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//========= Copyright (c) 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=====================================================================================//
#include "materialsystem/imesh.h"
#include "materialsystem/imaterialsystemhardwareconfig.h"
#include "materialsystem/imorph.h"
#include "materialsystem/imaterialsystemstub.h"
#include "materialsystem/imaterial.h"
#include "materialsystem/itexture.h"
#include "materialsystem/imaterialvar.h"
#include "bitmap/imageformat.h"
#include "mathlib/vmatrix.h"
#include "utlvector.h"
// GR
#include "imaterialinternal.h"
#include "materialsystem/materialsystem_config.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// ---------------------------------------------------------------------------------------- //
// IMaterialSystem and IMesh stub classes.
// ---------------------------------------------------------------------------------------- //
CUtlVector<unsigned short> g_DummyIndices;
class CDummyMesh : public IMesh { public: // Locks/ unlocks the mesh, providing space for nVertexCount and nIndexCount.
// nIndexCount of -1 means don't lock the index buffer...
virtual void LockMesh( int nVertexCount, int nIndexCount, MeshDesc_t& desc, MeshBuffersAllocationSettings_t *pSettings = 0 ) { Lock( nVertexCount, false, *static_cast< VertexDesc_t* >( &desc ) ); Lock( nIndexCount, false, *static_cast< IndexDesc_t* >( &desc ) ); }
virtual void UnlockMesh( int nVertexCount, int nIndexCount, MeshDesc_t& desc ) { }
virtual void ModifyBeginEx( bool bReadOnly, int nFirstVertex, int nVertexCount, int nFirstIndex, int nIndexCount, MeshDesc_t& desc ) { ModifyBegin( bReadOnly, nFirstIndex, nIndexCount, *static_cast< IndexDesc_t* >( &desc ) ); }
virtual void ModifyBegin( int nFirstVertex, int nVertexCount, int nFirstIndex, int nIndexCount, MeshDesc_t& desc ) { ModifyBegin( false, nFirstIndex, nIndexCount, *static_cast< IndexDesc_t* >( &desc ) ); }
virtual void ModifyEnd( MeshDesc_t &desc ) { }
// FIXME: Make this work! Unsupported methods of IIndexBuffer
virtual bool Lock( int nMaxIndexCount, bool bAppend, IndexDesc_t& desc ) { static unsigned short dummyIndex; desc.m_pIndices = &dummyIndex; desc.m_nIndexSize = 0; desc.m_nFirstIndex = 0; desc.m_nOffset = 0; return true; }
virtual void Unlock( int nWrittenIndexCount, IndexDesc_t& desc ) {}
virtual void ModifyBegin( bool bReadOnly, int nFirstIndex, int nIndexCount, IndexDesc_t& desc ) { static unsigned short dummyIndex; desc.m_pIndices = &dummyIndex; desc.m_nIndexSize = 0; desc.m_nFirstIndex = 0; desc.m_nOffset = 0; }
virtual void ModifyEnd( IndexDesc_t &desc ) {} virtual void Spew( int nIndexCount, const IndexDesc_t & desc ) {} virtual void ValidateData( int nIndexCount, const IndexDesc_t &desc ) {} virtual bool IsDynamic() const { return false; }
virtual void BeginCastBuffer( MaterialIndexFormat_t format ) {} virtual void BeginCastBuffer( VertexFormat_t format ) {} virtual void EndCastBuffer( ) {}
// Returns the number of vertices that can still be written into the buffer
virtual int GetRoomRemaining() const { return 0; }
virtual int IndexCount() const { return 0; }
// returns the # of vertices (static meshes only)
virtual int VertexCount() const { return 0; }
// returns the vertex format
virtual bool Lock( int nVertexCount, bool bAppend, VertexDesc_t &desc ) { static float dummyFloat[32]; static unsigned char dummyChar[32];
memset( &desc, 0, sizeof( desc ) );
// Pointers to our current vertex data
desc.m_pPosition = dummyFloat; desc.m_pBoneWeight = dummyFloat; #ifdef NEW_SKINNING
desc.m_pBoneMatrixIndex = dummyFloat; #else
desc.m_pBoneMatrixIndex = dummyChar; #endif
desc.m_pNormal = dummyFloat; desc.m_pColor = dummyChar; desc.m_pSpecular = dummyChar; for( int i = 0; i < VERTEX_MAX_TEXTURE_COORDINATES; i++ ) { desc.m_pTexCoord[i] = dummyFloat; }
desc.m_pTangentS = dummyFloat; desc.m_pTangentT = dummyFloat; desc.m_pWrinkle = dummyFloat;
// user data
desc.m_pUserData = dummyFloat; desc.m_nFirstVertex = 0; desc.m_nOffset = 0; return true; }
virtual void Unlock( int nVertexCount, VertexDesc_t &desc ) {} virtual void Spew( int nVertexCount, const VertexDesc_t &desc ) {} virtual void ValidateData( int nVertexCount, const VertexDesc_t & desc ) {}
// Sets/gets the primitive type
virtual void SetPrimitiveType( MaterialPrimitiveType_t type ) { } // Draws the mesh
virtual void Draw( int nFirstIndex = -1, int nIndexCount = 0 ) { } void DrawInstances( int nCount, const MeshInstanceData_t *pInstanceData ) { }
virtual void DrawModulated( const Vector4D &vecDiffuseModulation, int nFirstIndex = -1, int nIndexCount = 0 ) { }
virtual void SetColorMesh( IMesh *pColorMesh, int nVertexOffset ) { }
virtual void SetFlexMesh( IMesh *pMesh, int nVertexOffset ) { }
virtual void DisableFlexMesh( ) { }
// Draw a list of (lists of) primitives. Batching your lists together that use
// the same lightmap, material, vertex and index buffers with multipass shaders
// can drastically reduce state-switching overhead.
// NOTE: this only works with STATIC meshes.
virtual void Draw( CPrimList *pLists, int nLists ) { }
// Copy verts and/or indices to a mesh builder. This only works for temp meshes!
virtual void CopyToMeshBuilder( int iStartVert, // Which vertices to copy.
int nVerts, int iStartIndex, // Which indices to copy.
int nIndices, int indexOffset, // This is added to each index.
CMeshBuilder &builder ) { }
// Spews the mesh data
virtual void Spew( int nVertexCount, int nIndexCount, const MeshDesc_t& desc ) { }
// Call this in debug mode to make sure our data is good.
virtual void ValidateData( int nVertexCount, int nIndexCount, const MeshDesc_t& desc ) { }
virtual void MarkAsDrawn() {}
virtual unsigned int ComputeMemoryUsed() { return 0; }
virtual VertexFormat_t GetVertexFormat() const { return VERTEX_POSITION; } virtual MaterialIndexFormat_t IndexFormat() const { return MATERIAL_INDEX_FORMAT_16BIT; } virtual IMesh *GetMesh() { return this; }
virtual void * AccessRawHardwareDataStream( uint8 nRawStreamIndex, uint32 numBytes, uint32 uiFlags, void *pvContext ) { return NULL; }
virtual ICachedPerFrameMeshData *GetCachedPerFrameMeshData() { return NULL; } virtual void ReconstructFromCachedPerFrameMeshData( ICachedPerFrameMeshData *pData ) {} };
// We allocate this dynamically because it uses a bunch of memory and we don't want to
// waste the memory unless we need to.
CDummyMesh *g_pDummyMesh = NULL; CDummyMesh* GetDummyMesh() { if ( !g_pDummyMesh ) { g_pDummyMesh = new CDummyMesh; }
return g_pDummyMesh; }
// ---------------------------------------------------------------------------------------- //
// ITexture dummy implementation.
// ---------------------------------------------------------------------------------------- //
class CDummyTexture : public ITexture { public: // Various texture polling methods
virtual const char *GetName( void ) const { return "DummyTexture"; } virtual int GetMappingWidth() const { return 512; } virtual int GetMappingHeight() const { return 512; } virtual int GetActualWidth() const { return 512; } virtual int GetActualHeight() const { return 512; } virtual int GetNumAnimationFrames() const { return 0; } virtual bool IsTranslucent() const { return false; } virtual bool IsMipmapped() const { return false; }
virtual void GetLowResColorSample( float s, float t, float *color ) const {}
// Gets texture resource data of the specified type.
// Params:
// eDataType type of resource to retrieve.
// pnumBytes on return is the number of bytes available in the read-only data buffer or is undefined
// Returns:
// pointer to the resource data, or NULL
virtual void *GetResourceData( uint32 eDataType, size_t *pNumBytes ) const { return NULL; }
// Methods associated with reference count
virtual void IncrementReferenceCount( void ) {} virtual void DecrementReferenceCount( void ) {}
// Used to modify the texture bits (procedural textures only)
virtual void SetTextureRegenerator( ITextureRegenerator *pTextureRegen, bool releaseExisting = true ) {}
// Reconstruct the texture bits in HW memory
// If rect is not specified, reconstruct all bits, otherwise just reconstruct a subrect.
virtual void Download( Rect_t *pRect = 0, int nAdditionalCreationFlags = 0 ) {}
// Fast download without intermediate vtf texture copy
virtual void Download( int nXOffset, int nYOffset, unsigned char *pData, int nWidth, int nHeight, ImageFormat srcFormat ) {}
// Uses for stats. . .get the approximate size of the texture in it's current format.
virtual int GetApproximateVidMemBytes( void ) const { return 64; }
virtual bool IsError() const { return false; }
virtual ITexture *GetEmbeddedTexture( int nIndex ) { return NULL; }
// For volume textures
virtual bool IsVolumeTexture() const { return false; } virtual int GetMappingDepth() const { return 1; } virtual int GetActualDepth() const { return 1; }
virtual ImageFormat GetImageFormat() const { return IMAGE_FORMAT_RGBA8888; }
// Various information about the texture
virtual bool IsRenderTarget() const { return false; } virtual bool IsCubeMap() const { return false; } virtual bool IsNormalMap() const { return false; } virtual bool IsProcedural() const { return false; } virtual void DeleteIfUnreferenced() {} virtual bool IsDefaultPool() const { return false; }
virtual void SwapContents( ITexture *pOther ) {}
virtual unsigned int GetFlags( void ) const { return 0; } virtual void ForceLODOverride( int iNumLodsOverrideUpOrDown ) { NULL; } virtual void ForceExcludeOverride( int iExcludeOverride ) { NULL; }
virtual void AddDownsizedSubTarget( const char *szName, int iDownsizePow2, MaterialRenderTargetDepth_t depth ) { NULL; } virtual void SetActiveSubTarget( const char *szName ) { NULL; }
#if defined( _X360 )
virtual bool ClearTexture( int r, int g, int b, int a ) { return true; } virtual bool CreateRenderTargetSurface( int width, int height, ImageFormat format, bool bSameAsTexture, RTMultiSampleCount360_t multiSampleCount = RT_MULTISAMPLE_NONE ) { return true; } #endif
virtual int GetReferenceCount() const { return 0; }
virtual bool IsTempExcluded() const { return false; } virtual bool CanBeTempExcluded() const { return false; }
virtual bool FinishAsyncDownload( AsyncTextureContext_t *pContext, void *pData, int nNumReadBytes, bool bAbort, float flMaxTimeMs ) { return true; }
virtual bool IsForceExcluded() const { return false; } virtual bool ClearForceExclusion() { return false; } };
CDummyTexture g_DummyTexture;
// ---------------------------------------------------------------------------------------- //
// Dummy implementation of IMaterialVar.
// ---------------------------------------------------------------------------------------- //
static VMatrix g_DummyMatrix( 1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1 );
class CDummyMaterialVar : public IMaterialVar { public: virtual char const * GetName( void ) const { return "DummyMaterialVar"; } virtual MaterialVarSym_t GetNameAsSymbol() const { return 0; }
virtual void SetFloatValue( float val ) {} virtual float GetFloatValueInternal( void ) const { return 1; } virtual void SetIntValue( int val ) {} virtual int GetIntValueInternal( void ) const { return 1; } virtual void SetStringValue( char const *val ) {} virtual char const * GetStringValue( void ) const { return ""; }
// Use FourCC values to pass app-defined data structures between
// the proxy and the shader. The shader should ignore the data if
// its FourCC type not correct.
virtual void SetFourCCValue( FourCC type, void *pData ) {} virtual void GetFourCCValue( FourCC *type, void **ppData ) {}
// Vec (dim 2-4)
virtual void SetVecValue( float const* val, int numcomps ) {} virtual void SetVecValue( float x, float y ) {} virtual void SetVecValue( float x, float y, float z ) {} virtual void SetVecValue( float x, float y, float z, float w ) {} virtual void SetVecComponentValue( float fVal, int nComponent ) {} virtual void GetVecValueInternal( float *val, int numcomps ) const { for ( int i=0; i < numcomps; i++ ) val[i] = 1; } virtual void GetLinearVecValue( float *val, int numcomps ) const { for ( int i=0; i < numcomps; i++ ) val[i] = 1; }
virtual float const* GetVecValueInternal( ) const { static float val[4] = {1,1,1,1}; return val; }
virtual int VectorSizeInternal() const { return 3; }
// revisit: is this a good interface for textures?
virtual ITexture * GetTextureValue( void ) { return &g_DummyTexture; }
virtual bool IsTextureValueInternalEnvCubemap( void ) const { return false; }
virtual void SetTextureValue( ITexture * ) {} virtual operator ITexture*() { return GetTextureValue(); }
virtual IMaterial * GetMaterialValue( void ) { extern IMaterial *g_pDummyMaterial; return g_pDummyMaterial; }
virtual void SetMaterialValue( IMaterial * ) {}
virtual MaterialVarType_t GetType() const { return MATERIAL_VAR_TYPE_INT; } virtual bool IsDefined() const { return true; } virtual void SetUndefined() {}
// Matrix
virtual void SetMatrixValue( VMatrix const& matrix ) {} virtual const VMatrix &GetMatrixValue( ) { return g_DummyMatrix; } virtual bool MatrixIsIdentity() const { return false; }
// Copy....
virtual void CopyFrom( IMaterialVar *pMaterialVar ) {}
virtual void SetValueAutodetectType( char const *val ) {}
virtual IMaterial * GetOwningMaterial() { extern IMaterial *g_pDummyMaterial; return g_pDummyMaterial; } }; CDummyMaterialVar g_DummyMaterialVar;
// ---------------------------------------------------------------------------------------- //
// Dummy implementation of IMaterialSystemHardwareConfig
// ---------------------------------------------------------------------------------------- //
class CDummyHardwareConfig : public IMaterialSystemHardwareConfig { public: virtual bool HasDestAlphaBuffer() const { return false; } virtual bool HasStencilBuffer() const { return false; } virtual int StencilBufferBits() const { return 0; } virtual int GetFrameBufferColorDepth() const { return 0; } virtual int GetVertexSamplerCount() const { return 0; } virtual int GetSamplerCount() const { return 0; } virtual bool HasSetDeviceGammaRamp() const { return false; } virtual bool SupportsCompressedTextures() const { return false; } virtual bool SupportsStaticControlFlow() const { return false; } virtual VertexCompressionType_t SupportsCompressedVertices() const { return VERTEX_COMPRESSION_NONE; } virtual int MaximumAnisotropicLevel() const { return 1; } virtual int MaxTextureWidth() const { return 0; } virtual int MaxTextureHeight() const { return 0; } virtual int MaxTextureDepth() const { return 0; } virtual int TextureMemorySize() const { return 0; } virtual bool SupportsMipmappedCubemaps() const { return 0; }
// The number of texture stages represents the number of computations
// we can do in the pixel pipeline, it is *not* related to the
// simultaneous number of textures we can use
virtual int NumVertexShaderConstants() const { return 0; } virtual int NumBooleanVertexShaderConstants() const { return 0; } virtual int NumIntegerVertexShaderConstants() const { return 0; } virtual int NumPixelShaderConstants() const { return 0; } virtual int MaxNumLights() const { return 0; } virtual int MaxTextureAspectRatio() const { return 0; } virtual int MaxVertexShaderBlendMatrices() const { return 0; } virtual int MaxUserClipPlanes() const { return 0; } virtual bool UseFastClipping() const { return false; }
// This here should be the major item looked at when checking for compat
// from anywhere other than the material system shaders
virtual int GetDXSupportLevel() const { return 90; } virtual const char *GetShaderDLLName() const { return NULL; }
virtual bool ReadPixelsFromFrontBuffer() const { return false; }
// Are dx dynamic textures preferred?
virtual bool PreferDynamicTextures() const { return false; }
#ifdef _GAMECONSOLE
// Vitaliy: need HDR to run with -noshaderapi on console
virtual bool SupportsHDR() const { return true; } virtual HDRType_t GetHDRType() const { return HDR_TYPE_INTEGER; } virtual HDRType_t GetHardwareHDRType() const { return HDR_TYPE_INTEGER; } #else
virtual bool SupportsHDR() const { return false; } virtual HDRType_t GetHDRType() const { return HDR_TYPE_NONE; } virtual HDRType_t GetHardwareHDRType() const { return HDR_TYPE_NONE; } #endif
virtual bool NeedsAAClamp() const { return false; } virtual bool NeedsATICentroidHack() const { return false; } virtual bool SupportsStreamOffset() const { return false; } virtual int GetMaxDXSupportLevel() const { return 90; } virtual bool SpecifiesFogColorInLinearSpace() const { return false; } virtual bool SupportsSRGB() const { return false; } virtual bool FakeSRGBWrite() const { return false; } virtual bool CanDoSRGBReadFromRTs() const { return true; } virtual bool SupportsGLMixedSizeTargets() const { return false; } virtual bool IsAAEnabled() const { return false; } virtual int GetMaxVertexTextureDimension() const { return 0; } virtual int MaxViewports() const { return 1; } virtual void OverrideStreamOffsetSupport( bool bOverrideEnabled, bool bEnableSupport ) {} virtual ShadowFilterMode_t GetShadowFilterMode( bool bForceLowQualityShadows, bool bPS30 ) const { bForceLowQualityShadows; bPS30; return SHADOWFILTERMODE_DEFAULT; } virtual int NeedsShaderSRGBConversion() const { return 0; } bool UsesSRGBCorrectBlending() const { return false; } virtual bool HasFastVertexTextures() const { return false; } virtual bool ActualHasFastVertexTextures() const { return false; } virtual int MaxHWMorphBatchCount() const { return 0; } #ifdef _GAMECONSOLE
// Vitaliy: need HDR to run with -noshaderapi on console
virtual bool SupportsHDRMode( HDRType_t nMode ) const { return nMode == HDR_TYPE_NONE || nMode == HDR_TYPE_INTEGER; } #else
virtual bool SupportsHDRMode( HDRType_t nMode ) const { return 0; } #endif
virtual bool IsDX10Card() const { return 0; } virtual bool GetHDREnabled( void ) const { return true; } virtual void SetHDREnabled( bool bEnable ) {} virtual bool SupportsBorderColor( void ) const { return true; } virtual bool SupportsFetch4( void ) const { return false; } virtual float GetShadowDepthBias() const { return 0.0f; } virtual float GetShadowSlopeScaleDepthBias() const { return 0.0f; } virtual bool PreferZPrepass( void ) const { return false; } virtual bool SuppressPixelShaderCentroidHackFixup() const { return true; } virtual bool PreferTexturesInHWMemory() const { return false; } virtual bool PreferHardwareSync() const { return false; } virtual bool SupportsShadowDepthTextures( void ) const { return false; } virtual ImageFormat GetShadowDepthTextureFormat( void ) const { return IMAGE_FORMAT_D16_SHADOW; } virtual ImageFormat GetHighPrecisionShadowDepthTextureFormat( void ) const { return IMAGE_FORMAT_D24X8_SHADOW; } virtual ImageFormat GetNullTextureFormat( void ) const { return IMAGE_FORMAT_RGBA8888; } virtual int GetMinDXSupportLevel() const { return 90; } virtual bool IsUnsupported() const { return false; } virtual float GetLightMapScaleFactor() const { return 1.0f; } virtual bool SupportsCascadedShadowMapping() const { return false; } virtual CSMQualityMode_t GetCSMQuality() const { return CSMQUALITY_VERY_LOW; } virtual bool SupportsBilinearPCFSampling() const { return true; } virtual CSMShaderMode_t GetCSMShaderMode( CSMQualityMode_t nQualityLevel ) const { nQualityLevel; return CSMSHADERMODE_LOW_OR_VERY_LOW; } virtual void SetCSMAccurateBlending( bool bEnable ) {} virtual bool GetCSMAccurateBlending( void ) const { return true; } virtual bool SupportsResolveDepth() const { return false; } virtual bool HasFullResolutionDepthTexture() const { return false; }
}; CDummyHardwareConfig g_DummyHardwareConfig;
// ---------------------------------------------------------------------------------------- //
// CDummyMaterial.
// ---------------------------------------------------------------------------------------- //
class CDummyMaterial : public IMaterial { public: virtual const char * GetName() const { return "dummy material"; } virtual const char * GetTextureGroupName() const { return "dummy group"; }
virtual PreviewImageRetVal_t GetPreviewImageProperties( int *width, int *height, ImageFormat *imageFormat, bool* isTranslucent ) const { if ( width ) *width = 4;
if ( height ) *height = 4;
if ( imageFormat ) *imageFormat = IMAGE_FORMAT_RGBA8888;
if ( isTranslucent ) *isTranslucent = false;
return MATERIAL_PREVIEW_IMAGE_OK; } virtual PreviewImageRetVal_t GetPreviewImage( unsigned char *data, int width, int height, ImageFormat imageFormat ) const { return MATERIAL_PREVIEW_IMAGE_OK; } //
virtual int GetMappingWidth( ) { return 512; }
virtual int GetMappingHeight( ) { return 512; }
virtual int GetNumAnimationFrames( ) { return 0; }
virtual bool InMaterialPage( void ) { return false; }
virtual void GetMaterialOffset( float *pOffset ) { pOffset[0] = 0.0f; pOffset[1] = 0.0f; }
virtual void GetMaterialScale( float *pScale ) { pScale[0] = 1.0f; pScale[1] = 1.0f; }
virtual IMaterial *GetMaterialPage( void ) { return NULL; }
virtual IMaterialVar * FindVar( const char *varName, bool *found, bool complain = true ) { if ( found ) *found = true;
return &g_DummyMaterialVar; } virtual IMaterialVar * FindVarFast( const char *varName, unsigned int *pToken ) { return NULL; }
virtual void IncrementReferenceCount( void ) { }
virtual void DecrementReferenceCount( void ) { }
virtual int GetEnumerationID( void ) const { return 0; }
virtual void GetLowResColorSample( float s, float t, float *color ) const { }
virtual void RecomputeStateSnapshots() { }
// Are we translucent?
virtual bool IsTranslucent() { return false; } virtual bool IsTranslucentUnderModulation( float flAlphaModulation ) const { return false; }
// Are we alphatested?
virtual bool IsAlphaTested() { return false; }
// Are we vertex lit?
virtual bool IsVertexLit() { return false; }
// Gets the vertex format
virtual VertexFormat_t GetVertexFormat() const { return 0; }
// returns true if this material uses a material proxy
virtual bool HasProxy( void ) const { return false; } virtual void CallBindProxy( void*, ICallQueue * ) {}
virtual bool UsesEnvCubemap( void ) { return false; }
virtual bool NeedsTangentSpace( void ) { return false; }
virtual bool NeedsPowerOfTwoFrameBufferTexture( bool bCheckSpecificToThisFrame ) { return false; }
virtual bool NeedsFullFrameBufferTexture( bool bCheckSpecificToThisFrame ) { return false; }
virtual bool NeedsSoftwareSkinning( void ) { return false; }
// Apply constant color or alpha modulation
virtual void AlphaModulate( float alpha ) { }
virtual void ColorModulate( float r, float g, float b ) { }
float GetAlphaModulation( ) { return 1; }
void GetColorModulation( float *r, float *g, float *b ) { *r = *g = *b = 1; }
// Material Var flags...
virtual void SetMaterialVarFlag( MaterialVarFlags_t flag, bool on ) { }
virtual bool GetMaterialVarFlag( MaterialVarFlags_t flag ) const { return true; }
// Gets material reflectivity
virtual void GetReflectivity( Vector& reflect ) { reflect.Init(1,0,0); }
// Gets material property flags
virtual bool GetPropertyFlag( MaterialPropertyTypes_t type ) { return true; }
// Is the material visible from both sides?
virtual bool IsTwoSided() { return false; }
// Sets the shader associated with the material
virtual void SetShader( const char *pShaderName ) { }
// Can't be const because the material might have to precache itself.
virtual int GetNumPasses( void ) { return 1; }
// Can't be const because the material might have to precache itself.
virtual int GetTextureMemoryBytes( void ) { return 64; }
// Meant to be used with materials created using CreateMaterial
// It updates the materials to reflect the current values stored in the material vars
virtual void Refresh() { }
// GR - returns true is material uses lightmap alpha for blending
virtual bool NeedsLightmapBlendAlpha( void ) { return false; }
// returns true if the shader doesn't do lighting itself and requires
// the data that is sent to it to be prelighted
virtual bool NeedsSoftwareLighting( void ) { return false; }
// Gets at the shader parameters
virtual int ShaderParamCount() const { return 0; }
virtual IMaterialVar **GetShaderParams( void ) { return 0; }
virtual bool IsErrorMaterial() const { return false; } virtual MorphFormat_t GetMorphFormat() const { return 0; } virtual void SetShaderAndParams( KeyValues *pKeyValues ) { } virtual const char *GetShaderName() const { return "Wireframe"; } virtual void DeleteIfUnreferenced() {} virtual bool IsSpriteCard() { return false; }
virtual void RefreshPreservingMaterialVars() {};
virtual bool WasReloadedFromWhitelist() {return false;}
virtual bool SetTempExcluded( bool bSet, int nExcludedDimensionLimit ) { return false; }
virtual int GetReferenceCount() const { return 0; } };
CDummyMaterial g_DummyMaterial; IMaterial *g_pDummyMaterial = &g_DummyMaterial;
void* DummyMaterialSystemFactory( const char *pName, int *pReturnCode ) { if ( stricmp( pName, MATERIALSYSTEM_HARDWARECONFIG_INTERFACE_VERSION ) == 0 ) return &g_DummyHardwareConfig;
else return NULL; }
// ---------------------------------------------------------------------------------------- //
// Dummy morph
// ---------------------------------------------------------------------------------------- //
class CDummyMorph : public IMorph { public: virtual void Lock( float flFloatToFixedScale ) {} virtual void AddMorph( const MorphVertexInfo_t &info ) {} virtual void Unlock( ) {} virtual void AccumulateMorph( int nWeightCount, const MorphWeight_t* pWeights ) {} };
// ---------------------------------------------------------------------------------------- //
// CDummyMaterialSystem.
// ---------------------------------------------------------------------------------------- //
class CDummyMaterialSystem : public IMaterialSystemStub, public CRefCounted1<IMatRenderContext, CRefCountServiceNull> { private: IMaterialSystem *m_pRealMaterialSystem; public: CDummyMaterialSystem() { m_pRealMaterialSystem = 0; }
virtual void SetRealMaterialSystem( IMaterialSystem *pSys ) { m_pRealMaterialSystem = pSys; }
// Call this to initialize the material system
// returns a method to create interfaces in the shader dll
virtual CreateInterfaceFn Init( char const* pShaderDLL, IMaterialProxyFactory *pMaterialProxyFactory, CreateInterfaceFn fileSystemFactory, CreateInterfaceFn cvarFactory ) { return DummyMaterialSystemFactory; }
virtual void Shutdown( ) { }
virtual IMaterialSystemHardwareConfig *GetHardwareConfig( const char *pVersion, int *returnCode ) { if ( returnCode ) *returnCode = 1;
return &g_DummyHardwareConfig; }
// Gets the number of adapters...
virtual int GetDisplayAdapterCount() const { return 0; }
// Returns info about each adapter
virtual void GetDisplayAdapterInfo( int adapter, MaterialAdapterInfo_t& info ) const { }
// Returns the number of modes
virtual int GetModeCount( int adapter ) const { return 0; }
// Returns mode information..
virtual void GetModeInfo( int adapter, int mode, MaterialVideoMode_t& info ) const { }
// Returns the mode info for the current display device
virtual void GetDisplayMode( MaterialVideoMode_t& mode ) const { } // Sets the mode...
virtual bool SetMode( void* hwnd, const MaterialSystem_Config_t &config ) { return true; }
// Creates/ destroys a child window
virtual bool AddView( void* hwnd ) { return false; } virtual void RemoveView( void* hwnd ) { }
// Sets the view
virtual void SetView( void* hwnd ) { }
// return true if lightmaps need to be redownloaded
// Call this before rendering each frame with the current config
// for the material system.
// Will do whatever is necessary to get the material system into the correct state
// upon configuration change. .doesn't much else otherwise.
virtual bool UpdateConfig( bool forceUpdate ) { return false; } virtual bool OverrideConfig( const MaterialSystem_Config_t &config, bool bForceUpdate ) { return false; }
// This is the interface for knowing what materials are available
// is to use the following functions to get a list of materials. The
// material names will have the full path to the material, and that is the
// only way that the directory structure of the materials will be seen through this
// interface.
// NOTE: This is mostly for worldcraft to get a list of materials to put
// in the "texture" browser.in Worldcraft
virtual MaterialHandle_t FirstMaterial() const { return 0; }
// returns InvalidMaterial if there isn't another material.
// WARNING: you must call GetNextMaterial until it returns NULL,
// otherwise there will be a memory leak.
virtual MaterialHandle_t NextMaterial( MaterialHandle_t h ) const { return 0; }
// This is the invalid material
virtual MaterialHandle_t InvalidMaterial() const { if ( m_pRealMaterialSystem ) return m_pRealMaterialSystem->InvalidMaterial(); else return 0; }
// Returns a particular material
virtual IMaterial* GetMaterial( MaterialHandle_t h ) const { if ( m_pRealMaterialSystem ) return m_pRealMaterialSystem->GetMaterial( h ); else return &g_DummyMaterial; }
// Find a material by name.
// The name of a material is a full path to
// the vmt file starting from "hl2/materials" (or equivalent) without
// a file extension.
// eg. "dev/dev_bumptest" refers to somethign similar to:
// "d:/hl2/hl2/materials/dev/dev_bumptest.vmt"
virtual IMaterial *FindMaterial( char const* pMaterialName, const char *pTextureGroupName, bool complain = true, const char *pComplainPrefix = NULL ) { if ( m_pRealMaterialSystem ) return m_pRealMaterialSystem->FindMaterial( pMaterialName, pTextureGroupName, complain, pComplainPrefix ); return &g_DummyMaterial; }
virtual IMaterial *FindProceduralMaterial( const char *pMaterialName, const char *pTextureGroupName, KeyValues *pVMTKeyValues ) { if ( m_pRealMaterialSystem ) return m_pRealMaterialSystem->FindProceduralMaterial( pMaterialName, pTextureGroupName, pVMTKeyValues ); return &g_DummyMaterial; }
virtual bool LoadKeyValuesFromVMTFile( KeyValues &vmtKeyValues, const char *pMaterialName, bool bUsesUNCFilename ) { if ( m_pRealMaterialSystem ) return m_pRealMaterialSystem->LoadKeyValuesFromVMTFile( vmtKeyValues, pMaterialName, bUsesUNCFilename ); return true; }
virtual ITexture *FindTexture( char const* pTextureName, const char *pTextureGroupName, bool complain = true, int nAdditionalCreationFlags = 0) { if ( m_pRealMaterialSystem ) return m_pRealMaterialSystem->FindTexture( pTextureName, pTextureGroupName, complain, nAdditionalCreationFlags ); return &g_DummyTexture; }
virtual void BindLocalCubemap( ITexture *pTexture ) { } virtual ITexture *GetLocalCubemap( ) { return &g_DummyTexture; } // pass in an ITexture (that is build with "rendertarget" "1") or
// pass in NULL for the regular backbuffer.
virtual void SetRenderTarget( ITexture *pTexture ) { } virtual ITexture * GetRenderTarget( void ) { return &g_DummyTexture; } virtual void SetRenderTargetEx( int nRenderTargetID, ITexture *pTexture ) { } virtual ITexture * GetRenderTargetEx( int nRenderTargetID ) { return &g_DummyTexture; } virtual void GetRenderTargetDimensions( int &width, int &height) const { width = 256; height = 256; } // Get the total number of materials in the system. These aren't just the used
// materials, but the complete collection.
virtual int GetNumMaterials( ) const { return m_pRealMaterialSystem->GetNumMaterials(); }
// Remove any materials from memory that aren't in use as determined
// by the IMaterial's reference count.
virtual void UncacheUnusedMaterials( bool bRecomputeStateSnapshots ) { if ( m_pRealMaterialSystem ) { m_pRealMaterialSystem->UncacheUnusedMaterials( bRecomputeStateSnapshots ); } }
// uncache all materials. . good for forcing reload of materials.
virtual void UncacheAllMaterials( ) { if ( m_pRealMaterialSystem ) m_pRealMaterialSystem->UncacheAllMaterials(); }
// Load any materials into memory that are to be used as determined
// by the IMaterial's reference count.
virtual void CacheUsedMaterials( ) { if ( m_pRealMaterialSystem ) m_pRealMaterialSystem->CacheUsedMaterials( ); } // Force all textures to be reloaded from disk.
virtual void ReloadTextures( ) { } // Allows us to override the depth buffer setting of a material
virtual void OverrideDepthEnable( bool bEnable, bool bDepthWriteEnable, bool bDepthTestEnable = true ) { }
virtual void OverrideAlphaWriteEnable( bool bOverrideEnable, bool bAlphaWriteEnable ) { }
virtual void OverrideColorWriteEnable( bool bOverrideEnable, bool bColorWriteEnable ) { }
//
// lightmap allocation stuff
//
// To allocate lightmaps, sort the whole world by material twice.
// The first time through, call AllocateLightmap for every surface.
// that has a lightmap.
// The second time through, call AllocateWhiteLightmap for every
// surface that expects to use shaders that expect lightmaps.
virtual void BeginLightmapAllocation( ) { } // returns the sorting id for this surface
virtual int AllocateLightmap( int width, int height, int offsetIntoLightmapPage[2], IMaterial *pMaterial ) { return 0; } // returns a lightmap page ID for this allocation, -1 if none available
virtual int AllocateDynamicLightmap( int lightmapSize[2], int *pOutOffsetIntoPage, int frameID ) { return -1; }
// returns the sorting id for this surface
virtual int AllocateWhiteLightmap( IMaterial *pMaterial ) { return 0; } virtual void EndLightmapAllocation( ) { }
virtual void CleanupLightmaps() { }
// lightmaps are in linear color space
// lightmapPageID is returned by GetLightmapPageIDForSortID
// lightmapSize and offsetIntoLightmapPage are returned by AllocateLightmap.
// You should never call UpdateLightmap for a lightmap allocated through
// AllocateWhiteLightmap.
virtual void UpdateLightmap( int lightmapPageID, int lightmapSize[2], int offsetIntoLightmapPage[2], float *pFloatImage, float *pFloatImageBump1, float *pFloatImageBump2, float *pFloatImageBump3 ) { } // Force the lightmaps updated with UpdateLightmap to be sent to the hardware.
virtual void FlushLightmaps( ) { }
// fixme: could just be an array of ints for lightmapPageIDs since the material
// for a surface is already known.
virtual int GetNumSortIDs( ) { return 10; } // virtual int GetLightmapPageIDForSortID( int sortID ) = 0;
virtual void GetSortInfo( MaterialSystem_SortInfo_t *pSortInfoArray ) { }
virtual void BeginFrame( float ) { } virtual void EndFrame( ) { } virtual bool IsInFrame() const { return false; }
virtual uint32 GetCurrentFrameCount() { return 0; }
// Bind a material is current for rendering.
virtual void Bind( IMaterial *material, void *proxyData = 0 ) { } // Bind a lightmap page current for rendering. You only have to
// do this for materials that require lightmaps.
virtual void BindLightmapPage( int lightmapPageID ) { }
// inputs are between 0 and 1
virtual void DepthRange( float zNear, float zFar ) { }
virtual void ClearBuffers( bool bClearColor, bool bClearDepth, bool bClearStencil ) { }
virtual void ClearBuffersObeyStencil( bool bClearColor, bool bClearDepth ) { }
virtual void ClearBuffersObeyStencilEx( bool bClearColor, bool bClearAlpha, bool bClearDepth ) { }
virtual void PerformFullScreenStencilOperation( void ) { }
// read to a unsigned char rgb image.
virtual void ReadPixels( int x, int y, int width, int height, unsigned char *data, ImageFormat dstFormat, ITexture *pRenderTargetTexture = NULL ) { }
virtual void ReadPixelsAsync( int x, int y, int width, int height, unsigned char *data, ImageFormat dstFormat, ITexture *pRenderTargetTexture = NULL, CThreadEvent *pPixelsReadEvent = NULL ) { }
virtual void ReadPixelsAsyncGetResult( int x, int y, int width, int height, unsigned char *data, ImageFormat dstFormat, CThreadEvent *pGetResultEvent = NULL ) { }
// Read w/ stretch to a host-memory buffer
virtual void ReadPixelsAndStretch( Rect_t *pSrcRect, Rect_t *pDstRect, unsigned char *pBuffer, ImageFormat dstFormat, int nDstStride ) { }
// Sets lighting
virtual void SetLightingState( const MaterialLightingState_t &state ) { } virtual void SetLights( int nCount, const LightDesc_t *pDesc ) { } virtual void SetLightingOrigin( Vector vLightingOrigin ) { }
// The faces of the cube are specified in the same order as cubemap textures
virtual void SetAmbientLightCube( Vector4D cube[6] ) { } // Blit the backbuffer to the framebuffer texture
virtual void CopyRenderTargetToTexture( ITexture * ) { } virtual void SetFrameBufferCopyTexture( ITexture *pTexture, int textureIndex ) { }
virtual ITexture * GetFrameBufferCopyTexture( int textureIndex ) { return &g_DummyTexture; }
// do we need this?
virtual void Flush( bool flushHardware = false ) { }
//
// end vertex array api
//
//
// Debugging tools
//
virtual void DebugPrintUsedMaterials( const char *pSearchSubString, bool bVerbose ) { } virtual void DebugPrintAspectRatioInfo( const char *pSearchSubString, bool bVerbose ) { } virtual void DebugPrintUsedTextures( void ) { } virtual void ToggleSuppressMaterial( char const* pMaterialName ) { } virtual void ToggleDebugMaterial( char const* pMaterialName ) { }
// matrix api
virtual void MatrixMode( MaterialMatrixMode_t matrixMode ) { } virtual void PushMatrix( void ) { } virtual void PopMatrix( void ) { } /*
virtual void LoadMatrix( float * ) { } */ // Methods that use VMatrix
virtual void LoadMatrix( const VMatrix& matrix ) { }
virtual void LoadMatrix( const matrix3x4_t& matrix ) { }
virtual void LoadBoneMatrix( int boneIndex, const matrix3x4_t& matrix ) { }
virtual void MultMatrix( const VMatrix& matrix ) { }
virtual void MultMatrix( const matrix3x4_t& matrix ) { } virtual void MultMatrixLocal( const VMatrix& matrix ) { }
virtual void MultMatrixLocal( const matrix3x4_t& matrix ) { } virtual void GetMatrix( MaterialMatrixMode_t matrixMode, VMatrix *pMatrix ) { pMatrix->Identity(); } virtual void GetMatrix( MaterialMatrixMode_t matrixMode, matrix3x4_t *pMatrix ) { SetIdentityMatrix( *pMatrix ); } virtual void LoadIdentity( void ) { } virtual void Ortho( double left, double top, double right, double bottom, double zNear, double zFar ) { } virtual void PerspectiveX( double fovx, double aspect, double zNear, double zFar ) { } virtual void PickMatrix( int x, int y, int width, int height ) { } virtual void Rotate( float angle, float x, float y, float z ) { } virtual void Translate( float x, float y, float z ) { } virtual void Scale( float x, float y, float z ) { } // end matrix api
// Sets/gets the viewport
virtual void Viewport( int x, int y, int width, int height ) { } virtual void GetViewport( int& x, int& y, int& width, int& height ) const { x = y = 0; width = height = 640; }
// The cull mode
virtual void CullMode( MaterialCullMode_t cullMode ) { }
virtual void FlipCullMode( void ) { }
virtual void BeginGeneratingCSMs() { }
virtual void EndGeneratingCSMs() {
}
virtual void PerpareForCascadeDraw( int cascade, float fShadowSlopeScaleDepthBias, float fShadowDepthBias ) { }
// end matrix api
// Force writes only when z matches. . . useful for stenciling things out
// by rendering the desired Z values ahead of time.
// virtual void ForceDepthFuncEquals( bool bEnable ) = 0;
// virtual void RenderZOnlyWithHeightClip( bool bEnable ) = 0;
// This could easily be extended to a general user clip plane
virtual void SetHeightClipMode( MaterialHeightClipMode_t nClipMode ) { } virtual MaterialHeightClipMode_t GetHeightClipMode( ) { return MATERIAL_HEIGHTCLIPMODE_DISABLE; } // garymcthack : fog z is always used for heightclipz for now.
virtual void SetHeightClipZ( float z ) { } // Fog methods...
virtual void FogMode( MaterialFogMode_t fogMode ) { } MaterialFogMode_t GetFogMode( void ) { return MATERIAL_FOG_NONE; } virtual void FogStart( float fStart ) { } virtual void FogEnd( float fEnd ) { } virtual void FogMaxDensity( float flMaxDensity ) { }
virtual void SetFogZ( float fogZ ) { } virtual void GetFogDistances( float *fStart, float *fEnd, float *fFogZ ) { }
virtual void FogColor3f( float r, float g, float b ) { } virtual void FogColor3fv( float const* rgb ) { } virtual void FogColor3ub( unsigned char r, unsigned char g, unsigned char b ) { } virtual void FogColor3ubv( unsigned char const* rgb ) { }
virtual void GetFogColor( unsigned char *rgb ) { }
// Sets the number of bones for skinning
virtual void SetNumBoneWeights( int numBones ) { } virtual IMaterialProxyFactory *GetMaterialProxyFactory() { return NULL; } virtual void SetMaterialProxyFactory( IMaterialProxyFactory* pFactory ) { }
virtual IClientMaterialSystem* GetClientMaterialSystemInterface() { return NULL; }
// Read the page size of an existing lightmap by sort id (returned from AllocateLightmap())
virtual void GetLightmapPageSize( int lightmap, int *width, int *height ) const { if ( m_pRealMaterialSystem ) m_pRealMaterialSystem->GetLightmapPageSize( lightmap, width, height ); else *width = *height = 32; } virtual int GetNumLightmapPages() const { return 0; }
/// FIXME: This stuff needs to be cleaned up and abstracted.
// Stuff that gets exported to the launcher through the engine
virtual void SwapBuffers( ) { }
// Use this to spew information about the 3D layer
virtual void SpewDriverInfo() const { }
// Creates/destroys Mesh
virtual IMesh* CreateStaticMesh( VertexFormat_t fmt, const char *pTextureBudgetGroup, IMaterial * pMaterial, VertexStreamSpec_t *pStreamSpec ) { return GetDummyMesh(); } virtual void DestroyStaticMesh( IMesh* mesh ) { }
// Gets the dynamic mesh associated with the currently bound material
// note that you've got to render the mesh before calling this function
// a second time. Clients should *not* call DestroyStaticMesh on the mesh
// returned by this call.
// Use buffered = false if you want to not have the mesh be buffered,
// but use it instead in the following pattern:
// meshBuilder.Begin
// meshBuilder.End
// Draw partial
// Draw partial
// Draw partial
// meshBuilder.Begin
// meshBuilder.End
// etc
// Use Vertex or Index Override to supply a static vertex or index buffer
// to use in place of the dynamic buffers.
//
// If you pass in a material in pAutoBind, it will automatically bind the
// material. This can be helpful since you must bind the material you're
// going to use BEFORE calling GetDynamicMesh.
virtual IMesh* GetDynamicMesh( bool bBuffered = true, IMesh* pVertexOverride = 0, IMesh* pIndexOverride = 0, IMaterial *pAutoBind = 0 ) { return GetDummyMesh(); }
virtual IMesh* GetDynamicMeshEx( VertexFormat_t vertexFormat, bool bBuffered = true, IMesh* pVertexOverride = 0, IMesh* pIndexOverride = 0, IMaterial *pAutoBind = 0 ) { return GetDummyMesh(); }
virtual IMesh *GetFlexMesh() { return GetDummyMesh(); } // Selection mode methods
virtual int SelectionMode( bool selectionMode ) { return 0; } virtual void SelectionBuffer( unsigned int* pBuffer, int size ) { } virtual void ClearSelectionNames( ) { } virtual void LoadSelectionName( int name ) { } virtual void PushSelectionName( int name ) { } virtual void PopSelectionName() { } // Installs a function to be called when we need to release vertex buffers + textures
virtual void AddReleaseFunc( MaterialBufferReleaseFunc_t func ) { } virtual void RemoveReleaseFunc( MaterialBufferReleaseFunc_t func ) { }
// Installs a function to be called when we need to restore vertex buffers
virtual void AddRestoreFunc( MaterialBufferRestoreFunc_t func ) { } virtual void RemoveRestoreFunc( MaterialBufferRestoreFunc_t func ) { }
// Installs a function to be called when we need to delete objects at the end of the render frame
virtual void AddEndFrameCleanupFunc( EndFrameCleanupFunc_t func ) { }
virtual void RemoveEndFrameCleanupFunc( EndFrameCleanupFunc_t func ) { }
// Gets called when the level is shuts down, will call the registered callback
virtual void OnLevelShutdown() { }
// Installs a function to be called when the level is shuts down
virtual bool AddOnLevelShutdownFunc( OnLevelShutdownFunc_t func, void * pUserData ) { return false; } virtual bool RemoveOnLevelShutdownFunc( OnLevelShutdownFunc_t func, void * pUserData ) { return false; }
virtual void OnLevelLoadingComplete() { }
virtual void AddEndFramePriorToNextContextFunc( EndFramePriorToNextContextFunc_t func ) {
}
virtual void RemoveEndFramePriorToNextContextFunc( EndFramePriorToNextContextFunc_t func ) {
}
// Stuff for probing properties of shaders.
virtual int GetNumShaders( void ) const { return 0; } virtual const char * GetShaderName( int shaderID ) const { return NULL; } virtual int GetNumShaderParams( int shaderID ) const { return 0; } virtual const char * GetShaderParamName( int shaderID, int paramID ) const { return NULL; } virtual const char * GetShaderParamHelp( int shaderID, int paramID ) const { return NULL; } virtual ShaderParamType_t GetShaderParamType( int shaderID, int paramID ) const { return ( enum ShaderParamType_t )0; } virtual const char * GetShaderParamDefault( int shaderID, int paramID ) const { return NULL; }
// Reloads materials
virtual void ReloadMaterials( const char *pSubString = NULL ) { }
virtual void ResetMaterialLightmapPageInfo() { }
// -----------------------------------------------------------
// Stereo
// -----------------------------------------------------------
virtual bool IsStereoSupported() { return false; }
virtual bool IsStereoActiveThisFrame() const { return false; }
virtual void NVStereoUpdate() { }
virtual ITexture* CreateRenderTargetTexture( int w, int h, RenderTargetSizeMode_t sizeMode, // Controls how size is generated (and regenerated on video mode change).
ImageFormat format, MaterialRenderTargetDepth_t depth ) { return &g_DummyTexture; }
virtual ITexture *CreateProceduralTexture( const char *pTextureName, const char *pTextureGroupName, int w, int h, ImageFormat fmt, int nFlags ) { return &g_DummyTexture; }
virtual ICustomMaterialManager *GetCustomMaterialManager() { return m_pRealMaterialSystem->GetCustomMaterialManager(); }
virtual ICompositeTextureGenerator *GetCompositeTextureGenerator() { return m_pRealMaterialSystem->GetCompositeTextureGenerator(); }
#if defined( _X360 )
virtual ITexture *CreateGamerpicTexture( const char *pTextureName, const char *pTextureGroupName, int nFlags ) { return &g_DummyTexture; }
virtual bool UpdateLocalGamerpicTexture( ITexture *pTexture, DWORD userIndex ) { return true; }
virtual bool UpdateRemoteGamerpicTexture( ITexture *pTexture, XUID xuid ) { return true; }
#endif // _X360
// Sets the Clear Color for ClearBuffer....
virtual void ClearColor3ub( unsigned char r, unsigned char g, unsigned char b ) { } virtual void ClearColor4ub( unsigned char r, unsigned char g, unsigned char b, unsigned char a ) { } virtual void SetInStubMode( bool b ) { }
// Create new materials
virtual IMaterial *CreateMaterial( const char *pMaterialName, KeyValues *pVMTKeyValues ) { return &g_DummyMaterial; }
void GetBackBufferDimensions( int &w, int &h ) const { if ( IsPC() ) { w = 1024; h = 768; } else { w = 640; h = 480; } } ImageFormat GetBackBufferFormat( void ) const { return IMAGE_FORMAT_RGBA8888; } virtual const AspectRatioInfo_t &GetAspectRatioInfo( void ) const { static AspectRatioInfo_t dummy; return dummy; }
// FIXME: This is a hack required for NVidia/XBox, can they fix in drivers?
virtual void DrawScreenSpaceQuad( IMaterial* pMaterial ) {}
// FIXME: Test interface
virtual bool Connect( CreateInterfaceFn factory ) { return true; } virtual void Disconnect() {} virtual void *QueryInterface( const char *pInterfaceName ) { return NULL; } virtual const AppSystemInfo_t *GetDependencies( ) { return NULL; } virtual AppSystemTier_t GetTier() { return APP_SYSTEM_TIER2; } virtual InitReturnVal_t Init() { return INIT_OK; } virtual void Reconnect( CreateInterfaceFn factory, const char *pInterfaceName ) {} virtual void SetShaderAPI( const char *pShaderAPIDLL ) {} virtual void SetAdapter( int nAdapter, int nFlags ) {}
// Release temporary HW memory...
virtual void ResetTempHWMemory( bool bExitingLevel ) {} virtual ITexture* CreateNamedRenderTargetTextureEx( const char *pRTName, // Pass in NULL here for an unnamed render target.
int w, int h, RenderTargetSizeMode_t sizeMode, // Controls how size is generated (and regenerated on video mode change).
ImageFormat format, MaterialRenderTargetDepth_t depth = MATERIAL_RT_DEPTH_SHARED, unsigned int textureFlags = TEXTUREFLAGS_CLAMPS | TEXTUREFLAGS_CLAMPT, unsigned int renderTargetFlags = 0 ) { return &g_DummyTexture; } virtual ITexture* CreateNamedRenderTargetTexture( const char *pRTName, int w, int h, RenderTargetSizeMode_t sizeMode, // Controls how size is generated (and regenerated on video mode change).
ImageFormat format, MaterialRenderTargetDepth_t depth, bool bClampTexCoords, bool bAutoMipMap ) { return &g_DummyTexture; } virtual void SyncToken( const char *pToken ) {} virtual float ComputePixelWidthOfSphere( const Vector& origin, float flRadius ) { return 1.0f; } virtual float ComputePixelDiameterOfSphere( const Vector& origin, float flRadius ) { return 1.0f; }
OcclusionQueryObjectHandle_t CreateOcclusionQueryObject( void ) { return INVALID_OCCLUSION_QUERY_OBJECT_HANDLE; }
void DestroyOcclusionQueryObject( OcclusionQueryObjectHandle_t handle ) { }
void ResetOcclusionQueryObject( OcclusionQueryObjectHandle_t hOcclusionQuery ) {}
void BeginOcclusionQueryDrawing( OcclusionQueryObjectHandle_t handle ) { }
void EndOcclusionQueryDrawing( OcclusionQueryObjectHandle_t handle ) { }
int OcclusionQuery_GetNumPixelsRendered( OcclusionQueryObjectHandle_t handle ) { return 0; } virtual void SetFlashlightMode( bool ) { } virtual void SetRenderingPaint( bool bEnable ) {} virtual bool IsRenderingPaint() const { return false; }
virtual bool GetFlashlightMode( void ) const { return false; } virtual bool IsCullingEnabledForSinglePassFlashlight() const { return false; }
virtual void EnableCullingForSinglePassFlashlight( bool bEnable ) {}
virtual bool InFlashlightMode( void ) const { return false; } virtual void SetFlashlightState( const FlashlightState_t &state, const VMatrix &worldToTexture ) { } virtual void SetFlashlightStateEx( const FlashlightState_t &state, const VMatrix &worldToTexture, ITexture *pFlashlightDepthTexture ) { } virtual bool IsCascadedShadowMapping() const { return false; } virtual void SetCascadedShadowMapping( bool bEnable ) { bEnable; }
virtual void SetCascadedShadowMappingState( const CascadedShadowMappingState_t &state, ITexture *pDepthTextureAtlas ) { state, pDepthTextureAtlas; } virtual void PushScissorRect( const int nLeft, const int nTop, const int nRight, const int nBottom ) { }
virtual void PopScissorRect() { }
virtual void PushDeformation( DeformationBase_t const *Deformation ) { }
virtual void PopDeformation( ) { }
virtual int GetNumActiveDeformations() const { return 0; }
// Get the current config for this video card (as last set by control panel or the default if not)
virtual const MaterialSystem_Config_t &GetCurrentConfigForVideoCard() const { static MaterialSystem_Config_t dummy; return dummy; }
// Get video card identitier
virtual const MaterialSystemHardwareIdentifier_t &GetVideoCardIdentifier( void ) const { static MaterialSystemHardwareIdentifier_t dummy; return dummy; } virtual void AddModeChangeCallBack( ModeChangeCallbackFunc_t func ) { } virtual void RemoveModeChangeCallBack( ModeChangeCallbackFunc_t func ) { } virtual bool GetRecommendedVideoConfig( KeyValues *pKeyValues ) { return false; } virtual bool GetRecommendedConfigurationInfo( int nDxLevel, KeyValues *pKeyValues ) { return false; }
virtual void EnableUserClipTransformOverride( bool bEnable ) { }
virtual void UserClipTransform( const VMatrix &worldToProjection ) { }
// Used to iterate over all shaders for editing purposes
virtual int ShaderCount() const { return 0; }
virtual int GetShaders( int nFirstShader, int nCount, IShader **ppShaderList ) const { return 0; }
// Used to enable editor materials. Must be called before Init.
virtual void EnableEditorMaterials() { } virtual void EnableGBuffers() { }
// Used to enable editor materials. Must be called before Init.
virtual int GetCurrentAdapter() const { return 0; }
// Creates/destroys morph data associated w/ a particular material
IMorph *CreateMorph( MorphFormat_t, const char *pDebugName ) { static CDummyMorph s_DummyMorph; return &s_DummyMorph; }
void DestroyMorph( IMorph *pMorph ) { }
void BindMorph( IMorph *pMorph ) { }
// Sets morph target factors
virtual void SetMorphTargetFactors( int nTargetId, float *pValue, int nCount ) { }
virtual void SetToneMappingScaleLinear( const Vector &scale ) { }
virtual void EvictManagedResources() { }
// Gets the window size
virtual void GetWindowSize( int &width, int &height ) const { width = height = 0; if ( m_pRealMaterialSystem ) { CMatRenderContextPtr pRenderContext( m_pRealMaterialSystem ); pRenderContext->GetWindowSize(width, height); } }
// For dealing with device lost in cases where SwapBuffers isn't called all the time (Hammer)
virtual void HandleDeviceLost() { }
virtual void AppUsesRenderTargets() { }
virtual void DrawScreenSpaceRectangle( IMaterial *pMaterial, int destx, int desty, int width, int height, float src_texture_x0, float src_texture_y0, float src_texture_x1, float src_texture_y1, int src_texture_width, int src_texture_height, void *pClientRenderable = NULL, int nXDice = 1, int nYDice = 1 ) { }
virtual void BeginRenderTargetAllocation() { }
// Simulate an Alt-Tab in here, which causes a release/restore of all resources
virtual void EndRenderTargetAllocation() { }
void FinishRenderTargetAllocation( void ) { } void ReEnableRenderTargetAllocation_IRealizeIfICallThisAllTexturesWillBeUnloadedAndLoadTimeWillSufferHorribly( void ) { }
ITexture *CreateNamedRenderTargetTextureEx2( const char *pRTName, // Pass in NULL here for an unnamed render target.
int w, int h, RenderTargetSizeMode_t sizeMode, // Controls how size is generated (and regenerated on video mode change).
ImageFormat format, MaterialRenderTargetDepth_t depth = MATERIAL_RT_DEPTH_SHARED, unsigned int textureFlags = TEXTUREFLAGS_CLAMPS | TEXTUREFLAGS_CLAMPT, unsigned int renderTargetFlags = 0 ) { return NULL; };
ITexture *CreateNamedMultiRenderTargetTexture( const char *pRTName, // Pass in NULL here for an unnamed render target.
int w, int h, RenderTargetSizeMode_t sizeMode, // Controls how size is generated (and regenerated on video mode change).
ImageFormat format, MaterialRenderTargetDepth_t depth = MATERIAL_RT_DEPTH_SHARED, unsigned int textureFlags = TEXTUREFLAGS_CLAMPS | TEXTUREFLAGS_CLAMPT, unsigned int renderTargetFlags = 0 ) { return NULL; };
void PushRenderTargetAndViewport( ) { }
void PushRenderTargetAndViewport( ITexture *pTexture ) { }
void PushRenderTargetAndViewport( ITexture *pTexture, int nViewX, int nViewY, int nViewW, int nViewH ) { }
void PushRenderTargetAndViewport( ITexture *pTexture, ITexture *pDepthTexture, int nViewX, int nViewY, int nViewW, int nViewH ) { }
void PopRenderTargetAndViewport( void ) { }
virtual int ShaderFlagCount() const { return 0; }
virtual const char *ShaderFlagName( int nIndex ) const { return ""; }
virtual void BindLightmapTexture( ITexture *pLightmapTexture ) { }
// Returns the currently active shader fallback for a particular shader
virtual void GetShaderFallback( const char *pShaderName, char *pFallbackShader, int nFallbackLength ) { pFallbackShader[0] = 0; }
#if defined( DX_TO_GL_ABSTRACTION ) && !defined( _GAMECONSOLE )
virtual void DoStartupShaderPreloading( void ) { } #endif
// Blit a subrect of the current render target to another texture
virtual void CopyRenderTargetToTextureEx( ITexture *pTexture, int nRenderTargetID, Rect_t *pSrcRect, Rect_t *pDstRect = NULL ) { }
virtual void CopyTextureToRenderTargetEx( int nRenderTargetID, ITexture *pTexture, Rect_t *pSrcRect, Rect_t *pDstRect = NULL ) { }
bool IsTextureLoaded( char const* pTextureName ) const { return false; }
bool GetTextureInformation( char const *szTextureName, MaterialTextureInfo_t &info ) const { return false; }
void PerspectiveOffCenterX( double fovx, double aspect, double zNear, double zFar, double bottom, double top, double left, double right ) { }
void SetFloatRenderingParameter(int parm_number, float value) { }
void SetIntRenderingParameter(int parm_number, int value) { }
void SetTextureRenderingParameter(int parm_number, ITexture *pTexture) { }
void SetVectorRenderingParameter(int parm_number, Vector const &value) { }
float GetFloatRenderingParameter(int parm_number) const { return 0; }
int GetIntRenderingParameter(int parm_number) const { return 0; }
ITexture *GetTextureRenderingParameter(int parm_number) const { return NULL; }
Vector GetVectorRenderingParameter(int parm_number) const { return Vector(0,0,0); } void ReleaseResources(void) { }
void ReacquireResources(void) { }
Vector GetToneMappingScaleLinear( void ) { return Vector(1,1,1); }
virtual void GetMaxToRender( IMesh *pMesh, bool bMaxUntilFlush, int *pMaxVerts, int *pMaxIndices ) { *pMaxVerts = 32768; *pMaxIndices = 32768; }
// Returns the max possible vertices + indices to render in a single draw call
virtual int GetMaxVerticesToRender( IMaterial *pMaterial ) { return 32768; }
virtual int GetMaxIndicesToRender( ) { return 32768; }
// stencil buffer operations.
virtual void SetStencilState( const ShaderStencilState_t &state ) { }
virtual void ClearStencilBufferRectangle(int xmin, int ymin, int xmax, int ymax, int value) { }
virtual void ModInit() { }
virtual void ModShutdown() { }
virtual void EnableColorCorrection( bool bEnable ) {} virtual ColorCorrectionHandle_t AddLookup( const char *pName ) { return 0; } virtual ColorCorrectionHandle_t FindLookup( const char *pName ) { return 0; } virtual bool RemoveLookup( ColorCorrectionHandle_t handle ) { return true; } virtual void LockLookup( ColorCorrectionHandle_t handle ) {} virtual void LoadLookup( ColorCorrectionHandle_t handle, const char *pLookupName ) {} virtual void UnlockLookup( ColorCorrectionHandle_t handle ) {} virtual void SetLookupWeight( ColorCorrectionHandle_t handle, float flWeight ) {} virtual void ResetLookupWeights( ) {} virtual void SetResetable( ColorCorrectionHandle_t handle, bool bResetable ) {}
virtual void PushCustomClipPlane( const float *pPlane ) { }
virtual void PopCustomClipPlane( void ) { }
virtual bool EnableClipping( bool bEnable ) { return true; }
virtual void PushHeightClipPlane( void ) { }
virtual bool UsingFastClipping( void ) { return true; //true for "crappier" hardware, so true is safer than false
}
virtual int StencilBufferBits( void ) { return 0; }
virtual void DisableAllLocalLights() {} virtual int CompareMaterialCombos( IMaterial *pMaterial1, IMaterial *pMaterial2, int lightmapID1, int lightmapID2 ) { return 0; }
virtual bool SupportsMSAAMode( int nMSAAMode ) { return false; } virtual bool SupportsCSAAMode( int nNumSamples, int nQualityLevel ) { return false; } #ifdef _GAMECONSOLE
// Vitaliy: need HDR to run with -noshaderapi on console
virtual bool SupportsHDRMode( HDRType_t nMode ) { return nMode == HDR_TYPE_NONE || nMode == HDR_TYPE_INTEGER; } #else
virtual bool SupportsHDRMode( HDRType_t nMode ) { return 0; } #endif
virtual bool IsDX10Card() { return false; }
// Hooks for firing PIX events from outside the Material System...
virtual void BeginPIXEvent( unsigned long color, const char *szName ) {}; virtual void EndPIXEvent() {}; virtual void SetPIXMarker( unsigned long color, const char *szName ) {};
virtual IMatRenderContext *GetRenderContext() { return this; }
void BeginRender() {} void BeginRender( float ) {} void EndRender() {}
virtual void SetThreadMode( MaterialThreadMode_t, int ) {} virtual MaterialThreadMode_t GetThreadMode(){ return MATERIAL_SINGLE_THREADED; } virtual bool IsRenderThreadSafe( ) { return true; } virtual bool AllowThreading( bool bAllow, int nServiceThread ) { return false; } virtual void ExecuteQueued() {}
virtual void BeginBatch( IMesh* pIndices ) {} virtual void BindBatch( IMesh* pVertices, IMaterial *pAutoBind = NULL ) {} virtual void DrawBatch( MaterialPrimitiveType_t primType, int nFirstIndex, int nIndexCount ) {} virtual void EndBatch() {}
virtual bool SupportsShadowDepthTextures( void ) { return false; }
virtual bool SupportsFetch4( void ) { return false; }
virtual void SetShadowDepthBiasFactors( float fShadowSlopeScaleDepthBias, float fShadowDepthBias ) {}
virtual ICallQueue *GetCallQueue() { return NULL; } virtual void GetWorldSpaceCameraPosition( Vector *pCameraPos ) { pCameraPos->Init(); } virtual void GetWorldSpaceCameraVectors( Vector *pVecForward, Vector *pVecRight, Vector *pVecUp ) { if ( pVecForward ) { pVecForward->Init( 1, 0, 0 ); } if ( pVecRight ) { pVecRight->Init( 0, -1, 0 ); } if ( pVecUp ) { pVecUp->Init( 0, 0, 1 ); } }
virtual void BeginUpdateLightmaps() {} virtual void EndUpdateLightmaps() {}
virtual MaterialLock_t Lock() { return NULL; } virtual void Unlock( MaterialLock_t ) {}
virtual ImageFormat GetShadowDepthTextureFormat() { return IMAGE_FORMAT_UNKNOWN; } virtual ImageFormat GetHighPrecisionShadowDepthTextureFormat() { return IMAGE_FORMAT_UNKNOWN; }
virtual IMatRenderContext *CreateRenderContext( MaterialContextType_t type ) { return RetAddRef( (IMatRenderContext *)this ); }
virtual IMatRenderContext *SetRenderContext( IMatRenderContext *pContext ) { SafeRelease( pContext ); return RetAddRef( this ); } virtual IVertexBuffer * GetDynamicVertexBuffer( /*VertexFormat_t vertexFormat, */bool buffered = true ) { Assert( 0 ); return NULL; // return GetDummyMesh();
} virtual IIndexBuffer * GetDynamicIndexBuffer( ) { Assert( 0 ); return NULL; // return GetDummyMesh();
}
// ------------ New Vertex/Index Buffer interface ----------------------------
virtual IVertexBuffer *CreateStaticVertexBuffer( VertexFormat_t fmt, int nVertexCount, const char *pBudgetGroup ) { Assert( 0 ); return NULL; } virtual IIndexBuffer *CreateStaticIndexBuffer( MaterialIndexFormat_t fmt, int nIndexCount, const char *pBudgetGroup ) { Assert( 0 ); return NULL; } virtual void DestroyVertexBuffer( IVertexBuffer * ) { } virtual void DestroyIndexBuffer( IIndexBuffer * ) { } // Do we need to specify the stream here in the case of locking multiple dynamic VBs on different streams?
virtual IVertexBuffer *GetDynamicVertexBuffer( int streamID, VertexFormat_t vertexFormat, bool bBuffered = true ) { Assert( 0 ); return NULL; } virtual void BindVertexBuffer( int streamID, IVertexBuffer *pVertexBuffer, int nOffsetInBytes, int nFirstVertex, int nVertexCount, VertexFormat_t fmt, int nRepetitions = 1 ) { } virtual void BindIndexBuffer( IIndexBuffer *pIndexBuffer, int nOffsetInBytes ) { } virtual void Draw( MaterialPrimitiveType_t primitiveType, int nFirstIndex, int nIndexCount ) { } virtual void BeginMorphAccumulation() { } virtual void EndMorphAccumulation() { } virtual void AccumulateMorph( IMorph* pMorph, int nMorphCount, const MorphWeight_t* pWeights ) { } virtual bool GetMorphAccumulatorTexCoord( Vector2D *pTexCoord, IMorph *pMorph, int nVertex ) { pTexCoord->Init(); return false; } virtual int GetSubDBufferWidth() { return 0; } virtual float* LockSubDBuffer( int nNumRows ) { return NULL; } virtual void UnlockSubDBuffer() { }
// ------------ End ----------------------------
virtual ImageFormat GetNullTextureFormat() { return IMAGE_FORMAT_UNKNOWN; }
virtual void AddTextureAlias( const char *pAlias, const char *pRealName ) {} virtual void RemoveTextureAlias( const char *pAlias ) {}
virtual void SetExcludedTextures( const char *pScriptName, bool bUsingWeaponModelCache ) {} virtual void UpdateExcludedTextures( void ) {} virtual void ClearForceExcludes( void ) {}
virtual void SetFlexWeights( int nFirstWeight, int nCount, const MorphWeight_t* pWeights ) {}
virtual bool SupportsBorderColor() { return false; }
virtual IMaterial *GetCurrentMaterial() { return NULL; } virtual int GetCurrentNumBones() const { return 0; } virtual void *GetCurrentProxy() { return NULL; }
virtual void SetFullScreenDepthTextureValidityFlag( bool bIsValid ) {}
// A special path used to tick the front buffer while loading on the 360
virtual void SetNonInteractiveLogoTexture( ITexture *pTexture, float flNormalizedX, float flNormalizedY, float flNormalizedW, float flNormalizedH ) {} virtual void SetNonInteractivePacifierTexture( ITexture *pTexture, float flNormalizedX, float flNormalizedY, float flNormalizedSize ) {} virtual void SetNonInteractiveTempFullscreenBuffer( ITexture *pTexture, MaterialNonInteractiveMode_t mode ) {} virtual void EnableNonInteractiveMode( MaterialNonInteractiveMode_t mode ) {} virtual void RefreshFrontBufferNonInteractive() {} virtual uint32 GetFrameTimestamps( ApplicationPerformanceCountersInfo_t &apci, ApplicationInstantCountersInfo_t & aici ) { return 0; }
virtual void FlipCulling( bool bFlipCulling ) {} virtual void EnableSinglePassFlashlightMode( bool bEnable ) {}
virtual bool SinglePassFlashlightModeEnabled() const { return false; }
virtual void DrawInstances( int nInstanceCount, const MeshInstanceData_t *pInstance ) {} virtual void * LockRenderData( int nSizeInBytes ) { return NULL; } virtual void UnlockRenderData( void *pData ) {} virtual bool IsRenderData( const void *pData ) const { return false; } virtual void AddRefRenderData() {} virtual void ReleaseRenderData() {}
#if defined( _X360 )
virtual void ListUsedMaterials( void ) {} virtual HXUIFONT OpenTrueTypeFont( const char *pFontname, int tall, int style ) { return (HXUIFONT)0; } virtual void CloseTrueTypeFont( HXUIFONT hFont ) {} virtual bool GetTrueTypeFontMetrics( HXUIFONT hFont, wchar_t wchFirst, wchar_t wchLast, XUIFontMetrics *pFontMetrics, XUICharMetrics *pCharMetrics ) { pFontMetrics->fLineHeight = 0.0f; pFontMetrics->fMaxAscent = 0.0f; pFontMetrics->fMaxDescent = 0.0f; pFontMetrics->fMaxWidth = 0.0f; pFontMetrics->fMaxHeight = 0.0f; pFontMetrics->fMaxAdvance = 0.0f; return true; }
virtual bool GetTrueTypeGlyphs( HXUIFONT hFont, int numChars, wchar_t *pWch, int *pOffsetX, int *pOffsetY, int *pWidth, int *pHeight, unsigned char *pRGBA, int *pRGBAOffset ) { return false; }
virtual void PersistDisplay() {} virtual void *GetD3DDevice() { return NULL; }
virtual void PushVertexShaderGPRAllocation( int iVertexShaderCount = 64 ) { }; virtual void PopVertexShaderGPRAllocation( void ) { };
virtual bool OwnGPUResources( bool bEnable ) { return false; }
virtual void FlushHiStencil() {} #elif defined( _PS3 )
virtual void ListUsedMaterials( void ) {} virtual HPS3FONT OpenTrueTypeFont( const char *pFontname, int tall, int style ){ return NULL; } virtual void CloseTrueTypeFont( HPS3FONT hFont ){}; virtual bool GetTrueTypeFontMetrics( HPS3FONT hFont, int nFallbackTall, wchar_t wchFirst, wchar_t wchLast, CPS3FontMetrics *pFontMetrics, CPS3CharMetrics *pCharMetrics ){return false;} // Render a sequence of characters and extract the data into a buffer
// For each character, provide the width+height of the font texture subrect,
// an offset to apply when rendering the glyph, and an offset into a buffer to receive the RGBA data
virtual bool GetTrueTypeGlyphs( HPS3FONT hFont, int nFallbackTall, int numChars, wchar_t *pWch, int *pOffsetX, int *pOffsetY, int *pWidth, int *pHeight, unsigned char *pRGBA, int *pRGBAOffset ){return false;} virtual void TransmitScreenshotToVX() {}; virtual void CompactRsxLocalMemory( char const *szReason ) {} virtual void SetFlipPresentFrequency( int nNumVBlanks ) {} #endif
virtual void SpinPresent( uint nFrames ){}
#if defined( _GAMECONSOLE )
virtual void BeginConsoleZPass( const WorldListIndicesInfo_t &indicesInfo ) {} virtual void BeginConsoleZPass2( int nSlack ) {} virtual void EndConsoleZPass() {} #endif
#if defined( INCLUDE_SCALEFORM )
virtual void SetScaleformSlotViewport( int slot, int x, int y, int w, int h ) {} virtual void RenderScaleformSlot( int slot ) {} virtual void ForkRenderScaleformSlot( int slot ) {} virtual void JoinRenderScaleformSlot( int slot ) {}
virtual void SetScaleformCursorViewport( int x, int y, int w, int h ) {} virtual void RenderScaleformCursor() {}
virtual void AdvanceAndRenderScaleformSlot( int slot ) {} virtual void AdvanceAndRenderScaleformCursor() {} #endif // INCLUDE_SCALEFORM
#if defined( _PS3 )
virtual void FlushTextureCache() { } #endif
virtual void AntiAliasingHint( int ) {}
virtual void CompactMemory() {}
virtual void GetGPUMemoryStats( GPUMemoryStats &stats ) {}
// For sv_pure mode. The filesystem figures out which files the client needs to reload to be "pure" ala the server's preferences.
virtual void ReloadFilesInList( IFileList *pFilesToReload ) { }
void UpdateGameTime( float flTime ) {}
virtual bool CanDownloadTextures() const { return false; }
virtual void BindPaintTexture( ITexture *pTexture ) { }
//--------------------------------------------------------
// debug logging - no-op in queued context
//--------------------------------------------------------
virtual void Printf( char *fmt, ... ) {}; virtual void PrintfVA( char *fmt, va_list vargs ){}; virtual float Knob( char *knobname, float *setvalue=NULL ) { return 0.0f; };
virtual void RegisterPaintmapDataManager( IPaintmapDataManager *pDataManager ) {} virtual void BeginUpdatePaintmaps( void ) {} virtual void EndUpdatePaintmaps( void ) {} virtual void UpdatePaintmap( int paintmap, BYTE* pPaintData, int numRects, Rect_t* pRects ) {} };
static CDummyMaterialSystem g_DummyMaterialSystem;
EXPOSE_SINGLE_INTERFACE_GLOBALVAR( CDummyMaterialSystem, IMaterialSystemStub, MATERIAL_SYSTEM_STUB_INTERFACE_VERSION, g_DummyMaterialSystem );
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