mirror of
https://github.com/nillerusr/source-engine.git
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246 lines
6.3 KiB
C++
246 lines
6.3 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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#ifndef IMATERIALVAR_H
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#define IMATERIALVAR_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "tier0/platform.h"
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#include "tier1/utlsymbol.h"
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#include "mathlib/vector4d.h"
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class IMaterial;
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class VMatrix;
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class ITexture;
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#define MAKE_MATERIALVAR_FOURCC(ch0, ch1, ch2, ch3) \
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((unsigned long)(ch0) | ((unsigned long)(ch1) << 8) | \
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((unsigned long)(ch2) << 16) | ((unsigned long)(ch3) << 24 ))
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// This fourcc is reserved.
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#define FOURCC_UNKNOWN MAKE_MATERIALVAR_FOURCC('U','N','K','N')
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//-----------------------------------------------------------------------------
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// Various material var types
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//-----------------------------------------------------------------------------
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enum MaterialVarType_t
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{
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MATERIAL_VAR_TYPE_FLOAT = 0,
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MATERIAL_VAR_TYPE_STRING,
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MATERIAL_VAR_TYPE_VECTOR,
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MATERIAL_VAR_TYPE_TEXTURE,
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MATERIAL_VAR_TYPE_INT,
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MATERIAL_VAR_TYPE_FOURCC,
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MATERIAL_VAR_TYPE_UNDEFINED,
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MATERIAL_VAR_TYPE_MATRIX,
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MATERIAL_VAR_TYPE_MATERIAL,
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};
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typedef unsigned short MaterialVarSym_t;
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class IMaterialVar
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{
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public:
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typedef unsigned long FourCC;
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protected:
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// base data and accessors
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char* m_pStringVal;
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int m_intVal;
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Vector4D m_VecVal;
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// member data. total = 4 bytes
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uint8 m_Type : 4;
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uint8 m_nNumVectorComps : 3;
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uint8 m_bFakeMaterialVar : 1;
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uint8 m_nTempIndex;
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CUtlSymbol m_Name;
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public:
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// class factory methods
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static IMaterialVar* Create( IMaterial* pMaterial, char const* pKey, VMatrix const& matrix );
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static IMaterialVar* Create( IMaterial* pMaterial, char const* pKey, char const* pVal );
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static IMaterialVar* Create( IMaterial* pMaterial, char const* pKey, float* pVal, int numcomps );
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static IMaterialVar* Create( IMaterial* pMaterial, char const* pKey, float val );
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static IMaterialVar* Create( IMaterial* pMaterial, char const* pKey, int val );
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static IMaterialVar* Create( IMaterial* pMaterial, char const* pKey );
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static void Destroy( IMaterialVar* pVar );
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static MaterialVarSym_t GetSymbol( char const* pName );
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static MaterialVarSym_t FindSymbol( char const* pName );
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static bool SymbolMatches( char const* pName, MaterialVarSym_t symbol );
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static void DeleteUnreferencedTextures( bool enable );
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virtual ITexture *GetTextureValue( void ) = 0;
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virtual char const * GetName( void ) const = 0;
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virtual MaterialVarSym_t GetNameAsSymbol() const = 0;
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virtual void SetFloatValue( float val ) = 0;
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virtual void SetIntValue( int val ) = 0;
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virtual void SetStringValue( char const *val ) = 0;
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virtual char const * GetStringValue( void ) const = 0;
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// Use FourCC values to pass app-defined data structures between
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// the proxy and the shader. The shader should ignore the data if
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// its FourCC type not correct.
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virtual void SetFourCCValue( FourCC type, void *pData ) = 0;
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virtual void GetFourCCValue( FourCC *type, void **ppData ) = 0;
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// Vec (dim 2-4)
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virtual void SetVecValue( float const* val, int numcomps ) = 0;
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virtual void SetVecValue( float x, float y ) = 0;
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virtual void SetVecValue( float x, float y, float z ) = 0;
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virtual void SetVecValue( float x, float y, float z, float w ) = 0;
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virtual void GetLinearVecValue( float *val, int numcomps ) const = 0;
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// revisit: is this a good interface for textures?
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virtual void SetTextureValue( ITexture * ) = 0;
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virtual IMaterial * GetMaterialValue( void ) = 0;
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virtual void SetMaterialValue( IMaterial * ) = 0;
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virtual bool IsDefined() const = 0;
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virtual void SetUndefined() = 0;
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// Matrix
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virtual void SetMatrixValue( VMatrix const& matrix ) = 0;
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virtual const VMatrix &GetMatrixValue( ) = 0;
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virtual bool MatrixIsIdentity() const = 0;
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// Copy....
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virtual void CopyFrom( IMaterialVar *pMaterialVar ) = 0;
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virtual void SetValueAutodetectType( char const *val ) = 0;
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virtual IMaterial * GetOwningMaterial() = 0;
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//set just 1 component
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virtual void SetVecComponentValue( float fVal, int nComponent ) = 0;
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protected:
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virtual int GetIntValueInternal( void ) const = 0;
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virtual float GetFloatValueInternal( void ) const = 0;
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virtual float const* GetVecValueInternal( ) const = 0;
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virtual void GetVecValueInternal( float *val, int numcomps ) const = 0;
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virtual int VectorSizeInternal() const = 0;
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public:
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FORCEINLINE MaterialVarType_t GetType( void ) const
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{
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return ( MaterialVarType_t )m_Type;
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}
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FORCEINLINE bool IsTexture() const
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{
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return m_Type == MATERIAL_VAR_TYPE_TEXTURE;
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}
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FORCEINLINE operator ITexture*()
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{
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return GetTextureValue();
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}
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// NOTE: Fast methods should only be called in thread-safe situations
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FORCEINLINE int GetIntValueFast( void ) const
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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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FORCEINLINE float GetFloatValueFast( void ) const
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{
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return m_VecVal[0];
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}
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FORCEINLINE float const* GetVecValueFast( ) const
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{
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return m_VecVal.Base();
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}
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FORCEINLINE void GetVecValueFast( float *val, int numcomps ) const
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{
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Assert( ( numcomps >0 ) && ( numcomps <= 4 ) );
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for( int i=0 ; i < numcomps; i++ )
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{
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val[i] = m_VecVal[ i ];
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}
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}
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FORCEINLINE int VectorSizeFast() const
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{
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return m_nNumVectorComps;
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}
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#ifdef FAST_MATERIALVAR_ACCESS
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FORCEINLINE int GetIntValue( void ) const
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{
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return GetIntValueFast();
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}
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FORCEINLINE float GetFloatValue( void ) const
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{
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return GetFloatValueFast();
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}
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FORCEINLINE float const* GetVecValue( ) const
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{
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return GetVecValueFast();
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}
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FORCEINLINE void GetVecValue( float *val, int numcomps ) const
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{
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GetVecValueFast( val, numcomps );
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}
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FORCEINLINE int VectorSize() const
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{
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return VectorSizeFast();
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}
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#else // !FAST_MATERIALVAR_ACCESS
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FORCEINLINE int GetIntValue( void ) const
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{
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return GetIntValueInternal();
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}
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FORCEINLINE float GetFloatValue( void ) const
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{
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return GetFloatValueInternal();
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}
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FORCEINLINE float const* GetVecValue( ) const
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{
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return GetVecValueInternal();
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}
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FORCEINLINE void GetVecValue( float *val, int numcomps ) const
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{
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return GetVecValueInternal( val, numcomps );
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}
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FORCEINLINE int VectorSize() const
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{
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return VectorSizeInternal();
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}
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#endif
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private:
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FORCEINLINE void SetTempIndex( int nIndex )
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{
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m_nTempIndex = nIndex;
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}
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friend void EnableThreadedMaterialVarAccess( bool bEnable, IMaterialVar **ppParams, int nVarCount );
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};
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#endif // IMATERIALVAR_H
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