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