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1828 lines
70 KiB
1828 lines
70 KiB
//========= Copyright 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 IMATERIALSYSTEM_H
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#define IMATERIALSYSTEM_H
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#ifdef _WIN32
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#pragma once
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#endif
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#define OVERBRIGHT 2.0f
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#define OO_OVERBRIGHT ( 1.0f / 2.0f )
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#define GAMMA 2.2f
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#define TEXGAMMA 2.2f
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#include "mathlib/vector.h"
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#include "mathlib/vector4d.h"
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#include "mathlib/vmatrix.h"
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#include "tier1/interface.h"
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#include "tier1/refcount.h"
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#include "appframework/IAppSystem.h"
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#include "bitmap/imageformat.h"
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#include "texture_group_names.h"
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#include "vtf/vtf.h"
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#include "materialsystem/deformations.h"
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#include "materialsystem/imaterialsystemhardwareconfig.h"
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#include "materialsystem/IColorCorrection.h"
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//-----------------------------------------------------------------------------
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// forward declarations
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//-----------------------------------------------------------------------------
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class IMaterial;
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class IMesh;
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class IVertexBuffer;
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class IIndexBuffer;
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struct MaterialSystem_Config_t;
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class VMatrix;
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struct matrix3x4_t;
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class ITexture;
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class ITextureCompositor;
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struct MaterialSystemHardwareIdentifier_t;
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class KeyValues;
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class IShader;
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class IVertexTexture;
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class IMorph;
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class IMatRenderContext;
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class ICallQueue;
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struct MorphWeight_t;
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class IFileList;
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//-----------------------------------------------------------------------------
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// The vertex format type
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//-----------------------------------------------------------------------------
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typedef uint64 VertexFormat_t;
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//-----------------------------------------------------------------------------
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// important enumeration
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//-----------------------------------------------------------------------------
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// NOTE NOTE NOTE!!!! If you up this, grep for "NEW_INTERFACE" to see if there is anything
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// waiting to be enabled during an interface revision.
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// V081 - 10/25/2016 - Added new Suspend/Resume texture streaming interfaces. Might also have added more calls here due
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// to the streaming work that didn't get bumped, but we're not guarding versions on the TF branch
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// very judiciously since we need to audit them when merging to SDK branch either way.
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#define MATERIAL_SYSTEM_INTERFACE_VERSION "VMaterialSystem081"
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#ifdef POSIX
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#define ABSOLUTE_MINIMUM_DXLEVEL 90
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#else
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#define ABSOLUTE_MINIMUM_DXLEVEL 80
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#endif
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enum ShaderParamType_t
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{
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SHADER_PARAM_TYPE_TEXTURE,
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SHADER_PARAM_TYPE_INTEGER,
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SHADER_PARAM_TYPE_COLOR,
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SHADER_PARAM_TYPE_VEC2,
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SHADER_PARAM_TYPE_VEC3,
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SHADER_PARAM_TYPE_VEC4,
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SHADER_PARAM_TYPE_ENVMAP, // obsolete
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SHADER_PARAM_TYPE_FLOAT,
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SHADER_PARAM_TYPE_BOOL,
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SHADER_PARAM_TYPE_FOURCC,
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SHADER_PARAM_TYPE_MATRIX,
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SHADER_PARAM_TYPE_MATERIAL,
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SHADER_PARAM_TYPE_STRING,
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SHADER_PARAM_TYPE_MATRIX4X2
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};
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enum MaterialMatrixMode_t
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{
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MATERIAL_VIEW = 0,
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MATERIAL_PROJECTION,
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// Texture matrices
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MATERIAL_TEXTURE0,
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MATERIAL_TEXTURE1,
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MATERIAL_TEXTURE2,
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MATERIAL_TEXTURE3,
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MATERIAL_TEXTURE4,
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MATERIAL_TEXTURE5,
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MATERIAL_TEXTURE6,
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MATERIAL_TEXTURE7,
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MATERIAL_MODEL,
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// Total number of matrices
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NUM_MATRIX_MODES = MATERIAL_MODEL+1,
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// Number of texture transforms
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NUM_TEXTURE_TRANSFORMS = MATERIAL_TEXTURE7 - MATERIAL_TEXTURE0 + 1
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};
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// FIXME: How do I specify the actual number of matrix modes?
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const int NUM_MODEL_TRANSFORMS = 53;
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const int MATERIAL_MODEL_MAX = MATERIAL_MODEL + NUM_MODEL_TRANSFORMS;
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enum MaterialPrimitiveType_t
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{
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MATERIAL_POINTS = 0x0,
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MATERIAL_LINES,
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MATERIAL_TRIANGLES,
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MATERIAL_TRIANGLE_STRIP,
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MATERIAL_LINE_STRIP,
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MATERIAL_LINE_LOOP, // a single line loop
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MATERIAL_POLYGON, // this is a *single* polygon
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MATERIAL_QUADS,
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MATERIAL_INSTANCED_QUADS, // (X360) like MATERIAL_QUADS, but uses vertex instancing
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// This is used for static meshes that contain multiple types of
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// primitive types. When calling draw, you'll need to specify
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// a primitive type.
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MATERIAL_HETEROGENOUS
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};
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enum MaterialPropertyTypes_t
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{
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MATERIAL_PROPERTY_NEEDS_LIGHTMAP = 0, // bool
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MATERIAL_PROPERTY_OPACITY, // int (enum MaterialPropertyOpacityTypes_t)
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MATERIAL_PROPERTY_REFLECTIVITY, // vec3_t
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MATERIAL_PROPERTY_NEEDS_BUMPED_LIGHTMAPS // bool
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};
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// acceptable property values for MATERIAL_PROPERTY_OPACITY
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enum MaterialPropertyOpacityTypes_t
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{
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MATERIAL_ALPHATEST = 0,
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MATERIAL_OPAQUE,
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MATERIAL_TRANSLUCENT
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};
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enum MaterialBufferTypes_t
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{
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MATERIAL_FRONT = 0,
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MATERIAL_BACK
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};
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enum MaterialCullMode_t
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{
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MATERIAL_CULLMODE_CCW, // this culls polygons with counterclockwise winding
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MATERIAL_CULLMODE_CW // this culls polygons with clockwise winding
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};
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enum MaterialIndexFormat_t
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{
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MATERIAL_INDEX_FORMAT_UNKNOWN = -1,
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MATERIAL_INDEX_FORMAT_16BIT = 0,
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MATERIAL_INDEX_FORMAT_32BIT,
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};
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enum MaterialFogMode_t
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{
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MATERIAL_FOG_NONE,
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MATERIAL_FOG_LINEAR,
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MATERIAL_FOG_LINEAR_BELOW_FOG_Z,
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};
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enum MaterialHeightClipMode_t
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{
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MATERIAL_HEIGHTCLIPMODE_DISABLE,
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MATERIAL_HEIGHTCLIPMODE_RENDER_ABOVE_HEIGHT,
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MATERIAL_HEIGHTCLIPMODE_RENDER_BELOW_HEIGHT
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};
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enum MaterialNonInteractiveMode_t
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{
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MATERIAL_NON_INTERACTIVE_MODE_NONE = -1,
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MATERIAL_NON_INTERACTIVE_MODE_STARTUP = 0,
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MATERIAL_NON_INTERACTIVE_MODE_LEVEL_LOAD,
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MATERIAL_NON_INTERACTIVE_MODE_COUNT,
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};
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//-----------------------------------------------------------------------------
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// Special morph used in decalling pass
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//-----------------------------------------------------------------------------
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#define MATERIAL_MORPH_DECAL ( (IMorph*)1 )
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//-----------------------------------------------------------------------------
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//
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//-----------------------------------------------------------------------------
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enum MaterialThreadMode_t
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{
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MATERIAL_SINGLE_THREADED,
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MATERIAL_QUEUED_SINGLE_THREADED,
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MATERIAL_QUEUED_THREADED
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};
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//-----------------------------------------------------------------------------
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//
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//-----------------------------------------------------------------------------
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enum MaterialContextType_t
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{
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MATERIAL_HARDWARE_CONTEXT,
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MATERIAL_QUEUED_CONTEXT,
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MATERIAL_NULL_CONTEXT
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};
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//-----------------------------------------------------------------------------
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//
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//-----------------------------------------------------------------------------
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enum MaterialFindContext_t
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{
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MATERIAL_FINDCONTEXT_NONE,
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MATERIAL_FINDCONTEXT_ISONAMODEL,
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};
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//-----------------------------------------------------------------------------
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// Light structure
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//-----------------------------------------------------------------------------
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#include "mathlib/lightdesc.h"
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#if 0
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enum LightType_t
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{
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MATERIAL_LIGHT_DISABLE = 0,
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MATERIAL_LIGHT_POINT,
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MATERIAL_LIGHT_DIRECTIONAL,
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MATERIAL_LIGHT_SPOT,
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};
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enum LightType_OptimizationFlags_t
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{
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LIGHTTYPE_OPTIMIZATIONFLAGS_HAS_ATTENUATION0 = 1,
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LIGHTTYPE_OPTIMIZATIONFLAGS_HAS_ATTENUATION1 = 2,
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LIGHTTYPE_OPTIMIZATIONFLAGS_HAS_ATTENUATION2 = 4,
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};
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struct LightDesc_t
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{
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LightType_t m_Type;
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Vector m_Color;
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Vector m_Position;
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Vector m_Direction;
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float m_Range;
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float m_Falloff;
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float m_Attenuation0;
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float m_Attenuation1;
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float m_Attenuation2;
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float m_Theta;
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float m_Phi;
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// These aren't used by DX8. . used for software lighting.
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float m_ThetaDot;
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float m_PhiDot;
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unsigned int m_Flags;
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LightDesc_t() {}
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private:
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// No copy constructors allowed
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LightDesc_t(const LightDesc_t& vOther);
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};
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#endif
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#define CREATERENDERTARGETFLAGS_HDR 0x00000001
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#define CREATERENDERTARGETFLAGS_AUTOMIPMAP 0x00000002
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#define CREATERENDERTARGETFLAGS_UNFILTERABLE_OK 0x00000004
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// XBOX ONLY:
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#define CREATERENDERTARGETFLAGS_NOEDRAM 0x00000008 // inhibit allocation in 360 EDRAM
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#define CREATERENDERTARGETFLAGS_TEMP 0x00000010 // only allocates memory upon first resolve, destroyed at level end
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//-----------------------------------------------------------------------------
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// allowed stencil operations. These match the d3d operations
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//-----------------------------------------------------------------------------
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enum StencilOperation_t
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{
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#if !defined( _X360 )
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STENCILOPERATION_KEEP = 1,
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STENCILOPERATION_ZERO = 2,
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STENCILOPERATION_REPLACE = 3,
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STENCILOPERATION_INCRSAT = 4,
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STENCILOPERATION_DECRSAT = 5,
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STENCILOPERATION_INVERT = 6,
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STENCILOPERATION_INCR = 7,
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STENCILOPERATION_DECR = 8,
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#else
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STENCILOPERATION_KEEP = D3DSTENCILOP_KEEP,
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STENCILOPERATION_ZERO = D3DSTENCILOP_ZERO,
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STENCILOPERATION_REPLACE = D3DSTENCILOP_REPLACE,
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STENCILOPERATION_INCRSAT = D3DSTENCILOP_INCRSAT,
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STENCILOPERATION_DECRSAT = D3DSTENCILOP_DECRSAT,
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STENCILOPERATION_INVERT = D3DSTENCILOP_INVERT,
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STENCILOPERATION_INCR = D3DSTENCILOP_INCR,
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STENCILOPERATION_DECR = D3DSTENCILOP_DECR,
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#endif
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STENCILOPERATION_FORCE_DWORD = 0x7fffffff
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};
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enum StencilComparisonFunction_t
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{
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#if !defined( _X360 )
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STENCILCOMPARISONFUNCTION_NEVER = 1,
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STENCILCOMPARISONFUNCTION_LESS = 2,
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STENCILCOMPARISONFUNCTION_EQUAL = 3,
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STENCILCOMPARISONFUNCTION_LESSEQUAL = 4,
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STENCILCOMPARISONFUNCTION_GREATER = 5,
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STENCILCOMPARISONFUNCTION_NOTEQUAL = 6,
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STENCILCOMPARISONFUNCTION_GREATEREQUAL = 7,
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STENCILCOMPARISONFUNCTION_ALWAYS = 8,
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#else
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STENCILCOMPARISONFUNCTION_NEVER = D3DCMP_NEVER,
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STENCILCOMPARISONFUNCTION_LESS = D3DCMP_LESS,
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STENCILCOMPARISONFUNCTION_EQUAL = D3DCMP_EQUAL,
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STENCILCOMPARISONFUNCTION_LESSEQUAL = D3DCMP_LESSEQUAL,
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STENCILCOMPARISONFUNCTION_GREATER = D3DCMP_GREATER,
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STENCILCOMPARISONFUNCTION_NOTEQUAL = D3DCMP_NOTEQUAL,
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STENCILCOMPARISONFUNCTION_GREATEREQUAL = D3DCMP_GREATEREQUAL,
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STENCILCOMPARISONFUNCTION_ALWAYS = D3DCMP_ALWAYS,
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#endif
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STENCILCOMPARISONFUNCTION_FORCE_DWORD = 0x7fffffff
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};
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//-----------------------------------------------------------------------------
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// Enumeration for the various fields capable of being morphed
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//-----------------------------------------------------------------------------
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enum MorphFormatFlags_t
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{
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MORPH_POSITION = 0x0001, // 3D
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MORPH_NORMAL = 0x0002, // 3D
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MORPH_WRINKLE = 0x0004, // 1D
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MORPH_SPEED = 0x0008, // 1D
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MORPH_SIDE = 0x0010, // 1D
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};
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//-----------------------------------------------------------------------------
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// The morph format type
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//-----------------------------------------------------------------------------
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typedef unsigned int MorphFormat_t;
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//-----------------------------------------------------------------------------
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// Standard lightmaps
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//-----------------------------------------------------------------------------
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enum StandardLightmap_t
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{
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MATERIAL_SYSTEM_LIGHTMAP_PAGE_WHITE = -1,
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MATERIAL_SYSTEM_LIGHTMAP_PAGE_WHITE_BUMP = -2,
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MATERIAL_SYSTEM_LIGHTMAP_PAGE_USER_DEFINED = -3
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};
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struct MaterialSystem_SortInfo_t
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{
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IMaterial *material;
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int lightmapPageID;
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};
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#define MAX_FB_TEXTURES 4
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//-----------------------------------------------------------------------------
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// Information about each adapter
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//-----------------------------------------------------------------------------
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enum
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{
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MATERIAL_ADAPTER_NAME_LENGTH = 512
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};
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struct MaterialAdapterInfo_t
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{
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char m_pDriverName[MATERIAL_ADAPTER_NAME_LENGTH];
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unsigned int m_VendorID;
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unsigned int m_DeviceID;
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unsigned int m_SubSysID;
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unsigned int m_Revision;
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int m_nDXSupportLevel; // This is the *preferred* dx support level
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int m_nMaxDXSupportLevel;
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unsigned int m_nDriverVersionHigh;
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unsigned int m_nDriverVersionLow;
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};
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//-----------------------------------------------------------------------------
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// Video mode info..
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//-----------------------------------------------------------------------------
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struct MaterialVideoMode_t
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{
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int m_Width; // if width and height are 0 and you select
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int m_Height; // windowed mode, it'll use the window size
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ImageFormat m_Format; // use ImageFormats (ignored for windowed mode)
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int m_RefreshRate; // 0 == default (ignored for windowed mode)
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};
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// fixme: should move this into something else.
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struct FlashlightState_t
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{
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FlashlightState_t()
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{
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m_bEnableShadows = false; // Provide reasonable defaults for shadow depth mapping parameters
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m_bDrawShadowFrustum = false;
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m_flShadowMapResolution = 1024.0f;
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m_flShadowFilterSize = 3.0f;
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m_flShadowSlopeScaleDepthBias = 16.0f;
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m_flShadowDepthBias = 0.0005f;
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m_flShadowJitterSeed = 0.0f;
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m_flShadowAtten = 0.0f;
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m_bScissor = false;
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m_nLeft = -1;
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m_nTop = -1;
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m_nRight = -1;
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m_nBottom = -1;
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m_nShadowQuality = 0;
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}
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Vector m_vecLightOrigin;
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Quaternion m_quatOrientation;
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float m_NearZ;
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float m_FarZ;
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float m_fHorizontalFOVDegrees;
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float m_fVerticalFOVDegrees;
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float m_fQuadraticAtten;
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float m_fLinearAtten;
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float m_fConstantAtten;
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float m_Color[4];
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ITexture *m_pSpotlightTexture;
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int m_nSpotlightTextureFrame;
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// Shadow depth mapping parameters
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bool m_bEnableShadows;
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bool m_bDrawShadowFrustum;
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float m_flShadowMapResolution;
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float m_flShadowFilterSize;
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float m_flShadowSlopeScaleDepthBias;
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float m_flShadowDepthBias;
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float m_flShadowJitterSeed;
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float m_flShadowAtten;
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int m_nShadowQuality;
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// Getters for scissor members
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bool DoScissor() { return m_bScissor; }
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int GetLeft() { return m_nLeft; }
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int GetTop() { return m_nTop; }
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int GetRight() { return m_nRight; }
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int GetBottom() { return m_nBottom; }
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private:
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friend class CShadowMgr;
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bool m_bScissor;
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int m_nLeft;
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int m_nTop;
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int m_nRight;
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int m_nBottom;
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};
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// Passed as the callback object to Async functions in the material system
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// so that callers don't have to worry about memory going out of scope before the
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// results return.
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abstract_class IAsyncTextureOperationReceiver : public IRefCounted
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{
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public:
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virtual void OnAsyncCreateComplete( ITexture* pTex, void* pExtraArgs ) = 0;
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virtual void OnAsyncFindComplete( ITexture* pTex, void* pExtraArgs ) = 0;
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virtual void OnAsyncMapComplete( ITexture* pTex, void* pExtraArgs, void* pMemory, int nPitch ) = 0;
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virtual void OnAsyncReadbackBegin( ITexture* pDst, ITexture* pSrc, void* pExtraArgs ) = 0;
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virtual int GetRefCount() const = 0;
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};
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//-----------------------------------------------------------------------------
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// Flags to be used with the Init call
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//-----------------------------------------------------------------------------
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enum MaterialInitFlags_t
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{
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MATERIAL_INIT_ALLOCATE_FULLSCREEN_TEXTURE = 0x2,
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MATERIAL_INIT_REFERENCE_RASTERIZER = 0x4,
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};
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//-----------------------------------------------------------------------------
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// Flags to specify type of depth buffer used with RT
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//-----------------------------------------------------------------------------
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// GR - this is to add RT with no depth buffer bound
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enum MaterialRenderTargetDepth_t
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{
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MATERIAL_RT_DEPTH_SHARED = 0x0,
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MATERIAL_RT_DEPTH_SEPARATE = 0x1,
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MATERIAL_RT_DEPTH_NONE = 0x2,
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MATERIAL_RT_DEPTH_ONLY = 0x3,
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};
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//-----------------------------------------------------------------------------
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// A function to be called when we need to release all vertex buffers
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// NOTE: The restore function will tell the caller if all the vertex formats
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// changed so that it can flush caches, etc. if it needs to (for dxlevel support)
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//-----------------------------------------------------------------------------
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enum RestoreChangeFlags_t
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{
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MATERIAL_RESTORE_VERTEX_FORMAT_CHANGED = 0x1,
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};
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// NOTE: All size modes will force the render target to be smaller than or equal to
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// the size of the framebuffer.
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enum RenderTargetSizeMode_t
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{
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RT_SIZE_NO_CHANGE=0, // Only allowed for render targets that don't want a depth buffer
|
|
// (because if they have a depth buffer, the render target must be less than or equal to the size of the framebuffer).
|
|
RT_SIZE_DEFAULT=1, // Don't play with the specified width and height other than making sure it fits in the framebuffer.
|
|
RT_SIZE_PICMIP=2, // Apply picmip to the render target's width and height.
|
|
RT_SIZE_HDR=3, // frame_buffer_width / 4
|
|
RT_SIZE_FULL_FRAME_BUFFER=4, // Same size as frame buffer, or next lower power of 2 if we can't do that.
|
|
RT_SIZE_OFFSCREEN=5, // Target of specified size, don't mess with dimensions
|
|
RT_SIZE_FULL_FRAME_BUFFER_ROUNDED_UP=6, // Same size as the frame buffer, rounded up if necessary for systems that can't do non-power of two textures.
|
|
RT_SIZE_REPLAY_SCREENSHOT = 7, // Rounded down to power of 2, essentially...
|
|
RT_SIZE_LITERAL = 8, // Use the size passed in. Don't clamp it to the frame buffer size. Really.
|
|
RT_SIZE_LITERAL_PICMIP = 9 // Use the size passed in, don't clamp to the frame buffer size, but do apply picmip restrictions.
|
|
|
|
};
|
|
|
|
typedef void (*MaterialBufferReleaseFunc_t)( );
|
|
typedef void (*MaterialBufferRestoreFunc_t)( int nChangeFlags ); // see RestoreChangeFlags_t
|
|
typedef void (*ModeChangeCallbackFunc_t)( void );
|
|
|
|
typedef int VertexBufferHandle_t;
|
|
typedef unsigned short MaterialHandle_t;
|
|
|
|
DECLARE_POINTER_HANDLE( OcclusionQueryObjectHandle_t );
|
|
#define INVALID_OCCLUSION_QUERY_OBJECT_HANDLE ( (OcclusionQueryObjectHandle_t)0 )
|
|
|
|
class IMaterialProxyFactory;
|
|
class ITexture;
|
|
class IMaterialSystemHardwareConfig;
|
|
class CShadowMgr;
|
|
|
|
DECLARE_POINTER_HANDLE( MaterialLock_t );
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
|
|
abstract_class IMaterialSystem : public IAppSystem
|
|
{
|
|
public:
|
|
|
|
// Placeholder for API revision
|
|
virtual bool Connect( CreateInterfaceFn factory ) = 0;
|
|
virtual void Disconnect() = 0;
|
|
virtual void *QueryInterface( const char *pInterfaceName ) = 0;
|
|
virtual InitReturnVal_t Init() = 0;
|
|
virtual void Shutdown() = 0;
|
|
|
|
//---------------------------------------------------------
|
|
// Initialization and shutdown
|
|
//---------------------------------------------------------
|
|
|
|
// Call this to initialize the material system
|
|
// returns a method to create interfaces in the shader dll
|
|
virtual CreateInterfaceFn Init( char const* pShaderAPIDLL,
|
|
IMaterialProxyFactory *pMaterialProxyFactory,
|
|
CreateInterfaceFn fileSystemFactory,
|
|
CreateInterfaceFn cvarFactory=NULL ) = 0;
|
|
|
|
// Call this to set an explicit shader version to use
|
|
// Must be called before Init().
|
|
virtual void SetShaderAPI( char const *pShaderAPIDLL ) = 0;
|
|
|
|
// Must be called before Init(), if you're going to call it at all...
|
|
virtual void SetAdapter( int nAdapter, int nFlags ) = 0;
|
|
|
|
// Call this when the mod has been set up, which may occur after init
|
|
// At this point, the game + gamebin paths have been set up
|
|
virtual void ModInit() = 0;
|
|
virtual void ModShutdown() = 0;
|
|
|
|
//---------------------------------------------------------
|
|
//
|
|
//---------------------------------------------------------
|
|
virtual void SetThreadMode( MaterialThreadMode_t mode, int nServiceThread = -1 ) = 0;
|
|
virtual MaterialThreadMode_t GetThreadMode( ) = 0;
|
|
virtual bool IsRenderThreadSafe( ) = 0;
|
|
virtual void ExecuteQueued() = 0;
|
|
|
|
//---------------------------------------------------------
|
|
// Config management
|
|
//---------------------------------------------------------
|
|
|
|
virtual IMaterialSystemHardwareConfig *GetHardwareConfig( const char *pVersion, int *returnCode ) = 0;
|
|
|
|
|
|
// Call this before rendering each frame with the current config
|
|
// for the material system.
|
|
// Will do whatever is necessary to get the material system into the correct state
|
|
// upon configuration change. .doesn't much else otherwise.
|
|
virtual bool UpdateConfig( bool bForceUpdate ) = 0;
|
|
|
|
// Force this to be the config; update all material system convars to match the state
|
|
// return true if lightmaps need to be redownloaded
|
|
virtual bool OverrideConfig( const MaterialSystem_Config_t &config, bool bForceUpdate ) = 0;
|
|
|
|
// Get the current config for this video card (as last set by UpdateConfig)
|
|
virtual const MaterialSystem_Config_t &GetCurrentConfigForVideoCard() const = 0;
|
|
|
|
// Gets *recommended* configuration information associated with the display card,
|
|
// given a particular dx level to run under.
|
|
// Use dxlevel 0 to use the recommended dx level.
|
|
// The function returns false if an invalid dxlevel was specified
|
|
|
|
// UNDONE: To find out all convars affected by configuration, we'll need to change
|
|
// the dxsupport.pl program to output all column headers into a single keyvalue block
|
|
// and then we would read that in, and send it back to the client
|
|
virtual bool GetRecommendedConfigurationInfo( int nDXLevel, KeyValues * pKeyValues ) = 0;
|
|
|
|
|
|
// -----------------------------------------------------------
|
|
// Device methods
|
|
// -----------------------------------------------------------
|
|
|
|
// Gets the number of adapters...
|
|
virtual int GetDisplayAdapterCount() const = 0;
|
|
|
|
// Returns the current adapter in use
|
|
virtual int GetCurrentAdapter() const = 0;
|
|
|
|
// Returns info about each adapter
|
|
virtual void GetDisplayAdapterInfo( int adapter, MaterialAdapterInfo_t& info ) const = 0;
|
|
|
|
// Returns the number of modes
|
|
virtual int GetModeCount( int adapter ) const = 0;
|
|
|
|
// Returns mode information..
|
|
virtual void GetModeInfo( int adapter, int mode, MaterialVideoMode_t& info ) const = 0;
|
|
|
|
virtual void AddModeChangeCallBack( ModeChangeCallbackFunc_t func ) = 0;
|
|
|
|
// Returns the mode info for the current display device
|
|
virtual void GetDisplayMode( MaterialVideoMode_t& mode ) const = 0;
|
|
|
|
// Sets the mode...
|
|
virtual bool SetMode( void* hwnd, const MaterialSystem_Config_t &config ) = 0;
|
|
|
|
virtual bool SupportsMSAAMode( int nMSAAMode ) = 0;
|
|
|
|
// FIXME: REMOVE! Get video card identitier
|
|
virtual const MaterialSystemHardwareIdentifier_t &GetVideoCardIdentifier( void ) const = 0;
|
|
|
|
// Use this to spew information about the 3D layer
|
|
virtual void SpewDriverInfo() const = 0;
|
|
|
|
virtual void GetDXLevelDefaults(uint &max_dxlevel,uint &recommended_dxlevel) = 0;
|
|
|
|
// Get the image format of the back buffer. . useful when creating render targets, etc.
|
|
virtual void GetBackBufferDimensions( int &width, int &height) const = 0;
|
|
virtual ImageFormat GetBackBufferFormat() const = 0;
|
|
|
|
virtual bool SupportsHDRMode( HDRType_t nHDRModede ) = 0;
|
|
|
|
|
|
// -----------------------------------------------------------
|
|
// Window methods
|
|
// -----------------------------------------------------------
|
|
|
|
// Creates/ destroys a child window
|
|
virtual bool AddView( void* hwnd ) = 0;
|
|
virtual void RemoveView( void* hwnd ) = 0;
|
|
|
|
// Sets the view
|
|
virtual void SetView( void* hwnd ) = 0;
|
|
|
|
|
|
// -----------------------------------------------------------
|
|
// Control flow
|
|
// -----------------------------------------------------------
|
|
|
|
virtual void BeginFrame( float frameTime ) = 0;
|
|
virtual void EndFrame( ) = 0;
|
|
virtual void Flush( bool flushHardware = false ) = 0;
|
|
|
|
/// FIXME: This stuff needs to be cleaned up and abstracted.
|
|
// Stuff that gets exported to the launcher through the engine
|
|
virtual void SwapBuffers( ) = 0;
|
|
|
|
// Flushes managed textures from the texture cacher
|
|
virtual void EvictManagedResources() = 0;
|
|
|
|
virtual void ReleaseResources(void) = 0;
|
|
virtual void ReacquireResources(void ) = 0;
|
|
|
|
|
|
// -----------------------------------------------------------
|
|
// Device loss/restore
|
|
// -----------------------------------------------------------
|
|
|
|
// Installs a function to be called when we need to release vertex buffers + textures
|
|
virtual void AddReleaseFunc( MaterialBufferReleaseFunc_t func ) = 0;
|
|
virtual void RemoveReleaseFunc( MaterialBufferReleaseFunc_t func ) = 0;
|
|
|
|
// Installs a function to be called when we need to restore vertex buffers
|
|
virtual void AddRestoreFunc( MaterialBufferRestoreFunc_t func ) = 0;
|
|
virtual void RemoveRestoreFunc( MaterialBufferRestoreFunc_t func ) = 0;
|
|
|
|
// Release temporary HW memory...
|
|
virtual void ResetTempHWMemory( bool bExitingLevel = false ) = 0;
|
|
|
|
// For dealing with device lost in cases where SwapBuffers isn't called all the time (Hammer)
|
|
virtual void HandleDeviceLost() = 0;
|
|
|
|
|
|
// -----------------------------------------------------------
|
|
// Shaders
|
|
// -----------------------------------------------------------
|
|
|
|
// Used to iterate over all shaders for editing purposes
|
|
// GetShaders returns the number of shaders it actually found
|
|
virtual int ShaderCount() const = 0;
|
|
virtual int GetShaders( int nFirstShader, int nMaxCount, IShader **ppShaderList ) const = 0;
|
|
|
|
// FIXME: Is there a better way of doing this?
|
|
// Returns shader flag names for editors to be able to edit them
|
|
virtual int ShaderFlagCount() const = 0;
|
|
virtual const char * ShaderFlagName( int nIndex ) const = 0;
|
|
|
|
// Gets the actual shader fallback for a particular shader
|
|
virtual void GetShaderFallback( const char *pShaderName, char *pFallbackShader, int nFallbackLength ) = 0;
|
|
|
|
|
|
// -----------------------------------------------------------
|
|
// Material proxies
|
|
// -----------------------------------------------------------
|
|
|
|
virtual IMaterialProxyFactory *GetMaterialProxyFactory() = 0;
|
|
|
|
// Sets the material proxy factory. Calling this causes all materials to be uncached.
|
|
virtual void SetMaterialProxyFactory( IMaterialProxyFactory* pFactory ) = 0;
|
|
|
|
|
|
// -----------------------------------------------------------
|
|
// Editor mode
|
|
// -----------------------------------------------------------
|
|
|
|
// Used to enable editor materials. Must be called before Init.
|
|
virtual void EnableEditorMaterials() = 0;
|
|
|
|
|
|
// -----------------------------------------------------------
|
|
// Stub mode mode
|
|
// -----------------------------------------------------------
|
|
|
|
// Force it to ignore Draw calls.
|
|
virtual void SetInStubMode( bool bInStubMode ) = 0;
|
|
|
|
|
|
//---------------------------------------------------------
|
|
// Debug support
|
|
//---------------------------------------------------------
|
|
|
|
virtual void DebugPrintUsedMaterials( const char *pSearchSubString, bool bVerbose ) = 0;
|
|
virtual void DebugPrintUsedTextures( void ) = 0;
|
|
|
|
virtual void ToggleSuppressMaterial( char const* pMaterialName ) = 0;
|
|
virtual void ToggleDebugMaterial( char const* pMaterialName ) = 0;
|
|
|
|
|
|
//---------------------------------------------------------
|
|
// Misc features
|
|
//---------------------------------------------------------
|
|
//returns whether fast clipping is being used or not - needed to be exposed for better per-object clip behavior
|
|
virtual bool UsingFastClipping( void ) = 0;
|
|
|
|
virtual int StencilBufferBits( void ) = 0; //number of bits per pixel in the stencil buffer
|
|
|
|
|
|
//---------------------------------------------------------
|
|
// Material and texture management
|
|
//---------------------------------------------------------
|
|
|
|
// Stop attempting to stream in textures in response to usage. Useful for phases such as loading or other explicit
|
|
// operations that shouldn't take usage of textures as a signal to stream them in at full rez.
|
|
virtual void SuspendTextureStreaming( ) = 0;
|
|
virtual void ResumeTextureStreaming( ) = 0;
|
|
|
|
// uncache all materials. . good for forcing reload of materials.
|
|
virtual void UncacheAllMaterials( ) = 0;
|
|
|
|
// Remove any materials from memory that aren't in use as determined
|
|
// by the IMaterial's reference count.
|
|
virtual void UncacheUnusedMaterials( bool bRecomputeStateSnapshots = false ) = 0;
|
|
|
|
// Load any materials into memory that are to be used as determined
|
|
// by the IMaterial's reference count.
|
|
virtual void CacheUsedMaterials( ) = 0;
|
|
|
|
// Force all textures to be reloaded from disk.
|
|
virtual void ReloadTextures( ) = 0;
|
|
|
|
// Reloads materials
|
|
virtual void ReloadMaterials( const char *pSubString = NULL ) = 0;
|
|
|
|
// Create a procedural material. The keyvalues looks like a VMT file
|
|
virtual IMaterial * CreateMaterial( const char *pMaterialName, KeyValues *pVMTKeyValues ) = 0;
|
|
|
|
// Find a material by name.
|
|
// The name of a material is a full path to
|
|
// the vmt file starting from "hl2/materials" (or equivalent) without
|
|
// a file extension.
|
|
// eg. "dev/dev_bumptest" refers to somethign similar to:
|
|
// "d:/hl2/hl2/materials/dev/dev_bumptest.vmt"
|
|
//
|
|
// Most of the texture groups for pTextureGroupName are listed in texture_group_names.h.
|
|
//
|
|
// Note: if the material can't be found, this returns a checkerboard material. You can
|
|
// find out if you have that material by calling IMaterial::IsErrorMaterial().
|
|
// (Or use the global IsErrorMaterial function, which checks if it's null too).
|
|
virtual IMaterial * FindMaterial( char const* pMaterialName, const char *pTextureGroupName, bool complain = true, const char *pComplainPrefix = NULL ) = 0;
|
|
|
|
// Query whether a material is loaded (eg, whether FindMaterial will be nonblocking)
|
|
virtual bool IsMaterialLoaded( char const* pMaterialName ) = 0;
|
|
|
|
//---------------------------------
|
|
// This is the interface for knowing what materials are available
|
|
// is to use the following functions to get a list of materials. The
|
|
// material names will have the full path to the material, and that is the
|
|
// only way that the directory structure of the materials will be seen through this
|
|
// interface.
|
|
// NOTE: This is mostly for worldcraft to get a list of materials to put
|
|
// in the "texture" browser.in Worldcraft
|
|
virtual MaterialHandle_t FirstMaterial() const = 0;
|
|
|
|
// returns InvalidMaterial if there isn't another material.
|
|
// WARNING: you must call GetNextMaterial until it returns NULL,
|
|
// otherwise there will be a memory leak.
|
|
virtual MaterialHandle_t NextMaterial( MaterialHandle_t h ) const = 0;
|
|
|
|
// This is the invalid material
|
|
virtual MaterialHandle_t InvalidMaterial() const = 0;
|
|
|
|
// Returns a particular material
|
|
virtual IMaterial* GetMaterial( MaterialHandle_t h ) const = 0;
|
|
|
|
// Get the total number of materials in the system. These aren't just the used
|
|
// materials, but the complete collection.
|
|
virtual int GetNumMaterials( ) const = 0;
|
|
|
|
//---------------------------------
|
|
|
|
virtual void SetAsyncTextureLoadCache( void* hFileCache ) = 0;
|
|
|
|
virtual ITexture * FindTexture( char const* pTextureName, const char *pTextureGroupName, bool complain = true, int nAdditionalCreationFlags = 0 ) = 0;
|
|
|
|
// Checks to see if a particular texture is loaded
|
|
virtual bool IsTextureLoaded( char const* pTextureName ) const = 0;
|
|
|
|
// Creates a procedural texture
|
|
virtual ITexture * CreateProceduralTexture( const char *pTextureName,
|
|
const char *pTextureGroupName,
|
|
int w,
|
|
int h,
|
|
ImageFormat fmt,
|
|
int nFlags ) = 0;
|
|
|
|
//
|
|
// Render targets
|
|
//
|
|
virtual void BeginRenderTargetAllocation() = 0;
|
|
virtual void EndRenderTargetAllocation() = 0; // Simulate an Alt-Tab in here, which causes a release/restore of all resources
|
|
|
|
// Creates a render target
|
|
// If depth == true, a depth buffer is also allocated. If not, then
|
|
// the screen's depth buffer is used.
|
|
// Creates a texture for use as a render target
|
|
virtual ITexture * CreateRenderTargetTexture( int w,
|
|
int h,
|
|
RenderTargetSizeMode_t sizeMode, // Controls how size is generated (and regenerated on video mode change).
|
|
ImageFormat format,
|
|
MaterialRenderTargetDepth_t depth = MATERIAL_RT_DEPTH_SHARED ) = 0;
|
|
|
|
virtual ITexture * CreateNamedRenderTargetTextureEx( const char *pRTName, // Pass in NULL here for an unnamed render target.
|
|
int w,
|
|
int h,
|
|
RenderTargetSizeMode_t sizeMode, // Controls how size is generated (and regenerated on video mode change).
|
|
ImageFormat format,
|
|
MaterialRenderTargetDepth_t depth = MATERIAL_RT_DEPTH_SHARED,
|
|
unsigned int textureFlags = TEXTUREFLAGS_CLAMPS | TEXTUREFLAGS_CLAMPT,
|
|
unsigned int renderTargetFlags = 0 ) = 0;
|
|
|
|
virtual ITexture * CreateNamedRenderTargetTexture( const char *pRTName,
|
|
int w,
|
|
int h,
|
|
RenderTargetSizeMode_t sizeMode, // Controls how size is generated (and regenerated on video mode change).
|
|
ImageFormat format,
|
|
MaterialRenderTargetDepth_t depth = MATERIAL_RT_DEPTH_SHARED,
|
|
bool bClampTexCoords = true,
|
|
bool bAutoMipMap = false ) = 0;
|
|
|
|
// Must be called between the above Begin-End calls!
|
|
virtual ITexture * CreateNamedRenderTargetTextureEx2( const char *pRTName, // Pass in NULL here for an unnamed render target.
|
|
int w,
|
|
int h,
|
|
RenderTargetSizeMode_t sizeMode, // Controls how size is generated (and regenerated on video mode change).
|
|
ImageFormat format,
|
|
MaterialRenderTargetDepth_t depth = MATERIAL_RT_DEPTH_SHARED,
|
|
unsigned int textureFlags = TEXTUREFLAGS_CLAMPS | TEXTUREFLAGS_CLAMPT,
|
|
unsigned int renderTargetFlags = 0 ) = 0;
|
|
|
|
// -----------------------------------------------------------
|
|
// Lightmaps
|
|
// -----------------------------------------------------------
|
|
|
|
// To allocate lightmaps, sort the whole world by material twice.
|
|
// The first time through, call AllocateLightmap for every surface.
|
|
// that has a lightmap.
|
|
// The second time through, call AllocateWhiteLightmap for every
|
|
// surface that expects to use shaders that expect lightmaps.
|
|
virtual void BeginLightmapAllocation( ) = 0;
|
|
virtual void EndLightmapAllocation( ) = 0;
|
|
|
|
// returns the sorting id for this surface
|
|
virtual int AllocateLightmap( int width, int height,
|
|
int offsetIntoLightmapPage[2],
|
|
IMaterial *pMaterial ) = 0;
|
|
// returns the sorting id for this surface
|
|
virtual int AllocateWhiteLightmap( IMaterial *pMaterial ) = 0;
|
|
|
|
// lightmaps are in linear color space
|
|
// lightmapPageID is returned by GetLightmapPageIDForSortID
|
|
// lightmapSize and offsetIntoLightmapPage are returned by AllocateLightmap.
|
|
// You should never call UpdateLightmap for a lightmap allocated through
|
|
// AllocateWhiteLightmap.
|
|
virtual void UpdateLightmap( int lightmapPageID, int lightmapSize[2],
|
|
int offsetIntoLightmapPage[2],
|
|
float *pFloatImage, float *pFloatImageBump1,
|
|
float *pFloatImageBump2, float *pFloatImageBump3 ) = 0;
|
|
|
|
// fixme: could just be an array of ints for lightmapPageIDs since the material
|
|
// for a surface is already known.
|
|
virtual int GetNumSortIDs( ) = 0;
|
|
virtual void GetSortInfo( MaterialSystem_SortInfo_t *sortInfoArray ) = 0;
|
|
|
|
// Read the page size of an existing lightmap by sort id (returned from AllocateLightmap())
|
|
virtual void GetLightmapPageSize( int lightmap, int *width, int *height ) const = 0;
|
|
|
|
virtual void ResetMaterialLightmapPageInfo() = 0;
|
|
|
|
|
|
|
|
virtual void ClearBuffers( bool bClearColor, bool bClearDepth, bool bClearStencil = false ) = 0;
|
|
|
|
// -----------------------------------------------------------
|
|
// X360 specifics
|
|
// -----------------------------------------------------------
|
|
|
|
#if defined( _X360 )
|
|
virtual void ListUsedMaterials( void ) = 0;
|
|
virtual HXUIFONT OpenTrueTypeFont( const char *pFontname, int tall, int style ) = 0;
|
|
virtual void CloseTrueTypeFont( HXUIFONT hFont ) = 0;
|
|
virtual bool GetTrueTypeFontMetrics( HXUIFONT hFont, XUIFontMetrics *pFontMetrics, XUICharMetrics charMetrics[256] ) = 0;
|
|
// Render a sequence of characters and extract the data into a buffer
|
|
// For each character, provide the width+height of the font texture subrect,
|
|
// an offset to apply when rendering the glyph, and an offset into a buffer to receive the RGBA data
|
|
virtual bool GetTrueTypeGlyphs( HXUIFONT hFont, int numChars, wchar_t *pWch, int *pOffsetX, int *pOffsetY, int *pWidth, int *pHeight, unsigned char *pRGBA, int *pRGBAOffset ) = 0;
|
|
virtual void PersistDisplay() = 0;
|
|
virtual void *GetD3DDevice() = 0;
|
|
virtual bool OwnGPUResources( bool bEnable ) = 0;
|
|
#endif
|
|
|
|
// -----------------------------------------------------------
|
|
// Access the render contexts
|
|
// -----------------------------------------------------------
|
|
virtual IMatRenderContext * GetRenderContext() = 0;
|
|
|
|
virtual bool SupportsShadowDepthTextures( void ) = 0;
|
|
virtual void BeginUpdateLightmaps( void ) = 0;
|
|
virtual void EndUpdateLightmaps( void ) = 0;
|
|
|
|
// -----------------------------------------------------------
|
|
// Methods to force the material system into non-threaded, non-queued mode
|
|
// -----------------------------------------------------------
|
|
virtual MaterialLock_t Lock() = 0;
|
|
virtual void Unlock( MaterialLock_t ) = 0;
|
|
|
|
// Vendor-dependent shadow depth texture format
|
|
virtual ImageFormat GetShadowDepthTextureFormat() = 0;
|
|
|
|
virtual bool SupportsFetch4( void ) = 0;
|
|
|
|
// Create a custom render context. Cannot be used to create MATERIAL_HARDWARE_CONTEXT
|
|
virtual IMatRenderContext *CreateRenderContext( MaterialContextType_t type ) = 0;
|
|
|
|
// Set a specified render context to be the global context for the thread. Returns the prior context.
|
|
virtual IMatRenderContext *SetRenderContext( IMatRenderContext * ) = 0;
|
|
|
|
virtual bool SupportsCSAAMode( int nNumSamples, int nQualityLevel ) = 0;
|
|
|
|
virtual void RemoveModeChangeCallBack( ModeChangeCallbackFunc_t func ) = 0;
|
|
|
|
// Finds or create a procedural material.
|
|
virtual IMaterial * FindProceduralMaterial( const char *pMaterialName, const char *pTextureGroupName, KeyValues *pVMTKeyValues ) = 0;
|
|
|
|
virtual ImageFormat GetNullTextureFormat() = 0;
|
|
|
|
virtual void AddTextureAlias( const char *pAlias, const char *pRealName ) = 0;
|
|
virtual void RemoveTextureAlias( const char *pAlias ) = 0;
|
|
|
|
// returns a lightmap page ID for this allocation, -1 if none available
|
|
// frameID is a number that should be changed every frame to prevent locking any textures that are
|
|
// being used to draw in the previous frame
|
|
virtual int AllocateDynamicLightmap( int lightmapSize[2], int *pOutOffsetIntoPage, int frameID ) = 0;
|
|
|
|
virtual void SetExcludedTextures( const char *pScriptName ) = 0;
|
|
virtual void UpdateExcludedTextures( void ) = 0;
|
|
|
|
virtual bool IsInFrame( ) const = 0;
|
|
|
|
virtual void CompactMemory() = 0;
|
|
|
|
// For sv_pure mode. The filesystem figures out which files the client needs to reload to be "pure" ala the server's preferences.
|
|
virtual void ReloadFilesInList( IFileList *pFilesToReload ) = 0;
|
|
virtual bool AllowThreading( bool bAllow, int nServiceThread ) = 0;
|
|
|
|
// Extended version of FindMaterial().
|
|
// Contains context in so it can make decisions (i.e. if it's a model, ignore certain cheat parameters)
|
|
virtual IMaterial * FindMaterialEx( char const* pMaterialName, const char *pTextureGroupName, int nContext, bool complain = true, const char *pComplainPrefix = NULL ) = 0;
|
|
|
|
#ifdef DX_TO_GL_ABSTRACTION
|
|
virtual void DoStartupShaderPreloading( void ) = 0;
|
|
#endif
|
|
|
|
// Sets the override sizes for all render target size tests. These replace the frame buffer size.
|
|
// Set them when you are rendering primarily to something larger than the frame buffer (as in VR mode).
|
|
virtual void SetRenderTargetFrameBufferSizeOverrides( int nWidth, int nHeight ) = 0;
|
|
|
|
// Returns the (possibly overridden) framebuffer size for render target sizing.
|
|
virtual void GetRenderTargetFrameBufferDimensions( int & nWidth, int & nHeight ) = 0;
|
|
|
|
// returns the display device name that matches the adapter index we were started with
|
|
virtual char *GetDisplayDeviceName() const = 0;
|
|
|
|
// creates a texture suitable for use with materials from a raw stream of bits.
|
|
// The bits will be retained by the material system and can be freed upon return.
|
|
virtual ITexture* CreateTextureFromBits(int w, int h, int mips, ImageFormat fmt, int srcBufferSize, byte* srcBits) = 0;
|
|
|
|
// Lie to the material system to pretend to be in render target allocation mode at the beginning of time.
|
|
// This was a thing that mattered a lot to old hardware, but doesn't matter at all to new hardware,
|
|
// where new is defined to be "anything from the last decade." However, we want to preserve legacy behavior
|
|
// for the old games because it's easier than testing them.
|
|
virtual void OverrideRenderTargetAllocation( bool rtAlloc ) = 0;
|
|
|
|
// creates a texture compositor that will attempt to composite a new textuer from the steps of the specified KeyValues.
|
|
virtual ITextureCompositor* NewTextureCompositor( int w, int h, const char* pCompositeName, int nTeamNum, uint64 randomSeed, KeyValues* stageDesc, uint32 texCompositeCreateFlags = 0 ) = 0;
|
|
|
|
// Loads the texture with the specified name, calls pRecipient->OnAsyncFindComplete with the result from the main thread.
|
|
// once the texture load is complete. If the texture cannot be found, the returned texture will return true for IsError().
|
|
virtual void AsyncFindTexture( const char* pFilename, const char *pTextureGroupName, IAsyncTextureOperationReceiver* pRecipient, void* pExtraArgs, bool bComplain = true, int nAdditionalCreationFlags = 0 ) = 0;
|
|
|
|
// creates a texture suitable for use with materials from a raw stream of bits.
|
|
// The bits will be retained by the material system and can be freed upon return.
|
|
virtual ITexture* CreateNamedTextureFromBitsEx( const char* pName, const char *pTextureGroupName, int w, int h, int mips, ImageFormat fmt, int srcBufferSize, byte* srcBits, int nFlags ) = 0;
|
|
|
|
// Creates a texture compositor template for use in later code.
|
|
virtual bool AddTextureCompositorTemplate( const char* pName, KeyValues* pTmplDesc, int nTexCompositeTemplateFlags = 0 ) = 0;
|
|
|
|
// Performs final verification of all compositor templates (after they've all been initially loaded).
|
|
virtual bool VerifyTextureCompositorTemplates( ) = 0;
|
|
};
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
abstract_class IMatRenderContext : public IRefCounted
|
|
{
|
|
public:
|
|
virtual void BeginRender() = 0;
|
|
virtual void EndRender() = 0;
|
|
|
|
virtual void Flush( bool flushHardware = false ) = 0;
|
|
|
|
virtual void BindLocalCubemap( ITexture *pTexture ) = 0;
|
|
|
|
// pass in an ITexture (that is build with "rendertarget" "1") or
|
|
// pass in NULL for the regular backbuffer.
|
|
virtual void SetRenderTarget( ITexture *pTexture ) = 0;
|
|
virtual ITexture * GetRenderTarget( void ) = 0;
|
|
|
|
virtual void GetRenderTargetDimensions( int &width, int &height) const = 0;
|
|
|
|
// Bind a material is current for rendering.
|
|
virtual void Bind( IMaterial *material, void *proxyData = 0 ) = 0;
|
|
// Bind a lightmap page current for rendering. You only have to
|
|
// do this for materials that require lightmaps.
|
|
virtual void BindLightmapPage( int lightmapPageID ) = 0;
|
|
|
|
// inputs are between 0 and 1
|
|
virtual void DepthRange( float zNear, float zFar ) = 0;
|
|
|
|
virtual void ClearBuffers( bool bClearColor, bool bClearDepth, bool bClearStencil = false ) = 0;
|
|
|
|
// read to a unsigned char rgb image.
|
|
virtual void ReadPixels( int x, int y, int width, int height, unsigned char *data, ImageFormat dstFormat ) = 0;
|
|
|
|
// Sets lighting
|
|
virtual void SetAmbientLight( float r, float g, float b ) = 0;
|
|
virtual void SetLight( int lightNum, const LightDesc_t& desc ) = 0;
|
|
|
|
// The faces of the cube are specified in the same order as cubemap textures
|
|
virtual void SetAmbientLightCube( Vector4D cube[6] ) = 0;
|
|
|
|
// Blit the backbuffer to the framebuffer texture
|
|
virtual void CopyRenderTargetToTexture( ITexture *pTexture ) = 0;
|
|
|
|
// Set the current texture that is a copy of the framebuffer.
|
|
virtual void SetFrameBufferCopyTexture( ITexture *pTexture, int textureIndex = 0 ) = 0;
|
|
virtual ITexture *GetFrameBufferCopyTexture( int textureIndex ) = 0;
|
|
|
|
//
|
|
// end vertex array api
|
|
//
|
|
|
|
// matrix api
|
|
virtual void MatrixMode( MaterialMatrixMode_t matrixMode ) = 0;
|
|
virtual void PushMatrix( void ) = 0;
|
|
virtual void PopMatrix( void ) = 0;
|
|
virtual void LoadMatrix( VMatrix const& matrix ) = 0;
|
|
virtual void LoadMatrix( matrix3x4_t const& matrix ) = 0;
|
|
virtual void MultMatrix( VMatrix const& matrix ) = 0;
|
|
virtual void MultMatrix( matrix3x4_t const& matrix ) = 0;
|
|
virtual void MultMatrixLocal( VMatrix const& matrix ) = 0;
|
|
virtual void MultMatrixLocal( matrix3x4_t const& matrix ) = 0;
|
|
virtual void GetMatrix( MaterialMatrixMode_t matrixMode, VMatrix *matrix ) = 0;
|
|
virtual void GetMatrix( MaterialMatrixMode_t matrixMode, matrix3x4_t *matrix ) = 0;
|
|
virtual void LoadIdentity( void ) = 0;
|
|
virtual void Ortho( double left, double top, double right, double bottom, double zNear, double zFar ) = 0;
|
|
virtual void PerspectiveX( double fovx, double aspect, double zNear, double zFar ) = 0;
|
|
virtual void PickMatrix( int x, int y, int width, int height ) = 0;
|
|
virtual void Rotate( float angle, float x, float y, float z ) = 0;
|
|
virtual void Translate( float x, float y, float z ) = 0;
|
|
virtual void Scale( float x, float y, float z ) = 0;
|
|
// end matrix api
|
|
|
|
// Sets/gets the viewport
|
|
virtual void Viewport( int x, int y, int width, int height ) = 0;
|
|
virtual void GetViewport( int& x, int& y, int& width, int& height ) const = 0;
|
|
|
|
// The cull mode
|
|
virtual void CullMode( MaterialCullMode_t cullMode ) = 0;
|
|
|
|
// end matrix api
|
|
|
|
// This could easily be extended to a general user clip plane
|
|
virtual void SetHeightClipMode( MaterialHeightClipMode_t nHeightClipMode ) = 0;
|
|
// garymcthack : fog z is always used for heightclipz for now.
|
|
virtual void SetHeightClipZ( float z ) = 0;
|
|
|
|
// Fog methods...
|
|
virtual void FogMode( MaterialFogMode_t fogMode ) = 0;
|
|
virtual void FogStart( float fStart ) = 0;
|
|
virtual void FogEnd( float fEnd ) = 0;
|
|
virtual void SetFogZ( float fogZ ) = 0;
|
|
virtual MaterialFogMode_t GetFogMode( void ) = 0;
|
|
|
|
virtual void FogColor3f( float r, float g, float b ) = 0;
|
|
virtual void FogColor3fv( float const* rgb ) = 0;
|
|
virtual void FogColor3ub( unsigned char r, unsigned char g, unsigned char b ) = 0;
|
|
virtual void FogColor3ubv( unsigned char const* rgb ) = 0;
|
|
|
|
virtual void GetFogColor( unsigned char *rgb ) = 0;
|
|
|
|
// Sets the number of bones for skinning
|
|
virtual void SetNumBoneWeights( int numBones ) = 0;
|
|
|
|
// Creates/destroys Mesh
|
|
virtual IMesh* CreateStaticMesh( VertexFormat_t fmt, const char *pTextureBudgetGroup, IMaterial * pMaterial = NULL ) = 0;
|
|
virtual void DestroyStaticMesh( IMesh* mesh ) = 0;
|
|
|
|
// Gets the dynamic mesh associated with the currently bound material
|
|
// note that you've got to render the mesh before calling this function
|
|
// a second time. Clients should *not* call DestroyStaticMesh on the mesh
|
|
// returned by this call.
|
|
// Use buffered = false if you want to not have the mesh be buffered,
|
|
// but use it instead in the following pattern:
|
|
// meshBuilder.Begin
|
|
// meshBuilder.End
|
|
// Draw partial
|
|
// Draw partial
|
|
// Draw partial
|
|
// meshBuilder.Begin
|
|
// meshBuilder.End
|
|
// etc
|
|
// Use Vertex or Index Override to supply a static vertex or index buffer
|
|
// to use in place of the dynamic buffers.
|
|
//
|
|
// If you pass in a material in pAutoBind, it will automatically bind the
|
|
// material. This can be helpful since you must bind the material you're
|
|
// going to use BEFORE calling GetDynamicMesh.
|
|
virtual IMesh* GetDynamicMesh(
|
|
bool buffered = true,
|
|
IMesh* pVertexOverride = 0,
|
|
IMesh* pIndexOverride = 0,
|
|
IMaterial *pAutoBind = 0 ) = 0;
|
|
|
|
// ------------ New Vertex/Index Buffer interface ----------------------------
|
|
// Do we need support for bForceTempMesh and bSoftwareVertexShader?
|
|
// I don't think we use bSoftwareVertexShader anymore. .need to look into bForceTempMesh.
|
|
virtual IVertexBuffer *CreateStaticVertexBuffer( VertexFormat_t fmt, int nVertexCount, const char *pTextureBudgetGroup ) = 0;
|
|
virtual IIndexBuffer *CreateStaticIndexBuffer( MaterialIndexFormat_t fmt, int nIndexCount, const char *pTextureBudgetGroup ) = 0;
|
|
virtual void DestroyVertexBuffer( IVertexBuffer * ) = 0;
|
|
virtual void DestroyIndexBuffer( IIndexBuffer * ) = 0;
|
|
// Do we need to specify the stream here in the case of locking multiple dynamic VBs on different streams?
|
|
virtual IVertexBuffer *GetDynamicVertexBuffer( int streamID, VertexFormat_t vertexFormat, bool bBuffered = true ) = 0;
|
|
virtual IIndexBuffer *GetDynamicIndexBuffer( MaterialIndexFormat_t fmt, bool bBuffered = true ) = 0;
|
|
virtual void BindVertexBuffer( int streamID, IVertexBuffer *pVertexBuffer, int nOffsetInBytes, int nFirstVertex, int nVertexCount, VertexFormat_t fmt, int nRepetitions = 1 ) = 0;
|
|
virtual void BindIndexBuffer( IIndexBuffer *pIndexBuffer, int nOffsetInBytes ) = 0;
|
|
virtual void Draw( MaterialPrimitiveType_t primitiveType, int firstIndex, int numIndices ) = 0;
|
|
// ------------ End ----------------------------
|
|
|
|
// Selection mode methods
|
|
virtual int SelectionMode( bool selectionMode ) = 0;
|
|
virtual void SelectionBuffer( unsigned int* pBuffer, int size ) = 0;
|
|
virtual void ClearSelectionNames( ) = 0;
|
|
virtual void LoadSelectionName( int name ) = 0;
|
|
virtual void PushSelectionName( int name ) = 0;
|
|
virtual void PopSelectionName() = 0;
|
|
|
|
// Sets the Clear Color for ClearBuffer....
|
|
virtual void ClearColor3ub( unsigned char r, unsigned char g, unsigned char b ) = 0;
|
|
virtual void ClearColor4ub( unsigned char r, unsigned char g, unsigned char b, unsigned char a ) = 0;
|
|
|
|
// Allows us to override the depth buffer setting of a material
|
|
virtual void OverrideDepthEnable( bool bEnable, bool bDepthEnable ) = 0;
|
|
|
|
// FIXME: This is a hack required for NVidia/XBox, can they fix in drivers?
|
|
virtual void DrawScreenSpaceQuad( IMaterial* pMaterial ) = 0;
|
|
|
|
// For debugging and building recording files. This will stuff a token into the recording file,
|
|
// then someone doing a playback can watch for the token.
|
|
virtual void SyncToken( const char *pToken ) = 0;
|
|
|
|
// FIXME: REMOVE THIS FUNCTION!
|
|
// The only reason why it's not gone is because we're a week from ship when I found the bug in it
|
|
// and everything's tuned to use it.
|
|
// It's returning values which are 2x too big (it's returning sphere diameter x2)
|
|
// Use ComputePixelDiameterOfSphere below in all new code instead.
|
|
virtual float ComputePixelWidthOfSphere( const Vector& origin, float flRadius ) = 0;
|
|
|
|
//
|
|
// Occlusion query support
|
|
//
|
|
|
|
// Allocate and delete query objects.
|
|
virtual OcclusionQueryObjectHandle_t CreateOcclusionQueryObject( void ) = 0;
|
|
virtual void DestroyOcclusionQueryObject( OcclusionQueryObjectHandle_t ) = 0;
|
|
|
|
// Bracket drawing with begin and end so that we can get counts next frame.
|
|
virtual void BeginOcclusionQueryDrawing( OcclusionQueryObjectHandle_t ) = 0;
|
|
virtual void EndOcclusionQueryDrawing( OcclusionQueryObjectHandle_t ) = 0;
|
|
|
|
// Get the number of pixels rendered between begin and end on an earlier frame.
|
|
// Calling this in the same frame is a huge perf hit!
|
|
virtual int OcclusionQuery_GetNumPixelsRendered( OcclusionQueryObjectHandle_t ) = 0;
|
|
|
|
virtual void SetFlashlightMode( bool bEnable ) = 0;
|
|
|
|
virtual void SetFlashlightState( const FlashlightState_t &state, const VMatrix &worldToTexture ) = 0;
|
|
|
|
// Gets the current height clip mode
|
|
virtual MaterialHeightClipMode_t GetHeightClipMode( ) = 0;
|
|
|
|
// This returns the diameter of the sphere in pixels based on
|
|
// the current model, view, + projection matrices and viewport.
|
|
virtual float ComputePixelDiameterOfSphere( const Vector& vecAbsOrigin, float flRadius ) = 0;
|
|
|
|
// By default, the material system applies the VIEW and PROJECTION matrices to the user clip
|
|
// planes (which are specified in world space) to generate projection-space user clip planes
|
|
// Occasionally (for the particle system in hl2, for example), we want to override that
|
|
// behavior and explictly specify a ViewProj transform for user clip planes
|
|
virtual void EnableUserClipTransformOverride( bool bEnable ) = 0;
|
|
virtual void UserClipTransform( const VMatrix &worldToView ) = 0;
|
|
|
|
virtual bool GetFlashlightMode() const = 0;
|
|
|
|
// Used to make the handle think it's never had a successful query before
|
|
virtual void ResetOcclusionQueryObject( OcclusionQueryObjectHandle_t ) = 0;
|
|
|
|
// FIXME: Remove
|
|
virtual void Unused3() {}
|
|
|
|
// Creates/destroys morph data associated w/ a particular material
|
|
virtual IMorph *CreateMorph( MorphFormat_t format, const char *pDebugName ) = 0;
|
|
virtual void DestroyMorph( IMorph *pMorph ) = 0;
|
|
|
|
// Binds the morph data for use in rendering
|
|
virtual void BindMorph( IMorph *pMorph ) = 0;
|
|
|
|
// Sets flexweights for rendering
|
|
virtual void SetFlexWeights( int nFirstWeight, int nCount, const MorphWeight_t* pWeights ) = 0;
|
|
|
|
// FIXME: Remove
|
|
virtual void Unused4() {};
|
|
virtual void Unused5() {};
|
|
virtual void Unused6() {};
|
|
virtual void Unused7() {};
|
|
virtual void Unused8() {};
|
|
|
|
// Read w/ stretch to a host-memory buffer
|
|
virtual void ReadPixelsAndStretch( Rect_t *pSrcRect, Rect_t *pDstRect, unsigned char *pBuffer, ImageFormat dstFormat, int nDstStride ) = 0;
|
|
|
|
// Gets the window size
|
|
virtual void GetWindowSize( int &width, int &height ) const = 0;
|
|
|
|
// This function performs a texture map from one texture map to the render destination, doing
|
|
// all the necessary pixel/texel coordinate fix ups. fractional values can be used for the
|
|
// src_texture coordinates to get linear sampling - integer values should produce 1:1 mappings
|
|
// for non-scaled operations.
|
|
virtual void DrawScreenSpaceRectangle(
|
|
IMaterial *pMaterial,
|
|
int destx, int desty,
|
|
int width, int height,
|
|
float src_texture_x0, float src_texture_y0, // which texel you want to appear at
|
|
// destx/y
|
|
float src_texture_x1, float src_texture_y1, // which texel you want to appear at
|
|
// destx+width-1, desty+height-1
|
|
int src_texture_width, int src_texture_height, // needed for fixup
|
|
void *pClientRenderable = NULL,
|
|
int nXDice = 1,
|
|
int nYDice = 1 )=0;
|
|
|
|
virtual void LoadBoneMatrix( int boneIndex, const matrix3x4_t& matrix ) = 0;
|
|
|
|
// This version will push the current rendertarget + current viewport onto the stack
|
|
virtual void PushRenderTargetAndViewport( ) = 0;
|
|
|
|
// This version will push a new rendertarget + a maximal viewport for that rendertarget onto the stack
|
|
virtual void PushRenderTargetAndViewport( ITexture *pTexture ) = 0;
|
|
|
|
// This version will push a new rendertarget + a specified viewport onto the stack
|
|
virtual void PushRenderTargetAndViewport( ITexture *pTexture, int nViewX, int nViewY, int nViewW, int nViewH ) = 0;
|
|
|
|
// This version will push a new rendertarget + a specified viewport onto the stack
|
|
virtual void PushRenderTargetAndViewport( ITexture *pTexture, ITexture *pDepthTexture, int nViewX, int nViewY, int nViewW, int nViewH ) = 0;
|
|
|
|
// This will pop a rendertarget + viewport
|
|
virtual void PopRenderTargetAndViewport( void ) = 0;
|
|
|
|
// Binds a particular texture as the current lightmap
|
|
virtual void BindLightmapTexture( ITexture *pLightmapTexture ) = 0;
|
|
|
|
// Blit a subrect of the current render target to another texture
|
|
virtual void CopyRenderTargetToTextureEx( ITexture *pTexture, int nRenderTargetID, Rect_t *pSrcRect, Rect_t *pDstRect = NULL ) = 0;
|
|
virtual void CopyTextureToRenderTargetEx( int nRenderTargetID, ITexture *pTexture, Rect_t *pSrcRect, Rect_t *pDstRect = NULL ) = 0;
|
|
|
|
// Special off-center perspective matrix for DoF, MSAA jitter and poster rendering
|
|
virtual void PerspectiveOffCenterX( double fovx, double aspect, double zNear, double zFar, double bottom, double top, double left, double right ) = 0;
|
|
|
|
// Rendering parameters control special drawing modes withing the material system, shader
|
|
// system, shaders, and engine. renderparm.h has their definitions.
|
|
virtual void SetFloatRenderingParameter(int parm_number, float value) = 0;
|
|
virtual void SetIntRenderingParameter(int parm_number, int value) = 0;
|
|
virtual void SetVectorRenderingParameter(int parm_number, Vector const &value) = 0;
|
|
|
|
// stencil buffer operations.
|
|
virtual void SetStencilEnable(bool onoff) = 0;
|
|
virtual void SetStencilFailOperation(StencilOperation_t op) = 0;
|
|
virtual void SetStencilZFailOperation(StencilOperation_t op) = 0;
|
|
virtual void SetStencilPassOperation(StencilOperation_t op) = 0;
|
|
virtual void SetStencilCompareFunction(StencilComparisonFunction_t cmpfn) = 0;
|
|
virtual void SetStencilReferenceValue(int ref) = 0;
|
|
virtual void SetStencilTestMask(uint32 msk) = 0;
|
|
virtual void SetStencilWriteMask(uint32 msk) = 0;
|
|
virtual void ClearStencilBufferRectangle(int xmin, int ymin, int xmax, int ymax,int value) =0;
|
|
|
|
virtual void SetRenderTargetEx( int nRenderTargetID, ITexture *pTexture ) = 0;
|
|
|
|
// rendering clip planes, beware that only the most recently pushed plane will actually be used in a sizeable chunk of hardware configurations
|
|
// and that changes to the clip planes mid-frame while UsingFastClipping() is true will result unresolvable depth inconsistencies
|
|
virtual void PushCustomClipPlane( const float *pPlane ) = 0;
|
|
virtual void PopCustomClipPlane( void ) = 0;
|
|
|
|
// Returns the number of vertices + indices we can render using the dynamic mesh
|
|
// Passing true in the second parameter will return the max # of vertices + indices
|
|
// we can use before a flush is provoked and may return different values
|
|
// if called multiple times in succession.
|
|
// Passing false into the second parameter will return
|
|
// the maximum possible vertices + indices that can be rendered in a single batch
|
|
virtual void GetMaxToRender( IMesh *pMesh, bool bMaxUntilFlush, int *pMaxVerts, int *pMaxIndices ) = 0;
|
|
|
|
// Returns the max possible vertices + indices to render in a single draw call
|
|
virtual int GetMaxVerticesToRender( IMaterial *pMaterial ) = 0;
|
|
virtual int GetMaxIndicesToRender( ) = 0;
|
|
virtual void DisableAllLocalLights() = 0;
|
|
virtual int CompareMaterialCombos( IMaterial *pMaterial1, IMaterial *pMaterial2, int lightMapID1, int lightMapID2 ) = 0;
|
|
|
|
virtual IMesh *GetFlexMesh() = 0;
|
|
|
|
virtual void SetFlashlightStateEx( const FlashlightState_t &state, const VMatrix &worldToTexture, ITexture *pFlashlightDepthTexture ) = 0;
|
|
|
|
// Returns the currently bound local cubemap
|
|
virtual ITexture *GetLocalCubemap( ) = 0;
|
|
|
|
// This is a version of clear buffers which will only clear the buffer at pixels which pass the stencil test
|
|
virtual void ClearBuffersObeyStencil( bool bClearColor, bool bClearDepth ) = 0;
|
|
|
|
//enables/disables all entered clipping planes, returns the input from the last time it was called.
|
|
virtual bool EnableClipping( bool bEnable ) = 0;
|
|
|
|
//get fog distances entered with FogStart(), FogEnd(), and SetFogZ()
|
|
virtual void GetFogDistances( float *fStart, float *fEnd, float *fFogZ ) = 0;
|
|
|
|
// Hooks for firing PIX events from outside the Material System...
|
|
virtual void BeginPIXEvent( unsigned long color, const char *szName ) = 0;
|
|
virtual void EndPIXEvent() = 0;
|
|
virtual void SetPIXMarker( unsigned long color, const char *szName ) = 0;
|
|
|
|
// Batch API
|
|
// from changelist 166623:
|
|
// - replaced obtuse material system batch usage with an explicit and easier to thread API
|
|
virtual void BeginBatch( IMesh* pIndices ) = 0;
|
|
virtual void BindBatch( IMesh* pVertices, IMaterial *pAutoBind = NULL ) = 0;
|
|
virtual void DrawBatch(int firstIndex, int numIndices ) = 0;
|
|
virtual void EndBatch() = 0;
|
|
|
|
// Raw access to the call queue, which can be NULL if not in a queued mode
|
|
virtual ICallQueue *GetCallQueue() = 0;
|
|
|
|
// Returns the world-space camera position
|
|
virtual void GetWorldSpaceCameraPosition( Vector *pCameraPos ) = 0;
|
|
virtual void GetWorldSpaceCameraVectors( Vector *pVecForward, Vector *pVecRight, Vector *pVecUp ) = 0;
|
|
|
|
// Tone mapping
|
|
virtual void ResetToneMappingScale( float monoscale) = 0; // set scale to monoscale instantly with no chasing
|
|
virtual void SetGoalToneMappingScale( float monoscale) = 0; // set scale to monoscale instantly with no chasing
|
|
|
|
// call TurnOnToneMapping before drawing the 3d scene to get the proper interpolated brightness
|
|
// value set.
|
|
virtual void TurnOnToneMapping() = 0;
|
|
|
|
// Set a linear vector color scale for all 3D rendering.
|
|
// A value of [1.0f, 1.0f, 1.0f] should match non-tone-mapped rendering.
|
|
virtual void SetToneMappingScaleLinear( const Vector &scale ) = 0;
|
|
|
|
virtual Vector GetToneMappingScaleLinear( void ) = 0;
|
|
virtual void SetShadowDepthBiasFactors( float fSlopeScaleDepthBias, float fDepthBias ) = 0;
|
|
|
|
// Apply stencil operations to every pixel on the screen without disturbing depth or color buffers
|
|
virtual void PerformFullScreenStencilOperation( void ) = 0;
|
|
|
|
// Sets lighting origin for the current model (needed to convert directional lights to points)
|
|
virtual void SetLightingOrigin( Vector vLightingOrigin ) = 0;
|
|
|
|
// Set scissor rect for rendering
|
|
virtual void SetScissorRect( const int nLeft, const int nTop, const int nRight, const int nBottom, const bool bEnableScissor ) = 0;
|
|
|
|
// Methods used to build the morph accumulator that is read from when HW morph<ing is enabled.
|
|
virtual void BeginMorphAccumulation() = 0;
|
|
virtual void EndMorphAccumulation() = 0;
|
|
virtual void AccumulateMorph( IMorph* pMorph, int nMorphCount, const MorphWeight_t* pWeights ) = 0;
|
|
|
|
virtual void PushDeformation( DeformationBase_t const *Deformation ) = 0;
|
|
virtual void PopDeformation( ) = 0;
|
|
virtual int GetNumActiveDeformations() const = 0;
|
|
|
|
virtual bool GetMorphAccumulatorTexCoord( Vector2D *pTexCoord, IMorph *pMorph, int nVertex ) = 0;
|
|
|
|
// Version of get dynamic mesh that specifies a specific vertex format
|
|
virtual IMesh* GetDynamicMeshEx( VertexFormat_t vertexFormat, bool bBuffered = true,
|
|
IMesh* pVertexOverride = 0, IMesh* pIndexOverride = 0, IMaterial *pAutoBind = 0 ) = 0;
|
|
|
|
virtual void FogMaxDensity( float flMaxDensity ) = 0;
|
|
|
|
#if defined( _X360 )
|
|
//Seems best to expose GPR allocation to scene rendering code. 128 total to split between vertex/pixel shaders (pixel will be set to 128 - vertex). Minimum value of 16. More GPR's = more threads.
|
|
virtual void PushVertexShaderGPRAllocation( int iVertexShaderCount = 64 ) = 0;
|
|
virtual void PopVertexShaderGPRAllocation( void ) = 0;
|
|
#endif
|
|
|
|
virtual IMaterial *GetCurrentMaterial() = 0;
|
|
virtual int GetCurrentNumBones() const = 0;
|
|
virtual void *GetCurrentProxy() = 0;
|
|
|
|
// Color correction related methods..
|
|
// Client cannot call IColorCorrectionSystem directly because it is not thread-safe
|
|
// FIXME: Make IColorCorrectionSystem threadsafe?
|
|
virtual void EnableColorCorrection( bool bEnable ) = 0;
|
|
virtual ColorCorrectionHandle_t AddLookup( const char *pName ) = 0;
|
|
virtual bool RemoveLookup( ColorCorrectionHandle_t handle ) = 0;
|
|
virtual void LockLookup( ColorCorrectionHandle_t handle ) = 0;
|
|
virtual void LoadLookup( ColorCorrectionHandle_t handle, const char *pLookupName ) = 0;
|
|
virtual void UnlockLookup( ColorCorrectionHandle_t handle ) = 0;
|
|
virtual void SetLookupWeight( ColorCorrectionHandle_t handle, float flWeight ) = 0;
|
|
virtual void ResetLookupWeights( ) = 0;
|
|
virtual void SetResetable( ColorCorrectionHandle_t handle, bool bResetable ) = 0;
|
|
|
|
//There are some cases where it's simply not reasonable to update the full screen depth texture (mostly on PC).
|
|
//Use this to mark it as invalid and use a dummy texture for depth reads.
|
|
virtual void SetFullScreenDepthTextureValidityFlag( bool bIsValid ) = 0;
|
|
|
|
// A special path used to tick the front buffer while loading on the 360
|
|
virtual void SetNonInteractivePacifierTexture( ITexture *pTexture, float flNormalizedX, float flNormalizedY, float flNormalizedSize ) = 0;
|
|
virtual void SetNonInteractiveTempFullscreenBuffer( ITexture *pTexture, MaterialNonInteractiveMode_t mode ) = 0;
|
|
virtual void EnableNonInteractiveMode( MaterialNonInteractiveMode_t mode ) = 0;
|
|
virtual void RefreshFrontBufferNonInteractive() = 0;
|
|
// Allocates temp render data. Renderdata goes out of scope at frame end in multicore
|
|
// Renderdata goes out of scope after refcount goes to zero in singlecore.
|
|
// Locking/unlocking increases + decreases refcount
|
|
virtual void * LockRenderData( int nSizeInBytes ) = 0;
|
|
virtual void UnlockRenderData( void *pData ) = 0;
|
|
|
|
// Typed version. If specified, pSrcData is copied into the locked memory.
|
|
template< class E > E* LockRenderDataTyped( int nCount, const E* pSrcData = NULL );
|
|
|
|
// Temp render data gets immediately freed after it's all unlocked in single core.
|
|
// This prevents it from being freed
|
|
virtual void AddRefRenderData() = 0;
|
|
virtual void ReleaseRenderData() = 0;
|
|
|
|
// Returns whether a pointer is render data. NOTE: passing NULL returns true
|
|
virtual bool IsRenderData( const void *pData ) const = 0;
|
|
virtual void PrintfVA( char *fmt, va_list vargs ) = 0;
|
|
virtual void Printf( PRINTF_FORMAT_STRING const char *fmt, ... ) = 0;
|
|
virtual float Knob( char *knobname, float *setvalue = NULL ) = 0;
|
|
// Allows us to override the alpha write setting of a material
|
|
virtual void OverrideAlphaWriteEnable( bool bEnable, bool bAlphaWriteEnable ) = 0;
|
|
virtual void OverrideColorWriteEnable( bool bOverrideEnable, bool bColorWriteEnable ) = 0;
|
|
|
|
virtual void ClearBuffersObeyStencilEx( bool bClearColor, bool bClearAlpha, bool bClearDepth ) = 0;
|
|
|
|
// Create a texture from the specified src render target, then call pRecipient->OnAsyncCreateComplete from the main thread.
|
|
// The texture will be created using the destination format, and will optionally have mipmaps generated.
|
|
// In case of error, the provided callback function will be called with the error texture.
|
|
virtual void AsyncCreateTextureFromRenderTarget( ITexture* pSrcRt, const char* pDstName, ImageFormat dstFmt, bool bGenMips, int nAdditionalCreationFlags, IAsyncTextureOperationReceiver* pRecipient, void* pExtraArgs ) = 0;
|
|
};
|
|
|
|
template< class E > inline E* IMatRenderContext::LockRenderDataTyped( int nCount, const E* pSrcData )
|
|
{
|
|
int nSizeInBytes = nCount * sizeof(E);
|
|
E *pDstData = (E*)LockRenderData( nSizeInBytes );
|
|
if ( pSrcData && pDstData )
|
|
{
|
|
memcpy( pDstData, pSrcData, nSizeInBytes );
|
|
}
|
|
return pDstData;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Utility class for addreffing/releasing render data (prevents freeing on single core)
|
|
//-----------------------------------------------------------------------------
|
|
class CMatRenderDataReference
|
|
{
|
|
public:
|
|
CMatRenderDataReference();
|
|
CMatRenderDataReference( IMatRenderContext* pRenderContext );
|
|
~CMatRenderDataReference();
|
|
void Lock( IMatRenderContext *pRenderContext );
|
|
void Release();
|
|
|
|
private:
|
|
IMatRenderContext *m_pRenderContext;
|
|
};
|
|
|
|
|
|
inline CMatRenderDataReference::CMatRenderDataReference()
|
|
{
|
|
m_pRenderContext = NULL;
|
|
}
|
|
|
|
inline CMatRenderDataReference::CMatRenderDataReference( IMatRenderContext* pRenderContext )
|
|
{
|
|
m_pRenderContext = NULL;
|
|
Lock( pRenderContext );
|
|
}
|
|
|
|
inline CMatRenderDataReference::~CMatRenderDataReference()
|
|
{
|
|
Release();
|
|
}
|
|
|
|
inline void CMatRenderDataReference::Lock( IMatRenderContext* pRenderContext )
|
|
{
|
|
if ( !m_pRenderContext )
|
|
{
|
|
m_pRenderContext = pRenderContext;
|
|
m_pRenderContext->AddRefRenderData( );
|
|
}
|
|
}
|
|
|
|
inline void CMatRenderDataReference::Release()
|
|
{
|
|
if ( m_pRenderContext )
|
|
{
|
|
m_pRenderContext->ReleaseRenderData( );
|
|
m_pRenderContext = NULL;
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Utility class for locking/unlocking render data
|
|
//-----------------------------------------------------------------------------
|
|
template< typename E >
|
|
class CMatRenderData
|
|
{
|
|
public:
|
|
CMatRenderData( IMatRenderContext* pRenderContext );
|
|
CMatRenderData( IMatRenderContext* pRenderContext, int nCount, const E *pSrcData = NULL );
|
|
~CMatRenderData();
|
|
E* Lock( int nCount, const E* pSrcData = NULL );
|
|
void Release();
|
|
bool IsValid() const;
|
|
const E* Base() const;
|
|
E* Base();
|
|
const E& operator[]( int i ) const;
|
|
E& operator[]( int i );
|
|
|
|
private:
|
|
IMatRenderContext* m_pRenderContext;
|
|
E *m_pRenderData;
|
|
int m_nCount;
|
|
bool m_bNeedsUnlock;
|
|
};
|
|
|
|
template< typename E >
|
|
inline CMatRenderData<E>::CMatRenderData( IMatRenderContext* pRenderContext )
|
|
{
|
|
m_pRenderContext = pRenderContext;
|
|
m_nCount = 0;
|
|
m_pRenderData = 0;
|
|
m_bNeedsUnlock = false;
|
|
}
|
|
|
|
template< typename E >
|
|
inline CMatRenderData<E>::CMatRenderData( IMatRenderContext* pRenderContext, int nCount, const E* pSrcData )
|
|
{
|
|
m_pRenderContext = pRenderContext;
|
|
m_nCount = 0;
|
|
m_pRenderData = 0;
|
|
m_bNeedsUnlock = false;
|
|
Lock( nCount, pSrcData );
|
|
}
|
|
|
|
template< typename E >
|
|
inline CMatRenderData<E>::~CMatRenderData()
|
|
{
|
|
Release();
|
|
}
|
|
|
|
template< typename E >
|
|
inline bool CMatRenderData<E>::IsValid() const
|
|
{
|
|
return m_pRenderData != NULL;
|
|
}
|
|
|
|
template< typename E >
|
|
inline E* CMatRenderData<E>::Lock( int nCount, const E* pSrcData )
|
|
{
|
|
m_nCount = nCount;
|
|
if ( pSrcData && m_pRenderContext->IsRenderData( pSrcData ) )
|
|
{
|
|
// Yes, we're const-casting away, but that should be ok since
|
|
// the src data is render data
|
|
m_pRenderData = const_cast<E*>( pSrcData );
|
|
m_pRenderContext->AddRefRenderData();
|
|
m_bNeedsUnlock = false;
|
|
return m_pRenderData;
|
|
}
|
|
m_pRenderData = m_pRenderContext->LockRenderDataTyped<E>( nCount, pSrcData );
|
|
m_bNeedsUnlock = true;
|
|
return m_pRenderData;
|
|
}
|
|
|
|
template< typename E >
|
|
inline void CMatRenderData<E>::Release()
|
|
{
|
|
if ( m_pRenderContext && m_pRenderData )
|
|
{
|
|
if ( m_bNeedsUnlock )
|
|
{
|
|
m_pRenderContext->UnlockRenderData( m_pRenderData );
|
|
}
|
|
else
|
|
{
|
|
m_pRenderContext->ReleaseRenderData();
|
|
}
|
|
}
|
|
m_pRenderData = NULL;
|
|
m_nCount = 0;
|
|
m_bNeedsUnlock = false;
|
|
}
|
|
|
|
template< typename E >
|
|
inline E* CMatRenderData<E>::Base()
|
|
{
|
|
return m_pRenderData;
|
|
}
|
|
|
|
template< typename E >
|
|
inline const E* CMatRenderData<E>::Base() const
|
|
{
|
|
return m_pRenderData;
|
|
}
|
|
|
|
template< typename E >
|
|
inline E& CMatRenderData<E>::operator[]( int i )
|
|
{
|
|
Assert( ( i >= 0 ) && ( i < m_nCount ) );
|
|
return m_pRenderData[i];
|
|
}
|
|
|
|
template< typename E >
|
|
inline const E& CMatRenderData<E>::operator[]( int i ) const
|
|
{
|
|
Assert( ( i >= 0 ) && ( i < m_nCount ) );
|
|
return m_pRenderData[i];
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
class CMatRenderContextPtr : public CRefPtr<IMatRenderContext>
|
|
{
|
|
typedef CRefPtr<IMatRenderContext> BaseClass;
|
|
public:
|
|
CMatRenderContextPtr() {}
|
|
CMatRenderContextPtr( IMatRenderContext *pInit ) : BaseClass( pInit ) { if ( BaseClass::m_pObject ) BaseClass::m_pObject->BeginRender(); }
|
|
CMatRenderContextPtr( IMaterialSystem *pFrom ) : BaseClass( pFrom->GetRenderContext() ) { if ( BaseClass::m_pObject ) BaseClass::m_pObject->BeginRender(); }
|
|
~CMatRenderContextPtr() { if ( BaseClass::m_pObject ) BaseClass::m_pObject->EndRender(); }
|
|
|
|
IMatRenderContext *operator=( IMatRenderContext *p ) { if ( p ) p->BeginRender(); return BaseClass::operator=( p ); }
|
|
|
|
void SafeRelease() { if ( BaseClass::m_pObject ) BaseClass::m_pObject->EndRender(); BaseClass::SafeRelease(); }
|
|
void AssignAddRef( IMatRenderContext *pFrom ) { if ( BaseClass::m_pObject ) BaseClass::m_pObject->EndRender(); BaseClass::AssignAddRef( pFrom ); BaseClass::m_pObject->BeginRender(); }
|
|
|
|
void GetFrom( IMaterialSystem *pFrom ) { AssignAddRef( pFrom->GetRenderContext() ); }
|
|
|
|
|
|
private:
|
|
CMatRenderContextPtr( const CMatRenderContextPtr &from );
|
|
void operator=( const CMatRenderContextPtr &from );
|
|
|
|
};
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Helper class for begin/end of pix event via constructor/destructor
|
|
//-----------------------------------------------------------------------------
|
|
#define PIX_VALVE_ORANGE 0xFFF5940F
|
|
|
|
class PIXEvent
|
|
{
|
|
public:
|
|
PIXEvent( IMatRenderContext *pRenderContext, const char *szName, unsigned long color = PIX_VALVE_ORANGE )
|
|
{
|
|
m_pRenderContext = pRenderContext;
|
|
Assert( m_pRenderContext );
|
|
Assert( szName );
|
|
m_pRenderContext->BeginPIXEvent( color, szName );
|
|
}
|
|
~PIXEvent()
|
|
{
|
|
m_pRenderContext->EndPIXEvent();
|
|
}
|
|
private:
|
|
IMatRenderContext *m_pRenderContext;
|
|
};
|
|
|
|
|
|
// Also be sure to enable PIX_INSTRUMENTATION in shaderdevicedx8.h
|
|
//#define PIX_ENABLE 1 // set this to 1 and build engine/studiorender to enable pix events in the engine
|
|
|
|
#if PIX_ENABLE
|
|
# define PIXEVENT PIXEvent _pixEvent
|
|
#else
|
|
# define PIXEVENT
|
|
#endif
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
#ifdef MATERIAL_SYSTEM_DEBUG_CALL_QUEUE
|
|
#include "tier1/callqueue.h"
|
|
#include "tier1/fmtstr.h"
|
|
static void DoMatSysQueueMark( IMaterialSystem *pMaterialSystem, const char *psz )
|
|
{
|
|
CMatRenderContextPtr pRenderContext( pMaterialSystem );
|
|
if ( pRenderContext->GetCallQueue() )
|
|
pRenderContext->GetCallQueue()->QueueCall( Plat_DebugString, CUtlEnvelope<const char *>( psz ) );
|
|
}
|
|
|
|
#define MatSysQueueMark( pMaterialSystem, ...) DoMatSysQueueMark( pMaterialSystem, CFmtStr( __VA_ARGS__ ) )
|
|
#else
|
|
#define MatSysQueueMark( msg, ...) ((void)0)
|
|
#endif
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
|
extern IMaterialSystem *materials;
|
|
extern IMaterialSystem *g_pMaterialSystem;
|
|
|
|
#endif // IMATERIALSYSTEM_H
|