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📄 stdmat.h

📁 hl2 source code. Do not use it illegal.
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/*******************************************************************
 *
 *    DESCRIPTION: Standard materials, textures, and fog: generic interface
 *
 *    AUTHOR:  Dan Silva
 *
 *    HISTORY:   Created 3/5/96
 *					Modified for shiva 2/1/99, Kells Elmquist
 *
 *******************************************************************/

#ifndef __STDMAT__H
#define __STDMAT__H

// Shade values
#define NSHADES 	4
#define SHADE_CONST 	0
#define SHADE_PHONG 	1	
#define SHADE_METAL 	2
#define SHADE_BLINN 	3

// Transparency types
#define TRANSP_SUBTRACTIVE     	0
#define TRANSP_ADDITIVE     	1
#define TRANSP_FILTER     		2

#define NTEXMAPS 12

// Old StdMtl Texture map indices, used by blinn, phong, constant, metal
#define ID_AM 0   // ambient
#define ID_DI 1   // diffuse
#define ID_SP 2   // specular
#define ID_SH 3   // shininesNs
#define ID_SS 4   // shininess strength
#define ID_SI 5   // self-illumination
#define ID_OP 6   // opacity
#define ID_FI 7   // filter color
#define ID_BU 8   // bump 
#define ID_RL 9   // reflection
#define ID_RR 10  // refraction 
#define ID_DP 11  // displacement 

class Shader;
class Sampler;

class StdMat: public Mtl {
	public:
		virtual void SetSoften(BOOL onoff)=0;
		virtual void SetFaceMap(BOOL onoff)=0;
		virtual void SetTwoSided(BOOL onoff)=0;
		virtual void SetWire(BOOL onoff)=0;
		virtual void SetWireUnits(BOOL onOff)=0;
		virtual void SetFalloffOut(BOOL onOff)=0;  // 1: out, 0: in
		virtual void SetTransparencyType(int type)=0;
		virtual void SetAmbient(Color c, TimeValue t)=0;		
		virtual void SetDiffuse(Color c, TimeValue t)=0;		
		virtual void SetSpecular(Color c, TimeValue t)=0;
		virtual void SetFilter(Color c, TimeValue t)=0;
		virtual void SetShininess(float v, TimeValue t)=0;		
		virtual void SetShinStr(float v, TimeValue t)=0;		
		virtual void SetSelfIllum(float v, TimeValue t)=0;		

		virtual void SetOpacity(float v, TimeValue t)=0;		
		virtual void SetOpacFalloff(float v, TimeValue t)=0;		
		virtual void SetWireSize(float s, TimeValue t)=0;
		virtual void SetIOR(float v, TimeValue t)=0;
		virtual void LockAmbDiffTex(BOOL onOff)=0;

		virtual BOOL SupportsShaders(){ return FALSE; }
		
		// >>>> Sampling
		virtual void SetSamplingOn( BOOL on )=0;	
		virtual BOOL GetSamplingOn()=0;	

		// Obsolete Calls, not used in StdMat2....see shaders.h
		virtual void SetShading(int s)=0;
		virtual int  GetShading()=0;

		// texmaps, these only work for translated ID's of map channels,
		// see stdMat2 for access to std ID channels translator
		virtual void EnableMap(int id, BOOL onoff)=0;
		virtual BOOL MapEnabled(int id)=0;
		virtual void SetTexmapAmt(int id, float amt, TimeValue t)=0;
		virtual float GetTexmapAmt(int id, TimeValue t)=0;

		virtual BOOL GetSoften()=0;
		virtual BOOL GetFaceMap()=0;
		virtual BOOL GetTwoSided()=0;
		virtual BOOL GetWire()=0;
		virtual BOOL GetWireUnits()=0;
		virtual BOOL GetFalloffOut()=0;  // 1: out, 0: in
		virtual int GetTransparencyType()=0;

		virtual Color GetAmbient(TimeValue t)=0;		
		virtual Color GetDiffuse(TimeValue t)=0;		
		virtual Color GetSpecular(TimeValue t)=0;
		virtual Color GetFilter(TimeValue t)=0;
		virtual float GetShininess( TimeValue t)=0;		
		virtual float GetShinStr(TimeValue t)=0;		
		virtual float GetSelfIllum(TimeValue t)=0;		
		virtual float GetOpacity( TimeValue t)=0;		
		virtual float GetOpacFalloff(TimeValue t)=0;		
		virtual float GetWireSize(TimeValue t)=0;
		virtual float GetIOR( TimeValue t)=0;
		virtual BOOL GetAmbDiffTexLock()=0;
	};

//////////////////////////////////////////////////////////////////////////////
//
//	This is the base class for all materials that support plug-in shaders
//
class StdMat2 : public StdMat {
public:
	BOOL SupportsShaders(){ return TRUE; }

	// Shader/Material UI synchronization
	virtual BOOL  KeyAtTime(int id,TimeValue t) = 0;
	virtual int   GetMapState( int indx ) = 0; //returns 0 = no map, 1 = disable, 2 = mapon
	virtual TSTR  GetMapName( int indx ) = 0;
	virtual void  SyncADTexLock( BOOL lockOn ) = 0;

	// Shaders
	virtual BOOL SwitchShader( Class_ID id )= 0;
	virtual Shader* GetShader()= 0;
	virtual BOOL IsFaceted()= 0;
	virtual void SetFaceted( BOOL on )= 0;

	// texture channels from stdmat id's
	virtual long StdIDToChannel( long id )=0;

	// Obsolete Calls from StdMat, not used in StdMat2, except stdmtl2 provides 
	// support for translators: old shaders return correct id, all others return blinn
	virtual void SetShading(int s){}
	virtual int GetShading(){ return -1; } 

	// Samplers
	virtual BOOL SwitchSampler( Class_ID id )=0;	
	virtual Sampler * GetPixelSampler(int mtlNum, BOOL backFace)=0;
	
	// these params extend the UI approximation set in stdMat
	virtual BOOL  GetSelfIllumColorOn(int mtlNum=0, BOOL backFace=FALSE)=0;
	virtual Color GetSelfIllumColor(int mtlNum, BOOL backFace)=0;
	virtual Color GetSelfIllumColor(TimeValue t)=0; 
	virtual void SetSelfIllumColorOn( BOOL on )=0;
	virtual void SetSelfIllumColor(Color c, TimeValue t)=0;		

};


// Mapping types for SetCoordMapping
#define UVMAP_EXPLICIT   0
#define UVMAP_SPHERE_ENV 1
#define UVMAP_CYL_ENV  	 2
#define UVMAP_SHRINK_ENV 3
#define UVMAP_SCREEN_ENV 4

class StdUVGen: public UVGen {
	public:
#ifdef DESIGN_VER
		void * m_geoInfo;				// FIXME: used in the GeoReferencing system in VIZ, needs to be in a better place tho
#endif

	BOOL IsStdUVGen() { return TRUE; }  // method inherited from UVGen

	virtual void SetCoordMapping(int)=0;
	virtual void SetUOffs(float f, TimeValue t)=0;
	virtual void SetVOffs(float f, TimeValue t)=0;
	virtual void SetUScl(float f,  TimeValue t)=0;
	virtual void SetVScl(float f,  TimeValue t)=0;
	virtual void SetAng(float f,   TimeValue t)=0; // angle in radians
	virtual void SetUAng(float f,   TimeValue t)=0; // angle in radians
	virtual void SetVAng(float f,   TimeValue t)=0; // angle in radians
	virtual void SetWAng(float f,   TimeValue t)=0; // angle in radians
	virtual void SetBlur(float f,  TimeValue t)=0;
	virtual void SetBlurOffs(float f,  TimeValue t)=0; 
	virtual void SetNoiseAmt(float f,  TimeValue t)=0; 
	virtual void SetNoiseSize(float f,  TimeValue t)=0; 
	virtual void SetNoiseLev(int i,  TimeValue t)=0; 
	virtual void SetNoisePhs(float f,  TimeValue t)=0; 
	virtual void SetTextureTiling(int tiling)=0;
	virtual void SetMapChannel(int i)=0;

	virtual int  GetCoordMapping(int)=0;
	virtual float GetUOffs( TimeValue t)=0;
	virtual float GetVOffs( TimeValue t)=0;
	virtual float GetUScl(  TimeValue t)=0;
	virtual float GetVScl(  TimeValue t)=0;
	virtual float GetAng(   TimeValue t)=0; // angle in radians
	virtual float GetUAng(   TimeValue t)=0; // angle in radians
	virtual float GetVAng(   TimeValue t)=0; // angle in radians
	virtual float GetWAng(   TimeValue t)=0; // angle in radians
	virtual float GetBlur(  TimeValue t)=0;
	virtual float GetBlurOffs(  TimeValue t)=0; 
	virtual float GetNoiseAmt(  TimeValue t)=0; 
	virtual float GetNoiseSize(  TimeValue t)=0; 
	virtual int GetNoiseLev( TimeValue t)=0; 
	virtual float GetNoisePhs(  TimeValue t)=0; 
	virtual int GetTextureTiling()=0;
	virtual int GetMapChannel()=0;

	};


// Values returned by GetCoordSystem, and passed into
// SetCoordSystem
#define XYZ_COORDS 0
#define UVW_COORDS 1
#define UVW2_COORDS 2
#define XYZ_WORLD_COORDS 3

class StdXYZGen: public XYZGen {
	public:

	BOOL IsStdXYZGen() { return TRUE; }
	virtual	void SetCoordSystem(int s)=0;
	virtual void SetBlur(float f,  TimeValue t)=0;
	virtual void SetBlurOffs(float f,  TimeValue t)=0; 
	virtual void SetOffs(int axis, float f, TimeValue t)=0;
	virtual void SetScl(int axis, float f, TimeValue t)=0;
	virtual void SetAng(int axis, float f, TimeValue t)=0;

	virtual	int GetCoordSystem()=0;
	virtual float GetBlur(TimeValue t)=0;
	virtual float GetBlurOffs(TimeValue t)=0; 
	virtual float GetOffs(int axis, TimeValue t)=0;
	virtual float GetScl(int axis, TimeValue t)=0;
	virtual float GetAng(int axis, TimeValue t)=0;

	virtual void SetMapChannel(int i)=0;
	virtual int GetMapChannel()=0;
	};

#define TEXOUT_XXXXX 		1
#define TEXOUT_INVERT		2
#define TEXOUT_CLAMP   		4
#define TEXOUT_ALPHA_RGB		8
#define TEXOUT_COLOR_MAP 		16
#define TEXOUT_COLOR_MAP_RGB	32

class StdTexoutGen: public TextureOutput {
	public:

	BOOL IsStdTexoutGen() { return TRUE; }
	virtual float GetOutputLevel(TimeValue t)=0;
	virtual BOOL GetInvert()=0;
	virtual BOOL GetClamp()=0;
	virtual BOOL GetAlphaFromRGB()=0;
	virtual float GetRGBAmt( TimeValue t)=0;
	virtual float GetRGBOff( TimeValue t)=0; 
	virtual float GetOutAmt( TimeValue t)=0;
	virtual float GetBumpAmt( TimeValue t)=0;
	virtual BOOL GetFlag(ULONG f)=0;

	virtual void SetOutputLevel(TimeValue t, float v)=0;
	virtual void SetInvert(BOOL onoff)=0;
	virtual void SetClamp(BOOL onoff)=0;
	virtual void SetAlphaFromRGB(BOOL onoff)=0;
	virtual void SetRGBAmt( float f, TimeValue t)=0;
	virtual void SetRGBOff(float f, TimeValue t)=0; 
	virtual void SetOutAmt(float f, TimeValue t)=0; 
	virtual void SetBumpAmt(float f, TimeValue t)=0; 
	virtual void SetFlag(ULONG f, ULONG val)=0;
};

// Image filtering types
#define FILTER_PYR     0
#define FILTER_SAT     1
#define FILTER_NADA	   2

// Alpha source types
#define ALPHA_FILE 	0
#define ALPHA_RGB	2
#define ALPHA_NONE	3

// End conditions:
#define END_LOOP     0
#define END_PINGPONG 1
#define END_HOLD     2

class BitmapTex: public Texmap {
	public:
	virtual void SetFilterType(int ft)=0;
	virtual void SetAlphaSource(int as)=0;  
	virtual void SetEndCondition(int endcond)=0;
	virtual void SetAlphaAsMono(BOOL onoff)=0;
	virtual	void SetAlphaAsRGB(BOOL onoff)=0;
	virtual void SetPremultAlpha(BOOL onoff)=0;
	virtual void SetMapName(TCHAR *name)=0;
	virtual void SetStartTime(TimeValue t)=0;
	virtual void SetPlaybackRate(float r)=0;

	virtual int GetFilterType()=0;
	virtual int GetAlphaSource()=0;
	virtual int GetEndCondition()=0;
	virtual BOOL GetAlphaAsMono(BOOL onoff)=0;
	virtual	BOOL GetAlphaAsRGB(BOOL onoff)=0;
	virtual	BOOL GetPremultAlpha(BOOL onoff)=0;
	virtual TCHAR *GetMapName()=0;
	virtual TimeValue GetStartTime()=0;
	virtual float GetPlaybackRate()=0;

	virtual StdUVGen* GetUVGen()=0;
	virtual TextureOutput* GetTexout()=0;

	virtual Bitmap *GetBitmap(TimeValue t) { return NULL; }
//watje pops up a bitmap loader dlg
	virtual BitmapLoadDlg(){ return 0; }
//watje forces the bitmap to reload and view to be redrawn
	virtual ReloadBitmapAndUpdate(){ return 0; }

	};

class MultiMtl: public Mtl {
	public:
	virtual void SetNumSubMtls(int n)=0;
	};

class Tex3D: public Texmap {
	public:
	virtual void ReadSXPData(TCHAR *name, void *sxpdata)=0;
	};

class MultiTex: public Texmap {
	public:
	virtual void SetNumSubTexmaps(int n) {}
	virtual void SetColor(int i, Color c, TimeValue t=0){}
	};

class GradTex: public MultiTex {
	public:
	virtual StdUVGen* GetUVGen()=0;
	virtual TextureOutput* GetTexout()=0;
	virtual void SetMidPoint(float m, TimeValue t=0) {}
	};


//===============================================================================
// StdCubic
//===============================================================================
class StdCubic: public Texmap {
	public:
	virtual void SetSize(int n, TimeValue t)=0;
	virtual void SetDoNth(BOOL onoff)=0;
	virtual void SetNth(int n)=0;
	virtual void SetApplyBlur(BOOL onoff)=0;
	virtual void SetBlur(float b, TimeValue t)=0;
	virtual void SetBlurOffset(float b, TimeValue t)=0;
	virtual int GetSize(TimeValue t)=0;
	virtual BOOL GetDoNth()=0;
	virtual int GetNth()=0;
	virtual BOOL GetApplyBlur()=0;
	virtual float GetBlur(TimeValue t)=0;
	virtual float GetBlurOffset(TimeValue t)=0;
	};

//===============================================================================
// StdMirror
//===============================================================================
class StdMirror: public Texmap {
	public:
	virtual void SetDoNth(BOOL onoff)=0;
	virtual void SetNth(int n)=0;
	virtual void SetApplyBlur(BOOL onoff)=0;
	virtual void SetBlur(float b, TimeValue t)=0;
	virtual BOOL GetDoNth()=0;
	virtual int GetNth()=0;
	virtual BOOL GetApplyBlur()=0;
	virtual float GetBlur(TimeValue t)=0;
	};

//===============================================================================
// StdFog
//===============================================================================

// Fallof Types
#define FALLOFF_TOP		0
#define FALLOFF_BOTTOM	1
#define FALLOFF_NONE	2

class StdFog : public Atmospheric {
	public:
	virtual void SetColor(Color c, TimeValue t)=0;
	virtual void SetUseMap(BOOL onoff)=0;
	virtual void SetUseOpac(BOOL onoff)=0;
	virtual void SetColorMap(Texmap *tex)=0;
	virtual void SetOpacMap(Texmap *tex)=0;
	virtual void SetFogBackground(BOOL onoff)=0;
	virtual void SetType(int type)=0;  // 0:Regular, 1:Layered
	virtual void SetNear(float v, TimeValue t)=0;
	virtual void SetFar(float v, TimeValue t)=0;
	virtual void SetTop(float v, TimeValue t)=0;
	virtual void SetBottom(float v, TimeValue t)=0;
	virtual void SetDensity(float v, TimeValue t)=0;
	virtual void SetFalloffType(int tv)=0;
	virtual void SetUseNoise(BOOL onoff)=0;
	virtual void SetNoiseScale(float v, TimeValue t)=0;
	virtual void SetNoiseAngle(float v, TimeValue t)=0;
	virtual void SetNoisePhase(float v, TimeValue t)=0;

	virtual Color GetColor(TimeValue t)=0;
	virtual BOOL GetUseMap()=0;
	virtual BOOL GetUseOpac()=0;
	virtual Texmap *GetColorMap()=0;
	virtual Texmap *GetOpacMap()=0;
	virtual BOOL GetFogBackground()=0;
	virtual int GetType()=0;  // 0:Regular, 1:Layered
	virtual float GetNear(TimeValue t)=0;
	virtual float GetFar(TimeValue t)=0;
	virtual float GetTop(TimeValue t)=0;
	virtual float GetBottom(TimeValue t)=0;
	virtual float GetDensity(TimeValue t)=0;
	virtual int GetFalloffType()=0;
	virtual BOOL GetUseNoise()=0;
	virtual float GetNoiseScale( TimeValue t)=0;
	virtual float GetNoiseAngle( TimeValue t)=0;
	virtual float GetNoisePhase( TimeValue t)=0;

	};


// Subclasses of Tex3D call this on loading to register themselves
// as being able to read sxpdata for sxpName.  (name includes ".SXP")
CoreExport void RegisterSXPReader(TCHAR *sxpName, Class_ID cid);

// When importing, this is called to get a "reader" for the sxp being loaded.
CoreExport Tex3D *GetSXPReaderClass(TCHAR *sxpName);

//==========================================================================
// Create new instances of the standard materials, textures, and atmosphere
//==========================================================================
CoreExport StdMat2 *NewDefaultStdMat();
CoreExport BitmapTex *NewDefaultBitmapTex();
CoreExport MultiMtl *NewDefaultMultiMtl();
CoreExport MultiTex *NewDefaultCompositeTex();
CoreExport MultiTex *NewDefaultMixTex();
CoreExport MultiTex *NewDefaultTintTex();
CoreExport GradTex *NewDefaultGradTex();
CoreExport StdCubic *NewDefaultStdCubic();
CoreExport StdMirror *NewDefaultStdMirror();
CoreExport StdFog *NewDefaultStdFog();

#endif

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