tornavis/source/blender/makesdna/DNA_material_types.h

404 lines
10 KiB
C

/*
* $Id$
*
* ***** 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 *****
*/
#ifndef DNA_MATERIAL_TYPES_H
#define DNA_MATERIAL_TYPES_H
/** \file DNA_material_types.h
* \ingroup DNA
*/
#include "DNA_ID.h"
#include "DNA_listBase.h"
#ifndef MAX_MTEX
#define MAX_MTEX 18
#endif
struct MTex;
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;
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;
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 */
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[32];
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_back, pr_lamp, pr_texture, ml_flag; /* ml_flag is for disable base material */
/* 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;
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; // XXX depreceated... old animation system
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 optimise texture lookups */
short shadowonly_flag; /* "shadowsonly" type */
short pad;
ListBase gpumaterial; /* runtime */
} Material;
/* **************** MATERIAL ********************* */
/* maximum number of materials per material array.
* (on object, mesh, lamp, etc.). limited by
* short mat_nr in verts, faces. */
#define MAXMAT 32767
/* 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 */
/* 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
/* 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
#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
/* pr_back */
#define MA_DARK 1
/* 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