mirror of
https://github.com/nillerusr/source-engine.git
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3605 lines
98 KiB
C++
3605 lines
98 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Implementation of a material
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//
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//===========================================================================//
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#include "imaterialinternal.h"
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#include "bitmap/tgaloader.h"
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#include "colorspace.h"
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#include "materialsystem/imaterialvar.h"
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#include "materialsystem/itexture.h"
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#include <string.h>
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#include "materialsystem_global.h"
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#include "shaderapi/ishaderapi.h"
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#include "materialsystem/imaterialproxy.h"
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#include "shadersystem.h"
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#include "materialsystem/imaterialproxyfactory.h"
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#include "IHardwareConfigInternal.h"
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#include "utlsymbol.h"
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#ifdef OSX
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#include <malloc/malloc.h>
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#else
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#include <malloc.h>
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#endif
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#include "filesystem.h"
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#include <KeyValues.h>
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#include "mempool.h"
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#include "shaderapi/ishaderutil.h"
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#include "vtf/vtf.h"
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#include "tier1/strtools.h"
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#include <ctype.h>
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#include "utlbuffer.h"
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#include "mathlib/vmatrix.h"
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#include "texturemanager.h"
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#include "itextureinternal.h"
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#include "mempool.h"
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#include "tier1/callqueue.h"
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#include "cmaterial_queuefriendly.h"
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#include "ifilelist.h"
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#include "tier0/icommandline.h"
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#include "tier0/minidump.h"
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// #define PROXY_TRACK_NAMES
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//-----------------------------------------------------------------------------
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// Material implementation
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//-----------------------------------------------------------------------------
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class CMaterial : public IMaterialInternal
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{
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public:
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// Members of the IMaterial interface
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const char *GetName() const;
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const char *GetTextureGroupName() const;
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PreviewImageRetVal_t GetPreviewImageProperties( int *width, int *height,
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ImageFormat *imageFormat, bool* isTranslucent ) const;
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PreviewImageRetVal_t GetPreviewImage( unsigned char *data, int width, int height,
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ImageFormat imageFormat ) const;
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int GetMappingWidth( );
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int GetMappingHeight( );
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int GetNumAnimationFrames( );
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bool InMaterialPage( void ) { return false; }
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void GetMaterialOffset( float *pOffset );
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void GetMaterialScale( float *pOffset );
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IMaterial *GetMaterialPage( void ) { return NULL; }
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void IncrementReferenceCount( );
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void DecrementReferenceCount( );
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int GetEnumerationID( ) const;
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void GetLowResColorSample( float s, float t, float *color ) const;
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IMaterialVar * FindVar( char const *varName, bool *found, bool complain = true );
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IMaterialVar * FindVarFast( char const *pVarName, unsigned int *pToken );
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// Sets new VMT shader parameters for the material
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virtual void SetShaderAndParams( KeyValues *pKeyValues );
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bool UsesEnvCubemap( void );
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bool NeedsSoftwareSkinning( void );
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virtual bool NeedsSoftwareLighting( void );
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bool NeedsTangentSpace( void );
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bool NeedsPowerOfTwoFrameBufferTexture( bool bCheckSpecificToThisFrame = true );
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bool NeedsFullFrameBufferTexture( bool bCheckSpecificToThisFrame = true );
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virtual bool IsUsingVertexID( ) const;
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// GR - Is lightmap alpha needed?
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bool NeedsLightmapBlendAlpha( void );
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virtual void AlphaModulate( float alpha );
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virtual void ColorModulate( float r, float g, float b );
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virtual float GetAlphaModulation();
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virtual void GetColorModulation( float *r, float *g, float *b );
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// Gets the morph format
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virtual MorphFormat_t GetMorphFormat() const;
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void SetMaterialVarFlag( MaterialVarFlags_t flag, bool on );
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bool GetMaterialVarFlag( MaterialVarFlags_t flag ) const;
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bool IsTranslucent();
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bool IsTranslucentInternal( float fAlphaModulation ) const; //need to centralize the logic without relying on the *current* alpha modulation being that which is stored in m_pShaderParams[ALPHA].
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bool IsAlphaTested();
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bool IsVertexLit();
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virtual bool IsSpriteCard();
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void GetReflectivity( Vector& reflect );
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bool GetPropertyFlag( MaterialPropertyTypes_t type );
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// Is the material visible from both sides?
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bool IsTwoSided();
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int GetNumPasses( void );
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int GetTextureMemoryBytes( void );
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void SetUseFixedFunctionBakedLighting( bool bEnable );
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virtual bool IsPrecached( ) const;
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public:
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// stuff that is visible only from within the material system
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// constructor, destructor
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CMaterial( char const* materialName, const char *pTextureGroupName, KeyValues *pVMTKeyValues );
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virtual ~CMaterial();
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void DrawMesh( VertexCompressionType_t vertexCompression );
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int GetReferenceCount( ) const;
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void Uncache( bool bPreserveVars = false );
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void Precache();
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void ReloadTextures( void );
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// If provided, pKeyValues and pPatchKeyValues should come from LoadVMTFile()
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bool PrecacheVars( KeyValues *pKeyValues = NULL, KeyValues *pPatchKeyValues = NULL, CUtlVector<FileNameHandle_t> *pIncludes = NULL, int nFindContext = MATERIAL_FINDCONTEXT_NONE );
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void SetMinLightmapPageID( int pageID );
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void SetMaxLightmapPageID( int pageID );
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int GetMinLightmapPageID( ) const;
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int GetMaxLightmapPageID( ) const;
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void SetNeedsWhiteLightmap( bool val );
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bool GetNeedsWhiteLightmap( ) const;
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bool IsPrecachedVars( ) const;
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IShader * GetShader() const;
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const char *GetShaderName() const;
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virtual void DeleteIfUnreferenced();
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void SetEnumerationID( int id );
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void CallBindProxy( void *proxyData );
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virtual IMaterial *CheckProxyReplacement( void *proxyData );
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bool HasProxy( void ) const;
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// Sets the shader associated with the material
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void SetShader( const char *pShaderName );
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// Can we override this material in debug?
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bool NoDebugOverride() const;
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// Gets the vertex format
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VertexFormat_t GetVertexFormat() const;
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// diffuse bump lightmap?
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bool IsUsingDiffuseBumpedLighting() const;
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// lightmap?
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bool IsUsingLightmap() const;
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// Gets the vertex usage flags
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VertexFormat_t GetVertexUsage() const;
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// Debugs this material
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bool PerformDebugTrace() const;
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// Are we suppressed?
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bool IsSuppressed() const;
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// Do we use fog?
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bool UseFog( void ) const;
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// Should we draw?
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void ToggleSuppression();
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void ToggleDebugTrace();
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// Refresh material based on current var values
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void Refresh();
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void RefreshPreservingMaterialVars();
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// This computes the state snapshots for this material
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void RecomputeStateSnapshots();
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// Gets at the shader parameters
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virtual int ShaderParamCount() const;
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virtual IMaterialVar **GetShaderParams( void );
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virtual void AddMaterialVar( IMaterialVar *pMaterialVar );
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virtual bool IsErrorMaterial() const;
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// Was this manually created (not read from a file?)
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virtual bool IsManuallyCreated() const;
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virtual bool NeedsFixedFunctionFlashlight() const;
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virtual void MarkAsPreloaded( bool bSet );
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virtual bool IsPreloaded() const;
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virtual void ArtificialAddRef( void );
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virtual void ArtificialRelease( void );
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virtual void ReportVarChanged( IMaterialVar *pVar )
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{
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m_ChangeID++;
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}
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virtual void ClearContextData( void );
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virtual uint32 GetChangeID() const { return m_ChangeID; }
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virtual bool IsRealTimeVersion( void ) const { return true; }
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virtual IMaterialInternal *GetRealTimeVersion( void ) { return this; }
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virtual IMaterialInternal *GetQueueFriendlyVersion( void ) { return &m_QueueFriendlyVersion; }
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void DecideShouldReloadFromWhitelist( IFileList *pFilesToReload );
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void ReloadFromWhitelistIfMarked();
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bool WasReloadedFromWhitelist();
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private:
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// Initializes, cleans up the shader params
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void CleanUpShaderParams();
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// Sets up an error shader when we run into problems.
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void SetupErrorShader();
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// Does this material have a UNC-file name?
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bool UsesUNCFileName() const;
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// Prints material flags.
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void PrintMaterialFlags( int flags, int flagsDefined );
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// Parses material flags
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bool ParseMaterialFlag( KeyValues* pParseValue, IMaterialVar* pFlagVar,
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IMaterialVar* pFlagDefinedVar, bool parsingOverrides, int& flagMask, int& overrideMask );
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// Computes the material vars for the shader
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int ParseMaterialVars( IShader* pShader, KeyValues& keyValues,
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KeyValues* pOverride, bool modelDefault, IMaterialVar** ppVars, int nFindContext = MATERIAL_FINDCONTEXT_NONE );
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// Figures out the preview image for worldcraft
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char const* GetPreviewImageName( );
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char const* GetPreviewImageFileName( void ) const;
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// Hooks up the shader, returns keyvalues of fallback that was used
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KeyValues* InitializeShader( KeyValues &keyValues, KeyValues &patchKeyValues, int nFindContext = MATERIAL_FINDCONTEXT_NONE );
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// Finds the flag associated with a particular flag name
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int FindMaterialVarFlag( char const* pFlagName ) const;
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// Initializes, cleans up the state snapshots
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bool InitializeStateSnapshots();
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void CleanUpStateSnapshots();
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// Initializes, cleans up the material proxy
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void InitializeMaterialProxy( KeyValues* pFallbackKeyValues );
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void CleanUpMaterialProxy();
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void DetermineProxyReplacements( KeyValues *pFallbackKeyValues );
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// Creates, destroys snapshots
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RenderPassList_t *CreateRenderPassList();
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void DestroyRenderPassList( RenderPassList_t *pPassList );
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// Grabs the texture width and height from the var list for faster access
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void PrecacheMappingDimensions( );
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// Gets the renderstate
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virtual ShaderRenderState_t *GetRenderState();
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// Do we have a valid renderstate?
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bool IsValidRenderState() const;
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// Get the material var flags
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int GetMaterialVarFlags() const;
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void SetMaterialVarFlags( int flags, bool on );
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int GetMaterialVarFlags2() const;
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void SetMaterialVarFlags2( int flags, bool on );
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// Returns a dummy material variable
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IMaterialVar* GetDummyVariable();
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IMaterialVar* GetShaderParam( int id );
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void FindRepresentativeTexture( void );
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bool ShouldSkipVar( KeyValues *pMaterialVar, bool * pWasConditional );
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// Fixed-size allocator
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DECLARE_FIXEDSIZE_ALLOCATOR( CMaterial );
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private:
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enum
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{
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MATERIAL_NEEDS_WHITE_LIGHTMAP = 0x1,
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MATERIAL_IS_PRECACHED = 0x2,
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MATERIAL_VARS_IS_PRECACHED = 0x4,
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MATERIAL_VALID_RENDERSTATE = 0x8,
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MATERIAL_IS_MANUALLY_CREATED = 0x10,
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MATERIAL_USES_UNC_FILENAME = 0x20,
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MATERIAL_IS_PRELOADED = 0x40,
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MATERIAL_ARTIFICIAL_REFCOUNT = 0x80,
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};
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int m_iEnumerationID;
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int m_minLightmapPageID;
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int m_maxLightmapPageID;
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unsigned short m_MappingWidth;
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unsigned short m_MappingHeight;
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IShader *m_pShader;
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CUtlSymbol m_Name;
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// Any textures created for this material go under this texture group.
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CUtlSymbol m_TextureGroupName;
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CInterlockedInt m_RefCount;
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unsigned short m_Flags;
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unsigned char m_VarCount;
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CUtlVector< IMaterialProxy * > m_ProxyInfo;
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#ifdef PROXY_TRACK_NAMES
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// Array to track names of above material proxies. Useful for tracking down issues with proxies.
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CUtlVector< CUtlString > m_ProxyInfoNames;
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#endif
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IMaterialVar** m_pShaderParams;
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IMaterialProxy *m_pReplacementProxy;
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ShaderRenderState_t m_ShaderRenderState;
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// This remembers filenames of VMTs that we included so we can sv_pure/flush ourselves if any of them need to be reloaded.
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CUtlVector<FileNameHandle_t> m_VMTIncludes;
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bool m_bShouldReloadFromWhitelist; // Tells us if the material decided it should be reloaded due to sv_pure whitelist changes.
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ITextureInternal *m_representativeTexture;
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Vector m_Reflectivity;
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uint32 m_ChangeID;
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// Used only by procedural materials; it essentially is an in-memory .VMT file
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KeyValues *m_pVMTKeyValues;
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#if defined( _DEBUG )
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// Makes it easier to see what's going on
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char *m_pDebugName;
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#endif
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protected:
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CMaterial_QueueFriendly m_QueueFriendlyVersion;
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};
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// NOTE: This must be the last file included
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// Has to exist *after* fixed size allocator declaration
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#include "tier0/memdbgon.h"
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// Forward decls of helper functions for dealing with patch vmts.
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static void ApplyPatchKeyValues( KeyValues &keyValues, KeyValues &patchKeyValues );
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static bool AccumulateRecursiveVmtPatches( KeyValues &patchKeyValuesOut, KeyValues **ppBaseKeyValuesOut,
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const KeyValues& keyValues, const char *pPathID, CUtlVector<FileNameHandle_t> *pIncludes );
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//-----------------------------------------------------------------------------
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// Parser utilities
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//-----------------------------------------------------------------------------
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static inline bool IsWhitespace( char c )
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{
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return c == ' ' || c == '\t';
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}
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static inline bool IsEndline( char c )
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{
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return c == '\n' || c == '\0';
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}
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static inline bool IsVector( char const* v )
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{
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while (IsWhitespace(*v))
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{
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++v;
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if (IsEndline(*v))
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return false;
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}
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return *v == '[' || *v == '{';
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}
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//-----------------------------------------------------------------------------
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// Methods to create state snapshots
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//-----------------------------------------------------------------------------
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#include "tier0/memdbgoff.h"
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#ifndef _CONSOLE
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struct EditorRenderStateList_t
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{
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// Store combo of alpha, color, fixed-function baked lighting, flashlight, editor mode
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RenderPassList_t m_Snapshots[SNAPSHOT_COUNT_EDITOR];
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DECLARE_FIXEDSIZE_ALLOCATOR( EditorRenderStateList_t );
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};
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#endif
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struct StandardRenderStateList_t
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{
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// Store combo of alpha, color, fixed-function baked lighting, flashlight
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RenderPassList_t m_Snapshots[SNAPSHOT_COUNT_NORMAL];
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DECLARE_FIXEDSIZE_ALLOCATOR( StandardRenderStateList_t );
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};
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#include "tier0/memdbgon.h"
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#ifndef _CONSOLE
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DEFINE_FIXEDSIZE_ALLOCATOR( EditorRenderStateList_t, 256, true );
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#endif
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DEFINE_FIXEDSIZE_ALLOCATOR( StandardRenderStateList_t, 256, true );
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//-----------------------------------------------------------------------------
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// class factory methods
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//-----------------------------------------------------------------------------
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DEFINE_FIXEDSIZE_ALLOCATOR( CMaterial, 256, true );
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IMaterialInternal* IMaterialInternal::CreateMaterial( char const* pMaterialName, const char *pTextureGroupName, KeyValues *pVMTKeyValues )
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{
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MaterialLock_t hMaterialLock = MaterialSystem()->Lock();
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IMaterialInternal *pResult = new CMaterial( pMaterialName, pTextureGroupName, pVMTKeyValues );
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MaterialSystem()->Unlock( hMaterialLock );
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return pResult;
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}
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void IMaterialInternal::DestroyMaterial( IMaterialInternal* pMaterial )
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{
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MaterialLock_t hMaterialLock = MaterialSystem()->Lock();
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if (pMaterial)
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{
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Assert( pMaterial->IsRealTimeVersion() );
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CMaterial* pMatImp = static_cast<CMaterial*>(pMaterial);
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// Deletion of the error material is deferred until after all other materials have been deleted.
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// See CMaterialSystem::CleanUpErrorMaterial() in cmaterialsystem.cpp.
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if ( !pMatImp->IsErrorMaterial() )
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{
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delete pMatImp;
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}
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}
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MaterialSystem()->Unlock( hMaterialLock );
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}
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//-----------------------------------------------------------------------------
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// constructor, destructor
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//-----------------------------------------------------------------------------
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CMaterial::CMaterial( char const* materialName, const char *pTextureGroupName, KeyValues *pKeyValues )
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{
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m_Reflectivity.Init( 0.2f, 0.2f, 0.2f );
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int len = Q_strlen(materialName);
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char* pTemp = (char*)_alloca( len + 1 );
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// Strip off the extension
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Q_StripExtension( materialName, pTemp, len+1 );
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Q_strlower( pTemp );
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#if defined( _X360 )
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// material names are expected to be forward slashed for correct sort and find behavior!
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// assert now to track alternate or regressed path that is source of inconsistency
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Assert( strchr( pTemp, '\\' ) == NULL );
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#endif
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// Convert it to a symbol
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m_Name = pTemp;
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#if defined( _DEBUG )
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m_pDebugName = new char[strlen(pTemp) + 1];
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Q_strncpy( m_pDebugName, pTemp, strlen(pTemp) + 1 );
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#endif
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m_bShouldReloadFromWhitelist = false;
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m_Flags = 0;
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m_pShader = NULL;
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m_pShaderParams = NULL;
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m_RefCount = 0;
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m_representativeTexture = NULL;
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m_pReplacementProxy = NULL;
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m_VarCount = 0;
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m_MappingWidth = m_MappingHeight = 0;
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m_iEnumerationID = 0;
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m_minLightmapPageID = m_maxLightmapPageID = 0;
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m_TextureGroupName = pTextureGroupName;
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m_pVMTKeyValues = pKeyValues;
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if (m_pVMTKeyValues)
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{
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m_Flags |= MATERIAL_IS_MANUALLY_CREATED;
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}
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if ( pTemp[0] == '/' && pTemp[1] == '/' && pTemp[2] != '/' )
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{
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m_Flags |= MATERIAL_USES_UNC_FILENAME;
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}
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// Initialize the renderstate to something indicating nothing should be drawn
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m_ShaderRenderState.m_Flags = 0;
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m_ShaderRenderState.m_VertexFormat = m_ShaderRenderState.m_VertexUsage = 0;
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m_ShaderRenderState.m_MorphFormat = 0;
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m_ShaderRenderState.m_pSnapshots = CreateRenderPassList();
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m_ChangeID = 0;
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m_QueueFriendlyVersion.SetRealTimeVersion( this );
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}
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CMaterial::~CMaterial()
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{
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MaterialSystem()->UnbindMaterial( this );
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Uncache();
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if ( m_RefCount != 0 )
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{
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DevWarning( 2, "Reference Count for Material %s (%d) != 0\n", GetName(), (int) m_RefCount );
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}
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if ( m_pVMTKeyValues )
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|
{
|
|
m_pVMTKeyValues->deleteThis();
|
|
m_pVMTKeyValues = NULL;
|
|
}
|
|
|
|
DestroyRenderPassList( m_ShaderRenderState.m_pSnapshots );
|
|
|
|
m_representativeTexture = NULL;
|
|
|
|
#if defined( _DEBUG )
|
|
delete [] m_pDebugName;
|
|
#endif
|
|
|
|
// Deliberately stomp our VTable so that we can detect cases where code tries to access freed materials.
|
|
int *p = (int *)this;
|
|
*p = 0xc0dedbad;
|
|
}
|
|
|
|
|
|
void CMaterial::ClearContextData( void )
|
|
{
|
|
int nSnapshotCount = SnapshotTypeCount();
|
|
for( int i = 0 ; i < nSnapshotCount ; i++ )
|
|
for( int j = 0 ; j < m_ShaderRenderState.m_pSnapshots[i].m_nPassCount; j++ )
|
|
{
|
|
if ( m_ShaderRenderState.m_pSnapshots[i].m_pContextData[j] )
|
|
{
|
|
delete m_ShaderRenderState.m_pSnapshots[i].m_pContextData[j];
|
|
m_ShaderRenderState.m_pSnapshots[i].m_pContextData[j] = NULL;
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Sets new VMT shader parameters for the material
|
|
//-----------------------------------------------------------------------------
|
|
void CMaterial::SetShaderAndParams( KeyValues *pKeyValues )
|
|
{
|
|
Uncache();
|
|
|
|
if ( m_pVMTKeyValues )
|
|
{
|
|
m_pVMTKeyValues->deleteThis();
|
|
m_pVMTKeyValues = NULL;
|
|
}
|
|
|
|
m_pVMTKeyValues = pKeyValues ? pKeyValues->MakeCopy() : NULL;
|
|
if (m_pVMTKeyValues)
|
|
{
|
|
m_Flags |= MATERIAL_IS_MANUALLY_CREATED;
|
|
}
|
|
|
|
// Apply patches
|
|
const char *pMaterialName = GetName();
|
|
char pFileName[MAX_PATH];
|
|
const char *pPathID = "GAME";
|
|
if ( !UsesUNCFileName() )
|
|
{
|
|
Q_snprintf( pFileName, sizeof( pFileName ), "materials/%s.vmt", pMaterialName );
|
|
}
|
|
else
|
|
{
|
|
Q_snprintf( pFileName, sizeof( pFileName ), "%s.vmt", pMaterialName );
|
|
if ( pMaterialName[0] == '/' && pMaterialName[1] == '/' && pMaterialName[2] != '/' )
|
|
{
|
|
// UNC, do full search
|
|
pPathID = NULL;
|
|
}
|
|
}
|
|
|
|
KeyValues *pLoadedKeyValues = new KeyValues( "vmt" );
|
|
if ( pLoadedKeyValues->LoadFromFile( g_pFullFileSystem, pFileName, pPathID ) )
|
|
{
|
|
// Load succeeded, check if it's a patch file
|
|
if ( V_stricmp( pLoadedKeyValues->GetName(), "patch" ) == 0 )
|
|
{
|
|
// it's a patch file, recursively build up patch keyvalues
|
|
KeyValues *pPatchKeyValues = new KeyValues( "vmt_patch" );
|
|
bool bSuccess = AccumulateRecursiveVmtPatches( *pPatchKeyValues, NULL, *pLoadedKeyValues, pPathID, NULL );
|
|
if ( bSuccess )
|
|
{
|
|
// Apply accumulated patches to final vmt
|
|
ApplyPatchKeyValues( *m_pVMTKeyValues, *pPatchKeyValues );
|
|
}
|
|
pPatchKeyValues->deleteThis();
|
|
}
|
|
}
|
|
pLoadedKeyValues->deleteThis();
|
|
|
|
if ( g_pShaderDevice->IsUsingGraphics() )
|
|
{
|
|
Precache();
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Creates, destroys snapshots
|
|
//-----------------------------------------------------------------------------
|
|
RenderPassList_t *CMaterial::CreateRenderPassList()
|
|
{
|
|
RenderPassList_t *pRenderPassList;
|
|
if ( IsConsole() || !MaterialSystem()->CanUseEditorMaterials() )
|
|
{
|
|
StandardRenderStateList_t *pList = new StandardRenderStateList_t;
|
|
pRenderPassList = (RenderPassList_t*)pList->m_Snapshots;
|
|
}
|
|
#ifndef _CONSOLE
|
|
else
|
|
{
|
|
EditorRenderStateList_t *pList = new EditorRenderStateList_t;
|
|
pRenderPassList = (RenderPassList_t*)pList->m_Snapshots;
|
|
}
|
|
#endif
|
|
|
|
int nSnapshotCount = SnapshotTypeCount();
|
|
memset( pRenderPassList, 0, nSnapshotCount * sizeof(RenderPassList_t) );
|
|
return pRenderPassList;
|
|
}
|
|
|
|
void CMaterial::DestroyRenderPassList( RenderPassList_t *pPassList )
|
|
{
|
|
if ( !pPassList )
|
|
return;
|
|
|
|
int nSnapshotCount = SnapshotTypeCount();
|
|
for( int i = 0 ; i < nSnapshotCount ; i++ )
|
|
for( int j = 0 ; j < pPassList[i].m_nPassCount; j++ )
|
|
{
|
|
if ( pPassList[i].m_pContextData[j] )
|
|
{
|
|
delete pPassList[i].m_pContextData[j];
|
|
pPassList[i].m_pContextData[j] = NULL;
|
|
}
|
|
|
|
}
|
|
if ( IsConsole() || !MaterialSystem()->CanUseEditorMaterials() )
|
|
{
|
|
StandardRenderStateList_t *pList = (StandardRenderStateList_t*)pPassList;
|
|
delete pList;
|
|
}
|
|
#ifndef _CONSOLE
|
|
else
|
|
{
|
|
EditorRenderStateList_t *pList = (EditorRenderStateList_t*)pPassList;
|
|
delete pList;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Gets the renderstate
|
|
//-----------------------------------------------------------------------------
|
|
ShaderRenderState_t *CMaterial::GetRenderState()
|
|
{
|
|
Precache();
|
|
return &m_ShaderRenderState;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Returns a dummy material variable
|
|
//-----------------------------------------------------------------------------
|
|
IMaterialVar* CMaterial::GetDummyVariable()
|
|
{
|
|
static IMaterialVar* pDummyVar = 0;
|
|
if (!pDummyVar)
|
|
pDummyVar = IMaterialVar::Create( 0, "$dummyVar", 0 );
|
|
|
|
return pDummyVar;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Are vars precached?
|
|
//-----------------------------------------------------------------------------
|
|
bool CMaterial::IsPrecachedVars( ) const
|
|
{
|
|
return (m_Flags & MATERIAL_VARS_IS_PRECACHED) != 0;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Are we precached?
|
|
//-----------------------------------------------------------------------------
|
|
bool CMaterial::IsPrecached( ) const
|
|
{
|
|
return (m_Flags & MATERIAL_IS_PRECACHED) != 0;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Cleans up shader parameters
|
|
//-----------------------------------------------------------------------------
|
|
void CMaterial::CleanUpShaderParams()
|
|
{
|
|
if( m_pShaderParams )
|
|
{
|
|
for (int i = 0; i < m_VarCount; ++i)
|
|
{
|
|
IMaterialVar::Destroy( m_pShaderParams[i] );
|
|
}
|
|
|
|
free( m_pShaderParams );
|
|
m_pShaderParams = 0;
|
|
}
|
|
m_VarCount = 0;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Initializes the material proxy
|
|
//-----------------------------------------------------------------------------
|
|
void CMaterial::InitializeMaterialProxy( KeyValues* pFallbackKeyValues )
|
|
{
|
|
IMaterialProxyFactory *pMaterialProxyFactory;
|
|
pMaterialProxyFactory = MaterialSystem()->GetMaterialProxyFactory();
|
|
if( !pMaterialProxyFactory )
|
|
return;
|
|
|
|
DetermineProxyReplacements( pFallbackKeyValues );
|
|
|
|
if ( m_pReplacementProxy )
|
|
{
|
|
m_ProxyInfo.AddToTail( m_pReplacementProxy );
|
|
#ifdef PROXY_TRACK_NAMES
|
|
m_ProxyInfoNames.AddToTail( "__replacementproxy" );
|
|
#endif
|
|
}
|
|
|
|
// See if we've got a proxy section; obey fallbacks
|
|
KeyValues* pProxySection = pFallbackKeyValues->FindKey("Proxies");
|
|
if ( pProxySection )
|
|
{
|
|
// Iterate through the section + create all of the proxies
|
|
KeyValues* pProxyKey = pProxySection->GetFirstSubKey();
|
|
|
|
for ( ; pProxyKey; pProxyKey = pProxyKey->GetNextKey() )
|
|
{
|
|
// Each of the proxies should themselves be databases
|
|
IMaterialProxy* pProxy = pMaterialProxyFactory->CreateProxy( pProxyKey->GetName() );
|
|
if (!pProxy)
|
|
{
|
|
Warning( "Error: Material \"%s\" : proxy \"%s\" not found!\n", GetName(), pProxyKey->GetName() );
|
|
continue;
|
|
}
|
|
|
|
if (!pProxy->Init( this->GetQueueFriendlyVersion(), pProxyKey ))
|
|
{
|
|
pMaterialProxyFactory->DeleteProxy( pProxy );
|
|
Warning( "Error: Material \"%s\" : proxy \"%s\" unable to initialize!\n", GetName(), pProxyKey->GetName() );
|
|
}
|
|
else
|
|
{
|
|
m_ProxyInfo.AddToTail( pProxy );
|
|
#ifdef PROXY_TRACK_NAMES
|
|
m_ProxyInfoNames.AddToTail( pProxyKey->GetName() );
|
|
#endif
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Cleans up the material proxy
|
|
//-----------------------------------------------------------------------------
|
|
void CMaterial::CleanUpMaterialProxy()
|
|
{
|
|
if ( !m_ProxyInfo.Count() )
|
|
return;
|
|
|
|
IMaterialProxyFactory *pMaterialProxyFactory;
|
|
pMaterialProxyFactory = MaterialSystem()->GetMaterialProxyFactory();
|
|
if ( !pMaterialProxyFactory )
|
|
return;
|
|
|
|
// Clean up material proxies
|
|
for ( int i = m_ProxyInfo.Count() - 1; i >= 0; i-- )
|
|
{
|
|
IMaterialProxy *pProxy = m_ProxyInfo[ i ];
|
|
|
|
pMaterialProxyFactory->DeleteProxy( pProxy );
|
|
}
|
|
|
|
m_ProxyInfo.RemoveAll();
|
|
#ifdef PROXY_TRACK_NAMES
|
|
m_ProxyInfoNames.RemoveAll();
|
|
#endif
|
|
}
|
|
|
|
|
|
void CMaterial::DetermineProxyReplacements( KeyValues *pFallbackKeyValues )
|
|
{
|
|
m_pReplacementProxy = MaterialSystem()->DetermineProxyReplacements( this, pFallbackKeyValues );
|
|
}
|
|
|
|
|
|
static char const *GetVarName( KeyValues *pVar )
|
|
{
|
|
char const *pVarName = pVar->GetName();
|
|
char const *pQuestion = strchr( pVarName, '?' );
|
|
if (! pQuestion )
|
|
return pVarName;
|
|
else
|
|
return pQuestion + 1;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Finds the index of the material var associated with a var
|
|
//-----------------------------------------------------------------------------
|
|
static int FindMaterialVar( IShader* pShader, char const* pVarName )
|
|
{
|
|
if ( !pShader )
|
|
return -1;
|
|
|
|
// Strip preceeding spaces
|
|
pVarName += strspn( pVarName, " \t" );
|
|
|
|
for (int i = pShader->GetNumParams(); --i >= 0; )
|
|
{
|
|
// Makes the parser a little more lenient.. strips off bogus spaces in the var name.
|
|
const char *pParamName = pShader->GetParamName(i);
|
|
const char *pFound = Q_stristr( pVarName, pParamName );
|
|
|
|
// The found string had better start with the first non-whitespace character
|
|
if ( pFound != pVarName )
|
|
continue;
|
|
|
|
// Strip spaces at the end
|
|
int nLen = Q_strlen( pParamName );
|
|
pFound += nLen;
|
|
while ( true )
|
|
{
|
|
if ( !pFound[0] )
|
|
return i;
|
|
|
|
if ( !IsWhitespace( pFound[0] ) )
|
|
break;
|
|
|
|
++pFound;
|
|
}
|
|
}
|
|
return -1;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Creates a vector material var
|
|
//-----------------------------------------------------------------------------
|
|
int ParseVectorFromKeyValueString( KeyValues *pKeyValue, const char *pMaterialName, float vecVal[4] )
|
|
{
|
|
char const* pScan = pKeyValue->GetString();
|
|
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( "Warning in .VMT file (%s): no ']' or '}' found in vector key \"%s\".\n"
|
|
"Did you forget to surround the vector with \"s?\n", pMaterialName, pKeyValue->GetName() );
|
|
}
|
|
|
|
// allow for vec2's, etc.
|
|
vecVal[i] = 0.0f;
|
|
break;
|
|
}
|
|
|
|
char* pEnd;
|
|
|
|
vecVal[i] = strtod( pScan, &pEnd );
|
|
if (pScan == pEnd)
|
|
{
|
|
Warning( "Error in .VMT file: error parsing vector element \"%s\" in \"%s\"\n", pKeyValue->GetName(), pMaterialName );
|
|
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;
|
|
}
|
|
|
|
static IMaterialVar* CreateVectorMaterialVarFromKeyValue( IMaterial* pMaterial, KeyValues* pKeyValue )
|
|
{
|
|
char const *pszName = GetVarName( pKeyValue );
|
|
float vecVal[4];
|
|
int nDim = ParseVectorFromKeyValueString( pKeyValue, pszName, vecVal );
|
|
if ( nDim == 0 )
|
|
return NULL;
|
|
|
|
// Create the variable!
|
|
return IMaterialVar::Create( pMaterial, pszName, vecVal, nDim );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Creates a vector material var
|
|
//-----------------------------------------------------------------------------
|
|
static IMaterialVar* CreateMatrixMaterialVarFromKeyValue( IMaterial* pMaterial, KeyValues* pKeyValue )
|
|
{
|
|
char const* pScan = pKeyValue->GetString();
|
|
char const *pszName = GetVarName( pKeyValue );
|
|
|
|
// Matrices can be specified one of two ways:
|
|
// [ # # # # # # # # # # # # # # # # ]
|
|
// or
|
|
// center # # scale # # rotate # translate # #
|
|
|
|
VMatrix mat;
|
|
int count = sscanf( pScan, " [ %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)
|
|
{
|
|
return IMaterialVar::Create( pMaterial, pszName, mat );
|
|
}
|
|
|
|
Vector2D scale, center;
|
|
float angle;
|
|
Vector2D translation;
|
|
count = sscanf( pScan, " center %f %f scale %f %f rotate %f translate %f %f",
|
|
¢er.x, ¢er.y, &scale.x, &scale.y, &angle, &translation.x, &translation.y );
|
|
if (count != 7)
|
|
return NULL;
|
|
|
|
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 );
|
|
|
|
// Create the variable!
|
|
return IMaterialVar::Create( pMaterial, pszName, mat );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Creates a material var from a key value
|
|
//-----------------------------------------------------------------------------
|
|
|
|
static IMaterialVar* CreateMaterialVarFromKeyValue( IMaterial* pMaterial, KeyValues* pKeyValue )
|
|
{
|
|
char const *pszName = GetVarName( pKeyValue );
|
|
switch( pKeyValue->GetDataType() )
|
|
{
|
|
case KeyValues::TYPE_INT:
|
|
return IMaterialVar::Create( pMaterial, pszName, pKeyValue->GetInt() );
|
|
|
|
case KeyValues::TYPE_FLOAT:
|
|
return IMaterialVar::Create( pMaterial, pszName, pKeyValue->GetFloat() );
|
|
|
|
case KeyValues::TYPE_STRING:
|
|
{
|
|
char const* pString = pKeyValue->GetString();
|
|
if (!pString || !pString[0])
|
|
return 0;
|
|
|
|
// Look for matrices
|
|
IMaterialVar *pMatrixVar = CreateMatrixMaterialVarFromKeyValue( pMaterial, pKeyValue );
|
|
if (pMatrixVar)
|
|
return pMatrixVar;
|
|
|
|
// Look for vectors
|
|
if (!IsVector(pString))
|
|
return IMaterialVar::Create( pMaterial, pszName, pString );
|
|
|
|
// Parse the string as a vector...
|
|
return CreateVectorMaterialVarFromKeyValue( pMaterial, pKeyValue );
|
|
}
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Reads out common flags, prevents them from becoming material vars
|
|
//-----------------------------------------------------------------------------
|
|
int CMaterial::FindMaterialVarFlag( char const* pFlagName ) const
|
|
{
|
|
// Strip preceeding spaces
|
|
while ( pFlagName[0] )
|
|
{
|
|
if ( !IsWhitespace( pFlagName[0] ) )
|
|
break;
|
|
|
|
++pFlagName;
|
|
}
|
|
|
|
for( int i = 0; *ShaderSystem()->ShaderStateString(i); ++i )
|
|
{
|
|
const char *pStateString = ShaderSystem()->ShaderStateString(i);
|
|
const char *pFound = Q_stristr( pFlagName, pStateString );
|
|
|
|
// The found string had better start with the first non-whitespace character
|
|
if ( pFound != pFlagName )
|
|
continue;
|
|
|
|
// Strip spaces at the end
|
|
int nLen = Q_strlen( pStateString );
|
|
pFound += nLen;
|
|
while ( true )
|
|
{
|
|
if ( !pFound[0] )
|
|
return (1 << i);
|
|
|
|
if ( !IsWhitespace( pFound[0] ) )
|
|
break;
|
|
|
|
++pFound;
|
|
}
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Print material flags
|
|
//-----------------------------------------------------------------------------
|
|
void CMaterial::PrintMaterialFlags( int flags, int flagsDefined )
|
|
{
|
|
int i;
|
|
for( i = 0; *ShaderSystem()->ShaderStateString(i); i++ )
|
|
{
|
|
if( flags & ( 1<<i ) )
|
|
{
|
|
Warning( "%s|", ShaderSystem()->ShaderStateString(i) );
|
|
}
|
|
}
|
|
Warning( "\n" );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Parses material flags
|
|
//-----------------------------------------------------------------------------
|
|
bool CMaterial::ParseMaterialFlag( KeyValues* pParseValue, IMaterialVar* pFlagVar,
|
|
IMaterialVar* pFlagDefinedVar, bool parsingOverrides, int& flagMask, int& overrideMask )
|
|
{
|
|
// See if the var is a flag...
|
|
int flagbit = FindMaterialVarFlag( GetVarName( pParseValue ) );
|
|
if (!flagbit)
|
|
return false;
|
|
|
|
// Allow for flag override
|
|
int testMask = parsingOverrides ? overrideMask : flagMask;
|
|
if (testMask & flagbit)
|
|
{
|
|
Warning("Error! Flag \"%s\" is multiply defined in material \"%s\"!\n", pParseValue->GetName(), GetName() );
|
|
return true;
|
|
}
|
|
|
|
// Make sure overrides win
|
|
if (overrideMask & flagbit)
|
|
return true;
|
|
|
|
if (parsingOverrides)
|
|
overrideMask |= flagbit;
|
|
else
|
|
flagMask |= flagbit;
|
|
|
|
// If so, then set the flag bit
|
|
if (pParseValue->GetInt())
|
|
pFlagVar->SetIntValue( pFlagVar->GetIntValue() | flagbit );
|
|
else
|
|
pFlagVar->SetIntValue( pFlagVar->GetIntValue() & (~flagbit) );
|
|
|
|
// Mark the flag as being defined
|
|
pFlagDefinedVar->SetIntValue( pFlagDefinedVar->GetIntValue() | flagbit );
|
|
|
|
/*
|
|
if( stristr( m_pDebugName, "glasswindow064a" ) )
|
|
{
|
|
Warning( "flags\n" );
|
|
PrintMaterialFlags( pFlagVar->GetIntValue(), pFlagDefinedVar->GetIntValue() );
|
|
}
|
|
*/
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
ConVar mat_reduceparticles( "mat_reduceparticles", "0", FCVAR_ALLOWED_IN_COMPETITIVE );
|
|
|
|
bool CMaterial::ShouldSkipVar( KeyValues *pVar, bool *pWasConditional )
|
|
{
|
|
char const *pVarName = pVar->GetName();
|
|
char const *pQuestion = strchr( pVarName, '?' );
|
|
if ( ( ! pQuestion ) || (pQuestion == pVarName ) )
|
|
{
|
|
*pWasConditional = false; // unconditional var
|
|
return false;
|
|
}
|
|
else
|
|
{
|
|
bool bShouldSkip = true;
|
|
*pWasConditional = true;
|
|
// parse the conditional part
|
|
char pszConditionName[256];
|
|
V_strncpy( pszConditionName, pVarName, 1+pQuestion-pVarName );
|
|
char const *pCond = pszConditionName;
|
|
bool bToggle = false;
|
|
if ( pCond[0] == '!' )
|
|
{
|
|
pCond++;
|
|
bToggle = true;
|
|
}
|
|
|
|
if ( ! stricmp( pCond, "lowfill" ) )
|
|
{
|
|
bShouldSkip = !mat_reduceparticles.GetBool();
|
|
}
|
|
else if ( ! stricmp( pCond, "hdr" ) )
|
|
{
|
|
bShouldSkip = false; //( HardwareConfig()->GetHDRType() == HDR_TYPE_NONE );
|
|
}
|
|
else if ( ! stricmp( pCond, "srgb" ) )
|
|
{
|
|
bShouldSkip = ( !HardwareConfig()->UsesSRGBCorrectBlending() );
|
|
}
|
|
else if ( ! stricmp( pCond, "ldr" ) )
|
|
{
|
|
bShouldSkip = ( HardwareConfig()->GetHDRType() != HDR_TYPE_NONE );
|
|
}
|
|
else if ( ! stricmp( pCond, "360" ) )
|
|
{
|
|
bShouldSkip = !IsX360();
|
|
}
|
|
else if ( ! stricmp( pCond, "gameconsole" ) )
|
|
{
|
|
bShouldSkip = !IsGameConsole();
|
|
}
|
|
else
|
|
{
|
|
Warning( "unrecognized conditional test %s in %s\n", pVarName, GetName() );
|
|
}
|
|
|
|
return bShouldSkip ^ bToggle;
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Computes the material vars for the shader
|
|
//-----------------------------------------------------------------------------
|
|
int CMaterial::ParseMaterialVars( IShader* pShader, KeyValues& keyValues,
|
|
KeyValues* pOverrideKeyValues, bool modelDefault, IMaterialVar** ppVars, int nFindContext )
|
|
{
|
|
IMaterialVar* pNewVar;
|
|
bool pOverride[256];
|
|
bool bWasConditional[256];
|
|
int overrideMask = 0;
|
|
int flagMask = 0;
|
|
|
|
memset( ppVars, 0, 256 * sizeof(IMaterialVar*) );
|
|
memset( pOverride, 0, sizeof( pOverride ) );
|
|
memset( bWasConditional, 0, sizeof( bWasConditional ) );
|
|
|
|
// Create the flag var...
|
|
// Set model mode if we fell back from a model mode shader
|
|
int modelFlag = modelDefault ? MATERIAL_VAR_MODEL : 0;
|
|
ppVars[FLAGS] = IMaterialVar::Create( this, "$flags", modelFlag );
|
|
ppVars[FLAGS_DEFINED] = IMaterialVar::Create( this, "$flags_defined", modelFlag );
|
|
ppVars[FLAGS2] = IMaterialVar::Create( this, "$flags2", 0 );
|
|
ppVars[FLAGS_DEFINED2] = IMaterialVar::Create( this, "$flags_defined2", 0 );
|
|
|
|
int numParams = pShader ? pShader->GetNumParams() : 0;
|
|
int varCount = numParams;
|
|
|
|
bool parsingOverrides = (pOverrideKeyValues != 0);
|
|
KeyValues* pVar = pOverrideKeyValues ? pOverrideKeyValues->GetFirstSubKey() : keyValues.GetFirstSubKey();
|
|
|
|
const char *pszMatName = pVar ? pVar->GetString() : "Unknown";
|
|
|
|
while( pVar )
|
|
{
|
|
bool bProcessThisOne = true;
|
|
|
|
bool bIsConditionalVar;
|
|
|
|
const char *pszVarName = GetVarName( pVar );
|
|
|
|
if ( (nFindContext == MATERIAL_FINDCONTEXT_ISONAMODEL) && pszVarName && pszVarName[0] )
|
|
{
|
|
// Prevent ignorez models
|
|
// Should we do 'nofog' too? For now, decided not to.
|
|
if ( Q_stristr(pszVarName,"$ignorez") )
|
|
{
|
|
Warning("Ignoring material flag '%s' on material '%s'.\n", pszVarName, pszMatName );
|
|
goto nextVar;
|
|
}
|
|
}
|
|
|
|
// See if the var is a flag...
|
|
if (
|
|
ShouldSkipVar( pVar, &bIsConditionalVar ) || // should skip?
|
|
((pVar->GetName()[0] == '%') && (g_pShaderDevice->IsUsingGraphics()) && (!MaterialSystem()->CanUseEditorMaterials() ) ) || // is an editor var?
|
|
ParseMaterialFlag( pVar, ppVars[FLAGS], ppVars[FLAGS_DEFINED], parsingOverrides, flagMask, overrideMask ) || // is a flag?
|
|
ParseMaterialFlag( pVar, ppVars[FLAGS2], ppVars[FLAGS_DEFINED2], parsingOverrides, flagMask, overrideMask )
|
|
)
|
|
bProcessThisOne = false;
|
|
|
|
if ( bProcessThisOne )
|
|
{
|
|
// See if the var is one of the shader params
|
|
int varIdx = FindMaterialVar( pShader, pszVarName );
|
|
|
|
// Check for multiply defined or overridden
|
|
if (varIdx >= 0)
|
|
{
|
|
if (ppVars[varIdx] && (! bIsConditionalVar ) )
|
|
{
|
|
if ( !pOverride[varIdx] || parsingOverrides )
|
|
{
|
|
Warning("Error! Variable \"%s\" is multiply defined in material \"%s\"!\n", pVar->GetName(), GetName() );
|
|
}
|
|
goto nextVar;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
int i;
|
|
for ( i = numParams; i < varCount; ++i)
|
|
{
|
|
Assert( ppVars[i] );
|
|
if (!stricmp( ppVars[i]->GetName(), pVar->GetName() ))
|
|
break;
|
|
}
|
|
if (i != varCount)
|
|
{
|
|
if ( !pOverride[i] || parsingOverrides )
|
|
{
|
|
Warning("Error! Variable \"%s\" is multiply defined in material \"%s\"!\n", pVar->GetName(), GetName() );
|
|
}
|
|
goto nextVar;
|
|
}
|
|
}
|
|
|
|
// Create a material var for this dudely dude; could be zero...
|
|
pNewVar = CreateMaterialVarFromKeyValue( this, pVar );
|
|
if (!pNewVar)
|
|
goto nextVar;
|
|
|
|
if (varIdx < 0)
|
|
{
|
|
varIdx = varCount++;
|
|
}
|
|
if ( ppVars[varIdx] )
|
|
{
|
|
IMaterialVar::Destroy( ppVars[varIdx] );
|
|
}
|
|
ppVars[varIdx] = pNewVar;
|
|
if (parsingOverrides)
|
|
pOverride[varIdx] = true;
|
|
bWasConditional[varIdx] = bIsConditionalVar;
|
|
|
|
}
|
|
|
|
nextVar:
|
|
pVar = pVar->GetNextKey();
|
|
if (!pVar && parsingOverrides)
|
|
{
|
|
pVar = keyValues.GetFirstSubKey();
|
|
parsingOverrides = false;
|
|
}
|
|
}
|
|
|
|
// Create undefined vars for all the actual material vars
|
|
for (int i = 0; i < numParams; ++i)
|
|
{
|
|
if (!ppVars[i])
|
|
ppVars[i] = IMaterialVar::Create( this, pShader->GetParamName(i) );
|
|
}
|
|
|
|
return varCount;
|
|
}
|
|
|
|
|
|
static KeyValues *CheckConditionalFakeShaderName( char const *pShaderName, char const *pSuffixName,
|
|
KeyValues *pKeyValues )
|
|
{
|
|
KeyValues *pFallbackSection = pKeyValues->FindKey( pSuffixName );
|
|
if (pFallbackSection)
|
|
return pFallbackSection;
|
|
|
|
char nameBuf[256];
|
|
V_snprintf( nameBuf, sizeof(nameBuf), "%s_%s", pShaderName, pSuffixName );
|
|
pFallbackSection = pKeyValues->FindKey( nameBuf );
|
|
|
|
if (pFallbackSection)
|
|
return pFallbackSection;
|
|
|
|
return NULL;
|
|
}
|
|
|
|
|
|
static KeyValues *FindBuiltinFallbackBlock( char const *pShaderName, KeyValues *pKeyValues )
|
|
{
|
|
// handle "fake" shader fallbacks which are conditional upon mode. like _hdr_dx9, etc
|
|
if ( HardwareConfig()->GetDXSupportLevel() < 90 )
|
|
{
|
|
KeyValues *pRet = CheckConditionalFakeShaderName( pShaderName,"<DX90", pKeyValues );
|
|
if ( pRet )
|
|
return pRet;
|
|
}
|
|
if ( HardwareConfig()->GetDXSupportLevel() < 95 )
|
|
{
|
|
KeyValues *pRet = CheckConditionalFakeShaderName( pShaderName,"<DX95", pKeyValues );
|
|
if ( pRet )
|
|
return pRet;
|
|
}
|
|
if ( HardwareConfig()->GetDXSupportLevel() < 90 || !HardwareConfig()->SupportsPixelShaders_2_b() )
|
|
{
|
|
KeyValues *pRet = CheckConditionalFakeShaderName( pShaderName,"<DX90_20b", pKeyValues );
|
|
if ( pRet )
|
|
return pRet;
|
|
}
|
|
if ( HardwareConfig()->GetDXSupportLevel() >= 90 && HardwareConfig()->SupportsPixelShaders_2_b() )
|
|
{
|
|
KeyValues *pRet = CheckConditionalFakeShaderName( pShaderName,">=DX90_20b", pKeyValues );
|
|
if ( pRet )
|
|
return pRet;
|
|
}
|
|
if ( HardwareConfig()->GetDXSupportLevel() <= 90 )
|
|
{
|
|
KeyValues *pRet = CheckConditionalFakeShaderName( pShaderName,"<=DX90", pKeyValues );
|
|
if ( pRet )
|
|
return pRet;
|
|
}
|
|
if ( HardwareConfig()->GetDXSupportLevel() >= 90 )
|
|
{
|
|
KeyValues *pRet = CheckConditionalFakeShaderName( pShaderName,">=DX90", pKeyValues );
|
|
if ( pRet )
|
|
return pRet;
|
|
}
|
|
if ( HardwareConfig()->GetDXSupportLevel() > 90 )
|
|
{
|
|
KeyValues *pRet = CheckConditionalFakeShaderName( pShaderName,">DX90", pKeyValues );
|
|
if ( pRet )
|
|
return pRet;
|
|
}
|
|
// if ( HardwareConfig()->GetHDRType() != HDR_TYPE_NONE )
|
|
{
|
|
KeyValues *pRet = CheckConditionalFakeShaderName( pShaderName,"hdr_dx9", pKeyValues );
|
|
if ( pRet )
|
|
return pRet;
|
|
pRet = CheckConditionalFakeShaderName( pShaderName,"hdr", pKeyValues );
|
|
if ( pRet )
|
|
return pRet;
|
|
}
|
|
if( HardwareConfig()->GetHDRType() == HDR_TYPE_NONE )
|
|
{
|
|
KeyValues *pRet = CheckConditionalFakeShaderName( pShaderName,"ldr", pKeyValues );
|
|
if ( pRet )
|
|
return pRet;
|
|
}
|
|
if ( HardwareConfig()->UsesSRGBCorrectBlending() )
|
|
{
|
|
KeyValues *pRet = CheckConditionalFakeShaderName( pShaderName,"srgb", pKeyValues );
|
|
if ( pRet )
|
|
return pRet;
|
|
}
|
|
if ( HardwareConfig()->GetDXSupportLevel() >= 90 )
|
|
{
|
|
KeyValues *pRet = CheckConditionalFakeShaderName( pShaderName,"dx9", pKeyValues );
|
|
if ( pRet )
|
|
return pRet;
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
inline const char *MissingShaderName()
|
|
{
|
|
return (IsWindows() && !IsEmulatingGL()) ? "Wireframe_DX8" : "Wireframe_DX9";
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Hooks up the shader
|
|
//-----------------------------------------------------------------------------
|
|
KeyValues* CMaterial::InitializeShader( KeyValues &keyValues, KeyValues &patchKeyValues, int nFindContext )
|
|
{
|
|
MaterialLock_t hMaterialLock = MaterialSystem()->Lock();
|
|
|
|
KeyValues* pCurrentFallback = &keyValues;
|
|
KeyValues* pFallbackSection = 0;
|
|
|
|
char szShaderName[MAX_PATH];
|
|
char const* pShaderName = pCurrentFallback->GetName();
|
|
if ( !pShaderName )
|
|
{
|
|
// I'm not quite sure how this can happen, but we'll see...
|
|
Warning( "Shader not specified in material %s\nUsing wireframe instead...\n", GetName() );
|
|
Assert( 0 );
|
|
pShaderName = MissingShaderName();
|
|
}
|
|
else
|
|
{
|
|
// can't pass a stable reference to the key values name around
|
|
// naive leaf functions can cause KV system to re-alloc
|
|
V_strncpy( szShaderName, pShaderName, sizeof( szShaderName ) );
|
|
pShaderName = szShaderName;
|
|
}
|
|
|
|
IShader* pShader;
|
|
IMaterialVar* ppVars[256];
|
|
char pFallbackShaderNameBuf[256];
|
|
char pFallbackMaterialNameBuf[256];
|
|
int varCount = 0;
|
|
bool modelDefault = false;
|
|
|
|
// Keep going until there's no more fallbacks...
|
|
while( true )
|
|
{
|
|
// Find the shader for this material. Note that this may not be
|
|
// the actual shader we use due to fallbacks...
|
|
pShader = ShaderSystem()->FindShader( pShaderName );
|
|
if ( !pShader )
|
|
{
|
|
if ( g_pShaderDevice->IsUsingGraphics() )
|
|
{
|
|
Warning( "Error: Material \"%s\" uses unknown shader \"%s\"\n", GetName(), pShaderName );
|
|
//hushed Assert( 0 );
|
|
}
|
|
|
|
pShaderName = MissingShaderName();
|
|
pShader = ShaderSystem()->FindShader( pShaderName );
|
|
|
|
if ( !HushAsserts() )
|
|
{
|
|
AssertMsg( pShader, "pShader==NULL. Shader: %s", GetName() );
|
|
}
|
|
|
|
#ifndef DEDICATED
|
|
if ( !pShader )
|
|
{
|
|
#ifdef LINUX
|
|
// Exit out here. We're running into issues where this material is returned in a horribly broken
|
|
// state and you wind up crashing in LockMesh() because the vertex and index buffer pointers
|
|
// are NULL. You can repro this by not dying here and showing the intro movie. This happens on
|
|
// Linux when you run from a symlink'd SteamApps directory.
|
|
Error( "Shader '%s' for material '%s' not found.\n",
|
|
pCurrentFallback->GetName() ? pCurrentFallback->GetName() : pShaderName, GetName() );
|
|
#endif
|
|
MaterialSystem()->Unlock( hMaterialLock );
|
|
return NULL;
|
|
}
|
|
#endif
|
|
|
|
}
|
|
|
|
bool bHasBuiltinFallbackBlock = false;
|
|
if ( !pFallbackSection )
|
|
{
|
|
pFallbackSection = FindBuiltinFallbackBlock( pShaderName, &keyValues );
|
|
if( pFallbackSection )
|
|
{
|
|
bHasBuiltinFallbackBlock = true;
|
|
pFallbackSection->ChainKeyValue( &keyValues );
|
|
pCurrentFallback = pFallbackSection;
|
|
}
|
|
}
|
|
|
|
// Here we must set up all flags + material vars that the shader needs
|
|
// because it may look at them when choosing shader fallback.
|
|
varCount = ParseMaterialVars( pShader, keyValues, pFallbackSection, modelDefault, ppVars, nFindContext );
|
|
|
|
if ( !pShader )
|
|
break;
|
|
|
|
// Make sure we set default values before the fallback is looked for
|
|
ShaderSystem()->InitShaderParameters( pShader, ppVars, GetName() );
|
|
|
|
// Now that the material vars are parsed, see if there's a fallback
|
|
// But only if we're not in the tools
|
|
/*
|
|
if (!g_pShaderAPI->IsUsingGraphics())
|
|
break;
|
|
*/
|
|
|
|
// Check for a fallback; if not, we're done
|
|
pShaderName = pShader->GetFallbackShader( ppVars );
|
|
if (!pShaderName)
|
|
{
|
|
break;
|
|
}
|
|
// Copy off the shader name, as it may be in a materialvar in the shader
|
|
// because we're about to delete all materialvars
|
|
Q_strncpy( pFallbackShaderNameBuf, pShaderName, 256 );
|
|
pShaderName = pFallbackShaderNameBuf;
|
|
|
|
// Remember the model flag if we're on dx7 or higher...
|
|
if (HardwareConfig()->SupportsVertexAndPixelShaders())
|
|
{
|
|
modelDefault = ( ppVars[FLAGS]->GetIntValue() & MATERIAL_VAR_MODEL ) != 0;
|
|
}
|
|
|
|
// Try to get the section associated with the fallback shader
|
|
// Then chain it to the base data so it can override the
|
|
// values if it wants to
|
|
if( !bHasBuiltinFallbackBlock )
|
|
{
|
|
pFallbackSection = keyValues.FindKey( pShaderName );
|
|
if (pFallbackSection)
|
|
{
|
|
pFallbackSection->ChainKeyValue( &keyValues );
|
|
pCurrentFallback = pFallbackSection;
|
|
}
|
|
}
|
|
|
|
// Now, blow away all of the material vars + try again...
|
|
for (int i = 0; i < varCount; ++i)
|
|
{
|
|
Assert( ppVars[i] );
|
|
IMaterialVar::Destroy( ppVars[i] );
|
|
}
|
|
|
|
// Check the KeyValues for '$fallbackmaterial'
|
|
// Note we have to do this *after* we chain the keyvalues
|
|
// based on the fallback shader since the names of the fallback material
|
|
// must lie within the shader-specific block usually.
|
|
const char *pFallbackMaterial = pCurrentFallback->GetString( "$fallbackmaterial" );
|
|
if ( pFallbackMaterial[0] )
|
|
{
|
|
// Don't fallback to ourselves
|
|
if ( Q_stricmp( GetName(), pFallbackMaterial ) )
|
|
{
|
|
// Gotta copy it off; clearing the keyvalues will blow the string away
|
|
Q_strncpy( pFallbackMaterialNameBuf, pFallbackMaterial, 256 );
|
|
keyValues.Clear();
|
|
if( !LoadVMTFile( keyValues, patchKeyValues, pFallbackMaterialNameBuf, UsesUNCFileName(), NULL ) )
|
|
{
|
|
Warning( "CMaterial::PrecacheVars: error loading vmt file %s for %s\n", pFallbackMaterialNameBuf, GetName() );
|
|
keyValues = *(((CMaterial *)g_pErrorMaterial)->m_pVMTKeyValues);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
Warning( "CMaterial::PrecacheVars: fallback material for vmt file %s is itself!\n", GetName() );
|
|
keyValues = *(((CMaterial *)g_pErrorMaterial)->m_pVMTKeyValues);
|
|
}
|
|
pCurrentFallback = &keyValues;
|
|
pFallbackSection = NULL;
|
|
|
|
// I'm not quite sure how this can happen, but we'll see...
|
|
pShaderName = pCurrentFallback->GetName();
|
|
if (!pShaderName)
|
|
{
|
|
Warning("Shader not specified in material %s (fallback %s)\nUsing wireframe instead...\n", GetName(), pFallbackMaterialNameBuf );
|
|
pShaderName = MissingShaderName();
|
|
}
|
|
}
|
|
}
|
|
|
|
// Store off the shader
|
|
m_pShader = pShader;
|
|
|
|
// Store off the material vars + flags
|
|
m_VarCount = varCount;
|
|
m_pShaderParams = (IMaterialVar**)malloc( varCount * sizeof(IMaterialVar*) );
|
|
memcpy( m_pShaderParams, ppVars, varCount * sizeof(IMaterialVar*) );
|
|
|
|
#ifdef _DEBUG
|
|
for (int i = 0; i < varCount; ++i)
|
|
{
|
|
Assert( ppVars[i] );
|
|
}
|
|
#endif
|
|
|
|
MaterialSystem()->Unlock( hMaterialLock );
|
|
return pCurrentFallback;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Gets the texturemap size
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CMaterial::PrecacheMappingDimensions( )
|
|
{
|
|
// Cache mapping width and mapping height
|
|
if (!m_representativeTexture)
|
|
{
|
|
#ifdef PARANOID
|
|
Warning( "No representative texture on material: \"%s\"\n", GetName() );
|
|
#endif
|
|
m_MappingWidth = 64;
|
|
m_MappingHeight = 64;
|
|
}
|
|
else
|
|
{
|
|
m_MappingWidth = m_representativeTexture->GetMappingWidth();
|
|
m_MappingHeight = m_representativeTexture->GetMappingHeight();
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Initialize the state snapshot
|
|
//-----------------------------------------------------------------------------
|
|
bool CMaterial::InitializeStateSnapshots()
|
|
{
|
|
if (IsPrecached())
|
|
{
|
|
if ( MaterialSystem()->GetCurrentMaterial() == this)
|
|
{
|
|
g_pShaderAPI->FlushBufferedPrimitives();
|
|
}
|
|
|
|
// Default state
|
|
CleanUpStateSnapshots();
|
|
|
|
if ( m_pShader && !ShaderSystem()->InitRenderState( m_pShader, m_VarCount, m_pShaderParams, &m_ShaderRenderState, GetName() ))
|
|
{
|
|
m_Flags &= ~MATERIAL_VALID_RENDERSTATE;
|
|
return false;
|
|
}
|
|
|
|
m_Flags |= MATERIAL_VALID_RENDERSTATE;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void CMaterial::CleanUpStateSnapshots()
|
|
{
|
|
if (IsValidRenderState())
|
|
{
|
|
ShaderSystem()->CleanupRenderState(&m_ShaderRenderState);
|
|
// -- THIS CANNOT BE HERE: m_Flags &= ~MATERIAL_VALID_RENDERSTATE;
|
|
// -- because it will cause a crash when main thread asks for material
|
|
// -- sort group it can temporarily see material in invalid render state
|
|
// -- and crash in DecalSurfaceAdd(msurface2_t*, int)
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// This sets up a debugging/error shader...
|
|
//-----------------------------------------------------------------------------
|
|
void CMaterial::SetupErrorShader()
|
|
{
|
|
// Preserve the model flags
|
|
int flags = 0;
|
|
if ( m_pShaderParams && m_pShaderParams[FLAGS] )
|
|
{
|
|
flags = (m_pShaderParams[FLAGS]->GetIntValue() & MATERIAL_VAR_MODEL);
|
|
}
|
|
|
|
CleanUpShaderParams();
|
|
CleanUpMaterialProxy();
|
|
|
|
// We had a failure; replace it with a valid shader...
|
|
|
|
m_pShader = ShaderSystem()->FindShader( MissingShaderName() );
|
|
Assert( m_pShader );
|
|
|
|
// Create undefined vars for all the actual material vars
|
|
m_VarCount = m_pShader->GetNumParams();
|
|
m_pShaderParams = (IMaterialVar**)malloc( m_VarCount * sizeof(IMaterialVar*) );
|
|
|
|
for (int i = 0; i < m_VarCount; ++i)
|
|
{
|
|
m_pShaderParams[i] = IMaterialVar::Create( this, m_pShader->GetParamName(i) );
|
|
}
|
|
|
|
// Store the model flags
|
|
SetMaterialVarFlags( flags, true );
|
|
|
|
// Set the default values
|
|
ShaderSystem()->InitShaderParameters( m_pShader, m_pShaderParams, "Error" );
|
|
|
|
// Invokes the SHADER_INIT block in the various shaders,
|
|
ShaderSystem()->InitShaderInstance( m_pShader, m_pShaderParams, "Error", GetTextureGroupName() );
|
|
|
|
#ifdef DBGFLAG_ASSERT
|
|
bool ok =
|
|
#endif
|
|
InitializeStateSnapshots();
|
|
|
|
m_QueueFriendlyVersion.UpdateToRealTime();
|
|
|
|
Assert(ok);
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// This computes the state snapshots for this material
|
|
//-----------------------------------------------------------------------------
|
|
void CMaterial::RecomputeStateSnapshots()
|
|
{
|
|
CMatCallQueue *pCallQueue = MaterialSystem()->GetRenderCallQueue();
|
|
if ( pCallQueue )
|
|
{
|
|
pCallQueue->QueueCall( this, &CMaterial::RecomputeStateSnapshots );
|
|
return;
|
|
}
|
|
|
|
bool ok = InitializeStateSnapshots();
|
|
|
|
// compute the state snapshots
|
|
if (!ok)
|
|
{
|
|
SetupErrorShader();
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Are we valid
|
|
//-----------------------------------------------------------------------------
|
|
inline bool CMaterial::IsValidRenderState() const
|
|
{
|
|
return (m_Flags & MATERIAL_VALID_RENDERSTATE) != 0;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Gets/sets material var flags
|
|
//-----------------------------------------------------------------------------
|
|
inline int CMaterial::GetMaterialVarFlags() const
|
|
{
|
|
if ( m_pShaderParams && m_pShaderParams[FLAGS] )
|
|
{
|
|
return m_pShaderParams[FLAGS]->GetIntValueFast();
|
|
}
|
|
else
|
|
{
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
inline void CMaterial::SetMaterialVarFlags( int flags, bool on )
|
|
{
|
|
if ( !m_pShaderParams )
|
|
{
|
|
Assert( 0 ); // are we hanging onto a material that has been cleaned up or isn't ready?
|
|
return;
|
|
}
|
|
|
|
if (on)
|
|
{
|
|
m_pShaderParams[FLAGS]->SetIntValue( GetMaterialVarFlags() | flags );
|
|
}
|
|
else
|
|
{
|
|
m_pShaderParams[FLAGS]->SetIntValue( GetMaterialVarFlags() & (~flags) );
|
|
}
|
|
|
|
// Mark it as being defined...
|
|
m_pShaderParams[FLAGS_DEFINED]->SetIntValue( m_pShaderParams[FLAGS_DEFINED]->GetIntValueFast() | flags );
|
|
}
|
|
|
|
inline int CMaterial::GetMaterialVarFlags2() const
|
|
{
|
|
if ( m_pShaderParams && m_VarCount > FLAGS2 && m_pShaderParams[FLAGS2] )
|
|
{
|
|
return m_pShaderParams[FLAGS2]->GetIntValueFast();
|
|
}
|
|
else
|
|
{
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
inline void CMaterial::SetMaterialVarFlags2( int flags, bool on )
|
|
{
|
|
if ( m_pShaderParams && m_VarCount > FLAGS2 && m_pShaderParams[FLAGS2] )
|
|
{
|
|
if (on)
|
|
m_pShaderParams[FLAGS2]->SetIntValue( GetMaterialVarFlags2() | flags );
|
|
else
|
|
m_pShaderParams[FLAGS2]->SetIntValue( GetMaterialVarFlags2() & (~flags) );
|
|
}
|
|
|
|
if ( m_pShaderParams && m_VarCount > FLAGS_DEFINED2 && m_pShaderParams[FLAGS_DEFINED2] )
|
|
{
|
|
// Mark it as being defined...
|
|
m_pShaderParams[FLAGS_DEFINED2]->SetIntValue(
|
|
m_pShaderParams[FLAGS_DEFINED2]->GetIntValueFast() | flags );
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Gets the morph format
|
|
//-----------------------------------------------------------------------------
|
|
MorphFormat_t CMaterial::GetMorphFormat() const
|
|
{
|
|
const_cast<CMaterial*>(this)->Precache();
|
|
Assert( IsValidRenderState() );
|
|
return m_ShaderRenderState.m_MorphFormat;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Gets the vertex format
|
|
//-----------------------------------------------------------------------------
|
|
VertexFormat_t CMaterial::GetVertexFormat() const
|
|
{
|
|
Assert( IsValidRenderState() );
|
|
return m_ShaderRenderState.m_VertexFormat;
|
|
}
|
|
|
|
VertexFormat_t CMaterial::GetVertexUsage() const
|
|
{
|
|
Assert( IsValidRenderState() );
|
|
return m_ShaderRenderState.m_VertexUsage;
|
|
}
|
|
|
|
bool CMaterial::PerformDebugTrace() const
|
|
{
|
|
return IsValidRenderState() && ((GetMaterialVarFlags() & MATERIAL_VAR_DEBUG ) != 0);
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Are we suppressed?
|
|
//-----------------------------------------------------------------------------
|
|
bool CMaterial::IsSuppressed() const
|
|
{
|
|
if ( !IsValidRenderState() )
|
|
return true;
|
|
|
|
return ((GetMaterialVarFlags() & MATERIAL_VAR_NO_DRAW) != 0);
|
|
}
|
|
|
|
void CMaterial::ToggleSuppression()
|
|
{
|
|
if (IsValidRenderState())
|
|
{
|
|
if ((GetMaterialVarFlags() & MATERIAL_VAR_NO_DEBUG_OVERRIDE) != 0)
|
|
return;
|
|
|
|
SetMaterialVarFlags( MATERIAL_VAR_NO_DRAW,
|
|
(GetMaterialVarFlags() & MATERIAL_VAR_NO_DRAW) == 0 );
|
|
}
|
|
}
|
|
|
|
void CMaterial::ToggleDebugTrace()
|
|
{
|
|
if (IsValidRenderState())
|
|
{
|
|
SetMaterialVarFlags( MATERIAL_VAR_DEBUG,
|
|
(GetMaterialVarFlags() & MATERIAL_VAR_DEBUG) == 0 );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Can we override this material in debug?
|
|
//-----------------------------------------------------------------------------
|
|
|
|
bool CMaterial::NoDebugOverride() const
|
|
{
|
|
return IsValidRenderState() && (GetMaterialVarFlags() & MATERIAL_VAR_NO_DEBUG_OVERRIDE) != 0;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Material Var flags
|
|
//-----------------------------------------------------------------------------
|
|
void CMaterial::SetMaterialVarFlag( MaterialVarFlags_t flag, bool on )
|
|
{
|
|
CMatCallQueue *pCallQueue = MaterialSystem()->GetRenderCallQueue();
|
|
if ( pCallQueue )
|
|
{
|
|
pCallQueue->QueueCall( this, &CMaterial::SetMaterialVarFlag, flag, on );
|
|
return;
|
|
}
|
|
|
|
bool oldOn = (GetMaterialVarFlags( ) & flag) != 0;
|
|
if (oldOn != on)
|
|
{
|
|
SetMaterialVarFlags( flag, on );
|
|
|
|
// This is going to be called from client code; recompute snapshots!
|
|
RecomputeStateSnapshots();
|
|
}
|
|
}
|
|
|
|
bool CMaterial::GetMaterialVarFlag( MaterialVarFlags_t flag ) const
|
|
{
|
|
return (GetMaterialVarFlags() & flag) != 0;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Do we use the env_cubemap entity to get cubemaps from the level?
|
|
//-----------------------------------------------------------------------------
|
|
bool CMaterial::UsesEnvCubemap( void )
|
|
{
|
|
Precache();
|
|
|
|
if( !m_pShader )
|
|
{
|
|
if ( !HushAsserts() )
|
|
{
|
|
AssertMsg( m_pShader, "m_pShader==NULL. Shader: %s", GetName() );
|
|
}
|
|
return false;
|
|
}
|
|
|
|
Assert( m_pShaderParams );
|
|
return IsFlag2Set( m_pShaderParams, MATERIAL_VAR2_USES_ENV_CUBEMAP );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Do we need a tangent space at the vertex level?
|
|
//-----------------------------------------------------------------------------
|
|
bool CMaterial::NeedsTangentSpace( void )
|
|
{
|
|
Precache();
|
|
|
|
if( !m_pShader )
|
|
{
|
|
if ( !HushAsserts() )
|
|
{
|
|
AssertMsg( m_pShader, "m_pShader==NULL. Shader: %s", GetName() );
|
|
}
|
|
return false;
|
|
}
|
|
|
|
Assert( m_pShaderParams );
|
|
return IsFlag2Set( m_pShaderParams, MATERIAL_VAR2_NEEDS_TANGENT_SPACES );
|
|
}
|
|
|
|
bool CMaterial::NeedsPowerOfTwoFrameBufferTexture( bool bCheckSpecificToThisFrame )
|
|
{
|
|
PrecacheVars();
|
|
if( !m_pShader )
|
|
{
|
|
if ( !HushAsserts() )
|
|
{
|
|
AssertMsg( m_pShader, "m_pShader==NULL. Shader: %s", GetName() );
|
|
}
|
|
return false;
|
|
}
|
|
|
|
Assert( m_pShaderParams );
|
|
return m_pShader->NeedsPowerOfTwoFrameBufferTexture( m_pShaderParams, bCheckSpecificToThisFrame );
|
|
}
|
|
|
|
bool CMaterial::NeedsFullFrameBufferTexture( bool bCheckSpecificToThisFrame )
|
|
{
|
|
PrecacheVars();
|
|
if( !m_pShader )
|
|
{
|
|
if ( !HushAsserts() )
|
|
{
|
|
AssertMsg( m_pShader, "m_pShader==NULL. Shader: %s", GetName() );
|
|
}
|
|
return false;
|
|
}
|
|
|
|
Assert( m_pShaderParams );
|
|
return m_pShader->NeedsFullFrameBufferTexture( m_pShaderParams, bCheckSpecificToThisFrame );
|
|
}
|
|
|
|
// GR - Is lightmap alpha needed?
|
|
bool CMaterial::NeedsLightmapBlendAlpha( void )
|
|
{
|
|
Precache();
|
|
return (GetMaterialVarFlags2() & MATERIAL_VAR2_BLEND_WITH_LIGHTMAP_ALPHA ) != 0;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Do we need software skinning?
|
|
//-----------------------------------------------------------------------------
|
|
bool CMaterial::NeedsSoftwareSkinning( void )
|
|
{
|
|
Precache();
|
|
Assert( m_pShader );
|
|
if( !m_pShader )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
Assert( m_pShaderParams );
|
|
return IsFlagSet( m_pShaderParams, MATERIAL_VAR_NEEDS_SOFTWARE_SKINNING );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Do we need software lighting?
|
|
//-----------------------------------------------------------------------------
|
|
bool CMaterial::NeedsSoftwareLighting( void )
|
|
{
|
|
Precache();
|
|
Assert( m_pShader );
|
|
if( !m_pShader )
|
|
{
|
|
return false;
|
|
}
|
|
Assert( m_pShaderParams );
|
|
return IsFlag2Set( m_pShaderParams, MATERIAL_VAR2_NEEDS_SOFTWARE_LIGHTING );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Alpha/color modulation
|
|
//-----------------------------------------------------------------------------
|
|
void CMaterial::AlphaModulate( float alpha )
|
|
{
|
|
Precache();
|
|
if ( m_VarCount > ALPHA )
|
|
m_pShaderParams[ALPHA]->SetFloatValue(alpha);
|
|
}
|
|
|
|
void CMaterial::ColorModulate( float r, float g, float b )
|
|
{
|
|
Precache();
|
|
if ( m_VarCount > COLOR )
|
|
m_pShaderParams[COLOR]->SetVecValue( r, g, b );
|
|
}
|
|
|
|
float CMaterial::GetAlphaModulation()
|
|
{
|
|
Precache();
|
|
if ( m_VarCount > ALPHA )
|
|
return m_pShaderParams[ALPHA]->GetFloatValue();
|
|
return 0.0f;
|
|
}
|
|
|
|
void CMaterial::GetColorModulation( float *r, float *g, float *b )
|
|
{
|
|
Precache();
|
|
|
|
float pColor[3] = { 0.0f, 0.0f, 0.0f };
|
|
if ( m_VarCount > COLOR )
|
|
m_pShaderParams[COLOR]->GetVecValue( pColor, 3 );
|
|
*r = pColor[0];
|
|
*g = pColor[1];
|
|
*b = pColor[2];
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Do we use fog?
|
|
//-----------------------------------------------------------------------------
|
|
bool CMaterial::UseFog() const
|
|
{
|
|
Assert( m_VarCount > 0 );
|
|
return IsValidRenderState() && ((GetMaterialVarFlags() & MATERIAL_VAR_NOFOG) == 0);
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// diffuse bump?
|
|
//-----------------------------------------------------------------------------
|
|
bool CMaterial::IsUsingDiffuseBumpedLighting() const
|
|
{
|
|
return (GetMaterialVarFlags2() & MATERIAL_VAR2_LIGHTING_BUMPED_LIGHTMAP ) != 0;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// lightmap?
|
|
//-----------------------------------------------------------------------------
|
|
bool CMaterial::IsUsingLightmap() const
|
|
{
|
|
return (GetMaterialVarFlags2() & MATERIAL_VAR2_LIGHTING_LIGHTMAP ) != 0;
|
|
}
|
|
|
|
bool CMaterial::IsManuallyCreated() const
|
|
{
|
|
return (m_Flags & MATERIAL_IS_MANUALLY_CREATED) != 0;
|
|
}
|
|
|
|
bool CMaterial::UsesUNCFileName() const
|
|
{
|
|
return (m_Flags & MATERIAL_USES_UNC_FILENAME) != 0;
|
|
}
|
|
|
|
|
|
void CMaterial::DecideShouldReloadFromWhitelist( IFileList *pFilesToReload )
|
|
{
|
|
m_bShouldReloadFromWhitelist = false;
|
|
if ( IsManuallyCreated() || !IsPrecached() )
|
|
return;
|
|
|
|
// Materials loaded with an absolute pathname are usually debug materials.
|
|
if ( V_IsAbsolutePath( GetName() ) )
|
|
return;
|
|
|
|
char vmtFilename[MAX_PATH];
|
|
V_ComposeFileName( "materials", GetName(), vmtFilename, sizeof( vmtFilename ) );
|
|
V_strncat( vmtFilename, ".vmt", sizeof( vmtFilename ) );
|
|
|
|
// Check if either this file or any of the files it included need to be reloaded.
|
|
bool bShouldReload = pFilesToReload->IsFileInList( vmtFilename );
|
|
if ( !bShouldReload )
|
|
{
|
|
for ( int i=0; i < m_VMTIncludes.Count(); i++ )
|
|
{
|
|
g_pFullFileSystem->String( m_VMTIncludes[i], vmtFilename, sizeof( vmtFilename ) );
|
|
if ( pFilesToReload->IsFileInList( vmtFilename ) )
|
|
{
|
|
bShouldReload = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
m_bShouldReloadFromWhitelist = bShouldReload;
|
|
}
|
|
|
|
void CMaterial::ReloadFromWhitelistIfMarked()
|
|
{
|
|
if ( !m_bShouldReloadFromWhitelist )
|
|
return;
|
|
|
|
#ifdef PURE_SERVER_DEBUG_SPEW
|
|
{
|
|
char vmtFilename[MAX_PATH];
|
|
V_ComposeFileName( "materials", GetName(), vmtFilename, sizeof( vmtFilename ) );
|
|
V_strncat( vmtFilename, ".vmt", sizeof( vmtFilename ) );
|
|
Msg( "Reloading %s due to pure server whitelist change\n", GetName() );
|
|
}
|
|
#endif
|
|
|
|
Uncache();
|
|
Precache();
|
|
if ( !GetShader() )
|
|
{
|
|
// We can get in here if we previously loaded this material off disk and now the whitelist
|
|
// says to get it out of Steam but it's not in Steam. So just setup a wireframe thingy
|
|
// to draw the material with.
|
|
m_Flags |= MATERIAL_IS_PRECACHED | MATERIAL_VARS_IS_PRECACHED;
|
|
#if DEBUG
|
|
if (IsOSX())
|
|
{
|
|
printf("\n ##### CMaterial::ReloadFromWhitelistIfMarked: GetShader failed on %s, calling SetupErrorShader", m_pDebugName );
|
|
}
|
|
#endif
|
|
|
|
SetupErrorShader();
|
|
}
|
|
}
|
|
|
|
bool CMaterial::WasReloadedFromWhitelist()
|
|
{
|
|
return m_bShouldReloadFromWhitelist;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Loads the material vars
|
|
//-----------------------------------------------------------------------------
|
|
bool CMaterial::PrecacheVars( KeyValues *pVMTKeyValues, KeyValues *pPatchKeyValues, CUtlVector<FileNameHandle_t> *pIncludes, int nFindContext )
|
|
{
|
|
// We should get both parameters or neither
|
|
Assert( ( pVMTKeyValues == NULL ) ? ( pPatchKeyValues == NULL ) : ( pPatchKeyValues != NULL ) );
|
|
|
|
// Don't bother if we're already precached
|
|
if( IsPrecachedVars() )
|
|
return true;
|
|
|
|
if ( pIncludes )
|
|
m_VMTIncludes = *pIncludes;
|
|
else
|
|
m_VMTIncludes.Purge();
|
|
|
|
MaterialLock_t hMaterialLock = MaterialSystem()->Lock();
|
|
|
|
bool bOk = false;
|
|
bool bError = false;
|
|
KeyValues *vmtKeyValues = NULL;
|
|
KeyValues *patchKeyValues = NULL;
|
|
if ( m_pVMTKeyValues )
|
|
{
|
|
// Use the procedural KeyValues
|
|
vmtKeyValues = m_pVMTKeyValues;
|
|
patchKeyValues = new KeyValues( "vmt_patches" );
|
|
|
|
// The caller should not be passing in KeyValues if we have procedural ones
|
|
Assert( ( pVMTKeyValues == NULL ) && ( pPatchKeyValues == NULL ) );
|
|
}
|
|
else if ( pVMTKeyValues )
|
|
{
|
|
// Use the passed-in (already-loaded) KeyValues
|
|
vmtKeyValues = pVMTKeyValues;
|
|
patchKeyValues = pPatchKeyValues;
|
|
}
|
|
else
|
|
{
|
|
m_VMTIncludes.Purge();
|
|
|
|
// load data from the vmt file
|
|
vmtKeyValues = new KeyValues( "vmt" );
|
|
patchKeyValues = new KeyValues( "vmt_patches" );
|
|
if( !LoadVMTFile( *vmtKeyValues, *patchKeyValues, GetName(), UsesUNCFileName(), &m_VMTIncludes ) )
|
|
{
|
|
Warning( "CMaterial::PrecacheVars: error loading vmt file for %s\n", GetName() );
|
|
bError = true;
|
|
}
|
|
}
|
|
|
|
if ( ! bError )
|
|
{
|
|
// Needed to prevent re-entrancy
|
|
m_Flags |= MATERIAL_VARS_IS_PRECACHED;
|
|
|
|
// Create shader and the material vars...
|
|
KeyValues *pFallbackKeyValues = InitializeShader( *vmtKeyValues, *patchKeyValues, nFindContext );
|
|
if ( pFallbackKeyValues )
|
|
{
|
|
// Gotta initialize the proxies too, using the fallback proxies
|
|
InitializeMaterialProxy(pFallbackKeyValues);
|
|
bOk = true;
|
|
}
|
|
}
|
|
|
|
// Clean up
|
|
if ( ( vmtKeyValues != m_pVMTKeyValues ) && ( vmtKeyValues != pVMTKeyValues ) )
|
|
{
|
|
vmtKeyValues->deleteThis();
|
|
}
|
|
if ( patchKeyValues != pPatchKeyValues )
|
|
{
|
|
patchKeyValues->deleteThis();
|
|
}
|
|
|
|
MaterialSystem()->Unlock( hMaterialLock );
|
|
|
|
return bOk;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Loads the material info from the VMT file
|
|
//-----------------------------------------------------------------------------
|
|
void CMaterial::Precache()
|
|
{
|
|
// Don't bother if we're already precached
|
|
if ( IsPrecached() )
|
|
return;
|
|
|
|
// load data from the vmt file
|
|
if ( !PrecacheVars() )
|
|
return;
|
|
|
|
MaterialLock_t hMaterialLock = MaterialSystem()->Lock();
|
|
|
|
m_Flags |= MATERIAL_IS_PRECACHED;
|
|
|
|
// Invokes the SHADER_INIT block in the various shaders,
|
|
if ( m_pShader )
|
|
{
|
|
ShaderSystem()->InitShaderInstance( m_pShader, m_pShaderParams, GetName(), GetTextureGroupName() );
|
|
}
|
|
|
|
// compute the state snapshots
|
|
RecomputeStateSnapshots();
|
|
|
|
FindRepresentativeTexture();
|
|
|
|
// Reads in the texture width and height from the material var
|
|
PrecacheMappingDimensions();
|
|
|
|
Assert( IsValidRenderState() );
|
|
|
|
if( m_pShaderParams )
|
|
m_QueueFriendlyVersion.UpdateToRealTime();
|
|
|
|
MaterialSystem()->Unlock( hMaterialLock );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Unloads the material data from memory
|
|
//-----------------------------------------------------------------------------
|
|
void CMaterial::Uncache( bool bPreserveVars )
|
|
{
|
|
MaterialLock_t hMaterialLock = MaterialSystem()->Lock();
|
|
|
|
// Don't bother if we're not cached
|
|
if ( IsPrecached() )
|
|
{
|
|
// Clean up the state snapshots
|
|
CleanUpStateSnapshots();
|
|
m_Flags &= ~MATERIAL_VALID_RENDERSTATE;
|
|
m_Flags &= ~MATERIAL_IS_PRECACHED;
|
|
}
|
|
|
|
if ( !bPreserveVars )
|
|
{
|
|
if ( IsPrecachedVars() )
|
|
{
|
|
// Clean up the shader + params
|
|
CleanUpShaderParams();
|
|
m_pShader = 0;
|
|
|
|
// Clean up the material proxy
|
|
CleanUpMaterialProxy();
|
|
|
|
m_Flags &= ~MATERIAL_VARS_IS_PRECACHED;
|
|
}
|
|
}
|
|
|
|
MaterialSystem()->Unlock( hMaterialLock );
|
|
|
|
// Whether we just now did it, or we were already unloaded,
|
|
// notify the pure system that the material is unloaded,
|
|
// so it doesn't caue us to fail sv_pure checks
|
|
if ( ( m_Flags & ( MATERIAL_VARS_IS_PRECACHED | MATERIAL_IS_MANUALLY_CREATED | MATERIAL_USES_UNC_FILENAME ) ) == 0 )
|
|
{
|
|
char szName[ MAX_PATH ];
|
|
V_sprintf_safe( szName, "materials/%s.vmt", GetName() );
|
|
g_pFullFileSystem->NotifyFileUnloaded( szName, "GAME" );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// reload all textures used by this materals
|
|
//-----------------------------------------------------------------------------
|
|
void CMaterial::ReloadTextures( void )
|
|
{
|
|
Precache();
|
|
int i;
|
|
int nParams = ShaderParamCount();
|
|
IMaterialVar **ppVars = GetShaderParams();
|
|
for( i = 0; i < nParams; i++ )
|
|
{
|
|
if( ppVars[i] )
|
|
{
|
|
if( ppVars[i]->IsTexture() )
|
|
{
|
|
ITextureInternal *pTexture = ( ITextureInternal * )ppVars[i]->GetTextureValue();
|
|
pTexture->Download();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Meant to be used with materials created using CreateMaterial
|
|
// It updates the materials to reflect the current values stored in the material vars
|
|
//-----------------------------------------------------------------------------
|
|
void CMaterial::Refresh()
|
|
{
|
|
if ( g_pShaderDevice->IsUsingGraphics() )
|
|
{
|
|
Uncache();
|
|
Precache();
|
|
}
|
|
}
|
|
|
|
void CMaterial::RefreshPreservingMaterialVars()
|
|
{
|
|
if ( g_pShaderDevice->IsUsingGraphics() )
|
|
{
|
|
Uncache( true );
|
|
Precache();
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Gets the material name
|
|
//-----------------------------------------------------------------------------
|
|
char const* CMaterial::GetName() const
|
|
{
|
|
return m_Name.String();
|
|
}
|
|
|
|
|
|
char const* CMaterial::GetTextureGroupName() const
|
|
{
|
|
return m_TextureGroupName.String();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Material dimensions
|
|
//-----------------------------------------------------------------------------
|
|
int CMaterial::GetMappingWidth( )
|
|
{
|
|
Precache();
|
|
return m_MappingWidth;
|
|
}
|
|
|
|
int CMaterial::GetMappingHeight( )
|
|
{
|
|
Precache();
|
|
return m_MappingHeight;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Animated material info
|
|
//-----------------------------------------------------------------------------
|
|
|
|
int CMaterial::GetNumAnimationFrames( )
|
|
{
|
|
Precache();
|
|
if( m_representativeTexture )
|
|
{
|
|
return m_representativeTexture->GetNumAnimationFrames();
|
|
}
|
|
else
|
|
{
|
|
#ifndef POSIX
|
|
Warning( "CMaterial::GetNumAnimationFrames:\nno representative texture for material %s\n", GetName() );
|
|
#endif
|
|
return 1;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CMaterial::GetMaterialOffset( float *pOffset )
|
|
{
|
|
// Identity.
|
|
pOffset[0] = 0.0f;
|
|
pOffset[1] = 0.0f;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void CMaterial::GetMaterialScale( float *pScale )
|
|
{
|
|
// Identity.
|
|
pScale[0] = 1.0f;
|
|
pScale[1] = 1.0f;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Reference count
|
|
//-----------------------------------------------------------------------------
|
|
void CMaterial::IncrementReferenceCount( )
|
|
{
|
|
++m_RefCount;
|
|
}
|
|
|
|
void CMaterial::DecrementReferenceCount( )
|
|
{
|
|
--m_RefCount;
|
|
}
|
|
|
|
int CMaterial::GetReferenceCount( ) const
|
|
{
|
|
return m_RefCount;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Sets the shader associated with the material
|
|
//-----------------------------------------------------------------------------
|
|
void CMaterial::SetShader( const char *pShaderName )
|
|
{
|
|
Assert( pShaderName );
|
|
|
|
int i;
|
|
IShader* pShader;
|
|
IMaterialVar* ppVars[256];
|
|
int iVarCount = 0;
|
|
|
|
// Clean up existing state
|
|
Uncache();
|
|
|
|
// Keep going until there's no more fallbacks...
|
|
while( true )
|
|
{
|
|
// Find the shader for this material. Note that this may not be
|
|
// the actual shader we use due to fallbacks...
|
|
pShader = ShaderSystem()->FindShader( pShaderName );
|
|
if (!pShader)
|
|
{
|
|
// Couldn't find the shader we wanted to use; it's not defined...
|
|
Warning( "SetShader: Couldn't find shader %s for material %s!\n", pShaderName, GetName() );
|
|
pShaderName = MissingShaderName();
|
|
pShader = ShaderSystem()->FindShader( pShaderName );
|
|
Assert( pShader );
|
|
}
|
|
|
|
// Create undefined vars for all the actual material vars
|
|
iVarCount = pShader->GetNumParams();
|
|
for (i = 0; i < iVarCount; ++i)
|
|
{
|
|
ppVars[i] = IMaterialVar::Create( this, pShader->GetParamName(i) );
|
|
}
|
|
|
|
// Make sure we set default values before the fallback is looked for
|
|
ShaderSystem()->InitShaderParameters( pShader, ppVars, pShaderName );
|
|
|
|
// Now that the material vars are parsed, see if there's a fallback
|
|
// But only if we're not in the tools
|
|
if (!g_pShaderDevice->IsUsingGraphics())
|
|
break;
|
|
|
|
// Check for a fallback; if not, we're done
|
|
pShaderName = pShader->GetFallbackShader( ppVars );
|
|
if (!pShaderName)
|
|
break;
|
|
|
|
// Now, blow away all of the material vars + try again...
|
|
for (i = 0; i < iVarCount; ++i)
|
|
{
|
|
Assert( ppVars[i] );
|
|
IMaterialVar::Destroy( ppVars[i] );
|
|
}
|
|
}
|
|
|
|
// Store off the shader
|
|
m_pShader = pShader;
|
|
|
|
// Store off the material vars + flags
|
|
m_VarCount = iVarCount;
|
|
m_pShaderParams = (IMaterialVar**)malloc( iVarCount * sizeof(IMaterialVar*) );
|
|
memcpy( m_pShaderParams, ppVars, iVarCount * sizeof(IMaterialVar*) );
|
|
|
|
// Invokes the SHADER_INIT block in the various shaders,
|
|
ShaderSystem()->InitShaderInstance( m_pShader, m_pShaderParams, GetName(), GetTextureGroupName() );
|
|
|
|
// Precache our initial state...
|
|
// NOTE: What happens here for textures???
|
|
|
|
// Pretend that we precached our material vars; we certainly don't have any!
|
|
m_Flags |= MATERIAL_VARS_IS_PRECACHED;
|
|
|
|
// NOTE: The caller has to call 'Refresh' for the shader to be ready...
|
|
}
|
|
|
|
const char *CMaterial::GetShaderName() const
|
|
{
|
|
const_cast< CMaterial* >( this )->PrecacheVars();
|
|
return m_pShader ? m_pShader->GetName() : "shader_error";
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Enumeration ID
|
|
//-----------------------------------------------------------------------------
|
|
int CMaterial::GetEnumerationID( ) const
|
|
{
|
|
return m_iEnumerationID;
|
|
}
|
|
|
|
void CMaterial::SetEnumerationID( int id )
|
|
{
|
|
m_iEnumerationID = id;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Preview image
|
|
//-----------------------------------------------------------------------------
|
|
char const* CMaterial::GetPreviewImageName( void )
|
|
{
|
|
if ( IsConsole() )
|
|
{
|
|
// not supporting
|
|
return NULL;
|
|
}
|
|
|
|
PrecacheVars();
|
|
|
|
bool found;
|
|
IMaterialVar *pRepresentativeTextureVar;
|
|
|
|
FindVar( "%noToolTexture", &found, false );
|
|
if (found)
|
|
return NULL;
|
|
|
|
pRepresentativeTextureVar = FindVar( "%toolTexture", &found, false );
|
|
if( found )
|
|
{
|
|
if (pRepresentativeTextureVar->GetType() == MATERIAL_VAR_TYPE_STRING )
|
|
return pRepresentativeTextureVar->GetStringValue();
|
|
if (pRepresentativeTextureVar->GetType() == MATERIAL_VAR_TYPE_TEXTURE )
|
|
return pRepresentativeTextureVar->GetTextureValue()->GetName();
|
|
}
|
|
pRepresentativeTextureVar = FindVar( "$baseTexture", &found, false );
|
|
if( found )
|
|
{
|
|
if (pRepresentativeTextureVar->GetType() == MATERIAL_VAR_TYPE_STRING )
|
|
return pRepresentativeTextureVar->GetStringValue();
|
|
if (pRepresentativeTextureVar->GetType() == MATERIAL_VAR_TYPE_TEXTURE )
|
|
return pRepresentativeTextureVar->GetTextureValue()->GetName();
|
|
}
|
|
return GetName();
|
|
}
|
|
|
|
char const* CMaterial::GetPreviewImageFileName( void ) const
|
|
{
|
|
char const* pName = const_cast<CMaterial*>(this)->GetPreviewImageName();
|
|
if( !pName )
|
|
return NULL;
|
|
|
|
static char vtfFilename[MATERIAL_MAX_PATH];
|
|
if( Q_strlen( pName ) >= MATERIAL_MAX_PATH - 5 )
|
|
{
|
|
Warning( "MATERIAL_MAX_PATH to short for %s.vtf\n", pName );
|
|
return NULL;
|
|
}
|
|
|
|
if ( !UsesUNCFileName() )
|
|
{
|
|
Q_snprintf( vtfFilename, sizeof( vtfFilename ), "materials/%s.vtf", pName );
|
|
}
|
|
else
|
|
{
|
|
Q_snprintf( vtfFilename, sizeof( vtfFilename ), "%s.vtf", pName );
|
|
}
|
|
|
|
return vtfFilename;
|
|
}
|
|
|
|
PreviewImageRetVal_t CMaterial::GetPreviewImageProperties( int *width, int *height,
|
|
ImageFormat *imageFormat, bool* isTranslucent ) const
|
|
{
|
|
char const* pFileName = GetPreviewImageFileName();
|
|
if ( IsX360() || !pFileName )
|
|
{
|
|
*width = *height = 0;
|
|
*imageFormat = IMAGE_FORMAT_RGBA8888;
|
|
*isTranslucent = false;
|
|
return MATERIAL_NO_PREVIEW_IMAGE;
|
|
}
|
|
|
|
int nHeaderSize = VTFFileHeaderSize( VTF_MAJOR_VERSION );
|
|
unsigned char *pMem = (unsigned char *)stackalloc( nHeaderSize );
|
|
CUtlBuffer buf( pMem, nHeaderSize );
|
|
if( !g_pFullFileSystem->ReadFile( pFileName, NULL, buf, nHeaderSize ) )
|
|
{
|
|
Warning( "\"%s\" - \"%s\": cached version doesn't exist\n", GetName(), pFileName );
|
|
return MATERIAL_PREVIEW_IMAGE_BAD;
|
|
}
|
|
|
|
IVTFTexture *pVTFTexture = CreateVTFTexture();
|
|
if (!pVTFTexture->Unserialize( buf, true ))
|
|
{
|
|
Warning( "Error reading material \"%s\"\n", pFileName );
|
|
DestroyVTFTexture( pVTFTexture );
|
|
return MATERIAL_PREVIEW_IMAGE_BAD;
|
|
}
|
|
|
|
*width = pVTFTexture->Width();
|
|
*height = pVTFTexture->Height();
|
|
*imageFormat = pVTFTexture->Format();
|
|
*isTranslucent = (pVTFTexture->Flags() & (TEXTUREFLAGS_ONEBITALPHA | TEXTUREFLAGS_EIGHTBITALPHA)) != 0;
|
|
DestroyVTFTexture( pVTFTexture );
|
|
return MATERIAL_PREVIEW_IMAGE_OK;
|
|
}
|
|
|
|
PreviewImageRetVal_t CMaterial::GetPreviewImage( unsigned char *pData, int width, int height,
|
|
ImageFormat imageFormat ) const
|
|
{
|
|
CUtlBuffer buf;
|
|
int nHeaderSize;
|
|
int nImageOffset, nImageSize;
|
|
|
|
char const* pFileName = GetPreviewImageFileName();
|
|
if ( IsX360() || !pFileName )
|
|
{
|
|
return MATERIAL_NO_PREVIEW_IMAGE;
|
|
}
|
|
|
|
IVTFTexture *pVTFTexture = CreateVTFTexture();
|
|
FileHandle_t fileHandle = g_pFullFileSystem->Open( pFileName, "rb" );
|
|
if( !fileHandle )
|
|
{
|
|
Warning( "\"%s\": cached version doesn't exist\n", pFileName );
|
|
goto fail;
|
|
}
|
|
|
|
nHeaderSize = VTFFileHeaderSize( VTF_MAJOR_VERSION );
|
|
buf.EnsureCapacity( nHeaderSize );
|
|
|
|
// read the header first.. it's faster!!
|
|
int nBytesRead; // GCC won't let this be initialized right away
|
|
nBytesRead = g_pFullFileSystem->Read( buf.Base(), nHeaderSize, fileHandle );
|
|
buf.SeekPut( CUtlBuffer::SEEK_HEAD, nBytesRead );
|
|
|
|
// Unserialize the header
|
|
if (!pVTFTexture->Unserialize( buf, true ))
|
|
{
|
|
Warning( "Error reading material \"%s\"\n", pFileName );
|
|
goto fail;
|
|
}
|
|
|
|
// FIXME: Make sure the preview image size requested is the same
|
|
// size as mip level 0 of the texture
|
|
Assert( (width == pVTFTexture->Width()) && (height == pVTFTexture->Height()) );
|
|
|
|
// Determine where in the file to start reading (frame 0, face 0, mip 0)
|
|
pVTFTexture->ImageFileInfo( 0, 0, 0, &nImageOffset, &nImageSize );
|
|
|
|
if ( nImageSize == 0 )
|
|
{
|
|
Warning( "Couldn't determine offset and size of material \"%s\"\n", pFileName );
|
|
goto fail;
|
|
}
|
|
|
|
// Prep the utlbuffer for reading
|
|
buf.EnsureCapacity( nImageSize );
|
|
buf.SeekPut( CUtlBuffer::SEEK_HEAD, 0 );
|
|
|
|
// Read in the bits at the specified location
|
|
g_pFullFileSystem->Seek( fileHandle, nImageOffset, FILESYSTEM_SEEK_HEAD );
|
|
g_pFullFileSystem->Read( buf.Base(), nImageSize, fileHandle );
|
|
g_pFullFileSystem->Close( fileHandle );
|
|
|
|
// Convert from the format read in to the requested format
|
|
ImageLoader::ConvertImageFormat( (unsigned char*)buf.Base(), pVTFTexture->Format(),
|
|
pData, imageFormat, width, height );
|
|
|
|
DestroyVTFTexture( pVTFTexture );
|
|
return MATERIAL_PREVIEW_IMAGE_OK;
|
|
|
|
fail:
|
|
if( fileHandle )
|
|
{
|
|
g_pFullFileSystem->Close( fileHandle );
|
|
}
|
|
int nSize = ImageLoader::GetMemRequired( width, height, 1, imageFormat, false );
|
|
memset( pData, 0xff, nSize );
|
|
DestroyVTFTexture( pVTFTexture );
|
|
return MATERIAL_PREVIEW_IMAGE_BAD;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Material variables
|
|
//-----------------------------------------------------------------------------
|
|
IMaterialVar *CMaterial::FindVar( char const *pVarName, bool *pFound, bool complain )
|
|
{
|
|
PrecacheVars();
|
|
|
|
// FIXME: Could look for flags here too...
|
|
|
|
MaterialVarSym_t sym = IMaterialVar::FindSymbol(pVarName);
|
|
if ( sym != UTL_INVAL_SYMBOL )
|
|
{
|
|
for (int i = m_VarCount; --i >= 0; )
|
|
{
|
|
if (m_pShaderParams[i]->GetNameAsSymbol() == sym)
|
|
{
|
|
if( pFound )
|
|
*pFound = true;
|
|
return m_pShaderParams[i];
|
|
}
|
|
}
|
|
}
|
|
|
|
if( pFound )
|
|
*pFound = false;
|
|
|
|
if( complain )
|
|
{
|
|
static int complainCount = 0;
|
|
if( complainCount < 100 )
|
|
{
|
|
Warning( "No such variable \"%s\" for material \"%s\"\n", pVarName, GetName() );
|
|
complainCount++;
|
|
}
|
|
}
|
|
return GetDummyVariable();
|
|
}
|
|
|
|
struct tokencache_t
|
|
{
|
|
unsigned short symbol;
|
|
unsigned char varIndex;
|
|
unsigned char cached;
|
|
};
|
|
|
|
IMaterialVar *CMaterial::FindVarFast( char const *pVarName, unsigned int *pCacheData )
|
|
{
|
|
tokencache_t *pToken = reinterpret_cast<tokencache_t *>(pCacheData);
|
|
PrecacheVars();
|
|
|
|
if ( pToken->cached )
|
|
{
|
|
if ( pToken->varIndex < m_VarCount && m_pShaderParams[pToken->varIndex]->GetNameAsSymbol() == pToken->symbol )
|
|
return m_pShaderParams[pToken->varIndex];
|
|
// FIXME: Could look for flags here too...
|
|
if ( !IMaterialVar::SymbolMatches(pVarName, pToken->symbol) )
|
|
{
|
|
pToken->symbol = IMaterialVar::FindSymbol(pVarName);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
pToken->cached = true;
|
|
pToken->symbol = IMaterialVar::FindSymbol(pVarName);
|
|
}
|
|
|
|
if ( pToken->symbol != UTL_INVAL_SYMBOL )
|
|
{
|
|
for (int i = m_VarCount; --i >= 0; )
|
|
{
|
|
if (m_pShaderParams[i]->GetNameAsSymbol() == pToken->symbol)
|
|
{
|
|
pToken->varIndex = i;
|
|
return m_pShaderParams[i];
|
|
}
|
|
}
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Lovely material properties
|
|
//-----------------------------------------------------------------------------
|
|
void CMaterial::GetReflectivity( Vector& reflect )
|
|
{
|
|
Precache();
|
|
|
|
reflect = m_Reflectivity;
|
|
}
|
|
|
|
|
|
bool CMaterial::GetPropertyFlag( MaterialPropertyTypes_t type )
|
|
{
|
|
Precache();
|
|
|
|
if (!IsValidRenderState())
|
|
return false;
|
|
|
|
switch( type )
|
|
{
|
|
case MATERIAL_PROPERTY_NEEDS_LIGHTMAP:
|
|
return IsUsingLightmap();
|
|
|
|
case MATERIAL_PROPERTY_NEEDS_BUMPED_LIGHTMAPS:
|
|
return IsUsingDiffuseBumpedLighting();
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Is the material visible from both sides?
|
|
//-----------------------------------------------------------------------------
|
|
bool CMaterial::IsTwoSided()
|
|
{
|
|
PrecacheVars();
|
|
return GetMaterialVarFlag(MATERIAL_VAR_NOCULL);
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Are we translucent?
|
|
//-----------------------------------------------------------------------------
|
|
bool CMaterial::IsTranslucent()
|
|
{
|
|
Precache();
|
|
if ( m_VarCount > ALPHA )
|
|
return IsTranslucentInternal( m_pShaderParams? m_pShaderParams[ALPHA]->GetFloatValue() : 0.0 );
|
|
return false;
|
|
}
|
|
|
|
|
|
bool CMaterial::IsTranslucentInternal( float fAlphaModulation ) const
|
|
{
|
|
if (m_pShader && IsValidRenderState())
|
|
{
|
|
// I have to check for alpha modulation here because it isn't
|
|
// factored into the shader's notion of whether or not it's transparent
|
|
return ::IsTranslucent(&m_ShaderRenderState) ||
|
|
(fAlphaModulation < 1.0f) ||
|
|
m_pShader->IsTranslucent( m_pShaderParams );
|
|
}
|
|
return false;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Are we alphatested?
|
|
//-----------------------------------------------------------------------------
|
|
bool CMaterial::IsAlphaTested()
|
|
{
|
|
Precache();
|
|
if (m_pShader && IsValidRenderState())
|
|
{
|
|
return ::IsAlphaTested(&m_ShaderRenderState) ||
|
|
GetMaterialVarFlag( MATERIAL_VAR_ALPHATEST );
|
|
}
|
|
return false;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Are we vertex lit?
|
|
//-----------------------------------------------------------------------------
|
|
bool CMaterial::IsVertexLit()
|
|
{
|
|
Precache();
|
|
if (IsValidRenderState())
|
|
{
|
|
return ( GetMaterialVarFlags2() & MATERIAL_VAR2_LIGHTING_VERTEX_LIT ) != 0;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Is the shader a sprite card shader?
|
|
//-----------------------------------------------------------------------------
|
|
bool CMaterial::IsSpriteCard()
|
|
{
|
|
Precache();
|
|
if (IsValidRenderState())
|
|
{
|
|
return ( GetMaterialVarFlags2() & MATERIAL_VAR2_IS_SPRITECARD ) != 0;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Proxies
|
|
//-----------------------------------------------------------------------------
|
|
void CMaterial::CallBindProxy( void *proxyData )
|
|
{
|
|
CMatCallQueue *pCallQueue = MaterialSystem()->GetRenderCallQueue();
|
|
bool bIsThreaded = ( pCallQueue != NULL );
|
|
switch (g_config.proxiesTestMode)
|
|
{
|
|
case 0:
|
|
{
|
|
// Make sure we call the proxies in the order in which they show up
|
|
// in the .vmt file
|
|
if ( m_ProxyInfo.Count() )
|
|
{
|
|
if ( bIsThreaded )
|
|
{
|
|
EnableThreadedMaterialVarAccess( true, m_pShaderParams, m_VarCount );
|
|
}
|
|
for( int i = 0; i < m_ProxyInfo.Count(); ++i )
|
|
{
|
|
m_ProxyInfo[i]->OnBind( proxyData );
|
|
}
|
|
if ( bIsThreaded )
|
|
{
|
|
EnableThreadedMaterialVarAccess( false, m_pShaderParams, m_VarCount );
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
|
|
case 2:
|
|
// alpha mod all....
|
|
{
|
|
float value = ( sin( 2.0f * M_PI * Plat_FloatTime() / 10.0f ) * 0.5f ) + 0.5f;
|
|
m_pShaderParams[ALPHA]->SetFloatValue( value );
|
|
}
|
|
break;
|
|
|
|
case 3:
|
|
// color mod all...
|
|
{
|
|
float value = ( sin( 2.0f * M_PI * Plat_FloatTime() / 10.0f ) * 0.5f ) + 0.5f;
|
|
m_pShaderParams[COLOR]->SetVecValue( value, 1.0f, 1.0f );
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
|
|
IMaterial *CMaterial::CheckProxyReplacement( void *proxyData )
|
|
{
|
|
if ( m_pReplacementProxy != NULL )
|
|
{
|
|
IMaterial *pReplaceMaterial = m_pReplacementProxy->GetMaterial();
|
|
|
|
if ( pReplaceMaterial )
|
|
{
|
|
return pReplaceMaterial;
|
|
}
|
|
}
|
|
|
|
return this;
|
|
}
|
|
|
|
|
|
bool CMaterial::HasProxy( ) const
|
|
{
|
|
const_cast< CMaterial* >( this )->PrecacheVars();
|
|
return m_ProxyInfo.Count() > 0;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Main draw method
|
|
//-----------------------------------------------------------------------------
|
|
|
|
#ifdef _WIN32
|
|
#pragma warning (disable: 4189)
|
|
#endif
|
|
|
|
void CMaterial::DrawMesh( VertexCompressionType_t vertexCompression )
|
|
{
|
|
if ( m_pShader )
|
|
{
|
|
#ifdef _DEBUG
|
|
if ( GetMaterialVarFlags() & MATERIAL_VAR_DEBUG )
|
|
{
|
|
// Putcher breakpoint here to catch the rendering of a material
|
|
// marked for debugging ($debug = 1 in a .vmt file) dynamic state version
|
|
int x = 0;
|
|
}
|
|
#endif
|
|
if ((GetMaterialVarFlags() & MATERIAL_VAR_NO_DRAW) == 0)
|
|
{
|
|
const char *pName = m_pShader->GetName();
|
|
ShaderSystem()->DrawElements( m_pShader, m_pShaderParams, &m_ShaderRenderState, vertexCompression, m_ChangeID ^ g_nDebugVarsSignature );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
Warning( "CMaterial::DrawElements: No bound shader\n" );
|
|
}
|
|
}
|
|
|
|
#ifdef _WIN32
|
|
#pragma warning (default: 4189)
|
|
#endif
|
|
|
|
IShader *CMaterial::GetShader( ) const
|
|
{
|
|
return m_pShader;
|
|
}
|
|
|
|
IMaterialVar *CMaterial::GetShaderParam( int id )
|
|
{
|
|
return m_pShaderParams[id];
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Adds a material variable to the material
|
|
//-----------------------------------------------------------------------------
|
|
void CMaterial::AddMaterialVar( IMaterialVar *pMaterialVar )
|
|
{
|
|
++m_VarCount;
|
|
m_pShaderParams = (IMaterialVar**)realloc( m_pShaderParams, m_VarCount * sizeof( IMaterialVar*) );
|
|
m_pShaderParams[m_VarCount-1] = pMaterialVar;
|
|
}
|
|
|
|
|
|
bool CMaterial::IsErrorMaterial() const
|
|
{
|
|
extern IMaterialInternal *g_pErrorMaterial;
|
|
const IMaterialInternal *pThis = this;
|
|
return g_pErrorMaterial == pThis;
|
|
}
|
|
|
|
|
|
void CMaterial::FindRepresentativeTexture( void )
|
|
{
|
|
Precache();
|
|
|
|
// First try to find the base texture...
|
|
bool found;
|
|
IMaterialVar *textureVar = FindVar( "$baseTexture", &found, false );
|
|
if( found && textureVar->GetType() == MATERIAL_VAR_TYPE_TEXTURE )
|
|
{
|
|
ITextureInternal *pTexture = ( ITextureInternal * )textureVar->GetTextureValue();
|
|
if( pTexture )
|
|
{
|
|
pTexture->GetReflectivity( m_Reflectivity );
|
|
}
|
|
}
|
|
if( !found || textureVar->GetType() != MATERIAL_VAR_TYPE_TEXTURE )
|
|
{
|
|
// Try the env map mask if the base texture doesn't work...
|
|
// this is needed for specular decals
|
|
textureVar = FindVar( "$envmapmask", &found, false );
|
|
if( !found || textureVar->GetType() != MATERIAL_VAR_TYPE_TEXTURE )
|
|
{
|
|
// Try the bumpmap
|
|
textureVar = FindVar( "$bumpmap", &found, false );
|
|
if( !found || textureVar->GetType() != MATERIAL_VAR_TYPE_TEXTURE )
|
|
{
|
|
textureVar = FindVar( "$dudvmap", &found, false );
|
|
if( !found || textureVar->GetType() != MATERIAL_VAR_TYPE_TEXTURE )
|
|
{
|
|
textureVar = FindVar( "$normalmap", &found, false );
|
|
if( !found || textureVar->GetType() != MATERIAL_VAR_TYPE_TEXTURE )
|
|
{
|
|
// Warning( "Can't find representative texture for material \"%s\"\n", GetName() );
|
|
m_representativeTexture = TextureManager()->ErrorTexture();
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
m_representativeTexture = static_cast<ITextureInternal *>( textureVar->GetTextureValue() );
|
|
if (m_representativeTexture)
|
|
{
|
|
m_representativeTexture->Precache();
|
|
}
|
|
else
|
|
{
|
|
m_representativeTexture = TextureManager()->ErrorTexture();
|
|
Assert( m_representativeTexture );
|
|
}
|
|
}
|
|
|
|
|
|
void CMaterial::GetLowResColorSample( float s, float t, float *color ) const
|
|
{
|
|
if( !m_representativeTexture )
|
|
{
|
|
return;
|
|
}
|
|
m_representativeTexture->GetLowResColorSample( s, t, color);
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Lightmap-related methods
|
|
//-----------------------------------------------------------------------------
|
|
|
|
void CMaterial::SetMinLightmapPageID( int pageID )
|
|
{
|
|
m_minLightmapPageID = pageID;
|
|
}
|
|
|
|
void CMaterial::SetMaxLightmapPageID( int pageID )
|
|
{
|
|
m_maxLightmapPageID = pageID;
|
|
}
|
|
|
|
int CMaterial::GetMinLightmapPageID( ) const
|
|
{
|
|
return m_minLightmapPageID;
|
|
}
|
|
|
|
int CMaterial::GetMaxLightmapPageID( ) const
|
|
{
|
|
return m_maxLightmapPageID;
|
|
}
|
|
|
|
void CMaterial::SetNeedsWhiteLightmap( bool val )
|
|
{
|
|
if ( val )
|
|
m_Flags |= MATERIAL_NEEDS_WHITE_LIGHTMAP;
|
|
else
|
|
m_Flags &= ~MATERIAL_NEEDS_WHITE_LIGHTMAP;
|
|
}
|
|
|
|
bool CMaterial::GetNeedsWhiteLightmap( ) const
|
|
{
|
|
return (m_Flags & MATERIAL_NEEDS_WHITE_LIGHTMAP) != 0;
|
|
}
|
|
|
|
void CMaterial::MarkAsPreloaded( bool bSet )
|
|
{
|
|
if ( bSet )
|
|
{
|
|
m_Flags |= MATERIAL_IS_PRELOADED;
|
|
}
|
|
else
|
|
{
|
|
m_Flags &= ~MATERIAL_IS_PRELOADED;
|
|
}
|
|
}
|
|
|
|
bool CMaterial::IsPreloaded() const
|
|
{
|
|
return ( m_Flags & MATERIAL_IS_PRELOADED ) != 0;
|
|
}
|
|
|
|
void CMaterial::ArtificialAddRef( void )
|
|
{
|
|
if ( m_Flags & MATERIAL_ARTIFICIAL_REFCOUNT )
|
|
{
|
|
// already done
|
|
return;
|
|
}
|
|
|
|
m_Flags |= MATERIAL_ARTIFICIAL_REFCOUNT;
|
|
m_RefCount++;
|
|
}
|
|
|
|
void CMaterial::ArtificialRelease( void )
|
|
{
|
|
if ( !( m_Flags & MATERIAL_ARTIFICIAL_REFCOUNT ) )
|
|
{
|
|
return;
|
|
}
|
|
|
|
m_Flags &= ~MATERIAL_ARTIFICIAL_REFCOUNT;
|
|
m_RefCount--;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Return the shader params
|
|
//-----------------------------------------------------------------------------
|
|
IMaterialVar **CMaterial::GetShaderParams( void )
|
|
{
|
|
return m_pShaderParams;
|
|
}
|
|
|
|
int CMaterial::ShaderParamCount() const
|
|
{
|
|
return m_VarCount;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// VMT parser
|
|
//-----------------------------------------------------------------------------
|
|
void InsertKeyValues( KeyValues& dst, KeyValues& src, bool bCheckForExistence, bool bRecursive )
|
|
{
|
|
KeyValues *pSrcVar = src.GetFirstSubKey();
|
|
while( pSrcVar )
|
|
{
|
|
if ( !bCheckForExistence || dst.FindKey( pSrcVar->GetName() ) )
|
|
{
|
|
switch( pSrcVar->GetDataType() )
|
|
{
|
|
case KeyValues::TYPE_STRING:
|
|
dst.SetString( pSrcVar->GetName(), pSrcVar->GetString() );
|
|
break;
|
|
case KeyValues::TYPE_INT:
|
|
dst.SetInt( pSrcVar->GetName(), pSrcVar->GetInt() );
|
|
break;
|
|
case KeyValues::TYPE_FLOAT:
|
|
dst.SetFloat( pSrcVar->GetName(), pSrcVar->GetFloat() );
|
|
break;
|
|
case KeyValues::TYPE_PTR:
|
|
dst.SetPtr( pSrcVar->GetName(), pSrcVar->GetPtr() );
|
|
break;
|
|
case KeyValues::TYPE_NONE:
|
|
{
|
|
// Subkey. Recurse.
|
|
KeyValues *pNewDest = dst.FindKey( pSrcVar->GetName(), true );
|
|
Assert( pNewDest );
|
|
InsertKeyValues( *pNewDest, *pSrcVar, bCheckForExistence, true );
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
pSrcVar = pSrcVar->GetNextKey();
|
|
}
|
|
|
|
if ( bRecursive && !dst.GetFirstSubKey() )
|
|
{
|
|
// Insert a dummy key to an empty subkey to make sure it doesn't get removed
|
|
dst.SetInt( "__vmtpatchdummy", 1 );
|
|
}
|
|
|
|
if( bCheckForExistence )
|
|
{
|
|
for( KeyValues *pScan = dst.GetFirstTrueSubKey(); pScan; pScan = pScan->GetNextTrueSubKey() )
|
|
{
|
|
KeyValues *pTmp = src.FindKey( pScan->GetName() );
|
|
if( !pTmp )
|
|
continue;
|
|
// make sure that this is a subkey.
|
|
if( pTmp->GetDataType() != KeyValues::TYPE_NONE )
|
|
continue;
|
|
InsertKeyValues( *pScan, *pTmp, bCheckForExistence );
|
|
}
|
|
}
|
|
}
|
|
|
|
void WriteKeyValuesToFile( const char *pFileName, KeyValues& keyValues )
|
|
{
|
|
keyValues.SaveToFile( g_pFullFileSystem, pFileName );
|
|
}
|
|
|
|
void ApplyPatchKeyValues( KeyValues &keyValues, KeyValues &patchKeyValues )
|
|
{
|
|
KeyValues *pInsertSection = patchKeyValues.FindKey( "insert" );
|
|
KeyValues *pReplaceSection = patchKeyValues.FindKey( "replace" );
|
|
|
|
if ( pInsertSection )
|
|
{
|
|
InsertKeyValues( keyValues, *pInsertSection, false );
|
|
}
|
|
|
|
if ( pReplaceSection )
|
|
{
|
|
InsertKeyValues( keyValues, *pReplaceSection, true );
|
|
}
|
|
|
|
// Could add other commands here, like "delete", "rename", etc.
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Adds keys from srcKeys to destKeys, overwriting any keys that are already
|
|
// there.
|
|
//-----------------------------------------------------------------------------
|
|
void MergeKeyValues( KeyValues &srcKeys, KeyValues &destKeys )
|
|
{
|
|
for( KeyValues *pKV = srcKeys.GetFirstValue(); pKV; pKV = pKV->GetNextValue() )
|
|
{
|
|
switch( pKV->GetDataType() )
|
|
{
|
|
case KeyValues::TYPE_STRING:
|
|
destKeys.SetString( pKV->GetName(), pKV->GetString() );
|
|
break;
|
|
case KeyValues::TYPE_INT:
|
|
destKeys.SetInt( pKV->GetName(), pKV->GetInt() );
|
|
break;
|
|
case KeyValues::TYPE_FLOAT:
|
|
destKeys.SetFloat( pKV->GetName(), pKV->GetFloat() );
|
|
break;
|
|
case KeyValues::TYPE_PTR:
|
|
destKeys.SetPtr( pKV->GetName(), pKV->GetPtr() );
|
|
break;
|
|
}
|
|
}
|
|
for( KeyValues *pKV = srcKeys.GetFirstTrueSubKey(); pKV; pKV = pKV->GetNextTrueSubKey() )
|
|
{
|
|
KeyValues *pDestKV = destKeys.FindKey( pKV->GetName(), true );
|
|
MergeKeyValues( *pKV, *pDestKV );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void AccumulatePatchKeyValues( KeyValues &srcKeyValues, KeyValues &patchKeyValues )
|
|
{
|
|
KeyValues *pDestInsertSection = patchKeyValues.FindKey( "insert" );
|
|
if ( pDestInsertSection == NULL )
|
|
{
|
|
pDestInsertSection = new KeyValues( "insert" );
|
|
patchKeyValues.AddSubKey( pDestInsertSection );
|
|
}
|
|
|
|
KeyValues *pDestReplaceSection = patchKeyValues.FindKey( "replace" );
|
|
if ( pDestReplaceSection == NULL )
|
|
{
|
|
pDestReplaceSection = new KeyValues( "replace" );
|
|
patchKeyValues.AddSubKey( pDestReplaceSection );
|
|
}
|
|
|
|
KeyValues *pSrcInsertSection = srcKeyValues.FindKey( "insert" );
|
|
if ( pSrcInsertSection )
|
|
{
|
|
MergeKeyValues( *pSrcInsertSection, *pDestInsertSection );
|
|
}
|
|
|
|
KeyValues *pSrcReplaceSection = srcKeyValues.FindKey( "replace" );
|
|
if ( pSrcReplaceSection )
|
|
{
|
|
MergeKeyValues( *pSrcReplaceSection, *pDestReplaceSection );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
bool AccumulateRecursiveVmtPatches( KeyValues &patchKeyValuesOut, KeyValues **ppBaseKeyValuesOut, const KeyValues& keyValues, const char *pPathID, CUtlVector<FileNameHandle_t> *pIncludes )
|
|
{
|
|
if ( pIncludes )
|
|
{
|
|
pIncludes->Purge();
|
|
}
|
|
|
|
patchKeyValuesOut.Clear();
|
|
|
|
if ( V_stricmp( keyValues.GetName(), "patch" ) != 0 )
|
|
{
|
|
// Not a patch file, nothing to do
|
|
if ( ppBaseKeyValuesOut )
|
|
{
|
|
// flag to the caller that the passed in keyValues are in fact final non-patch values
|
|
*ppBaseKeyValuesOut = NULL;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
KeyValues *pCurrentKeyValues = keyValues.MakeCopy();
|
|
|
|
// Recurse down through all patch files:
|
|
int nCount = 0;
|
|
while( ( nCount < 10 ) && ( V_stricmp( pCurrentKeyValues->GetName(), "patch" ) == 0 ) )
|
|
{
|
|
// Accumulate the new patch keys from this file
|
|
AccumulatePatchKeyValues( *pCurrentKeyValues, patchKeyValuesOut );
|
|
|
|
// Load the included file
|
|
const char *pIncludeFileName = pCurrentKeyValues->GetString( "include" );
|
|
|
|
if ( pIncludeFileName == NULL )
|
|
{
|
|
// A patch file without an include key? Not good...
|
|
Warning( "VMT patch file has no include key - invalid!\n" );
|
|
Assert( pIncludeFileName );
|
|
break;
|
|
}
|
|
|
|
CUtlString includeFileName( pIncludeFileName ); // copy off the string before we clear the keyvalues it lives in
|
|
pCurrentKeyValues->Clear();
|
|
bool bSuccess = pCurrentKeyValues->LoadFromFile( g_pFullFileSystem, includeFileName, pPathID );
|
|
if( bSuccess )
|
|
{
|
|
if ( pIncludes )
|
|
{
|
|
// Remember that we included this file for the pure server stuff.
|
|
pIncludes->AddToTail( g_pFullFileSystem->FindOrAddFileName( includeFileName ) );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
pCurrentKeyValues->deleteThis();
|
|
#ifndef DEDICATED
|
|
Warning( "Failed to load $include VMT file (%s)\n", includeFileName.String() );
|
|
#endif
|
|
if ( !HushAsserts() )
|
|
{
|
|
AssertMsg( false, "Failed to load $include VMT file (%s)", includeFileName.String() );
|
|
}
|
|
return false;
|
|
}
|
|
|
|
nCount++;
|
|
}
|
|
|
|
if ( ppBaseKeyValuesOut )
|
|
{
|
|
*ppBaseKeyValuesOut = pCurrentKeyValues;
|
|
}
|
|
else
|
|
{
|
|
pCurrentKeyValues->deleteThis();
|
|
}
|
|
|
|
if( nCount >= 10 )
|
|
{
|
|
Warning( "Infinite recursion in patch file?\n" );
|
|
}
|
|
return true;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//-----------------------------------------------------------------------------
|
|
void ExpandPatchFile( KeyValues& keyValues, KeyValues &patchKeyValues, const char *pPathID, CUtlVector<FileNameHandle_t> *pIncludes )
|
|
{
|
|
KeyValues *pNonPatchKeyValues = NULL;
|
|
if ( !patchKeyValues.IsEmpty() )
|
|
{
|
|
pNonPatchKeyValues = keyValues.MakeCopy();
|
|
}
|
|
else
|
|
{
|
|
bool bSuccess = AccumulateRecursiveVmtPatches( patchKeyValues, &pNonPatchKeyValues, keyValues, pPathID, pIncludes );
|
|
if ( !bSuccess )
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
|
|
if ( pNonPatchKeyValues != NULL )
|
|
{
|
|
// We're dealing with a patch file. Apply accumulated patches to final vmt
|
|
ApplyPatchKeyValues( *pNonPatchKeyValues, patchKeyValues );
|
|
keyValues = *pNonPatchKeyValues;
|
|
pNonPatchKeyValues->deleteThis();
|
|
}
|
|
}
|
|
|
|
bool LoadVMTFile( KeyValues &vmtKeyValues, KeyValues &patchKeyValues, const char *pMaterialName, bool bAbsolutePath, CUtlVector<FileNameHandle_t> *pIncludes )
|
|
{
|
|
char pFileName[MAX_PATH];
|
|
const char *pPathID = "GAME";
|
|
if ( !bAbsolutePath )
|
|
{
|
|
Q_snprintf( pFileName, sizeof( pFileName ), "materials/%s.vmt", pMaterialName );
|
|
}
|
|
else
|
|
{
|
|
Q_snprintf( pFileName, sizeof( pFileName ), "%s.vmt", pMaterialName );
|
|
if ( pMaterialName[0] == '/' && pMaterialName[1] == '/' && pMaterialName[2] != '/' )
|
|
{
|
|
// UNC, do full search
|
|
pPathID = NULL;
|
|
}
|
|
}
|
|
|
|
if ( !vmtKeyValues.LoadFromFile( g_pFullFileSystem, pFileName, pPathID ) )
|
|
{
|
|
return false;
|
|
}
|
|
ExpandPatchFile( vmtKeyValues, patchKeyValues, pPathID, pIncludes );
|
|
|
|
return true;
|
|
}
|
|
|
|
int CMaterial::GetNumPasses( void )
|
|
{
|
|
Precache();
|
|
// int mod = m_ShaderRenderState.m_Modulation;
|
|
int mod = 0;
|
|
return m_ShaderRenderState.m_pSnapshots[mod].m_nPassCount;
|
|
}
|
|
|
|
int CMaterial::GetTextureMemoryBytes( void )
|
|
{
|
|
Precache();
|
|
int bytes = 0;
|
|
int i;
|
|
for( i = 0; i < m_VarCount; i++ )
|
|
{
|
|
IMaterialVar *pVar = m_pShaderParams[i];
|
|
if( pVar->GetType() == MATERIAL_VAR_TYPE_TEXTURE )
|
|
{
|
|
ITexture *pTexture = pVar->GetTextureValue();
|
|
if( pTexture && pTexture != ( ITexture * )0xffffffff )
|
|
{
|
|
bytes += pTexture->GetApproximateVidMemBytes();
|
|
}
|
|
}
|
|
}
|
|
return bytes;
|
|
}
|
|
|
|
void CMaterial::SetUseFixedFunctionBakedLighting( bool bEnable )
|
|
{
|
|
SetMaterialVarFlags2( MATERIAL_VAR2_USE_FIXED_FUNCTION_BAKED_LIGHTING, bEnable );
|
|
}
|
|
|
|
bool CMaterial::NeedsFixedFunctionFlashlight() const
|
|
{
|
|
return ( GetMaterialVarFlags2() & MATERIAL_VAR2_NEEDS_FIXED_FUNCTION_FLASHLIGHT ) &&
|
|
MaterialSystem()->InFlashlightMode();
|
|
}
|
|
|
|
bool CMaterial::IsUsingVertexID( ) const
|
|
{
|
|
return ( GetMaterialVarFlags2() & MATERIAL_VAR2_USES_VERTEXID ) != 0;
|
|
}
|
|
|
|
void CMaterial::DeleteIfUnreferenced()
|
|
{
|
|
if ( m_RefCount > 0 )
|
|
return;
|
|
IMaterialVar::DeleteUnreferencedTextures( true );
|
|
IMaterialInternal::DestroyMaterial( this );
|
|
IMaterialVar::DeleteUnreferencedTextures( false );
|
|
}
|