//========= 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 ); }