|
|
//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=====================================================================================//
#include "imaterialinternal.h"
#include "bitmap/tgaloader.h"
#include "colorspace.h"
#include "materialsystem/imaterialvar.h"
#include "materialsystem/itexture.h"
#include <string.h>
#include "materialsystem_global.h"
#include "shaderapi/ishaderapi.h"
#include "materialsystem/imaterialproxy.h"
#include "shadersystem.h"
#include "materialsystem/imaterialproxyfactory.h"
#include "IHardwareConfigInternal.h"
#include "utlsymbol.h"
#ifndef _PS3
#include <malloc.h>
#endif
#include "filesystem.h"
#include <keyvalues.h>
#include "mempool.h"
#include "shaderapi/ishaderutil.h"
#include "vtf/vtf.h"
#include "tier1/strtools.h"
#include <ctype.h>
#include "utlbuffer.h"
#include "mathlib/vmatrix.h"
#include "texturemanager.h"
#include "itextureinternal.h"
#include "cmaterial_queuefriendly.h"
#include "mempool.h"
static IMaterialVar *CreateMaterialVarFromKeyValue( IMaterial* pMaterial, KeyValues* pKeyValue );
//-----------------------------------------------------------------------------
// Material SubRect implementation
//-----------------------------------------------------------------------------
class CMaterialSubRect : public IMaterialInternal { public:
// pVMTKeyValues and pPatchKeyValues should come from LoadVMTFile()
CMaterialSubRect( char const *pMaterialName, const char *pTextureGroupName, KeyValues *pVMTKeyValues, KeyValues *pPatchKeyValues, bool bAssumeCreateFromFile ); virtual ~CMaterialSubRect();
// IMaterial Interface
const char *GetName() const; const char *GetTextureGroupName() const;
int GetMappingWidth(); int GetMappingHeight();
bool InMaterialPage( void ) { return true; } void GetMaterialOffset( float *pOffset ); void GetMaterialScale( float *pScale ); IMaterial *GetMaterialPage( void ) { return m_pMaterialPage; }
void IncrementReferenceCount( void ); void DecrementReferenceCount( void );
IMaterialVar *FindVar( char const *varName, bool *found, bool complain = true ); IMaterialVar *FindVarFast( char const *pVarName, unsigned int *pToken );
// Sets new VMT shader parameters for the material
virtual void SetShaderAndParams( KeyValues *pKeyValues );
int GetEnumerationID() const;
// Maybe!
void GetReflectivity( Vector& reflect ) { m_pMaterialPage->GetReflectivity( reflect ); }
// IMaterialInternal Interface
int GetReferenceCount( void ) const; void Precache(); void Uncache( bool bPreserveVars = false ); // If provided, pKeyValues and pPatchKeyValues should come from LoadVMTFile()
bool PrecacheVars( KeyValues *pKeyValues = NULL, KeyValues *pPatchKeyValues = NULL, CUtlVector<FileNameHandle_t> *pIncludes = NULL ); bool IsPrecached() const; bool IsPrecachedVars( ) const; bool IsManuallyCreated() const; void SetEnumerationID( int id ); void AddMaterialVar( IMaterialVar *pMaterialVar ); void MarkAsPreloaded( bool bSet ); bool IsPreloaded() const; void ArtificialAddRef(); void ArtificialRelease();
//=============================
// Chained to the material page.
//=============================
// IMaterial Interface.
PreviewImageRetVal_t GetPreviewImageProperties( int *width, int *height, ImageFormat *imageFormat, bool* isTranslucent ) const { return m_pMaterialPage->GetPreviewImageProperties( width, height, imageFormat, isTranslucent ); } PreviewImageRetVal_t GetPreviewImage( unsigned char *data, int width, int height, ImageFormat imageFormat ) const { return m_pMaterialPage->GetPreviewImage( data, width, height, imageFormat ); }
ShaderRenderState_t *GetRenderState() { return m_pMaterialPage->GetRenderState(); } int GetNumAnimationFrames() { return m_pMaterialPage->GetNumAnimationFrames(); }
void GetLowResColorSample( float s, float t, float *color ) const { m_pMaterialPage->GetLowResColorSample( s, t, color ); } bool UsesEnvCubemap( void ) { return m_pMaterialPage->UsesEnvCubemap(); } bool NeedsSoftwareSkinning( void ) { return m_pMaterialPage->NeedsSoftwareSkinning(); } bool NeedsSoftwareLighting( void ) { return m_pMaterialPage->NeedsSoftwareLighting(); } bool NeedsTangentSpace( void ) { return m_pMaterialPage->NeedsTangentSpace(); } bool NeedsPowerOfTwoFrameBufferTexture( bool bCheckSpecificToThisFrame = true ) { return m_pMaterialPage->NeedsPowerOfTwoFrameBufferTexture( bCheckSpecificToThisFrame ); } bool NeedsFullFrameBufferTexture( bool bCheckSpecificToThisFrame = true ) { return m_pMaterialPage->NeedsFullFrameBufferTexture( bCheckSpecificToThisFrame ); } bool NeedsLightmapBlendAlpha( void ) { return m_pMaterialPage->NeedsLightmapBlendAlpha(); } void AlphaModulate( float alpha ) { m_pMaterialPage->AlphaModulate( alpha ); } void ColorModulate( float r, float g, float b ) { m_pMaterialPage->ColorModulate( r, g, b ); } float GetAlphaModulation( ) { return m_pMaterialPage->GetAlphaModulation( ); } void GetColorModulation( float *r, float *g, float *b ) { m_pMaterialPage->GetColorModulation( r, g, b ); }
void SetMaterialVarFlag( MaterialVarFlags_t flag, bool on ) { m_pMaterialPage->SetMaterialVarFlag( flag, on ); } bool GetMaterialVarFlag( MaterialVarFlags_t flag ) const { return m_pMaterialPage->GetMaterialVarFlag( flag ); }
bool IsTranslucent() { return m_pMaterialPage->IsTranslucent(); } bool IsTranslucentInternal( float fAlphaModulation ) const { return m_pMaterialPage->IsTranslucentInternal( fAlphaModulation ); } virtual bool IsTranslucentUnderModulation( float fAlphaModulation ) const { return m_pMaterialPage->IsTranslucentUnderModulation( fAlphaModulation ); }
bool IsAlphaTested() { return m_pMaterialPage->IsAlphaTested(); } bool IsVertexLit() { return m_pMaterialPage->IsVertexLit(); }
bool GetPropertyFlag( MaterialPropertyTypes_t type ) { return m_pMaterialPage->GetPropertyFlag( type ); }
bool IsTwoSided() { return m_pMaterialPage->IsTwoSided(); }
int GetNumPasses( void ) { return m_pMaterialPage->GetNumPasses(); } int GetTextureMemoryBytes( void ) { return m_pMaterialPage->GetTextureMemoryBytes(); }
// IMaterialInternal Interface.
void DrawMesh( VertexCompressionType_t vertexCompression, bool bIsAlphaModulating, bool bRenderingPreTessPatchMesh ) { m_pMaterialPage->DrawMesh( vertexCompression, bIsAlphaModulating, bRenderingPreTessPatchMesh ); } void ReloadTextures( void ) { m_pMaterialPage->ReloadTextures(); } void SetMinLightmapPageID( int pageID ) { m_pMaterialPage->SetMinLightmapPageID( pageID ); }
void SetMaxLightmapPageID( int pageID ) { m_pMaterialPage->SetMaxLightmapPageID( pageID ); }
int GetMinLightmapPageID( ) const { return m_pMaterialPage->GetMinLightmapPageID(); } int GetMaxLightmapPageID( ) const { return m_pMaterialPage->GetMaxLightmapPageID(); } void SetNeedsWhiteLightmap( bool val ) { m_pMaterialPage->SetNeedsWhiteLightmap( val ); }
bool GetNeedsWhiteLightmap( ) const { return m_pMaterialPage->GetNeedsWhiteLightmap(); } IShader * GetShader() const { return m_pMaterialPage->GetShader(); } void CallBindProxy( void *proxyData, ICallQueue *pCallQueue ) { m_pMaterialPage->CallBindProxy( proxyData, pCallQueue ); } bool HasProxy( void ) const { return m_pMaterialPage->HasProxy(); }
// Sets the shader associated with the material
void SetShader( const char *pShaderName ) { m_pMaterialPage->SetShader( pShaderName ); } const char * GetShaderName() const { return m_pMaterialPage->GetShaderName(); }
virtual void DeleteIfUnreferenced(); virtual bool IsSpriteCard() { return m_pMaterialPage->IsSpriteCard(); }
// Can we override this material in debug?
bool NoDebugOverride() const { return m_pMaterialPage->NoDebugOverride(); }
// Gets the vertex format
VertexFormat_t GetVertexFormat() const { return m_pMaterialPage->GetVertexFormat(); }
// diffuse bump lightmap?
// bool IsUsingDiffuseBumpedLighting() const { return m_pChainMaterial->IsUsingDiffuseBumpedLighting(); }
// lightmap?
// bool IsUsingLightmap() const { return m_pChainMaterial->IsUsingLightmap(); }
// Gets the vertex usage flags
VertexFormat_t GetVertexUsage() const { return m_pMaterialPage->GetVertexUsage(); }
// Debugs this material
bool PerformDebugTrace() const { return m_pMaterialPage->PerformDebugTrace(); }
// Are we suppressed?
bool IsSuppressed() const { return m_pMaterialPage->IsSuppressed(); }
// Do we use fog?
bool UseFog( void ) const { return m_pMaterialPage->UseFog(); } // Should we draw?
void ToggleSuppression() { m_pMaterialPage->ToggleSuppression(); } void ToggleDebugTrace() { m_pMaterialPage->ToggleDebugTrace(); } // Refresh material based on current var values
void Refresh() { m_pMaterialPage->Refresh(); } void RefreshPreservingMaterialVars() { m_pMaterialPage->RefreshPreservingMaterialVars(); }
// This computes the state snapshots for this material
void RecomputeStateSnapshots() { m_pMaterialPage->RecomputeStateSnapshots(); }
// Gets at the shader parameters
int ShaderParamCount() const { return m_pMaterialPage->ShaderParamCount(); } IMaterialVar **GetShaderParams( void ) { return m_pMaterialPage->GetShaderParams(); }
bool IsErrorMaterial() const { return false; }
bool NeedsFixedFunctionFlashlight() const { return m_pMaterialPage->NeedsFixedFunctionFlashlight(); }
virtual void DecideShouldReloadFromWhitelist( IFileList *pFileList ) { m_pMaterialPage->DecideShouldReloadFromWhitelist( pFileList ); } virtual void ReloadFromWhitelistIfMarked() { return m_pMaterialPage->ReloadFromWhitelistIfMarked(); } virtual bool WasReloadedFromWhitelist() { return m_pMaterialPage->WasReloadedFromWhitelist(); }
bool IsUsingVertexID( ) const { return m_pMaterialPage->IsUsingVertexID(); }
virtual void ReportVarChanged( IMaterialVar *pVar ) { m_pMaterialPage->ReportVarChanged(pVar); } virtual uint32 GetChangeID() const { return m_pMaterialPage->GetChangeID(); }
virtual bool IsRealTimeVersion( void ) const { return true; } virtual IMaterialInternal *GetRealTimeVersion( void ) { return this; } virtual IMaterialInternal *GetQueueFriendlyVersion( void ) { return &m_QueueFriendlyVersion; };
virtual void PrecacheMappingDimensions( void ) { m_pMaterialPage->PrecacheMappingDimensions(); } virtual void FindRepresentativeTexture( void ) { m_pMaterialPage->FindRepresentativeTexture(); }
virtual void CompactMaterialVars() { ::CompactMaterialVars( m_aMaterialVars.Base(), m_aMaterialVars.Count() ); }
virtual bool HasQueueFriendlyProxies() const OVERRIDE { return m_pMaterialPage->HasQueueFriendlyProxies(); }
virtual bool SetTempExcluded( bool bSet, int nExcludedDimensionLimit ) { return false; }
private:
void ParseMaterialVars( KeyValues &keyValues ); void SetupMaterialVars( void );
// Do we use a UNC-specified materal name?
bool UsesUNCFileName() const;
IMaterialVar *GetDummyMaterialVar();
private:
enum { MATERIALSUBRECT_IS_PRECACHED = 0x1, MATERIALSUBRECT_VARS_IS_PRECACHED = 0x2, MATERIALSUBRECT_IS_MANUALLY_CREATED = 0x4, MATERIALSUBRECT_USES_UNC_FILENAME = 0x20, MATERIALSUBRECT_IS_PRELOADED = 0x40, MATERIALSUBRECT_ARTIFICIAL_REFCOUNT = 0x80, };
// Fixed-size allocator
DECLARE_FIXEDSIZE_ALLOCATOR( CMaterialSubRect );
IMaterialInternal *m_pMaterialPage; IMaterialInternal *m_pModelMaterialPage;
int m_iEnumID;
CUtlSymbol m_symName; CUtlSymbol m_symTextureGroupName;
Vector2D m_vecOffset; Vector2D m_vecScale; Vector2D m_vecSize;
short m_nRefCount;
unsigned int m_fLocal; // Local flags - precached etc...
CUtlVector<IMaterialVar*> m_aMaterialVars;
// Used only by procedural materials; it essentially is an in-memory .VMT file
KeyValues *m_pVMTKeyValues;
#ifdef _DEBUG
// Makes it easier to see what's going on
char* m_pDebugName; #endif
CMaterial_QueueFriendly m_QueueFriendlyVersion; };
// NOTE: This must be the last file included
// Has to exist *after* fixed size allocator declaration
#include "tier0/memdbgon.h"
DEFINE_FIXEDSIZE_ALLOCATOR( CMaterialSubRect, 256, true );
//-----------------------------------------------------------------------------
// Purpose: Static create method for material subrect.
//-----------------------------------------------------------------------------
IMaterialInternal* IMaterialInternal::CreateMaterialSubRect( char const* pMaterialName, const char *pTextureGroupName, KeyValues *pVMTKeyValues, KeyValues *pPatchKeyValues, bool bAssumeCreateFromFile ) { return new CMaterialSubRect( pMaterialName, pTextureGroupName, pVMTKeyValues, pPatchKeyValues, bAssumeCreateFromFile ); }
//-----------------------------------------------------------------------------
// Purpose: Static destroy method for material subrect.
//-----------------------------------------------------------------------------
void IMaterialInternal::DestroyMaterialSubRect( IMaterialInternal* pMaterial ) { if ( pMaterial ) { CMaterialSubRect* pMat = static_cast<CMaterialSubRect*>( pMaterial ); delete pMat; } }
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CMaterialSubRect::CMaterialSubRect( const char *pMaterialName, const char *pTextureGroupName, KeyValues *pVMTKeyValues, KeyValues *pPatchKeyValues, bool bAssumeCreateFromFile ) { m_QueueFriendlyVersion.SetRealTimeVersion( this );
// Name with extension stripped off.
int len = Q_strlen( pMaterialName ); char* pTemp = ( char* ) stackalloc( len + 1 ); Q_strncpy( pTemp, pMaterialName, len + 1 ); Q_strlower( pTemp ); pTemp[ len - 4 ] = '\0'; m_symName = pTemp;
#ifdef _DEBUG
m_pDebugName = new char[Q_strlen( pTemp ) + 1]; Q_strncpy( m_pDebugName, pTemp, Q_strlen( pTemp ) + 1 ); #endif
m_pMaterialPage = NULL; m_pModelMaterialPage = NULL; m_iEnumID = 0; m_symTextureGroupName = pTextureGroupName; m_vecOffset.Init(); m_vecScale.Init(); m_vecSize.Init(); m_nRefCount = 0; m_fLocal = 0; m_aMaterialVars.Purge();
if ( pTemp[0] == '/' && pTemp[1] == '/' && pTemp[2] != '/' ) { m_fLocal |= MATERIALSUBRECT_USES_UNC_FILENAME; } if ( !bAssumeCreateFromFile ) { m_pVMTKeyValues = pVMTKeyValues; if (m_pVMTKeyValues) { m_fLocal |= MATERIALSUBRECT_IS_MANUALLY_CREATED; } // Precache immediately. We need the material page immediately.
Precache(); } else { m_pVMTKeyValues = NULL; PrecacheVars( pVMTKeyValues, pPatchKeyValues ); Precache(); }
Assert( m_pMaterialPage );
// Increment the material page usage counter.
m_pMaterialPage->IncrementReferenceCount(); if ( m_pModelMaterialPage ) { m_pModelMaterialPage->IncrementReferenceCount(); } }
//-----------------------------------------------------------------------------
// Purpose: Deconstructor
//-----------------------------------------------------------------------------
CMaterialSubRect::~CMaterialSubRect() { Uncache( );
#if defined( DEVELOPMENT_ONLY ) || defined( ALLOW_TEXT_MODE )
static bool s_bTextMode = CommandLine()->HasParm( "-textmode" ); #else
const bool s_bTextMode = false; #endif
if( m_nRefCount != 0 && !s_bTextMode ) { DevWarning( 1, "Reference Count for Material %s (%d) != 0\n", GetName(), m_nRefCount ); }
if ( m_pMaterialPage ) { m_pMaterialPage->DecrementReferenceCount(); m_pMaterialPage = NULL; }
if ( m_pModelMaterialPage ) { m_pModelMaterialPage->DecrementReferenceCount(); m_pModelMaterialPage = NULL; }
if ( m_pVMTKeyValues ) { m_pVMTKeyValues->deleteThis(); m_pVMTKeyValues = NULL; }
#ifdef _DEBUG
if ( m_pDebugName ) { delete[] m_pDebugName; m_pDebugName = NULL; } #endif
}
//-----------------------------------------------------------------------------
// Sets new VMT shader parameters for the material
//-----------------------------------------------------------------------------
void CMaterialSubRect::SetShaderAndParams( KeyValues *pKeyValues ) { Uncache();
if ( m_pVMTKeyValues ) { m_pVMTKeyValues->deleteThis(); m_pVMTKeyValues = NULL; }
m_pVMTKeyValues = pKeyValues ? pKeyValues->MakeCopy() : NULL; if (m_pVMTKeyValues) { m_fLocal |= MATERIALSUBRECT_IS_MANUALLY_CREATED; }
if ( g_pShaderDevice->IsUsingGraphics() ) { Precache(); } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
const char *CMaterialSubRect::GetName() const { return m_symName.String(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
const char *CMaterialSubRect::GetTextureGroupName() const { return m_symTextureGroupName.String(); }
//-----------------------------------------------------------------------------
// Purpose: Return the size of the subrect not the texture page size (width).
//-----------------------------------------------------------------------------
int CMaterialSubRect::GetMappingWidth() { return int( m_vecSize.x ); }
//-----------------------------------------------------------------------------
// Purpose: Return the size of the subrect not the texture page size (height).
//-----------------------------------------------------------------------------
int CMaterialSubRect::GetMappingHeight() { return int( m_vecSize.y ); }
//-----------------------------------------------------------------------------
// Purpose: Return the texture offset into the texture page.
//-----------------------------------------------------------------------------
void CMaterialSubRect::GetMaterialOffset( float *pOffset ) { pOffset[0] = m_vecOffset.x; pOffset[1] = m_vecOffset.y; }
//-----------------------------------------------------------------------------
// Purpose: Return the texture scale (size) within the texture page.
//-----------------------------------------------------------------------------
void CMaterialSubRect::GetMaterialScale( float *pScale ) { pScale[0] = m_vecScale.x; pScale[1] = m_vecScale.y; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CMaterialSubRect::IncrementReferenceCount( void ) { ++m_nRefCount; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CMaterialSubRect::DecrementReferenceCount( void ) { --m_nRefCount; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CMaterialSubRect::GetReferenceCount( void ) const { return m_nRefCount; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CMaterialSubRect::IsPrecached() const { return ( m_fLocal & MATERIALSUBRECT_IS_PRECACHED ) != 0; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CMaterialSubRect::IsPrecachedVars( ) const { return ( m_fLocal & MATERIALSUBRECT_VARS_IS_PRECACHED ) != 0; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CMaterialSubRect::IsManuallyCreated() const { return ( m_fLocal & MATERIALSUBRECT_IS_MANUALLY_CREATED ) != 0; }
//-----------------------------------------------------------------------------
// Do we use a UNC-specified materal name?
//-----------------------------------------------------------------------------
bool CMaterialSubRect::UsesUNCFileName() const { return ( m_fLocal & MATERIALSUBRECT_USES_UNC_FILENAME ) != 0; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CMaterialSubRect::Precache() { // Are we already precached?
if ( IsPrecached() ) return;
// Load data from the .vmt file.
if ( !PrecacheVars() ) return;
m_QueueFriendlyVersion.UpdateToRealTime();
// Precached.
m_fLocal |= MATERIALSUBRECT_IS_PRECACHED; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CMaterialSubRect::PrecacheVars( KeyValues *pVMTKeyValues, KeyValues *pPatchKeyValues, CUtlVector<FileNameHandle_t> *pIncludes ) { // FIXME: Should call through to the parent material for all of this???
// We should get both parameters or neither
Assert( ( pVMTKeyValues == NULL ) ? ( pPatchKeyValues == NULL ) : ( pPatchKeyValues != NULL ) );
// Are we already precached?
if( IsPrecachedVars() ) return true;
// load data from the vmt file
bool bOk = false; KeyValues *vmtKeyValues = NULL; KeyValues *patchKeyValues = NULL; if ( m_pVMTKeyValues ) { // Use the procedural KeyValues
vmtKeyValues = m_pVMTKeyValues; patchKeyValues = new KeyValues( "vmt_patches" );
// The caller should not be passing in KeyValues if we have procedural ones
Assert( ( pVMTKeyValues == NULL ) && ( pPatchKeyValues == NULL ) ); } else if ( pVMTKeyValues ) { // Use the passed-in (already-loaded) KeyValues
vmtKeyValues = pVMTKeyValues; patchKeyValues = pPatchKeyValues; } else { // load data from the vmt file
vmtKeyValues = new KeyValues( "vmt" ); patchKeyValues = new KeyValues( "vmt_patches" ); if( !LoadVMTFile( *vmtKeyValues, *patchKeyValues, GetName(), UsesUNCFileName(), NULL ) ) { Warning( "CMaterialSubRect::PrecacheVars: error loading vmt file for %s\n", GetName() ); goto precacheVarsDone; } }
// Get the "Subrect" material vars.
ParseMaterialVars( *vmtKeyValues );
// Setup the "Subrect" material vars.
SetupMaterialVars();
// Vars are precached.
m_fLocal |= MATERIALSUBRECT_VARS_IS_PRECACHED; bOk = true;
precacheVarsDone: // Clean up
if ( ( vmtKeyValues != m_pVMTKeyValues ) && ( vmtKeyValues != pVMTKeyValues ) ) { vmtKeyValues->deleteThis(); } if ( patchKeyValues != pPatchKeyValues ) { patchKeyValues->deleteThis(); }
return bOk; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CMaterialSubRect::ParseMaterialVars( KeyValues &keyValues ) { KeyValues *pKeyValues = &keyValues;
// I'm not quite sure how this can happen, but we'll see...
const char *pShaderName = pKeyValues->GetName(); if ( !pShaderName ) { DevWarning( 1, "CMaterialSubRect::InitializeShader: Shader not specified in material %s.\n", GetName() ); Assert( 0 ); pShaderName = IsPC() ? "Wireframe_DX6" : "Wireframe_DX9"; }
// Verify we have the correct "shader." There is only one type.
// Needs to be case insensitive because we can't guarantee case specified in VMTs
if ( !Q_stricmp( pShaderName, "subrect" ) ) { KeyValues *pVar = pKeyValues->GetFirstSubKey(); while ( pVar ) { if ( !Q_stricmp( pVar->GetName(), "$Pos" ) ) { sscanf( pVar->GetString(), "%f %f", &m_vecOffset.x, &m_vecOffset.y ); } else if ( !Q_stricmp( pVar->GetName(), "$Size" ) ) { sscanf( pVar->GetString(), "%f %f", &m_vecSize.x, &m_vecSize.y ); } else if ( !Q_stricmp( pVar->GetName(), "$Material" ) ) { m_pMaterialPage = static_cast<IMaterialInternal*>( MaterialSystem()->FindMaterial( pVar->GetString(), TEXTURE_GROUP_DECAL ) ); m_pMaterialPage = m_pMaterialPage->GetRealTimeVersion(); //always work with the realtime material internally
} else if ( !Q_stricmp( pVar->GetName(), "$ModelMaterial" ) ) { IMaterialInternal *pMaterial = static_cast<IMaterialInternal*>( MaterialSystem()->FindMaterial( pVar->GetString(), TEXTURE_GROUP_DECAL ) ); pMaterial = pMaterial->GetRealTimeVersion(); //always work with the realtime material internally
if ( !pMaterial->IsErrorMaterial() ) { m_pModelMaterialPage = pMaterial; } } // else if ( !Q_stricmp( pVar->GetName(), "$decalscale" ) )
// {
// m_flDecalScale = pVar->GetFloat();
// }
// Add var to list.
IMaterialVar *pNewVar = CreateMaterialVarFromKeyValue( this, pVar ); if ( pNewVar ) { m_aMaterialVars.AddToTail( pNewVar ); }
// Continue getting the keys until they are all found.
pVar = pVar->GetNextKey(); } } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CMaterialSubRect::SetupMaterialVars( void ) { if ( !m_pMaterialPage ) { DevWarning( 1, "CMaterialSubRect::SetupMaterialVars: Invalid Material Page!\n" ); return; }
// Ask the material page for its size, causes precache to occur
int nMaterialPageWidth = m_pMaterialPage->GetMappingWidth(); int nMaterialPageHeight = m_pMaterialPage->GetMappingHeight();
if ( m_pModelMaterialPage ) { // a subrect optionally supports a redirection for a model material
// precache this now, same as the subrect's material page
// otherwise, runtime load hitch when model rendering accesses
m_pModelMaterialPage->GetMappingWidth(); }
// Normalize the offset and scale.
float flOOWidth = 1.0f / static_cast<float>( nMaterialPageWidth ); float flOOHeight = 1.0f / static_cast<float>( nMaterialPageHeight );
// Add 0.5f to push the image "in" by 1/2 a texel, and subtract 1.0f to push it
// "in" by 1/2 a texel on the other side.
m_vecOffset.x += 1.0f; m_vecOffset.y += 1.0f; m_vecOffset.x *= flOOWidth; m_vecOffset.y *= flOOHeight; m_vecScale.x = ( m_vecSize.x - 2.0f ) * flOOWidth; m_vecScale.y = ( m_vecSize.y - 2.0f ) * flOOHeight; }
//-----------------------------------------------------------------------------
// Purpose: Look through
//-----------------------------------------------------------------------------
IMaterialVar *CMaterialSubRect::FindVar( char const *varName, bool *found, bool complain ) { // Look for the var in the material page - it has precedence.
IMaterialVar *pVar = m_pMaterialPage->FindVar( varName, found, false ); if ( *found ) return pVar;
// Look for the var in the local list of vars.
MaterialVarSym_t symVar = IMaterialVar::FindSymbol( varName ); if ( symVar != UTL_INVAL_SYMBOL ) { int nVarCount = m_aMaterialVars.Count(); for ( int iVar = 0; iVar < nVarCount; ++iVar ) { if ( m_aMaterialVars[iVar]->GetNameAsSymbol() == symVar ) { *found = true; return m_aMaterialVars[iVar]; } } }
// Not found!
if( complain ) { static int complainCount = 0; if( complainCount < 100 ) { DevWarning( 1, "No such variable \"%s\" for material \"%s\"\n", varName, GetName() ); complainCount++; } }
return GetDummyMaterialVar(); }
IMaterialVar *CMaterialSubRect::FindVarFast( char const *pVarName, unsigned int *pCacheData ) { tokencache_t *pToken = reinterpret_cast<tokencache_t *>(pCacheData); PrecacheVars();
int nVarCount = m_aMaterialVars.Count(); if ( pToken->cached && pToken->subrect ) { if ( pToken->varIndex < nVarCount && m_aMaterialVars[pToken->varIndex]->GetNameAsSymbol() == pToken->symbol ) return m_aMaterialVars[pToken->varIndex]; }
// Look for the var in the material page - it has precedence.
IMaterialVar *pVar = m_pMaterialPage->FindVarFast( pVarName, pCacheData ); if ( pVar ) return pVar;
Assert( pToken->cached );
if ( pToken->symbol != UTL_INVAL_SYMBOL ) { for ( int iVar = 0; iVar < nVarCount; ++iVar ) { if ( m_aMaterialVars[iVar]->GetNameAsSymbol() == pToken->symbol ) { pToken->varIndex = iVar; pToken->subrect = true; return m_aMaterialVars[iVar]; } } }
return NULL; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
IMaterialVar *CMaterialSubRect::GetDummyMaterialVar() { static IMaterialVar* pDummyVar = 0; if ( !pDummyVar ) pDummyVar = IMaterialVar::Create( 0, "$dummyVar", 0 );
return pDummyVar; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CMaterialSubRect::GetEnumerationID() const { return m_iEnumID; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CMaterialSubRect::SetEnumerationID( int id ) { m_iEnumID = id; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CMaterialSubRect::Uncache( bool bPreserveVars ) { MaterialLock_t hMaterialLock = MaterialSystem()->Lock();
// Don't bother if we're not cached
if ( IsPrecached() ) { m_fLocal &= ~MATERIALSUBRECT_IS_PRECACHED; }
if ( !bPreserveVars ) { if ( IsPrecachedVars() ) { for ( int i = 0; i < m_aMaterialVars.Count(); ++i ) { IMaterialVar::Destroy( m_aMaterialVars[i] ); } m_aMaterialVars.Purge();
m_fLocal &= ~MATERIALSUBRECT_VARS_IS_PRECACHED; } }
MaterialSystem()->Unlock( hMaterialLock ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CMaterialSubRect::AddMaterialVar( IMaterialVar *pMaterialVar ) { m_aMaterialVars.AddToTail( pMaterialVar ); }
void CMaterialSubRect::MarkAsPreloaded( bool bSet ) { if ( bSet ) { m_fLocal |= MATERIALSUBRECT_IS_PRELOADED; } else { m_fLocal &= ~MATERIALSUBRECT_IS_PRELOADED; } }
bool CMaterialSubRect::IsPreloaded() const { return ( m_fLocal & MATERIALSUBRECT_IS_PRELOADED ) != 0; }
void CMaterialSubRect::ArtificialAddRef( void ) { if ( m_fLocal & MATERIALSUBRECT_ARTIFICIAL_REFCOUNT ) { // already done
return; }
m_fLocal |= MATERIALSUBRECT_ARTIFICIAL_REFCOUNT; m_nRefCount++; }
void CMaterialSubRect::ArtificialRelease( void ) { if ( !( m_fLocal & MATERIALSUBRECT_ARTIFICIAL_REFCOUNT ) ) { return; }
m_fLocal &= ~MATERIALSUBRECT_ARTIFICIAL_REFCOUNT; m_nRefCount--; }
//-----------------------------------------------------------------------------
// 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( char const* v ) { while (IsWhitespace(*v)) { ++v; if (IsEndline(*v)) return false; } return *v == '[' || *v == '{'; }
//-----------------------------------------------------------------------------
// Creates a vector material var
//-----------------------------------------------------------------------------
static IMaterialVar* CreateVectorMaterialVarFromKeyValue( IMaterial* pMaterial, KeyValues* pKeyValue ) { float vecVal[4]; char const* pScan = pKeyValue->GetString(); 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( "Warning in .VMT file (%s): no ']' or '}' found in vector key \"%s\".\n" "Did you forget to surround the vector with \"s?\n", pMaterial->GetName(), pKeyValue->GetName() ); }
// allow for vec2's, etc.
vecVal[i] = 0.0f; break; }
char* pEnd;
vecVal[i] = strtod( pScan, &pEnd ); if (pScan == pEnd) { Warning( "Error in .VMT file: error parsing vector element \"%s\" in \"%s\"\n", pKeyValue->GetName(), pMaterial->GetName() ); 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 ); } // Create the variable!
return IMaterialVar::Create( pMaterial, pKeyValue->GetName(), vecVal, i ); }
//-----------------------------------------------------------------------------
// Creates a vector material var
//-----------------------------------------------------------------------------
static IMaterialVar* CreateMatrixMaterialVarFromKeyValue( IMaterial* pMaterial, KeyValues* pKeyValue ) { char const* pScan = pKeyValue->GetString();
// Matrices can be specified one of two ways:
// [ # # # # # # # # # # # # # # # # ]
// or
// center # # scale # # rotate # translate # #
VMatrix mat; int count = sscanf( pScan, " [ %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) { return IMaterialVar::Create( pMaterial, pKeyValue->GetName(), mat ); }
Vector2D scale, center; float angle; Vector2D translation;
//scan for pre-rotation scale and translation with assumed center syntax
count = sscanf( pScan, " scale %f %f translate %f %f rotate %f", &scale.x, &scale.y, &translation.x, &translation.y, &angle ); if (count == 5) { VMatrix temp;
MatrixBuildTranslation( mat, translation.x - 0.5, translation.y - 0.5, 0.0f ); MatrixBuildScale( temp, scale.x, scale.y, 1.0f ); MatrixMultiply( mat, temp, mat ); MatrixBuildRotateZ( temp, angle ); MatrixMultiply( mat, temp, mat );
Vector2D vOffset; vOffset.Init( 0.5f / ( scale.x != 0 ? scale.x : 1.0 ), 0.5f / ( scale.y != 0 ? scale.y : 1.0 ) ); Vector2DRotate( vOffset, -angle, vOffset );
MatrixBuildTranslation( temp, vOffset.x, vOffset.y, 0.0f ); MatrixMultiply( mat, temp, mat );
return IMaterialVar::Create( pMaterial, pKeyValue->GetName(), mat ); }
count = sscanf( pScan, " 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) return NULL;
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 );
// Create the variable!
return IMaterialVar::Create( pMaterial, pKeyValue->GetName(), mat ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
static IMaterialVar *CreateMaterialVarFromKeyValue( IMaterial* pMaterial, KeyValues* pKeyValue ) { switch( pKeyValue->GetDataType() ) { case KeyValues::TYPE_INT: { return IMaterialVar::Create( pMaterial, pKeyValue->GetName(), pKeyValue->GetInt() ); }
case KeyValues::TYPE_FLOAT: { return IMaterialVar::Create( pMaterial, pKeyValue->GetName(), pKeyValue->GetFloat() ); }
case KeyValues::TYPE_STRING: { char const* pString = pKeyValue->GetString(); if (!pString || !pString[0]) return 0;
// Look for matrices
IMaterialVar *pMatrixVar = CreateMatrixMaterialVarFromKeyValue( pMaterial, pKeyValue ); if ( pMatrixVar ) return pMatrixVar;
// Look for vectors
if ( !IsVector( pString ) ) return IMaterialVar::Create( pMaterial, pKeyValue->GetName(), pString );
// Parse the string as a vector...
return CreateVectorMaterialVarFromKeyValue( pMaterial, pKeyValue ); } }
return 0; }
void CMaterialSubRect::DeleteIfUnreferenced() { if ( m_nRefCount > 0 ) return; MaterialSystem()->RemoveMaterialSubRect( this ); }
|