mirror of
https://github.com/nillerusr/source-engine.git
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1615 lines
42 KiB
C++
1615 lines
42 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//===========================================================================//
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#include "materialsystem/imaterialvar.h"
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#include "materialsystem/imaterialsystem.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 <stdlib.h>
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#include "shaderapi/ishaderapi.h"
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#include "imaterialinternal.h"
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#include "utlsymbol.h"
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#include "mempool.h"
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#include "itextureinternal.h"
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#include "tier0/dbg.h"
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#include "tier1/callqueue.h"
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#include "mathlib/vmatrix.h"
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#include "tier1/strtools.h"
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#include "texturemanager.h"
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#define MATERIALVAR_CHAR_BUF_SIZE 512
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ConVar mat_texture_tracking( "mat_texture_tracking", IsDebug() ? "1" : "0" );
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CUtlMap<ITexture*, CInterlockedInt> s_TextureRefList( DefLessFunc( ITexture* ) );
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CUtlMap<ITexture*, CInterlockedInt> *g_pTextureRefList = &s_TextureRefList;
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struct MaterialVarMatrix_t
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{
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VMatrix m_Matrix;
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bool m_bIsIdent;
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};
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class CMaterialVar : public IMaterialVar
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{
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public:
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// stuff from IMaterialVar
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virtual const char * GetName( void ) const;
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virtual MaterialVarSym_t GetNameAsSymbol() const;
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virtual void SetFloatValue( float val );
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virtual void SetIntValue( int val );
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virtual void SetStringValue( const char *val );
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virtual const char * GetStringValue( void ) const;
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virtual void SetMatrixValue( VMatrix const& matrix );
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virtual VMatrix const& GetMatrixValue( );
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virtual bool MatrixIsIdentity( void ) const;
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virtual void SetVecValue( const float* pVal, int numComps );
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virtual void SetVecValue( float x, float y );
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virtual void SetVecValue( float x, float y, float z );
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virtual void SetVecValue( float x, float y, float z, float w );
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void SetVecValueInternal( const Vector4D &vec, int nComps );
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virtual void SetVecComponentValue( float fVal, int nComponent );
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virtual void GetLinearVecValue( float *val, int numComps ) const;
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virtual void SetFourCCValue( FourCC type, void *pData );
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virtual void GetFourCCValue( FourCC *type, void **ppData );
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virtual int GetIntValueInternal( void ) const;
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virtual float GetFloatValueInternal( void ) const;
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virtual float const* GetVecValueInternal( ) const;
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virtual void GetVecValueInternal( float *val, int numcomps ) const;
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virtual int VectorSizeInternal() const;
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// revisit: is this a good interface for textures?
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virtual ITexture * GetTextureValue( void );
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virtual void SetTextureValue( ITexture * );
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void SetTextureValueQueued( ITexture *texture );
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virtual IMaterial * GetMaterialValue( void );
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virtual void SetMaterialValue( IMaterial * );
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virtual operator ITexture *() { return GetTextureValue(); }
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virtual bool IsDefined() const;
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virtual void SetUndefined();
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virtual void CopyFrom( IMaterialVar *pMaterialVar );
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FORCEINLINE void Init( void )
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{
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m_nNumVectorComps = 4;
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m_VecVal.Init();
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m_pStringVal = NULL;
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m_intVal = 0;
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m_nTempIndex = 0xFF;
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m_bFakeMaterialVar = false;
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m_Type = MATERIAL_VAR_TYPE_INT;
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}
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// stuff that is only visible inside of the material system
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CMaterialVar();
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CMaterialVar( IMaterial* pMaterial, const char *key, VMatrix const& matrix );
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CMaterialVar( IMaterial* pMaterial, const char *key, const char *val );
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CMaterialVar( IMaterial* pMaterial, const char *key, float* pVal, int numcomps );
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CMaterialVar( IMaterial* pMaterial, const char *key, float val );
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CMaterialVar( IMaterial* pMaterial, const char *key, int val );
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CMaterialVar( IMaterial* pMaterial, const char *key );
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virtual ~CMaterialVar();
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virtual void SetValueAutodetectType( const char *val );
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virtual IMaterial * GetOwningMaterial() { return m_pMaterial; }
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private:
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// Cleans up material var data
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CMaterialVar *AllocThreadVar();
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void CleanUpData();
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// NOTE: Dummy vars have no backlink so we have to check the pointer here
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void VarChanged() { if ( m_pMaterial ) m_pMaterial->ReportVarChanged(this); }
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// class data
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static char s_CharBuf[MATERIALVAR_CHAR_BUF_SIZE];
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static ITextureInternal *m_dummyTexture;
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// Fixed-size allocator
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#ifdef NO_SBH // not needed if tier0 small block heap enabled
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DECLARE_FIXEDSIZE_ALLOCATOR( CMaterialVar );
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#endif
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// Owning material....
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IMaterialInternal* m_pMaterial;
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// Only using one of these at a time...
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struct FourCC_t
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{
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FourCC m_FourCC;
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void *m_pFourCCData;
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};
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FourCC_t *AllocFourCC();
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union
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{
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IMaterialInternal* m_pMaterialValue;
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ITextureInternal *m_pTexture;
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MaterialVarMatrix_t* m_pMatrix;
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FourCC_t *m_pFourCC;
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};
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};
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// Has to exist *after* fixed size allocator declaration
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#include "tier0/memdbgon.h"
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typedef CMaterialVar *CMaterialVarPtr;
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#ifdef NO_SBH // not needed if tier0 small block heap enabled
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DEFINE_FIXEDSIZE_ALLOCATOR( CMaterialVar, 1024, true );
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#endif
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// Stores symbols for the material vars
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static CUtlSymbolTableMT s_MaterialVarSymbols( 0, 32, true );
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static bool g_bDeleteUnreferencedTexturesEnabled = false;
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//-----------------------------------------------------------------------------
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// Used to make GetIntValue thread safe from within proxy calls
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//-----------------------------------------------------------------------------
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static CMaterialVar s_pTempMaterialVar[254];
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static MaterialVarMatrix_t s_pTempMatrix[254];
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static bool s_bEnableThreadedAccess = false;
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static int s_nTempVarsUsed = 0;
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static int s_nOverflowTempVars = 0;
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//-----------------------------------------------------------------------------
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// Global methods related to material vars
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//-----------------------------------------------------------------------------
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void EnableThreadedMaterialVarAccess( bool bEnable, IMaterialVar **ppParams, int nVarCount )
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{
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if ( s_bEnableThreadedAccess == bEnable )
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return;
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s_bEnableThreadedAccess = bEnable;
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if ( !s_bEnableThreadedAccess )
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{
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// Necessary to free up reference counts
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Assert( s_nTempVarsUsed <= Q_ARRAYSIZE(s_pTempMaterialVar) );
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for ( int i = 0; i < s_nTempVarsUsed; ++i )
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{
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s_pTempMaterialVar[i].SetUndefined();
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}
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for ( int i = 0; i < nVarCount; ++i )
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{
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ppParams[i]->SetTempIndex( 0xFF );
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}
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s_nTempVarsUsed = 0;
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if ( s_nOverflowTempVars )
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{
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Warning("Overflowed %d temp material vars!\n", s_nOverflowTempVars );
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s_nOverflowTempVars = 0;
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}
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}
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}
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CMaterialVar *CMaterialVar::AllocThreadVar()
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{
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if ( s_bEnableThreadedAccess )
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{
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if ( m_nTempIndex == 0xFF )
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{
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if ( s_nTempVarsUsed >= Q_ARRAYSIZE(s_pTempMaterialVar) )
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{
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s_nOverflowTempVars++;
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return NULL;
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}
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m_nTempIndex = s_nTempVarsUsed++;
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}
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return &s_pTempMaterialVar[m_nTempIndex];
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}
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return NULL;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Static method
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// Input : enable -
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//-----------------------------------------------------------------------------
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void IMaterialVar::DeleteUnreferencedTextures( bool enable )
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{
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g_bDeleteUnreferencedTexturesEnabled = enable;
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}
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//-----------------------------------------------------------------------------
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// class factory methods
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//-----------------------------------------------------------------------------
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IMaterialVar* IMaterialVar::Create( IMaterial* pMaterial, const char* pKey, VMatrix const& matrix )
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{
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return new CMaterialVar( pMaterial, pKey, matrix );
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}
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IMaterialVar* IMaterialVar::Create( IMaterial* pMaterial, const char* pKey, const char* pVal )
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{
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return new CMaterialVar( pMaterial, pKey, pVal );
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}
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IMaterialVar* IMaterialVar::Create( IMaterial* pMaterial, const char* pKey, float* pVal, int numComps )
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{
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return new CMaterialVar( pMaterial, pKey, pVal, numComps );
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}
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IMaterialVar* IMaterialVar::Create( IMaterial* pMaterial, const char* pKey, float val )
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{
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return new CMaterialVar( pMaterial, pKey, val );
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}
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IMaterialVar* IMaterialVar::Create( IMaterial* pMaterial, const char* pKey, int val )
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{
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return new CMaterialVar( pMaterial, pKey, val );
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}
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IMaterialVar* IMaterialVar::Create( IMaterial* pMaterial, const char* pKey )
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{
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return new CMaterialVar( pMaterial, pKey );
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}
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void IMaterialVar::Destroy( IMaterialVar* pVar )
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{
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if (pVar)
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{
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CMaterialVar* pVarImp = static_cast<CMaterialVar*>(pVar);
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delete pVarImp;
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}
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}
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MaterialVarSym_t IMaterialVar::GetSymbol( const char* pName )
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{
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if (!pName)
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return UTL_INVAL_SYMBOL;
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char temp[1024];
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Q_strncpy( temp, pName, sizeof( temp ) );
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Q_strlower( temp );
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return s_MaterialVarSymbols.AddString( temp );
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}
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MaterialVarSym_t IMaterialVar::FindSymbol( const char* pName )
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{
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if (!pName)
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return UTL_INVAL_SYMBOL;
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return s_MaterialVarSymbols.Find( pName );
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}
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bool IMaterialVar::SymbolMatches( const char* pName, MaterialVarSym_t symbol )
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{
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return !Q_stricmp( s_MaterialVarSymbols.String(symbol), pName );
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}
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//-----------------------------------------------------------------------------
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// class globals
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//-----------------------------------------------------------------------------
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char CMaterialVar::s_CharBuf[MATERIALVAR_CHAR_BUF_SIZE];
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//-----------------------------------------------------------------------------
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// constructors
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//-----------------------------------------------------------------------------
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inline CMaterialVar::FourCC_t *CMaterialVar::AllocFourCC()
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{
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return new FourCC_t;
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}
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//-----------------------------------------------------------------------------
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// NOTE: This constructor is only used by the "fake" material vars
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// used to get thread mode working
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//-----------------------------------------------------------------------------
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CMaterialVar::CMaterialVar()
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{
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Init();
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m_pMaterial = NULL;
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m_bFakeMaterialVar = true;
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}
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//-------------------------------------
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CMaterialVar::CMaterialVar( IMaterial* pMaterial, const char *pKey, VMatrix const& matrix )
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{
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Init();
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Assert( pKey );
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m_pMaterial = static_cast<IMaterialInternal*>(pMaterial);
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m_Name = GetSymbol( pKey );
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Assert( m_Name != UTL_INVAL_SYMBOL );
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m_Type = MATERIAL_VAR_TYPE_MATRIX;
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m_pMatrix = new MaterialVarMatrix_t;
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Assert( m_pMatrix );
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MatrixCopy( matrix, m_pMatrix->m_Matrix );
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m_pMatrix->m_bIsIdent = matrix.IsIdentity();
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m_intVal = 0;
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m_VecVal.Init();
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}
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CMaterialVar::CMaterialVar( IMaterial* pMaterial, const char *pKey, const char *pVal )
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{
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Init();
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Assert( pVal && pKey );
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m_pMaterial = static_cast<IMaterialInternal*>(pMaterial);
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m_Name = GetSymbol( pKey );
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Assert( m_Name != UTL_INVAL_SYMBOL );
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int len = Q_strlen( pVal ) + 1;
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m_pStringVal = new char[ len ];
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Q_strncpy( m_pStringVal, pVal, len );
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m_Type = MATERIAL_VAR_TYPE_STRING;
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m_VecVal[0] = m_VecVal[1] = m_VecVal[2] = m_VecVal[3] = atof( m_pStringVal );
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m_intVal = int( atof( m_pStringVal ) );
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}
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CMaterialVar::CMaterialVar( IMaterial* pMaterial, const char *pKey, float* pVal, int numComps )
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{
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Init();
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Assert( pVal && pKey && (numComps <= 4) );
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m_pMaterial = static_cast<IMaterialInternal*>(pMaterial);;
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m_Name = GetSymbol( pKey );
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Assert( m_Name != UTL_INVAL_SYMBOL );
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m_Type = MATERIAL_VAR_TYPE_VECTOR;
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memcpy( m_VecVal.Base(), pVal, numComps * sizeof(float) );
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for (int i = numComps; i < 4; ++i)
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m_VecVal[i] = 0.0f;
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m_intVal = ( int ) m_VecVal[0];
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m_nNumVectorComps = numComps;
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}
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CMaterialVar::CMaterialVar( IMaterial* pMaterial, const char *pKey, float val )
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{
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Init();
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m_pMaterial = static_cast<IMaterialInternal*>(pMaterial);
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m_Name = GetSymbol( pKey );
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Assert( m_Name != UTL_INVAL_SYMBOL );
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m_Type = MATERIAL_VAR_TYPE_FLOAT;
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m_VecVal[0] = m_VecVal[1] = m_VecVal[2] = m_VecVal[3] = val;
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m_intVal = (int) val;
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}
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CMaterialVar::CMaterialVar( IMaterial* pMaterial, const char *pKey, int val )
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{
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Init();
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m_pMaterial = static_cast<IMaterialInternal*>(pMaterial);
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m_Name = GetSymbol( pKey );
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Assert( m_Name != UTL_INVAL_SYMBOL );
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m_Type = MATERIAL_VAR_TYPE_INT;
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m_VecVal[0] = m_VecVal[1] = m_VecVal[2] = m_VecVal[3] = (float) val;
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m_intVal = val;
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}
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CMaterialVar::CMaterialVar( IMaterial* pMaterial, const char *pKey )
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{
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Init();
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m_pMaterial = static_cast<IMaterialInternal*>(pMaterial);
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m_Name = GetSymbol( pKey );
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Assert( m_Name != UTL_INVAL_SYMBOL );
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m_Type = MATERIAL_VAR_TYPE_UNDEFINED;
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}
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//-----------------------------------------------------------------------------
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// destructor
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//-----------------------------------------------------------------------------
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CMaterialVar::~CMaterialVar()
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{
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CleanUpData();
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}
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//-----------------------------------------------------------------------------
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// Cleans up material var allocated data if necessary
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//-----------------------------------------------------------------------------
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void CMaterialVar::CleanUpData()
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{
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switch ( m_Type )
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{
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case MATERIAL_VAR_TYPE_STRING:
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delete [] m_pStringVal;
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m_pStringVal = NULL;
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break;
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case MATERIAL_VAR_TYPE_TEXTURE:
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// garymcthack
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if( m_pTexture )
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{
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m_pTexture->DecrementReferenceCount();
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if ( g_bDeleteUnreferencedTexturesEnabled )
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{
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m_pTexture->DeleteIfUnreferenced();
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}
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m_pTexture = NULL;
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}
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break;
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case MATERIAL_VAR_TYPE_MATERIAL:
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if( m_pMaterialValue != NULL )
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{
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m_pMaterialValue->DecrementReferenceCount();
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m_pMaterialValue = NULL;
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}
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break;
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case MATERIAL_VAR_TYPE_MATRIX:
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delete m_pMatrix;
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m_pMatrix = NULL;
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break;
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case MATERIAL_VAR_TYPE_FOURCC:
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delete m_pFourCC;
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m_pFourCC = NULL;
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break;
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case MATERIAL_VAR_TYPE_VECTOR:
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case MATERIAL_VAR_TYPE_INT:
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case MATERIAL_VAR_TYPE_FLOAT:
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default:
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break;
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}
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}
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//-----------------------------------------------------------------------------
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// name + type
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//-----------------------------------------------------------------------------
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MaterialVarSym_t CMaterialVar::GetNameAsSymbol() const
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{
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return m_Name;
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}
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const char *CMaterialVar::GetName( ) const
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{
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if( !m_Name.IsValid() )
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{
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Warning( "m_pName is NULL for CMaterialVar\n" );
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return "";
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}
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return s_MaterialVarSymbols.String( m_Name );
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}
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//-----------------------------------------------------------------------------
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// Thread-safe versions
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//-----------------------------------------------------------------------------
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int CMaterialVar::GetIntValueInternal( void ) const
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{
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CMatCallQueue *pCallQueue = MaterialSystem()->GetRenderCallQueue();
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if ( pCallQueue && !m_bFakeMaterialVar )
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{
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if ( !s_bEnableThreadedAccess )
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{
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//DevMsg( 2, "Non-thread safe call to CMaterialVar %s!\n", GetName() );
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}
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if ( m_nTempIndex != 0xFF )
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return s_pTempMaterialVar[m_nTempIndex].GetIntValueInternal();
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}
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// Set methods for float and vector update this
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return m_intVal;
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}
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float CMaterialVar::GetFloatValueInternal( void ) const
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{
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CMatCallQueue *pCallQueue = MaterialSystem()->GetRenderCallQueue();
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if ( pCallQueue && !m_bFakeMaterialVar )
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{
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if ( !s_bEnableThreadedAccess )
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{
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//DevMsg( 2, "Non-thread safe call to CMaterialVar %s!\n", GetName() );
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}
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if ( m_nTempIndex != 0xFF )
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return s_pTempMaterialVar[m_nTempIndex].GetFloatValueInternal();
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}
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return m_VecVal[0];
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}
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float const* CMaterialVar::GetVecValueInternal( ) const
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{
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CMatCallQueue *pCallQueue = MaterialSystem()->GetRenderCallQueue();
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if ( pCallQueue && !m_bFakeMaterialVar )
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{
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if ( !s_bEnableThreadedAccess )
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{
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//DevMsg( 2, "Non-thread safe call to CMaterialVar %s!\n", GetName() );
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}
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if ( m_nTempIndex != 0xFF )
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return s_pTempMaterialVar[m_nTempIndex].GetVecValueInternal();
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}
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return m_VecVal.Base();
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}
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|
|
void CMaterialVar::GetVecValueInternal( float *val, int numcomps ) const
|
|
{
|
|
CMatCallQueue *pCallQueue = MaterialSystem()->GetRenderCallQueue();
|
|
if ( pCallQueue && !m_bFakeMaterialVar )
|
|
{
|
|
if ( !s_bEnableThreadedAccess )
|
|
{
|
|
//DevMsg( 2, "Non-thread safe call to CMaterialVar %s!\n", GetName() );
|
|
}
|
|
|
|
if ( m_nTempIndex != 0xFF )
|
|
{
|
|
s_pTempMaterialVar[m_nTempIndex].GetVecValueInternal( val, numcomps );
|
|
return;
|
|
}
|
|
}
|
|
|
|
Assert( ( numcomps >0 ) && ( numcomps <= 4 ) );
|
|
for( int i=0 ; i < numcomps; i++ )
|
|
{
|
|
val[i] = m_VecVal[ i ];
|
|
}
|
|
}
|
|
|
|
int CMaterialVar::VectorSizeInternal() const
|
|
{
|
|
CMatCallQueue *pCallQueue = MaterialSystem()->GetRenderCallQueue();
|
|
if ( pCallQueue && !m_bFakeMaterialVar )
|
|
{
|
|
if ( !s_bEnableThreadedAccess )
|
|
{
|
|
//DevMsg( 2, "Non-thread safe call to CMaterialVar %s!\n", GetName() );
|
|
}
|
|
|
|
if ( m_nTempIndex != 0xFF )
|
|
return s_pTempMaterialVar[m_nTempIndex].VectorSizeInternal( );
|
|
}
|
|
|
|
return m_nNumVectorComps;
|
|
}
|
|
|
|
// Don't want to be grabbing the dummy var and changing it's value. That usually means badness.
|
|
#define ASSERT_NOT_DUMMY_VAR() AssertMsg( m_bFakeMaterialVar || ( V_stricmp( GetName(), "$dummyvar" ) != 0 ), "TRYING TO MODIFY $dummyvar, WHICH IS BAD, MMMKAY!" )
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// float
|
|
//-----------------------------------------------------------------------------
|
|
void CMaterialVar::SetFloatValue( float val )
|
|
{
|
|
ASSERT_NOT_DUMMY_VAR();
|
|
CMatCallQueue *pCallQueue = MaterialSystem()->GetRenderCallQueue();
|
|
if ( !m_bFakeMaterialVar && pCallQueue )
|
|
{
|
|
CMaterialVar *pThreadVar = AllocThreadVar();
|
|
if ( pThreadVar )
|
|
{
|
|
pThreadVar->SetFloatValue( val );
|
|
}
|
|
pCallQueue->QueueCall( this, &CMaterialVar::SetFloatValue, val );
|
|
return;
|
|
}
|
|
|
|
// Suppress all this if we're not actually changing anything
|
|
if ((m_Type == MATERIAL_VAR_TYPE_FLOAT) && (m_VecVal[0] == val))
|
|
return;
|
|
|
|
// Gotta flush if we've changed state and this is the current material
|
|
if ( !m_bFakeMaterialVar && m_pMaterial && (m_pMaterial == ( IMaterialInternal* )MaterialSystem()->GetCurrentMaterial()))
|
|
g_pShaderAPI->FlushBufferedPrimitives();
|
|
|
|
CleanUpData();
|
|
m_VecVal[0] = m_VecVal[1] = m_VecVal[2] = m_VecVal[3] = val;
|
|
m_intVal = (int) val;
|
|
m_Type = MATERIAL_VAR_TYPE_FLOAT;
|
|
VarChanged();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// int
|
|
//-----------------------------------------------------------------------------
|
|
void CMaterialVar::SetIntValue( int val )
|
|
{
|
|
ASSERT_NOT_DUMMY_VAR();
|
|
CMatCallQueue *pCallQueue = MaterialSystem()->GetRenderCallQueue();
|
|
if ( !m_bFakeMaterialVar && pCallQueue )
|
|
{
|
|
CMaterialVar *pThreadVar = AllocThreadVar();
|
|
if ( pThreadVar )
|
|
{
|
|
pThreadVar->SetIntValue( val );
|
|
}
|
|
pCallQueue->QueueCall( this, &CMaterialVar::SetIntValue, val );
|
|
return;
|
|
}
|
|
|
|
// Suppress all this if we're not actually changing anything
|
|
if ((m_Type == MATERIAL_VAR_TYPE_INT) && (m_intVal == val))
|
|
return;
|
|
|
|
// Gotta flush if we've changed state and this is the current material
|
|
if ( !m_bFakeMaterialVar && m_pMaterial && (m_pMaterial == ( IMaterialInternal* )MaterialSystem()->GetCurrentMaterial()))
|
|
g_pShaderAPI->FlushBufferedPrimitives();
|
|
|
|
CleanUpData();
|
|
m_intVal = val;
|
|
m_VecVal[0] = m_VecVal[1] = m_VecVal[2] = m_VecVal[3] = (float) val;
|
|
m_Type = MATERIAL_VAR_TYPE_INT;
|
|
VarChanged();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// string
|
|
//-----------------------------------------------------------------------------
|
|
const char *CMaterialVar::GetStringValue( void ) const
|
|
{
|
|
CMatCallQueue *pCallQueue = MaterialSystem()->GetRenderCallQueue();
|
|
if ( pCallQueue && !m_bFakeMaterialVar )
|
|
{
|
|
if ( !s_bEnableThreadedAccess )
|
|
{
|
|
//DevMsg( 2, "Non-thread safe call to CMaterialVar %s!\n", GetName() );
|
|
}
|
|
|
|
if ( m_nTempIndex != 0xFF )
|
|
return s_pTempMaterialVar[m_nTempIndex].GetStringValue();
|
|
}
|
|
|
|
switch( m_Type )
|
|
{
|
|
case MATERIAL_VAR_TYPE_STRING:
|
|
return m_pStringVal;
|
|
|
|
case MATERIAL_VAR_TYPE_INT:
|
|
Q_snprintf( s_CharBuf, sizeof( s_CharBuf ), "%d", m_intVal );
|
|
return s_CharBuf;
|
|
|
|
case MATERIAL_VAR_TYPE_FLOAT:
|
|
Q_snprintf( s_CharBuf, sizeof( s_CharBuf ), "%f", m_VecVal[0] );
|
|
return s_CharBuf;
|
|
|
|
case MATERIAL_VAR_TYPE_VECTOR:
|
|
{
|
|
s_CharBuf[0] = '[';
|
|
s_CharBuf[1] = ' ';
|
|
int len = 2;
|
|
for (int i = 0; i < m_nNumVectorComps; ++i)
|
|
{
|
|
if (len < sizeof( s_CharBuf ))
|
|
{
|
|
Q_snprintf( s_CharBuf + len, sizeof( s_CharBuf ) - len, "%f ", m_VecVal[i] );
|
|
len += strlen( s_CharBuf + len );
|
|
}
|
|
}
|
|
if (len < sizeof( s_CharBuf ) - 1)
|
|
{
|
|
s_CharBuf[len] = ']';
|
|
s_CharBuf[len+1] = '\0';
|
|
}
|
|
else
|
|
{
|
|
s_CharBuf[sizeof( s_CharBuf )-1] = '\0';
|
|
}
|
|
return s_CharBuf;
|
|
}
|
|
|
|
case MATERIAL_VAR_TYPE_MATRIX:
|
|
{
|
|
s_CharBuf[0] = '[';
|
|
s_CharBuf[1] = ' ';
|
|
int len = 2;
|
|
for (int i = 0; i < 4; ++i)
|
|
{
|
|
for (int j = 0; j < 4; ++j)
|
|
{
|
|
if (len < sizeof( s_CharBuf ))
|
|
len += Q_snprintf( s_CharBuf + len, sizeof( s_CharBuf ) - len, "%.3f ", m_pMatrix->m_Matrix[j][i] );
|
|
}
|
|
}
|
|
if (len < sizeof( s_CharBuf ) - 1)
|
|
{
|
|
s_CharBuf[len] = ']';
|
|
s_CharBuf[len+1] = '\0';
|
|
}
|
|
else
|
|
{
|
|
s_CharBuf[sizeof( s_CharBuf )-1] = '\0';
|
|
}
|
|
return s_CharBuf;
|
|
}
|
|
|
|
case MATERIAL_VAR_TYPE_TEXTURE:
|
|
Q_snprintf( s_CharBuf, sizeof( s_CharBuf ), "%s", m_pTexture->GetName() );
|
|
return s_CharBuf;
|
|
case MATERIAL_VAR_TYPE_MATERIAL:
|
|
Q_snprintf( s_CharBuf, sizeof( s_CharBuf ), "%s", ( m_pMaterialValue ? m_pMaterialValue->GetName() : "" ) );
|
|
return s_CharBuf;
|
|
|
|
case MATERIAL_VAR_TYPE_UNDEFINED:
|
|
return "<UNDEFINED>";
|
|
|
|
default:
|
|
Warning( "CMaterialVar::GetStringValue: Unknown material var type\n" );
|
|
return "";
|
|
}
|
|
}
|
|
|
|
void CMaterialVar::SetStringValue( const char *val )
|
|
{
|
|
ASSERT_NOT_DUMMY_VAR();
|
|
CMatCallQueue *pCallQueue = MaterialSystem()->GetRenderCallQueue();
|
|
if ( !m_bFakeMaterialVar && pCallQueue )
|
|
{
|
|
CMaterialVar *pThreadVar = AllocThreadVar();
|
|
if ( pThreadVar )
|
|
{
|
|
pThreadVar->SetStringValue( val );
|
|
}
|
|
pCallQueue->QueueCall( this, &CMaterialVar::SetStringValue, CUtlEnvelope<const char *>(val) );
|
|
return;
|
|
}
|
|
|
|
// Gotta flush if we've changed state and this is the current material
|
|
if ( !m_bFakeMaterialVar && m_pMaterial && (m_pMaterial == ( IMaterialInternal* )MaterialSystem()->GetCurrentMaterial()))
|
|
g_pShaderAPI->FlushBufferedPrimitives();
|
|
|
|
CleanUpData();
|
|
int len = Q_strlen( val ) + 1;
|
|
m_pStringVal = new char[len];
|
|
Q_strncpy( m_pStringVal, val, len );
|
|
m_Type = MATERIAL_VAR_TYPE_STRING;
|
|
m_intVal = atoi( val );
|
|
m_VecVal[0] = m_VecVal[1] = m_VecVal[2] = m_VecVal[3] = atof( m_pStringVal );
|
|
VarChanged();
|
|
}
|
|
|
|
void CMaterialVar::SetFourCCValue( FourCC type, void *pData )
|
|
{
|
|
ASSERT_NOT_DUMMY_VAR();
|
|
CMatCallQueue *pCallQueue = MaterialSystem()->GetRenderCallQueue();
|
|
if ( !m_bFakeMaterialVar && pCallQueue )
|
|
{
|
|
CMaterialVar *pThreadVar = AllocThreadVar();
|
|
if ( pThreadVar )
|
|
{
|
|
pThreadVar->SetFourCCValue( type, pData );
|
|
}
|
|
pCallQueue->QueueCall( this, &CMaterialVar::SetFourCCValue, type, pData );
|
|
return;
|
|
}
|
|
|
|
// Suppress all this if we're not actually changing anything
|
|
if ((m_Type == MATERIAL_VAR_TYPE_FOURCC) && m_pFourCC->m_FourCC == type && m_pFourCC->m_pFourCCData == pData )
|
|
return;
|
|
|
|
// Gotta flush if we've changed state and this is the current material
|
|
if ( !m_bFakeMaterialVar && m_pMaterial && (m_pMaterial == ( IMaterialInternal* )MaterialSystem()->GetCurrentMaterial()))
|
|
g_pShaderAPI->FlushBufferedPrimitives();
|
|
|
|
CleanUpData();
|
|
|
|
m_pFourCC = AllocFourCC();
|
|
m_pFourCC->m_FourCC = type;
|
|
m_pFourCC->m_pFourCCData = pData;
|
|
m_Type = MATERIAL_VAR_TYPE_FOURCC;
|
|
m_VecVal.Init();
|
|
m_intVal = 0;
|
|
VarChanged();
|
|
}
|
|
|
|
void CMaterialVar::GetFourCCValue( FourCC *type, void **ppData )
|
|
{
|
|
CMatCallQueue *pCallQueue = MaterialSystem()->GetRenderCallQueue();
|
|
if ( pCallQueue && !m_bFakeMaterialVar )
|
|
{
|
|
if ( !s_bEnableThreadedAccess )
|
|
{
|
|
//DevMsg( 2, "Non-thread safe call to CMaterialVar %s!\n", GetName() );
|
|
}
|
|
|
|
if ( m_nTempIndex != 0xFF )
|
|
return s_pTempMaterialVar[m_nTempIndex].GetFourCCValue( type, ppData );
|
|
}
|
|
|
|
if( m_Type == MATERIAL_VAR_TYPE_FOURCC )
|
|
{
|
|
*type = m_pFourCC->m_FourCC;
|
|
*ppData = m_pFourCC->m_pFourCCData;
|
|
}
|
|
else
|
|
{
|
|
*type = FOURCC_UNKNOWN;
|
|
*ppData = 0;
|
|
|
|
static int bitchCount;
|
|
if( bitchCount < 10 )
|
|
{
|
|
Warning( "CMaterialVar::GetVecValue: trying to get a vec value for %s which is of type %d\n",
|
|
GetName(), ( int )m_Type );
|
|
bitchCount++;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// texture
|
|
//-----------------------------------------------------------------------------
|
|
ITexture *CMaterialVar::GetTextureValue( void )
|
|
{
|
|
CMatCallQueue *pCallQueue = MaterialSystem()->GetRenderCallQueue();
|
|
if ( pCallQueue && !m_bFakeMaterialVar )
|
|
{
|
|
if ( !s_bEnableThreadedAccess )
|
|
{
|
|
//DevMsg( 2, "Non-thread safe call to CMaterialVar %s!\n", GetName() );
|
|
}
|
|
|
|
if ( m_nTempIndex != 0xFF )
|
|
return s_pTempMaterialVar[m_nTempIndex].GetTextureValue( );
|
|
}
|
|
|
|
ITexture *retVal = NULL;
|
|
|
|
if( m_pMaterial )
|
|
{
|
|
m_pMaterial->Precache();
|
|
}
|
|
|
|
if( m_Type == MATERIAL_VAR_TYPE_TEXTURE )
|
|
{
|
|
if ( strcmp(m_pTexture->GetName(), "bitch_cubemap") == 0 )
|
|
retVal = MaterialSystem()->GetLocalCubemap();
|
|
else
|
|
retVal = static_cast<ITexture *>( m_pTexture );
|
|
|
|
if( !retVal )
|
|
{
|
|
static int bitchCount = 0;
|
|
if( bitchCount < 10 )
|
|
{
|
|
Warning( "Invalid texture value in CMaterialVar::GetTextureValue\n" );
|
|
bitchCount++;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
static int bitchCount = 0;
|
|
if( bitchCount < 10 )
|
|
{
|
|
Warning( "Requesting texture value from var \"%s\" which is "
|
|
"not a texture value (material: %s)\n", GetName(),
|
|
m_pMaterial ? m_pMaterial->GetName() : "NULL material" );
|
|
bitchCount++;
|
|
}
|
|
}
|
|
|
|
if( !retVal )
|
|
{
|
|
retVal = TextureManager()->ErrorTexture();
|
|
}
|
|
return retVal;
|
|
}
|
|
|
|
|
|
void CMaterialVar::SetTextureValueQueued( ITexture *texture )
|
|
{
|
|
SetTextureValue( texture );
|
|
|
|
// Matches IncrementReferenceCount in SetTextureValue
|
|
if ( texture )
|
|
texture->DecrementReferenceCount();
|
|
|
|
// Debug
|
|
if ( mat_texture_tracking.GetBool() )
|
|
{
|
|
int iIndex = g_pTextureRefList->Find( texture );
|
|
Assert( iIndex != g_pTextureRefList->InvalidIndex() );
|
|
g_pTextureRefList->Element( iIndex )--;
|
|
}
|
|
}
|
|
|
|
static bool s_bInitTextureRefList = false;
|
|
|
|
void CMaterialVar::SetTextureValue( ITexture *texture )
|
|
{
|
|
if ( !s_bInitTextureRefList )
|
|
{
|
|
g_pTextureRefList->SetLessFunc( DefLessFunc( ITexture* ) );
|
|
s_bInitTextureRefList = true;
|
|
}
|
|
|
|
// Avoid the garymcthack in CShaderSystem::LoadCubeMap by ensuring we're not using
|
|
// the internal env cubemap.
|
|
if ( ThreadInMainThread() )
|
|
{
|
|
ITextureInternal* pTexInternal = assert_cast<ITextureInternal *>( texture );
|
|
TextureManager()->RequestAllMipmaps( pTexInternal );
|
|
}
|
|
|
|
ASSERT_NOT_DUMMY_VAR();
|
|
CMatCallQueue *pCallQueue = MaterialSystem()->GetRenderCallQueue();
|
|
if ( !m_bFakeMaterialVar && pCallQueue )
|
|
{
|
|
// FIXME (toml): deal with reference count
|
|
CMaterialVar *pThreadVar = AllocThreadVar();
|
|
if ( pThreadVar )
|
|
{
|
|
pThreadVar->SetTextureValue( texture );
|
|
}
|
|
|
|
// Matches DecrementReferenceCount in SetTextureValueQueued
|
|
if ( texture )
|
|
texture->IncrementReferenceCount();
|
|
|
|
// Debug!
|
|
if ( mat_texture_tracking.GetBool() )
|
|
{
|
|
int iIndex = g_pTextureRefList->Find( texture );
|
|
if ( iIndex == g_pTextureRefList->InvalidIndex() )
|
|
{
|
|
g_pTextureRefList->Insert( texture, 1 );
|
|
}
|
|
else
|
|
{
|
|
g_pTextureRefList->Element( iIndex )++;
|
|
}
|
|
}
|
|
|
|
pCallQueue->QueueCall( this, &CMaterialVar::SetTextureValueQueued, texture );
|
|
return;
|
|
}
|
|
|
|
ITextureInternal* pTexImp = static_cast<ITextureInternal *>( texture );
|
|
|
|
// Suppress all this if we're not actually changing anything
|
|
if ((m_Type == MATERIAL_VAR_TYPE_TEXTURE) && (m_pTexture == pTexImp))
|
|
return;
|
|
|
|
// Gotta flush if we've changed state and this is the current material
|
|
if ( !m_bFakeMaterialVar && m_pMaterial && (m_pMaterial == MaterialSystem()->GetCurrentMaterial()))
|
|
g_pShaderAPI->FlushBufferedPrimitives();
|
|
|
|
if( pTexImp )
|
|
pTexImp->IncrementReferenceCount();
|
|
|
|
CleanUpData();
|
|
m_pTexture = pTexImp;
|
|
m_Type = MATERIAL_VAR_TYPE_TEXTURE;
|
|
m_intVal = 0;
|
|
m_VecVal.Init();
|
|
VarChanged();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// material
|
|
//-----------------------------------------------------------------------------
|
|
IMaterial *CMaterialVar::GetMaterialValue( void )
|
|
{
|
|
CMatCallQueue *pCallQueue = MaterialSystem()->GetRenderCallQueue();
|
|
if ( pCallQueue && !m_bFakeMaterialVar )
|
|
{
|
|
if ( !s_bEnableThreadedAccess )
|
|
{
|
|
//DevMsg( 2, "Non-thread safe call to CMaterialVar %s!\n", GetName() );
|
|
}
|
|
|
|
if ( m_nTempIndex != 0xFF )
|
|
return s_pTempMaterialVar[m_nTempIndex].GetMaterialValue( );
|
|
}
|
|
|
|
IMaterial *retVal = NULL;
|
|
|
|
if( m_pMaterial )
|
|
{
|
|
m_pMaterial->Precache();
|
|
}
|
|
|
|
if( m_Type == MATERIAL_VAR_TYPE_MATERIAL )
|
|
{
|
|
retVal = static_cast<IMaterial *>( m_pMaterialValue );
|
|
}
|
|
else
|
|
{
|
|
static int bitchCount = 0;
|
|
if( bitchCount < 10 )
|
|
{
|
|
Warning( "Requesting material value from var \"%s\" which is "
|
|
"not a material value (material: %s)\n", GetName(),
|
|
m_pMaterial ? m_pMaterial->GetName() : "NULL material" );
|
|
bitchCount++;
|
|
}
|
|
}
|
|
return retVal;
|
|
}
|
|
|
|
void CMaterialVar::SetMaterialValue( IMaterial *pMaterial )
|
|
{
|
|
ASSERT_NOT_DUMMY_VAR();
|
|
CMatCallQueue *pCallQueue = MaterialSystem()->GetRenderCallQueue();
|
|
if ( !m_bFakeMaterialVar && pCallQueue )
|
|
{
|
|
// FIXME (toml): deal with reference count
|
|
CMaterialVar *pThreadVar = AllocThreadVar();
|
|
if ( pThreadVar )
|
|
{
|
|
pThreadVar->SetMaterialValue( pMaterial );
|
|
}
|
|
pCallQueue->QueueCall( this, &CMaterialVar::SetMaterialValue, pMaterial );
|
|
return;
|
|
}
|
|
|
|
//HACKHACK: Only use the realtime material as the material value since converting it every time it's loaded could be forgotten, and chance of game code usage is low
|
|
if( pMaterial )
|
|
pMaterial = ((IMaterialInternal *)pMaterial)->GetRealTimeVersion();
|
|
|
|
IMaterialInternal* pMaterialImp = static_cast<IMaterialInternal *>( pMaterial );
|
|
|
|
// Suppress all this if we're not actually changing anything
|
|
if ((m_Type == MATERIAL_VAR_TYPE_MATERIAL) && (m_pMaterialValue == pMaterialImp))
|
|
return;
|
|
|
|
// Gotta flush if we've changed state and this is the current material
|
|
if ( !m_bFakeMaterialVar && m_pMaterial && (m_pMaterial == MaterialSystem()->GetCurrentMaterial()))
|
|
{
|
|
g_pShaderAPI->FlushBufferedPrimitives();
|
|
}
|
|
|
|
if( pMaterialImp != NULL )
|
|
{
|
|
pMaterialImp->IncrementReferenceCount();
|
|
}
|
|
|
|
CleanUpData();
|
|
m_pMaterialValue = pMaterialImp;
|
|
m_Type = MATERIAL_VAR_TYPE_MATERIAL;
|
|
m_intVal = 0;
|
|
m_VecVal.Init();
|
|
VarChanged();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Vector
|
|
//-----------------------------------------------------------------------------
|
|
void CMaterialVar::GetLinearVecValue( float *pVal, int numComps ) const
|
|
{
|
|
CMatCallQueue *pCallQueue = MaterialSystem()->GetRenderCallQueue();
|
|
if ( pCallQueue && !m_bFakeMaterialVar )
|
|
{
|
|
if ( !s_bEnableThreadedAccess )
|
|
{
|
|
//DevMsg( 2, "Non-thread safe call to CMaterialVar %s!\n", GetName() );
|
|
}
|
|
|
|
if ( m_nTempIndex != 0xFF )
|
|
return s_pTempMaterialVar[m_nTempIndex].GetLinearVecValue( pVal, numComps );
|
|
}
|
|
|
|
Assert( numComps <= 4 );
|
|
|
|
switch( m_Type )
|
|
{
|
|
case MATERIAL_VAR_TYPE_VECTOR:
|
|
{
|
|
for ( int i = 0; i < numComps; ++i )
|
|
{
|
|
pVal[i] = GammaToLinear( m_VecVal[i] );
|
|
}
|
|
}
|
|
break;
|
|
|
|
case MATERIAL_VAR_TYPE_INT:
|
|
{
|
|
for ( int i = 0; i < numComps; ++i )
|
|
{
|
|
pVal[i] = GammaToLinear( m_intVal );
|
|
}
|
|
}
|
|
break;
|
|
|
|
case MATERIAL_VAR_TYPE_FLOAT:
|
|
{
|
|
for ( int i = 0; i < numComps; ++i )
|
|
{
|
|
pVal[i] = GammaToLinear( m_VecVal[0] );
|
|
}
|
|
}
|
|
break;
|
|
|
|
case MATERIAL_VAR_TYPE_MATRIX:
|
|
case MATERIAL_VAR_TYPE_UNDEFINED:
|
|
{
|
|
for ( int i = 0; i < numComps; ++i )
|
|
{
|
|
pVal[i] = 0.0f;
|
|
}
|
|
}
|
|
break;
|
|
|
|
default:
|
|
Warning( "CMaterialVar::GetVecValue: trying to get a vec value for %s which is of type %d\n",
|
|
GetName(), ( int )m_Type );
|
|
break;
|
|
}
|
|
}
|
|
|
|
void CMaterialVar::SetVecValueInternal( const Vector4D &vec, int nComps )
|
|
{
|
|
ASSERT_NOT_DUMMY_VAR();
|
|
CMatCallQueue *pCallQueue = MaterialSystem()->GetRenderCallQueue();
|
|
if ( !m_bFakeMaterialVar && pCallQueue )
|
|
{
|
|
CMaterialVar *pThreadVar = AllocThreadVar();
|
|
if ( pThreadVar )
|
|
{
|
|
pThreadVar->SetVecValueInternal( vec, nComps );
|
|
}
|
|
pCallQueue->QueueCall( this, &CMaterialVar::SetVecValueInternal, RefToVal( vec ), nComps );
|
|
return;
|
|
}
|
|
// Suppress all this if we're not actually changing anything
|
|
if ((m_Type == MATERIAL_VAR_TYPE_VECTOR ) && (m_VecVal == vec ) )
|
|
return;
|
|
// Gotta flush if we've changed state and this is the current material
|
|
if ( !m_bFakeMaterialVar && m_pMaterial && (m_pMaterial == MaterialSystem()->GetCurrentMaterial()))
|
|
g_pShaderAPI->FlushBufferedPrimitives();
|
|
|
|
if ( m_Type != MATERIAL_VAR_TYPE_VECTOR )
|
|
{
|
|
CleanUpData();
|
|
m_Type = MATERIAL_VAR_TYPE_VECTOR;
|
|
}
|
|
Assert( nComps <= 4 );
|
|
m_nNumVectorComps = nComps;
|
|
memcpy( m_VecVal.Base(), vec.Base(), 4 * sizeof(float) );
|
|
m_intVal = ( int ) m_VecVal[0];
|
|
|
|
#ifdef _DEBUG
|
|
for (int i = m_nNumVectorComps; i < 4; ++i )
|
|
Assert( m_VecVal[i] == 0.0f );
|
|
#endif
|
|
VarChanged();
|
|
}
|
|
|
|
void CMaterialVar::SetVecValue( const float* pVal, int numComps )
|
|
{
|
|
Vector4D vec;
|
|
memcpy( vec.Base(), pVal, numComps * sizeof(float) );
|
|
for (int i = numComps; i < 4; ++i )
|
|
{
|
|
vec[i] = 0.0f;
|
|
}
|
|
SetVecValueInternal( vec, numComps);
|
|
}
|
|
|
|
void CMaterialVar::SetVecValue( float x, float y )
|
|
{
|
|
SetVecValueInternal( Vector4D( x, y, 0.0f, 0.0f ), 2 );
|
|
}
|
|
|
|
void CMaterialVar::SetVecValue( float x, float y, float z )
|
|
{
|
|
SetVecValueInternal( Vector4D( x, y, z, 0.0f ), 3 );
|
|
}
|
|
|
|
void CMaterialVar::SetVecValue( float x, float y, float z, float w )
|
|
{
|
|
SetVecValueInternal( Vector4D( x, y, z, w ), 4 );
|
|
}
|
|
|
|
|
|
void CMaterialVar::SetVecComponentValue( float fVal, int nComponent )
|
|
{
|
|
ASSERT_NOT_DUMMY_VAR();
|
|
|
|
#ifndef _CERT
|
|
// DIAF
|
|
if ( nComponent < 0 || nComponent > 3 )
|
|
{
|
|
Error( "Invalid vector component (%d) of variable %s referenced in material %s", nComponent, GetName(), GetOwningMaterial()->GetName() );
|
|
return;
|
|
}
|
|
#endif
|
|
|
|
CMatCallQueue *pCallQueue = MaterialSystem()->GetRenderCallQueue();
|
|
if ( !m_bFakeMaterialVar && pCallQueue )
|
|
{
|
|
if ( s_bEnableThreadedAccess )
|
|
{
|
|
bool bInit = ( m_nTempIndex == 0xFF ) ? true : false;
|
|
CMaterialVar *pThreadVar = AllocThreadVar();
|
|
if ( pThreadVar )
|
|
{
|
|
if ( bInit )
|
|
{
|
|
pThreadVar->SetVecValue( m_VecVal.Base(), m_nNumVectorComps );
|
|
}
|
|
pThreadVar->SetVecComponentValue( fVal, nComponent );
|
|
}
|
|
}
|
|
pCallQueue->QueueCall( this, &CMaterialVar::SetVecComponentValue, fVal, nComponent );
|
|
return;
|
|
}
|
|
|
|
// Suppress all this if we're not actually changing anything
|
|
if ((m_Type == MATERIAL_VAR_TYPE_VECTOR ) && (m_VecVal[nComponent] == fVal ) )
|
|
return;
|
|
|
|
// Gotta flush if we've changed state and this is the current material
|
|
if ( !m_bFakeMaterialVar && m_pMaterial && (m_pMaterial == MaterialSystem()->GetCurrentMaterial()))
|
|
g_pShaderAPI->FlushBufferedPrimitives();
|
|
|
|
if ( m_Type != MATERIAL_VAR_TYPE_VECTOR )
|
|
{
|
|
CleanUpData();
|
|
m_Type = MATERIAL_VAR_TYPE_VECTOR;
|
|
}
|
|
Assert( nComponent <= 3 );
|
|
|
|
if( m_nNumVectorComps < nComponent )
|
|
{
|
|
//reset all undefined components to 0
|
|
for( int i = m_nNumVectorComps; i != nComponent; ++i )
|
|
m_VecVal[i] = 0.0f;
|
|
|
|
m_nNumVectorComps = nComponent;
|
|
}
|
|
|
|
m_VecVal[nComponent] = fVal;
|
|
|
|
#ifdef _DEBUG
|
|
for (int i = m_nNumVectorComps; i < 4; ++i )
|
|
Assert( m_VecVal[i] == 0.0f );
|
|
#endif
|
|
VarChanged();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Matrix
|
|
//-----------------------------------------------------------------------------
|
|
VMatrix const& CMaterialVar::GetMatrixValue( )
|
|
{
|
|
CMatCallQueue *pCallQueue = MaterialSystem()->GetRenderCallQueue();
|
|
if ( pCallQueue && !m_bFakeMaterialVar )
|
|
{
|
|
if ( !s_bEnableThreadedAccess )
|
|
{
|
|
//DevMsg( 2, "Non-thread safe call to CMaterialVar %s!\n", GetName() );
|
|
}
|
|
|
|
if ( m_nTempIndex != 0xFF )
|
|
return s_pTempMaterialVar[m_nTempIndex].GetMatrixValue();
|
|
}
|
|
|
|
if (m_Type == MATERIAL_VAR_TYPE_MATRIX)
|
|
return m_pMatrix->m_Matrix;
|
|
|
|
static VMatrix identity( 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 );
|
|
return identity;
|
|
}
|
|
|
|
void CMaterialVar::SetMatrixValue( VMatrix const& matrix )
|
|
{
|
|
ASSERT_NOT_DUMMY_VAR();
|
|
CMatCallQueue *pCallQueue = MaterialSystem()->GetRenderCallQueue();
|
|
if ( !m_bFakeMaterialVar && pCallQueue )
|
|
{
|
|
CMaterialVar *pThreadVar = AllocThreadVar();
|
|
if ( pThreadVar )
|
|
{
|
|
pThreadVar->SetMatrixValue( matrix );
|
|
}
|
|
pCallQueue->QueueCall( this, &CMaterialVar::SetMatrixValue, RefToVal( matrix ) );
|
|
return;
|
|
}
|
|
|
|
// Gotta flush if we've changed state and this is the current material
|
|
if ( !m_bFakeMaterialVar && m_pMaterial && (m_pMaterial == MaterialSystem()->GetCurrentMaterial()))
|
|
g_pShaderAPI->FlushBufferedPrimitives();
|
|
|
|
CleanUpData();
|
|
|
|
// NOTE: This is necessary because the mempool MaterialVarMatrix_t uses is not threadsafe
|
|
m_pMatrix = new MaterialVarMatrix_t;
|
|
|
|
MatrixCopy( matrix, m_pMatrix->m_Matrix );
|
|
m_Type = MATERIAL_VAR_TYPE_MATRIX;
|
|
m_pMatrix->m_bIsIdent = matrix.IsIdentity();
|
|
m_VecVal.Init();
|
|
m_intVal = ( int ) m_VecVal[0];
|
|
VarChanged();
|
|
}
|
|
|
|
bool CMaterialVar::MatrixIsIdentity( void ) const
|
|
{
|
|
if( m_Type != MATERIAL_VAR_TYPE_MATRIX )
|
|
{
|
|
return true;
|
|
}
|
|
return m_pMatrix->m_bIsIdent;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Undefined
|
|
//-----------------------------------------------------------------------------
|
|
bool CMaterialVar::IsDefined() const
|
|
{
|
|
return m_Type != MATERIAL_VAR_TYPE_UNDEFINED;
|
|
}
|
|
|
|
void CMaterialVar::SetUndefined()
|
|
{
|
|
ASSERT_NOT_DUMMY_VAR();
|
|
CMatCallQueue *pCallQueue = MaterialSystem()->GetRenderCallQueue();
|
|
if ( !m_bFakeMaterialVar && pCallQueue )
|
|
{
|
|
CMaterialVar *pThreadVar = AllocThreadVar();
|
|
if ( pThreadVar )
|
|
{
|
|
pThreadVar->SetUndefined( );
|
|
}
|
|
pCallQueue->QueueCall( this, &CMaterialVar::SetUndefined );
|
|
return;
|
|
}
|
|
|
|
if (m_Type == MATERIAL_VAR_TYPE_UNDEFINED)
|
|
return;
|
|
|
|
// Gotta flush if we've changed state and this is the current material
|
|
if ( !m_bFakeMaterialVar && m_pMaterial && (m_pMaterial == MaterialSystem()->GetCurrentMaterial()))
|
|
g_pShaderAPI->FlushBufferedPrimitives();
|
|
|
|
CleanUpData();
|
|
m_Type = MATERIAL_VAR_TYPE_UNDEFINED;
|
|
VarChanged();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Copy from another material var
|
|
//-----------------------------------------------------------------------------
|
|
void CMaterialVar::CopyFrom( IMaterialVar *pMaterialVar )
|
|
{
|
|
CMatCallQueue *pCallQueue = MaterialSystem()->GetRenderCallQueue();
|
|
if ( !m_bFakeMaterialVar && pCallQueue )
|
|
{
|
|
CMaterialVar *pThreadVar = AllocThreadVar();
|
|
if ( pThreadVar )
|
|
{
|
|
pThreadVar->CopyFrom( pMaterialVar );
|
|
}
|
|
pCallQueue->QueueCall( this, &CMaterialVar::CopyFrom, pMaterialVar );
|
|
return;
|
|
}
|
|
|
|
switch( pMaterialVar->GetType() )
|
|
{
|
|
case MATERIAL_VAR_TYPE_FLOAT:
|
|
SetFloatValue( pMaterialVar->GetFloatValue() );
|
|
break;
|
|
|
|
case MATERIAL_VAR_TYPE_STRING:
|
|
SetStringValue( pMaterialVar->GetStringValue() );
|
|
break;
|
|
|
|
case MATERIAL_VAR_TYPE_VECTOR:
|
|
SetVecValue( pMaterialVar->GetVecValue(), pMaterialVar->VectorSize() );
|
|
break;
|
|
|
|
case MATERIAL_VAR_TYPE_TEXTURE:
|
|
SetTextureValue( pMaterialVar->GetTextureValue() );
|
|
break;
|
|
|
|
case MATERIAL_VAR_TYPE_INT:
|
|
SetIntValue( pMaterialVar->GetIntValue() );
|
|
break;
|
|
|
|
case MATERIAL_VAR_TYPE_FOURCC:
|
|
{
|
|
FourCC fourCC;
|
|
void *pData;
|
|
pMaterialVar->GetFourCCValue( &fourCC, &pData );
|
|
SetFourCCValue( fourCC, pData );
|
|
}
|
|
break;
|
|
|
|
case MATERIAL_VAR_TYPE_UNDEFINED:
|
|
SetUndefined();
|
|
break;
|
|
|
|
case MATERIAL_VAR_TYPE_MATRIX:
|
|
SetMatrixValue( pMaterialVar->GetMatrixValue() );
|
|
break;
|
|
|
|
case MATERIAL_VAR_TYPE_MATERIAL:
|
|
SetMaterialValue( pMaterialVar->GetMaterialValue() );
|
|
break;
|
|
|
|
default:
|
|
Assert(0);
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Parser utilities
|
|
//-----------------------------------------------------------------------------
|
|
static inline bool IsWhitespace( char c )
|
|
{
|
|
return c == ' ' || c == '\t';
|
|
}
|
|
|
|
static inline bool IsEndline( char c )
|
|
{
|
|
return c == '\n' || c == '\0';
|
|
}
|
|
|
|
static inline bool IsVector( const char* v )
|
|
{
|
|
while (IsWhitespace(*v))
|
|
{
|
|
++v;
|
|
if (IsEndline(*v))
|
|
return false;
|
|
}
|
|
return *v == '[' || *v == '{';
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Creates a vector material var
|
|
//-----------------------------------------------------------------------------
|
|
static int ParseVectorFromKeyValueString( const char *pString, float vecVal[4] )
|
|
{
|
|
const char* pScan = pString;
|
|
bool divideBy255 = false;
|
|
|
|
// skip whitespace
|
|
while( IsWhitespace(*pScan) )
|
|
{
|
|
++pScan;
|
|
}
|
|
|
|
if( *pScan == '{' )
|
|
{
|
|
divideBy255 = true;
|
|
}
|
|
else
|
|
{
|
|
Assert( *pScan == '[' );
|
|
}
|
|
|
|
// skip the '['
|
|
++pScan;
|
|
int i;
|
|
for( i = 0; i < 4; i++ )
|
|
{
|
|
// skip whitespace
|
|
while( IsWhitespace(*pScan) )
|
|
{
|
|
++pScan;
|
|
}
|
|
|
|
if( IsEndline(*pScan) || *pScan == ']' || *pScan == '}' )
|
|
{
|
|
if (*pScan != ']' && *pScan != '}')
|
|
{
|
|
Warning( "no ']' or '}' found in vector key in ParseVectorFromKeyValueString\n" );
|
|
}
|
|
|
|
// allow for vec2's, etc.
|
|
vecVal[i] = 0.0f;
|
|
break;
|
|
}
|
|
|
|
char* pEnd;
|
|
|
|
vecVal[i] = strtod( pScan, &pEnd );
|
|
if (pScan == pEnd)
|
|
{
|
|
Warning( "error parsing vector element in ParseVectorFromKeyValueString\n" );
|
|
return 0;
|
|
}
|
|
|
|
pScan = pEnd;
|
|
}
|
|
|
|
if( divideBy255 )
|
|
{
|
|
vecVal[0] *= ( 1.0f / 255.0f );
|
|
vecVal[1] *= ( 1.0f / 255.0f );
|
|
vecVal[2] *= ( 1.0f / 255.0f );
|
|
vecVal[3] *= ( 1.0f / 255.0f );
|
|
}
|
|
|
|
return i;
|
|
}
|
|
|
|
void CMaterialVar::SetValueAutodetectType( const char *val )
|
|
{
|
|
ASSERT_NOT_DUMMY_VAR();
|
|
int len = Q_strlen( val );
|
|
|
|
// Here, let's determine if we got a float or an int....
|
|
char* pIEnd; // pos where int scan ended
|
|
char* pFEnd; // pos where float scan ended
|
|
const char* pSEnd = val + len ; // pos where token ends
|
|
|
|
int ival = strtol( val, &pIEnd, 10 );
|
|
float fval = (float)strtod( val, &pFEnd );
|
|
|
|
if ( ( pFEnd > pIEnd ) && ( pFEnd == pSEnd ) )
|
|
{
|
|
SetFloatValue( fval );
|
|
return;
|
|
}
|
|
|
|
if ( pIEnd == pSEnd )
|
|
{
|
|
SetIntValue( ival );
|
|
return;
|
|
}
|
|
|
|
// Isn't an int or a float.
|
|
|
|
// Is it a matrix?
|
|
|
|
VMatrix mat;
|
|
int count = sscanf( val, " [ %f %f %f %f %f %f %f %f %f %f %f %f %f %f %f %f ]",
|
|
&mat.m[0][0], &mat.m[0][1], &mat.m[0][2], &mat.m[0][3],
|
|
&mat.m[1][0], &mat.m[1][1], &mat.m[1][2], &mat.m[1][3],
|
|
&mat.m[2][0], &mat.m[2][1], &mat.m[2][2], &mat.m[2][3],
|
|
&mat.m[3][0], &mat.m[3][1], &mat.m[3][2], &mat.m[3][3] );
|
|
if (count == 16)
|
|
{
|
|
SetMatrixValue( mat );
|
|
return;
|
|
}
|
|
|
|
Vector2D scale, center;
|
|
float angle;
|
|
Vector2D translation;
|
|
count = sscanf( val, " center %f %f scale %f %f rotate %f translate %f %f",
|
|
¢er.x, ¢er.y, &scale.x, &scale.y, &angle, &translation.x, &translation.y );
|
|
if (count == 7)
|
|
{
|
|
VMatrix temp;
|
|
MatrixBuildTranslation( mat, -center.x, -center.y, 0.0f );
|
|
MatrixBuildScale( temp, scale.x, scale.y, 1.0f );
|
|
MatrixMultiply( temp, mat, mat );
|
|
MatrixBuildRotateZ( temp, angle );
|
|
MatrixMultiply( temp, mat, mat );
|
|
MatrixBuildTranslation( temp, center.x + translation.x, center.y + translation.y, 0.0f );
|
|
MatrixMultiply( temp, mat, mat );
|
|
SetMatrixValue( mat );
|
|
return;
|
|
}
|
|
|
|
if( IsVector( val ) )
|
|
{
|
|
float vecVal[4];
|
|
int nDim = ParseVectorFromKeyValueString( val, vecVal );
|
|
if ( nDim > 0 )
|
|
{
|
|
SetVecValue( vecVal, nDim );
|
|
return;
|
|
}
|
|
}
|
|
|
|
SetStringValue( val );
|
|
}
|