Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#include "vmtdoc.h"
#include "tier1/KeyValues.h"
#include "tier1/utlbuffer.h"
#include "datamodel/dmelement.h"
#include "vmttool.h"
#include "materialsystem/imaterialsystem.h"
#include "materialsystem/ishader.h"
#include "toolutils/enginetools_int.h"
#include "filesystem.h"
//-----------------------------------------------------------------------------
// Standard properties
//-----------------------------------------------------------------------------
struct StandardParam_t
{
const char *m_pParamName;
ShaderParamType_t m_ParamType;
const char *m_pDefaultValue;
const char *m_pWidgetType;
const char *m_pTextType;
};
// NOTE: All entries in here must have all-lowercase param names!
static StandardParam_t g_pStandardParams[] =
{
{ "$surfaceprop", SHADER_PARAM_TYPE_STRING, "default", "surfacepropertypicker", "surfacePropertyName" },
{ "%detailtype", SHADER_PARAM_TYPE_STRING, "", "detailtypepicker", "detailTypeName" },
{ "%compilesky", SHADER_PARAM_TYPE_BOOL, "0", NULL, NULL },
{ "%compilehint", SHADER_PARAM_TYPE_BOOL, "0", NULL, NULL },
{ "%compileskip", SHADER_PARAM_TYPE_BOOL, "0", NULL, NULL },
{ "%compileorigin", SHADER_PARAM_TYPE_BOOL, "0", NULL, NULL },
{ "%compileclip", SHADER_PARAM_TYPE_BOOL, "0", NULL, NULL },
{ "%playerclip", SHADER_PARAM_TYPE_BOOL, "0", NULL, NULL },
{ "%compilenpcclip", SHADER_PARAM_TYPE_BOOL, "0", NULL, NULL },
{ "%compilenochop", SHADER_PARAM_TYPE_BOOL, "0", NULL, NULL },
{ "%compiletrigger", SHADER_PARAM_TYPE_BOOL, "0", NULL, NULL },
{ "%compilenolight", SHADER_PARAM_TYPE_BOOL, "0", NULL, NULL },
{ "%compileplayercontrolclip", SHADER_PARAM_TYPE_BOOL, "0", NULL, NULL },
{ "%compileladder", SHADER_PARAM_TYPE_BOOL, "0", NULL, NULL },
{ "%compilewet", SHADER_PARAM_TYPE_BOOL, "0", NULL, NULL },
{ "%compilenodraw", SHADER_PARAM_TYPE_BOOL, "0", NULL, NULL },
{ "%compileinvisible", SHADER_PARAM_TYPE_BOOL, "0", NULL, NULL },
{ "%compilenonsolid", SHADER_PARAM_TYPE_BOOL, "0", NULL, NULL },
{ "%compiledetail", SHADER_PARAM_TYPE_BOOL, "0", NULL, NULL },
{ "%compilewater", SHADER_PARAM_TYPE_BOOL, "0", NULL, NULL },
{ "%compileslime", SHADER_PARAM_TYPE_BOOL, "0", NULL, NULL },
{ NULL, SHADER_PARAM_TYPE_BOOL, NULL, NULL, NULL }
};
//-----------------------------------------------------------------------------
// Constructor
//-----------------------------------------------------------------------------
CVMTDoc::CVMTDoc( IVMTDocCallback *pCallback ) : m_pCallback( pCallback )
{
m_hRoot = NULL;
m_pFileName[0] = 0;
m_bDirty = false;
m_pCurrentIShader = NULL;
KeyValues *pKeyValues = new KeyValues( "Wireframe" );
m_pScratchMaterial.Init( "VMT Preview", pKeyValues );
g_pDataModel->InstallNotificationCallback( this );
}
CVMTDoc::~CVMTDoc()
{
if ( m_hRoot.Get() )
{
RemoveAllShaderParams( m_hRoot );
}
g_pDataModel->RemoveNotificationCallback( this );
}
//-----------------------------------------------------------------------------
// Inherited from INotifyUI
//-----------------------------------------------------------------------------
void CVMTDoc::NotifyDataChanged( const char *pReason, int nNotifySource, int nNotifyFlags )
{
OnDataChanged( pReason, nNotifySource, nNotifyFlags );
}
//-----------------------------------------------------------------------------
// Gets the file name
//-----------------------------------------------------------------------------
const char *CVMTDoc::GetFileName()
{
return m_pFileName;
}
void CVMTDoc::SetFileName( const char *pFileName )
{
Q_strncpy( m_pFileName, pFileName, sizeof( m_pFileName ) );
Q_FixSlashes( m_pFileName );
SetDirty( true );
}
//-----------------------------------------------------------------------------
// Dirty bits
//-----------------------------------------------------------------------------
void CVMTDoc::SetDirty( bool bDirty )
{
m_bDirty = bDirty;
}
bool CVMTDoc::IsDirty() const
{
return m_bDirty;
}
//-----------------------------------------------------------------------------
// Creates the root element
//-----------------------------------------------------------------------------
bool CVMTDoc::CreateRootElement()
{
Assert( !m_hRoot.Get() );
DmFileId_t fileid = g_pDataModel->FindOrCreateFileId( GetFileName() );
// Create the main element
m_hRoot = g_pDataModel->CreateElement( "DmElement", GetFileName(), fileid );
if ( m_hRoot == DMELEMENT_HANDLE_INVALID )
return false;
g_pDataModel->SetFileRoot( fileid, m_hRoot );
// Each VMT list needs to have an editortype associated with it so it displays nicely in editors
m_hRoot->SetValue( "editorType", "vmt" );
m_hRoot->AddAttribute( "proxies", AT_ELEMENT_ARRAY );
m_hRoot->AddAttribute( "fallbacks", AT_ELEMENT_ARRAY );
m_pCallback->RemoveAllToolParameters();
// Add standard parameters
for ( int i = 0; g_pStandardParams[i].m_pParamName; ++i )
{
AddNewShaderParam( m_hRoot, g_pStandardParams[i].m_pParamName, g_pStandardParams[i].m_ParamType,
g_pStandardParams[i].m_pDefaultValue );
if ( g_pStandardParams[i].m_pParamName[0] == '%' )
{
m_pCallback->AddToolParameter( g_pStandardParams[i].m_pParamName, g_pStandardParams[i].m_pWidgetType, g_pStandardParams[i].m_pTextType );
}
else if ( g_pStandardParams[i].m_pWidgetType || g_pStandardParams[i].m_pTextType )
{
m_pCallback->RemoveShaderParameter( g_pStandardParams[i].m_pParamName );
m_pCallback->AddShaderParameter( g_pStandardParams[i].m_pParamName, g_pStandardParams[i].m_pWidgetType, g_pStandardParams[i].m_pTextType );
}
}
return true;
}
//-----------------------------------------------------------------------------
// Creates a new VMT
//-----------------------------------------------------------------------------
void CVMTDoc::CreateNew()
{
Assert( !m_hRoot.Get() );
// This is not undoable
CAppDisableUndoScopeGuard guard( "CVMTDoc::CreateNew", NOTIFY_CHANGE_OTHER );
Q_strncpy( m_pFileName, "untitled", sizeof( m_pFileName ) );
// Create the main element
if ( !CreateRootElement() )
return;
m_pPreviewMaterial.Init( m_pScratchMaterial );
SetShader( "wireframe" );
SetDirty( false );
}
//-----------------------------------------------------------------------------
// Copies VMT parameters into the root
//-----------------------------------------------------------------------------
void CVMTDoc::CopyParamsFromVMT( CDmElement *pVMT )
{
// First, set the shader parameters
SetShader( pVMT->GetValueString( "shader" ) );
// Now, copy the shader parameters over
CDmAttribute* pSrc;
CDmAttribute* pDst;
for ( pSrc = pVMT->FirstAttribute(); pSrc; pSrc = pSrc->NextAttribute() )
{
// Only copy shader parameters
if ( !IsShaderParam( pSrc ) )
continue;
// Adds the attribute if it doesn't exist
const char *pSrcName = pSrc->GetName();
if ( !m_hRoot->HasAttribute( pSrcName ) )
{
m_hRoot->AddAttribute( pSrcName, pSrc->GetType() );
}
pDst = m_hRoot->GetAttribute( pSrcName );
pDst->AddFlag( FATTRIB_USERDEFINED );
DmAttributeType_t srcType = pSrc->GetType();
DmAttributeType_t dstType = pDst->GetType();
if ( dstType == srcType )
{
pDst->SetValue( pSrc );
continue;
}
// Certain type conversions are allowed
switch( dstType )
{
case AT_BOOL:
if ( srcType == AT_INT )
{
pDst->SetValue( pSrc );
}
break;
case AT_INT:
if ( srcType == AT_BOOL )
{
pDst->SetValue( pSrc );
}
break;
case AT_COLOR:
if ( srcType == AT_VECTOR3 )
{
Color c;
int r, g, b;
Vector v = pSrc->GetValue<Vector>( );
v *= 255.0f;
r = clamp( v[0], 0, 255 );
g = clamp( v[1], 0, 255 );
b = clamp( v[2], 0, 255 );
c.SetColor( r, g, b, 255 );
pDst->SetValue( c );
}
break;
}
}
// Any shader parameter that isn't in the VMT make undefined
for ( pDst = m_hRoot->FirstAttribute(); pDst; pDst = pDst->NextAttribute() )
{
if ( !IsShaderParam( pDst ) )
continue;
if ( !pVMT->HasAttribute( pDst->GetName() ) )
{
// Special hack for alpha + colors
if ( !Q_stricmp( pDst->GetName(), "$alpha" ) )
{
pDst->SetValue( 1.0f );
}
else if ( pDst->GetType() == AT_COLOR )
{
Color c( 255, 255, 255, 255 );
pDst->SetValue( c );
}
else
{
pDst->SetToDefaultValue();
}
}
}
}
//-----------------------------------------------------------------------------
// Hooks the preview to an existing material, if there is one
//-----------------------------------------------------------------------------
void CVMTDoc::SetupPreviewMaterial( )
{
// Extract a material name from the material
char pLocalName[MAX_PATH];
// relative paths can be passed in for in-game material picking
if ( !g_pFileSystem->FullPathToRelativePath( m_pFileName, pLocalName, sizeof(pLocalName) ) )
{
Q_strcpy( pLocalName, m_pFileName );
}
if ( Q_strnicmp( pLocalName, "materials", 9 ) )
goto noMaterialConnection;
// Skip the '/' also
char pMaterialName[MAX_PATH];
Q_StripExtension( pLocalName + 10, pMaterialName, sizeof(pMaterialName) );
IMaterial *pMaterial = g_pMaterialSystem->FindMaterial( pMaterialName, "Editable material", false );
if ( !pMaterial || pMaterial->IsErrorMaterial() )
goto noMaterialConnection;
m_pPreviewMaterial.Init( pMaterial );
return;
noMaterialConnection:
m_pPreviewMaterial.Init( m_pScratchMaterial );
}
//-----------------------------------------------------------------------------
// Saves/loads from file
//-----------------------------------------------------------------------------
bool CVMTDoc::LoadFromFile( const char *pFileName )
{
Assert( !m_hRoot.Get() );
SetDirty( false );
Q_strncpy( m_pFileName, pFileName, sizeof( m_pFileName ) );
if ( !m_pFileName[0] )
return false;
// This is not undoable
CAppDisableUndoScopeGuard guard( "CVMTDoc::LoadFromFile", NOTIFY_CHANGE_OTHER );
// Create the main element
if ( !CreateRootElement() )
return false;
// change the filename of all the elements under the root, so we can unload the imported elements later
DmFileId_t rootFileId = g_pDataModel->GetFileId( m_pFileName );
g_pDataModel->SetFileName( rootFileId, "<temp>" );
// This will allow us to edit in context!
SetupPreviewMaterial( );
CDmElement *pIVMT = NULL;
g_pDataModel->RestoreFromFile( m_pFileName, NULL, "vmt", &pIVMT );
CDmElement *pVMT = CastElement< CDmElement >( pIVMT );
if ( !pVMT )
return false;
// FIXME: This is necessary so that all shader parameters appear in
// the same order, with the same type, as what you'd get using File->New.
// If we added a dependency to the material system into dmserializers,
// we could avoid this work here (I think!).
CopyParamsFromVMT( pVMT );
// unload the imported elements and change the root's filename back
DmFileId_t vmtFileId = g_pDataModel->GetFileId( m_pFileName );
g_pDataModel->RemoveFileId( vmtFileId );
g_pDataModel->SetFileName( rootFileId, m_pFileName );
SetDirty( false );
return true;
}
//-----------------------------------------------------------------------------
// Prior to saving to disk, extract all shader parameters which == the default
//-----------------------------------------------------------------------------
CDmElement* CVMTDoc::ExtractDefaultParameters( )
{
CDmElement *pMaterial = m_hRoot->Copy( );
CDmAttribute* pAttribute = pMaterial->FirstAttribute();
CDmAttribute* pNextAttribute = NULL;
for ( ; pAttribute; pAttribute = pNextAttribute )
{
pNextAttribute = pAttribute->NextAttribute();
const char *pShaderParam = pAttribute->GetName();
// Check for standard params
int i;
for ( i = 0; g_pStandardParams[i].m_pParamName != NULL; ++i )
{
if ( !Q_stricmp( g_pStandardParams[i].m_pParamName, pShaderParam ) )
{
char temp[512];
CUtlBuffer buf( temp, sizeof(temp), CUtlBuffer::TEXT_BUFFER | CUtlBuffer::EXTERNAL_GROWABLE );
pAttribute->Serialize( buf );
if ( !Q_stricmp( (char*)buf.Base(), g_pStandardParams[i].m_pDefaultValue ) )
{
// Buffers match! Therefore it's still using the default parameter
pMaterial->RemoveAttributeByPtr( pAttribute );
}
break;
}
}
// Standard attribute found, continue
if ( g_pStandardParams[i].m_pParamName )
continue;
// Only remove shader parameters
if ( !IsShaderParam( pAttribute ) )
continue;
// Remove flags whose value is 0
int nCount = g_pMaterialSystem->ShaderFlagCount();
for ( i = 0; i < nCount; ++i )
{
const char *pFlagName = g_pMaterialSystem->ShaderFlagName( i );
if ( !Q_stricmp( pShaderParam, pFlagName ) )
break;
}
// It's a flag! Remove the attribute if its value is 0
if ( i != nCount )
{
if ( pAttribute->GetValue<bool>( ) == 0 )
{
pMaterial->RemoveAttributeByPtr( pAttribute );
}
continue;
}
// FIXME: We can't do this.. the defaults in the strings need to be changed to
// make it so they actually match the true defaults
continue;
// Remove parameters which match the default value
nCount = m_pCurrentIShader->GetNumParams();
for ( i = 0; i < nCount; ++i )
{
// FIXME: Check type matches
if ( Q_stricmp( pShaderParam, m_pCurrentIShader->GetParamName( i ) ) )
continue;
// NOTE: This isn't particularly efficient. Too bad!
// It's hard to do efficiently owing to all the import conversion
char temp[512];
char temp2[512];
CUtlBuffer buf( temp, sizeof(temp), CUtlBuffer::TEXT_BUFFER | CUtlBuffer::EXTERNAL_GROWABLE );
CUtlBuffer buf2( temp2, sizeof(temp2), CUtlBuffer::TEXT_BUFFER | CUtlBuffer::EXTERNAL_GROWABLE );
pAttribute->Serialize( buf );
SetAttributeValueFromDefault( pMaterial, pAttribute, m_pCurrentIShader->GetParamDefault( i ) );
pAttribute->Serialize( buf2 );
if ( ( buf.TellMaxPut() == buf2.TellMaxPut() ) && !memcmp( buf.Base(), buf2.Base(), buf.TellMaxPut() ) )
{
// Buffers match! Therefore it's still using the default parameter
pMaterial->RemoveAttributeByPtr( pAttribute );
}
else
{
// Restore the actual value
pAttribute->Unserialize( buf );
}
break;
}
}
return pMaterial;
}
//-----------------------------------------------------------------------------
// Saves to disk
//-----------------------------------------------------------------------------
bool CVMTDoc::SaveToFile( )
{
if ( m_hRoot.Get() && m_pFileName && m_pFileName[0] )
{
CDisableUndoScopeGuard guard;
CDmElement *pSaveRoot = ExtractDefaultParameters();
bool bOk = g_pDataModel->SaveToFile( m_pFileName, NULL, "keyvalues", "vmt", pSaveRoot );
DestroyElement( pSaveRoot, TD_DEEP );
if ( !bOk )
return false;
}
SetDirty( false );
return true;
}
//-----------------------------------------------------------------------------
// Finds a shader
//-----------------------------------------------------------------------------
IShader *CVMTDoc::FindShader( const char *pShaderName )
{
int nCount = g_pMaterialSystem->ShaderCount();
IShader **ppShaderList = (IShader**)_alloca( nCount * sizeof(IShader*) );
g_pMaterialSystem->GetShaders( 0, nCount, ppShaderList );
for ( int i = 0; i < nCount; ++i )
{
if ( !Q_stricmp( pShaderName, ppShaderList[i]->GetName() ) )
return ppShaderList[i];
}
return NULL;
}
//-----------------------------------------------------------------------------
// Is this attribute a shader parameter?
//-----------------------------------------------------------------------------
bool CVMTDoc::IsShaderParam( CDmAttribute* pAttribute )
{
const char *pName = pAttribute->GetName();
// Shader params start with a $ or %
if ( pName[0] != '$' && pName[0] != '%' )
return false;
// Don't remove name, type, or id
if ( pAttribute->IsFlagSet( FATTRIB_STANDARD ) )
return false;
// All shader params have USERDEFINED set
if ( !pAttribute->IsFlagSet( FATTRIB_USERDEFINED ) )
return false;
// Don't remove arrays... those aren't shader parameters
if ( pAttribute->GetType() == AT_ELEMENT_ARRAY )
return false;
// Standard params aren't counted here
for ( int i = 0; g_pStandardParams[i].m_pParamName; ++i )
{
if ( !Q_stricmp( g_pStandardParams[i].m_pParamName, pName ) )
return false;
}
return true;
}
//-----------------------------------------------------------------------------
// Remove all shader parameters
//-----------------------------------------------------------------------------
void CVMTDoc::RemoveAllShaderParams( CDmElement *pMaterial )
{
CDmAttribute* pAttribute;
CDmAttribute* pNextAttribute = NULL;
for ( pAttribute = pMaterial->FirstAttribute(); pAttribute; pAttribute = pNextAttribute )
{
pNextAttribute = pAttribute->NextAttribute();
// Only remove shader parameters
if ( !IsShaderParam( pAttribute ) )
continue;
m_pCallback->RemoveShaderParameter( pAttribute->GetName() );
pMaterial->RemoveAttributeByPtr( pAttribute );
}
}
//-----------------------------------------------------------------------------
// Remove all shader parameters that don't exist in the new shader
//-----------------------------------------------------------------------------
void CVMTDoc::RemoveUnusedShaderParams( CDmElement *pMaterial, IShader *pShader, IShader *pOldShader )
{
CDmAttribute* pAttribute = pMaterial->FirstAttribute();
CDmAttribute* pNextAttribute = NULL;
for ( ; pAttribute; pAttribute = pNextAttribute )
{
pNextAttribute = pAttribute->NextAttribute();
// Only remove shader parameters
if ( !IsShaderParam( pAttribute ) )
continue;
// Don't remove flags
int nCount = g_pMaterialSystem->ShaderFlagCount();
int i;
for ( i = 0; i < nCount; ++i )
{
const char *pFlagName = g_pMaterialSystem->ShaderFlagName( i );
if ( !Q_stricmp( pAttribute->GetName(), pFlagName ) )
break;
}
if ( i != nCount )
continue;
const char *pShaderParam = pAttribute->GetName();
// Remove parameters we've currently got but which don't exist in the new shader
nCount = pShader->GetNumParams();
for ( i = 0; i < nCount; ++i )
{
// FIXME: Check type matches
if ( !Q_stricmp( pShaderParam, pShader->GetParamName( i ) ) )
break;
}
// No match? Remove it!
if ( i == nCount )
{
m_pCallback->RemoveShaderParameter( pAttribute->GetName() );
pMaterial->RemoveAttributeByPtr( pAttribute );
continue;
}
// Remove parameters from the old shader which match the default value
// This will make the default values update to the new shader's defaults
if ( pOldShader )
{
nCount = pOldShader->GetNumParams();
for ( i = 0; i < nCount; ++i )
{
// FIXME: Check type matches
if ( Q_stricmp( pShaderParam, pOldShader->GetParamName( i ) ) )
continue;
// NOTE: This isn't particularly efficient. Too bad!
// It's hard to do efficiently owing to all the import conversion
char temp1[512];
char temp2[512];
CUtlBuffer buf1( temp1, sizeof(temp1), CUtlBuffer::TEXT_BUFFER | CUtlBuffer::EXTERNAL_GROWABLE );
CUtlBuffer buf2( temp2, sizeof(temp2), CUtlBuffer::TEXT_BUFFER | CUtlBuffer::EXTERNAL_GROWABLE );
pAttribute->Serialize( buf1 );
SetAttributeValueFromDefault( pMaterial, pAttribute, pOldShader->GetParamDefault( i ) );
pAttribute->Serialize( buf2 );
if ( ( buf1.TellMaxPut() == buf2.TellMaxPut() ) && !memcmp( buf1.Base(), buf2.Base(), buf1.TellMaxPut() ) )
{
// Buffers match! Therefore it's still using the default parameter
m_pCallback->RemoveShaderParameter( pAttribute->GetName() );
pMaterial->RemoveAttributeByPtr( pAttribute );
}
else
{
pAttribute->Unserialize( buf1 );
}
break;
}
}
}
}
//-----------------------------------------------------------------------------
// Add attribute for shader parameter
//-----------------------------------------------------------------------------
CDmAttribute* CVMTDoc::AddAttributeForShaderParameter( CDmElement *pMaterial, const char *pParamName, ShaderParamType_t paramType )
{
CDmAttribute *pAttribute = NULL;
switch ( paramType )
{
case SHADER_PARAM_TYPE_INTEGER:
pAttribute = pMaterial->AddAttribute( pParamName, AT_INT );
break;
case SHADER_PARAM_TYPE_BOOL:
pAttribute = pMaterial->AddAttribute( pParamName, AT_BOOL );
break;
case SHADER_PARAM_TYPE_FLOAT:
pAttribute = pMaterial->AddAttribute( pParamName, AT_FLOAT );
break;
case SHADER_PARAM_TYPE_STRING:
pAttribute = pMaterial->AddAttribute( pParamName, AT_STRING );
break;
case SHADER_PARAM_TYPE_COLOR:
pAttribute = pMaterial->AddAttribute( pParamName, AT_COLOR );
break;
case SHADER_PARAM_TYPE_VEC2:
pAttribute = pMaterial->AddAttribute( pParamName, AT_VECTOR2 );
break;
case SHADER_PARAM_TYPE_VEC3:
pAttribute = pMaterial->AddAttribute( pParamName, AT_VECTOR3 );
break;
case SHADER_PARAM_TYPE_VEC4:
pAttribute = pMaterial->AddAttribute( pParamName, AT_VECTOR4 );
break;
case SHADER_PARAM_TYPE_FOURCC:
Assert( 0 );
break;
case SHADER_PARAM_TYPE_MATRIX:
pAttribute = pMaterial->AddAttribute( pParamName, AT_VMATRIX );
break;
case SHADER_PARAM_TYPE_TEXTURE:
pAttribute = pMaterial->AddAttribute( pParamName, AT_STRING );
m_pCallback->AddShaderParameter( pParamName, "vtfpicker", "vtfName" );
break;
case SHADER_PARAM_TYPE_MATERIAL:
pAttribute = pMaterial->AddAttribute( pParamName, AT_STRING );
m_pCallback->AddShaderParameter( pParamName, "vmtpicker", "vmtName" );
break;
default:
break;
}
if ( pAttribute )
{
pAttribute->AddFlag( FATTRIB_USERDEFINED );
}
return pAttribute;
}
//-----------------------------------------------------------------------------
// A couple methods to set vmatrix param values from strings (OLD METHOD!)
//-----------------------------------------------------------------------------
bool CVMTDoc::SetVMatrixParamValue( CDmAttribute *pAttribute, const char *pValue )
{
// FIXME: Change default strings to match DME?
// Then we could remove this crap
VMatrix mat;
int count = sscanf( pValue, " [ %f %f %f %f %f %f %f %f %f %f %f %f %f %f %f %f ]",
&mat.m[0][0], &mat.m[0][1], &mat.m[0][2], &mat.m[0][3],
&mat.m[1][0], &mat.m[1][1], &mat.m[1][2], &mat.m[1][3],
&mat.m[2][0], &mat.m[2][1], &mat.m[2][2], &mat.m[2][3],
&mat.m[3][0], &mat.m[3][1], &mat.m[3][2], &mat.m[3][3] );
if (count == 16)
{
pAttribute->SetValue( mat );
return true;
}
Vector2D scale, center;
float angle;
Vector2D translation;
count = sscanf( pValue, " center %f %f scale %f %f rotate %f translate %f %f",
&center.x, &center.y, &scale.x, &scale.y, &angle, &translation.x, &translation.y );
if (count != 7)
return false;
VMatrix temp;
MatrixBuildTranslation( mat, -center.x, -center.y, 0.0f );
MatrixBuildScale( temp, scale.x, scale.y, 1.0f );
MatrixMultiply( temp, mat, mat );
MatrixBuildRotateZ( temp, angle );
MatrixMultiply( temp, mat, mat );
MatrixBuildTranslation( temp, center.x + translation.x, center.y + translation.y, 0.0f );
MatrixMultiply( temp, mat, mat );
pAttribute->SetValue( mat );
return true;
}
//-----------------------------------------------------------------------------
// A couple methods to set vmatrix param values from strings (OLD METHOD!)
//-----------------------------------------------------------------------------
bool CVMTDoc::SetVector2DParamValue( CDmAttribute *pAttribute, const char *pValue )
{
Vector2D vec;
int count = sscanf( pValue, " [ %f %f ]", &vec[0], &vec[1] );
if ( count == 2 )
{
pAttribute->SetValue( vec );
return true;
}
count = sscanf( pValue, " { %f %f }", &vec[0], &vec[1] );
if ( count == 2 )
{
vec /= 255.0f;
pAttribute->SetValue( vec );
return true;
}
return false;
}
//-----------------------------------------------------------------------------
// A couple methods to set vmatrix param values from strings (OLD METHOD!)
//-----------------------------------------------------------------------------
bool CVMTDoc::SetVector3DParamValue( CDmAttribute *pAttribute, const char *pValue )
{
Vector vec;
int count = sscanf( pValue, " [ %f %f %f ]", &vec[0], &vec[1], &vec[2] );
if ( count == 3 )
{
pAttribute->SetValue( vec );
return true;
}
count = sscanf( pValue, " { %f %f %f }", &vec[0], &vec[1], &vec[2] );
if ( count == 3 )
{
vec /= 255.0f;
pAttribute->SetValue( vec );
return true;
}
return false;
}
//-----------------------------------------------------------------------------
// A couple methods to set vmatrix param values from strings (OLD METHOD!)
//-----------------------------------------------------------------------------
bool CVMTDoc::SetVector4DParamValue( CDmAttribute *pAttribute, const char *pValue )
{
Vector4D vec;
int count = sscanf( pValue, " [ %f %f %f %f ]", &vec[0], &vec[1], &vec[2], &vec[3] );
if ( count == 4 )
{
pAttribute->SetValue( vec );
return true;
}
count = sscanf( pValue, " { %f %f %f %f }", &vec[0], &vec[1], &vec[2], &vec[3] );
if ( count == 4 )
{
vec /= 255.0f;
pAttribute->SetValue( vec );
return true;
}
return false;
}
//-----------------------------------------------------------------------------
// A couple methods to set vmatrix param values from strings (OLD METHOD!)
//-----------------------------------------------------------------------------
bool CVMTDoc::SetColorParamValue( CDmAttribute *pAttribute, const char *pValue )
{
Color c;
int r, g, b;
Vector vec;
int count = sscanf( pValue, " [ %f %f %f ]", &vec[0], &vec[1], &vec[2] );
if ( count == 3 )
{
vec *= 255.0f;
r = clamp( vec[0], 0, 255 );
g = clamp( vec[1], 0, 255 );
b = clamp( vec[2], 0, 255 );
c.SetColor( r, g, b, 255 );
pAttribute->SetValue( c );
return true;
}
count = sscanf( pValue, " { %d %d %d }", &r, &g, &b );
if ( count == 3 )
{
c.SetColor( r, g, b, 255 );
pAttribute->SetValue( c );
return true;
}
return false;
}
//-----------------------------------------------------------------------------
// Sets an attribute value from the shader param default
//-----------------------------------------------------------------------------
void CVMTDoc::SetAttributeValueFromDefault( CDmElement *pMaterial, CDmAttribute *pAttribute, const char *pValue )
{
// FIXME: Change default strings to match DME?
// Then we could remove this crap
switch ( pAttribute->GetType() )
{
case AT_VMATRIX:
if ( SetVMatrixParamValue( pAttribute, pValue ) )
return;
break;
case AT_COLOR:
if ( SetColorParamValue( pAttribute, pValue ) )
return;
break;
case AT_VECTOR2:
if ( SetVector2DParamValue( pAttribute, pValue ) )
return;
break;
case AT_VECTOR3:
if ( SetVector3DParamValue( pAttribute, pValue ) )
return;
break;
case AT_VECTOR4:
if ( SetVector4DParamValue( pAttribute, pValue ) )
return;
break;
}
pMaterial->SetValueFromString( pAttribute->GetName(), pValue );
}
//-----------------------------------------------------------------------------
// Add a single shader parameter if it doesn't exist
//-----------------------------------------------------------------------------
void CVMTDoc::AddNewShaderParam( CDmElement *pMaterial, const char *pParamName, ShaderParamType_t paramType, const char *pValue )
{
char temp[512];
Q_strncpy( temp, pParamName, sizeof(temp) );
Q_strlower( temp );
pParamName = temp;
CDmAttribute* pAttribute = NULL;
for ( pAttribute = pMaterial->FirstAttribute(); pAttribute; pAttribute = pAttribute->NextAttribute() )
{
// Don't bother testing against name, type, or id
if ( pAttribute->IsFlagSet( FATTRIB_STANDARD ) )
continue;
const char *pAttributeName = pAttribute->GetName();
if ( !Q_stricmp( pAttributeName, pParamName ) )
return;
}
// No match? Add it!
pAttribute = AddAttributeForShaderParameter( pMaterial, pParamName, paramType );
if ( pAttribute )
{
SetAttributeValueFromDefault( pMaterial, pAttribute, pValue );
}
}
//-----------------------------------------------------------------------------
// Add all shader parameters that don't currently exist
//-----------------------------------------------------------------------------
void CVMTDoc::AddNewShaderParams( CDmElement *pMaterial, IShader *pShader )
{
// First add all flags
m_pCallback->RemoveAllFlagParameters();
int nCount = g_pMaterialSystem->ShaderFlagCount();
int i;
for ( i = 0; i < nCount; ++i )
{
const char *pParamName = g_pMaterialSystem->ShaderFlagName( i );
AddNewShaderParam( pMaterial, pParamName, SHADER_PARAM_TYPE_BOOL, "0" );
m_pCallback->AddFlagParameter( pParamName );
}
// Next add all shader-specific parameters
nCount = pShader->GetNumParams();
for ( i = 0; i < nCount; ++i )
{
const char *pParamName = pShader->GetParamName( i );
// Don't add parameters that don't want to be editable
if ( pShader->GetParamFlags( i ) & SHADER_PARAM_NOT_EDITABLE )
continue;
ShaderParamType_t paramType = pShader->GetParamType( i );
const char *pDefault = pShader->GetParamDefault( i );
AddNewShaderParam( pMaterial, pParamName, paramType, pDefault );
}
}
//-----------------------------------------------------------------------------
// Sets shader parameters to the default for that shader
//-----------------------------------------------------------------------------
void CVMTDoc::SetParamsToDefault()
{
// This is undoable
CAppUndoScopeGuard guard( 0, "Set Params to Default", "Set Params to Default" );
// Next add all shader-specific parameters
int nCount = m_pCurrentIShader->GetNumParams();
for ( int i = 0; i < nCount; ++i )
{
const char *pParamName = m_pCurrentIShader->GetParamName( i );
// Don't set parameters that don't want to be editable
if ( m_pCurrentIShader->GetParamFlags( i ) & SHADER_PARAM_NOT_EDITABLE )
continue;
char pAttributeName[512];
Q_strncpy( pAttributeName, pParamName, sizeof(pAttributeName) );
Q_strlower( pAttributeName );
if ( !m_hRoot->HasAttribute( pAttributeName ) )
continue;
CDmAttribute *pAttribute = m_hRoot->GetAttribute( pAttributeName );
const char *pDefault = m_pCurrentIShader->GetParamDefault( i );
SetAttributeValueFromDefault( m_hRoot, pAttribute, pDefault );
}
}
//-----------------------------------------------------------------------------
// Sets the shader in the material
//-----------------------------------------------------------------------------
void CVMTDoc::SetShader( const char *pShaderName )
{
// No change? don't bother
if ( !Q_stricmp( m_CurrentShader, pShaderName ) )
return;
m_CurrentShader = pShaderName;
// This is undoable
CAppUndoScopeGuard guard( NOTIFY_SETDIRTYFLAG, "Set Shader", "Set Shader" );
char pActualShaderName[512];
g_pMaterialSystem->GetShaderFallback( pShaderName, pActualShaderName, sizeof(pActualShaderName) );
m_hRoot->SetValue( "shader", pShaderName );
// First, find the shader
IShader *pShader = FindShader( pActualShaderName );
// Remove all shader parameters that don't exist in the new shader
// And also remove shader parameters that do match the default value
RemoveUnusedShaderParams( m_hRoot, pShader, m_pCurrentIShader );
// Add all shader parameters that don't currently exist
AddNewShaderParams( m_hRoot, pShader );
m_pCurrentIShader = pShader;
}
//-----------------------------------------------------------------------------
// Gets the preview material
//-----------------------------------------------------------------------------
IMaterial *CVMTDoc::GetPreviewMaterial()
{
return m_pPreviewMaterial;
}
//-----------------------------------------------------------------------------
// Updates the preview material
//-----------------------------------------------------------------------------
void CVMTDoc::UpdatePreviewMaterial()
{
if ( !m_hRoot.Get() )
return;
// Update all shader parameters
SetShader( m_hRoot->GetValueString( "shader" ) );
// Use the file conversion to write to a text format
char buf[1024];
CUtlBuffer vmtBuf( buf, sizeof(buf), CUtlBuffer::TEXT_BUFFER | CUtlBuffer::EXTERNAL_GROWABLE );
g_pDataModel->Serialize( vmtBuf, "vmt", "vmt", m_hRoot );
// Now use the text format to create a keyvalues
KeyValues *pVMTKeyValues = new KeyValues( "ShaderName" );
pVMTKeyValues->LoadFromBuffer( "VMT Preview", vmtBuf, g_pFileSystem, "GAME" );
// Finally, hook the keyvalues into the material.
m_pPreviewMaterial->SetShaderAndParams( pVMTKeyValues );
pVMTKeyValues->deleteThis();
}
//-----------------------------------------------------------------------------
// Returns the root object
//-----------------------------------------------------------------------------
CDmElement *CVMTDoc::GetRootObject()
{
return m_hRoot;
}
//-----------------------------------------------------------------------------
// Called when data changes
//-----------------------------------------------------------------------------
void CVMTDoc::OnDataChanged( const char *pReason, int nNotifySource, int nNotifyFlags )
{
SetDirty( nNotifyFlags & NOTIFY_SETDIRTYFLAG ? true : false );
UpdatePreviewMaterial();
m_pCallback->OnDocChanged( pReason, nNotifySource, nNotifyFlags );
}