mirror of
https://github.com/nillerusr/source-engine.git
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261 lines
7.0 KiB
C++
261 lines
7.0 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 "movieobjects/dmeshader.h"
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#include "datamodel/dmelementfactoryhelper.h"
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#include "movieobjects_interfaces.h"
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#include "materialsystem/IShader.h"
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#include "materialsystem/imaterialsystem.h"
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//-----------------------------------------------------------------------------
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// Expose this class to the scene database
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//-----------------------------------------------------------------------------
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IMPLEMENT_ELEMENT_FACTORY( DmeShader, CDmeShader );
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//-----------------------------------------------------------------------------
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// Constructor, destructor
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//-----------------------------------------------------------------------------
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void CDmeShader::OnConstruction()
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{
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m_ShaderName.Init( this, "shaderName" );
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m_ShaderName = "wireframe";
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m_pShader = NULL;
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}
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void CDmeShader::OnDestruction()
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{
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}
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//-----------------------------------------------------------------------------
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// Shader name access
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//-----------------------------------------------------------------------------
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void CDmeShader::SetShaderName( const char *pShaderName )
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{
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m_ShaderName = pShaderName;
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}
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const char *CDmeShader::GetShaderName() const
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{
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return m_ShaderName;
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}
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//-----------------------------------------------------------------------------
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// Finds a shader
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//-----------------------------------------------------------------------------
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IShader *CDmeShader::FindShader()
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{
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int nCount = MaterialSystem()->ShaderCount();
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IShader **ppShaderList = (IShader**)_alloca( nCount * sizeof(IShader*) );
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MaterialSystem()->GetShaders( 0, nCount, ppShaderList );
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for ( int i = 0; i < nCount; ++i )
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{
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if ( !Q_stricmp( m_ShaderName, ppShaderList[i]->GetName() ) )
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return ppShaderList[i];
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}
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return NULL;
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}
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//-----------------------------------------------------------------------------
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// Remove all shader parameters that don't exist in the new shader
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//-----------------------------------------------------------------------------
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void CDmeShader::RemoveUnusedShaderParams( IShader *pShader )
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{
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IDmAttribute* pAttribute = FirstAttribute();
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IDmAttribute* pNextAttribute = NULL;
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for ( ; pAttribute; pAttribute = pNextAttribute )
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{
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pNextAttribute = pAttribute->NextAttribute();
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// Don't remove name, type, or id
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if ( pAttribute->IsFlagSet( FATTRIB_STANDARD ) )
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continue;
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const char *pShaderParam = pAttribute->GetName();
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int nCount = pShader->GetNumParams();
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int i;
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for ( i = 0; i < nCount; ++i )
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{
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if ( !Q_stricmp( pShaderParam, pShader->GetParamName( i ) ) )
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break;
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}
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// No match? Remove it!
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if ( i == nCount )
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{
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RemoveAttributeByPtr( pAttribute );
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Add attribute for shader parameter
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//-----------------------------------------------------------------------------
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IDmAttribute* CDmeShader::AddAttributeForShaderParameter( IShader *pShader, int nIndex )
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{
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ShaderParamType_t paramType = pShader->GetParamType( nIndex );
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const char *pParamName = pShader->GetParamName( nIndex );
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IDmAttribute *pAttribute = NULL;
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switch ( paramType )
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{
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case SHADER_PARAM_TYPE_INTEGER:
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pAttribute = AddAttributeTyped<int>( pParamName );
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break;
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case SHADER_PARAM_TYPE_BOOL:
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pAttribute = AddAttributeTyped<bool>( pParamName );
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break;
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case SHADER_PARAM_TYPE_FLOAT:
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pAttribute = AddAttributeTyped<float>( pParamName );
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break;
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case SHADER_PARAM_TYPE_STRING:
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pAttribute = AddAttributeTyped<CUtlString>( pParamName );
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break;
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case SHADER_PARAM_TYPE_COLOR:
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pAttribute = AddAttributeTyped<Color>( pParamName );
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break;
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case SHADER_PARAM_TYPE_VEC2:
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pAttribute = AddAttributeTyped<Vector2D>( pParamName );
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break;
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case SHADER_PARAM_TYPE_VEC3:
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pAttribute = AddAttributeTyped<Vector>( pParamName );
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break;
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case SHADER_PARAM_TYPE_VEC4:
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pAttribute = AddAttributeTyped<Vector4D>( pParamName );
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break;
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case SHADER_PARAM_TYPE_FOURCC:
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Assert( 0 );
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break;
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case SHADER_PARAM_TYPE_MATRIX:
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pAttribute = AddAttributeTyped<VMatrix>( pParamName );
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break;
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case SHADER_PARAM_TYPE_TEXTURE:
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pAttribute = AddAttributeTyped<CDmElementRef>( pParamName );
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break;
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case SHADER_PARAM_TYPE_MATERIAL:
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pAttribute = AddAttributeTyped<CDmElementRef>( pParamName );
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break;
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default:
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break;
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}
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return pAttribute;
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}
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//-----------------------------------------------------------------------------
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// Add all shader parameters that don't currently exist
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//-----------------------------------------------------------------------------
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void CDmeShader::AddNewShaderParams( IShader *pShader )
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{
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int nCount = pShader->GetNumParams();
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int i;
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for ( i = 0; i < nCount; ++i )
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{
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const char *pParamName = pShader->GetParamName( i );
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IDmAttribute* pAttribute = NULL;
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for ( pAttribute = FirstAttribute(); pAttribute; pAttribute = pAttribute->NextAttribute() )
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{
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// Don't remove name, type, or id
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if ( pAttribute->IsFlagSet( FATTRIB_STANDARD ) )
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continue;
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const char *pAttributeName = pAttribute->GetName();
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if ( !Q_stricmp( pAttributeName, pParamName ) )
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break;
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}
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// No match? Add it!
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if ( pAttribute != NULL )
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continue;
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pAttribute = AddAttributeForShaderParameter( pShader, i );
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if ( pAttribute )
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{
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const char *pDefault = pShader->GetParamDefault( i );
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SetAttributeValueFromString( pParamName, pDefault );
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}
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}
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}
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//-----------------------------------------------------------------------------
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// resolve
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//-----------------------------------------------------------------------------
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void CDmeShader::Resolve()
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{
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if ( !m_ShaderName.IsDirty() || !MaterialSystem() )
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return;
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// First, find the shader
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IShader *pShader = FindShader();
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// Remove all shader parameters that don't exist in the new shader
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RemoveUnusedShaderParams( pShader );
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// Add all shader parameters that don't currently exist
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AddNewShaderParams( pShader );
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}
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//-----------------------------------------------------------------------------
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// Returns a procedural material to be associated with this shader
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//-----------------------------------------------------------------------------
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void CDmeShader::CreateMaterial( const char *pMaterialName )
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{
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KeyValues *pVMTKeyValues = new KeyValues( GetShaderName() );
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IDmAttribute* pAttribute = FirstAttribute();
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IDmAttribute* pNextAttribute = NULL;
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for ( ; pAttribute; pAttribute = pNextAttribute )
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{
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pNextAttribute = pAttribute->NextAttribute();
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// Don't remove name, type, or id
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if ( pAttribute->IsFlagSet( FATTRIB_STANDARD ) )
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continue;
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const char *pShaderParam = pAttribute->GetName();
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int nCount = pShader->GetNumParams();
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int i;
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for ( i = 0; i < nCount; ++i )
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{
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if ( !Q_stricmp( pShaderParam, pShader->GetParamName( i ) ) )
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break;
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}
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// No match? Remove it!
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if ( i == nCount )
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{
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RemoveAttributeByPtr( pAttribute );
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}
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}
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pVMTKeyValues->SetInt( "$model", 1 );
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pVMTKeyValues->SetFloat( "$decalscale", 0.05f );
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pVMTKeyValues->SetString( "$basetexture", "error" );
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return MaterialSystem()->CreateMaterial( pMaterialName, pVMTKeyValues );
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}
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