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411 lines
10 KiB
C++
411 lines
10 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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// $NoKeywords: $
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//
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//=============================================================================//
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#include "cmaterial_queuefriendly.h"
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#include "tier1/callqueue.h"
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#include "materialsystem_global.h"
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#define USE_QUEUED_MATERIAL_CALLS //uncomment to queue up material changing calls. Comment out to always use instant calls.
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#ifdef USE_QUEUED_MATERIAL_CALLS
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#define QUEUE_MATERIAL_CALL( FuncName, ... ) \
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{ \
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ICallQueue *pCallQueue = materials->GetRenderContext()->GetCallQueue(); \
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if ( !pCallQueue ) \
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{ \
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m_pRealTimeVersion->FuncName( __VA_ARGS__ ); \
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} \
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else \
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{ \
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pCallQueue->QueueCall( m_pRealTimeVersion, &IMaterialInternal::FuncName, ##__VA_ARGS__ ); \
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} \
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}
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#else
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#define QUEUE_MATERIAL_CALL( FuncName, ... ) m_pRealTimeVersion->FuncName( __VA_ARGS__ );
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#endif
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const char *CMaterial_QueueFriendly::GetName() const
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{
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return m_pRealTimeVersion->GetName();
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}
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const char *CMaterial_QueueFriendly::GetTextureGroupName() const
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{
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return m_pRealTimeVersion->GetTextureGroupName();
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}
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PreviewImageRetVal_t CMaterial_QueueFriendly::GetPreviewImageProperties( int *width, int *height, ImageFormat *imageFormat, bool* isTranslucent ) const
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{
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return m_pRealTimeVersion->GetPreviewImageProperties( width, height, imageFormat, isTranslucent );
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}
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PreviewImageRetVal_t CMaterial_QueueFriendly::GetPreviewImage( unsigned char *data, int width, int height, ImageFormat imageFormat ) const
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{
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return m_pRealTimeVersion->GetPreviewImage( data, width, height, imageFormat );
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}
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int CMaterial_QueueFriendly::GetMappingWidth( )
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{
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return m_pRealTimeVersion->GetMappingWidth();
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}
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int CMaterial_QueueFriendly::GetMappingHeight( )
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{
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return m_pRealTimeVersion->GetMappingHeight();
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}
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int CMaterial_QueueFriendly::GetNumAnimationFrames( )
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{
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return m_pRealTimeVersion->GetNumAnimationFrames();
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}
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bool CMaterial_QueueFriendly::InMaterialPage( void )
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{
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return m_pRealTimeVersion->InMaterialPage();
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}
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void CMaterial_QueueFriendly::GetMaterialOffset( float *pOffset )
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{
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m_pRealTimeVersion->GetMaterialOffset( pOffset );
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}
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void CMaterial_QueueFriendly::GetMaterialScale( float *pScale )
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{
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m_pRealTimeVersion->GetMaterialScale( pScale );
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}
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IMaterial *CMaterial_QueueFriendly::GetMaterialPage( void )
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{
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return m_pRealTimeVersion->GetMaterialPage();
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}
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void CMaterial_QueueFriendly::IncrementReferenceCount( void )
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{
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Assert( ThreadInMainThread() );
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++m_nReferenceCount;
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m_pRealTimeVersion->IncrementReferenceCount();
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}
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int CMaterial_QueueFriendly::GetEnumerationID( void ) const
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{
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return m_pRealTimeVersion->GetEnumerationID();
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}
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bool CMaterial_QueueFriendly::HasProxy( void ) const
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{
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return m_pRealTimeVersion->HasProxy();
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}
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void CMaterial_QueueFriendly::GetReflectivity( Vector& reflect )
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{
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m_pRealTimeVersion->GetReflectivity( reflect );
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}
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bool CMaterial_QueueFriendly::GetPropertyFlag( MaterialPropertyTypes_t type )
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{
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return m_pRealTimeVersion->GetPropertyFlag( type );
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}
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bool CMaterial_QueueFriendly::IsTwoSided()
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{
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return m_pRealTimeVersion->IsTwoSided();
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}
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int CMaterial_QueueFriendly::ShaderParamCount() const
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{
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return m_pRealTimeVersion->ShaderParamCount();
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}
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bool CMaterial_QueueFriendly::IsErrorMaterial() const
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{
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return m_pRealTimeVersion->IsErrorMaterial();
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}
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bool CMaterial_QueueFriendly::IsSpriteCard()
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{
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return m_pRealTimeVersion->IsSpriteCard();
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}
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//TODO: Investigate if these are likely to change at all when setting vars/flags
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bool CMaterial_QueueFriendly::IsAlphaTested()
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{
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return m_pRealTimeVersion->IsAlphaTested();
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}
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bool CMaterial_QueueFriendly::IsVertexLit()
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{
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return m_pRealTimeVersion->IsVertexLit();
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}
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VertexFormat_t CMaterial_QueueFriendly::GetVertexFormat() const
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{
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return m_pRealTimeVersion->GetVertexFormat();
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}
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bool CMaterial_QueueFriendly::UsesEnvCubemap( void )
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{
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return m_pRealTimeVersion->UsesEnvCubemap();
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}
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bool CMaterial_QueueFriendly::NeedsTangentSpace( void )
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{
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return m_pRealTimeVersion->NeedsTangentSpace();
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}
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bool CMaterial_QueueFriendly::NeedsSoftwareSkinning( void )
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{
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return m_pRealTimeVersion->NeedsSoftwareSkinning();
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}
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int CMaterial_QueueFriendly::GetNumPasses( void )
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{
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return m_pRealTimeVersion->GetNumPasses();
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}
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int CMaterial_QueueFriendly::GetTextureMemoryBytes( void )
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{
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return m_pRealTimeVersion->GetTextureMemoryBytes();
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}
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bool CMaterial_QueueFriendly::NeedsLightmapBlendAlpha( void )
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{
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return m_pRealTimeVersion->NeedsLightmapBlendAlpha();
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}
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bool CMaterial_QueueFriendly::NeedsSoftwareLighting( void )
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{
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return m_pRealTimeVersion->NeedsSoftwareLighting();
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}
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MorphFormat_t CMaterial_QueueFriendly::GetMorphFormat() const
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{
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return m_pRealTimeVersion->GetMorphFormat();
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}
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void CMaterial_QueueFriendly::GetLowResColorSample( float s, float t, float *color ) const
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{
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if ( m_pRealTimeVersion )
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m_pRealTimeVersion->GetLowResColorSample( s, t, color );
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else
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color[ 0 ] = color[ 1 ] = color[ 2 ] = 0.0f;
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}
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IMaterialVar *CMaterial_QueueFriendly::FindVar( const char *varName, bool *found, bool complain )
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{
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//TODO: return a queue friendly variable that can be get/set
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return m_pRealTimeVersion->FindVar( varName, found, complain );
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}
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IMaterialVar *CMaterial_QueueFriendly::FindVarFast( char const *pVarName, unsigned int *pToken )
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{
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//TODO: return a queue friendly variable that can be get/set
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return m_pRealTimeVersion->FindVarFast( pVarName, pToken );
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}
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IMaterialVar **CMaterial_QueueFriendly::GetShaderParams( void )
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{
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//TODO: return queue friendly variables that can be get/set
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return m_pRealTimeVersion->GetShaderParams();
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}
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void CMaterial_QueueFriendly::DecrementReferenceCount( void )
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{
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Assert( ThreadInMainThread() );
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--m_nReferenceCount;
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QUEUE_MATERIAL_CALL( DecrementReferenceCount );
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}
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void CMaterial_QueueFriendly::DeleteIfUnreferenced()
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{
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Assert( ThreadInMainThread() );
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if ( m_nReferenceCount > 0 )
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return;
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MaterialSystem()->RemoveMaterial( GetRealTimeVersion() );
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QUEUE_MATERIAL_CALL( DeleteIfUnreferenced );
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}
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void CMaterial_QueueFriendly::RecomputeStateSnapshots()
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{
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QUEUE_MATERIAL_CALL( RecomputeStateSnapshots );
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}
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bool CMaterial_QueueFriendly::IsTranslucent()
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{
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//TODO: need to base this as if the queued state is 100% up to date
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return m_pRealTimeVersion->IsTranslucentInternal( GetMaterialVarFlag( MATERIAL_VAR_IGNORE_ALPHA_MODULATION ) ? 1.0f : m_fAlphaModulationOnQueueCompletion );
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}
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bool CMaterial_QueueFriendly::NeedsPowerOfTwoFrameBufferTexture( bool bCheckSpecificToThisFrame )
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{
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//bCheckSpecificToThisFrame scares me a bit.
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return m_pRealTimeVersion->NeedsPowerOfTwoFrameBufferTexture( bCheckSpecificToThisFrame );
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}
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bool CMaterial_QueueFriendly::NeedsFullFrameBufferTexture( bool bCheckSpecificToThisFrame )
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{
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//bCheckSpecificToThisFrame scares me a bit.
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return m_pRealTimeVersion->NeedsFullFrameBufferTexture( bCheckSpecificToThisFrame );
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}
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void CMaterial_QueueFriendly::AlphaModulate( float alpha )
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{
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QUEUE_MATERIAL_CALL( AlphaModulate, alpha );
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m_fAlphaModulationOnQueueCompletion = alpha;
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}
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void CMaterial_QueueFriendly::ColorModulate( float r, float g, float b )
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{
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QUEUE_MATERIAL_CALL( ColorModulate, r, g, b );
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m_vColorModulationOnQueueCompletion.Init( r, g, b );
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}
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void CMaterial_QueueFriendly::SetMaterialVarFlag( MaterialVarFlags_t flag, bool on )
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{
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QUEUE_MATERIAL_CALL( SetMaterialVarFlag, flag, on );
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}
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bool CMaterial_QueueFriendly::GetMaterialVarFlag( MaterialVarFlags_t flag ) const
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{
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//TODO: somehow mix both queued and real time states
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return m_pRealTimeVersion->GetMaterialVarFlag( flag );
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}
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void CMaterial_QueueFriendly::SetShader( const char *pShaderName )
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{
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//TODO: queue it and investigate, seems like a grenade.
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m_pRealTimeVersion->SetShader( pShaderName );
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}
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void CMaterial_QueueFriendly::SetShaderAndParams( KeyValues *pKeyValues )
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{
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//TODO: queue it and investigate, seems like a grenade.
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m_pRealTimeVersion->SetShaderAndParams( pKeyValues );
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}
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const char *CMaterial_QueueFriendly::GetShaderName() const
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{
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//TODO: return as if the queue is up to date. Someone could have set the shader very recently
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return m_pRealTimeVersion->GetShaderName();
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}
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void CMaterial_QueueFriendly::Refresh()
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{
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//TODO: Investigate, this one seems like a grenade.
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m_pRealTimeVersion->Refresh();
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//QUEUE_MATERIAL_CALL( Refresh );
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}
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void CMaterial_QueueFriendly::RefreshPreservingMaterialVars()
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{
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//TODO: Investigate, this one seems like a grenade.
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m_pRealTimeVersion->RefreshPreservingMaterialVars();
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//QUEUE_MATERIAL_CALL( RefreshPreservingMaterialVars );
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}
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void CMaterial_QueueFriendly::SetUseFixedFunctionBakedLighting( bool bEnable )
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{
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QUEUE_MATERIAL_CALL( SetUseFixedFunctionBakedLighting, bEnable );
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}
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float CMaterial_QueueFriendly::GetAlphaModulation()
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{
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#ifdef USE_QUEUED_MATERIAL_CALLS
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return m_fAlphaModulationOnQueueCompletion;
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#else
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return m_pRealTimeVersion->GetAlphaModulation();
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#endif
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}
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void CMaterial_QueueFriendly::GetColorModulation( float *r, float *g, float *b )
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{
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#ifdef USE_QUEUED_MATERIAL_CALLS
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*r = m_vColorModulationOnQueueCompletion.x;
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*g = m_vColorModulationOnQueueCompletion.y;
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*b = m_vColorModulationOnQueueCompletion.z;
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#else
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m_pRealTimeVersion->GetColorModulation( r, g, b );
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#endif
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}
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void CMaterial_QueueFriendly::CallBindProxy( void *proxyData )
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{
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//TODO: queue it? Investigate.
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return m_pRealTimeVersion->CallBindProxy( proxyData );
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}
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IMaterial *CMaterial_QueueFriendly::CheckProxyReplacement( void *proxyData )
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{
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return m_pRealTimeVersion->CheckProxyReplacement( proxyData );
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}
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void CMaterial_QueueFriendly::PrecacheMappingDimensions()
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{
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return m_pRealTimeVersion->PrecacheMappingDimensions();
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}
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void CMaterial_QueueFriendly::FindRepresentativeTexture()
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{
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return m_pRealTimeVersion->FindRepresentativeTexture();
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}
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bool CMaterial_QueueFriendly::IsRealTimeVersion( void ) const
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{
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return false;
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}
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IMaterialInternal *CMaterial_QueueFriendly::GetRealTimeVersion( void )
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{
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return m_pRealTimeVersion;
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}
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IMaterialInternal *CMaterial_QueueFriendly::GetQueueFriendlyVersion( void )
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{
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return this;
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}
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void CMaterial_QueueFriendly::UpdateToRealTime( void )
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{
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m_fAlphaModulationOnQueueCompletion = m_pRealTimeVersion->GetAlphaModulation();
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m_pRealTimeVersion->GetColorModulation( &m_vColorModulationOnQueueCompletion.x,
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&m_vColorModulationOnQueueCompletion.y,
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&m_vColorModulationOnQueueCompletion.z );
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m_nReferenceCount = m_pRealTimeVersion->GetReferenceCount();
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}
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