source-engine/materialsystem/cmaterial_queuefriendly.h
2022-05-01 20:08:32 +03:00

165 lines
10 KiB
C++

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