Counter Strike : Global Offensive Source Code
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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Header: $
// $NoKeywords: $
//=============================================================================//
// wrapper for the material system for the engine.
#ifndef GL_MATSYSIFACE_H
#define GL_MATSYSIFACE_H
#ifdef _WIN32
#pragma once
#endif
#include "ivrenderview.h"
#include "convar.h"
#include "surfacehandle.h"
#include "utlvector.h"
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
class IMaterialSystemHardwareConfig;
struct MaterialSystem_Config_t;
class IMaterial;
class IDebugTextureInfo;
class Vector;
struct mprimitive_t;
class CMeshBuilder;
struct model_t;
//-----------------------------------------------------------------------------
// global interfaces
//-----------------------------------------------------------------------------
extern const MaterialSystem_Config_t *g_pMaterialSystemConfig;
extern MaterialSystem_SortInfo_t *materialSortInfoArray;
extern bool g_LostVideoMemory;
void MaterialSystem_DestroySortinfo( void );
void MaterialSystem_CreateSortinfo( void );
void MaterialSystem_RegisterPaintSurfaces( void );
void InitMaterialSystem( void );
void ShutdownMaterialSystem( void );
void InitStartupScreen();
void UpdateMaterialSystemConfig( void );
bool MaterialConfigLightingChanged();
void ClearMaterialConfigLightingChanged();
void OverrideMaterialSystemConfig( MaterialSystem_Config_t &config );
void MaterialSystem_RegisterLightmapSurfaces( void );
IMaterial *GetMaterialAtCrossHair( void );
bool SurfHasBumpedLightmaps( SurfaceHandle_t surfID );
bool SurfNeedsBumpedLightmaps( SurfaceHandle_t surfID );
bool SurfHasLightmap( SurfaceHandle_t surfID );
bool SurfNeedsLightmap( SurfaceHandle_t surfID );
void InitWellKnownRenderTargets( void );
void ShutdownWellKnownRenderTargets( void );
void InitMaterialSystemConfig( bool bInEditMode );
#ifndef DEDICATED
# ifdef NEWMESH
extern CUtlVector<IVertexBuffer *> g_WorldStaticMeshes;
# else
extern CUtlVector<IMesh *> g_WorldStaticMeshes;
# endif
#endif
extern CUtlVector<IMesh *> g_DepthMeshForSortID;
struct materiallist_t
{
int nextBlock;
int count;
msurface2_t *pSurfaces[14];
};
struct surfacesortgroup_t
{
int32 listHead;
int32 listTail;
int32 groupListIndex;
uint32 vertexCount;
uint32 vertexCountNoDetail;
uint32 indexCountNoDetail;
uint32 triangleCount;
uint32 surfaceCount;
};
class CMSurfaceSortList
{
public:
void Init( int maxSortIDs, int minMaterialLists );
void Shutdown();
void Reset();
void AddSurfaceToTail( msurface2_t *pSurface, int nSortGroup, int sortID );
msurface2_t *GetSurfaceAtHead( const surfacesortgroup_t &group ) const;
void GetSurfaceListForGroup( CUtlVector<msurface2_t *> &list, const surfacesortgroup_t &group ) const;
inline int GetIndexForSortID( int nSortGroup, int sortID ) const
{
Assert(sortID<m_maxSortIDs);
return groupOffset[nSortGroup] + sortID;
}
#ifdef _PS3
void EnsureCapacityForSPU( int maxSortIDs, int minMaterialLists );
inline const surfacesortgroup_t &GetGroupByIndex( int groupIndex ) const
{
if (!IsGroupUsed(groupIndex))
return m_emptyGroup;
return m_groupsShared[m_groupIndices[groupIndex]];
}
#else
inline const surfacesortgroup_t &GetGroupByIndex( int groupIndex ) const
{
if (!IsGroupUsed(groupIndex))
return m_emptyGroup;
return m_groups[groupIndex];
}
#endif
inline const CUtlVector<surfacesortgroup_t *> &GetSortList( int nSortGroup ) const
{
return m_sortGroupLists[nSortGroup];
}
inline const materiallist_t &GetSurfaceBlock(short index) const
{
return m_list[index];
}
#if defined(_PS3)
inline const materiallist_t *GetMaterialList( void ) const
{
return &m_list[0];
}
inline const surfacesortgroup_t *GetGroupsShared( void ) const
{
return &m_groupsShared[0];
}
inline const uint16 *GetGroupIndices( void ) const
{
return &m_groupIndices[0];
}
inline surfacesortgroup_t **GetSortGroupLists( int nSortGroup )
{
return (m_sortGroupLists[ nSortGroup ].Base());
}
// base addresses of CUtlVecs for SPU
inline void *GetMaterialListUtlPtr( void )
{
return &m_list;
}
inline void *GetGroupsSharedUtlPtr( void )
{
return &m_groupsShared;
}
inline void *GetGroupIndicesUtlPtr( void )
{
return &m_groupIndices;
}
inline void *GetSortGroupListsUtlPtr( int nSortGroup )
{
return &m_sortGroupLists[ nSortGroup ];
}
#endif
inline const surfacesortgroup_t &GetGroupForSortID( int sortGroup, int sortID ) const
{
return GetGroupByIndex(GetIndexForSortID(sortGroup,sortID));
}
#if !defined(_PS3)
void EnsureMaxSortIDs( int newMaxSortIDs );
#endif
private:
void InitGroup( surfacesortgroup_t *pGrup );
#ifdef _PS3
bool IsGroupUsed( int groupIndex ) const { return (m_groupIndices[groupIndex] != 0xFFFF); }
inline void MarkGroupUsed( int groupIndex ) { m_groupIndices[groupIndex] = m_groupsShared.Count(); m_groupsShared.AddToTail(); }
inline void MarkGroupNotUsed( int groupIndex ) { m_groupIndices[groupIndex] = 0xFFFF; }
#else
bool IsGroupUsed( int groupIndex ) const { return (m_groupUsed[ (groupIndex>>3) ] & (1<<(groupIndex&7))) != 0; }
inline void MarkGroupUsed( int groupIndex ) { m_groupUsed[groupIndex>>3] |= (1<<(groupIndex&7)); }
inline void MarkGroupNotUsed( int groupIndex ) { m_groupUsed[groupIndex>>3] &= ~(1<<(groupIndex&7)); }
#endif
CUtlVector<materiallist_t> m_list;
// On PS3, the sparse array is smaller so that we fit on SPU
// and the Used flags, just become the indirection to remove the sparseness
#ifdef _PS3
CUtlVector<surfacesortgroup_t> m_groupsShared; // Not sparse
CUtlVector<uint16> m_groupIndices; // Sparse
#else
CUtlVector<surfacesortgroup_t> m_groups; // one per sortID per MAT_SORT_GROUP, sparse
CUtlVector<byte> m_groupUsed;
#endif
// list of indices into m_groups in order per MAT_SORT_GROUP, compact
CUtlVector<surfacesortgroup_t *> m_sortGroupLists[MAX_MAT_SORT_GROUPS];
surfacesortgroup_t m_emptyGroup;
int m_maxSortIDs;
int groupOffset[MAX_MAT_SORT_GROUPS];
};
#define MSL_FOREACH_SURFACE_IN_GROUP_BEGIN( _sortList, _group, _pSurface ) \
{ \
for ( short _blockIndex = (_group).listHead; _blockIndex != -1; _blockIndex = (_sortList).GetSurfaceBlock(_blockIndex).nextBlock ) \
{ \
const materiallist_t *_pList = &(_sortList).GetSurfaceBlock(_blockIndex); \
for ( int _index = 0; _index < _pList->count; ++_index ) \
{ \
SurfaceHandle_t _pSurface = _pList->pSurfaces[_index];
#define MSL_FOREACH_SURFACE_IN_GROUP_END( ) \
} \
} \
}
#define MSL_FOREACH_GROUP_BEGIN( _sortList, _sortGroup, _group ) \
{ \
const CUtlVector<surfacesortgroup_t *> &_groupList = (_sortList).GetSortList(_sortGroup); \
int _count = _groupList.Count(); \
for ( int _listIndex = 0; _listIndex < _count; ++_listIndex ) \
{ \
const surfacesortgroup_t &_group = *_groupList[_listIndex];
#define MSL_FOREACH_GROUP_END( ) \
} \
}
#define MSL_FOREACH_SURFACE_BEGIN( _sortList, _sortGroup, _pSurface ) \
MSL_FOREACH_GROUP_BEGIN(_sortList, _sortGroup, _group ) \
MSL_FOREACH_SURFACE_IN_GROUP_BEGIN( _sortList, _group, _pSurface )
#define MSL_FOREACH_SURFACE_END( ) \
MSL_FOREACH_SURFACE_IN_GROUP_END() \
MSL_FOREACH_GROUP_END()
//-----------------------------------------------------------------------------
// Converts sort infos to lightmap pages
//-----------------------------------------------------------------------------
int SortInfoToLightmapPage( int sortID );
void BuildMSurfaceVerts( const struct worldbrushdata_t *pBrushData, SurfaceHandle_t surfID, Vector *verts, Vector2D *texCoords, Vector2D lightCoords[][4] );
void BuildMSurfacePrimVerts( worldbrushdata_t *pBrushData, mprimitive_t *prim, CMeshBuilder &builder, SurfaceHandle_t surfID );
void BuildMSurfacePrimIndices( worldbrushdata_t *pBrushData, mprimitive_t *prim, CMeshBuilder &builder );
void BuildBrushModelVertexArray(worldbrushdata_t *pBrushData, SurfaceHandle_t surfID, BrushVertex_t* pVerts );
// Used for debugging - force it to release and restore all material system objects.
void ForceMatSysRestore();
//-----------------------------------------------------------------------------
// Methods associated with getting surface data
//-----------------------------------------------------------------------------
struct SurfaceCtx_t
{
int m_LightmapSize[2];
int m_LightmapPageSize[2];
float m_BumpSTexCoordOffset;
Vector2D m_Offset;
Vector2D m_Scale;
};
// Compute a context necessary for creating vertex data
void SurfSetupSurfaceContext( SurfaceCtx_t& ctx, SurfaceHandle_t surfID );
// Compute texture and lightmap coordinates
void SurfComputeTextureCoordinate( SurfaceHandle_t surfID, Vector const& vec, float * RESTRICT uv );
void SurfComputeLightmapCoordinate( SurfaceCtx_t const& ctx, SurfaceHandle_t surfID,
Vector const& vec, Vector2D& uv );
extern ConVar mat_fastspecular;
void MaterialSystem_RegisterPalettedLightmapSurfaces( int numPages, void *pLightmaps );
#endif // GL_MATSYSIFACE_H