//========== Copyright © 2005, Valve Corporation, All rights reserved. ======== // // Purpose: // //============================================================================= #include "pch_materialsystem.h" #ifndef _PS3 #define MATSYS_INTERNAL #endif #include "cmaterialdict.h" #include "materialsystem_global.h" #include "filesystem.h" #include "imaterialinternal.h" // NOTE: This must be the last file included!!! #include "tier0/memdbgon.h" //----------------------------------------------------------------------------- // sort function //----------------------------------------------------------------------------- bool CMaterialDict::MaterialLessFunc( const MaterialLookup_t& src1, const MaterialLookup_t& src2 ) { // Always sort manually-created materials to the front if ( src1.m_bManuallyCreated != src2.m_bManuallyCreated ) return src1.m_bManuallyCreated; return src1.m_Name < src2.m_Name; } //----------------------------------------------------------------------------- // sort function for missing materials //----------------------------------------------------------------------------- bool CMaterialDict::MissingMaterialLessFunc( const MissingMaterial_t& src1, const MissingMaterial_t& src2 ) { return src1.m_Name < src2.m_Name; } void CMaterialDict::Shutdown( ) { // Clean up all materials.. RemoveAllMaterials(); // FIXME: Could dump list here... m_MissingList.RemoveAll(); } //----------------------------------------------------------------------------- // Adds/removes the material to the list of all materials //----------------------------------------------------------------------------- void CMaterialDict::AddMaterialToMaterialList( IMaterialInternal *pMaterial ) { MaterialLookup_t lookup; lookup.m_pMaterial = pMaterial; lookup.m_Name = pMaterial->GetName(); lookup.m_bManuallyCreated = pMaterial->IsManuallyCreated(); m_MaterialDict.Insert( lookup ); } void CMaterialDict::RemoveMaterialFromMaterialList( IMaterialInternal *pMaterial ) { // Gotta iterate over this manually; name-based lookup is bogus if there are two // materials with the same name, which can happen for procedural materials // First remove all the subrect materials, because they'll point at their material pages. MaterialHandle_t i; MaterialHandle_t iNext = InvalidMaterial(); for (i = FirstMaterial(); i != InvalidMaterial(); i = iNext ) { iNext = NextMaterial(i); if ( m_MaterialDict[i].m_pMaterial == pMaterial ) { m_MaterialDict.RemoveAt( i ); break; } } Assert( i != InvalidMaterial() ); #ifdef _DEBUG for ( i = iNext; i != InvalidMaterial(); i = NextMaterial(i) ) { Assert( m_MaterialDict[i].m_pMaterial != pMaterial ); } #endif } //----------------------------------------------------------------------------- // Adds, removes materials //----------------------------------------------------------------------------- IMaterialInternal* CMaterialDict::AddMaterial( char const* pName, const char *pTextureGroupName ) { IMaterialInternal *pMaterial = IMaterialInternal::CreateMaterial( pName, pTextureGroupName ); Assert( pMaterial && pMaterial->IsRealTimeVersion() ); AddMaterialToMaterialList( pMaterial ); return pMaterial; } void CMaterialDict::RemoveMaterial( IMaterialInternal* pMaterial ) { Assert( (pMaterial == NULL) || pMaterial->IsRealTimeVersion() ); RemoveMaterialFromMaterialList( pMaterial ); IMaterialInternal::DestroyMaterial( pMaterial ); } IMaterialInternal *CMaterialDict::AddMaterialSubRect( const char *pName, const char *pTextureGroupName, KeyValues *pKeyValues, KeyValues *pPatchKeyValues ) { IMaterialInternal *pMaterial = IMaterialInternal::CreateMaterialSubRect( pName, pTextureGroupName, pKeyValues, pPatchKeyValues, true ); Assert( pMaterial ); AddMaterialToMaterialList( pMaterial ); return pMaterial; } void CMaterialDict::RemoveMaterialSubRect( IMaterialInternal *pMaterial ) { RemoveMaterialFromMaterialList( pMaterial ); IMaterialInternal::DestroyMaterialSubRect( pMaterial ); } void CMaterialDict::RemoveMaterialFromMaterialList( MaterialHandle_t h ) { m_MaterialDict.RemoveAt( h ); } void CMaterialDict::RemoveAllMaterialsFromMaterialList() { m_MaterialDict.RemoveAll(); } void CMaterialDict::RemoveAllMaterials() { // First remove all the subrect materials, because they'll point at their material pages. MaterialHandle_t i, iNext; for (i = FirstMaterial(); i != InvalidMaterial(); i = iNext ) { iNext = NextMaterial(i); IMaterialInternal *pMaterial = GetMaterialInternal( i ); if ( pMaterial->InMaterialPage() ) { IMaterialInternal::DestroyMaterialSubRect( pMaterial ); RemoveMaterialFromMaterialList( i ); } } // Now get rid of the rest of the materials, including the pages. for (i = FirstMaterial(); i != InvalidMaterial(); i = NextMaterial(i) ) { IMaterialInternal::DestroyMaterial( GetMaterialInternal( i ) ); } RemoveAllMaterialsFromMaterialList(); }