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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
# ifndef CMATERIAL_QUEUEFRIENDLY_H
# define CMATERIAL_QUEUEFRIENDLY_H
# ifdef _WIN32
# pragma once
# endif
# include "imaterialinternal.h"
class CMaterial_QueueFriendly : public IMaterialInternal //wraps a CMaterial with queue friendly functions for game/engine code. materialsystem/shaderapi code should use CMaterial directly.
{
public :
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CMaterial_QueueFriendly ( ) : m_pRealTimeVersion ( NULL ) { }
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virtual const char * GetName ( ) const ;
virtual const char * GetTextureGroupName ( ) const ;
virtual PreviewImageRetVal_t GetPreviewImageProperties ( int * width , int * height , ImageFormat * imageFormat , bool * isTranslucent ) const ;
virtual PreviewImageRetVal_t GetPreviewImage ( unsigned char * data , int width , int height , ImageFormat imageFormat ) const ;
virtual int GetMappingWidth ( ) ;
virtual int GetMappingHeight ( ) ;
virtual int GetNumAnimationFrames ( ) ;
virtual bool InMaterialPage ( void ) ;
virtual void GetMaterialOffset ( float * pOffset ) ;
virtual void GetMaterialScale ( float * pScale ) ;
virtual IMaterial * GetMaterialPage ( void ) ;
virtual void IncrementReferenceCount ( void ) ;
virtual int GetEnumerationID ( void ) const ;
virtual bool HasProxy ( void ) const ;
virtual void GetReflectivity ( Vector & reflect ) ;
virtual bool GetPropertyFlag ( MaterialPropertyTypes_t type ) ;
virtual bool IsTwoSided ( ) ;
virtual int ShaderParamCount ( ) const ;
virtual bool IsErrorMaterial ( ) const ; //should probably return the realtime error material instead of this wrapper for it
virtual bool IsSpriteCard ( ) ; //lets just assume nobody changes the shader to spritecard and immediately asks if it's a spritecard
//TODO: Investigate if these are likely to change at all when setting vars/flags
virtual bool IsAlphaTested ( ) ;
virtual bool IsVertexLit ( ) ;
virtual VertexFormat_t GetVertexFormat ( ) const ;
virtual bool UsesEnvCubemap ( void ) ;
virtual bool NeedsTangentSpace ( void ) ;
virtual bool NeedsSoftwareSkinning ( void ) ;
virtual int GetNumPasses ( void ) ;
virtual int GetTextureMemoryBytes ( void ) ;
virtual bool NeedsLightmapBlendAlpha ( void ) ;
virtual bool NeedsSoftwareLighting ( void ) ;
virtual MorphFormat_t GetMorphFormat ( ) const ;
//TODO: Investigate if this can change over the course of a frame.
virtual void GetLowResColorSample ( float s , float t , float * color ) const ;
//Functions that need to be queue friendly, the whole reason for this wrapper class.
virtual IMaterialVar * FindVar ( const char * varName , bool * found , bool complain = true ) ;
virtual IMaterialVar * FindVarFast ( char const * pVarName , unsigned int * pToken ) ;
virtual IMaterialVar * * GetShaderParams ( void ) ;
virtual void DecrementReferenceCount ( void ) ;
virtual void DeleteIfUnreferenced ( ) ;
virtual void RecomputeStateSnapshots ( ) ;
virtual bool IsTranslucent ( ) ;
virtual bool NeedsPowerOfTwoFrameBufferTexture ( bool bCheckSpecificToThisFrame = true ) ;
virtual bool NeedsFullFrameBufferTexture ( bool bCheckSpecificToThisFrame = true ) ;
virtual void AlphaModulate ( float alpha ) ;
virtual void ColorModulate ( float r , float g , float b ) ;
virtual void SetMaterialVarFlag ( MaterialVarFlags_t flag , bool on ) ;
virtual bool GetMaterialVarFlag ( MaterialVarFlags_t flag ) const ;
virtual void SetShader ( const char * pShaderName ) ;
virtual void SetShaderAndParams ( KeyValues * pKeyValues ) ;
virtual const char * GetShaderName ( ) const ;
virtual void Refresh ( ) ;
virtual void RefreshPreservingMaterialVars ( ) ;
virtual void SetUseFixedFunctionBakedLighting ( bool bEnable ) ;
virtual float GetAlphaModulation ( ) ;
virtual void GetColorModulation ( float * r , float * g , float * b ) ;
virtual void CallBindProxy ( void * proxyData ) ;
virtual IMaterial * CheckProxyReplacement ( void * proxyData ) ;
virtual void PrecacheMappingDimensions ( ) ;
virtual void FindRepresentativeTexture ( void ) ;
virtual bool WasReloadedFromWhitelist ( ) { return m_pRealTimeVersion - > WasReloadedFromWhitelist ( ) ; }
virtual bool IsPrecached ( ) const { return m_pRealTimeVersion - > IsPrecached ( ) ; }
# define QUEUEFRIENDLY_USED_INTERNALLY_ASSERT AssertMsg( 0, "CMaterial_QueueFriendly used internally within materialsystem. Update the calling code to use a realtime CMaterial." )
//------------------------------------------------------------------------------
// IMaterialInternal interfaces. Internal systems should not be using this queue
// wrapper class at all. Switch to the real time pointer in the calling code.
//------------------------------------------------------------------------------
virtual int GetReferenceCount ( ) const { QUEUEFRIENDLY_USED_INTERNALLY_ASSERT ; return m_pRealTimeVersion - > GetReferenceCount ( ) ; }
virtual void SetEnumerationID ( int id ) { QUEUEFRIENDLY_USED_INTERNALLY_ASSERT ; m_pRealTimeVersion - > SetEnumerationID ( id ) ; }
virtual void SetNeedsWhiteLightmap ( bool val ) { QUEUEFRIENDLY_USED_INTERNALLY_ASSERT ; m_pRealTimeVersion - > SetNeedsWhiteLightmap ( val ) ; }
virtual bool GetNeedsWhiteLightmap ( ) const { QUEUEFRIENDLY_USED_INTERNALLY_ASSERT ; return m_pRealTimeVersion - > GetNeedsWhiteLightmap ( ) ; }
virtual void Uncache ( bool bPreserveVars = false ) { QUEUEFRIENDLY_USED_INTERNALLY_ASSERT ; m_pRealTimeVersion - > Uncache ( bPreserveVars ) ; }
virtual void Precache ( ) { QUEUEFRIENDLY_USED_INTERNALLY_ASSERT ; m_pRealTimeVersion - > Precache ( ) ; }
// If provided, pKeyValues and pPatchKeyValues should come from LoadVMTFile()
virtual bool PrecacheVars ( KeyValues * pKeyValues = NULL , KeyValues * pPatchKeyValues = NULL , CUtlVector < FileNameHandle_t > * pIncludes = NULL , int nFindContext = MATERIAL_FINDCONTEXT_NONE ) { QUEUEFRIENDLY_USED_INTERNALLY_ASSERT ; return m_pRealTimeVersion - > PrecacheVars ( pKeyValues , pPatchKeyValues , pIncludes , nFindContext ) ; }
virtual void ReloadTextures ( ) { QUEUEFRIENDLY_USED_INTERNALLY_ASSERT ; m_pRealTimeVersion - > ReloadTextures ( ) ; }
virtual void SetMinLightmapPageID ( int pageID ) { QUEUEFRIENDLY_USED_INTERNALLY_ASSERT ; m_pRealTimeVersion - > SetMinLightmapPageID ( pageID ) ; }
virtual void SetMaxLightmapPageID ( int pageID ) { QUEUEFRIENDLY_USED_INTERNALLY_ASSERT ; m_pRealTimeVersion - > SetMaxLightmapPageID ( pageID ) ; }
virtual int GetMinLightmapPageID ( ) const { QUEUEFRIENDLY_USED_INTERNALLY_ASSERT ; return m_pRealTimeVersion - > GetMinLightmapPageID ( ) ; }
virtual int GetMaxLightmapPageID ( ) const { QUEUEFRIENDLY_USED_INTERNALLY_ASSERT ; return m_pRealTimeVersion - > GetMaxLightmapPageID ( ) ; }
virtual IShader * GetShader ( ) const { QUEUEFRIENDLY_USED_INTERNALLY_ASSERT ; return m_pRealTimeVersion - > GetShader ( ) ; }
virtual bool IsPrecachedVars ( ) const { QUEUEFRIENDLY_USED_INTERNALLY_ASSERT ; return m_pRealTimeVersion - > IsPrecachedVars ( ) ; }
virtual void DrawMesh ( VertexCompressionType_t vertexCompression ) { QUEUEFRIENDLY_USED_INTERNALLY_ASSERT ; m_pRealTimeVersion - > DrawMesh ( vertexCompression ) ; }
virtual VertexFormat_t GetVertexUsage ( ) const { QUEUEFRIENDLY_USED_INTERNALLY_ASSERT ; return m_pRealTimeVersion - > GetVertexUsage ( ) ; }
virtual bool PerformDebugTrace ( ) const { QUEUEFRIENDLY_USED_INTERNALLY_ASSERT ; return m_pRealTimeVersion - > PerformDebugTrace ( ) ; }
virtual bool NoDebugOverride ( ) const { QUEUEFRIENDLY_USED_INTERNALLY_ASSERT ; return m_pRealTimeVersion - > NoDebugOverride ( ) ; }
virtual void ToggleSuppression ( ) { QUEUEFRIENDLY_USED_INTERNALLY_ASSERT ; m_pRealTimeVersion - > ToggleSuppression ( ) ; }
virtual bool IsSuppressed ( ) const { QUEUEFRIENDLY_USED_INTERNALLY_ASSERT ; return m_pRealTimeVersion - > IsSuppressed ( ) ; }
virtual void ToggleDebugTrace ( ) { QUEUEFRIENDLY_USED_INTERNALLY_ASSERT ; m_pRealTimeVersion - > ToggleDebugTrace ( ) ; }
virtual bool UseFog ( ) const { QUEUEFRIENDLY_USED_INTERNALLY_ASSERT ; return m_pRealTimeVersion - > UseFog ( ) ; }
virtual void AddMaterialVar ( IMaterialVar * pMaterialVar ) { QUEUEFRIENDLY_USED_INTERNALLY_ASSERT ; m_pRealTimeVersion - > AddMaterialVar ( pMaterialVar ) ; }
virtual ShaderRenderState_t * GetRenderState ( ) { QUEUEFRIENDLY_USED_INTERNALLY_ASSERT ; return m_pRealTimeVersion - > GetRenderState ( ) ; }
virtual bool IsManuallyCreated ( ) const { QUEUEFRIENDLY_USED_INTERNALLY_ASSERT ; return m_pRealTimeVersion - > IsManuallyCreated ( ) ; }
virtual bool NeedsFixedFunctionFlashlight ( ) const { QUEUEFRIENDLY_USED_INTERNALLY_ASSERT ; return m_pRealTimeVersion - > NeedsFixedFunctionFlashlight ( ) ; }
virtual bool IsUsingVertexID ( ) const { QUEUEFRIENDLY_USED_INTERNALLY_ASSERT ; return m_pRealTimeVersion - > IsUsingVertexID ( ) ; }
virtual void MarkAsPreloaded ( bool bSet ) { QUEUEFRIENDLY_USED_INTERNALLY_ASSERT ; m_pRealTimeVersion - > MarkAsPreloaded ( bSet ) ; }
virtual bool IsPreloaded ( ) const { QUEUEFRIENDLY_USED_INTERNALLY_ASSERT ; return m_pRealTimeVersion - > IsPreloaded ( ) ; }
virtual void ArtificialAddRef ( ) { QUEUEFRIENDLY_USED_INTERNALLY_ASSERT ; m_pRealTimeVersion - > ArtificialAddRef ( ) ; }
virtual void ArtificialRelease ( ) { QUEUEFRIENDLY_USED_INTERNALLY_ASSERT ; m_pRealTimeVersion - > ArtificialRelease ( ) ; }
virtual void ReportVarChanged ( IMaterialVar * pVar ) { QUEUEFRIENDLY_USED_INTERNALLY_ASSERT ; m_pRealTimeVersion - > ReportVarChanged ( pVar ) ; }
virtual uint32 GetChangeID ( ) const { QUEUEFRIENDLY_USED_INTERNALLY_ASSERT ; return m_pRealTimeVersion - > GetChangeID ( ) ; }
virtual bool IsTranslucentInternal ( float fAlphaModulation ) const { QUEUEFRIENDLY_USED_INTERNALLY_ASSERT ; return m_pRealTimeVersion - > IsTranslucentInternal ( fAlphaModulation ) ; }
virtual void DecideShouldReloadFromWhitelist ( IFileList * pFileList ) { QUEUEFRIENDLY_USED_INTERNALLY_ASSERT ; return m_pRealTimeVersion - > DecideShouldReloadFromWhitelist ( pFileList ) ; }
virtual void ReloadFromWhitelistIfMarked ( ) { QUEUEFRIENDLY_USED_INTERNALLY_ASSERT ; return m_pRealTimeVersion - > ReloadFromWhitelistIfMarked ( ) ; }
virtual bool IsRealTimeVersion ( void ) const ;
virtual IMaterialInternal * GetRealTimeVersion ( void ) ;
virtual IMaterialInternal * GetQueueFriendlyVersion ( void ) ;
void SetRealTimeVersion ( IMaterialInternal * pRealTimeVersion )
{
m_pRealTimeVersion = pRealTimeVersion ;
m_nReferenceCount = m_pRealTimeVersion - > GetReferenceCount ( ) ;
}
void UpdateToRealTime ( void ) ; //update cached off variables using the real time version as a base.
protected :
IMaterialInternal * m_pRealTimeVersion ; //the material we're wrapping with queued delays
private :
//some calls need to know what state the material would be in right now if the queue had completed.
float m_fAlphaModulationOnQueueCompletion ;
Vector m_vColorModulationOnQueueCompletion ;
int m_nReferenceCount ; // Only ever accessed from the main thread.
} ;
# endif //#ifndef CMATERIAL_QUEUEFRIENDLY_H