ADD			1
#define MA_RAMP_MULT		2
#define MA_RAMP_SUB			3
#define MA_RAMP_SCREEN		4
#define MA_RAMP_DIV			5
#define MA_RAMP_DIFF		6
#define MA_RAMP_DARK		7
#define MA_RAMP_LIGHT		8
#define MA_RAMP_OVERLAY		9
#define MA_RAMP_DODGE		10
#define MA_RAMP_BURN		11
#define MA_RAMP_HUE			12
#define MA_RAMP_SAT			13
#define MA_RAMP_VAL			14
#define MA_RAMP_COLOR		15
#define MA_RAMP_SOFT        16 
#define MA_RAMP_LINEAR      17 

/* texco */
#define TEXCO_ORCO		1
#define TEXCO_REFL		2
#define TEXCO_NORM		4
#define TEXCO_GLOB		8
#define TEXCO_UV		16
#define TEXCO_OBJECT	32
#define TEXCO_LAVECTOR	64
#define TEXCO_VIEW		128
#define TEXCO_STICKY_	256  // DEPRECATED
#define TEXCO_OSA		512
#define TEXCO_WINDOW	1024
#define NEED_UV			2048
#define TEXCO_TANGENT	4096
	/* still stored in vertex->accum, 1 D */
#define TEXCO_STRAND	8192
#define TEXCO_PARTICLE	8192 /* strand is used for normal materials, particle for halo materials */
#define TEXCO_STRESS	16384
#define TEXCO_SPEED		32768

/* mapto */
#define MAP_COL			1
#define MAP_NORM		2
#define MAP_COLSPEC		4
#define MAP_COLMIR		8
#define MAP_VARS		(0xFFF0)
#define MAP_REF			16
#define MAP_SPEC		32
#define MAP_EMIT		64
#define MAP_ALPHA		128
#define MAP_HAR			256
#define MAP_RAYMIRR		512
#define MAP_TRANSLU		1024
#define MAP_AMB			2048
#define MAP_DISPLACE	4096
#define MAP_WARP		8192
// #define MAP_LAYER		16384		/* unused */

/* volume mapto - reuse definitions for now - a bit naughty! */
#define MAP_DENSITY				128
#define MAP_EMISSION			64
#define MAP_EMISSION_COL		1
#define MAP_SCATTERING			16
#define MAP_TRANSMISSION_COL	8
#define MAP_REFLECTION_COL		4
#define MAP_REFLECTION			32


/* mapto for halo */
//#define MAP_HA_COL		1
//#define MAP_HA_ALPHA	128
//#define MAP_HA_HAR		256
//#define MAP_HA_SIZE		2
//#define MAP_HA_ADD		64

/* pmapto */
/* init */
#define MAP_PA_INIT		31
#define MAP_PA_TIME		1
#define MAP_PA_LIFE		2
#define MAP_PA_DENS		4
#define MAP_PA_SIZE		8
#define MAP_PA_LENGTH	16
/* reset */
#define MAP_PA_IVEL		32
/* physics */
#define MAP_PA_PVEL		64
/* path cache */
#define MAP_PA_CACHE	912
#define MAP_PA_CLUMP	128
#define MAP_PA_KINK		256
#define MAP_PA_ROUGH	512

/* pr_type */
#define MA_FLAT			0
#define MA_SPHERE		1
#define MA_CUBE			2
#define MA_MONKEY		3
#define MA_SPHERE_A		4
#define MA_TEXTURE		5
#define MA_LAMP			6
#define MA_SKY			7
#define MA_HAIR			10
#define MA_ATMOS		11

/* sss_flag */
#define MA_DIFF_SSS		1

/* vol_stepsize_type */
#define MA_VOL_STEP_RANDOMIZED	0
#define MA_VOL_STEP_CONSTANT	1
#define MA_VOL_STEP_ADAPTIVE	2

/* vol_shadeflag */
#define MA_VOL_RECV_EXT_SHADOW	1
#define MA_VOL_PRECACHESHADING	8

/* vol_shading_type */
#define MA_VOL_SHADE_SHADELESS					0
#define MA_VOL_SHADE_SHADOWED					2
#define MA_VOL_SHADE_SHADED						1
#define MA_VOL_SHADE_MULTIPLE					3
#define MA_VOL_SHADE_SHADEDPLUSMULTIPLE			4

#endif