Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#include "importkeyvaluebase.h"
#include "dmserializers.h"
#include "datamodel/idatamodel.h"
#include "datamodel/dmelement.h"
#include "tier1/KeyValues.h"
#include "tier1/utlbuffer.h"
#include "datamodel/dmattribute.h"
#include "filesystem.h"
#include "tier2/tier2.h"
//-----------------------------------------------------------------------------
// Serialization class for Key Values
//-----------------------------------------------------------------------------
class CImportVMT : public CImportKeyValueBase
{
public:
virtual const char *GetName() const { return "vmt"; }
virtual const char *GetDescription() const { return "Valve Material File"; }
virtual int GetCurrentVersion() const { return 0; } // doesn't store a version
bool Serialize( CUtlBuffer &outBuf, CDmElement *pRoot );
CDmElement* UnserializeFromKeyValues( KeyValues *pKeyValues );
private:
// Unserialize fallbacks
bool UnserializeFallbacks( CDmElement *pRoot, KeyValues *pFallbackKeyValues );
// Unserialize proxies
bool UnserializeProxies( CDmElement *pRoot, KeyValues *pKeyValues );
// Creates a shader parameter from a key value
bool UnserializeShaderParam( CDmElement *pRoot, KeyValues* pKeyValue );
// Creates a matrix material var
bool CreateMatrixMaterialVarFromKeyValue( CDmElement *pRoot, const char *pParamName, const char *pString );
// Creates a vector shader parameter
bool CreateVectorMaterialVarFromKeyValue( CDmElement *pRoot, const char *pParamName, const char *pString );
// Writes out a single shader parameter
bool SerializeShaderParameter( CUtlBuffer &buf, CDmAttribute *pAttribute );
// Writes out all shader parameters
bool SerializeShaderParameters( CUtlBuffer &buf, CDmElement *pRoot );
// Writes out all shader fallbacks
bool SerializeFallbacks( CUtlBuffer &buf, CDmElement *pRoot );
// Writes out all material proxies
bool SerializeProxies( CUtlBuffer &buf, CDmElement *pRoot );
// Handle patch files
void ExpandPatchFile( KeyValues *pKeyValues );
};
//-----------------------------------------------------------------------------
// Singleton instance
//-----------------------------------------------------------------------------
static CImportVMT s_ImportVMT;
void InstallVMTImporter( IDataModel *pFactory )
{
pFactory->AddSerializer( &s_ImportVMT );
}
//-----------------------------------------------------------------------------
// Writes out a single shader parameter
//-----------------------------------------------------------------------------
bool CImportVMT::SerializeShaderParameter( CUtlBuffer &buf, CDmAttribute *pAttribute )
{
// We have a shader parameter at this point.
switch ( pAttribute->GetType() )
{
case AT_INT:
buf.Printf( "\"%s\" \"%d\"\n", pAttribute->GetName(), pAttribute->GetValue<int>( ) );
break;
case AT_BOOL:
buf.Printf( "\"%s\" \"%d\"\n", pAttribute->GetName(), pAttribute->GetValue<bool>( ) );
break;
case AT_FLOAT:
buf.Printf( "\"%s\" \"%f\"\n", pAttribute->GetName(), pAttribute->GetValue<float>( ) );
break;
case AT_STRING:
buf.Printf( "\"%s\" \"%s\"\n", pAttribute->GetName(), pAttribute->GetValue<CUtlString>( ).Get() );
break;
case AT_VECTOR2:
{
const Vector2D &vec = pAttribute->GetValue<Vector2D>( );
buf.Printf( "\"%s\" \"[ %f %f ]\"\n", pAttribute->GetName(), vec.x, vec.y );
}
break;
case AT_VECTOR3:
{
const Vector &vec = pAttribute->GetValue<Vector>( );
buf.Printf( "\"%s\" \"[ %f %f %f ]\"\n", pAttribute->GetName(), vec.x, vec.y, vec.z );
}
break;
case AT_VECTOR4:
{
const Vector4D &vec = pAttribute->GetValue<Vector4D>( );
buf.Printf( "\"%s\" \"[ %f %f %f %f ]\"\n", pAttribute->GetName(), vec.x, vec.y, vec.z, vec.w );
}
break;
case AT_COLOR:
{
// NOTE: VMTs only support 3 component color (no alpha)
const Color &color = pAttribute->GetValue<Color>( );
buf.Printf( "\"%s\" \"{ %d %d %d }\"\n", pAttribute->GetName(), color.r(), color.g(), color.b() );
}
break;
case AT_VMATRIX:
{
const VMatrix &mat = pAttribute->GetValue<VMatrix>( );
buf.Printf( "\"%s\" \"[ %f %f %f %f %f %f %f %f %f %f %f %f %f %f %f %f ]\"\n", pAttribute->GetName(),
mat[0][0], mat[0][1], mat[0][2], mat[0][3],
mat[1][0], mat[1][1], mat[1][2], mat[1][3],
mat[2][0], mat[2][1], mat[2][2], mat[2][3],
mat[3][0], mat[3][1], mat[3][2], mat[3][3] );
}
break;
default:
Warning( "Attempted to serialize an unsupported shader parameter type %s (%s)\n",
pAttribute->GetName(), g_pDataModel->GetAttributeNameForType( pAttribute->GetType() ) );
return false;
}
return true;
}
//-----------------------------------------------------------------------------
// Writes out all shader parameters
//-----------------------------------------------------------------------------
bool CImportVMT::SerializeShaderParameters( CUtlBuffer &buf, CDmElement *pRoot )
{
for ( CDmAttribute *pAttribute = pRoot->FirstAttribute(); pAttribute; pAttribute = pAttribute->NextAttribute() )
{
// Skip the standard attributes
if ( pAttribute->IsFlagSet( FATTRIB_STANDARD ) )
continue;
// Skip the shader name
const char *pName = pAttribute->GetName();
if ( !Q_stricmp( pAttribute->GetName(), "shader" ) )
continue;
// Names that don't start with a $ or a % are not shader parameters
if ( pName[0] != '$' && pName[0] != '%' )
continue;
// Skip element array children; we'll handle them separately.
if ( pAttribute->GetType() == AT_ELEMENT_ARRAY )
continue;
// Write out the shader parameter
if ( !SerializeShaderParameter( buf, pAttribute ) )
return false;
}
return true;
}
//-----------------------------------------------------------------------------
// Writes out all shader fallbacks
//-----------------------------------------------------------------------------
bool CImportVMT::SerializeFallbacks( CUtlBuffer &buf, CDmElement *pRoot )
{
if ( !pRoot->HasAttribute( "fallbacks" ) )
return true;
CDmAttribute *pFallbacks = pRoot->GetAttribute( "fallbacks" );
if ( pFallbacks->GetType() != AT_ELEMENT_ARRAY )
return false;
CDmrElementArray<> array( pFallbacks );
int nCount = array.Count();
for ( int i = 0; i < nCount; ++i )
{
CDmElement *pFallback = array[i];
Assert( pFallback );
PrintStringAttribute( pFallback, buf, "shader", false, true );
buf.Printf( "{\n" );
buf.PushTab();
if ( !SerializeShaderParameters( buf, pFallback ) )
return false;
buf.PopTab();
buf.Printf( "}\n" );
}
return true;
}
//-----------------------------------------------------------------------------
// Writes out all material proxies
//-----------------------------------------------------------------------------
bool CImportVMT::SerializeProxies( CUtlBuffer &buf, CDmElement *pRoot )
{
if ( !pRoot->HasAttribute( "proxies" ) )
return true;
CDmAttribute *pProxies = pRoot->GetAttribute( "proxies" );
if ( pProxies->GetType() != AT_ELEMENT_ARRAY )
return false;
CDmrElementArray<> array( pProxies );
int nCount = array.Count();
if ( nCount == 0 )
return true;
buf.Printf( "\"Proxies\"\n" );
buf.Printf( "{\n" );
buf.PushTab();
for ( int i = 0; i < nCount; ++i )
{
CDmElement *pProxy = array[i];
Assert( pProxy );
PrintStringAttribute( pProxy, buf, "proxyType", false, true );
buf.Printf( "{\n" );
buf.PushTab();
if ( !SerializeShaderParameters( buf, pProxy ) )
return false;
buf.PopTab();
buf.Printf( "}\n" );
}
buf.PopTab();
buf.Printf( "}\n" );
return true;
}
//-----------------------------------------------------------------------------
// Writes out a new vmt file
//-----------------------------------------------------------------------------
bool CImportVMT::Serialize( CUtlBuffer &buf, CDmElement *pRoot )
{
PrintStringAttribute( pRoot, buf, "shader", false, true );
buf.Printf( "{\n" );
buf.PushTab();
if ( !SerializeShaderParameters( buf, pRoot ) )
return false;
if ( !SerializeFallbacks( buf, pRoot ) )
return false;
if ( !SerializeProxies( buf, pRoot ) )
return false;
buf.PopTab();
buf.Printf( "}\n" );
return true;
}
//-----------------------------------------------------------------------------
// Parser utilities
//-----------------------------------------------------------------------------
static inline bool IsWhitespace( char c )
{
return c == ' ' || c == '\t';
}
static inline bool IsEndline( char c )
{
return c == '\n' || c == '\0';
}
static inline bool IsVector( char const* v )
{
while (IsWhitespace(*v))
{
++v;
if (IsEndline(*v))
return false;
}
return *v == '[' || *v == '{';
}
//-----------------------------------------------------------------------------
// Creates a vector material var
//-----------------------------------------------------------------------------
int ParseVectorFromKeyValueString( const char *pParamName, const char* pScan, const char *pMaterialName, float vecVal[4] )
{
bool divideBy255 = false;
// skip whitespace
while( IsWhitespace(*pScan) )
{
++pScan;
}
if( *pScan == '{' )
{
divideBy255 = true;
}
else
{
Assert( *pScan == '[' );
}
// skip the '['
++pScan;
int i;
for( i = 0; i < 4; i++ )
{
// skip whitespace
while( IsWhitespace(*pScan) )
{
++pScan;
}
if( IsEndline(*pScan) || *pScan == ']' || *pScan == '}' )
{
if (*pScan != ']' && *pScan != '}')
{
Warning( "Warning in .VMT file (%s): no ']' or '}' found in vector key \"%s\".\n"
"Did you forget to surround the vector with \"s?\n", pMaterialName, pParamName );
}
// allow for vec2's, etc.
vecVal[i] = 0.0f;
break;
}
char* pEnd;
vecVal[i] = strtod( pScan, &pEnd );
if (pScan == pEnd)
{
Warning( "Error in .VMT file: error parsing vector element \"%s\" in \"%s\"\n", pParamName, pMaterialName );
return 0;
}
pScan = pEnd;
}
if( divideBy255 )
{
vecVal[0] *= ( 1.0f / 255.0f );
vecVal[1] *= ( 1.0f / 255.0f );
vecVal[2] *= ( 1.0f / 255.0f );
vecVal[3] *= ( 1.0f / 255.0f );
}
return i;
}
//-----------------------------------------------------------------------------
// Sets shader parameter attributes
//-----------------------------------------------------------------------------
template< class T >
inline bool SetShaderParamAttribute( CDmElement *pElement, const char *pAttributeName, const T &value )
{
if ( !pElement )
return false;
if ( !pElement->SetValue( pAttributeName, value ) )
return false;
CDmAttribute *pAttribute = pElement->GetAttribute( pAttributeName );
pAttribute->AddFlag( FATTRIB_USERDEFINED );
return true;
}
inline bool SetShaderParamAttribute( CDmElement *pElement, const char *pAttributeName, const char *value )
{
if ( !pElement )
return false;
if ( !pElement->SetValue( pAttributeName, value ) )
return false;
CDmAttribute *pAttribute = pElement->GetAttribute( pAttributeName );
pAttribute->AddFlag( FATTRIB_USERDEFINED );
return true;
}
//-----------------------------------------------------------------------------
// Creates a vector shader parameter
//-----------------------------------------------------------------------------
bool CImportVMT::CreateVectorMaterialVarFromKeyValue( CDmElement *pElement, const char *pParamName, const char *pString )
{
Vector4D vecVal;
int nDim = ParseVectorFromKeyValueString( pParamName, pString, FileName(), vecVal.Base() );
if ( nDim == 0 )
return false;
// Create the variable!
switch ( nDim )
{
case 1:
return SetShaderParamAttribute( pElement, pParamName, vecVal[0] );
case 2:
return SetShaderParamAttribute( pElement, pParamName, vecVal.AsVector2D() );
case 3:
return SetShaderParamAttribute( pElement, pParamName, vecVal.AsVector3D() );
case 4:
return SetShaderParamAttribute( pElement, pParamName, vecVal );
}
return false;
}
//-----------------------------------------------------------------------------
// Creates a matrix shader parameter
//-----------------------------------------------------------------------------
bool CImportVMT::CreateMatrixMaterialVarFromKeyValue( CDmElement *pElement, const char *pParamName, const char *pScan )
{
// Matrices can be specified one of two ways:
// [ # # # # # # # # # # # # # # # # ]
// or
// center # # scale # # rotate # translate # #
VMatrix mat;
int count = sscanf( pScan, " [ %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)
{
return SetShaderParamAttribute( pElement, pParamName, mat );
}
Vector2D scale, center;
float angle;
Vector2D translation;
count = sscanf( pScan, " 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 );
// Create the variable!
return SetShaderParamAttribute( pElement, pParamName, mat );
}
//-----------------------------------------------------------------------------
// Creates a shader parameter from a key value
//-----------------------------------------------------------------------------
bool CImportVMT::UnserializeShaderParam( CDmElement *pRoot, KeyValues* pKeyValues )
{
char pParamName[512];
Q_strncpy( pParamName, pKeyValues->GetName(), sizeof(pParamName) );
Q_strlower( pParamName );
switch( pKeyValues->GetDataType() )
{
case KeyValues::TYPE_INT:
return SetShaderParamAttribute( pRoot, pParamName, pKeyValues->GetInt() );
case KeyValues::TYPE_FLOAT:
return SetShaderParamAttribute( pRoot, pParamName, pKeyValues->GetFloat() );
case KeyValues::TYPE_STRING:
{
char const* pString = pKeyValues->GetString();
// Only valid if it's a texture attribute
if ( !pString || !pString[0] )
return SetShaderParamAttribute( pRoot, pParamName, pString );
// Look for matrices
if ( CreateMatrixMaterialVarFromKeyValue( pRoot, pParamName, pString ) )
return true;
// Look for vectors
if ( !IsVector( pString ) )
return SetShaderParamAttribute( pRoot, pParamName, pString );
// Parse the string as a vector...
return CreateVectorMaterialVarFromKeyValue( pRoot, pParamName, pString );
}
}
return false;
}
//-----------------------------------------------------------------------------
// Unserialize proxies
//-----------------------------------------------------------------------------
bool CImportVMT::UnserializeProxies( CDmElement *pElement, KeyValues *pKeyValues )
{
// Create a child element array to contain all material proxies
CDmAttribute *pProxies = pElement->AddAttribute( "proxies", AT_ELEMENT_ARRAY );
if ( !pProxies )
return false;
CDmrElementArray<> array( pProxies );
// Proxies are a list of sub-keys, the name is the proxy name, subkeys are values
for ( KeyValues *pProxy = pKeyValues->GetFirstTrueSubKey(); pProxy != NULL; pProxy = pProxy->GetNextTrueSubKey() )
{
CDmElement *pProxyElement = CreateDmElement( "DmElement", pProxy->GetName(), NULL );
array.AddToTail( pProxyElement );
pProxyElement->SetValue( "proxyType", pKeyValues->GetName() );
pProxyElement->SetValue( "editorType", "vmtProxy" );
// Normal keys are proxy parameters
for ( KeyValues *pProxyParam = pProxy->GetFirstValue(); pProxyParam != NULL; pProxyParam = pProxyParam->GetNextValue() )
{
switch( pProxyParam->GetDataType() )
{
case KeyValues::TYPE_INT:
pProxyElement->SetValue( pProxyParam->GetName(), pProxyParam->GetInt() );
return true;
case KeyValues::TYPE_FLOAT:
pProxyElement->SetValue( pProxyParam->GetName(), pProxyParam->GetFloat() );
return true;
case KeyValues::TYPE_STRING:
pProxyElement->SetValue( pProxyParam->GetName(), pProxyParam->GetString() );
return true;
default:
Warning( "Unhandled proxy keyvalues type (proxy %s var %s)\n", pProxy->GetName(), pProxyParam->GetName() );
return false;
}
}
}
return true;
}
//-----------------------------------------------------------------------------
// Unserialize fallbacks
//-----------------------------------------------------------------------------
bool CImportVMT::UnserializeFallbacks( CDmElement *pElement, KeyValues *pFallbackKeyValues )
{
// Create a child element array to contain all material proxies
CDmAttribute *pFallbacks = pElement->AddAttribute( "fallbacks", AT_ELEMENT_ARRAY );
if ( !pFallbacks )
return false;
CDmrElementArray<> array( pFallbacks );
CDmElement *pFallback = CreateDmElement( "DmElement", pFallbackKeyValues->GetName(), NULL );
array.AddToTail( pFallback );
pFallback->SetValue( "editorType", "vmtFallback" );
// Normal keys are shader parameters
for ( KeyValues *pShaderParam = pFallbackKeyValues->GetFirstValue(); pShaderParam != NULL; pShaderParam = pShaderParam->GetNextValue() )
{
if ( !UnserializeShaderParam( pFallback, pShaderParam ) )
{
Warning( "Error importing vmt shader parameter %s\n", pShaderParam->GetName() );
return NULL;
}
}
return true;
}
//-----------------------------------------------------------------------------
// VMT parser
//-----------------------------------------------------------------------------
void InsertKeyValues( KeyValues& dst, KeyValues& src, bool bCheckForExistence )
{
KeyValues *pSrcVar = src.GetFirstSubKey();
while( pSrcVar )
{
if ( !bCheckForExistence || dst.FindKey( pSrcVar->GetName() ) )
{
switch( pSrcVar->GetDataType() )
{
case KeyValues::TYPE_STRING:
dst.SetString( pSrcVar->GetName(), pSrcVar->GetString() );
break;
case KeyValues::TYPE_INT:
dst.SetInt( pSrcVar->GetName(), pSrcVar->GetInt() );
break;
case KeyValues::TYPE_FLOAT:
dst.SetFloat( pSrcVar->GetName(), pSrcVar->GetFloat() );
break;
case KeyValues::TYPE_PTR:
dst.SetPtr( pSrcVar->GetName(), pSrcVar->GetPtr() );
break;
}
}
pSrcVar = pSrcVar->GetNextKey();
}
if( bCheckForExistence )
{
for( KeyValues *pScan = dst.GetFirstTrueSubKey(); pScan; pScan = pScan->GetNextTrueSubKey() )
{
KeyValues *pTmp = src.FindKey( pScan->GetName() );
if( !pTmp )
continue;
// make sure that this is a subkey.
if( pTmp->GetDataType() != KeyValues::TYPE_NONE )
continue;
InsertKeyValues( *pScan, *pTmp, bCheckForExistence );
}
}
}
//-----------------------------------------------------------------------------
// Handle patch files
//-----------------------------------------------------------------------------
void CImportVMT::ExpandPatchFile( KeyValues *pKeyValues )
{
int count = 0;
while( count < 10 && stricmp( pKeyValues->GetName(), "patch" ) == 0 )
{
// WriteKeyValuesToFile( "patch.txt", keyValues );
const char *pIncludeFileName = pKeyValues->GetString( "include" );
if( pIncludeFileName )
{
KeyValues * includeKeyValues = new KeyValues( "vmt" );
bool success = includeKeyValues->LoadFromFile( g_pFullFileSystem, pIncludeFileName, IsX360() ? "GAME" : NULL );
if( success )
{
KeyValues *pInsertSection = pKeyValues->FindKey( "insert" );
if( pInsertSection )
{
InsertKeyValues( *includeKeyValues, *pInsertSection, false );
}
KeyValues *pReplaceSection = pKeyValues->FindKey( "replace" );
if( pReplaceSection )
{
InsertKeyValues( *includeKeyValues, *pReplaceSection, true );
}
*pKeyValues = *includeKeyValues;
includeKeyValues->deleteThis();
// Could add other commands here, like "delete", "rename", etc.
}
else
{
includeKeyValues->deleteThis();
return;
}
}
else
{
return;
}
count++;
}
if( count >= 10 )
{
Warning( "Infinite recursion in patch file?\n" );
}
}
//-----------------------------------------------------------------------------
// Main entry point for the unserialization
//-----------------------------------------------------------------------------
CDmElement* CImportVMT::UnserializeFromKeyValues( KeyValues *pKeyValues )
{
ExpandPatchFile( pKeyValues );
// Create the main element
CDmElement *pRoot = CreateDmElement( "DmElement", "VMT", NULL );
if ( !pRoot )
return NULL;
// Each material needs to have an editortype associated with it so it displays nicely in editors
pRoot->SetValue( "editorType", "vmt" );
// Each material needs a proxy list and a fallback list
if ( !pRoot->AddAttribute( "proxies", AT_ELEMENT_ARRAY ) )
return NULL;
if ( !pRoot->AddAttribute( "fallbacks", AT_ELEMENT_ARRAY ) )
return NULL;
// The keyvalues name is the shader name
pRoot->SetValue( "shader", pKeyValues->GetName() );
// Normal keys are shader parameters
for ( KeyValues *pShaderParam = pKeyValues->GetFirstValue(); pShaderParam != NULL; pShaderParam = pShaderParam->GetNextValue() )
{
if ( !UnserializeShaderParam( pRoot, pShaderParam ) )
{
Warning( "Error importing vmt shader parameter %s\n", pShaderParam->GetName() );
return NULL;
}
}
// Subkeys are either proxies or fallbacks
for ( KeyValues *pSubKey = pKeyValues->GetFirstTrueSubKey(); pSubKey != NULL; pSubKey = pSubKey->GetNextTrueSubKey() )
{
if ( !Q_stricmp( pSubKey->GetName(), "Proxies" ) )
{
UnserializeProxies( pRoot, pSubKey );
}
else
{
UnserializeFallbacks( pRoot, pSubKey );
}
}
// Resolve all element references recursively
RecursivelyResolveElement( pRoot );
return pRoot;
}