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109 lines
5.1 KiB
109 lines
5.1 KiB
//===== Copyright � 1996-2005, Valve Corporation, All rights reserved. ======//
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#ifndef IMATERIAL_DECLARATIONS_HDR
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#define IMATERIAL_DECLARATIONS_HDR
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#include "materialsystem/imaterialsystemhardwareconfig_declarations.h"
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//-----------------------------------------------------------------------------
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// Shader state flags can be read from the FLAGS materialvar
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// Also can be read or written to with the Set/GetMaterialVarFlags() call
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// Also make sure you add/remove a string associated with each flag below to CShaderSystem::ShaderStateString in ShaderSystem.cpp
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//-----------------------------------------------------------------------------
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enum MaterialVarFlags_t
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{
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MATERIAL_VAR_DEBUG = (1 << 0),
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MATERIAL_VAR_NO_DEBUG_OVERRIDE = (1 << 1),
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MATERIAL_VAR_NO_DRAW = (1 << 2),
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MATERIAL_VAR_USE_IN_FILLRATE_MODE = (1 << 3),
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MATERIAL_VAR_VERTEXCOLOR = (1 << 4),
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MATERIAL_VAR_VERTEXALPHA = (1 << 5),
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MATERIAL_VAR_SELFILLUM = (1 << 6),
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MATERIAL_VAR_ADDITIVE = (1 << 7),
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MATERIAL_VAR_ALPHATEST = (1 << 8),
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#if defined( _PS3 ) || defined SPU
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// This Material flag is specifically for the final bloom pass only (the bloom add pass).
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// We need to disable alpha writes for 2x MSAA otherwise this pass will cause a heavy
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// blurring artifact to appear. It's only ever used in bloomadd_ps3.vmt, a modified version
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// of bloomadd.vmt for PS3 only - Jawad.
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MATERIAL_VAR_NOALPHAWRITES = (1 << 30),
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#endif //_PS3
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MATERIAL_VAR_ZNEARER = (1 << 10),
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MATERIAL_VAR_MODEL = (1 << 11),
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MATERIAL_VAR_FLAT = (1 << 12),
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MATERIAL_VAR_NOCULL = (1 << 13),
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MATERIAL_VAR_NOFOG = (1 << 14),
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MATERIAL_VAR_IGNOREZ = (1 << 15),
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MATERIAL_VAR_DECAL = (1 << 16),
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MATERIAL_VAR_ENVMAPSPHERE = (1 << 17), // OBSOLETE
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// MATERIAL_VAR_UNUSED = (1 << 18),
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MATERIAL_VAR_ENVMAPCAMERASPACE = (1 << 19), // OBSOLETE
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MATERIAL_VAR_BASEALPHAENVMAPMASK = (1 << 20),
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MATERIAL_VAR_TRANSLUCENT = (1 << 21),
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MATERIAL_VAR_NORMALMAPALPHAENVMAPMASK = (1 << 22),
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MATERIAL_VAR_NEEDS_SOFTWARE_SKINNING = (1 << 23), // OBSOLETE
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MATERIAL_VAR_OPAQUETEXTURE = (1 << 24),
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MATERIAL_VAR_MULTIPLY = (1 << 25),
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MATERIAL_VAR_SUPPRESS_DECALS = (1 << 26),
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MATERIAL_VAR_HALFLAMBERT = (1 << 27),
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MATERIAL_VAR_WIREFRAME = (1 << 28),
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MATERIAL_VAR_ALLOWALPHATOCOVERAGE = (1 << 29),
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MATERIAL_VAR_ALPHA_MODIFIED_BY_PROXY = (1 << 30),
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MATERIAL_VAR_VERTEXFOG = (1 << 31),
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// NOTE: Only add flags here that either should be read from
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// .vmts or can be set directly from client code. Other, internal
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// flags should to into the flag enum in IMaterialInternal.h
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};
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//-----------------------------------------------------------------------------
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// Internal flags not accessible from outside the material system. Stored in Flags2
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//-----------------------------------------------------------------------------
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enum MaterialVarFlags2_t
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{
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// NOTE: These are for $flags2!!!!!
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// UNUSED = (1 << 0),
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MATERIAL_VAR2_LIGHTING_UNLIT = 0,
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MATERIAL_VAR2_LIGHTING_VERTEX_LIT = (1 << 1),
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MATERIAL_VAR2_LIGHTING_LIGHTMAP = (1 << 2),
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MATERIAL_VAR2_LIGHTING_BUMPED_LIGHTMAP = (1 << 3),
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MATERIAL_VAR2_LIGHTING_MASK =
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( MATERIAL_VAR2_LIGHTING_VERTEX_LIT |
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MATERIAL_VAR2_LIGHTING_LIGHTMAP |
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MATERIAL_VAR2_LIGHTING_BUMPED_LIGHTMAP ),
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// FIXME: Should this be a part of the above lighting enums?
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MATERIAL_VAR2_DIFFUSE_BUMPMAPPED_MODEL = (1 << 4),
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MATERIAL_VAR2_USES_ENV_CUBEMAP = (1 << 5),
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MATERIAL_VAR2_NEEDS_TANGENT_SPACES = (1 << 6),
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MATERIAL_VAR2_NEEDS_SOFTWARE_LIGHTING = (1 << 7),
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// GR - HDR path puts lightmap alpha in separate texture...
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MATERIAL_VAR2_BLEND_WITH_LIGHTMAP_ALPHA = (1 << 8),
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MATERIAL_VAR2_NEEDS_BAKED_LIGHTING_SNAPSHOTS = (1 << 9),
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MATERIAL_VAR2_USE_FLASHLIGHT = (1 << 10),
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MATERIAL_VAR2_USE_FIXED_FUNCTION_BAKED_LIGHTING = (1 << 11),
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MATERIAL_VAR2_NEEDS_FIXED_FUNCTION_FLASHLIGHT = (1 << 12),
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MATERIAL_VAR2_USE_EDITOR = (1 << 13),
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MATERIAL_VAR2_NEEDS_POWER_OF_TWO_FRAME_BUFFER_TEXTURE = (1 << 14),
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MATERIAL_VAR2_NEEDS_FULL_FRAME_BUFFER_TEXTURE = (1 << 15),
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MATERIAL_VAR2_IS_SPRITECARD = (1 << 16),
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MATERIAL_VAR2_USES_VERTEXID = (1 << 17),
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MATERIAL_VAR2_SUPPORTS_HW_SKINNING = (1 << 18),
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MATERIAL_VAR2_SUPPORTS_FLASHLIGHT = (1 << 19),
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MATERIAL_VAR2_USE_GBUFFER0 = (1 << 20),
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MATERIAL_VAR2_USE_GBUFFER1 = (1 << 21),
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MATERIAL_VAR2_SELFILLUMMASK = (1 << 22),
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MATERIAL_VAR2_SUPPORTS_TESSELLATION = (1 << 23),
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// Support for types of vertex compression:
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MATERIAL_VAR2_SUPPORTS_VERTEX_COMPRESSION_BIT = 26,
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MATERIAL_VAR2_SUPPORTS_VERTEX_COMPRESSION_FULL = ( VERTEX_COMPRESSION_FULL << MATERIAL_VAR2_SUPPORTS_VERTEX_COMPRESSION_BIT ),
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MATERIAL_VAR2_SUPPORTS_VERTEX_COMPRESSION_NOUV = ( VERTEX_COMPRESSION_NOUV << MATERIAL_VAR2_SUPPORTS_VERTEX_COMPRESSION_BIT ),
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MATERIAL_VAR2_SUPPORTS_VERTEX_COMPRESSION_MASK =
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( MATERIAL_VAR2_SUPPORTS_VERTEX_COMPRESSION_FULL |
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MATERIAL_VAR2_SUPPORTS_VERTEX_COMPRESSION_NOUV ),
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};
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#endif
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