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260 lines
6.5 KiB
C++
260 lines
6.5 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Implementation of IEditorTexture interface for materials.
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//
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// $NoKeywords: $
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//===========================================================================//
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#ifndef MATERIAL_H
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#define MATERIAL_H
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#pragma once
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#include "IEditorTexture.h"
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#include "materialsystem/imaterialvar.h"
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#include "materialsystem/imaterial.h"
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class IMaterial;
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class CMaterialCache;
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class IMaterialSystem;
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class IMaterialSystemHardwareConfig;
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struct MaterialSystem_Config_t;
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struct MaterialCacheEntry_t;
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#define INCLUDE_MODEL_MATERIALS 0x01
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#define INCLUDE_WORLD_MATERIALS 0x02
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#define INCLUDE_ALL_MATERIALS 0xFFFFFFFF
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//-----------------------------------------------------------------------------
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// Inherit from this to enumerate materials
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//-----------------------------------------------------------------------------
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class IMaterialEnumerator
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{
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public:
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virtual bool EnumMaterial( const char *pMaterialName, int nContext ) = 0;
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};
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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class CMaterial : public IEditorTexture
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{
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public:
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static bool Initialize( HWND hwnd );
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static void ShutDown(void);
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static void EnumerateMaterials( IMaterialEnumerator *pEnum, const char *szRoot, int nContext, int nFlags = INCLUDE_ALL_MATERIALS );
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static CMaterial *CreateMaterial( const char *pszMaterialName, bool bLoadImmediately, bool* pFound = 0 );
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virtual ~CMaterial(void);
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void Draw(CDC *pDC, RECT& rect, int iFontHeight, int iIconHeight, DrawTexData_t &DrawTexData); //DWORD dwFlags = (drawCaption|drawIcons));
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void FreeData(void);
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inline const char *GetName(void) const
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{
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return(m_szName);
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}
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int GetShortName(char *pszName) const;
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int GetKeywords(char *pszKeywords) const;
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void GetSize(SIZE &size) const;
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int GetImageDataRGB(void *pImageRGB);
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int GetImageDataRGBA(void *pImageRGBA);
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// Image dimensions
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int GetImageWidth(void) const;
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int GetImageHeight(void) const;
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int GetWidth(void) const;
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int GetHeight(void) const;
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float GetDecalScale(void) const;
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const char *GetFileName(void) const;
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inline CPalette *GetPalette(void) const
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{
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return(NULL);
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}
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inline int GetSurfaceAttributes(void) const
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{
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return(0);
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}
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inline int GetSurfaceContents(void) const
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{
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return(0);
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}
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inline int GetSurfaceValue(void) const
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{
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return(0);
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}
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inline TEXTUREFORMAT GetTextureFormat(void) const
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{
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return(tfVMT);
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}
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inline int GetTextureID(void) const
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{
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return(m_nTextureID);
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}
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bool HasAlpha(void) const
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{
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return(false);
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}
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inline bool HasData(void) const
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{
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return((m_nWidth != 0) && (m_nHeight != 0));
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}
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inline bool HasPalette(void) const
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{
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return(false);
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}
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inline bool IsDummy(void) const
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{
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return(false);
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}
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bool Load(void);
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void Reload( bool bFullReload );
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inline bool IsLoaded() const
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{
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return m_bLoaded;
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}
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inline void SetTextureID(int nTextureID)
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{
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m_nTextureID = nTextureID;
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}
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bool IsWater( void ) const;
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virtual IMaterial* GetMaterial( bool bForceLoad=true );
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protected:
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// Used to draw the bitmap for the texture browser
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void DrawBitmap( CDC *pDC, RECT& srcRect, RECT& dstRect );
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void DrawBrowserIcons( CDC *pDC, RECT& dstRect, bool detectErrors );
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void DrawIcon( CDC *pDC, CMaterial* pIcon, RECT& dstRect );
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static bool ShouldSkipMaterial(const char *pszName, int nFlags);
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// Finds all .VMT files in a particular directory
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static bool LoadMaterialsInDirectory( char const* pDirectoryName, int nDirectoryNameLen,
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IMaterialEnumerator *pEnum, int nContext, int nFlags );
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// Discovers all .VMT files lying under a particular directory recursively
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static bool InitDirectoryRecursive( char const* pDirectoryName,
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IMaterialEnumerator *pEnum, int nContext, int nFlags );
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CMaterial(void);
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bool LoadMaterialHeader(IMaterial *material);
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bool LoadMaterialImage();
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static bool IsIgnoredMaterial( const char *pName );
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// Will actually load the material bits
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// We don't want to load them all at once because it takes way too long
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bool LoadMaterial();
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char m_szName[MAX_PATH];
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char m_szFileName[MAX_PATH];
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char m_szKeywords[MAX_PATH];
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int m_nTextureID; // Uniquely identifies this texture in all 3D renderers.
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int m_nWidth; // Texture width in texels.
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int m_nHeight; // Texture height in texels.
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bool m_TranslucentBaseTexture;
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bool m_bLoaded; // We don't load these immediately; only when needed..
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void *m_pData; // Loaded texel data (NULL if not loaded).
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IMaterial *m_pMaterial;
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friend class CMaterialImageCache;
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};
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typedef CMaterial *CMaterialPtr;
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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class CMaterialCache
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{
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public:
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CMaterialCache(void);
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~CMaterialCache(void);
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inline bool CacheExists(void);
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bool Create(int nMaxEntries);
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CMaterial *CreateMaterial(const char *pszMaterialName);
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void AddRef(CMaterial *pMaterial);
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void Release(CMaterial *pMaterial);
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protected:
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CMaterial *FindMaterial(const char *pszMaterialName);
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void AddMaterial(CMaterial *pMaterial);
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MaterialCacheEntry_t *m_pCache;
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int m_nMaxEntries;
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int m_nEntries;
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};
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//-----------------------------------------------------------------------------
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// Purpose: Returns true if the cache has been allocated, false if not.
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//-----------------------------------------------------------------------------
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inline bool CMaterialCache::CacheExists(void)
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{
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return((m_pCache != NULL) && (m_nMaxEntries > 0));
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}
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//-----------------------------------------------------------------------------
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// returns the material system interface + config
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//-----------------------------------------------------------------------------
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inline IMaterialSystem *MaterialSystemInterface()
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{
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return materials;
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}
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inline MaterialSystem_Config_t& MaterialSystemConfig()
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{
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extern MaterialSystem_Config_t g_materialSystemConfig;
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return g_materialSystemConfig;
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}
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inline IMaterialSystemHardwareConfig* MaterialSystemHardwareConfig()
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{
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extern IMaterialSystemHardwareConfig* g_pMaterialSystemHardwareConfig;
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return g_pMaterialSystemHardwareConfig;
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}
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//--------------------------------------------------------------------------------
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// call AllocateLightingPreviewtextures to make sure necessary rts are allocated
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//--------------------------------------------------------------------------------
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void AllocateLightingPreviewtextures(void);
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#endif // MATERIAL_H
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