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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#include "cmaterial_queuefriendly.h"
#include "tier1/callqueue.h"
// NOTE: This has to be the last file included!
#include "tier0/memdbgon.h"
#define USE_QUEUED_MATERIAL_CALLS //uncomment to queue up material changing calls. Comment out to always use instant calls.
#ifdef USE_QUEUED_MATERIAL_CALLS
#define QUEUE_MATERIAL_CALL( FuncName, ... ) \
{ \ ICallQueue *pCallQueue = materials->GetRenderContext()->GetCallQueue(); \ if ( !pCallQueue ) \ { \ m_pRealTimeVersion->FuncName( __VA_ARGS__ ); \ } \ else \ { \ pCallQueue->QueueCall( m_pRealTimeVersion, &IMaterialInternal::FuncName, ##__VA_ARGS__ ); \ } \ }
#else
#define QUEUE_MATERIAL_CALL( FuncName, ... ) m_pRealTimeVersion->FuncName( __VA_ARGS__ );
#endif
const char *CMaterial_QueueFriendly::GetName() const { return m_pRealTimeVersion->GetName(); }
const char *CMaterial_QueueFriendly::GetTextureGroupName() const { return m_pRealTimeVersion->GetTextureGroupName(); }
PreviewImageRetVal_t CMaterial_QueueFriendly::GetPreviewImageProperties( int *width, int *height, ImageFormat *imageFormat, bool* isTranslucent ) const { return m_pRealTimeVersion->GetPreviewImageProperties( width, height, imageFormat, isTranslucent ); }
PreviewImageRetVal_t CMaterial_QueueFriendly::GetPreviewImage( unsigned char *data, int width, int height, ImageFormat imageFormat ) const { return m_pRealTimeVersion->GetPreviewImage( data, width, height, imageFormat ); }
int CMaterial_QueueFriendly::GetMappingWidth( ) { return m_pRealTimeVersion->GetMappingWidth(); }
int CMaterial_QueueFriendly::GetMappingHeight( ) { return m_pRealTimeVersion->GetMappingHeight(); }
int CMaterial_QueueFriendly::GetNumAnimationFrames( ) { return m_pRealTimeVersion->GetNumAnimationFrames(); }
bool CMaterial_QueueFriendly::InMaterialPage( void ) { return m_pRealTimeVersion->InMaterialPage(); }
void CMaterial_QueueFriendly::GetMaterialOffset( float *pOffset ) { m_pRealTimeVersion->GetMaterialOffset( pOffset ); }
void CMaterial_QueueFriendly::GetMaterialScale( float *pScale ) { m_pRealTimeVersion->GetMaterialScale( pScale ); }
IMaterial *CMaterial_QueueFriendly::GetMaterialPage( void ) { return m_pRealTimeVersion->GetMaterialPage(); }
void CMaterial_QueueFriendly::IncrementReferenceCount( void ) { m_pRealTimeVersion->IncrementReferenceCount(); }
int CMaterial_QueueFriendly::GetEnumerationID( void ) const { return m_pRealTimeVersion->GetEnumerationID(); }
bool CMaterial_QueueFriendly::HasProxy( void ) const { return m_pRealTimeVersion->HasProxy(); }
void CMaterial_QueueFriendly::GetReflectivity( Vector& reflect ) { m_pRealTimeVersion->GetReflectivity( reflect ); }
bool CMaterial_QueueFriendly::GetPropertyFlag( MaterialPropertyTypes_t type ) { return m_pRealTimeVersion->GetPropertyFlag( type ); }
bool CMaterial_QueueFriendly::IsTwoSided() { return m_pRealTimeVersion->IsTwoSided(); }
int CMaterial_QueueFriendly::ShaderParamCount() const { return m_pRealTimeVersion->ShaderParamCount(); }
bool CMaterial_QueueFriendly::IsErrorMaterial() const { return m_pRealTimeVersion->IsErrorMaterial(); }
bool CMaterial_QueueFriendly::IsSpriteCard() { return m_pRealTimeVersion->IsSpriteCard(); }
//TODO: Investigate if these are likely to change at all when setting vars/flags
bool CMaterial_QueueFriendly::IsAlphaTested() { return m_pRealTimeVersion->IsAlphaTested(); }
bool CMaterial_QueueFriendly::IsVertexLit() { return m_pRealTimeVersion->IsVertexLit(); }
VertexFormat_t CMaterial_QueueFriendly::GetVertexFormat() const { return m_pRealTimeVersion->GetVertexFormat(); }
bool CMaterial_QueueFriendly::UsesEnvCubemap( void ) { return m_pRealTimeVersion->UsesEnvCubemap(); }
bool CMaterial_QueueFriendly::NeedsTangentSpace( void ) { return m_pRealTimeVersion->NeedsTangentSpace(); }
bool CMaterial_QueueFriendly::NeedsSoftwareSkinning( void ) { return m_pRealTimeVersion->NeedsSoftwareSkinning(); }
int CMaterial_QueueFriendly::GetNumPasses( void ) { return m_pRealTimeVersion->GetNumPasses(); }
int CMaterial_QueueFriendly::GetTextureMemoryBytes( void ) { return m_pRealTimeVersion->GetTextureMemoryBytes(); }
bool CMaterial_QueueFriendly::NeedsLightmapBlendAlpha( void ) { return m_pRealTimeVersion->NeedsLightmapBlendAlpha(); }
bool CMaterial_QueueFriendly::NeedsSoftwareLighting( void ) { return m_pRealTimeVersion->NeedsSoftwareLighting(); }
void CMaterial_QueueFriendly::GetLowResColorSample( float s, float t, float *color ) const { m_pRealTimeVersion->GetLowResColorSample( s, t, color ); }
IMaterialVar *CMaterial_QueueFriendly::FindVar( const char *varName, bool *found, bool complain ) { //TODO: return a queue friendly variable that can be get/set
return m_pRealTimeVersion->FindVar( varName, found, complain ); }
IMaterialVar *CMaterial_QueueFriendly::FindVarFast( char const *pVarName, unsigned int *pToken ) { //TODO: return a queue friendly variable that can be get/set
return m_pRealTimeVersion->FindVarFast( pVarName, pToken ); }
IMaterialVar **CMaterial_QueueFriendly::GetShaderParams( void ) { //TODO: return queue friendly variables that can be get/set
return m_pRealTimeVersion->GetShaderParams(); }
void CMaterial_QueueFriendly::DecrementReferenceCount( void ) { QUEUE_MATERIAL_CALL( DecrementReferenceCount ); }
void CMaterial_QueueFriendly::DeleteIfUnreferenced() { QUEUE_MATERIAL_CALL( DeleteIfUnreferenced ); }
void CMaterial_QueueFriendly::RecomputeStateSnapshots() { QUEUE_MATERIAL_CALL( RecomputeStateSnapshots ); }
bool CMaterial_QueueFriendly::IsTranslucent() { //TODO: need to base this as if the queued state is 100% up to date
return m_pRealTimeVersion->IsTranslucentInternal( m_fAlphaModulationOnQueueCompletion ); }
bool CMaterial_QueueFriendly::IsTranslucentUnderModulation( float fAlphaModulation ) const { return m_pRealTimeVersion->IsTranslucentUnderModulation( fAlphaModulation ); }
bool CMaterial_QueueFriendly::NeedsPowerOfTwoFrameBufferTexture( bool bCheckSpecificToThisFrame ) { //bCheckSpecificToThisFrame scares me a bit.
return m_pRealTimeVersion->NeedsPowerOfTwoFrameBufferTexture( bCheckSpecificToThisFrame ); }
bool CMaterial_QueueFriendly::NeedsFullFrameBufferTexture( bool bCheckSpecificToThisFrame ) { //bCheckSpecificToThisFrame scares me a bit.
return m_pRealTimeVersion->NeedsFullFrameBufferTexture( bCheckSpecificToThisFrame ); }
void CMaterial_QueueFriendly::AlphaModulate( float alpha ) { QUEUE_MATERIAL_CALL( AlphaModulate, alpha ); m_fAlphaModulationOnQueueCompletion = alpha; }
void CMaterial_QueueFriendly::ColorModulate( float r, float g, float b ) { QUEUE_MATERIAL_CALL( ColorModulate, r, g, b ); m_vColorModulationOnQueueCompletion.Init( r, g, b ); }
void CMaterial_QueueFriendly::SetMaterialVarFlag( MaterialVarFlags_t flag, bool on ) { QUEUE_MATERIAL_CALL( SetMaterialVarFlag, flag, on ); } bool CMaterial_QueueFriendly::GetMaterialVarFlag( MaterialVarFlags_t flag ) const { //TODO: somehow mix both queued and real time states
return m_pRealTimeVersion->GetMaterialVarFlag( flag ); }
void CMaterial_QueueFriendly::SetShader( const char *pShaderName ) { //TODO: queue it and investigate, seems like a grenade.
m_pRealTimeVersion->SetShader( pShaderName ); }
void CMaterial_QueueFriendly::SetShaderAndParams( KeyValues *pKeyValues ) { //TODO: queue it and investigate, seems like a grenade.
m_pRealTimeVersion->SetShaderAndParams( pKeyValues ); }
const char *CMaterial_QueueFriendly::GetShaderName() const { //TODO: return as if the queue is up to date. Someone could have set the shader very recently
return m_pRealTimeVersion->GetShaderName(); }
void CMaterial_QueueFriendly::Refresh() { //TODO: Investigate, this one seems like a grenade.
m_pRealTimeVersion->Refresh(); //QUEUE_MATERIAL_CALL( Refresh );
}
void CMaterial_QueueFriendly::RefreshPreservingMaterialVars() { //TODO: Investigate, this one seems like a grenade.
m_pRealTimeVersion->RefreshPreservingMaterialVars(); //QUEUE_MATERIAL_CALL( RefreshPreservingMaterialVars );
}
float CMaterial_QueueFriendly::GetAlphaModulation() { #ifdef USE_QUEUED_MATERIAL_CALLS
return m_fAlphaModulationOnQueueCompletion; #else
return m_pRealTimeVersion->GetAlphaModulation(); #endif
}
void CMaterial_QueueFriendly::GetColorModulation( float *r, float *g, float *b ) { #ifdef USE_QUEUED_MATERIAL_CALLS
*r = m_vColorModulationOnQueueCompletion.x; *g = m_vColorModulationOnQueueCompletion.y; *b = m_vColorModulationOnQueueCompletion.z; #else
m_pRealTimeVersion->GetColorModulation( r, g, b ); #endif
}
void CMaterial_QueueFriendly::CallBindProxy( void *proxyData, ICallQueue *pCallQueue ) { //TODO: queue it? Investigate.
return m_pRealTimeVersion->CallBindProxy( proxyData, pCallQueue ); }
void CMaterial_QueueFriendly::PrecacheMappingDimensions() { return m_pRealTimeVersion->PrecacheMappingDimensions(); }
void CMaterial_QueueFriendly::FindRepresentativeTexture() { return m_pRealTimeVersion->FindRepresentativeTexture(); }
bool CMaterial_QueueFriendly::IsRealTimeVersion( void ) const { return false; }
IMaterialInternal *CMaterial_QueueFriendly::GetRealTimeVersion( void ) { return m_pRealTimeVersion; }
IMaterialInternal *CMaterial_QueueFriendly::GetQueueFriendlyVersion( void ) { return this; }
void CMaterial_QueueFriendly::UpdateToRealTime( void ) { m_fAlphaModulationOnQueueCompletion = m_pRealTimeVersion->GetAlphaModulation(); m_pRealTimeVersion->GetColorModulation( &m_vColorModulationOnQueueCompletion.x, &m_vColorModulationOnQueueCompletion.y, &m_vColorModulationOnQueueCompletion.z ); }
bool CMaterial_QueueFriendly::SetTempExcluded( bool bSet, int nExcludedDimensionLimit ) { return m_pRealTimeVersion->SetTempExcluded( bSet, nExcludedDimensionLimit ); }
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