Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Workfile: $
// $Date: $
// $NoKeywords: $
//=============================================================================//
// C callable material system interface for the utils.
#include "materialsystem/imaterialsystem.h"
#include "materialsystem/imaterial.h"
#include "materialsystem/imaterialvar.h"
#include <cmdlib.h>
#include "utilmatlib.h"
#include "tier0/dbg.h"
#include <windows.h>
#include "filesystem.h"
#include "materialsystem/materialsystem_config.h"
#include "mathlib/Mathlib.h"
void LoadMaterialSystemInterface( CreateInterfaceFn fileSystemFactory )
{
if( g_pMaterialSystem )
return;
// materialsystem.dll should be in the path, it's in bin along with vbsp.
const char *pDllName = "materialsystem.dll";
CSysModule *materialSystemDLLHInst;
materialSystemDLLHInst = g_pFullFileSystem->LoadModule( pDllName );
if( !materialSystemDLLHInst )
{
Error( "Can't load MaterialSystem.dll\n" );
}
CreateInterfaceFn clientFactory = Sys_GetFactory( materialSystemDLLHInst );
if ( clientFactory )
{
g_pMaterialSystem = (IMaterialSystem *)clientFactory( MATERIAL_SYSTEM_INTERFACE_VERSION, NULL );
if ( !g_pMaterialSystem )
{
Error( "Could not get the material system interface from materialsystem.dll (" __FILE__ ")" );
}
}
else
{
Error( "Could not find factory interface in library MaterialSystem.dll" );
}
if (!g_pMaterialSystem->Init( "shaderapiempty.dll", 0, fileSystemFactory ))
{
Error( "Could not start the empty shader (shaderapiempty.dll)!" );
}
}
void InitMaterialSystem( const char *materialBaseDirPath, CreateInterfaceFn fileSystemFactory )
{
LoadMaterialSystemInterface( fileSystemFactory );
MaterialSystem_Config_t config;
g_pMaterialSystem->OverrideConfig( config, false );
}
void ShutdownMaterialSystem( )
{
if ( g_pMaterialSystem )
{
g_pMaterialSystem->Shutdown();
g_pMaterialSystem = NULL;
}
}
MaterialSystemMaterial_t FindMaterial( const char *materialName, bool *pFound, bool bComplain )
{
IMaterial *pMat = g_pMaterialSystem->FindMaterial( materialName, TEXTURE_GROUP_OTHER, bComplain );
MaterialSystemMaterial_t matHandle = pMat;
if ( pFound )
{
*pFound = true;
if ( IsErrorMaterial( pMat ) )
*pFound = false;
}
return matHandle;
}
void GetMaterialDimensions( MaterialSystemMaterial_t materialHandle, int *width, int *height )
{
PreviewImageRetVal_t retVal;
ImageFormat dummyImageFormat;
IMaterial *material = ( IMaterial * )materialHandle;
bool translucent;
retVal = material->GetPreviewImageProperties( width, height, &dummyImageFormat, &translucent );
if (retVal != MATERIAL_PREVIEW_IMAGE_OK )
{
#if 0
if (retVal == MATERIAL_PREVIEW_IMAGE_BAD )
{
Error( "problem getting preview image for %s",
g_pMaterialSystem->GetMaterialName( materialInfo[matID].materialHandle ) );
}
#else
*width = 128;
*height = 128;
#endif
}
}
void GetMaterialReflectivity( MaterialSystemMaterial_t materialHandle, float *reflectivityVect )
{
IMaterial *material = ( IMaterial * )materialHandle;
const IMaterialVar *reflectivityVar;
bool found;
reflectivityVar = material->FindVar( "$reflectivity", &found, false );
if( !found )
{
Vector tmp;
material->GetReflectivity( tmp );
VectorCopy( tmp.Base(), reflectivityVect );
}
else
{
reflectivityVar->GetVecValue( reflectivityVect, 3 );
}
}
int GetMaterialShaderPropertyBool( MaterialSystemMaterial_t materialHandle, int propID )
{
IMaterial *material = ( IMaterial * )materialHandle;
switch( propID )
{
case UTILMATLIB_NEEDS_BUMPED_LIGHTMAPS:
return material->GetPropertyFlag( MATERIAL_PROPERTY_NEEDS_BUMPED_LIGHTMAPS );
case UTILMATLIB_NEEDS_LIGHTMAP:
return material->GetPropertyFlag( MATERIAL_PROPERTY_NEEDS_LIGHTMAP );
default:
Assert( 0 );
return 0;
}
}
int GetMaterialShaderPropertyInt( MaterialSystemMaterial_t materialHandle, int propID )
{
IMaterial *material = ( IMaterial * )materialHandle;
switch( propID )
{
case UTILMATLIB_OPACITY:
if (material->IsTranslucent())
return UTILMATLIB_TRANSLUCENT;
if (material->IsAlphaTested())
return UTILMATLIB_ALPHATEST;
return UTILMATLIB_OPAQUE;
default:
Assert( 0 );
return 0;
}
}
const char *GetMaterialVar( MaterialSystemMaterial_t materialHandle, const char *propertyName )
{
IMaterial *material = ( IMaterial * )materialHandle;
IMaterialVar *var;
bool found;
var = material->FindVar( propertyName, &found, false );
if( found )
{
return var->GetStringValue();
}
else
{
return NULL;
}
}
const char *GetMaterialShaderName( MaterialSystemMaterial_t materialHandle )
{
IMaterial *material = ( IMaterial * )materialHandle;
return material->GetShaderName();
}