Team Fortress 2 Source Code as on 22/4/2020
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 

2313 lines
76 KiB

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: loads and unloads main matsystem dll and interface
//
//===========================================================================//
#include "render_pch.h"
#include "materialsystem/imaterialsystemhardwareconfig.h"
#include "materialsystem/materialsystem_config.h"
#include "materialsystem/MaterialSystemUtil.h"
#include "materialsystem/ivballoctracker.h"
#include "materialsystem/imesh.h"
#include "tier0/dbg.h"
#include "sys_dll.h"
#include "host.h"
#include "cmodel_engine.h"
#include "gl_model_private.h"
#include "view.h"
#include "gl_matsysiface.h"
#include "gl_cvars.h"
#include "gl_lightmap.h"
#include "lightcache.h"
#include "vstdlib/random.h"
#include "tier0/icommandline.h"
#include "draw.h"
#include "decal_private.h"
#include "l_studio.h"
#include "KeyValues.h"
#include "materialsystem/imaterial.h"
#include "gl_shader.h"
#include "ivideomode.h"
#include "cdll_engine_int.h"
#include "utldict.h"
#include "filesystem.h"
#include "host_saverestore.h"
#include "server.h"
#include "game/client/iclientrendertargets.h"
#include "tier2/tier2.h"
#include "LoadScreenUpdate.h"
#include "client.h"
#include "sourcevr/isourcevirtualreality.h"
#if defined( _X360 )
#include "xbox/xbox_launch.h"
#endif
#if defined( USE_SDL )
#include "SDL.h"
#endif
//X360TEMP
#include "materialsystem/itexture.h"
extern IFileSystem *g_pFileSystem;
#ifndef SWDS
#include "iregistry.h"
#endif
#include "igame.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// Start the frame count at one so stuff gets updated the first frame
int r_framecount = 1; // used for dlight + lightstyle push checking
int d_lightstylevalue[256];
int d_lightstylenumframes[256];
const MaterialSystem_Config_t *g_pMaterialSystemConfig;
static CSysModule *g_MaterialsDLL = NULL;
bool g_LostVideoMemory = false;
IMaterial* g_materialEmpty; // purple checkerboard for missing textures
void ReleaseMaterialSystemObjects();
void RestoreMaterialSystemObjects( int nChangeFlags );
extern ConVar mat_colorcorrection;
extern ConVar sv_allow_color_correction;
ConVar mat_debugalttab( "mat_debugalttab", "0", FCVAR_CHEAT );
// Static pointers to renderable textures
static CTextureReference g_PowerOfTwoFBTexture;
static CTextureReference g_WaterReflectionTexture;
static CTextureReference g_WaterRefractionTexture;
static CTextureReference g_CameraTexture;
static CTextureReference g_BuildCubemaps16BitTexture;
static CTextureReference g_QuarterSizedFBTexture0;
static CTextureReference g_QuarterSizedFBTexture1;
static CTextureReference g_TeenyFBTexture0;
static CTextureReference g_TeenyFBTexture1;
static CTextureReference g_TeenyFBTexture2;
static CTextureReference g_FullFrameFBTexture0;
static CTextureReference g_FullFrameFBTexture1;
static CTextureReference g_FullFrameFBTexture2;
static CTextureReference g_FullFrameDepth;
static CTextureReference g_ResolvedFullFrameDepth;
void WorldStaticMeshCreate( void );
void WorldStaticMeshDestroy( void );
ConVar r_norefresh( "r_norefresh","0");
ConVar r_decals( "r_decals", "2048" );
ConVar mp_decals( "mp_decals","200", FCVAR_ARCHIVE);
ConVar r_lightmap( "r_lightmap", "-1", FCVAR_CHEAT | FCVAR_MATERIAL_SYSTEM_THREAD );
ConVar r_lightstyle( "r_lightstyle","-1", FCVAR_CHEAT | FCVAR_MATERIAL_SYSTEM_THREAD );
ConVar r_dynamic( "r_dynamic","1");
ConVar mat_norendering( "mat_norendering", "0", FCVAR_CHEAT );
ConVar mat_wireframe( "mat_wireframe", "0", FCVAR_CHEAT );
ConVar mat_luxels( "mat_luxels", "0", FCVAR_CHEAT );
ConVar mat_normals( "mat_normals", "0", FCVAR_CHEAT );
ConVar mat_bumpbasis( "mat_bumpbasis", "0", FCVAR_CHEAT );
ConVar mat_envmapsize( "mat_envmapsize", "128" );
ConVar mat_envmaptgasize( "mat_envmaptgasize", "32.0" );
ConVar mat_levelflush( "mat_levelflush", "1" );
ConVar mat_fastspecular( "mat_fastspecular", "1", 0, "Enable/Disable specularity for visual testing. Will not reload materials and will not affect perf." );
ConVar mat_fullbright( "mat_fullbright","0", FCVAR_CHEAT );
static ConVar mat_monitorgamma( "mat_monitorgamma", "2.2", FCVAR_ARCHIVE, "monitor gamma (typically 2.2 for CRT and 1.7 for LCD)", true, 1.6f, true, 2.6f );
static ConVar mat_monitorgamma_tv_range_min( "mat_monitorgamma_tv_range_min", "16" );
static ConVar mat_monitorgamma_tv_range_max( "mat_monitorgamma_tv_range_max", "255" );
// TV's generally have a 2.5 gamma, so we need to convert our 2.2 frame buffer into a 2.5 frame buffer for display on a TV
static ConVar mat_monitorgamma_tv_exp( "mat_monitorgamma_tv_exp", "2.5", 0, "", true, 1.0f, true, 4.0f );
#ifdef _X360
static ConVar mat_monitorgamma_tv_enabled( "mat_monitorgamma_tv_enabled", "1", FCVAR_ARCHIVE, "" );
#else
static ConVar mat_monitorgamma_tv_enabled( "mat_monitorgamma_tv_enabled", "0", FCVAR_ARCHIVE, "" );
#endif
ConVar r_drawbrushmodels( "r_drawbrushmodels", "1", FCVAR_CHEAT, "Render brush models. 0=Off, 1=Normal, 2=Wireframe" );
ConVar r_shadowrendertotexture( "r_shadowrendertotexture", "0" );
ConVar r_flashlightdepthtexture( "r_flashlightdepthtexture", "1" );
#ifndef _X360
ConVar r_waterforceexpensive( "r_waterforceexpensive", "0", FCVAR_ARCHIVE );
#endif
ConVar r_waterforcereflectentities( "r_waterforcereflectentities", "0" );
// Note: this is only here so we can ship an update without changing materialsystem.dll.
// Once we ship materialsystem.dll again, we can get rid of this and make the only one exist in materialsystem.dll.
ConVar mat_depthbias_normal( "mat_depthbias_normal", "0.0f", FCVAR_CHEAT );
// This is here so that the client and the materialsystem can both see this.
ConVar mat_show_ab_hdr( "mat_show_ab_hdr", "0" );
static void NukeModeSwitchSaveGames( void )
{
if( g_pFileSystem->FileExists( "save\\modeswitchsave.sav" ) )
{
g_pFileSystem->RemoveFile( "save\\modeswitchsave.sav" );
}
if( g_pFileSystem->FileExists( "save\\modeswitchsave.tga" ) )
{
g_pFileSystem->RemoveFile( "save\\modeswitchsave.tga" );
}
}
void mat_hdr_level_Callback( IConVar *var, const char *pOldString, float flOldValue )
{
if ( IsX360() )
{
// can't support, expected to be static
return;
}
#ifdef CSS_PERF_TEST
ConVarRef hdr( var );
if ( hdr.GetInt() > 0 )
hdr.SetValue( 0 );
return;
#endif
// Can do any reloading that is necessary here upon change.
// FIXME: should check if there is actually going to be a change here (ie. are we able to run in HDR
// given the current map and hardware.
#ifndef SWDS
if ( g_pMaterialSystemHardwareConfig->GetHardwareHDRType() != HDR_TYPE_NONE &&
saverestore->IsValidSave() &&
modelloader->LastLoadedMapHasHDRLighting() &&
sv.GetMaxClients() == 1 &&
!sv.IsLevelMainMenuBackground()
)
{
NukeModeSwitchSaveGames();
Cbuf_AddText( "save modeswitchsave;wait;load modeswitchsave\n" );
}
#endif
}
#ifdef CSS_PERF_TEST
ConVar mat_hdr_level( "mat_hdr_level", "0", 0,
"Set to 0 for no HDR, 1 for LDR+bloom on HDR maps, and 2 for full HDR on HDR maps.",
mat_hdr_level_Callback );
#else
ConVar mat_hdr_level( "mat_hdr_level", "2", FCVAR_ARCHIVE,
"Set to 0 for no HDR, 1 for LDR+bloom on HDR maps, and 2 for full HDR on HDR maps.",
mat_hdr_level_Callback );
#endif
MaterialSystem_SortInfo_t *materialSortInfoArray = 0;
static bool s_bConfigLightingChanged = false;
extern unsigned long GetRam();
//-----------------------------------------------------------------------------
// return true if lightmaps need to be redownloaded
//-----------------------------------------------------------------------------
bool MaterialConfigLightingChanged()
{
return s_bConfigLightingChanged;
}
void ClearMaterialConfigLightingChanged()
{
s_bConfigLightingChanged = false;
}
//-----------------------------------------------------------------------------
// List of all convars to store into the registry
//-----------------------------------------------------------------------------
static const char *s_pRegistryConVars[] =
{
"mat_forceaniso",
"mat_picmip",
// "mat_dxlevel",
"mat_trilinear",
"mat_vsync",
"mat_forcehardwaresync",
"mat_parallaxmap",
"mat_reducefillrate",
"r_shadowrendertotexture",
"r_rootlod",
#ifndef _X360
"r_waterforceexpensive",
#endif
"r_waterforcereflectentities",
"mat_antialias",
"mat_aaquality",
"mat_specular",
"mat_bumpmap",
"mat_hdr_level",
"mat_colorcorrection",
// NOTE: Empty string must always be last!
""
};
#if defined( OSX )
#define MOD_VIDEO_CONFIG_SETTINGS "videoconfig_mac.cfg"
#define USE_VIDEOCONFIG_FILE 1
#elif defined( POSIX )
#define MOD_VIDEO_CONFIG_SETTINGS "videoconfig_linux.cfg"
#define USE_VIDEOCONFIG_FILE 1
#elif defined( DX_TO_GL_ABSTRACTION )
#define MOD_VIDEO_CONFIG_SETTINGS "videoconfig_gl.cfg"
#define USE_VIDEOCONFIG_FILE 1
#else
#define MOD_VIDEO_CONFIG_SETTINGS "videoconfig.cfg"
#define USE_VIDEOCONFIG_FILE 0
#endif
#if USE_VIDEOCONFIG_FILE
static CThreadMutex g_VideoConfigMutex;
#endif
static int ReadVideoConfigInt( const char *pName, int nDefault )
{
#if USE_VIDEOCONFIG_FILE
AUTO_LOCK( g_VideoConfigMutex );
// Try to make a keyvalues from the cfg file
KeyValues *pVideoConfig = new KeyValues( "videoconfig" );
bool bFileExists = pVideoConfig->LoadFromFile( g_pFullFileSystem, MOD_VIDEO_CONFIG_SETTINGS, "MOD" );
// We probably didn't have one on disk yet, just bail. It'll get created soon.
if ( !bFileExists )
return nDefault;
int nInt = pVideoConfig->GetInt( pName, nDefault );
pVideoConfig->deleteThis();
return nInt;
#else
return registry->ReadInt( pName, nDefault );
#endif
}
static void ReadVideoConfigInt( const char *pName, int *pEntry )
{
#if USE_VIDEOCONFIG_FILE
AUTO_LOCK( g_VideoConfigMutex );
// Try to make a keyvalues from the cfg file
KeyValues *pVideoConfig = new KeyValues( "videoconfig" );
bool bFileExists = pVideoConfig->LoadFromFile( g_pFullFileSystem, MOD_VIDEO_CONFIG_SETTINGS, "MOD" );
// We probably didn't have one on disk yet, just bail. It'll get created soon.
if ( !bFileExists )
return;
if ( pVideoConfig->GetInt( pName, -1 ) != -1 )
{
*pEntry = pVideoConfig->GetInt( pName, 0 );
}
pVideoConfig->deleteThis();
#else
if ( registry->ReadInt( pName, -1 ) != -1 )
{
*pEntry = registry->ReadInt( pName, 0 );
}
#endif
}
static const char *ReadVideoConfigString( const char *pName, const char *pDefault )
{
#if USE_VIDEOCONFIG_FILE
AUTO_LOCK( g_VideoConfigMutex );
static char szRetString[ 255 ];
// Try to make a keyvalues from the cfg file
KeyValues *pVideoConfig = new KeyValues( "videoconfig" );
bool bFileExists = pVideoConfig->LoadFromFile( g_pFullFileSystem, MOD_VIDEO_CONFIG_SETTINGS, "MOD" );
// We probably didn't have one on disk yet, just bail. It'll get created soon.
if ( !bFileExists )
return pDefault;
const char *pString = pVideoConfig->GetString( pName, pDefault );
Q_strncpy( szRetString, pString, sizeof(szRetString) );
pVideoConfig->deleteThis();
return szRetString;
#else
return registry->ReadString( pName, pDefault );
#endif
}
static void WriteVideoConfigInt( const char *pName, int nEntry )
{
#if USE_VIDEOCONFIG_FILE
AUTO_LOCK( g_VideoConfigMutex );
// Try to make a keyvalues from the cfg file
KeyValues *pVideoConfig = new KeyValues( "videoconfig" );
pVideoConfig->LoadFromFile( g_pFullFileSystem, MOD_VIDEO_CONFIG_SETTINGS, "MOD" );
pVideoConfig->SetInt( pName, nEntry );
pVideoConfig->SaveToFile( g_pFullFileSystem, MOD_VIDEO_CONFIG_SETTINGS, "MOD", false, false, true );
pVideoConfig->deleteThis();
#else
registry->WriteInt( pName, nEntry );
#endif
}
static void WriteVideoConfigString( const char *pName, const char *pString )
{
#if USE_VIDEOCONFIG_FILE
AUTO_LOCK( g_VideoConfigMutex );
// Try to make a keyvalues from the cfg file
KeyValues *pVideoConfig = new KeyValues( "videoconfig" );
pVideoConfig->LoadFromFile( g_pFullFileSystem, MOD_VIDEO_CONFIG_SETTINGS, "MOD" );
pVideoConfig->SetString( pName, pString );
pVideoConfig->SaveToFile( g_pFullFileSystem, MOD_VIDEO_CONFIG_SETTINGS, "MOD", false, false, true );
pVideoConfig->deleteThis();
#else
registry->WriteString( pName, pString );
#endif
}
//-----------------------------------------------------------------------------
// Scan for video config convars which are overridden on the cmd line, used
// for development and automated timedemo regression testing.
// (Unfortunately, convars aren't set early enough during init from the cmd line
// for the usual machinery to work here.)
//-----------------------------------------------------------------------------
static bool s_bVideoConfigOverriddenFromCmdLine;
template<typename T>
static T OverrideVideoConfigFromCommandLine( const char *pCVarName, T curVal )
{
char szOption[256];
V_snprintf( szOption, sizeof( szOption ), "+%s", pCVarName );
if ( CommandLine()->CheckParm( szOption ) )
{
T newVal = CommandLine()->ParmValue( szOption, curVal );
Warning( "Video configuration ignoring %s due to command line override\n", pCVarName );
s_bVideoConfigOverriddenFromCmdLine = true;
return newVal;
}
return curVal;
}
//-----------------------------------------------------------------------------
// Reads convars from the registry
//-----------------------------------------------------------------------------
static void ReadMaterialSystemConfigFromRegistry( MaterialSystem_Config_t &config )
{
#ifndef SWDS
if ( IsX360() )
return;
ReadVideoConfigInt( "ScreenWidth", &config.m_VideoMode.m_Width );
ReadVideoConfigInt( "ScreenHeight", &config.m_VideoMode.m_Height );
config.SetFlag( MATSYS_VIDCFG_FLAGS_WINDOWED, ReadVideoConfigInt( "ScreenWindowed", 0 ) != 0 );
#if defined( USE_SDL ) && !defined( SWDS )
// Read the ScreenDisplayIndex and set sdl_displayindex if it's there.
ConVarRef conVar( "sdl_displayindex" );
if ( conVar.IsValid() )
{
int displayIndex = 0;
ReadVideoConfigInt( "ScreenDisplayIndex", &displayIndex );
conVar.SetValue( displayIndex );
displayIndex = conVar.GetInt();
// Make sure the width / height isn't too large for this display.
SDL_Rect rect;
if ( !SDL_GetDisplayBounds( displayIndex, &rect ) )
{
if ( ( config.m_VideoMode.m_Width > rect.w ) || ( config.m_VideoMode.m_Height > rect.h ) )
{
config.m_VideoMode.m_Width = rect.w;
config.m_VideoMode.m_Height = rect.h;
}
}
}
#endif // USE_SDL && !SWDS
// Special case...
const char *szMonitorGamma = ReadVideoConfigString( "ScreenMonitorGamma", "2.2" );
if ( szMonitorGamma && strlen(szMonitorGamma) > 0 )
{
float flMonitorGamma = atof( szMonitorGamma );
// temp, to make sure people with gamma values saved in the old format don't max out
if (flMonitorGamma > 3.0f)
{
flMonitorGamma = 2.2f;
}
flMonitorGamma = OverrideVideoConfigFromCommandLine( "mat_monitorgamma", flMonitorGamma );
mat_monitorgamma.SetValue( flMonitorGamma );
config.m_fMonitorGamma = mat_monitorgamma.GetFloat();
}
for ( int i = 0; s_pRegistryConVars[i][0]; ++i )
{
int nValue = ReadVideoConfigInt( s_pRegistryConVars[i], 0x80000000 );
if ( nValue == 0x80000000 )
continue;
nValue = OverrideVideoConfigFromCommandLine( s_pRegistryConVars[i], nValue );
ConVarRef conVar( s_pRegistryConVars[i] );
if ( conVar.IsValid() )
{
conVar.SetValue( nValue );
}
}
int nValue = ReadVideoConfigInt( "DXLevel_V1", -1 );
if ( nValue != -1 )
{
nValue = OverrideVideoConfigFromCommandLine( "mat_dxlevel", nValue );
ConVarRef conVar( "mat_dxlevel" );
if ( conVar.IsValid() )
{
conVar.SetValue( nValue );
}
}
nValue = ReadVideoConfigInt( "MotionBlur", -1 );
if ( nValue != -1 )
{
nValue = OverrideVideoConfigFromCommandLine( "mat_motion_blur_enabled", nValue );
ConVarRef conVar( "mat_motion_blur_enabled" );
if ( conVar.IsValid() )
{
conVar.SetValue( nValue );
config.m_bMotionBlur = ReadVideoConfigInt( "MotionBlur", 0 ) != 0;
}
}
nValue = ReadVideoConfigInt( "ShadowDepthTexture", -1 );
if ( nValue != -1 )
{
nValue = OverrideVideoConfigFromCommandLine( "r_flashlightdepthtexture", nValue );
ConVarRef conVar( "r_flashlightdepthtexture" );
if ( conVar.IsValid() )
{
conVar.SetValue( nValue );
config.m_bShadowDepthTexture = ReadVideoConfigInt( "ShadowDepthTexture", 0 ) != 0;
}
}
nValue = ReadVideoConfigInt( "VRModeAdapter", -1 );
if ( nValue != -1 )
{
nValue = OverrideVideoConfigFromCommandLine( "mat_vrmode_adapter", nValue );
ConVarRef conVar( "mat_vrmode_adapter" );
if ( conVar.IsValid() )
{
conVar.SetValue( nValue );
config.m_nVRModeAdapter = ReadVideoConfigInt( "VRModeAdapter", -1 );
}
}
#endif
}
//-----------------------------------------------------------------------------
// Writes convars into the registry
//-----------------------------------------------------------------------------
static void WriteMaterialSystemConfigToRegistry( const MaterialSystem_Config_t &config )
{
#ifndef SWDS
if ( IsX360() )
return;
#if defined( USE_SDL ) && !defined( SWDS )
// Save sdl_displayindex out to ScreenDisplayIndex.
ConVarRef conVar( "sdl_displayindex" );
if ( conVar.IsValid() && !UseVR() )
{
WriteVideoConfigInt( "ScreenDisplayIndex", conVar.GetInt() );
}
#endif // USE_SDL && !SWDS
WriteVideoConfigInt( "ScreenWidth", config.m_VideoMode.m_Width );
WriteVideoConfigInt( "ScreenHeight", config.m_VideoMode.m_Height );
WriteVideoConfigInt( "ScreenWindowed", config.Windowed() );
WriteVideoConfigInt( "ScreenMSAA", config.m_nAASamples );
WriteVideoConfigInt( "ScreenMSAAQuality", config.m_nAAQuality );
WriteVideoConfigInt( "MotionBlur", config.m_bMotionBlur ? 1 : 0 );
WriteVideoConfigInt( "ShadowDepthTexture", config.m_bShadowDepthTexture ? 1 : 0 );
WriteVideoConfigInt( "VRModeAdapter", config.m_nVRModeAdapter );
// Registry only stores ints, so divide/multiply by 100 when reading/writing.
WriteVideoConfigString( "ScreenMonitorGamma", mat_monitorgamma.GetString() );
for ( int i = 0; s_pRegistryConVars[i][0]; ++i )
{
ConVarRef conVar( s_pRegistryConVars[i] );
if ( !conVar.IsValid() )
continue;
WriteVideoConfigInt( s_pRegistryConVars[i], conVar.GetInt() );
}
#endif
}
//-----------------------------------------------------------------------------
// Override config with command line params
//-----------------------------------------------------------------------------
static void OverrideMaterialSystemConfigFromCommandLine( MaterialSystem_Config_t &config )
{
if ( IsX360() )
{
// these overrides cannot be supported
// the console configuration is explicit
return;
}
if ( CommandLine()->FindParm( "-dxlevel" ) )
{
config.dxSupportLevel = CommandLine()->ParmValue( "-dxlevel", config.dxSupportLevel );
// hack, mat_dxlevel is a special case, since it's saved in the registry
// but has a special different command-line override
// we need to re-apply the cvar
ConVarRef conVar( "mat_dxlevel" );
if ( conVar.IsValid() )
{
conVar.SetValue( config.dxSupportLevel );
}
}
// Check for windowed mode command line override
if ( CommandLine()->FindParm( "-sw" ) ||
CommandLine()->FindParm( "-startwindowed" ) ||
CommandLine()->FindParm( "-windowed" ) ||
CommandLine()->FindParm( "-window" ) )
{
config.SetFlag( MATSYS_VIDCFG_FLAGS_WINDOWED, true );
}
// Check for fullscreen override
else if ( CommandLine()->FindParm( "-full" ) || CommandLine()->FindParm( "-fullscreen" ) )
{
config.SetFlag( MATSYS_VIDCFG_FLAGS_WINDOWED, false );
}
// Get width and height
if ( CommandLine()->FindParm( "-width" ) || CommandLine()->FindParm( "-w" ) )
{
config.m_VideoMode.m_Width = CommandLine()->ParmValue( "-width", config.m_VideoMode.m_Width );
config.m_VideoMode.m_Width = CommandLine()->ParmValue( "-w", config.m_VideoMode.m_Width );
if( !( CommandLine()->FindParm( "-height" ) || CommandLine()->FindParm( "-h" ) ) )
{
config.m_VideoMode.m_Height = ( config.m_VideoMode.m_Width * 3 ) / 4;
}
}
if ( CommandLine()->FindParm( "-height" ) || CommandLine()->FindParm( "-h" ) )
{
config.m_VideoMode.m_Height = CommandLine()->ParmValue( "-height", config.m_VideoMode.m_Height );
config.m_VideoMode.m_Height = CommandLine()->ParmValue( "-h", config.m_VideoMode.m_Height );
}
#if defined( USE_SDL ) && !defined( SWDS )
// If -displayindex was specified on the command line, then set sdl_displayindex.
if ( CommandLine()->FindParm( "-displayindex" ) )
{
ConVarRef conVar( "sdl_displayindex" );
if ( conVar.IsValid() )
{
int displayIndex = CommandLine()->ParmValue( "-displayindex", conVar.GetInt() );
conVar.SetValue( displayIndex );
displayIndex = conVar.GetInt();
// Make sure the width / height isn't too large for this display.
SDL_Rect rect;
if ( !SDL_GetDisplayBounds( displayIndex, &rect ) )
{
if ( ( config.m_VideoMode.m_Width > rect.w ) || ( config.m_VideoMode.m_Height > rect.h ) )
{
config.m_VideoMode.m_Width = rect.w;
config.m_VideoMode.m_Height = rect.h;
}
}
}
}
#endif // USE_SDL && !SWDS
if ( CommandLine()->FindParm( "-resizing" ) )
{
config.SetFlag( MATSYS_VIDCFG_FLAGS_RESIZING, CommandLine()->CheckParm( "-resizing" ) ? true : false );
}
#ifndef CSS_PERF_TEST
if ( CommandLine()->FindParm( "-mat_vsync" ) )
{
int vsync = CommandLine()->ParmValue( "-mat_vsync", 1 );
config.SetFlag( MATSYS_VIDCFG_FLAGS_NO_WAIT_FOR_VSYNC, vsync == 0 );
}
#endif
config.m_nAASamples = CommandLine()->ParmValue( "-mat_antialias", config.m_nAASamples );
config.m_nAAQuality = CommandLine()->ParmValue( "-mat_aaquality", config.m_nAAQuality );
// Clamp the requested dimensions to the display resolution
MaterialVideoMode_t videoMode;
materials->GetDisplayMode( videoMode );
config.m_VideoMode.m_Width = MIN( videoMode.m_Width, config.m_VideoMode.m_Width );
config.m_VideoMode.m_Height = MIN( videoMode.m_Height, config.m_VideoMode.m_Height );
// safe mode
if ( CommandLine()->FindParm( "-safe" ) )
{
config.SetFlag( MATSYS_VIDCFG_FLAGS_WINDOWED, true );
config.m_VideoMode.m_Width = 640;
config.m_VideoMode.m_Height = 480;
config.m_VideoMode.m_RefreshRate = 0;
config.m_nAASamples = 0;
config.m_nAAQuality = 0;
}
}
//-----------------------------------------------------------------------------
// Updates the material system config
//-----------------------------------------------------------------------------
void OverrideMaterialSystemConfig( MaterialSystem_Config_t &config )
{
// enable/disable flashlight support based on mod (user can also set this explicitly)
// FIXME: this is only here because dxsupport_override.cfg is currently broken
ConVarRef mat_supportflashlight( "mat_supportflashlight" );
if ( mat_supportflashlight.GetInt() == -1 )
{
const char * gameName = COM_GetModDirectory();
if ( !V_stricmp( gameName, "portal" ) ||
!V_stricmp( gameName, "tf" ) ||
!V_stricmp( gameName, "tf_beta" ) )
{
mat_supportflashlight.SetValue( false );
}
else
{
mat_supportflashlight.SetValue( true );
}
}
config.m_bSupportFlashlight = mat_supportflashlight.GetBool();
// apply the settings in the material system
bool bLightmapsNeedReloading = materials->OverrideConfig( config, false );
if ( bLightmapsNeedReloading )
{
s_bConfigLightingChanged = true;
}
// if VRModeAdapter is set, don't let things come up full screen
// They will be on the HMD display and that's BAD.
if( config.m_nVRModeAdapter != -1 )
{
WriteVideoConfigInt( "ScreenWindowed", 1 );
config.SetFlag( MATSYS_VIDCFG_FLAGS_WINDOWED, true );
}
}
void HandleServerAllowColorCorrection()
{
#ifndef SWDS
if ( !sv_allow_color_correction.GetBool() && mat_colorcorrection.GetInt() )
{
Warning( "mat_colorcorrection being forced to 0 due to sv_allow_color_correction=0.\n" );
mat_colorcorrection.SetValue( 0 );
}
#endif
}
// auto config version to store in the registry so we can force reconfigs if needed
#define AUTOCONFIG_VERSION 1
//-----------------------------------------------------------------------------
// Purpose: Initializes configuration
//-----------------------------------------------------------------------------
void InitMaterialSystemConfig( bool bInEditMode )
{
// get the default config for the current card as a starting point.
g_pMaterialSystemConfig = &materials->GetCurrentConfigForVideoCard();
if ( !g_pMaterialSystemConfig )
{
Sys_Error( "Could not get the material system config record!" );
}
if ( bInEditMode )
return;
MaterialSystem_Config_t config = *g_pMaterialSystemConfig;
#if !defined(SWDS)
// see if they've changed video card, or have no settings present
MaterialAdapterInfo_t driverInfo;
materials->GetDisplayAdapterInfo( materials->GetCurrentAdapter(), driverInfo );
// see if the user has changed video cards or dx levels
uint currentVendorID = ReadVideoConfigInt( "VendorID", -1 );
uint currentDeviceID = ReadVideoConfigInt( "DeviceID", -1 );
uint autoConfigVersion = ReadVideoConfigInt( "AutoConfigVersion", -1 );
if ( autoConfigVersion != AUTOCONFIG_VERSION )
{
uint max_dxlevel, recommended_dxlevel;
materials->GetDXLevelDefaults( max_dxlevel, recommended_dxlevel );
uint currentDXLevel = ReadVideoConfigInt( "DXLevel_V1", -1 );
if ((max_dxlevel != recommended_dxlevel) && (currentDXLevel != recommended_dxlevel))
{
ConVarRef conVar( "mat_dxlevel" );
if ( conVar.IsValid() )
{
conVar.SetValue( (int)recommended_dxlevel );
}
}
// Update the autoconfig version.
WriteVideoConfigInt( "AutoConfigVersion", AUTOCONFIG_VERSION );
}
if ( driverInfo.m_VendorID == currentVendorID &&
driverInfo.m_DeviceID == currentDeviceID &&
!CommandLine()->FindParm( "-autoconfig" ) &&
!CommandLine()->FindParm( "-dxlevel" ))
{
// the stored configuration looks like it will be valid, load it in
ReadMaterialSystemConfigFromRegistry( config );
}
#endif
OverrideMaterialSystemConfigFromCommandLine( config );
OverrideMaterialSystemConfig( config );
// Force the convars to update -- need this due to threading
g_pCVar->ProcessQueuedMaterialThreadConVarSets();
// Don't smack registry if dxlevel is overridden, or if the video config was overridden from the command line.
if ( !CommandLine()->FindParm( "-dxlevel" ) && !s_bVideoConfigOverriddenFromCmdLine )
{
WriteMaterialSystemConfigToRegistry( *g_pMaterialSystemConfig );
}
UpdateMaterialSystemConfig();
#if !defined(SWDS)
// write out the current vendor has been seen & registered
WriteVideoConfigInt( "VendorID", driverInfo.m_VendorID );
WriteVideoConfigInt( "DeviceID", driverInfo.m_DeviceID );
WriteVideoConfigInt( "DXLevel_V1", g_pMaterialSystemConfig->dxSupportLevel );
#endif
}
//-----------------------------------------------------------------------------
// Updates the material system config
//-----------------------------------------------------------------------------
void UpdateMaterialSystemConfig( void )
{
if ( host_state.worldbrush && !host_state.worldbrush->lightdata )
{
mat_fullbright.SetValue( 1 );
}
// apply the settings in the material system
bool bLightmapsNeedReloading = materials->UpdateConfig( false );
if ( bLightmapsNeedReloading )
{
s_bConfigLightingChanged = true;
}
}
//-----------------------------------------------------------------------------
// Purpose: Sets all the relevant keyvalue data to be uploaded as part of the benchmark data
// Input : *dataToUpload - keyvalue set that will be uploaded
//-----------------------------------------------------------------------------
void GetMaterialSystemConfigForBenchmarkUpload(KeyValues *dataToUpload)
{
#if !defined(SWDS)
// hardware info
MaterialAdapterInfo_t driverInfo;
materials->GetDisplayAdapterInfo( materials->GetCurrentAdapter(), driverInfo );
dataToUpload->SetInt( "vendorID", driverInfo.m_VendorID );
dataToUpload->SetInt( "deviceID", driverInfo.m_DeviceID );
dataToUpload->SetInt( "ram", GetRam() );
const CPUInformation& pi = *GetCPUInformation();
double fFrequency = pi.m_Speed / 1000000.0;
dataToUpload->SetInt( "cpu_speed", (int)fFrequency );
dataToUpload->SetString( "cpu", pi.m_szProcessorID );
// material system settings
dataToUpload->SetInt( "width", g_pMaterialSystemConfig->m_VideoMode.m_Width );
dataToUpload->SetInt( "height", g_pMaterialSystemConfig->m_VideoMode.m_Height );
dataToUpload->SetInt( "AASamples", g_pMaterialSystemConfig->m_nAASamples );
dataToUpload->SetInt( "AAQuality", g_pMaterialSystemConfig->m_nAAQuality );
dataToUpload->SetInt( "AnisoLevel", g_pMaterialSystemConfig->m_nForceAnisotropicLevel );
dataToUpload->SetInt( "SkipMipLevels", g_pMaterialSystemConfig->skipMipLevels );
dataToUpload->SetInt( "DXLevel", g_pMaterialSystemConfig->dxSupportLevel );
dataToUpload->SetInt( "ShadowDepthTexture", g_pMaterialSystemConfig->ShadowDepthTexture() );
dataToUpload->SetInt( "MotionBlur", g_pMaterialSystemConfig->MotionBlur() );
dataToUpload->SetInt( "Windowed", (g_pMaterialSystemConfig->m_Flags & MATSYS_VIDCFG_FLAGS_WINDOWED) ? 1 : 0 );
dataToUpload->SetInt( "Trilinear", (g_pMaterialSystemConfig->m_Flags & MATSYS_VIDCFG_FLAGS_FORCE_TRILINEAR) ? 1 : 0 );
dataToUpload->SetInt( "ForceHWSync", (g_pMaterialSystemConfig->m_Flags & MATSYS_VIDCFG_FLAGS_FORCE_HWSYNC) ? 1 : 0 );
dataToUpload->SetInt( "NoWaitForVSync", (g_pMaterialSystemConfig->m_Flags & MATSYS_VIDCFG_FLAGS_NO_WAIT_FOR_VSYNC) ? 1 : 0 );
dataToUpload->SetInt( "DisableSpecular", (g_pMaterialSystemConfig->m_Flags & MATSYS_VIDCFG_FLAGS_DISABLE_SPECULAR) ? 1 : 0 );
dataToUpload->SetInt( "DisableBumpmapping", (g_pMaterialSystemConfig->m_Flags & MATSYS_VIDCFG_FLAGS_DISABLE_BUMPMAP) ? 1 : 0 );
dataToUpload->SetInt( "EnableParallaxMapping", (g_pMaterialSystemConfig->m_Flags & MATSYS_VIDCFG_FLAGS_ENABLE_PARALLAX_MAPPING) ? 1 : 0 );
dataToUpload->SetInt( "ZPrefill", (g_pMaterialSystemConfig->m_Flags & MATSYS_VIDCFG_FLAGS_USE_Z_PREFILL) ? 1 : 0 );
dataToUpload->SetInt( "ReduceFillRate", (g_pMaterialSystemConfig->m_Flags & MATSYS_VIDCFG_FLAGS_REDUCE_FILLRATE) ? 1 : 0 );
dataToUpload->SetInt( "RenderToTextureShadows", r_shadowrendertotexture.GetInt() ? 1 : 0 );
dataToUpload->SetInt( "FlashlightDepthTexture", r_flashlightdepthtexture.GetInt() ? 1 : 0 );
#ifndef _X360
dataToUpload->SetInt( "RealtimeWaterReflection", r_waterforceexpensive.GetInt() ? 1 : 0 );
#endif
dataToUpload->SetInt( "WaterReflectEntities", r_waterforcereflectentities.GetInt() ? 1 : 0 );
#endif
}
//-----------------------------------------------------------------------------
// Purpose: Dumps the specified config info to the console
//-----------------------------------------------------------------------------
void PrintMaterialSystemConfig( const MaterialSystem_Config_t &config )
{
Warning( "width: %d\n", config.m_VideoMode.m_Width );
Warning( "height: %d\n", config.m_VideoMode.m_Height );
Warning( "m_nForceAnisotropicLevel: %d\n", config.m_nForceAnisotropicLevel );
Warning( "aasamples: %d\n", config.m_nAASamples );
Warning( "aaquality: %d\n", config.m_nAAQuality );
Warning( "skipMipLevels: %d\n", config.skipMipLevels );
Warning( "dxSupportLevel: %d\n", config.dxSupportLevel );
Warning( "monitorGamma: %f\n", config.m_fMonitorGamma );
Warning( "MATSYS_VIDCFG_FLAGS_WINDOWED: %s\n", ( config.m_Flags & MATSYS_VIDCFG_FLAGS_WINDOWED ) ? "true" : "false" );
Warning( "MATSYS_VIDCFG_FLAGS_FORCE_TRILINEAR: %s\n", ( config.m_Flags & MATSYS_VIDCFG_FLAGS_FORCE_TRILINEAR ) ? "true" : "false" );
Warning( "MATSYS_VIDCFG_FLAGS_FORCE_HWSYNC: %s\n", ( config.m_Flags & MATSYS_VIDCFG_FLAGS_FORCE_HWSYNC ) ? "true" : "false" );
Warning( "MATSYS_VIDCFG_FLAGS_DISABLE_SPECULAR: %s\n", ( config.m_Flags & MATSYS_VIDCFG_FLAGS_DISABLE_SPECULAR ) ? "true" : "false" );
Warning( "MATSYS_VIDCFG_FLAGS_ENABLE_PARALLAX_MAPPING: %s\n", ( config.m_Flags & MATSYS_VIDCFG_FLAGS_ENABLE_PARALLAX_MAPPING ) ? "true" : "false" );
Warning( "MATSYS_VIDCFG_FLAGS_USE_Z_PREFILL: %s\n", ( config.m_Flags & MATSYS_VIDCFG_FLAGS_USE_Z_PREFILL ) ? "true" : "false" );
Warning( "MATSYS_VIDCFG_FLAGS_REDUCE_FILLRATE: %s\n", ( config.m_Flags & MATSYS_VIDCFG_FLAGS_REDUCE_FILLRATE ) ? "true" : "false" );
Warning( "r_shadowrendertotexture: %s\n", r_shadowrendertotexture.GetInt() ? "true" : "false" );
Warning( "motionblur: %s\n", config.m_bMotionBlur ? "true" : "false" );
Warning( "shadowdepthtexture: %s\n", config.m_bShadowDepthTexture ? "true" : "false" );
#ifndef _X360
Warning( "r_waterforceexpensive: %s\n", r_waterforceexpensive.GetInt() ? "true" : "false" );
#endif
Warning( "r_waterforcereflectentities: %s\n", r_waterforcereflectentities.GetInt() ? "true" : "false" );
}
CON_COMMAND( mat_configcurrent, "show the current video control panel config for the material system" )
{
const MaterialSystem_Config_t &config = materials->GetCurrentConfigForVideoCard();
PrintMaterialSystemConfig( config );
}
#if !defined(SWDS) && !defined( _X360 )
CON_COMMAND( mat_setvideomode, "sets the width, height, windowed state of the material system" )
{
if ( args.ArgC() != 4 )
return;
int nWidth = Q_atoi( args[1] );
int nHeight = Q_atoi( args[2] );
bool bWindowed = Q_atoi( args[3] ) > 0 ? true : false;
videomode->SetMode( nWidth, nHeight, bWindowed );
}
#endif
CON_COMMAND( mat_enable_vrmode, "Switches the material system to VR mode (after restart)" )
{
if( args.ArgC() != 2 )
return;
if( !g_pSourceVR )
return;
ConVarRef mat_vrmode_adapter( "mat_vrmode_adapter" );
bool bVRMode = Q_atoi( args[1] ) != 0;
if( bVRMode )
{
#if defined( _WIN32 )
int32 nVRModeAdapter = g_pSourceVR->GetVRModeAdapter();
if( nVRModeAdapter == -1 )
{
Warning( "Unable to get VRModeAdapter from OpenVR. VR mode will not be enabled. Try restarting and then enabling VR again.\n" );
}
mat_vrmode_adapter.SetValue( nVRModeAdapter );
#else
mat_vrmode_adapter.SetValue( 0 ); // This convar isn't actually used on other platforms so just use 0 to indicate that it's set
#endif
}
else
{
mat_vrmode_adapter.SetValue( -1 );
}
}
CON_COMMAND( mat_savechanges, "saves current video configuration to the registry" )
{
// if the user has got to the point where they can adjust and apply video changes, then we can clear safe mode
CommandLine()->RemoveParm( "-safe" );
// write out config
UpdateMaterialSystemConfig();
if ( !CommandLine()->FindParm( "-dxlevel" ) )
{
WriteMaterialSystemConfigToRegistry( *g_pMaterialSystemConfig );
}
}
#ifdef _DEBUG
//-----------------------------------------------------------------------------
// A console command to debug materials
//-----------------------------------------------------------------------------
CON_COMMAND_F( mat_debug, "Activates debugging spew for a specific material.", FCVAR_CHEAT )
{
if ( args.ArgC() != 2 )
{
ConMsg ("usage: mat_debug [ <material name> ]\n");
return;
}
materials->ToggleDebugMaterial( args[1] );
}
//-----------------------------------------------------------------------------
// A console command to suppress materials
//-----------------------------------------------------------------------------
CON_COMMAND_F( mat_suppress, "Supress a material from drawing", FCVAR_CHEAT )
{
if ( args.ArgC() != 2 )
{
ConMsg ("usage: mat_suppress [ <material name> ]\n");
return;
}
materials->ToggleSuppressMaterial( args[1] );
}
#endif // _DEBUG
static ITexture *CreatePowerOfTwoFBTexture( void )
{
if ( IsX360() )
return NULL;
return materials->CreateNamedRenderTargetTextureEx2(
"_rt_PowerOfTwoFB",
1024, 1024, RT_SIZE_DEFAULT,
// Has dest alpha for vort warp effect
IMAGE_FORMAT_RGBA8888,
MATERIAL_RT_DEPTH_SHARED,
TEXTUREFLAGS_CLAMPS | TEXTUREFLAGS_CLAMPT,
CREATERENDERTARGETFLAGS_HDR );
}
static ITexture *CreateWaterReflectionTexture( void )
{
return materials->CreateNamedRenderTargetTextureEx2(
"_rt_WaterReflection",
1024, 1024, RT_SIZE_PICMIP,
materials->GetBackBufferFormat(),
MATERIAL_RT_DEPTH_SHARED,
TEXTUREFLAGS_CLAMPS | TEXTUREFLAGS_CLAMPT,
CREATERENDERTARGETFLAGS_HDR );
}
static ITexture *CreateWaterRefractionTexture( void )
{
return materials->CreateNamedRenderTargetTextureEx2(
"_rt_WaterRefraction",
1024, 1024, RT_SIZE_PICMIP,
// This is different than reflection because it has to have alpha for fog factor.
IMAGE_FORMAT_RGBA8888,
MATERIAL_RT_DEPTH_SHARED,
TEXTUREFLAGS_CLAMPS | TEXTUREFLAGS_CLAMPT,
CREATERENDERTARGETFLAGS_HDR );
}
static ITexture *CreateCameraTexture( void )
{
return materials->CreateNamedRenderTargetTextureEx2(
"_rt_Camera",
256, 256, RT_SIZE_DEFAULT,
materials->GetBackBufferFormat(),
MATERIAL_RT_DEPTH_SHARED,
0,
CREATERENDERTARGETFLAGS_HDR );
}
static ITexture *CreateBuildCubemaps16BitTexture( void )
{
return materials->CreateNamedRenderTargetTextureEx2(
"_rt_BuildCubemaps16bit",
0, 0,
RT_SIZE_FULL_FRAME_BUFFER,
IMAGE_FORMAT_RGBA16161616,
MATERIAL_RT_DEPTH_SHARED );
}
static ITexture *CreateQuarterSizedFBTexture( int n, unsigned int iRenderTargetFlags )
{
char nbuf[20];
sprintf(nbuf,"_rt_SmallFB%d",n);
ImageFormat fmt=materials->GetBackBufferFormat();
if ( g_pMaterialSystemHardwareConfig->GetHDRType() == HDR_TYPE_FLOAT )
fmt = IMAGE_FORMAT_RGBA16161616F;
return materials->CreateNamedRenderTargetTextureEx2(
nbuf, 0, 0, RT_SIZE_HDR,
fmt, MATERIAL_RT_DEPTH_SHARED,
TEXTUREFLAGS_CLAMPS | TEXTUREFLAGS_CLAMPT,
iRenderTargetFlags );
}
static ITexture *CreateTeenyFBTexture( int n )
{
char nbuf[20];
sprintf(nbuf,"_rt_TeenyFB%d",n);
ImageFormat fmt = materials->GetBackBufferFormat();
if ( g_pMaterialSystemHardwareConfig->GetHDRType() == HDR_TYPE_FLOAT )
fmt = IMAGE_FORMAT_RGBA16161616F;
return materials->CreateNamedRenderTargetTextureEx2(
nbuf, 32, 32, RT_SIZE_DEFAULT,
fmt, MATERIAL_RT_DEPTH_SHARED );
}
static ITexture *CreateFullFrameFBTexture( int textureIndex, int iExtraFlags = 0 )
{
char textureName[256];
if ( textureIndex > 0 )
{
sprintf( textureName, "_rt_FullFrameFB%d", textureIndex );
}
else
{
V_strcpy_safe( textureName, "_rt_FullFrameFB" );
}
int rtFlags = iExtraFlags | CREATERENDERTARGETFLAGS_HDR;
if ( IsX360() )
{
// just make the system memory texture only
rtFlags |= CREATERENDERTARGETFLAGS_NOEDRAM;
}
return materials->CreateNamedRenderTargetTextureEx2(
textureName,
1, 1, RT_SIZE_FULL_FRAME_BUFFER, materials->GetBackBufferFormat(),
MATERIAL_RT_DEPTH_SHARED,
TEXTUREFLAGS_CLAMPS | TEXTUREFLAGS_CLAMPT,
rtFlags );
}
static ITexture *CreateFullFrameDepthTexture( void )
{
if ( IsX360() )
{
return materials->CreateNamedRenderTargetTextureEx2( "_rt_FullFrameDepth", 1, 1,
RT_SIZE_FULL_FRAME_BUFFER, materials->GetShadowDepthTextureFormat(), MATERIAL_RT_DEPTH_NONE,
TEXTUREFLAGS_CLAMPS | TEXTUREFLAGS_CLAMPT | TEXTUREFLAGS_POINTSAMPLE,
CREATERENDERTARGETFLAGS_NOEDRAM );
}
else
{
materials->AddTextureAlias( "_rt_FullFrameDepth", "_rt_PowerOfTwoFB" );
}
return NULL;
}
static ITexture *CreateResolvedFullFrameDepthTexture( void )
{
if ( IsPC() )
{
return materials->CreateNamedRenderTargetTextureEx2( "_rt_ResolvedFullFrameDepth", 1, 1,
RT_SIZE_FULL_FRAME_BUFFER, IMAGE_FORMAT_RGBA8888, MATERIAL_RT_DEPTH_SEPARATE,
TEXTUREFLAGS_CLAMPS | TEXTUREFLAGS_CLAMPT | TEXTUREFLAGS_POINTSAMPLE,
CREATERENDERTARGETFLAGS_NOEDRAM );
}
return NULL;
}
//-----------------------------------------------------------------------------
// Purpose: Create render targets which mods rely upon to render correctly
//-----------------------------------------------------------------------------
void InitWellKnownRenderTargets( void )
{
#if !defined( SWDS )
if ( mat_debugalttab.GetBool() )
{
Warning( "mat_debugalttab: InitWellKnownRenderTargets\n" );
}
// Begin block in which all render targets should be allocated
materials->BeginRenderTargetAllocation();
// JasonM -
// Do we put logic in here to determine which of these to create, based upon DX level, HDR enable etc?
// YES! DX Level should gate these
// before we create anything, see if VR mode wants to override the "framebuffer" size
if( UseVR() )
{
int nWidth, nHeight;
g_pSourceVR->GetRenderTargetFrameBufferDimensions( nWidth, nHeight );
g_pMaterialSystem->SetRenderTargetFrameBufferSizeOverrides( nWidth, nHeight );
}
else
{
g_pMaterialSystem->SetRenderTargetFrameBufferSizeOverrides( 0, 0 );
}
// Create the render targets upon which mods may rely
if ( IsPC() )
{
// Create for all mods as vgui2 uses it for 3D painting
g_PowerOfTwoFBTexture.Init( CreatePowerOfTwoFBTexture() );
}
// Create these for all mods because the engine references them
if ( g_pMaterialSystemHardwareConfig->GetDXSupportLevel() >= 80 )
{
if ( IsPC() && g_pMaterialSystemHardwareConfig->GetDXSupportLevel() >= 90 &&
g_pMaterialSystemHardwareConfig->GetHDRType() == HDR_TYPE_FLOAT )
{
// Used for building HDR Cubemaps
g_BuildCubemaps16BitTexture.Init( CreateBuildCubemaps16BitTexture() );
}
// Used in Bloom effects
g_QuarterSizedFBTexture0.Init( CreateQuarterSizedFBTexture( 0, 0 ) );
if( IsX360() )
materials->AddTextureAlias( "_rt_SmallFB1", "_rt_SmallFB0" ); //an alias is good enough on the 360 since we don't have a texture lock problem during post processing
else
g_QuarterSizedFBTexture1.Init( CreateQuarterSizedFBTexture( 1, 0 ) );
}
if ( IsPC() )
{
g_TeenyFBTexture0.Init( CreateTeenyFBTexture( 0 ) );
g_TeenyFBTexture1.Init( CreateTeenyFBTexture( 1 ) );
g_TeenyFBTexture2.Init( CreateTeenyFBTexture( 2 ) );
}
g_FullFrameFBTexture0.Init( CreateFullFrameFBTexture( 0 ) );
g_FullFrameFBTexture1.Init( CreateFullFrameFBTexture( 1 ) );
if ( IsX360() )
{
g_FullFrameFBTexture2.Init( CreateFullFrameFBTexture( 2, CREATERENDERTARGETFLAGS_TEMP ) );
}
g_FullFrameDepth.Init( CreateFullFrameDepthTexture() );
g_ResolvedFullFrameDepth.Init( CreateResolvedFullFrameDepthTexture() );
// if we're in stereo mode init a render target for VGUI
if( UseVR() )
{
g_pSourceVR->CreateRenderTargets( materials );
}
// Allow the client to init their own mod-specific render targets
if ( g_pClientRenderTargets )
{
g_pClientRenderTargets->InitClientRenderTargets( materials, g_pMaterialSystemHardwareConfig );
}
else
{
// If this mod doesn't define the interface, fallback to initializing the standard render textures
// NOTE: these should match up with the 'Get' functions in cl_dll/rendertexture.h/cpp
g_WaterReflectionTexture.Init( CreateWaterReflectionTexture() );
g_WaterRefractionTexture.Init( CreateWaterRefractionTexture() );
g_CameraTexture.Init( CreateCameraTexture() );
}
// End block in which all render targets should be allocated (kicking off an Alt-Tab type behavior)
materials->EndRenderTargetAllocation();
CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
pRenderContext->SetNonInteractiveTempFullscreenBuffer( g_FullFrameFBTexture0, MATERIAL_NON_INTERACTIVE_MODE_LEVEL_LOAD );
#endif
}
//-----------------------------------------------------------------------------
// Purpose: Shut down the render targets which mods rely upon to render correctly
//-----------------------------------------------------------------------------
void ShutdownWellKnownRenderTargets( void )
{
#if !defined( SWDS )
if ( IsX360() )
{
// cannot allowing RT's to reconstruct, causes other fatal problems
// many other 360 systems have been coded with this expected constraint
Assert( 0 );
return;
}
if ( IsPC() && mat_debugalttab.GetBool() )
{
Warning( "mat_debugalttab: ShutdownWellKnownRenderTargets\n" );
}
g_PowerOfTwoFBTexture.Shutdown();
g_BuildCubemaps16BitTexture.Shutdown();
g_QuarterSizedFBTexture0.Shutdown();
if( IsX360() )
materials->RemoveTextureAlias( "_rt_SmallFB1" );
else
g_QuarterSizedFBTexture1.Shutdown();
g_TeenyFBTexture0.Shutdown();
g_TeenyFBTexture1.Shutdown();
g_TeenyFBTexture2.Shutdown();
g_FullFrameFBTexture0.Shutdown();
g_FullFrameFBTexture1.Shutdown();
if ( IsX360() )
{
g_FullFrameFBTexture2.Shutdown();
}
CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
pRenderContext->SetNonInteractiveTempFullscreenBuffer( NULL, MATERIAL_NON_INTERACTIVE_MODE_LEVEL_LOAD );
g_FullFrameDepth.Shutdown();
if( IsPC() )
{
materials->RemoveTextureAlias( "_rt_FullFrameDepth" );
}
if( g_pSourceVR )
g_pSourceVR->ShutdownRenderTargets();
// Shutdown client render targets
if ( g_pClientRenderTargets )
{
g_pClientRenderTargets->ShutdownClientRenderTargets();
}
else
{
g_WaterReflectionTexture.Shutdown();
g_WaterRefractionTexture.Shutdown();
g_CameraTexture.Shutdown();
}
#endif
}
//-----------------------------------------------------------------------------
// A console command to spew out driver information
//-----------------------------------------------------------------------------
CON_COMMAND( mat_reset_rendertargets, "Resets all the render targets" )
{
ShutdownWellKnownRenderTargets();
InitWellKnownRenderTargets();
}
//-----------------------------------------------------------------------------
// Purpose: Make the debug system materials
//-----------------------------------------------------------------------------
static void InitDebugMaterials( void )
{
if ( IsPC() && mat_debugalttab.GetBool() )
{
Warning( "mat_debugalttab: InitDebugMaterials\n" );
}
g_materialEmpty = GL_LoadMaterial( "debug/debugempty", TEXTURE_GROUP_OTHER );
#ifndef SWDS
g_materialWireframe = GL_LoadMaterial( "debug/debugwireframe", TEXTURE_GROUP_OTHER );
g_materialTranslucentSingleColor = GL_LoadMaterial( "debug/debugtranslucentsinglecolor", TEXTURE_GROUP_OTHER );
g_materialTranslucentVertexColor = GL_LoadMaterial( "debug/debugtranslucentvertexcolor", TEXTURE_GROUP_OTHER );
g_materialWorldWireframe = GL_LoadMaterial( "debug/debugworldwireframe", TEXTURE_GROUP_OTHER );
g_materialWorldWireframeZBuffer = GL_LoadMaterial( "debug/debugworldwireframezbuffer", TEXTURE_GROUP_OTHER );
g_materialBrushWireframe = GL_LoadMaterial( "debug/debugbrushwireframe", TEXTURE_GROUP_OTHER );
g_materialDecalWireframe = GL_LoadMaterial( "debug/debugdecalwireframe", TEXTURE_GROUP_OTHER );
g_materialDebugLightmap = GL_LoadMaterial( "debug/debuglightmap", TEXTURE_GROUP_OTHER );
g_materialDebugLightmapZBuffer = GL_LoadMaterial( "debug/debuglightmapzbuffer", TEXTURE_GROUP_OTHER );
g_materialDebugLuxels = GL_LoadMaterial( "debug/debugluxels", TEXTURE_GROUP_OTHER );
g_materialLeafVisWireframe = GL_LoadMaterial( "debug/debugleafviswireframe", TEXTURE_GROUP_OTHER );
g_pMaterialWireframeVertexColor = GL_LoadMaterial( "debug/debugwireframevertexcolor", TEXTURE_GROUP_OTHER );
g_pMaterialWireframeVertexColorIgnoreZ = GL_LoadMaterial( "debug/debugwireframevertexcolorignorez", TEXTURE_GROUP_OTHER );
g_pMaterialLightSprite = GL_LoadMaterial( "engine/lightsprite", TEXTURE_GROUP_OTHER );
g_pMaterialShadowBuild = GL_LoadMaterial( "engine/shadowbuild", TEXTURE_GROUP_OTHER);
g_pMaterialMRMWireframe = GL_LoadMaterial( "debug/debugmrmwireframe", TEXTURE_GROUP_OTHER );
g_pMaterialDebugFlat = GL_LoadMaterial( "debug/debugdrawflattriangles", TEXTURE_GROUP_OTHER );
g_pMaterialAmbientCube = GL_LoadMaterial( "debug/debugambientcube", TEXTURE_GROUP_OTHER );
g_pMaterialWriteZ = GL_LoadMaterial( "engine/writez", TEXTURE_GROUP_OTHER );
if( g_pMaterialSystemHardwareConfig->GetDXSupportLevel() >= 90 )
{
// Materials for writing to shadow depth buffer
KeyValues *pVMTKeyValues = new KeyValues( "DepthWrite" );
pVMTKeyValues->SetInt( "$no_fullbright", 1 );
pVMTKeyValues->SetInt( "$alphatest", 0 );
pVMTKeyValues->SetInt( "$nocull", 0 );
g_pMaterialDepthWrite[0][0] = g_pMaterialSystem->FindProceduralMaterial( "__DepthWrite00", TEXTURE_GROUP_OTHER, pVMTKeyValues );
g_pMaterialDepthWrite[0][0]->IncrementReferenceCount();
pVMTKeyValues = new KeyValues( "DepthWrite" );
pVMTKeyValues->SetInt( "$no_fullbright", 1 );
pVMTKeyValues->SetInt( "$alphatest", 0 );
pVMTKeyValues->SetInt( "$nocull", 1 );
g_pMaterialDepthWrite[0][1] = g_pMaterialSystem->FindProceduralMaterial( "__DepthWrite01", TEXTURE_GROUP_OTHER, pVMTKeyValues );
g_pMaterialDepthWrite[0][1]->IncrementReferenceCount();
pVMTKeyValues = new KeyValues( "DepthWrite" );
pVMTKeyValues->SetInt( "$no_fullbright", 1 );
pVMTKeyValues->SetInt( "$alphatest", 1 );
pVMTKeyValues->SetInt( "$nocull", 0 );
g_pMaterialDepthWrite[1][0] = g_pMaterialSystem->FindProceduralMaterial( "__DepthWrite10", TEXTURE_GROUP_OTHER, pVMTKeyValues );
g_pMaterialDepthWrite[1][0]->IncrementReferenceCount();
pVMTKeyValues = new KeyValues( "DepthWrite" );
pVMTKeyValues->SetInt( "$no_fullbright", 1 );
pVMTKeyValues->SetInt( "$alphatest", 1 );
pVMTKeyValues->SetInt( "$nocull", 1 );
g_pMaterialDepthWrite[1][1] = g_pMaterialSystem->FindProceduralMaterial( "__DepthWrite11", TEXTURE_GROUP_OTHER, pVMTKeyValues );
g_pMaterialDepthWrite[1][1]->IncrementReferenceCount();
pVMTKeyValues = new KeyValues( "DepthWrite" );
pVMTKeyValues->SetInt( "$no_fullbright", 1 );
pVMTKeyValues->SetInt( "$alphatest", 0 );
pVMTKeyValues->SetInt( "$nocull", 0 );
pVMTKeyValues->SetInt( "$color_depth", 1 );
g_pMaterialSSAODepthWrite[0][0] = g_pMaterialSystem->FindProceduralMaterial( "__ColorDepthWrite00", TEXTURE_GROUP_OTHER, pVMTKeyValues );
g_pMaterialSSAODepthWrite[0][0]->IncrementReferenceCount();
pVMTKeyValues = new KeyValues( "DepthWrite" );
pVMTKeyValues->SetInt( "$no_fullbright", 1 );
pVMTKeyValues->SetInt( "$alphatest", 0 );
pVMTKeyValues->SetInt( "$nocull", 1 );
pVMTKeyValues->SetInt( "$color_depth", 1 );
g_pMaterialSSAODepthWrite[0][1] = g_pMaterialSystem->FindProceduralMaterial( "__ColorDepthWrite01", TEXTURE_GROUP_OTHER, pVMTKeyValues );
g_pMaterialSSAODepthWrite[0][1]->IncrementReferenceCount();
pVMTKeyValues = new KeyValues( "DepthWrite" );
pVMTKeyValues->SetInt( "$no_fullbright", 1 );
pVMTKeyValues->SetInt( "$alphatest", 1 );
pVMTKeyValues->SetInt( "$nocull", 0 );
pVMTKeyValues->SetInt( "$color_depth", 1 );
g_pMaterialSSAODepthWrite[1][0] = g_pMaterialSystem->FindProceduralMaterial( "__ColorDepthWrite10", TEXTURE_GROUP_OTHER, pVMTKeyValues );
g_pMaterialSSAODepthWrite[1][0]->IncrementReferenceCount();
pVMTKeyValues = new KeyValues( "DepthWrite" );
pVMTKeyValues->SetInt( "$no_fullbright", 1 );
pVMTKeyValues->SetInt( "$alphatest", 1 );
pVMTKeyValues->SetInt( "$nocull", 1 );
pVMTKeyValues->SetInt( "$color_depth", 1 );
g_pMaterialSSAODepthWrite[1][1] = g_pMaterialSystem->FindProceduralMaterial( "__ColorDepthWrite11", TEXTURE_GROUP_OTHER, pVMTKeyValues );
g_pMaterialSSAODepthWrite[1][1]->IncrementReferenceCount();
}
else
{
g_pMaterialDepthWrite[0][0] = g_pMaterialDepthWrite[0][1] = g_pMaterialDepthWrite[1][0] = g_pMaterialDepthWrite[1][1] = NULL;
g_pMaterialSSAODepthWrite[0][0] = g_pMaterialSSAODepthWrite[0][1] = g_pMaterialSSAODepthWrite[1][0] = g_pMaterialSSAODepthWrite[1][1] = NULL;
}
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
static void ShutdownDebugMaterials( void )
{
if ( IsPC() && mat_debugalttab.GetBool() )
{
Warning( "mat_debugalttab: ShutdownDebugMaterials\n" );
}
GL_UnloadMaterial( g_materialEmpty );
#ifndef SWDS
GL_UnloadMaterial( g_pMaterialLightSprite );
GL_UnloadMaterial( g_pMaterialWireframeVertexColor );
GL_UnloadMaterial( g_pMaterialWireframeVertexColorIgnoreZ );
GL_UnloadMaterial( g_materialLeafVisWireframe );
GL_UnloadMaterial( g_materialDebugLuxels );
GL_UnloadMaterial( g_materialDebugLightmapZBuffer );
GL_UnloadMaterial( g_materialDebugLightmap );
GL_UnloadMaterial( g_materialDecalWireframe );
GL_UnloadMaterial( g_materialBrushWireframe );
GL_UnloadMaterial( g_materialWorldWireframeZBuffer );
GL_UnloadMaterial( g_materialWorldWireframe );
GL_UnloadMaterial( g_materialTranslucentSingleColor );
GL_UnloadMaterial( g_materialTranslucentVertexColor );
GL_UnloadMaterial( g_materialWireframe );
GL_UnloadMaterial( g_pMaterialShadowBuild );
GL_UnloadMaterial( g_pMaterialMRMWireframe );
GL_UnloadMaterial( g_pMaterialWriteZ );
GL_UnloadMaterial( g_pMaterialAmbientCube );
GL_UnloadMaterial( g_pMaterialDebugFlat );
// Materials for writing to shadow depth buffer
if ( g_pMaterialSystemHardwareConfig->GetDXSupportLevel() >= 90 )
{
for (int i = 0; i<2; i++)
{
for (int j = 0; j<2; j++)
{
if( g_pMaterialDepthWrite[i][j] )
{
g_pMaterialDepthWrite[i][j]->DecrementReferenceCount();
}
g_pMaterialDepthWrite[i][j] = NULL;
if( g_pMaterialSSAODepthWrite[i][j] )
{
g_pMaterialSSAODepthWrite[i][j]->DecrementReferenceCount();
}
g_pMaterialSSAODepthWrite[i][j] = NULL;
}
}
}
#endif
}
//-----------------------------------------------------------------------------
// Used to deal with making sure Present is called often enough
//-----------------------------------------------------------------------------
void InitStartupScreen()
{
if ( !IsX360() )
return;
#ifdef _X360
XVIDEO_MODE videoMode;
XGetVideoMode( &videoMode );
bool bIsWidescreen = videoMode.fIsWideScreen != FALSE;
#else
int width, height;
materials->GetBackBufferDimensions( width, height );
float aspectRatio = (float)width/(float)height;
bool bIsWidescreen = aspectRatio >= 1.5999f;
#endif
// NOTE: Brutal hackery, this code is duplicated in gameui.dll
// but I have to do this prior to gameui being loaded.
// 360 uses hi-res game specific backgrounds
char gameName[MAX_PATH];
char filename[MAX_PATH];
V_FileBase( com_gamedir, gameName, sizeof( gameName ) );
V_snprintf( filename, sizeof( filename ), "vgui/appchooser/background_%s%s", gameName, ( bIsWidescreen ? "_widescreen" : "" ) );
ITexture *pTexture = materials->FindTexture( filename, TEXTURE_GROUP_OTHER );
CMatRenderContextPtr pRenderContext( g_pMaterialSystem );
pRenderContext->SetNonInteractiveTempFullscreenBuffer( pTexture, MATERIAL_NON_INTERACTIVE_MODE_STARTUP );
pTexture = materials->FindTexture( "//platform/materials/engine/box", TEXTURE_GROUP_OTHER );
KeyValues *modinfo = new KeyValues("ModInfo");
if ( modinfo->LoadFromFile( g_pFileSystem, "gameinfo.txt" ) )
{
if ( V_stricmp( modinfo->GetString("type", "singleplayer_only" ), "multiplayer_only" ) == 0 )
{
pRenderContext->SetNonInteractivePacifierTexture( pTexture, 0.5f, 0.9f, 0.1f );
}
else
{
pRenderContext->SetNonInteractivePacifierTexture( pTexture, 0.5f, 0.86f, 0.1f );
}
}
modinfo->deleteThis();
BeginLoadingUpdates( MATERIAL_NON_INTERACTIVE_MODE_STARTUP );
}
//-----------------------------------------------------------------------------
// A console command to spew out driver information
//-----------------------------------------------------------------------------
CON_COMMAND( mat_info, "Shows material system info" )
{
materials->SpewDriverInfo();
}
void InitMaterialSystem( void )
{
materials->AddReleaseFunc( ReleaseMaterialSystemObjects );
materials->AddRestoreFunc( RestoreMaterialSystemObjects );
UpdateMaterialSystemConfig();
InitWellKnownRenderTargets();
InitDebugMaterials();
#ifndef SWDS
DispInfo_InitMaterialSystem();
#endif
#ifdef BENCHMARK
if ( g_pMaterialSystemHardwareConfig->GetDXSupportLevel() < 80 )
{
Error( "dx6 and dx7 hardware not supported by this benchmark!" );
}
#endif
}
void ShutdownMaterialSystem( void )
{
ShutdownDebugMaterials();
ShutdownWellKnownRenderTargets();
#ifndef SWDS
DispInfo_ShutdownMaterialSystem();
#endif
}
//-----------------------------------------------------------------------------
// Methods to restore, release material system objects
//-----------------------------------------------------------------------------
void ReleaseMaterialSystemObjects()
{
#ifndef SWDS
DispInfo_ReleaseMaterialSystemObjects( host_state.worldmodel );
modelrender->ReleaseAllStaticPropColorData();
#endif
#ifndef SWDS
WorldStaticMeshDestroy();
#endif
g_LostVideoMemory = true;
}
void RestoreMaterialSystemObjects( int nChangeFlags )
{
if ( IsX360() )
return;
bool bThreadingAllowed = Host_AllowQueuedMaterialSystem( false );
g_LostVideoMemory = false;
if ( nChangeFlags & MATERIAL_RESTORE_VERTEX_FORMAT_CHANGED )
{
// ensure decals have no stale references to invalid lods
modelrender->RemoveAllDecalsFromAllModels();
}
if (host_state.worldmodel)
{
if ( (nChangeFlags & MATERIAL_RESTORE_VERTEX_FORMAT_CHANGED) || materials->GetNumSortIDs() == 0 )
{
#ifndef SWDS
// Reload lightmaps, world meshes, etc. because we may have switched from bumped to unbumped
R_LoadWorldGeometry( true );
#endif
}
else
{
modelloader->Map_LoadDisplacements( host_state.worldmodel, true );
#ifndef SWDS
WorldStaticMeshCreate();
// Gotta recreate the lightmaps
R_RedownloadAllLightmaps();
#endif
}
#ifndef SWDS
// Need to re-figure out the env_cubemaps, so blow away the lightcache.
R_StudioInitLightingCache();
modelrender->RestoreAllStaticPropColorData();
#endif
}
#ifndef DEDICATED
cl.ForceFullUpdate();
#endif
Host_AllowQueuedMaterialSystem( bThreadingAllowed );
}
bool TangentSpaceSurfaceSetup( SurfaceHandle_t surfID, Vector &tVect )
{
Vector sVect;
VectorCopy( MSurf_TexInfo( surfID )->textureVecsTexelsPerWorldUnits[0].AsVector3D(), sVect );
VectorCopy( MSurf_TexInfo( surfID )->textureVecsTexelsPerWorldUnits[1].AsVector3D(), tVect );
VectorNormalize( sVect );
VectorNormalize( tVect );
Vector tmpVect;
CrossProduct( sVect, tVect, tmpVect );
// Make sure that the tangent space works if textures are mapped "backwards".
if( DotProduct( MSurf_Plane( surfID ).normal, tmpVect ) > 0.0f )
{
return true;
}
return false;
}
void TangentSpaceComputeBasis( Vector& tangentS, Vector& tangentT, const Vector& normal, const Vector& tVect, bool negateTangent )
{
// tangent x binormal = normal
// tangent = sVect
// binormal = tVect
CrossProduct( normal, tVect, tangentS );
VectorNormalize( tangentS );
CrossProduct( tangentS, normal, tangentT );
VectorNormalize( tangentT );
if ( negateTangent )
{
VectorScale( tangentS, -1.0f, tangentS );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void MaterialSystem_DestroySortinfo( void )
{
if ( materialSortInfoArray )
{
#ifndef SWDS
WorldStaticMeshDestroy();
#endif
delete[] materialSortInfoArray;
materialSortInfoArray = NULL;
}
}
#ifndef SWDS
// The amount to blend between basetexture and basetexture2 used to sit in lightmap
// alpha, so we didn't care about the vertex color or vertex alpha. But now if they're
// using it, we have to make sure the vertex has the color and alpha specified correctly
// or it will look weird.
static inline bool CheckMSurfaceBaseTexture2( worldbrushdata_t *pBrushData, SurfaceHandle_t surfID )
{
if ( !SurfaceHasDispInfo( surfID ) &&
(MSurf_TexInfo( surfID )->texinfoFlags & TEXINFO_USING_BASETEXTURE2) )
{
const char *pMaterialName = MSurf_TexInfo( surfID )->material->GetName();
if ( pMaterialName )
{
bool bShowIt = false;
if ( developer.GetInt() <= 1 )
{
static CUtlDict<int,int> nameDict;
if ( nameDict.Find( pMaterialName ) == -1 )
{
nameDict.Insert( pMaterialName, 0 );
bShowIt = true;
}
}
else
{
bShowIt = true;
}
if ( bShowIt )
{
// Calculate the surface's centerpoint.
Vector vCenter( 0, 0, 0 );
for ( int i = 0; i < MSurf_VertCount( surfID ); i++ )
{
int vertIndex = pBrushData->vertindices[MSurf_FirstVertIndex( surfID ) + i];
vCenter += pBrushData->vertexes[vertIndex].position;
}
vCenter /= (float)MSurf_VertCount( surfID );
// Spit out the warning.
Warning( "Warning: using WorldTwoTextureBlend on a non-displacement surface.\n"
"Support for this will go away soon.\n"
" - Material : %s\n"
" - Surface center : %d %d %d\n"
, pMaterialName, (int)vCenter.x, (int)vCenter.y, (int)vCenter.z );
}
}
return true;
}
else
{
return false;
}
}
//-----------------------------------------------------------------------------
// Purpose: Build a vertex buffer for this face
// Input : *pWorld - world model base
// *surf - surf to add to the mesh
// overbright - overbright factor (for colors)
// &builder - mesh that holds the vertex buffer
//-----------------------------------------------------------------------------
#ifdef NEWMESH
void BuildMSurfaceVertexArrays( worldbrushdata_t *pBrushData, SurfaceHandle_t surfID, float overbright,
CVertexBufferBuilder &builder )
{
SurfaceCtx_t ctx;
SurfSetupSurfaceContext( ctx, surfID );
byte flatColor[4] = { 255, 255, 255, 255 };
Vector tVect;
bool negate = false;
if ( MSurf_Flags( surfID ) & SURFDRAW_TANGENTSPACE )
{
negate = TangentSpaceSurfaceSetup( surfID, tVect );
}
CheckMSurfaceBaseTexture2( pBrushData, surfID );
for ( int i = 0; i < MSurf_VertCount( surfID ); i++ )
{
int vertIndex = pBrushData->vertindices[MSurf_FirstVertIndex( surfID ) + i];
// world-space vertex
Vector& vec = pBrushData->vertexes[vertIndex].position;
// output to mesh
builder.Position3fv( vec.Base() );
Vector2D uv;
SurfComputeTextureCoordinate( ctx, surfID, vec, uv );
builder.TexCoord2fv( 0, uv.Base() );
// garymct: normalized (within space of surface) lightmap texture coordinates
SurfComputeLightmapCoordinate( ctx, surfID, vec, uv );
builder.TexCoord2fv( 1, uv.Base() );
if ( MSurf_Flags( surfID ) & SURFDRAW_BUMPLIGHT )
{
// bump maps appear left to right in lightmap page memory, calculate
// the offset for the width of a single map. The pixel shader will use
// this to compute the actual texture coordinates
builder.TexCoord2f( 2, ctx.m_BumpSTexCoordOffset, 0.0f );
}
Vector& normal = pBrushData->vertnormals[ pBrushData->vertnormalindices[MSurf_FirstVertNormal( surfID ) + i] ];
builder.Normal3fv( normal.Base() );
if ( MSurf_Flags( surfID ) & SURFDRAW_TANGENTSPACE )
{
Vector tangentS, tangentT;
TangentSpaceComputeBasis( tangentS, tangentT, normal, tVect, negate );
builder.TangentS3fv( tangentS.Base() );
builder.TangentT3fv( tangentT.Base() );
}
// The amount to blend between basetexture and basetexture2 used to sit in lightmap
// alpha, so we didn't care about the vertex color or vertex alpha. But now if they're
// using it, we have to make sure the vertex has the color and alpha specified correctly
// or it will look weird.
if ( !SurfaceHasDispInfo( surfID ) &&
(MSurf_TexInfo( surfID )->texinfoFlags & TEXINFO_USING_BASETEXTURE2) )
{
static bool bWarned = false;
if ( !bWarned )
{
const char *pMaterialName = MSurf_TexInfo( surfID )->material->GetName();
bWarned = true;
Warning( "Warning: WorldTwoTextureBlend found on a non-displacement surface (material: %s). This wastes perf for no benefit.\n", pMaterialName );
}
builder.Color4ub( 255, 255, 255, 0 );
}
else
{
builder.Color3ubv( flatColor );
}
builder.AdvanceVertex();
}
}
#else
//-----------------------------------------------------------------------------
// Purpose: Build a vertex buffer for this face
// Input : *pWorld - world model base
// *surf - surf to add to the mesh
// overbright - overbright factor (for colors)
// &builder - mesh that holds the vertex buffer
//-----------------------------------------------------------------------------
void BuildMSurfaceVertexArrays( worldbrushdata_t *pBrushData, SurfaceHandle_t surfID, float overbright,
CMeshBuilder &builder )
{
SurfaceCtx_t ctx;
SurfSetupSurfaceContext( ctx, surfID );
byte flatColor[4] = { 255, 255, 255, 255 };
Vector tVect;
bool negate = false;
if ( MSurf_Flags( surfID ) & SURFDRAW_TANGENTSPACE )
{
negate = TangentSpaceSurfaceSetup( surfID, tVect );
}
CheckMSurfaceBaseTexture2( pBrushData, surfID );
for ( int i = 0; i < MSurf_VertCount( surfID ); i++ )
{
int vertIndex = pBrushData->vertindices[MSurf_FirstVertIndex( surfID ) + i];
// world-space vertex
Vector& vec = pBrushData->vertexes[vertIndex].position;
// output to mesh
builder.Position3fv( vec.Base() );
Vector2D uv;
SurfComputeTextureCoordinate( ctx, surfID, vec, uv );
builder.TexCoord2fv( 0, uv.Base() );
// garymct: normalized (within space of surface) lightmap texture coordinates
SurfComputeLightmapCoordinate( ctx, surfID, vec, uv );
builder.TexCoord2fv( 1, uv.Base() );
if ( MSurf_Flags( surfID ) & SURFDRAW_BUMPLIGHT )
{
// bump maps appear left to right in lightmap page memory, calculate
// the offset for the width of a single map. The pixel shader will use
// this to compute the actual texture coordinates
if ( uv.x + ctx.m_BumpSTexCoordOffset*3 > 1.00001f )
{
Assert(0);
SurfComputeLightmapCoordinate( ctx, surfID, vec, uv );
}
builder.TexCoord2f( 2, ctx.m_BumpSTexCoordOffset, 0.0f );
}
Vector& normal = pBrushData->vertnormals[ pBrushData->vertnormalindices[MSurf_FirstVertNormal( surfID ) + i] ];
builder.Normal3fv( normal.Base() );
if ( MSurf_Flags( surfID ) & SURFDRAW_TANGENTSPACE )
{
Vector tangentS, tangentT;
TangentSpaceComputeBasis( tangentS, tangentT, normal, tVect, negate );
builder.TangentS3fv( tangentS.Base() );
builder.TangentT3fv( tangentT.Base() );
}
// The amount to blend between basetexture and basetexture2 used to sit in lightmap
// alpha, so we didn't care about the vertex color or vertex alpha. But now if they're
// using it, we have to make sure the vertex has the color and alpha specified correctly
// or it will look weird.
if ( !SurfaceHasDispInfo( surfID ) &&
(MSurf_TexInfo( surfID )->texinfoFlags & TEXINFO_USING_BASETEXTURE2) )
{
static bool bWarned = false;
if ( !bWarned )
{
const char *pMaterialName = MSurf_TexInfo( surfID )->material->GetName();
bWarned = true;
Warning( "Warning: WorldTwoTextureBlend found on a non-displacement surface (material: %s). This wastes perf for no benefit.\n", pMaterialName );
}
builder.Color4ub( 255, 255, 255, 0 );
}
else
{
builder.Color3ubv( flatColor );
}
builder.AdvanceVertex();
}
}
#endif // NEWMESH
static int VertexCountForSurfaceList( const CMSurfaceSortList &list, const surfacesortgroup_t &group )
{
int vertexCount = 0;
MSL_FOREACH_SURFACE_IN_GROUP_BEGIN(list, group, surfID)
vertexCount += MSurf_VertCount(surfID);
MSL_FOREACH_SURFACE_IN_GROUP_END();
return vertexCount;
}
//-----------------------------------------------------------------------------
// Builds a static mesh from a list of all surfaces with the same material
//-----------------------------------------------------------------------------
struct meshlist_t
{
#ifdef NEWMESH
IVertexBuffer *pVertexBuffer;
#else
IMesh *pMesh;
#endif
IMaterial *pMaterial;
int vertCount;
VertexFormat_t vertexFormat;
};
static CUtlVector<meshlist_t> g_Meshes;
ConVar mat_max_worldmesh_vertices("mat_max_worldmesh_vertices", "65536");
static VertexFormat_t GetUncompressedFormat( const IMaterial * pMaterial )
{
// FIXME: IMaterial::GetVertexFormat() should do this stripping (add a separate 'SupportsCompression' accessor)
return ( pMaterial->GetVertexFormat() & ~VERTEX_FORMAT_COMPRESSED );
}
int FindOrAddMesh( IMaterial *pMaterial, int vertexCount )
{
VertexFormat_t format = GetUncompressedFormat( pMaterial );
CMatRenderContextPtr pRenderContext( materials );
int nMaxVertices = pRenderContext->GetMaxVerticesToRender( pMaterial );
int worldLimit = mat_max_worldmesh_vertices.GetInt();
worldLimit = max(worldLimit,1024);
if ( nMaxVertices > worldLimit )
{
nMaxVertices = mat_max_worldmesh_vertices.GetInt();
}
for ( int i = 0; i < g_Meshes.Count(); i++ )
{
if ( g_Meshes[i].vertexFormat != format )
continue;
if ( g_Meshes[i].vertCount + vertexCount > nMaxVertices )
continue;
g_Meshes[i].vertCount += vertexCount;
return i;
}
int index = g_Meshes.AddToTail();
g_Meshes[index].vertCount = vertexCount;
g_Meshes[index].vertexFormat = format;
g_Meshes[index].pMaterial = pMaterial;
return index;
}
void SetTexInfoBaseTexture2Flags()
{
for ( int i=0; i < host_state.worldbrush->numtexinfo; i++ )
{
host_state.worldbrush->texinfo[i].texinfoFlags &= ~TEXINFO_USING_BASETEXTURE2;
}
for ( int i=0; i < host_state.worldbrush->numtexinfo; i++ )
{
mtexinfo_t *pTexInfo = &host_state.worldbrush->texinfo[i];
IMaterial *pMaterial = pTexInfo->material;
if ( !pMaterial )
continue;
IMaterialVar **pParms = pMaterial->GetShaderParams();
int nParms = pMaterial->ShaderParamCount();
for ( int j=0; j < nParms; j++ )
{
if ( !pParms[j]->IsDefined() )
continue;
if ( Q_stricmp( pParms[j]->GetName(), "$basetexture2" ) == 0 )
{
pTexInfo->texinfoFlags |= TEXINFO_USING_BASETEXTURE2;
break;
}
}
}
}
//-----------------------------------------------------------------------------
// Determines vertex formats for all the world geometry
//-----------------------------------------------------------------------------
VertexFormat_t ComputeWorldStaticMeshVertexFormat( const IMaterial * pMaterial )
{
VertexFormat_t vertexFormat = GetUncompressedFormat( pMaterial );
// FIXME: set VERTEX_FORMAT_COMPRESSED if there are no artifacts and if it saves enough memory (use 'mem_dumpvballocs')
// vertexFormat |= VERTEX_FORMAT_COMPRESSED;
// FIXME: check for and strip unused vertex elements (TANGENT_S/T?)
return vertexFormat;
}
//-----------------------------------------------------------------------------
// Builds static meshes for all the world geometry
//-----------------------------------------------------------------------------
void WorldStaticMeshCreate( void )
{
r_framecount = 1;
WorldStaticMeshDestroy();
g_Meshes.RemoveAll();
SetTexInfoBaseTexture2Flags();
int nSortIDs = materials->GetNumSortIDs();
if ( nSortIDs == 0 )
{
// this is probably a bug in alt-tab. It's calling this as a restore function
// but the lightmaps haven't been allocated yet
Assert(0);
return;
}
// Setup sortbins for flashlight rendering
// FIXME!!!! Could have less bins since we don't care about the lightmap
// for projective light rendering purposes.
// Not entirely true since we need the correct lightmap page for WorldVertexTransition materials.
g_pShadowMgr->SetNumWorldMaterialBuckets( nSortIDs );
Assert( !g_WorldStaticMeshes.Count() );
g_WorldStaticMeshes.SetCount( nSortIDs );
memset( g_WorldStaticMeshes.Base(), 0, sizeof(g_WorldStaticMeshes[0]) * g_WorldStaticMeshes.Count() );
CMSurfaceSortList matSortArray;
matSortArray.Init( nSortIDs, 512 );
int *sortIndex = (int *)_alloca( sizeof(int) * g_WorldStaticMeshes.Count() );
bool bTools = CommandLine()->CheckParm( "-tools" ) != NULL;
int i;
// sort the surfaces into the sort arrays
for( int surfaceIndex = 0; surfaceIndex < host_state.worldbrush->numsurfaces; surfaceIndex++ )
{
SurfaceHandle_t surfID = SurfaceHandleFromIndex( surfaceIndex );
// set these flags here as they are determined by material data
MSurf_Flags( surfID ) &= ~(SURFDRAW_TANGENTSPACE);
// do we need to compute tangent space here?
if ( bTools || ( MSurf_TexInfo( surfID )->material->GetVertexFormat() & VERTEX_TANGENT_SPACE ) )
{
MSurf_Flags( surfID ) |= SURFDRAW_TANGENTSPACE;
}
// don't create vertex buffers for nodraw faces, water faces, or faces with dynamic data
// if ( (MSurf_Flags( surfID ) & (SURFDRAW_NODRAW|SURFDRAW_WATERSURFACE|SURFDRAW_DYNAMIC))
// || SurfaceHasDispInfo( surfID ) )
if( SurfaceHasDispInfo( surfID ) )
{
MSurf_VertBufferIndex( surfID ) = 0xFFFF;
continue;
}
// attach to head of list
matSortArray.AddSurfaceToTail( surfID, 0, MSurf_MaterialSortID( surfID ) );
}
// iterate the arrays and create buffers
for ( i = 0; i < g_WorldStaticMeshes.Count(); i++ )
{
const surfacesortgroup_t &group = matSortArray.GetGroupForSortID(0,i);
int vertexCount = VertexCountForSurfaceList( matSortArray, group );
SurfaceHandle_t surfID = matSortArray.GetSurfaceAtHead( group );
g_WorldStaticMeshes[i] = NULL;
sortIndex[i] = surfID ? FindOrAddMesh( MSurf_TexInfo( surfID )->material, vertexCount ) : -1;
}
CMatRenderContextPtr pRenderContext( materials );
PIXEVENT( pRenderContext, "WorldStaticMeshCreate" );
#ifdef NEWMESH
for ( i = 0; i < g_Meshes.Count(); i++ )
{
Assert( g_Meshes[i].vertCount > 0 );
Assert( g_Meshes[i].pMaterial );
g_Meshes[i].pVertexBuffer = pRenderContext->CreateStaticVertexBuffer( GetUncompressedFormat( g_Meshes[i].pMaterial ), g_Meshes[i].vertCount, TEXTURE_GROUP_STATIC_VERTEX_BUFFER_WORLD );
int vertBufferIndex = 0;
// NOTE: Index count is zero because this will be a static vertex buffer!!!
CVertexBufferBuilder vertexBufferBuilder;
vertexBufferBuilder.Begin( g_Meshes[i].pVertexBuffer, g_Meshes[i].vertCount );
for ( int j = 0; j < g_WorldStaticMeshes.Count(); j++ )
{
int meshId = sortIndex[j];
if ( meshId == i )
{
g_WorldStaticMeshes[j] = g_Meshes[i].pVertexBuffer;
const surfacesortgroup_t &group = matSortArray.GetGroupForSortID(0,j);
MSL_FOREACH_SURFACE_IN_GROUP_BEGIN(matSortArray, group, surfID);
MSurf_VertBufferIndex( surfID ) = vertBufferIndex;
BuildMSurfaceVertexArrays( host_state.worldbrush, surfID, OVERBRIGHT, vertexBufferBuilder );
vertBufferIndex += MSurf_VertCount( surfID );
MSL_FOREACH_SURFACE_IN_GROUP_END();
}
}
vertexBufferBuilder.End();
Assert(vertBufferIndex == g_Meshes[i].vertCount);
}
#else
for ( i = 0; i < g_Meshes.Count(); i++ )
{
Assert( g_Meshes[i].vertCount > 0 );
if ( g_VBAllocTracker )
g_VBAllocTracker->TrackMeshAllocations( "WorldStaticMeshCreate" );
VertexFormat_t vertexFormat = ComputeWorldStaticMeshVertexFormat( g_Meshes[i].pMaterial );
g_Meshes[i].pMesh = pRenderContext->CreateStaticMesh( vertexFormat, TEXTURE_GROUP_STATIC_VERTEX_BUFFER_WORLD, g_Meshes[i].pMaterial );
int vertBufferIndex = 0;
// NOTE: Index count is zero because this will be a static vertex buffer!!!
CMeshBuilder meshBuilder;
meshBuilder.Begin( g_Meshes[i].pMesh, MATERIAL_TRIANGLES, g_Meshes[i].vertCount, 0 );
for ( int j = 0; j < g_WorldStaticMeshes.Count(); j++ )
{
int meshId = sortIndex[j];
if ( meshId == i )
{
g_WorldStaticMeshes[j] = g_Meshes[i].pMesh;
const surfacesortgroup_t &group = matSortArray.GetGroupForSortID(0,j);
MSL_FOREACH_SURFACE_IN_GROUP_BEGIN(matSortArray, group, surfID);
MSurf_VertBufferIndex( surfID ) = vertBufferIndex;
BuildMSurfaceVertexArrays( host_state.worldbrush, surfID, OVERBRIGHT, meshBuilder );
vertBufferIndex += MSurf_VertCount( surfID );
MSL_FOREACH_SURFACE_IN_GROUP_END();
}
}
meshBuilder.End();
Assert(vertBufferIndex == g_Meshes[i].vertCount);
if ( g_VBAllocTracker )
g_VBAllocTracker->TrackMeshAllocations( NULL );
}
#endif
//Msg("Total %d meshes, %d before\n", g_Meshes.Count(), g_WorldStaticMeshes.Count() );
}
void WorldStaticMeshDestroy( void )
{
CMatRenderContextPtr pRenderContext( materials );
// Blat out the static meshes associated with each material
for ( int i = 0; i < g_Meshes.Count(); i++ )
{
#ifdef NEWMESH
pRenderContext->DestroyVertexBuffer( g_Meshes[i].pVertexBuffer );
#else
pRenderContext->DestroyStaticMesh( g_Meshes[i].pMesh );
#endif
}
g_WorldStaticMeshes.Purge();
g_Meshes.RemoveAll();
}
//-----------------------------------------------------------------------------
// Compute texture and lightmap coordinates
//-----------------------------------------------------------------------------
void SurfComputeTextureCoordinate( SurfaceCtx_t const& ctx, SurfaceHandle_t surfID,
Vector const& vec, Vector2D& uv )
{
mtexinfo_t* pTexInfo = MSurf_TexInfo( surfID );
// base texture coordinate
uv.x = DotProduct (vec, pTexInfo->textureVecsTexelsPerWorldUnits[0].AsVector3D()) +
pTexInfo->textureVecsTexelsPerWorldUnits[0][3];
uv.x /= pTexInfo->material->GetMappingWidth();
uv.y = DotProduct (vec, pTexInfo->textureVecsTexelsPerWorldUnits[1].AsVector3D()) +
pTexInfo->textureVecsTexelsPerWorldUnits[1][3];
uv.y /= pTexInfo->material->GetMappingHeight();
}
#if _DEBUG
void CheckTexCoord( float coord )
{
Assert(coord <= 1.0f );
}
#endif
void SurfComputeLightmapCoordinate( SurfaceCtx_t const& ctx, SurfaceHandle_t surfID,
Vector const& vec, Vector2D& uv )
{
if ( (MSurf_Flags( surfID ) & SURFDRAW_NOLIGHT) )
{
uv.x = uv.y = 0.5f;
}
else if ( MSurf_LightmapExtents( surfID )[0] == 0 )
{
uv = (0.5f * ctx.m_Scale + ctx.m_Offset);
}
else
{
mtexinfo_t* pTexInfo = MSurf_TexInfo( surfID );
uv.x = DotProduct (vec, pTexInfo->lightmapVecsLuxelsPerWorldUnits[0].AsVector3D()) +
pTexInfo->lightmapVecsLuxelsPerWorldUnits[0][3];
uv.x -= MSurf_LightmapMins( surfID )[0];
uv.x += 0.5f;
uv.y = DotProduct (vec, pTexInfo->lightmapVecsLuxelsPerWorldUnits[1].AsVector3D()) +
pTexInfo->lightmapVecsLuxelsPerWorldUnits[1][3];
uv.y -= MSurf_LightmapMins( surfID )[1];
uv.y += 0.5f;
uv *= ctx.m_Scale;
uv += ctx.m_Offset;
assert( uv.IsValid() );
}
#if _DEBUG
// This was here for check against displacements and they actually get calculated later correctly.
// CheckTexCoord( uv.x );
// CheckTexCoord( uv.y );
#endif
uv.x = clamp(uv.x, 0.0f, 1.0f);
uv.y = clamp(uv.y, 0.0f, 1.0f);
}
//-----------------------------------------------------------------------------
// Compute a context necessary for creating vertex data
//-----------------------------------------------------------------------------
void SurfSetupSurfaceContext( SurfaceCtx_t& ctx, SurfaceHandle_t surfID )
{
materials->GetLightmapPageSize(
SortInfoToLightmapPage( MSurf_MaterialSortID( surfID ) ),
&ctx.m_LightmapPageSize[0], &ctx.m_LightmapPageSize[1] );
ctx.m_LightmapSize[0] = ( MSurf_LightmapExtents( surfID )[0] ) + 1;
ctx.m_LightmapSize[1] = ( MSurf_LightmapExtents( surfID )[1] ) + 1;
ctx.m_Scale.x = 1.0f / ( float )ctx.m_LightmapPageSize[0];
ctx.m_Scale.y = 1.0f / ( float )ctx.m_LightmapPageSize[1];
ctx.m_Offset.x = ( float )MSurf_OffsetIntoLightmapPage( surfID )[0] * ctx.m_Scale.x;
ctx.m_Offset.y = ( float )MSurf_OffsetIntoLightmapPage( surfID )[1] * ctx.m_Scale.y;
if ( ctx.m_LightmapPageSize[0] != 0.0f )
{
ctx.m_BumpSTexCoordOffset = ( float )ctx.m_LightmapSize[0] / ( float )ctx.m_LightmapPageSize[0];
}
else
{
ctx.m_BumpSTexCoordOffset = 0.0f;
}
}
#endif // SWDS