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181 lines
5.2 KiB
181 lines
5.2 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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#ifndef CMATERIALDICT_H
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#define CMATERIALDICT_H
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#include "tier1/utlsymbol.h"
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#include "tier1/utlrbtree.h"
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#ifndef MATSYS_INTERNAL
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#error "This file is private to the implementation of IMaterialSystem/IMaterialSystemInternal"
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#endif
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#if defined( _WIN32 )
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#pragma once
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#endif
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//-----------------------------------------------------------------------------
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class IMaterial;
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class IMaterialInternal;
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typedef unsigned short MaterialHandle_t;
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//-----------------------------------------------------------------------------
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// Dictionary of all known materials
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//-----------------------------------------------------------------------------
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class CMaterialDict
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{
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public:
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CMaterialDict() :
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m_MaterialDict( 0, 256, MaterialLessFunc ),
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m_MissingList( 0, 32, MissingMaterialLessFunc )
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{
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}
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void Shutdown();
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int GetNumMaterials( void ) const;
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IMaterial* GetMaterial( MaterialHandle_t h ) const;
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IMaterialInternal * GetMaterialInternal( MaterialHandle_t idx ) const;
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MaterialHandle_t FirstMaterial() const;
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MaterialHandle_t NextMaterial( MaterialHandle_t h ) const;
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MaterialHandle_t InvalidMaterial() const;
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IMaterialInternal * FindMaterial( const char *pszName, bool bManuallyCreated ) const;
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void AddMaterialToMaterialList( IMaterialInternal *pMaterial );
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void RemoveMaterialFromMaterialList( IMaterialInternal *pMaterial );
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void RemoveMaterial( IMaterialInternal *pMaterial );
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void RemoveMaterialSubRect( IMaterialInternal *pMaterial );
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IMaterialInternal* AddMaterial( const char* pName, const char *pTextureGroupName );
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// pKeyValues and pPatchKeyValues should come from LoadVMTFile()
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IMaterialInternal* AddMaterialSubRect( const char* pName, const char *pTextureGroupName, KeyValues *pKeyValues, KeyValues *pPatchKeyValues );
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bool NoteMissing( const char *pszName );
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bool IsMissing( const char *pszName );
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protected: /*private:*/
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void RemoveAllMaterials();
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void RemoveAllMaterialsFromMaterialList();
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void RemoveMaterialFromMaterialList( MaterialHandle_t h );
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// Stores a dictionary of materials, searched by name
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struct MaterialLookup_t
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{
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IMaterialInternal* m_pMaterial;
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CUtlSymbol m_Name;
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bool m_bManuallyCreated;
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};
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// Stores a dictionary of missing materials to cut down on redundant warning messages
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// TODO: 1) Could add a counter
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// 2) Could dump to file/console at exit for exact list of missing materials
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struct MissingMaterial_t
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{
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CUtlSymbol m_Name;
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};
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static bool MaterialLessFunc( const MaterialLookup_t& src1,
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const MaterialLookup_t& src2 );
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static bool MissingMaterialLessFunc( const MissingMaterial_t& src1,
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const MissingMaterial_t& src2 );
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CUtlRBTree< MaterialLookup_t, MaterialHandle_t > m_MaterialDict;
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CUtlRBTree< MissingMaterial_t, int > m_MissingList;
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};
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//-----------------------------------------------------------------------------
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// Material iteration methods
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//-----------------------------------------------------------------------------
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inline MaterialHandle_t CMaterialDict::FirstMaterial() const
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{
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return m_MaterialDict.FirstInorder();
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}
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inline MaterialHandle_t CMaterialDict::NextMaterial( MaterialHandle_t h ) const
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{
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return m_MaterialDict.NextInorder(h);
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}
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inline int CMaterialDict::GetNumMaterials( ) const
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{
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return m_MaterialDict.Count();
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}
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//-----------------------------------------------------------------------------
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// Invalid index handle....
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//-----------------------------------------------------------------------------
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inline MaterialHandle_t CMaterialDict::InvalidMaterial() const
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{
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return m_MaterialDict.InvalidIndex();
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}
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//-----------------------------------------------------------------------------
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// Handle to material
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//-----------------------------------------------------------------------------
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inline IMaterial* CMaterialDict::GetMaterial( MaterialHandle_t idx ) const
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{
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return m_MaterialDict[idx].m_pMaterial;
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}
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inline IMaterialInternal* CMaterialDict::GetMaterialInternal( MaterialHandle_t idx ) const
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{
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Assert( (m_MaterialDict[idx].m_pMaterial == NULL) || m_MaterialDict[idx].m_pMaterial->IsRealTimeVersion() );
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return m_MaterialDict[idx].m_pMaterial;
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}
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inline IMaterialInternal* CMaterialDict::FindMaterial( const char *pszName, bool bManuallyCreated ) const
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{
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MaterialLookup_t lookup;
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lookup.m_Name = pszName;
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lookup.m_bManuallyCreated = bManuallyCreated; // This causes the search to find only file-created materials
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MaterialHandle_t h = m_MaterialDict.Find( lookup );
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if ( h != m_MaterialDict.InvalidIndex() )
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{
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return m_MaterialDict[h].m_pMaterial;
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}
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return NULL;
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}
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inline bool CMaterialDict::IsMissing( const char *pszName )
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{
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MissingMaterial_t missing;
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missing.m_Name = pszName;
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if ( m_MissingList.Find( missing ) != m_MissingList.InvalidIndex() )
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return true;
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return false;
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}
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inline bool CMaterialDict::NoteMissing( const char *pszName )
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{
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MissingMaterial_t missing;
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missing.m_Name = pszName;
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if ( m_MissingList.Find( missing ) != m_MissingList.InvalidIndex() )
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{
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return false;
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}
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m_MissingList.Insert( missing );
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return true;
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}
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//-----------------------------------------------------------------------------
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#endif // CMATERIALDICT_H
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