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162 lines
10 KiB
162 lines
10 KiB
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//=============================================================================//
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#ifndef CMATERIAL_QUEUEFRIENDLY_H
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#define CMATERIAL_QUEUEFRIENDLY_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "imaterialinternal.h"
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class CMaterial_QueueFriendly : public IMaterialInternal //wraps a CMaterial with queue friendly functions for game/engine code. materialsystem/shaderapi code should use CMaterial directly.
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{
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public:
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virtual const char * GetName() const;
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virtual const char * GetTextureGroupName() const;
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virtual PreviewImageRetVal_t GetPreviewImageProperties( int *width, int *height, ImageFormat *imageFormat, bool* isTranslucent ) const;
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virtual PreviewImageRetVal_t GetPreviewImage( unsigned char *data, int width, int height, ImageFormat imageFormat ) const;
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virtual int GetMappingWidth( );
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virtual int GetMappingHeight( );
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virtual int GetNumAnimationFrames( );
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virtual bool InMaterialPage( void );
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virtual void GetMaterialOffset( float *pOffset );
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virtual void GetMaterialScale( float *pScale );
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virtual IMaterial *GetMaterialPage( void );
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virtual void IncrementReferenceCount( void );
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virtual int GetEnumerationID( void ) const;
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virtual bool HasProxy( void ) const;
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virtual void GetReflectivity( Vector& reflect );
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virtual bool GetPropertyFlag( MaterialPropertyTypes_t type );
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virtual bool IsTwoSided();
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virtual int ShaderParamCount() const;
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virtual bool IsErrorMaterial() const; //should probably return the realtime error material instead of this wrapper for it
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virtual bool IsSpriteCard(); //lets just assume nobody changes the shader to spritecard and immediately asks if it's a spritecard
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//TODO: Investigate if these are likely to change at all when setting vars/flags
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virtual bool IsAlphaTested();
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virtual bool IsVertexLit();
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virtual VertexFormat_t GetVertexFormat() const;
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virtual bool UsesEnvCubemap( void );
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virtual bool NeedsTangentSpace( void );
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virtual bool NeedsSoftwareSkinning( void );
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virtual int GetNumPasses( void );
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virtual int GetTextureMemoryBytes( void );
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virtual bool NeedsLightmapBlendAlpha( void );
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virtual bool NeedsSoftwareLighting( void );
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//TODO: Investigate if this can change over the course of a frame.
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virtual void GetLowResColorSample( float s, float t, float *color ) const;
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//Functions that need to be queue friendly, the whole reason for this wrapper class.
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virtual IMaterialVar * FindVar( const char *varName, bool *found, bool complain = true );
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virtual IMaterialVar * FindVarFast( char const *pVarName, unsigned int *pToken );
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virtual IMaterialVar **GetShaderParams( void );
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virtual void DecrementReferenceCount( void );
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virtual void DeleteIfUnreferenced();
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virtual void RecomputeStateSnapshots();
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virtual bool IsTranslucent();
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virtual bool IsTranslucentUnderModulation( float fAlphaModulation ) const;
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virtual bool NeedsPowerOfTwoFrameBufferTexture( bool bCheckSpecificToThisFrame = true );
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virtual bool NeedsFullFrameBufferTexture( bool bCheckSpecificToThisFrame = true );
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virtual void AlphaModulate( float alpha );
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virtual void ColorModulate( float r, float g, float b );
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virtual void SetMaterialVarFlag( MaterialVarFlags_t flag, bool on );
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virtual bool GetMaterialVarFlag( MaterialVarFlags_t flag ) const;
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virtual void SetShader( const char *pShaderName );
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virtual void SetShaderAndParams( KeyValues *pKeyValues );
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virtual const char * GetShaderName() const;
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virtual void Refresh();
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virtual void RefreshPreservingMaterialVars();
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virtual float GetAlphaModulation();
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virtual void GetColorModulation( float *r, float *g, float *b );
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virtual void CallBindProxy( void *proxyData, ICallQueue *pCallQueue );
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virtual void PrecacheMappingDimensions( );
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virtual void FindRepresentativeTexture( void );
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virtual bool WasReloadedFromWhitelist() { return m_pRealTimeVersion->WasReloadedFromWhitelist(); }
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#define QUEUEFRIENDLY_USED_INTERNALLY_ASSERT AssertMsg( 0, "CMaterial_QueueFriendly used internally within materialsystem. Update the calling code to use a realtime CMaterial." )
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//------------------------------------------------------------------------------
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// IMaterialInternal interfaces. Internal systems should not be using this queue
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// wrapper class at all. Switch to the real time pointer in the calling code.
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//------------------------------------------------------------------------------
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virtual int GetReferenceCount( ) const { return m_pRealTimeVersion->GetReferenceCount(); }
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virtual void SetEnumerationID( int id ) { QUEUEFRIENDLY_USED_INTERNALLY_ASSERT; m_pRealTimeVersion->SetEnumerationID( id ); }
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virtual void SetNeedsWhiteLightmap( bool val ) { QUEUEFRIENDLY_USED_INTERNALLY_ASSERT; m_pRealTimeVersion->SetNeedsWhiteLightmap( val ); }
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virtual bool GetNeedsWhiteLightmap( ) const { QUEUEFRIENDLY_USED_INTERNALLY_ASSERT; return m_pRealTimeVersion->GetNeedsWhiteLightmap(); }
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virtual void Uncache( bool bPreserveVars = false ) { QUEUEFRIENDLY_USED_INTERNALLY_ASSERT; m_pRealTimeVersion->Uncache( bPreserveVars ); }
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virtual void Precache() { QUEUEFRIENDLY_USED_INTERNALLY_ASSERT; m_pRealTimeVersion->Precache(); }
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// If provided, pKeyValues and pPatchKeyValues should come from LoadVMTFile()
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virtual bool PrecacheVars( KeyValues *pKeyValues = NULL, KeyValues *pPatchKeyValues = NULL, CUtlVector<FileNameHandle_t> *pIncludes = NULL ) { QUEUEFRIENDLY_USED_INTERNALLY_ASSERT; return m_pRealTimeVersion->PrecacheVars( pKeyValues, pPatchKeyValues, pIncludes ); }
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virtual void ReloadTextures() { QUEUEFRIENDLY_USED_INTERNALLY_ASSERT; m_pRealTimeVersion->ReloadTextures(); }
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virtual void SetMinLightmapPageID( int pageID ) { QUEUEFRIENDLY_USED_INTERNALLY_ASSERT; m_pRealTimeVersion->SetMinLightmapPageID( pageID ); }
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virtual void SetMaxLightmapPageID( int pageID ) { QUEUEFRIENDLY_USED_INTERNALLY_ASSERT; m_pRealTimeVersion->SetMaxLightmapPageID( pageID ); }
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virtual int GetMinLightmapPageID( ) const { QUEUEFRIENDLY_USED_INTERNALLY_ASSERT; return m_pRealTimeVersion->GetMinLightmapPageID(); }
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virtual int GetMaxLightmapPageID( ) const { QUEUEFRIENDLY_USED_INTERNALLY_ASSERT; return m_pRealTimeVersion->GetMaxLightmapPageID(); }
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virtual IShader *GetShader() const { QUEUEFRIENDLY_USED_INTERNALLY_ASSERT; return m_pRealTimeVersion->GetShader(); }
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virtual bool IsPrecached( ) const { QUEUEFRIENDLY_USED_INTERNALLY_ASSERT; return m_pRealTimeVersion->IsPrecached(); }
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virtual bool IsPrecachedVars() const { QUEUEFRIENDLY_USED_INTERNALLY_ASSERT; return m_pRealTimeVersion->IsPrecachedVars(); }
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virtual void DrawMesh( VertexCompressionType_t vertexCompression, bool bIsAlphaModulating, bool bRenderingPreTessPatchMesh ) { QUEUEFRIENDLY_USED_INTERNALLY_ASSERT; m_pRealTimeVersion->DrawMesh( vertexCompression, bIsAlphaModulating, bRenderingPreTessPatchMesh ); }
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virtual VertexFormat_t GetVertexUsage() const { QUEUEFRIENDLY_USED_INTERNALLY_ASSERT; return m_pRealTimeVersion->GetVertexUsage(); }
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virtual bool PerformDebugTrace() const { QUEUEFRIENDLY_USED_INTERNALLY_ASSERT; return m_pRealTimeVersion->PerformDebugTrace(); }
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virtual bool NoDebugOverride() const { QUEUEFRIENDLY_USED_INTERNALLY_ASSERT; return m_pRealTimeVersion->NoDebugOverride(); }
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virtual void ToggleSuppression() { QUEUEFRIENDLY_USED_INTERNALLY_ASSERT; m_pRealTimeVersion->ToggleSuppression(); }
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virtual bool IsSuppressed() const { QUEUEFRIENDLY_USED_INTERNALLY_ASSERT; return m_pRealTimeVersion->IsSuppressed(); }
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virtual void ToggleDebugTrace() { QUEUEFRIENDLY_USED_INTERNALLY_ASSERT; m_pRealTimeVersion->ToggleDebugTrace(); }
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virtual bool UseFog() const { QUEUEFRIENDLY_USED_INTERNALLY_ASSERT; return m_pRealTimeVersion->UseFog(); }
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virtual void AddMaterialVar( IMaterialVar *pMaterialVar ) { QUEUEFRIENDLY_USED_INTERNALLY_ASSERT; m_pRealTimeVersion->AddMaterialVar( pMaterialVar ); }
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virtual ShaderRenderState_t *GetRenderState() { QUEUEFRIENDLY_USED_INTERNALLY_ASSERT; return m_pRealTimeVersion->GetRenderState(); }
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virtual bool IsManuallyCreated() const { QUEUEFRIENDLY_USED_INTERNALLY_ASSERT; return m_pRealTimeVersion->IsManuallyCreated(); }
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virtual bool NeedsFixedFunctionFlashlight() const { QUEUEFRIENDLY_USED_INTERNALLY_ASSERT; return m_pRealTimeVersion->NeedsFixedFunctionFlashlight(); }
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virtual bool IsUsingVertexID() const { QUEUEFRIENDLY_USED_INTERNALLY_ASSERT; return m_pRealTimeVersion->IsUsingVertexID(); }
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virtual void MarkAsPreloaded( bool bSet ) { QUEUEFRIENDLY_USED_INTERNALLY_ASSERT; m_pRealTimeVersion->MarkAsPreloaded( bSet ); }
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virtual bool IsPreloaded() const { QUEUEFRIENDLY_USED_INTERNALLY_ASSERT; return m_pRealTimeVersion->IsPreloaded(); }
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virtual void ArtificialAddRef() { QUEUEFRIENDLY_USED_INTERNALLY_ASSERT; m_pRealTimeVersion->ArtificialAddRef(); }
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virtual void ArtificialRelease() { QUEUEFRIENDLY_USED_INTERNALLY_ASSERT; m_pRealTimeVersion->ArtificialRelease(); }
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virtual void ReportVarChanged( IMaterialVar *pVar ) { QUEUEFRIENDLY_USED_INTERNALLY_ASSERT; m_pRealTimeVersion->ReportVarChanged( pVar ); }
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virtual uint32 GetChangeID() const { QUEUEFRIENDLY_USED_INTERNALLY_ASSERT; return m_pRealTimeVersion->GetChangeID(); }
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virtual bool IsTranslucentInternal( float fAlphaModulation ) const { QUEUEFRIENDLY_USED_INTERNALLY_ASSERT; return m_pRealTimeVersion->IsTranslucentInternal( fAlphaModulation ); }
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virtual void DecideShouldReloadFromWhitelist( IFileList *pFileList ) { QUEUEFRIENDLY_USED_INTERNALLY_ASSERT; return m_pRealTimeVersion->DecideShouldReloadFromWhitelist( pFileList ); }
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virtual void ReloadFromWhitelistIfMarked() { QUEUEFRIENDLY_USED_INTERNALLY_ASSERT; return m_pRealTimeVersion->ReloadFromWhitelistIfMarked(); }
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virtual bool IsRealTimeVersion( void ) const;
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virtual IMaterialInternal *GetRealTimeVersion( void );
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virtual IMaterialInternal *GetQueueFriendlyVersion( void );
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void SetRealTimeVersion( IMaterialInternal *pRealTimeVersion ) { m_pRealTimeVersion = pRealTimeVersion; }
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void UpdateToRealTime( void ); //update cached off variables using the real time version as a base.
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virtual void CompactMaterialVars() {}
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// The material system should be asking, and it should be working with the realtime version only.
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virtual bool HasQueueFriendlyProxies() const { Assert( !"Unexpected call to HasQueueFriendlyProxies" ); return false; }
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virtual bool SetTempExcluded( bool bSet, int nExcludedDimensionLimit );
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protected:
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IMaterialInternal *m_pRealTimeVersion; //the material we're wrapping with queued delays
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private:
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//some calls need to know what state the material would be in right now if the queue had completed.
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float m_fAlphaModulationOnQueueCompletion;
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Vector m_vColorModulationOnQueueCompletion;
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};
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#endif //#ifndef CMATERIAL_QUEUEFRIENDLY_H
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