mirror of
https://github.com/nillerusr/source-engine.git
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229 lines
7.4 KiB
C++
229 lines
7.4 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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// $Header: $
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// $NoKeywords: $
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//=============================================================================//
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// wrapper for the material system for the engine.
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#ifndef GL_MATSYSIFACE_H
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#define GL_MATSYSIFACE_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "ivrenderview.h"
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#include "convar.h"
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#include "surfacehandle.h"
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#include "utlvector.h"
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//-----------------------------------------------------------------------------
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// Forward declarations
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//-----------------------------------------------------------------------------
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class IMaterialSystemHardwareConfig;
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struct MaterialSystem_Config_t;
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class IMaterial;
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class IDebugTextureInfo;
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class Vector;
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struct mprimitive_t;
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class CMeshBuilder;
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struct model_t;
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//-----------------------------------------------------------------------------
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// global interfaces
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//-----------------------------------------------------------------------------
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extern const MaterialSystem_Config_t *g_pMaterialSystemConfig;
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extern MaterialSystem_SortInfo_t *materialSortInfoArray;
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extern bool g_LostVideoMemory;
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void MaterialSystem_DestroySortinfo( void );
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void MaterialSystem_CreateSortinfo( void );
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void InitMaterialSystem( void );
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void ShutdownMaterialSystem( void );
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void InitStartupScreen();
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void UpdateMaterialSystemConfig( void );
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bool MaterialConfigLightingChanged();
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void ClearMaterialConfigLightingChanged();
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void OverrideMaterialSystemConfig( MaterialSystem_Config_t &config );
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void MaterialSystem_RegisterLightmapSurfaces( void );
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IMaterial *GetMaterialAtCrossHair( void );
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bool SurfHasBumpedLightmaps( SurfaceHandle_t surfID );
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bool SurfNeedsBumpedLightmaps( SurfaceHandle_t surfID );
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bool SurfHasLightmap( SurfaceHandle_t surfID );
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bool SurfNeedsLightmap( SurfaceHandle_t surfID );
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void InitWellKnownRenderTargets( void );
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void ShutdownWellKnownRenderTargets( void );
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void HandleServerAllowColorCorrection();
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void InitMaterialSystemConfig( bool bInEditMode );
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#ifndef SWDS
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# ifdef NEWMESH
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extern CUtlVector<IVertexBuffer *> g_WorldStaticMeshes;
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# else
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extern CUtlVector<IMesh *> g_WorldStaticMeshes;
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# endif
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#endif
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struct materiallist_t
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{
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short nextBlock;
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short count;
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msurface2_t *pSurfaces[15];
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};
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struct surfacesortgroup_t
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{
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short listHead;
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short listTail;
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unsigned short vertexCount;
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short groupListIndex;
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unsigned short vertexCountNoDetail;
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unsigned short indexCountNoDetail;
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unsigned short triangleCount;
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unsigned short surfaceCount;
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};
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class CMSurfaceSortList
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{
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public:
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void Init( int maxSortIDs, int minMaterialLists );
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void Shutdown();
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void Reset();
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void AddSurfaceToTail( msurface2_t *pSurface, int nSortGroup, int sortID );
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msurface2_t *GetSurfaceAtHead( const surfacesortgroup_t &group ) const;
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void GetSurfaceListForGroup( CUtlVector<msurface2_t *> &list, const surfacesortgroup_t &group ) const;
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inline int GetIndexForSortID( int nSortGroup, int sortID ) const
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{
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Assert(sortID<m_maxSortIDs);
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return groupOffset[nSortGroup] + sortID;
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}
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inline const surfacesortgroup_t &GetGroupByIndex( int groupIndex ) const
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{
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if (!IsGroupUsed(groupIndex))
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return m_emptyGroup;
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return m_groups[groupIndex];
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}
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inline const CUtlVector<surfacesortgroup_t *> &GetSortList( int nSortGroup ) const
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{
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return m_sortGroupLists[nSortGroup];
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}
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inline const materiallist_t &GetSurfaceBlock(short index) const
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{
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return m_list[index];
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}
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inline const surfacesortgroup_t &GetGroupForSortID( int sortGroup, int sortID ) const
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{
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return GetGroupByIndex(GetIndexForSortID(sortGroup,sortID));
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}
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void EnsureMaxSortIDs( int newMaxSortIDs );
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private:
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void InitGroup( surfacesortgroup_t *pGrup );
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bool IsGroupUsed( int groupIndex ) const { return (m_groupUsed[ (groupIndex>>3) ] & (1<<(groupIndex&7))) != 0; }
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inline void MarkGroupUsed( int groupIndex ) { m_groupUsed[groupIndex>>3] |= (1<<(groupIndex&7)); }
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inline void MarkGroupNotUsed( int groupIndex ) { m_groupUsed[groupIndex>>3] &= ~(1<<(groupIndex&7)); }
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CUtlVector<materiallist_t> m_list;
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CUtlVector<surfacesortgroup_t> m_groups; // one per sortID per MAT_SORT_GROUP, sparse
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CUtlVector<byte> m_groupUsed;
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// list of indices into m_groups in order per MAT_SORT_GROUP, compact
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CUtlVector<surfacesortgroup_t *> m_sortGroupLists[MAX_MAT_SORT_GROUPS];
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surfacesortgroup_t m_emptyGroup;
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int m_maxSortIDs;
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int groupOffset[MAX_MAT_SORT_GROUPS];
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};
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#define MSL_FOREACH_SURFACE_IN_GROUP_BEGIN( _sortList, _group, _pSurface ) \
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{ \
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for ( short _blockIndex = (_group).listHead; _blockIndex != -1; _blockIndex = (_sortList).GetSurfaceBlock(_blockIndex).nextBlock ) \
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{ \
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const materiallist_t *_pList = &(_sortList).GetSurfaceBlock(_blockIndex); \
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for ( int _index = 0; _index < _pList->count; ++_index ) \
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{ \
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SurfaceHandle_t _pSurface = _pList->pSurfaces[_index];
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#define MSL_FOREACH_SURFACE_IN_GROUP_END( ) \
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} \
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} \
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}
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#define MSL_FOREACH_GROUP_BEGIN( _sortList, _sortGroup, _group ) \
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{ \
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const CUtlVector<surfacesortgroup_t *> &_groupList = (_sortList).GetSortList(_sortGroup); \
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int _count = _groupList.Count(); \
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for ( int _listIndex = 0; _listIndex < _count; ++_listIndex ) \
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{ \
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const surfacesortgroup_t &_group = *_groupList[_listIndex];
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#define MSL_FOREACH_GROUP_END( ) \
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} \
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}
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#define MSL_FOREACH_SURFACE_BEGIN( _sortList, _sortGroup, _pSurface ) \
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MSL_FOREACH_GROUP_BEGIN(_sortList, _sortGroup, _group ) \
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MSL_FOREACH_SURFACE_IN_GROUP_BEGIN( _sortList, _group, _pSurface )
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#define MSL_FOREACH_SURFACE_END( ) \
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MSL_FOREACH_SURFACE_IN_GROUP_END() \
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MSL_FOREACH_GROUP_END()
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//-----------------------------------------------------------------------------
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// Converts sort infos to lightmap pages
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//-----------------------------------------------------------------------------
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int SortInfoToLightmapPage( int sortID );
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void BuildMSurfaceVerts( const struct worldbrushdata_t *pBrushData, SurfaceHandle_t surfID, Vector *verts, Vector2D *texCoords, Vector2D lightCoords[][4] );
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void BuildMSurfacePrimVerts( worldbrushdata_t *pBrushData, mprimitive_t *prim, CMeshBuilder &builder, SurfaceHandle_t surfID );
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void BuildMSurfacePrimIndices( worldbrushdata_t *pBrushData, mprimitive_t *prim, CMeshBuilder &builder );
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void BuildBrushModelVertexArray(worldbrushdata_t *pBrushData, SurfaceHandle_t surfID, BrushVertex_t* pVerts );
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// Used for debugging - force it to release and restore all material system objects.
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void ForceMatSysRestore();
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//-----------------------------------------------------------------------------
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// Methods associated with getting surface data
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//-----------------------------------------------------------------------------
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struct SurfaceCtx_t
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{
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int m_LightmapSize[2];
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int m_LightmapPageSize[2];
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float m_BumpSTexCoordOffset;
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Vector2D m_Offset;
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Vector2D m_Scale;
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};
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// Compute a context necessary for creating vertex data
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void SurfSetupSurfaceContext( SurfaceCtx_t& ctx, SurfaceHandle_t surfID );
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// Compute texture and lightmap coordinates
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void SurfComputeTextureCoordinate( SurfaceCtx_t const& ctx, SurfaceHandle_t surfID,
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Vector const& vec, Vector2D& uv );
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void SurfComputeLightmapCoordinate( SurfaceCtx_t const& ctx, SurfaceHandle_t surfID,
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Vector const& vec, Vector2D& uv );
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extern ConVar mat_fastspecular;
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void MaterialSystem_RegisterPalettedLightmapSurfaces( int numPages, void *pLightmaps );
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#endif // GL_MATSYSIFACE_H
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