2020-04-22 16:56:21 +00:00
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//===========================================================================//
# include "materialsystem/imaterialvar.h"
# include "materialsystem/imaterialsystem.h"
# include "materialsystem/itexture.h"
# include <string.h>
# include "materialsystem_global.h"
# include <stdlib.h>
# include "shaderapi/ishaderapi.h"
# include "imaterialinternal.h"
# include "utlsymbol.h"
# include "mempool.h"
# include "itextureinternal.h"
# include "tier0/dbg.h"
# include "tier1/callqueue.h"
# include "mathlib/vmatrix.h"
# include "tier1/strtools.h"
# include "texturemanager.h"
# define MATERIALVAR_CHAR_BUF_SIZE 512
ConVar mat_texture_tracking ( " mat_texture_tracking " , IsDebug ( ) ? " 1 " : " 0 " ) ;
CUtlMap < ITexture * , CInterlockedInt > s_TextureRefList ( DefLessFunc ( ITexture * ) ) ;
CUtlMap < ITexture * , CInterlockedInt > * g_pTextureRefList = & s_TextureRefList ;
struct MaterialVarMatrix_t
{
VMatrix m_Matrix ;
bool m_bIsIdent ;
} ;
class CMaterialVar : public IMaterialVar
{
public :
// stuff from IMaterialVar
virtual const char * GetName ( void ) const ;
virtual MaterialVarSym_t GetNameAsSymbol ( ) const ;
virtual void SetFloatValue ( float val ) ;
virtual void SetIntValue ( int val ) ;
virtual void SetStringValue ( const char * val ) ;
virtual const char * GetStringValue ( void ) const ;
virtual void SetMatrixValue ( VMatrix const & matrix ) ;
virtual VMatrix const & GetMatrixValue ( ) ;
virtual bool MatrixIsIdentity ( void ) const ;
virtual void SetVecValue ( const float * pVal , int numComps ) ;
virtual void SetVecValue ( float x , float y ) ;
virtual void SetVecValue ( float x , float y , float z ) ;
virtual void SetVecValue ( float x , float y , float z , float w ) ;
void SetVecValueInternal ( const Vector4D & vec , int nComps ) ;
virtual void SetVecComponentValue ( float fVal , int nComponent ) ;
virtual void GetLinearVecValue ( float * val , int numComps ) const ;
virtual void SetFourCCValue ( FourCC type , void * pData ) ;
virtual void GetFourCCValue ( FourCC * type , void * * ppData ) ;
virtual int GetIntValueInternal ( void ) const ;
virtual float GetFloatValueInternal ( void ) const ;
virtual float const * GetVecValueInternal ( ) const ;
virtual void GetVecValueInternal ( float * val , int numcomps ) const ;
virtual int VectorSizeInternal ( ) const ;
// revisit: is this a good interface for textures?
virtual ITexture * GetTextureValue ( void ) ;
virtual void SetTextureValue ( ITexture * ) ;
void SetTextureValueQueued ( ITexture * texture ) ;
virtual IMaterial * GetMaterialValue ( void ) ;
virtual void SetMaterialValue ( IMaterial * ) ;
virtual operator ITexture * ( ) { return GetTextureValue ( ) ; }
virtual bool IsDefined ( ) const ;
virtual void SetUndefined ( ) ;
virtual void CopyFrom ( IMaterialVar * pMaterialVar ) ;
FORCEINLINE void Init ( void )
{
m_nNumVectorComps = 4 ;
m_VecVal . Init ( ) ;
m_pStringVal = NULL ;
m_intVal = 0 ;
m_nTempIndex = 0xFF ;
m_bFakeMaterialVar = false ;
m_Type = MATERIAL_VAR_TYPE_INT ;
}
// stuff that is only visible inside of the material system
CMaterialVar ( ) ;
CMaterialVar ( IMaterial * pMaterial , const char * key , VMatrix const & matrix ) ;
CMaterialVar ( IMaterial * pMaterial , const char * key , const char * val ) ;
CMaterialVar ( IMaterial * pMaterial , const char * key , float * pVal , int numcomps ) ;
CMaterialVar ( IMaterial * pMaterial , const char * key , float val ) ;
CMaterialVar ( IMaterial * pMaterial , const char * key , int val ) ;
CMaterialVar ( IMaterial * pMaterial , const char * key ) ;
virtual ~ CMaterialVar ( ) ;
virtual void SetValueAutodetectType ( const char * val ) ;
virtual IMaterial * GetOwningMaterial ( ) { return m_pMaterial ; }
private :
// Cleans up material var data
CMaterialVar * AllocThreadVar ( ) ;
void CleanUpData ( ) ;
// NOTE: Dummy vars have no backlink so we have to check the pointer here
void VarChanged ( ) { if ( m_pMaterial ) m_pMaterial - > ReportVarChanged ( this ) ; }
// class data
static char s_CharBuf [ MATERIALVAR_CHAR_BUF_SIZE ] ;
static ITextureInternal * m_dummyTexture ;
// Fixed-size allocator
# ifdef NO_SBH // not needed if tier0 small block heap enabled
DECLARE_FIXEDSIZE_ALLOCATOR ( CMaterialVar ) ;
# endif
// Owning material....
IMaterialInternal * m_pMaterial ;
// Only using one of these at a time...
struct FourCC_t
{
FourCC m_FourCC ;
void * m_pFourCCData ;
} ;
FourCC_t * AllocFourCC ( ) ;
union
{
IMaterialInternal * m_pMaterialValue ;
ITextureInternal * m_pTexture ;
MaterialVarMatrix_t * m_pMatrix ;
FourCC_t * m_pFourCC ;
} ;
} ;
// Has to exist *after* fixed size allocator declaration
# include "tier0/memdbgon.h"
typedef CMaterialVar * CMaterialVarPtr ;
# ifdef NO_SBH // not needed if tier0 small block heap enabled
DEFINE_FIXEDSIZE_ALLOCATOR ( CMaterialVar , 1024 , true ) ;
# endif
// Stores symbols for the material vars
static CUtlSymbolTableMT s_MaterialVarSymbols ( 0 , 32 , true ) ;
static bool g_bDeleteUnreferencedTexturesEnabled = false ;
//-----------------------------------------------------------------------------
// Used to make GetIntValue thread safe from within proxy calls
//-----------------------------------------------------------------------------
static CMaterialVar s_pTempMaterialVar [ 254 ] ;
static MaterialVarMatrix_t s_pTempMatrix [ 254 ] ;
static bool s_bEnableThreadedAccess = false ;
static int s_nTempVarsUsed = 0 ;
static int s_nOverflowTempVars = 0 ;
//-----------------------------------------------------------------------------
// Global methods related to material vars
//-----------------------------------------------------------------------------
void EnableThreadedMaterialVarAccess ( bool bEnable , IMaterialVar * * ppParams , int nVarCount )
{
if ( s_bEnableThreadedAccess = = bEnable )
return ;
s_bEnableThreadedAccess = bEnable ;
if ( ! s_bEnableThreadedAccess )
{
// Necessary to free up reference counts
Assert ( s_nTempVarsUsed < = Q_ARRAYSIZE ( s_pTempMaterialVar ) ) ;
for ( int i = 0 ; i < s_nTempVarsUsed ; + + i )
{
s_pTempMaterialVar [ i ] . SetUndefined ( ) ;
}
for ( int i = 0 ; i < nVarCount ; + + i )
{
ppParams [ i ] - > SetTempIndex ( 0xFF ) ;
}
s_nTempVarsUsed = 0 ;
if ( s_nOverflowTempVars )
{
Warning ( " Overflowed %d temp material vars! \n " , s_nOverflowTempVars ) ;
s_nOverflowTempVars = 0 ;
}
}
}
CMaterialVar * CMaterialVar : : AllocThreadVar ( )
{
if ( s_bEnableThreadedAccess )
{
if ( m_nTempIndex = = 0xFF )
{
if ( s_nTempVarsUsed > = Q_ARRAYSIZE ( s_pTempMaterialVar ) )
{
s_nOverflowTempVars + + ;
return NULL ;
}
m_nTempIndex = s_nTempVarsUsed + + ;
}
return & s_pTempMaterialVar [ m_nTempIndex ] ;
}
return NULL ;
}
//-----------------------------------------------------------------------------
// Purpose: Static method
// Input : enable -
//-----------------------------------------------------------------------------
void IMaterialVar : : DeleteUnreferencedTextures ( bool enable )
{
g_bDeleteUnreferencedTexturesEnabled = enable ;
}
//-----------------------------------------------------------------------------
// class factory methods
//-----------------------------------------------------------------------------
IMaterialVar * IMaterialVar : : Create ( IMaterial * pMaterial , const char * pKey , VMatrix const & matrix )
{
return new CMaterialVar ( pMaterial , pKey , matrix ) ;
}
IMaterialVar * IMaterialVar : : Create ( IMaterial * pMaterial , const char * pKey , const char * pVal )
{
return new CMaterialVar ( pMaterial , pKey , pVal ) ;
}
IMaterialVar * IMaterialVar : : Create ( IMaterial * pMaterial , const char * pKey , float * pVal , int numComps )
{
return new CMaterialVar ( pMaterial , pKey , pVal , numComps ) ;
}
IMaterialVar * IMaterialVar : : Create ( IMaterial * pMaterial , const char * pKey , float val )
{
return new CMaterialVar ( pMaterial , pKey , val ) ;
}
IMaterialVar * IMaterialVar : : Create ( IMaterial * pMaterial , const char * pKey , int val )
{
return new CMaterialVar ( pMaterial , pKey , val ) ;
}
IMaterialVar * IMaterialVar : : Create ( IMaterial * pMaterial , const char * pKey )
{
return new CMaterialVar ( pMaterial , pKey ) ;
}
void IMaterialVar : : Destroy ( IMaterialVar * pVar )
{
if ( pVar )
{
CMaterialVar * pVarImp = static_cast < CMaterialVar * > ( pVar ) ;
delete pVarImp ;
}
}
MaterialVarSym_t IMaterialVar : : GetSymbol ( const char * pName )
{
if ( ! pName )
return UTL_INVAL_SYMBOL ;
char temp [ 1024 ] ;
Q_strncpy ( temp , pName , sizeof ( temp ) ) ;
Q_strlower ( temp ) ;
return s_MaterialVarSymbols . AddString ( temp ) ;
}
MaterialVarSym_t IMaterialVar : : FindSymbol ( const char * pName )
{
if ( ! pName )
return UTL_INVAL_SYMBOL ;
return s_MaterialVarSymbols . Find ( pName ) ;
}
bool IMaterialVar : : SymbolMatches ( const char * pName , MaterialVarSym_t symbol )
{
return ! Q_stricmp ( s_MaterialVarSymbols . String ( symbol ) , pName ) ;
}
//-----------------------------------------------------------------------------
// class globals
//-----------------------------------------------------------------------------
char CMaterialVar : : s_CharBuf [ MATERIALVAR_CHAR_BUF_SIZE ] ;
//-----------------------------------------------------------------------------
// constructors
//-----------------------------------------------------------------------------
inline CMaterialVar : : FourCC_t * CMaterialVar : : AllocFourCC ( )
{
return new FourCC_t ;
}
//-----------------------------------------------------------------------------
// NOTE: This constructor is only used by the "fake" material vars
// used to get thread mode working
//-----------------------------------------------------------------------------
CMaterialVar : : CMaterialVar ( )
{
Init ( ) ;
m_pMaterial = NULL ;
m_bFakeMaterialVar = true ;
}
//-------------------------------------
CMaterialVar : : CMaterialVar ( IMaterial * pMaterial , const char * pKey , VMatrix const & matrix )
{
Init ( ) ;
Assert ( pKey ) ;
m_pMaterial = static_cast < IMaterialInternal * > ( pMaterial ) ;
m_Name = GetSymbol ( pKey ) ;
Assert ( m_Name ! = UTL_INVAL_SYMBOL ) ;
m_Type = MATERIAL_VAR_TYPE_MATRIX ;
m_pMatrix = new MaterialVarMatrix_t ;
Assert ( m_pMatrix ) ;
MatrixCopy ( matrix , m_pMatrix - > m_Matrix ) ;
m_pMatrix - > m_bIsIdent = matrix . IsIdentity ( ) ;
m_intVal = 0 ;
m_VecVal . Init ( ) ;
}
CMaterialVar : : CMaterialVar ( IMaterial * pMaterial , const char * pKey , const char * pVal )
{
Init ( ) ;
Assert ( pVal & & pKey ) ;
m_pMaterial = static_cast < IMaterialInternal * > ( pMaterial ) ;
m_Name = GetSymbol ( pKey ) ;
Assert ( m_Name ! = UTL_INVAL_SYMBOL ) ;
int len = Q_strlen ( pVal ) + 1 ;
m_pStringVal = new char [ len ] ;
Q_strncpy ( m_pStringVal , pVal , len ) ;
m_Type = MATERIAL_VAR_TYPE_STRING ;
m_VecVal [ 0 ] = m_VecVal [ 1 ] = m_VecVal [ 2 ] = m_VecVal [ 3 ] = atof ( m_pStringVal ) ;
m_intVal = int ( atof ( m_pStringVal ) ) ;
}
CMaterialVar : : CMaterialVar ( IMaterial * pMaterial , const char * pKey , float * pVal , int numComps )
{
Init ( ) ;
Assert ( pVal & & pKey & & ( numComps < = 4 ) ) ;
m_pMaterial = static_cast < IMaterialInternal * > ( pMaterial ) ; ;
m_Name = GetSymbol ( pKey ) ;
Assert ( m_Name ! = UTL_INVAL_SYMBOL ) ;
m_Type = MATERIAL_VAR_TYPE_VECTOR ;
memcpy ( m_VecVal . Base ( ) , pVal , numComps * sizeof ( float ) ) ;
for ( int i = numComps ; i < 4 ; + + i )
m_VecVal [ i ] = 0.0f ;
m_intVal = ( int ) m_VecVal [ 0 ] ;
m_nNumVectorComps = numComps ;
}
CMaterialVar : : CMaterialVar ( IMaterial * pMaterial , const char * pKey , float val )
{
Init ( ) ;
m_pMaterial = static_cast < IMaterialInternal * > ( pMaterial ) ;
m_Name = GetSymbol ( pKey ) ;
Assert ( m_Name ! = UTL_INVAL_SYMBOL ) ;
m_Type = MATERIAL_VAR_TYPE_FLOAT ;
m_VecVal [ 0 ] = m_VecVal [ 1 ] = m_VecVal [ 2 ] = m_VecVal [ 3 ] = val ;
m_intVal = ( int ) val ;
}
CMaterialVar : : CMaterialVar ( IMaterial * pMaterial , const char * pKey , int val )
{
Init ( ) ;
m_pMaterial = static_cast < IMaterialInternal * > ( pMaterial ) ;
m_Name = GetSymbol ( pKey ) ;
Assert ( m_Name ! = UTL_INVAL_SYMBOL ) ;
m_Type = MATERIAL_VAR_TYPE_INT ;
m_VecVal [ 0 ] = m_VecVal [ 1 ] = m_VecVal [ 2 ] = m_VecVal [ 3 ] = ( float ) val ;
m_intVal = val ;
}
CMaterialVar : : CMaterialVar ( IMaterial * pMaterial , const char * pKey )
{
Init ( ) ;
m_pMaterial = static_cast < IMaterialInternal * > ( pMaterial ) ;
m_Name = GetSymbol ( pKey ) ;
Assert ( m_Name ! = UTL_INVAL_SYMBOL ) ;
m_Type = MATERIAL_VAR_TYPE_UNDEFINED ;
}
//-----------------------------------------------------------------------------
// destructor
//-----------------------------------------------------------------------------
CMaterialVar : : ~ CMaterialVar ( )
{
CleanUpData ( ) ;
}
//-----------------------------------------------------------------------------
// Cleans up material var allocated data if necessary
//-----------------------------------------------------------------------------
void CMaterialVar : : CleanUpData ( )
{
switch ( m_Type )
{
case MATERIAL_VAR_TYPE_STRING :
delete [ ] m_pStringVal ;
m_pStringVal = NULL ;
break ;
case MATERIAL_VAR_TYPE_TEXTURE :
// garymcthack
2021-10-04 21:53:56 +00:00
if ( m_pTexture )
2020-04-22 16:56:21 +00:00
{
m_pTexture - > DecrementReferenceCount ( ) ;
if ( g_bDeleteUnreferencedTexturesEnabled )
{
m_pTexture - > DeleteIfUnreferenced ( ) ;
}
m_pTexture = NULL ;
}
break ;
case MATERIAL_VAR_TYPE_MATERIAL :
if ( m_pMaterialValue ! = NULL )
{
m_pMaterialValue - > DecrementReferenceCount ( ) ;
m_pMaterialValue = NULL ;
}
break ;
case MATERIAL_VAR_TYPE_MATRIX :
delete m_pMatrix ;
m_pMatrix = NULL ;
break ;
case MATERIAL_VAR_TYPE_FOURCC :
delete m_pFourCC ;
m_pFourCC = NULL ;
break ;
case MATERIAL_VAR_TYPE_VECTOR :
case MATERIAL_VAR_TYPE_INT :
case MATERIAL_VAR_TYPE_FLOAT :
default :
break ;
}
}
//-----------------------------------------------------------------------------
// name + type
//-----------------------------------------------------------------------------
MaterialVarSym_t CMaterialVar : : GetNameAsSymbol ( ) const
{
return m_Name ;
}
const char * CMaterialVar : : GetName ( ) const
{
if ( ! m_Name . IsValid ( ) )
{
Warning ( " m_pName is NULL for CMaterialVar \n " ) ;
return " " ;
}
return s_MaterialVarSymbols . String ( m_Name ) ;
}
//-----------------------------------------------------------------------------
// Thread-safe versions
//-----------------------------------------------------------------------------
int CMaterialVar : : GetIntValueInternal ( void ) const
{
CMatCallQueue * pCallQueue = MaterialSystem ( ) - > GetRenderCallQueue ( ) ;
if ( pCallQueue & & ! m_bFakeMaterialVar )
{
if ( ! s_bEnableThreadedAccess )
{
//DevMsg( 2, "Non-thread safe call to CMaterialVar %s!\n", GetName() );
}
if ( m_nTempIndex ! = 0xFF )
return s_pTempMaterialVar [ m_nTempIndex ] . GetIntValueInternal ( ) ;
}
// Set methods for float and vector update this
return m_intVal ;
}
float CMaterialVar : : GetFloatValueInternal ( void ) const
{
CMatCallQueue * pCallQueue = MaterialSystem ( ) - > GetRenderCallQueue ( ) ;
if ( pCallQueue & & ! m_bFakeMaterialVar )
{
if ( ! s_bEnableThreadedAccess )
{
//DevMsg( 2, "Non-thread safe call to CMaterialVar %s!\n", GetName() );
}
if ( m_nTempIndex ! = 0xFF )
return s_pTempMaterialVar [ m_nTempIndex ] . GetFloatValueInternal ( ) ;
}
return m_VecVal [ 0 ] ;
}
float const * CMaterialVar : : GetVecValueInternal ( ) const
{
CMatCallQueue * pCallQueue = MaterialSystem ( ) - > GetRenderCallQueue ( ) ;
if ( pCallQueue & & ! m_bFakeMaterialVar )
{
if ( ! s_bEnableThreadedAccess )
{
//DevMsg( 2, "Non-thread safe call to CMaterialVar %s!\n", GetName() );
}
if ( m_nTempIndex ! = 0xFF )
return s_pTempMaterialVar [ m_nTempIndex ] . GetVecValueInternal ( ) ;
}
return m_VecVal . Base ( ) ;
}
void CMaterialVar : : GetVecValueInternal ( float * val , int numcomps ) const
{
CMatCallQueue * pCallQueue = MaterialSystem ( ) - > GetRenderCallQueue ( ) ;
if ( pCallQueue & & ! m_bFakeMaterialVar )
{
if ( ! s_bEnableThreadedAccess )
{
//DevMsg( 2, "Non-thread safe call to CMaterialVar %s!\n", GetName() );
}
if ( m_nTempIndex ! = 0xFF )
{
s_pTempMaterialVar [ m_nTempIndex ] . GetVecValueInternal ( val , numcomps ) ;
return ;
}
}
Assert ( ( numcomps > 0 ) & & ( numcomps < = 4 ) ) ;
for ( int i = 0 ; i < numcomps ; i + + )
{
val [ i ] = m_VecVal [ i ] ;
}
}
int CMaterialVar : : VectorSizeInternal ( ) const
{
CMatCallQueue * pCallQueue = MaterialSystem ( ) - > GetRenderCallQueue ( ) ;
if ( pCallQueue & & ! m_bFakeMaterialVar )
{
if ( ! s_bEnableThreadedAccess )
{
//DevMsg( 2, "Non-thread safe call to CMaterialVar %s!\n", GetName() );
}
if ( m_nTempIndex ! = 0xFF )
return s_pTempMaterialVar [ m_nTempIndex ] . VectorSizeInternal ( ) ;
}
return m_nNumVectorComps ;
}
// Don't want to be grabbing the dummy var and changing it's value. That usually means badness.
# define ASSERT_NOT_DUMMY_VAR() AssertMsg( m_bFakeMaterialVar || ( V_stricmp( GetName(), "$dummyvar" ) != 0 ), "TRYING TO MODIFY $dummyvar, WHICH IS BAD, MMMKAY!" )
//-----------------------------------------------------------------------------
// float
//-----------------------------------------------------------------------------
void CMaterialVar : : SetFloatValue ( float val )
{
ASSERT_NOT_DUMMY_VAR ( ) ;
CMatCallQueue * pCallQueue = MaterialSystem ( ) - > GetRenderCallQueue ( ) ;
if ( ! m_bFakeMaterialVar & & pCallQueue )
{
CMaterialVar * pThreadVar = AllocThreadVar ( ) ;
if ( pThreadVar )
{
pThreadVar - > SetFloatValue ( val ) ;
}
pCallQueue - > QueueCall ( this , & CMaterialVar : : SetFloatValue , val ) ;
return ;
}
// Suppress all this if we're not actually changing anything
if ( ( m_Type = = MATERIAL_VAR_TYPE_FLOAT ) & & ( m_VecVal [ 0 ] = = val ) )
return ;
// Gotta flush if we've changed state and this is the current material
if ( ! m_bFakeMaterialVar & & m_pMaterial & & ( m_pMaterial = = ( IMaterialInternal * ) MaterialSystem ( ) - > GetCurrentMaterial ( ) ) )
g_pShaderAPI - > FlushBufferedPrimitives ( ) ;
CleanUpData ( ) ;
m_VecVal [ 0 ] = m_VecVal [ 1 ] = m_VecVal [ 2 ] = m_VecVal [ 3 ] = val ;
m_intVal = ( int ) val ;
m_Type = MATERIAL_VAR_TYPE_FLOAT ;
VarChanged ( ) ;
}
//-----------------------------------------------------------------------------
// int
//-----------------------------------------------------------------------------
void CMaterialVar : : SetIntValue ( int val )
{
ASSERT_NOT_DUMMY_VAR ( ) ;
CMatCallQueue * pCallQueue = MaterialSystem ( ) - > GetRenderCallQueue ( ) ;
if ( ! m_bFakeMaterialVar & & pCallQueue )
{
CMaterialVar * pThreadVar = AllocThreadVar ( ) ;
if ( pThreadVar )
{
pThreadVar - > SetIntValue ( val ) ;
}
pCallQueue - > QueueCall ( this , & CMaterialVar : : SetIntValue , val ) ;
return ;
}
// Suppress all this if we're not actually changing anything
if ( ( m_Type = = MATERIAL_VAR_TYPE_INT ) & & ( m_intVal = = val ) )
return ;
// Gotta flush if we've changed state and this is the current material
if ( ! m_bFakeMaterialVar & & m_pMaterial & & ( m_pMaterial = = ( IMaterialInternal * ) MaterialSystem ( ) - > GetCurrentMaterial ( ) ) )
g_pShaderAPI - > FlushBufferedPrimitives ( ) ;
CleanUpData ( ) ;
m_intVal = val ;
m_VecVal [ 0 ] = m_VecVal [ 1 ] = m_VecVal [ 2 ] = m_VecVal [ 3 ] = ( float ) val ;
m_Type = MATERIAL_VAR_TYPE_INT ;
VarChanged ( ) ;
}
//-----------------------------------------------------------------------------
// string
//-----------------------------------------------------------------------------
const char * CMaterialVar : : GetStringValue ( void ) const
{
CMatCallQueue * pCallQueue = MaterialSystem ( ) - > GetRenderCallQueue ( ) ;
if ( pCallQueue & & ! m_bFakeMaterialVar )
{
if ( ! s_bEnableThreadedAccess )
{
//DevMsg( 2, "Non-thread safe call to CMaterialVar %s!\n", GetName() );
}
if ( m_nTempIndex ! = 0xFF )
return s_pTempMaterialVar [ m_nTempIndex ] . GetStringValue ( ) ;
}
switch ( m_Type )
{
case MATERIAL_VAR_TYPE_STRING :
return m_pStringVal ;
case MATERIAL_VAR_TYPE_INT :
Q_snprintf ( s_CharBuf , sizeof ( s_CharBuf ) , " %d " , m_intVal ) ;
return s_CharBuf ;
case MATERIAL_VAR_TYPE_FLOAT :
Q_snprintf ( s_CharBuf , sizeof ( s_CharBuf ) , " %f " , m_VecVal [ 0 ] ) ;
return s_CharBuf ;
case MATERIAL_VAR_TYPE_VECTOR :
{
s_CharBuf [ 0 ] = ' [ ' ;
s_CharBuf [ 1 ] = ' ' ;
int len = 2 ;
for ( int i = 0 ; i < m_nNumVectorComps ; + + i )
{
if ( len < sizeof ( s_CharBuf ) )
{
Q_snprintf ( s_CharBuf + len , sizeof ( s_CharBuf ) - len , " %f " , m_VecVal [ i ] ) ;
len + = strlen ( s_CharBuf + len ) ;
}
}
if ( len < sizeof ( s_CharBuf ) - 1 )
{
s_CharBuf [ len ] = ' ] ' ;
s_CharBuf [ len + 1 ] = ' \0 ' ;
}
else
{
s_CharBuf [ sizeof ( s_CharBuf ) - 1 ] = ' \0 ' ;
}
return s_CharBuf ;
}
case MATERIAL_VAR_TYPE_MATRIX :
{
s_CharBuf [ 0 ] = ' [ ' ;
s_CharBuf [ 1 ] = ' ' ;
int len = 2 ;
for ( int i = 0 ; i < 4 ; + + i )
{
for ( int j = 0 ; j < 4 ; + + j )
{
if ( len < sizeof ( s_CharBuf ) )
len + = Q_snprintf ( s_CharBuf + len , sizeof ( s_CharBuf ) - len , " %.3f " , m_pMatrix - > m_Matrix [ j ] [ i ] ) ;
}
}
if ( len < sizeof ( s_CharBuf ) - 1 )
{
s_CharBuf [ len ] = ' ] ' ;
s_CharBuf [ len + 1 ] = ' \0 ' ;
}
else
{
s_CharBuf [ sizeof ( s_CharBuf ) - 1 ] = ' \0 ' ;
}
return s_CharBuf ;
}
case MATERIAL_VAR_TYPE_TEXTURE :
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Q_snprintf ( s_CharBuf , sizeof ( s_CharBuf ) , " %s " , m_pTexture - > GetName ( ) ) ;
return s_CharBuf ;
2020-04-22 16:56:21 +00:00
case MATERIAL_VAR_TYPE_MATERIAL :
Q_snprintf ( s_CharBuf , sizeof ( s_CharBuf ) , " %s " , ( m_pMaterialValue ? m_pMaterialValue - > GetName ( ) : " " ) ) ;
return s_CharBuf ;
case MATERIAL_VAR_TYPE_UNDEFINED :
return " <UNDEFINED> " ;
default :
Warning ( " CMaterialVar::GetStringValue: Unknown material var type \n " ) ;
return " " ;
}
}
void CMaterialVar : : SetStringValue ( const char * val )
{
ASSERT_NOT_DUMMY_VAR ( ) ;
CMatCallQueue * pCallQueue = MaterialSystem ( ) - > GetRenderCallQueue ( ) ;
if ( ! m_bFakeMaterialVar & & pCallQueue )
{
CMaterialVar * pThreadVar = AllocThreadVar ( ) ;
if ( pThreadVar )
{
pThreadVar - > SetStringValue ( val ) ;
}
pCallQueue - > QueueCall ( this , & CMaterialVar : : SetStringValue , CUtlEnvelope < const char * > ( val ) ) ;
return ;
}
// Gotta flush if we've changed state and this is the current material
if ( ! m_bFakeMaterialVar & & m_pMaterial & & ( m_pMaterial = = ( IMaterialInternal * ) MaterialSystem ( ) - > GetCurrentMaterial ( ) ) )
g_pShaderAPI - > FlushBufferedPrimitives ( ) ;
CleanUpData ( ) ;
int len = Q_strlen ( val ) + 1 ;
m_pStringVal = new char [ len ] ;
Q_strncpy ( m_pStringVal , val , len ) ;
m_Type = MATERIAL_VAR_TYPE_STRING ;
m_intVal = atoi ( val ) ;
m_VecVal [ 0 ] = m_VecVal [ 1 ] = m_VecVal [ 2 ] = m_VecVal [ 3 ] = atof ( m_pStringVal ) ;
VarChanged ( ) ;
}
void CMaterialVar : : SetFourCCValue ( FourCC type , void * pData )
{
ASSERT_NOT_DUMMY_VAR ( ) ;
CMatCallQueue * pCallQueue = MaterialSystem ( ) - > GetRenderCallQueue ( ) ;
if ( ! m_bFakeMaterialVar & & pCallQueue )
{
CMaterialVar * pThreadVar = AllocThreadVar ( ) ;
if ( pThreadVar )
{
pThreadVar - > SetFourCCValue ( type , pData ) ;
}
pCallQueue - > QueueCall ( this , & CMaterialVar : : SetFourCCValue , type , pData ) ;
return ;
}
// Suppress all this if we're not actually changing anything
if ( ( m_Type = = MATERIAL_VAR_TYPE_FOURCC ) & & m_pFourCC - > m_FourCC = = type & & m_pFourCC - > m_pFourCCData = = pData )
return ;
// Gotta flush if we've changed state and this is the current material
if ( ! m_bFakeMaterialVar & & m_pMaterial & & ( m_pMaterial = = ( IMaterialInternal * ) MaterialSystem ( ) - > GetCurrentMaterial ( ) ) )
g_pShaderAPI - > FlushBufferedPrimitives ( ) ;
CleanUpData ( ) ;
m_pFourCC = AllocFourCC ( ) ;
m_pFourCC - > m_FourCC = type ;
m_pFourCC - > m_pFourCCData = pData ;
m_Type = MATERIAL_VAR_TYPE_FOURCC ;
m_VecVal . Init ( ) ;
m_intVal = 0 ;
VarChanged ( ) ;
}
void CMaterialVar : : GetFourCCValue ( FourCC * type , void * * ppData )
{
CMatCallQueue * pCallQueue = MaterialSystem ( ) - > GetRenderCallQueue ( ) ;
if ( pCallQueue & & ! m_bFakeMaterialVar )
{
if ( ! s_bEnableThreadedAccess )
{
//DevMsg( 2, "Non-thread safe call to CMaterialVar %s!\n", GetName() );
}
if ( m_nTempIndex ! = 0xFF )
return s_pTempMaterialVar [ m_nTempIndex ] . GetFourCCValue ( type , ppData ) ;
}
if ( m_Type = = MATERIAL_VAR_TYPE_FOURCC )
{
* type = m_pFourCC - > m_FourCC ;
* ppData = m_pFourCC - > m_pFourCCData ;
}
else
{
* type = FOURCC_UNKNOWN ;
* ppData = 0 ;
static int bitchCount ;
if ( bitchCount < 10 )
{
Warning ( " CMaterialVar::GetVecValue: trying to get a vec value for %s which is of type %d \n " ,
GetName ( ) , ( int ) m_Type ) ;
bitchCount + + ;
}
}
}
//-----------------------------------------------------------------------------
// texture
//-----------------------------------------------------------------------------
ITexture * CMaterialVar : : GetTextureValue ( void )
{
CMatCallQueue * pCallQueue = MaterialSystem ( ) - > GetRenderCallQueue ( ) ;
if ( pCallQueue & & ! m_bFakeMaterialVar )
{
if ( ! s_bEnableThreadedAccess )
{
//DevMsg( 2, "Non-thread safe call to CMaterialVar %s!\n", GetName() );
}
if ( m_nTempIndex ! = 0xFF )
return s_pTempMaterialVar [ m_nTempIndex ] . GetTextureValue ( ) ;
}
ITexture * retVal = NULL ;
if ( m_pMaterial )
{
m_pMaterial - > Precache ( ) ;
}
if ( m_Type = = MATERIAL_VAR_TYPE_TEXTURE )
{
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if ( strcmp ( m_pTexture - > GetName ( ) , " bitch_cubemap " ) = = 0 )
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retVal = MaterialSystem ( ) - > GetLocalCubemap ( ) ;
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else
retVal = static_cast < ITexture * > ( m_pTexture ) ;
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if ( ! retVal )
{
static int bitchCount = 0 ;
if ( bitchCount < 10 )
{
Warning ( " Invalid texture value in CMaterialVar::GetTextureValue \n " ) ;
bitchCount + + ;
}
}
}
else
{
static int bitchCount = 0 ;
if ( bitchCount < 10 )
{
Warning ( " Requesting texture value from var \" %s \" which is "
" not a texture value (material: %s) \n " , GetName ( ) ,
m_pMaterial ? m_pMaterial - > GetName ( ) : " NULL material " ) ;
bitchCount + + ;
}
}
if ( ! retVal )
{
retVal = TextureManager ( ) - > ErrorTexture ( ) ;
}
return retVal ;
}
void CMaterialVar : : SetTextureValueQueued ( ITexture * texture )
{
SetTextureValue ( texture ) ;
// Matches IncrementReferenceCount in SetTextureValue
if ( texture )
texture - > DecrementReferenceCount ( ) ;
// Debug
if ( mat_texture_tracking . GetBool ( ) )
{
int iIndex = g_pTextureRefList - > Find ( texture ) ;
Assert ( iIndex ! = g_pTextureRefList - > InvalidIndex ( ) ) ;
g_pTextureRefList - > Element ( iIndex ) - - ;
}
}
static bool s_bInitTextureRefList = false ;
void CMaterialVar : : SetTextureValue ( ITexture * texture )
{
if ( ! s_bInitTextureRefList )
{
g_pTextureRefList - > SetLessFunc ( DefLessFunc ( ITexture * ) ) ;
s_bInitTextureRefList = true ;
}
// Avoid the garymcthack in CShaderSystem::LoadCubeMap by ensuring we're not using
// the internal env cubemap.
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if ( ThreadInMainThread ( ) )
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{
ITextureInternal * pTexInternal = assert_cast < ITextureInternal * > ( texture ) ;
TextureManager ( ) - > RequestAllMipmaps ( pTexInternal ) ;
}
ASSERT_NOT_DUMMY_VAR ( ) ;
CMatCallQueue * pCallQueue = MaterialSystem ( ) - > GetRenderCallQueue ( ) ;
if ( ! m_bFakeMaterialVar & & pCallQueue )
{
// FIXME (toml): deal with reference count
CMaterialVar * pThreadVar = AllocThreadVar ( ) ;
if ( pThreadVar )
{
pThreadVar - > SetTextureValue ( texture ) ;
}
// Matches DecrementReferenceCount in SetTextureValueQueued
if ( texture )
texture - > IncrementReferenceCount ( ) ;
// Debug!
if ( mat_texture_tracking . GetBool ( ) )
{
int iIndex = g_pTextureRefList - > Find ( texture ) ;
if ( iIndex = = g_pTextureRefList - > InvalidIndex ( ) )
{
g_pTextureRefList - > Insert ( texture , 1 ) ;
}
else
{
g_pTextureRefList - > Element ( iIndex ) + + ;
}
}
pCallQueue - > QueueCall ( this , & CMaterialVar : : SetTextureValueQueued , texture ) ;
return ;
}
ITextureInternal * pTexImp = static_cast < ITextureInternal * > ( texture ) ;
// Suppress all this if we're not actually changing anything
if ( ( m_Type = = MATERIAL_VAR_TYPE_TEXTURE ) & & ( m_pTexture = = pTexImp ) )
return ;
// Gotta flush if we've changed state and this is the current material
if ( ! m_bFakeMaterialVar & & m_pMaterial & & ( m_pMaterial = = MaterialSystem ( ) - > GetCurrentMaterial ( ) ) )
g_pShaderAPI - > FlushBufferedPrimitives ( ) ;
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if ( pTexImp )
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pTexImp - > IncrementReferenceCount ( ) ;
CleanUpData ( ) ;
m_pTexture = pTexImp ;
m_Type = MATERIAL_VAR_TYPE_TEXTURE ;
m_intVal = 0 ;
m_VecVal . Init ( ) ;
VarChanged ( ) ;
}
//-----------------------------------------------------------------------------
// material
//-----------------------------------------------------------------------------
IMaterial * CMaterialVar : : GetMaterialValue ( void )
{
CMatCallQueue * pCallQueue = MaterialSystem ( ) - > GetRenderCallQueue ( ) ;
if ( pCallQueue & & ! m_bFakeMaterialVar )
{
if ( ! s_bEnableThreadedAccess )
{
//DevMsg( 2, "Non-thread safe call to CMaterialVar %s!\n", GetName() );
}
if ( m_nTempIndex ! = 0xFF )
return s_pTempMaterialVar [ m_nTempIndex ] . GetMaterialValue ( ) ;
}
IMaterial * retVal = NULL ;
if ( m_pMaterial )
{
m_pMaterial - > Precache ( ) ;
}
if ( m_Type = = MATERIAL_VAR_TYPE_MATERIAL )
{
retVal = static_cast < IMaterial * > ( m_pMaterialValue ) ;
}
else
{
static int bitchCount = 0 ;
if ( bitchCount < 10 )
{
Warning ( " Requesting material value from var \" %s \" which is "
" not a material value (material: %s) \n " , GetName ( ) ,
m_pMaterial ? m_pMaterial - > GetName ( ) : " NULL material " ) ;
bitchCount + + ;
}
}
return retVal ;
}
void CMaterialVar : : SetMaterialValue ( IMaterial * pMaterial )
{
ASSERT_NOT_DUMMY_VAR ( ) ;
CMatCallQueue * pCallQueue = MaterialSystem ( ) - > GetRenderCallQueue ( ) ;
if ( ! m_bFakeMaterialVar & & pCallQueue )
{
// FIXME (toml): deal with reference count
CMaterialVar * pThreadVar = AllocThreadVar ( ) ;
if ( pThreadVar )
{
pThreadVar - > SetMaterialValue ( pMaterial ) ;
}
pCallQueue - > QueueCall ( this , & CMaterialVar : : SetMaterialValue , pMaterial ) ;
return ;
}
//HACKHACK: Only use the realtime material as the material value since converting it every time it's loaded could be forgotten, and chance of game code usage is low
if ( pMaterial )
pMaterial = ( ( IMaterialInternal * ) pMaterial ) - > GetRealTimeVersion ( ) ;
IMaterialInternal * pMaterialImp = static_cast < IMaterialInternal * > ( pMaterial ) ;
// Suppress all this if we're not actually changing anything
if ( ( m_Type = = MATERIAL_VAR_TYPE_MATERIAL ) & & ( m_pMaterialValue = = pMaterialImp ) )
return ;
// Gotta flush if we've changed state and this is the current material
if ( ! m_bFakeMaterialVar & & m_pMaterial & & ( m_pMaterial = = MaterialSystem ( ) - > GetCurrentMaterial ( ) ) )
{
g_pShaderAPI - > FlushBufferedPrimitives ( ) ;
}
if ( pMaterialImp ! = NULL )
{
pMaterialImp - > IncrementReferenceCount ( ) ;
}
CleanUpData ( ) ;
m_pMaterialValue = pMaterialImp ;
m_Type = MATERIAL_VAR_TYPE_MATERIAL ;
m_intVal = 0 ;
m_VecVal . Init ( ) ;
VarChanged ( ) ;
}
//-----------------------------------------------------------------------------
// Vector
//-----------------------------------------------------------------------------
void CMaterialVar : : GetLinearVecValue ( float * pVal , int numComps ) const
{
CMatCallQueue * pCallQueue = MaterialSystem ( ) - > GetRenderCallQueue ( ) ;
if ( pCallQueue & & ! m_bFakeMaterialVar )
{
if ( ! s_bEnableThreadedAccess )
{
//DevMsg( 2, "Non-thread safe call to CMaterialVar %s!\n", GetName() );
}
if ( m_nTempIndex ! = 0xFF )
return s_pTempMaterialVar [ m_nTempIndex ] . GetLinearVecValue ( pVal , numComps ) ;
}
Assert ( numComps < = 4 ) ;
switch ( m_Type )
{
case MATERIAL_VAR_TYPE_VECTOR :
{
for ( int i = 0 ; i < numComps ; + + i )
{
pVal [ i ] = GammaToLinear ( m_VecVal [ i ] ) ;
}
}
break ;
case MATERIAL_VAR_TYPE_INT :
{
for ( int i = 0 ; i < numComps ; + + i )
{
pVal [ i ] = GammaToLinear ( m_intVal ) ;
}
}
break ;
case MATERIAL_VAR_TYPE_FLOAT :
{
for ( int i = 0 ; i < numComps ; + + i )
{
pVal [ i ] = GammaToLinear ( m_VecVal [ 0 ] ) ;
}
}
break ;
case MATERIAL_VAR_TYPE_MATRIX :
case MATERIAL_VAR_TYPE_UNDEFINED :
{
for ( int i = 0 ; i < numComps ; + + i )
{
pVal [ i ] = 0.0f ;
}
}
break ;
default :
Warning ( " CMaterialVar::GetVecValue: trying to get a vec value for %s which is of type %d \n " ,
GetName ( ) , ( int ) m_Type ) ;
break ;
}
}
void CMaterialVar : : SetVecValueInternal ( const Vector4D & vec , int nComps )
{
ASSERT_NOT_DUMMY_VAR ( ) ;
CMatCallQueue * pCallQueue = MaterialSystem ( ) - > GetRenderCallQueue ( ) ;
if ( ! m_bFakeMaterialVar & & pCallQueue )
{
CMaterialVar * pThreadVar = AllocThreadVar ( ) ;
if ( pThreadVar )
{
pThreadVar - > SetVecValueInternal ( vec , nComps ) ;
}
pCallQueue - > QueueCall ( this , & CMaterialVar : : SetVecValueInternal , RefToVal ( vec ) , nComps ) ;
return ;
}
// Suppress all this if we're not actually changing anything
if ( ( m_Type = = MATERIAL_VAR_TYPE_VECTOR ) & & ( m_VecVal = = vec ) )
return ;
// Gotta flush if we've changed state and this is the current material
if ( ! m_bFakeMaterialVar & & m_pMaterial & & ( m_pMaterial = = MaterialSystem ( ) - > GetCurrentMaterial ( ) ) )
g_pShaderAPI - > FlushBufferedPrimitives ( ) ;
if ( m_Type ! = MATERIAL_VAR_TYPE_VECTOR )
{
CleanUpData ( ) ;
m_Type = MATERIAL_VAR_TYPE_VECTOR ;
}
Assert ( nComps < = 4 ) ;
m_nNumVectorComps = nComps ;
memcpy ( m_VecVal . Base ( ) , vec . Base ( ) , 4 * sizeof ( float ) ) ;
m_intVal = ( int ) m_VecVal [ 0 ] ;
# ifdef _DEBUG
for ( int i = m_nNumVectorComps ; i < 4 ; + + i )
Assert ( m_VecVal [ i ] = = 0.0f ) ;
# endif
VarChanged ( ) ;
}
void CMaterialVar : : SetVecValue ( const float * pVal , int numComps )
{
Vector4D vec ;
memcpy ( vec . Base ( ) , pVal , numComps * sizeof ( float ) ) ;
for ( int i = numComps ; i < 4 ; + + i )
{
vec [ i ] = 0.0f ;
}
SetVecValueInternal ( vec , numComps ) ;
}
void CMaterialVar : : SetVecValue ( float x , float y )
{
SetVecValueInternal ( Vector4D ( x , y , 0.0f , 0.0f ) , 2 ) ;
}
void CMaterialVar : : SetVecValue ( float x , float y , float z )
{
SetVecValueInternal ( Vector4D ( x , y , z , 0.0f ) , 3 ) ;
}
void CMaterialVar : : SetVecValue ( float x , float y , float z , float w )
{
SetVecValueInternal ( Vector4D ( x , y , z , w ) , 4 ) ;
}
void CMaterialVar : : SetVecComponentValue ( float fVal , int nComponent )
{
ASSERT_NOT_DUMMY_VAR ( ) ;
# ifndef _CERT
// DIAF
if ( nComponent < 0 | | nComponent > 3 )
{
Error ( " Invalid vector component (%d) of variable %s referenced in material %s " , nComponent , GetName ( ) , GetOwningMaterial ( ) - > GetName ( ) ) ;
return ;
}
# endif
CMatCallQueue * pCallQueue = MaterialSystem ( ) - > GetRenderCallQueue ( ) ;
if ( ! m_bFakeMaterialVar & & pCallQueue )
{
if ( s_bEnableThreadedAccess )
{
bool bInit = ( m_nTempIndex = = 0xFF ) ? true : false ;
CMaterialVar * pThreadVar = AllocThreadVar ( ) ;
if ( pThreadVar )
{
if ( bInit )
{
pThreadVar - > SetVecValue ( m_VecVal . Base ( ) , m_nNumVectorComps ) ;
}
pThreadVar - > SetVecComponentValue ( fVal , nComponent ) ;
}
}
pCallQueue - > QueueCall ( this , & CMaterialVar : : SetVecComponentValue , fVal , nComponent ) ;
return ;
}
// Suppress all this if we're not actually changing anything
if ( ( m_Type = = MATERIAL_VAR_TYPE_VECTOR ) & & ( m_VecVal [ nComponent ] = = fVal ) )
return ;
// Gotta flush if we've changed state and this is the current material
if ( ! m_bFakeMaterialVar & & m_pMaterial & & ( m_pMaterial = = MaterialSystem ( ) - > GetCurrentMaterial ( ) ) )
g_pShaderAPI - > FlushBufferedPrimitives ( ) ;
if ( m_Type ! = MATERIAL_VAR_TYPE_VECTOR )
{
CleanUpData ( ) ;
m_Type = MATERIAL_VAR_TYPE_VECTOR ;
}
Assert ( nComponent < = 3 ) ;
if ( m_nNumVectorComps < nComponent )
{
//reset all undefined components to 0
for ( int i = m_nNumVectorComps ; i ! = nComponent ; + + i )
m_VecVal [ i ] = 0.0f ;
m_nNumVectorComps = nComponent ;
}
m_VecVal [ nComponent ] = fVal ;
# ifdef _DEBUG
for ( int i = m_nNumVectorComps ; i < 4 ; + + i )
Assert ( m_VecVal [ i ] = = 0.0f ) ;
# endif
VarChanged ( ) ;
}
//-----------------------------------------------------------------------------
// Matrix
//-----------------------------------------------------------------------------
VMatrix const & CMaterialVar : : GetMatrixValue ( )
{
CMatCallQueue * pCallQueue = MaterialSystem ( ) - > GetRenderCallQueue ( ) ;
if ( pCallQueue & & ! m_bFakeMaterialVar )
{
if ( ! s_bEnableThreadedAccess )
{
//DevMsg( 2, "Non-thread safe call to CMaterialVar %s!\n", GetName() );
}
if ( m_nTempIndex ! = 0xFF )
return s_pTempMaterialVar [ m_nTempIndex ] . GetMatrixValue ( ) ;
}
if ( m_Type = = MATERIAL_VAR_TYPE_MATRIX )
return m_pMatrix - > m_Matrix ;
static VMatrix identity ( 1 , 0 , 0 , 0 , 0 , 1 , 0 , 0 , 0 , 0 , 1 , 0 , 0 , 0 , 0 , 1 ) ;
return identity ;
}
void CMaterialVar : : SetMatrixValue ( VMatrix const & matrix )
{
ASSERT_NOT_DUMMY_VAR ( ) ;
CMatCallQueue * pCallQueue = MaterialSystem ( ) - > GetRenderCallQueue ( ) ;
if ( ! m_bFakeMaterialVar & & pCallQueue )
{
CMaterialVar * pThreadVar = AllocThreadVar ( ) ;
if ( pThreadVar )
{
pThreadVar - > SetMatrixValue ( matrix ) ;
}
pCallQueue - > QueueCall ( this , & CMaterialVar : : SetMatrixValue , RefToVal ( matrix ) ) ;
return ;
}
// Gotta flush if we've changed state and this is the current material
if ( ! m_bFakeMaterialVar & & m_pMaterial & & ( m_pMaterial = = MaterialSystem ( ) - > GetCurrentMaterial ( ) ) )
g_pShaderAPI - > FlushBufferedPrimitives ( ) ;
CleanUpData ( ) ;
// NOTE: This is necessary because the mempool MaterialVarMatrix_t uses is not threadsafe
m_pMatrix = new MaterialVarMatrix_t ;
MatrixCopy ( matrix , m_pMatrix - > m_Matrix ) ;
m_Type = MATERIAL_VAR_TYPE_MATRIX ;
m_pMatrix - > m_bIsIdent = matrix . IsIdentity ( ) ;
m_VecVal . Init ( ) ;
m_intVal = ( int ) m_VecVal [ 0 ] ;
VarChanged ( ) ;
}
bool CMaterialVar : : MatrixIsIdentity ( void ) const
{
if ( m_Type ! = MATERIAL_VAR_TYPE_MATRIX )
{
return true ;
}
return m_pMatrix - > m_bIsIdent ;
}
//-----------------------------------------------------------------------------
// Undefined
//-----------------------------------------------------------------------------
bool CMaterialVar : : IsDefined ( ) const
{
return m_Type ! = MATERIAL_VAR_TYPE_UNDEFINED ;
}
void CMaterialVar : : SetUndefined ( )
{
ASSERT_NOT_DUMMY_VAR ( ) ;
CMatCallQueue * pCallQueue = MaterialSystem ( ) - > GetRenderCallQueue ( ) ;
if ( ! m_bFakeMaterialVar & & pCallQueue )
{
CMaterialVar * pThreadVar = AllocThreadVar ( ) ;
if ( pThreadVar )
{
pThreadVar - > SetUndefined ( ) ;
}
pCallQueue - > QueueCall ( this , & CMaterialVar : : SetUndefined ) ;
return ;
}
if ( m_Type = = MATERIAL_VAR_TYPE_UNDEFINED )
return ;
// Gotta flush if we've changed state and this is the current material
if ( ! m_bFakeMaterialVar & & m_pMaterial & & ( m_pMaterial = = MaterialSystem ( ) - > GetCurrentMaterial ( ) ) )
g_pShaderAPI - > FlushBufferedPrimitives ( ) ;
CleanUpData ( ) ;
m_Type = MATERIAL_VAR_TYPE_UNDEFINED ;
VarChanged ( ) ;
}
//-----------------------------------------------------------------------------
// Copy from another material var
//-----------------------------------------------------------------------------
void CMaterialVar : : CopyFrom ( IMaterialVar * pMaterialVar )
{
CMatCallQueue * pCallQueue = MaterialSystem ( ) - > GetRenderCallQueue ( ) ;
if ( ! m_bFakeMaterialVar & & pCallQueue )
{
CMaterialVar * pThreadVar = AllocThreadVar ( ) ;
if ( pThreadVar )
{
pThreadVar - > CopyFrom ( pMaterialVar ) ;
}
pCallQueue - > QueueCall ( this , & CMaterialVar : : CopyFrom , pMaterialVar ) ;
return ;
}
switch ( pMaterialVar - > GetType ( ) )
{
case MATERIAL_VAR_TYPE_FLOAT :
SetFloatValue ( pMaterialVar - > GetFloatValue ( ) ) ;
break ;
case MATERIAL_VAR_TYPE_STRING :
SetStringValue ( pMaterialVar - > GetStringValue ( ) ) ;
break ;
case MATERIAL_VAR_TYPE_VECTOR :
SetVecValue ( pMaterialVar - > GetVecValue ( ) , pMaterialVar - > VectorSize ( ) ) ;
break ;
case MATERIAL_VAR_TYPE_TEXTURE :
SetTextureValue ( pMaterialVar - > GetTextureValue ( ) ) ;
break ;
case MATERIAL_VAR_TYPE_INT :
SetIntValue ( pMaterialVar - > GetIntValue ( ) ) ;
break ;
case MATERIAL_VAR_TYPE_FOURCC :
{
FourCC fourCC ;
void * pData ;
pMaterialVar - > GetFourCCValue ( & fourCC , & pData ) ;
SetFourCCValue ( fourCC , pData ) ;
}
break ;
case MATERIAL_VAR_TYPE_UNDEFINED :
SetUndefined ( ) ;
break ;
case MATERIAL_VAR_TYPE_MATRIX :
SetMatrixValue ( pMaterialVar - > GetMatrixValue ( ) ) ;
break ;
case MATERIAL_VAR_TYPE_MATERIAL :
SetMaterialValue ( pMaterialVar - > GetMaterialValue ( ) ) ;
break ;
default :
Assert ( 0 ) ;
}
}
//-----------------------------------------------------------------------------
// Parser utilities
//-----------------------------------------------------------------------------
static inline bool IsWhitespace ( char c )
{
return c = = ' ' | | c = = ' \t ' ;
}
static inline bool IsEndline ( char c )
{
return c = = ' \n ' | | c = = ' \0 ' ;
}
static inline bool IsVector ( const char * v )
{
while ( IsWhitespace ( * v ) )
{
+ + v ;
if ( IsEndline ( * v ) )
return false ;
}
return * v = = ' [ ' | | * v = = ' { ' ;
}
//-----------------------------------------------------------------------------
// Creates a vector material var
//-----------------------------------------------------------------------------
static int ParseVectorFromKeyValueString ( const char * pString , float vecVal [ 4 ] )
{
const char * pScan = pString ;
bool divideBy255 = false ;
// skip whitespace
while ( IsWhitespace ( * pScan ) )
{
+ + pScan ;
}
if ( * pScan = = ' { ' )
{
divideBy255 = true ;
}
else
{
Assert ( * pScan = = ' [ ' ) ;
}
// skip the '['
+ + pScan ;
int i ;
for ( i = 0 ; i < 4 ; i + + )
{
// skip whitespace
while ( IsWhitespace ( * pScan ) )
{
+ + pScan ;
}
if ( IsEndline ( * pScan ) | | * pScan = = ' ] ' | | * pScan = = ' } ' )
{
if ( * pScan ! = ' ] ' & & * pScan ! = ' } ' )
{
Warning ( " no ']' or '}' found in vector key in ParseVectorFromKeyValueString \n " ) ;
}
// allow for vec2's, etc.
vecVal [ i ] = 0.0f ;
break ;
}
char * pEnd ;
vecVal [ i ] = strtod ( pScan , & pEnd ) ;
if ( pScan = = pEnd )
{
Warning ( " error parsing vector element in ParseVectorFromKeyValueString \n " ) ;
return 0 ;
}
pScan = pEnd ;
}
if ( divideBy255 )
{
vecVal [ 0 ] * = ( 1.0f / 255.0f ) ;
vecVal [ 1 ] * = ( 1.0f / 255.0f ) ;
vecVal [ 2 ] * = ( 1.0f / 255.0f ) ;
vecVal [ 3 ] * = ( 1.0f / 255.0f ) ;
}
return i ;
}
void CMaterialVar : : SetValueAutodetectType ( const char * val )
{
ASSERT_NOT_DUMMY_VAR ( ) ;
int len = Q_strlen ( val ) ;
// Here, let's determine if we got a float or an int....
char * pIEnd ; // pos where int scan ended
char * pFEnd ; // pos where float scan ended
const char * pSEnd = val + len ; // pos where token ends
int ival = strtol ( val , & pIEnd , 10 ) ;
float fval = ( float ) strtod ( val , & pFEnd ) ;
if ( ( pFEnd > pIEnd ) & & ( pFEnd = = pSEnd ) )
{
SetFloatValue ( fval ) ;
return ;
}
if ( pIEnd = = pSEnd )
{
SetIntValue ( ival ) ;
return ;
}
// Isn't an int or a float.
// Is it a matrix?
VMatrix mat ;
int count = sscanf ( val , " [ %f %f %f %f %f %f %f %f %f %f %f %f %f %f %f %f ] " ,
& mat . m [ 0 ] [ 0 ] , & mat . m [ 0 ] [ 1 ] , & mat . m [ 0 ] [ 2 ] , & mat . m [ 0 ] [ 3 ] ,
& mat . m [ 1 ] [ 0 ] , & mat . m [ 1 ] [ 1 ] , & mat . m [ 1 ] [ 2 ] , & mat . m [ 1 ] [ 3 ] ,
& mat . m [ 2 ] [ 0 ] , & mat . m [ 2 ] [ 1 ] , & mat . m [ 2 ] [ 2 ] , & mat . m [ 2 ] [ 3 ] ,
& mat . m [ 3 ] [ 0 ] , & mat . m [ 3 ] [ 1 ] , & mat . m [ 3 ] [ 2 ] , & mat . m [ 3 ] [ 3 ] ) ;
if ( count = = 16 )
{
SetMatrixValue ( mat ) ;
return ;
}
Vector2D scale , center ;
float angle ;
Vector2D translation ;
count = sscanf ( val , " center %f %f scale %f %f rotate %f translate %f %f " ,
& center . x , & center . y , & scale . x , & scale . y , & angle , & translation . x , & translation . y ) ;
if ( count = = 7 )
{
VMatrix temp ;
MatrixBuildTranslation ( mat , - center . x , - center . y , 0.0f ) ;
MatrixBuildScale ( temp , scale . x , scale . y , 1.0f ) ;
MatrixMultiply ( temp , mat , mat ) ;
MatrixBuildRotateZ ( temp , angle ) ;
MatrixMultiply ( temp , mat , mat ) ;
MatrixBuildTranslation ( temp , center . x + translation . x , center . y + translation . y , 0.0f ) ;
MatrixMultiply ( temp , mat , mat ) ;
SetMatrixValue ( mat ) ;
return ;
}
if ( IsVector ( val ) )
{
float vecVal [ 4 ] ;
int nDim = ParseVectorFromKeyValueString ( val , vecVal ) ;
if ( nDim > 0 )
{
SetVecValue ( vecVal , nDim ) ;
return ;
}
}
SetStringValue ( val ) ;
}