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/**
* blenlib/DNA_material_types.h (mar-2001 nzc)
*
* $Id$
*
* ***** BEGIN GPL/BL DUAL 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. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, 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/BL DUAL LICENSE BLOCK *****
*/
#ifndef DNA_MATERIAL_TYPES_H
#define DNA_MATERIAL_TYPES_H
/* #include "BLI_listBase.h" */
#include "DNA_ID.h"
#include "DNA_scriptlink_types.h"
struct MTex;
struct Ipo;
struct Material;
/* WATCH IT: change type? also make changes in ipo.h */
typedef struct Material {
ID id;
short colormodel, lay; /* lay: for dynamics (old engine, until 2.04) */
float r, g, b;
float specr, specg, specb;
float mirr, mirg, mirb;
float ambr, ambb, ambg;
float amb, emit, ang, spectra;
float alpha, ref, spec, zoffs, add;
float kfac; /* for transparent solids */
short har;
char seed1, seed2;
int mode;
int mode2; /* even more material settings :) */
short flarec, starc, linec, ringc;
float hasize, flaresize, subsize, flareboost;
/* for buttons and render*/
char rgbsel, texact, pr_type, septex;
short pr_back, pr_lamp;
/* shaders */
short diff_shader, spec_shader;
float roughness, refrac;
float param[4]; /* size, smooth, size, smooth, for toonshader */
short texco, mapto;
struct MTex *mtex[8];
struct Ipo *ipo;
struct Material *ren;
/* dynamic properties */
float friction, fh, reflect;
float fhdist, xyfrict;
short dynamode, pad;
ScriptLink scriptlink;
} Material;
/* **************** MATERIAL ********************* */
/* maximum number of materials per material array
* (on object, mesh, lamp, etc.)
*/
#define MAXMAT 16
/* colormodel */
#define MA_RGB 0
#define MA_CMYK 1
#define MA_YUV 2
#define MA_HSV 3
/* mode (is int) */
#define MA_TRACEBLE 1
#define MA_SHADOW 2
#define MA_SHLESS 4
#define MA_WIRE 8
#define MA_VERTEXCOL 16
#define MA_HALO 32
#define MA_ZTRA 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_NOMIST 0x4000
#define MA_HALO_SHADE 0x4000
#define MA_HALO_FLARE 0x8000
/* diff_shader */
#define MA_DIFF_LAMBERT 0
#define MA_DIFF_ORENNAYAR 1
#define MA_DIFF_TOON 2
/* spec_shader */
#define MA_SPEC_COOKTORR 0
#define MA_SPEC_PHONG 1
#define MA_SPEC_BLINN 2
#define MA_SPEC_TOON 3
/* dynamode */
#define MA_DRAW_DYNABUTS 1
#define MA_FH_NOR 2
/* 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
#define TEXCO_OSA 512
#define TEXCO_WINDOW 1024
#define NEED_UV 2048
/* 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_XTRA 512
/* pr_type */
#define MA_FLAT 0
#define MA_SPHERE 1
#define MA_CUBE 2
/* pr_back */
#define MA_DARK 1
#endif
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