//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Implementation of a material
//
//===========================================================================//
# include "imaterialinternal.h"
# include "bitmap/tgaloader.h"
# include "colorspace.h"
# include "materialsystem/imaterialvar.h"
# include "materialsystem/itexture.h"
# include <string.h>
# include "materialsystem_global.h"
# include "shaderapi/ishaderapi.h"
# include "materialsystem/imaterialproxy.h"
# include "shadersystem.h"
# include "materialsystem/imaterialproxyfactory.h"
# include "IHardwareConfigInternal.h"
# include "utlsymbol.h"
# ifdef OSX
# include <malloc/malloc.h>
# else
# include <malloc.h>
# endif
# include "filesystem.h"
# include <KeyValues.h>
# include "mempool.h"
# include "shaderapi/ishaderutil.h"
# include "vtf/vtf.h"
# include "tier1/strtools.h"
# include <ctype.h>
# include "utlbuffer.h"
# include "mathlib/vmatrix.h"
# include "texturemanager.h"
# include "itextureinternal.h"
# include "mempool.h"
# include "tier1/callqueue.h"
# include "cmaterial_queuefriendly.h"
# include "ifilelist.h"
# include "tier0/icommandline.h"
# include "tier0/minidump.h"
// #define PROXY_TRACK_NAMES
//-----------------------------------------------------------------------------
// Material implementation
//-----------------------------------------------------------------------------
class CMaterial : public IMaterialInternal
{
public :
// Members of the IMaterial interface
const char * GetName ( ) const ;
const char * GetTextureGroupName ( ) const ;
PreviewImageRetVal_t GetPreviewImageProperties ( int * width , int * height ,
ImageFormat * imageFormat , bool * isTranslucent ) const ;
PreviewImageRetVal_t GetPreviewImage ( unsigned char * data , int width , int height ,
ImageFormat imageFormat ) const ;
int GetMappingWidth ( ) ;
int GetMappingHeight ( ) ;
int GetNumAnimationFrames ( ) ;
bool InMaterialPage ( void ) { return false ; }
void GetMaterialOffset ( float * pOffset ) ;
void GetMaterialScale ( float * pOffset ) ;
IMaterial * GetMaterialPage ( void ) { return NULL ; }
void IncrementReferenceCount ( ) ;
void DecrementReferenceCount ( ) ;
int GetEnumerationID ( ) const ;
void GetLowResColorSample ( float s , float t , float * color ) const ;
IMaterialVar * FindVar ( char const * varName , bool * found , bool complain = true ) ;
IMaterialVar * FindVarFast ( char const * pVarName , unsigned int * pToken ) ;
// Sets new VMT shader parameters for the material
virtual void SetShaderAndParams ( KeyValues * pKeyValues ) ;
bool UsesEnvCubemap ( void ) ;
bool NeedsSoftwareSkinning ( void ) ;
virtual bool NeedsSoftwareLighting ( void ) ;
bool NeedsTangentSpace ( void ) ;
bool NeedsPowerOfTwoFrameBufferTexture ( bool bCheckSpecificToThisFrame = true ) ;
bool NeedsFullFrameBufferTexture ( bool bCheckSpecificToThisFrame = true ) ;
virtual bool IsUsingVertexID ( ) const ;
// GR - Is lightmap alpha needed?
bool NeedsLightmapBlendAlpha ( void ) ;
virtual void AlphaModulate ( float alpha ) ;
virtual void ColorModulate ( float r , float g , float b ) ;
virtual float GetAlphaModulation ( ) ;
virtual void GetColorModulation ( float * r , float * g , float * b ) ;
// Gets the morph format
virtual MorphFormat_t GetMorphFormat ( ) const ;
void SetMaterialVarFlag ( MaterialVarFlags_t flag , bool on ) ;
bool GetMaterialVarFlag ( MaterialVarFlags_t flag ) const ;
bool IsTranslucent ( ) ;
bool IsTranslucentInternal ( float fAlphaModulation ) const ; //need to centralize the logic without relying on the *current* alpha modulation being that which is stored in m_pShaderParams[ALPHA].
bool IsAlphaTested ( ) ;
bool IsVertexLit ( ) ;
virtual bool IsSpriteCard ( ) ;
void GetReflectivity ( Vector & reflect ) ;
bool GetPropertyFlag ( MaterialPropertyTypes_t type ) ;
// Is the material visible from both sides?
bool IsTwoSided ( ) ;
int GetNumPasses ( void ) ;
int GetTextureMemoryBytes ( void ) ;
void SetUseFixedFunctionBakedLighting ( bool bEnable ) ;
virtual bool IsPrecached ( ) const ;
public :
// stuff that is visible only from within the material system
// constructor, destructor
CMaterial ( char const * materialName , const char * pTextureGroupName , KeyValues * pVMTKeyValues ) ;
virtual ~ CMaterial ( ) ;
void DrawMesh ( VertexCompressionType_t vertexCompression ) ;
int GetReferenceCount ( ) const ;
void Uncache ( bool bPreserveVars = false ) ;
void Precache ( ) ;
void ReloadTextures ( void ) ;
// If provided, pKeyValues and pPatchKeyValues should come from LoadVMTFile()
bool PrecacheVars ( KeyValues * pKeyValues = NULL , KeyValues * pPatchKeyValues = NULL , CUtlVector < FileNameHandle_t > * pIncludes = NULL , int nFindContext = MATERIAL_FINDCONTEXT_NONE ) ;
void SetMinLightmapPageID ( int pageID ) ;
void SetMaxLightmapPageID ( int pageID ) ;
int GetMinLightmapPageID ( ) const ;
int GetMaxLightmapPageID ( ) const ;
void SetNeedsWhiteLightmap ( bool val ) ;
bool GetNeedsWhiteLightmap ( ) const ;
bool IsPrecachedVars ( ) const ;
IShader * GetShader ( ) const ;
const char * GetShaderName ( ) const ;
virtual void DeleteIfUnreferenced ( ) ;
void SetEnumerationID ( int id ) ;
void CallBindProxy ( void * proxyData ) ;
virtual IMaterial * CheckProxyReplacement ( void * proxyData ) ;
bool HasProxy ( void ) const ;
// Sets the shader associated with the material
void SetShader ( const char * pShaderName ) ;
// Can we override this material in debug?
bool NoDebugOverride ( ) const ;
// Gets the vertex format
VertexFormat_t GetVertexFormat ( ) const ;
// diffuse bump lightmap?
bool IsUsingDiffuseBumpedLighting ( ) const ;
// lightmap?
bool IsUsingLightmap ( ) const ;
// Gets the vertex usage flags
VertexFormat_t GetVertexUsage ( ) const ;
// Debugs this material
bool PerformDebugTrace ( ) const ;
// Are we suppressed?
bool IsSuppressed ( ) const ;
// Do we use fog?
bool UseFog ( void ) const ;
// Should we draw?
void ToggleSuppression ( ) ;
void ToggleDebugTrace ( ) ;
// Refresh material based on current var values
void Refresh ( ) ;
void RefreshPreservingMaterialVars ( ) ;
// This computes the state snapshots for this material
void RecomputeStateSnapshots ( ) ;
// Gets at the shader parameters
virtual int ShaderParamCount ( ) const ;
virtual IMaterialVar * * GetShaderParams ( void ) ;
virtual void AddMaterialVar ( IMaterialVar * pMaterialVar ) ;
virtual bool IsErrorMaterial ( ) const ;
// Was this manually created (not read from a file?)
virtual bool IsManuallyCreated ( ) const ;
virtual bool NeedsFixedFunctionFlashlight ( ) const ;
virtual void MarkAsPreloaded ( bool bSet ) ;
virtual bool IsPreloaded ( ) const ;
virtual void ArtificialAddRef ( void ) ;
virtual void ArtificialRelease ( void ) ;
virtual void ReportVarChanged ( IMaterialVar * pVar )
{
m_ChangeID + + ;
}
virtual void ClearContextData ( void ) ;
virtual uint32 GetChangeID ( ) const { return m_ChangeID ; }
virtual bool IsRealTimeVersion ( void ) const { return true ; }
virtual IMaterialInternal * GetRealTimeVersion ( void ) { return this ; }
virtual IMaterialInternal * GetQueueFriendlyVersion ( void ) { return & m_QueueFriendlyVersion ; }
void DecideShouldReloadFromWhitelist ( IFileList * pFilesToReload ) ;
void ReloadFromWhitelistIfMarked ( ) ;
bool WasReloadedFromWhitelist ( ) ;
private :
// Initializes, cleans up the shader params
void CleanUpShaderParams ( ) ;
// Sets up an error shader when we run into problems.
void SetupErrorShader ( ) ;
// Does this material have a UNC-file name?
bool UsesUNCFileName ( ) const ;
// Prints material flags.
void PrintMaterialFlags ( int flags , int flagsDefined ) ;
// Parses material flags
bool ParseMaterialFlag ( KeyValues * pParseValue , IMaterialVar * pFlagVar ,
IMaterialVar * pFlagDefinedVar , bool parsingOverrides , int & flagMask , int & overrideMask ) ;
// Computes the material vars for the shader
int ParseMaterialVars ( IShader * pShader , KeyValues & keyValues ,
KeyValues * pOverride , bool modelDefault , IMaterialVar * * ppVars , int nFindContext = MATERIAL_FINDCONTEXT_NONE ) ;
// Figures out the preview image for worldcraft
char const * GetPreviewImageName ( ) ;
char const * GetPreviewImageFileName ( void ) const ;
// Hooks up the shader, returns keyvalues of fallback that was used
KeyValues * InitializeShader ( KeyValues & keyValues , KeyValues & patchKeyValues , int nFindContext = MATERIAL_FINDCONTEXT_NONE ) ;
// Finds the flag associated with a particular flag name
int FindMaterialVarFlag ( char const * pFlagName ) const ;
// Initializes, cleans up the state snapshots
bool InitializeStateSnapshots ( ) ;
void CleanUpStateSnapshots ( ) ;
// Initializes, cleans up the material proxy
void InitializeMaterialProxy ( KeyValues * pFallbackKeyValues ) ;
void CleanUpMaterialProxy ( ) ;
void DetermineProxyReplacements ( KeyValues * pFallbackKeyValues ) ;
// Creates, destroys snapshots
RenderPassList_t * CreateRenderPassList ( ) ;
void DestroyRenderPassList ( RenderPassList_t * pPassList ) ;
// Grabs the texture width and height from the var list for faster access
void PrecacheMappingDimensions ( ) ;
// Gets the renderstate
virtual ShaderRenderState_t * GetRenderState ( ) ;
// Do we have a valid renderstate?
bool IsValidRenderState ( ) const ;
// Get the material var flags
int GetMaterialVarFlags ( ) const ;
void SetMaterialVarFlags ( int flags , bool on ) ;
int GetMaterialVarFlags2 ( ) const ;
void SetMaterialVarFlags2 ( int flags , bool on ) ;
// Returns a dummy material variable
IMaterialVar * GetDummyVariable ( ) ;
IMaterialVar * GetShaderParam ( int id ) ;
void FindRepresentativeTexture ( void ) ;
bool ShouldSkipVar ( KeyValues * pMaterialVar , bool * pWasConditional ) ;
// Fixed-size allocator
DECLARE_FIXEDSIZE_ALLOCATOR ( CMaterial ) ;
private :
enum
{
MATERIAL_NEEDS_WHITE_LIGHTMAP = 0x1 ,
MATERIAL_IS_PRECACHED = 0x2 ,
MATERIAL_VARS_IS_PRECACHED = 0x4 ,
MATERIAL_VALID_RENDERSTATE = 0x8 ,
MATERIAL_IS_MANUALLY_CREATED = 0x10 ,
MATERIAL_USES_UNC_FILENAME = 0x20 ,
MATERIAL_IS_PRELOADED = 0x40 ,
MATERIAL_ARTIFICIAL_REFCOUNT = 0x80 ,
} ;
int m_iEnumerationID ;
int m_minLightmapPageID ;
int m_maxLightmapPageID ;
unsigned short m_MappingWidth ;
unsigned short m_MappingHeight ;
IShader * m_pShader ;
CUtlSymbol m_Name ;
// Any textures created for this material go under this texture group.
CUtlSymbol m_TextureGroupName ;
CInterlockedInt m_RefCount ;
unsigned short m_Flags ;
unsigned char m_VarCount ;
CUtlVector < IMaterialProxy * > m_ProxyInfo ;
# ifdef PROXY_TRACK_NAMES
// Array to track names of above material proxies. Useful for tracking down issues with proxies.
CUtlVector < CUtlString > m_ProxyInfoNames ;
# endif
IMaterialVar * * m_pShaderParams ;
IMaterialProxy * m_pReplacementProxy ;
ShaderRenderState_t m_ShaderRenderState ;
// This remembers filenames of VMTs that we included so we can sv_pure/flush ourselves if any of them need to be reloaded.
CUtlVector < FileNameHandle_t > m_VMTIncludes ;
bool m_bShouldReloadFromWhitelist ; // Tells us if the material decided it should be reloaded due to sv_pure whitelist changes.
ITextureInternal * m_representativeTexture ;
Vector m_Reflectivity ;
uint32 m_ChangeID ;
// Used only by procedural materials; it essentially is an in-memory .VMT file
KeyValues * m_pVMTKeyValues ;
# if defined( _DEBUG )
// Makes it easier to see what's going on
char * m_pDebugName ;
# endif
protected :
CMaterial_QueueFriendly m_QueueFriendlyVersion ;
} ;
// NOTE: This must be the last file included
// Has to exist *after* fixed size allocator declaration
# include "tier0/memdbgon.h"
// Forward decls of helper functions for dealing with patch vmts.
static void ApplyPatchKeyValues ( KeyValues & keyValues , KeyValues & patchKeyValues ) ;
static bool AccumulateRecursiveVmtPatches ( KeyValues & patchKeyValuesOut , KeyValues * * ppBaseKeyValuesOut ,
const KeyValues & keyValues , const char * pPathID , CUtlVector < FileNameHandle_t > * pIncludes ) ;
//-----------------------------------------------------------------------------
// 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 = = ' { ' ;
}
//-----------------------------------------------------------------------------
// Methods to create state snapshots
//-----------------------------------------------------------------------------
# include "tier0/memdbgoff.h"
# ifndef _CONSOLE
struct EditorRenderStateList_t
{
// Store combo of alpha, color, fixed-function baked lighting, flashlight, editor mode
RenderPassList_t m_Snapshots [ SNAPSHOT_COUNT_EDITOR ] ;
DECLARE_FIXEDSIZE_ALLOCATOR ( EditorRenderStateList_t ) ;
} ;
# endif
struct StandardRenderStateList_t
{
// Store combo of alpha, color, fixed-function baked lighting, flashlight
RenderPassList_t m_Snapshots [ SNAPSHOT_COUNT_NORMAL ] ;
DECLARE_FIXEDSIZE_ALLOCATOR ( StandardRenderStateList_t ) ;
} ;
# include "tier0/memdbgon.h"
# ifndef _CONSOLE
DEFINE_FIXEDSIZE_ALLOCATOR ( EditorRenderStateList_t , 256 , true ) ;
# endif
DEFINE_FIXEDSIZE_ALLOCATOR ( StandardRenderStateList_t , 256 , true ) ;
//-----------------------------------------------------------------------------
// class factory methods
//-----------------------------------------------------------------------------
DEFINE_FIXEDSIZE_ALLOCATOR ( CMaterial , 256 , true ) ;
IMaterialInternal * IMaterialInternal : : CreateMaterial ( char const * pMaterialName , const char * pTextureGroupName , KeyValues * pVMTKeyValues )
{
MaterialLock_t hMaterialLock = MaterialSystem ( ) - > Lock ( ) ;
IMaterialInternal * pResult = new CMaterial ( pMaterialName , pTextureGroupName , pVMTKeyValues ) ;
MaterialSystem ( ) - > Unlock ( hMaterialLock ) ;
return pResult ;
}
void IMaterialInternal : : DestroyMaterial ( IMaterialInternal * pMaterial )
{
MaterialLock_t hMaterialLock = MaterialSystem ( ) - > Lock ( ) ;
if ( pMaterial )
{
Assert ( pMaterial - > IsRealTimeVersion ( ) ) ;
CMaterial * pMatImp = static_cast < CMaterial * > ( pMaterial ) ;
// Deletion of the error material is deferred until after all other materials have been deleted.
// See CMaterialSystem::CleanUpErrorMaterial() in cmaterialsystem.cpp.
if ( ! pMatImp - > IsErrorMaterial ( ) )
{
delete pMatImp ;
}
}
MaterialSystem ( ) - > Unlock ( hMaterialLock ) ;
}
//-----------------------------------------------------------------------------
// constructor, destructor
//-----------------------------------------------------------------------------
CMaterial : : CMaterial ( char const * materialName , const char * pTextureGroupName , KeyValues * pKeyValues )
{
m_Reflectivity . Init ( 0.2f , 0.2f , 0.2f ) ;
int len = Q_strlen ( materialName ) ;
char * pTemp = ( char * ) _alloca ( len + 1 ) ;
// Strip off the extension
Q_StripExtension ( materialName , pTemp , len + 1 ) ;
Q_strlower ( pTemp ) ;
# if defined( _X360 )
// material names are expected to be forward slashed for correct sort and find behavior!
// assert now to track alternate or regressed path that is source of inconsistency
Assert ( strchr ( pTemp , ' \\ ' ) = = NULL ) ;
# endif
// Convert it to a symbol
m_Name = pTemp ;
# if defined( _DEBUG )
m_pDebugName = new char [ strlen ( pTemp ) + 1 ] ;
Q_strncpy ( m_pDebugName , pTemp , strlen ( pTemp ) + 1 ) ;
# endif
m_bShouldReloadFromWhitelist = false ;
m_Flags = 0 ;
m_pShader = NULL ;
m_pShaderParams = NULL ;
m_RefCount = 0 ;
m_representativeTexture = NULL ;
m_pReplacementProxy = NULL ;
m_VarCount = 0 ;
m_MappingWidth = m_MappingHeight = 0 ;
m_iEnumerationID = 0 ;
m_minLightmapPageID = m_maxLightmapPageID = 0 ;
m_TextureGroupName = pTextureGroupName ;
m_pVMTKeyValues = pKeyValues ;
if ( m_pVMTKeyValues )
{
m_Flags | = MATERIAL_IS_MANUALLY_CREATED ;
}
if ( pTemp [ 0 ] = = ' / ' & & pTemp [ 1 ] = = ' / ' & & pTemp [ 2 ] ! = ' / ' )
{
m_Flags | = MATERIAL_USES_UNC_FILENAME ;
}
// Initialize the renderstate to something indicating nothing should be drawn
m_ShaderRenderState . m_Flags = 0 ;
m_ShaderRenderState . m_VertexFormat = m_ShaderRenderState . m_VertexUsage = 0 ;
m_ShaderRenderState . m_MorphFormat = 0 ;
m_ShaderRenderState . m_pSnapshots = CreateRenderPassList ( ) ;
m_ChangeID = 0 ;
m_QueueFriendlyVersion . SetRealTimeVersion ( this ) ;
}
CMaterial : : ~ CMaterial ( )
{
MaterialSystem ( ) - > UnbindMaterial ( this ) ;
Uncache ( ) ;
if ( m_RefCount ! = 0 )
{
DevWarning ( 2 , " Reference Count for Material %s (%d) != 0 \n " , GetName ( ) , ( int ) m_RefCount ) ;
}
if ( m_pVMTKeyValues )
{
m_pVMTKeyValues - > deleteThis ( ) ;
m_pVMTKeyValues = NULL ;
}
DestroyRenderPassList ( m_ShaderRenderState . m_pSnapshots ) ;
m_representativeTexture = NULL ;
# if defined( _DEBUG )
delete [ ] m_pDebugName ;
# endif
// Deliberately stomp our VTable so that we can detect cases where code tries to access freed materials.
int * p = ( int * ) this ;
* p = 0xc0dedbad ;
}
void CMaterial : : ClearContextData ( void )
{
int nSnapshotCount = SnapshotTypeCount ( ) ;
for ( int i = 0 ; i < nSnapshotCount ; i + + )
for ( int j = 0 ; j < m_ShaderRenderState . m_pSnapshots [ i ] . m_nPassCount ; j + + )
{
if ( m_ShaderRenderState . m_pSnapshots [ i ] . m_pContextData [ j ] )
{
delete m_ShaderRenderState . m_pSnapshots [ i ] . m_pContextData [ j ] ;
m_ShaderRenderState . m_pSnapshots [ i ] . m_pContextData [ j ] = NULL ;
}
}
}
//-----------------------------------------------------------------------------
// Sets new VMT shader parameters for the material
//-----------------------------------------------------------------------------
void CMaterial : : SetShaderAndParams ( KeyValues * pKeyValues )
{
Uncache ( ) ;
if ( m_pVMTKeyValues )
{
m_pVMTKeyValues - > deleteThis ( ) ;
m_pVMTKeyValues = NULL ;
}
m_pVMTKeyValues = pKeyValues ? pKeyValues - > MakeCopy ( ) : NULL ;
if ( m_pVMTKeyValues )
{
m_Flags | = MATERIAL_IS_MANUALLY_CREATED ;
}
// Apply patches
const char * pMaterialName = GetName ( ) ;
char pFileName [ MAX_PATH ] ;
const char * pPathID = " GAME " ;
if ( ! UsesUNCFileName ( ) )
{
Q_snprintf ( pFileName , sizeof ( pFileName ) , " materials/%s.vmt " , pMaterialName ) ;
}
else
{
Q_snprintf ( pFileName , sizeof ( pFileName ) , " %s.vmt " , pMaterialName ) ;
if ( pMaterialName [ 0 ] = = ' / ' & & pMaterialName [ 1 ] = = ' / ' & & pMaterialName [ 2 ] ! = ' / ' )
{
// UNC, do full search
pPathID = NULL ;
}
}
KeyValues * pLoadedKeyValues = new KeyValues ( " vmt " ) ;
if ( pLoadedKeyValues - > LoadFromFile ( g_pFullFileSystem , pFileName , pPathID ) )
{
// Load succeeded, check if it's a patch file
if ( V_stricmp ( pLoadedKeyValues - > GetName ( ) , " patch " ) = = 0 )
{
// it's a patch file, recursively build up patch keyvalues
KeyValues * pPatchKeyValues = new KeyValues ( " vmt_patch " ) ;
bool bSuccess = AccumulateRecursiveVmtPatches ( * pPatchKeyValues , NULL , * pLoadedKeyValues , pPathID , NULL ) ;
if ( bSuccess )
{
// Apply accumulated patches to final vmt
ApplyPatchKeyValues ( * m_pVMTKeyValues , * pPatchKeyValues ) ;
}
pPatchKeyValues - > deleteThis ( ) ;
}
}
pLoadedKeyValues - > deleteThis ( ) ;
if ( g_pShaderDevice - > IsUsingGraphics ( ) )
{
Precache ( ) ;
}
}
//-----------------------------------------------------------------------------
// Creates, destroys snapshots
//-----------------------------------------------------------------------------
RenderPassList_t * CMaterial : : CreateRenderPassList ( )
{
RenderPassList_t * pRenderPassList ;
if ( IsConsole ( ) | | ! MaterialSystem ( ) - > CanUseEditorMaterials ( ) )
{
StandardRenderStateList_t * pList = new StandardRenderStateList_t ;
pRenderPassList = ( RenderPassList_t * ) pList - > m_Snapshots ;
}
# ifndef _CONSOLE
else
{
EditorRenderStateList_t * pList = new EditorRenderStateList_t ;
pRenderPassList = ( RenderPassList_t * ) pList - > m_Snapshots ;
}
# endif
int nSnapshotCount = SnapshotTypeCount ( ) ;
memset ( pRenderPassList , 0 , nSnapshotCount * sizeof ( RenderPassList_t ) ) ;
return pRenderPassList ;
}
void CMaterial : : DestroyRenderPassList ( RenderPassList_t * pPassList )
{
if ( ! pPassList )
return ;
int nSnapshotCount = SnapshotTypeCount ( ) ;
for ( int i = 0 ; i < nSnapshotCount ; i + + )
for ( int j = 0 ; j < pPassList [ i ] . m_nPassCount ; j + + )
{
if ( pPassList [ i ] . m_pContextData [ j ] )
{
delete pPassList [ i ] . m_pContextData [ j ] ;
pPassList [ i ] . m_pContextData [ j ] = NULL ;
}
}
if ( IsConsole ( ) | | ! MaterialSystem ( ) - > CanUseEditorMaterials ( ) )
{
StandardRenderStateList_t * pList = ( StandardRenderStateList_t * ) pPassList ;
delete pList ;
}
# ifndef _CONSOLE
else
{
EditorRenderStateList_t * pList = ( EditorRenderStateList_t * ) pPassList ;
delete pList ;
}
# endif
}
//-----------------------------------------------------------------------------
// Gets the renderstate
//-----------------------------------------------------------------------------
ShaderRenderState_t * CMaterial : : GetRenderState ( )
{
Precache ( ) ;
return & m_ShaderRenderState ;
}
//-----------------------------------------------------------------------------
// Returns a dummy material variable
//-----------------------------------------------------------------------------
IMaterialVar * CMaterial : : GetDummyVariable ( )
{
static IMaterialVar * pDummyVar = 0 ;
if ( ! pDummyVar )
pDummyVar = IMaterialVar : : Create ( 0 , " $dummyVar " , 0 ) ;
return pDummyVar ;
}
//-----------------------------------------------------------------------------
// Are vars precached?
//-----------------------------------------------------------------------------
bool CMaterial : : IsPrecachedVars ( ) const
{
return ( m_Flags & MATERIAL_VARS_IS_PRECACHED ) ! = 0 ;
}
//-----------------------------------------------------------------------------
// Are we precached?
//-----------------------------------------------------------------------------
bool CMaterial : : IsPrecached ( ) const
{
return ( m_Flags & MATERIAL_IS_PRECACHED ) ! = 0 ;
}
//-----------------------------------------------------------------------------
// Cleans up shader parameters
//-----------------------------------------------------------------------------
void CMaterial : : CleanUpShaderParams ( )
{
if ( m_pShaderParams )
{
for ( int i = 0 ; i < m_VarCount ; + + i )
{
IMaterialVar : : Destroy ( m_pShaderParams [ i ] ) ;
}
free ( m_pShaderParams ) ;
m_pShaderParams = 0 ;
}
m_VarCount = 0 ;
}
//-----------------------------------------------------------------------------
// Initializes the material proxy
//-----------------------------------------------------------------------------
void CMaterial : : InitializeMaterialProxy ( KeyValues * pFallbackKeyValues )
{
IMaterialProxyFactory * pMaterialProxyFactory ;
pMaterialProxyFactory = MaterialSystem ( ) - > GetMaterialProxyFactory ( ) ;
if ( ! pMaterialProxyFactory )
return ;
DetermineProxyReplacements ( pFallbackKeyValues ) ;
if ( m_pReplacementProxy )
{
m_ProxyInfo . AddToTail ( m_pReplacementProxy ) ;
# ifdef PROXY_TRACK_NAMES
m_ProxyInfoNames . AddToTail ( " __replacementproxy " ) ;
# endif
}
// See if we've got a proxy section; obey fallbacks
KeyValues * pProxySection = pFallbackKeyValues - > FindKey ( " Proxies " ) ;
if ( pProxySection )
{
// Iterate through the section + create all of the proxies
KeyValues * pProxyKey = pProxySection - > GetFirstSubKey ( ) ;
for ( ; pProxyKey ; pProxyKey = pProxyKey - > GetNextKey ( ) )
{
// Each of the proxies should themselves be databases
IMaterialProxy * pProxy = pMaterialProxyFactory - > CreateProxy ( pProxyKey - > GetName ( ) ) ;
if ( ! pProxy )
{
Warning ( " Error: Material \" %s \" : proxy \" %s \" not found! \n " , GetName ( ) , pProxyKey - > GetName ( ) ) ;
continue ;
}
if ( ! pProxy - > Init ( this - > GetQueueFriendlyVersion ( ) , pProxyKey ) )
{
pMaterialProxyFactory - > DeleteProxy ( pProxy ) ;
Warning ( " Error: Material \" %s \" : proxy \" %s \" unable to initialize! \n " , GetName ( ) , pProxyKey - > GetName ( ) ) ;
}
else
{
m_ProxyInfo . AddToTail ( pProxy ) ;
# ifdef PROXY_TRACK_NAMES
m_ProxyInfoNames . AddToTail ( pProxyKey - > GetName ( ) ) ;
# endif
}
}
}
}
//-----------------------------------------------------------------------------
// Cleans up the material proxy
//-----------------------------------------------------------------------------
void CMaterial : : CleanUpMaterialProxy ( )
{
if ( ! m_ProxyInfo . Count ( ) )
return ;
IMaterialProxyFactory * pMaterialProxyFactory ;
pMaterialProxyFactory = MaterialSystem ( ) - > GetMaterialProxyFactory ( ) ;
if ( ! pMaterialProxyFactory )
return ;
// Clean up material proxies
for ( int i = m_ProxyInfo . Count ( ) - 1 ; i > = 0 ; i - - )
{
IMaterialProxy * pProxy = m_ProxyInfo [ i ] ;
pMaterialProxyFactory - > DeleteProxy ( pProxy ) ;
}
m_ProxyInfo . RemoveAll ( ) ;
# ifdef PROXY_TRACK_NAMES
m_ProxyInfoNames . RemoveAll ( ) ;
# endif
}
void CMaterial : : DetermineProxyReplacements ( KeyValues * pFallbackKeyValues )
{
m_pReplacementProxy = MaterialSystem ( ) - > DetermineProxyReplacements ( this , pFallbackKeyValues ) ;
}
static char const * GetVarName ( KeyValues * pVar )
{
char const * pVarName = pVar - > GetName ( ) ;
char const * pQuestion = strchr ( pVarName , ' ? ' ) ;
if ( ! pQuestion )
return pVarName ;
else
return pQuestion + 1 ;
}
//-----------------------------------------------------------------------------
// Finds the index of the material var associated with a var
//-----------------------------------------------------------------------------
static int FindMaterialVar ( IShader * pShader , char const * pVarName )
{
if ( ! pShader )
return - 1 ;
// Strip preceeding spaces
pVarName + = strspn ( pVarName , " \t " ) ;
for ( int i = pShader - > GetNumParams ( ) ; - - i > = 0 ; )
{
// Makes the parser a little more lenient.. strips off bogus spaces in the var name.
const char * pParamName = pShader - > GetParamName ( i ) ;
const char * pFound = Q_stristr ( pVarName , pParamName ) ;
// The found string had better start with the first non-whitespace character
if ( pFound ! = pVarName )
continue ;
// Strip spaces at the end
int nLen = Q_strlen ( pParamName ) ;
pFound + = nLen ;
while ( true )
{
if ( ! pFound [ 0 ] )
return i ;
if ( ! IsWhitespace ( pFound [ 0 ] ) )
break ;
+ + pFound ;
}
}
return - 1 ;
}
//-----------------------------------------------------------------------------
// Creates a vector material var
//-----------------------------------------------------------------------------
int ParseVectorFromKeyValueString ( KeyValues * pKeyValue , const char * pMaterialName , float vecVal [ 4 ] )
{
char const * pScan = pKeyValue - > GetString ( ) ;
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 , pKeyValue - > GetName ( ) ) ;
}
// 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 " , pKeyValue - > GetName ( ) , 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 ;
}
static IMaterialVar * CreateVectorMaterialVarFromKeyValue ( IMaterial * pMaterial , KeyValues * pKeyValue )
{
char const * pszName = GetVarName ( pKeyValue ) ;
float vecVal [ 4 ] ;
int nDim = ParseVectorFromKeyValueString ( pKeyValue , pszName , vecVal ) ;
if ( nDim = = 0 )
return NULL ;
// Create the variable!
return IMaterialVar : : Create ( pMaterial , pszName , vecVal , nDim ) ;
}
//-----------------------------------------------------------------------------
// Creates a vector material var
//-----------------------------------------------------------------------------
static IMaterialVar * CreateMatrixMaterialVarFromKeyValue ( IMaterial * pMaterial , KeyValues * pKeyValue )
{
char const * pScan = pKeyValue - > GetString ( ) ;
char const * pszName = GetVarName ( pKeyValue ) ;
// 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 IMaterialVar : : Create ( pMaterial , pszName , 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 NULL ;
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 IMaterialVar : : Create ( pMaterial , pszName , mat ) ;
}
//-----------------------------------------------------------------------------
// Creates a material var from a key value
//-----------------------------------------------------------------------------
static IMaterialVar * CreateMaterialVarFromKeyValue ( IMaterial * pMaterial , KeyValues * pKeyValue )
{
char const * pszName = GetVarName ( pKeyValue ) ;
switch ( pKeyValue - > GetDataType ( ) )
{
case KeyValues : : TYPE_INT :
return IMaterialVar : : Create ( pMaterial , pszName , pKeyValue - > GetInt ( ) ) ;
case KeyValues : : TYPE_FLOAT :
return IMaterialVar : : Create ( pMaterial , pszName , pKeyValue - > GetFloat ( ) ) ;
case KeyValues : : TYPE_STRING :
{
char const * pString = pKeyValue - > GetString ( ) ;
if ( ! pString | | ! pString [ 0 ] )
return 0 ;
// Look for matrices
IMaterialVar * pMatrixVar = CreateMatrixMaterialVarFromKeyValue ( pMaterial , pKeyValue ) ;
if ( pMatrixVar )
return pMatrixVar ;
// Look for vectors
if ( ! IsVector ( pString ) )
return IMaterialVar : : Create ( pMaterial , pszName , pString ) ;
// Parse the string as a vector...
return CreateVectorMaterialVarFromKeyValue ( pMaterial , pKeyValue ) ;
}
}
return 0 ;
}
//-----------------------------------------------------------------------------
// Reads out common flags, prevents them from becoming material vars
//-----------------------------------------------------------------------------
int CMaterial : : FindMaterialVarFlag ( char const * pFlagName ) const
{
// Strip preceeding spaces
while ( pFlagName [ 0 ] )
{
if ( ! IsWhitespace ( pFlagName [ 0 ] ) )
break ;
+ + pFlagName ;
}
for ( int i = 0 ; * ShaderSystem ( ) - > ShaderStateString ( i ) ; + + i )
{
const char * pStateString = ShaderSystem ( ) - > ShaderStateString ( i ) ;
const char * pFound = Q_stristr ( pFlagName , pStateString ) ;
// The found string had better start with the first non-whitespace character
if ( pFound ! = pFlagName )
continue ;
// Strip spaces at the end
int nLen = Q_strlen ( pStateString ) ;
pFound + = nLen ;
while ( true )
{
if ( ! pFound [ 0 ] )
return ( 1 < < i ) ;
if ( ! IsWhitespace ( pFound [ 0 ] ) )
break ;
+ + pFound ;
}
}
return 0 ;
}
//-----------------------------------------------------------------------------
// Print material flags
//-----------------------------------------------------------------------------
void CMaterial : : PrintMaterialFlags ( int flags , int flagsDefined )
{
int i ;
for ( i = 0 ; * ShaderSystem ( ) - > ShaderStateString ( i ) ; i + + )
{
if ( flags & ( 1 < < i ) )
{
Warning ( " %s| " , ShaderSystem ( ) - > ShaderStateString ( i ) ) ;
}
}
Warning ( " \n " ) ;
}
//-----------------------------------------------------------------------------
// Parses material flags
//-----------------------------------------------------------------------------
bool CMaterial : : ParseMaterialFlag ( KeyValues * pParseValue , IMaterialVar * pFlagVar ,
IMaterialVar * pFlagDefinedVar , bool parsingOverrides , int & flagMask , int & overrideMask )
{
// See if the var is a flag...
int flagbit = FindMaterialVarFlag ( GetVarName ( pParseValue ) ) ;
if ( ! flagbit )
return false ;
// Allow for flag override
int testMask = parsingOverrides ? overrideMask : flagMask ;
if ( testMask & flagbit )
{
Warning ( " Error! Flag \" %s \" is multiply defined in material \" %s \" ! \n " , pParseValue - > GetName ( ) , GetName ( ) ) ;
return true ;
}
// Make sure overrides win
if ( overrideMask & flagbit )
return true ;
if ( parsingOverrides )
overrideMask | = flagbit ;
else
flagMask | = flagbit ;
// If so, then set the flag bit
if ( pParseValue - > GetInt ( ) )
pFlagVar - > SetIntValue ( pFlagVar - > GetIntValue ( ) | flagbit ) ;
else
pFlagVar - > SetIntValue ( pFlagVar - > GetIntValue ( ) & ( ~ flagbit ) ) ;
// Mark the flag as being defined
pFlagDefinedVar - > SetIntValue ( pFlagDefinedVar - > GetIntValue ( ) | flagbit ) ;
/*
if ( stristr ( m_pDebugName , " glasswindow064a " ) )
{
Warning ( " flags \n " ) ;
PrintMaterialFlags ( pFlagVar - > GetIntValue ( ) , pFlagDefinedVar - > GetIntValue ( ) ) ;
}
*/
return true ;
}
ConVar mat_reduceparticles ( " mat_reduceparticles " , " 0 " , FCVAR_ALLOWED_IN_COMPETITIVE ) ;
bool CMaterial : : ShouldSkipVar ( KeyValues * pVar , bool * pWasConditional )
{
char const * pVarName = pVar - > GetName ( ) ;
char const * pQuestion = strchr ( pVarName , ' ? ' ) ;
if ( ( ! pQuestion ) | | ( pQuestion = = pVarName ) )
{
* pWasConditional = false ; // unconditional var
return false ;
}
else
{
bool bShouldSkip = true ;
* pWasConditional = true ;
// parse the conditional part
char pszConditionName [ 256 ] ;
V_strncpy ( pszConditionName , pVarName , 1 + pQuestion - pVarName ) ;
char const * pCond = pszConditionName ;
bool bToggle = false ;
if ( pCond [ 0 ] = = ' ! ' )
{
pCond + + ;
bToggle = true ;
}
if ( ! stricmp ( pCond , " lowfill " ) )
{
bShouldSkip = ! mat_reduceparticles . GetBool ( ) ;
}
else if ( ! stricmp ( pCond , " hdr " ) )
{
bShouldSkip = false ; //( HardwareConfig()->GetHDRType() == HDR_TYPE_NONE );
}
else if ( ! stricmp ( pCond , " srgb " ) )
{
bShouldSkip = ( ! HardwareConfig ( ) - > UsesSRGBCorrectBlending ( ) ) ;
}
else if ( ! stricmp ( pCond , " ldr " ) )
{
bShouldSkip = ( HardwareConfig ( ) - > GetHDRType ( ) ! = HDR_TYPE_NONE ) ;
}
else if ( ! stricmp ( pCond , " 360 " ) )
{
bShouldSkip = ! IsX360 ( ) ;
}
else if ( ! stricmp ( pCond , " gameconsole " ) )
{
bShouldSkip = ! IsGameConsole ( ) ;
}
else
{
Warning ( " unrecognized conditional test %s in %s \n " , pVarName , GetName ( ) ) ;
}
return bShouldSkip ^ bToggle ;
}
}
//-----------------------------------------------------------------------------
// Computes the material vars for the shader
//-----------------------------------------------------------------------------
int CMaterial : : ParseMaterialVars ( IShader * pShader , KeyValues & keyValues ,
KeyValues * pOverrideKeyValues , bool modelDefault , IMaterialVar * * ppVars , int nFindContext )
{
IMaterialVar * pNewVar ;
bool pOverride [ 256 ] ;
bool bWasConditional [ 256 ] ;
int overrideMask = 0 ;
int flagMask = 0 ;
memset ( ppVars , 0 , 256 * sizeof ( IMaterialVar * ) ) ;
memset ( pOverride , 0 , sizeof ( pOverride ) ) ;
memset ( bWasConditional , 0 , sizeof ( bWasConditional ) ) ;
// Create the flag var...
// Set model mode if we fell back from a model mode shader
int modelFlag = modelDefault ? MATERIAL_VAR_MODEL : 0 ;
ppVars [ FLAGS ] = IMaterialVar : : Create ( this , " $flags " , modelFlag ) ;
ppVars [ FLAGS_DEFINED ] = IMaterialVar : : Create ( this , " $flags_defined " , modelFlag ) ;
ppVars [ FLAGS2 ] = IMaterialVar : : Create ( this , " $flags2 " , 0 ) ;
ppVars [ FLAGS_DEFINED2 ] = IMaterialVar : : Create ( this , " $flags_defined2 " , 0 ) ;
int numParams = pShader ? pShader - > GetNumParams ( ) : 0 ;
int varCount = numParams ;
bool parsingOverrides = ( pOverrideKeyValues ! = 0 ) ;
KeyValues * pVar = pOverrideKeyValues ? pOverrideKeyValues - > GetFirstSubKey ( ) : keyValues . GetFirstSubKey ( ) ;
const char * pszMatName = pVar ? pVar - > GetString ( ) : " Unknown " ;
while ( pVar )
{
bool bProcessThisOne = true ;
bool bIsConditionalVar ;
const char * pszVarName = GetVarName ( pVar ) ;
if ( ( nFindContext = = MATERIAL_FINDCONTEXT_ISONAMODEL ) & & pszVarName & & pszVarName [ 0 ] )
{
// Prevent ignorez models
// Should we do 'nofog' too? For now, decided not to.
if ( Q_stristr ( pszVarName , " $ignorez " ) )
{
Warning ( " Ignoring material flag '%s' on material '%s'. \n " , pszVarName , pszMatName ) ;
goto nextVar ;
}
}
// See if the var is a flag...
if (
ShouldSkipVar ( pVar , & bIsConditionalVar ) | | // should skip?
( ( pVar - > GetName ( ) [ 0 ] = = ' % ' ) & & ( g_pShaderDevice - > IsUsingGraphics ( ) ) & & ( ! MaterialSystem ( ) - > CanUseEditorMaterials ( ) ) ) | | // is an editor var?
ParseMaterialFlag ( pVar , ppVars [ FLAGS ] , ppVars [ FLAGS_DEFINED ] , parsingOverrides , flagMask , overrideMask ) | | // is a flag?
ParseMaterialFlag ( pVar , ppVars [ FLAGS2 ] , ppVars [ FLAGS_DEFINED2 ] , parsingOverrides , flagMask , overrideMask )
)
bProcessThisOne = false ;
if ( bProcessThisOne )
{
// See if the var is one of the shader params
int varIdx = FindMaterialVar ( pShader , pszVarName ) ;
// Check for multiply defined or overridden
if ( varIdx > = 0 )
{
if ( ppVars [ varIdx ] & & ( ! bIsConditionalVar ) )
{
if ( ! pOverride [ varIdx ] | | parsingOverrides )
{
Warning ( " Error! Variable \" %s \" is multiply defined in material \" %s \" ! \n " , pVar - > GetName ( ) , GetName ( ) ) ;
}
goto nextVar ;
}
}
else
{
int i ;
for ( i = numParams ; i < varCount ; + + i )
{
Assert ( ppVars [ i ] ) ;
if ( ! stricmp ( ppVars [ i ] - > GetName ( ) , pVar - > GetName ( ) ) )
break ;
}
if ( i ! = varCount )
{
if ( ! pOverride [ i ] | | parsingOverrides )
{
Warning ( " Error! Variable \" %s \" is multiply defined in material \" %s \" ! \n " , pVar - > GetName ( ) , GetName ( ) ) ;
}
goto nextVar ;
}
}
// Create a material var for this dudely dude; could be zero...
pNewVar = CreateMaterialVarFromKeyValue ( this , pVar ) ;
if ( ! pNewVar )
goto nextVar ;
if ( varIdx < 0 )
{
varIdx = varCount + + ;
}
if ( ppVars [ varIdx ] )
{
IMaterialVar : : Destroy ( ppVars [ varIdx ] ) ;
}
ppVars [ varIdx ] = pNewVar ;
if ( parsingOverrides )
pOverride [ varIdx ] = true ;
bWasConditional [ varIdx ] = bIsConditionalVar ;
}
nextVar :
pVar = pVar - > GetNextKey ( ) ;
if ( ! pVar & & parsingOverrides )
{
pVar = keyValues . GetFirstSubKey ( ) ;
parsingOverrides = false ;
}
}
// Create undefined vars for all the actual material vars
for ( int i = 0 ; i < numParams ; + + i )
{
if ( ! ppVars [ i ] )
ppVars [ i ] = IMaterialVar : : Create ( this , pShader - > GetParamName ( i ) ) ;
}
return varCount ;
}
static KeyValues * CheckConditionalFakeShaderName ( char const * pShaderName , char const * pSuffixName ,
KeyValues * pKeyValues )
{
KeyValues * pFallbackSection = pKeyValues - > FindKey ( pSuffixName ) ;
if ( pFallbackSection )
return pFallbackSection ;
char nameBuf [ 256 ] ;
V_snprintf ( nameBuf , sizeof ( nameBuf ) , " %s_%s " , pShaderName , pSuffixName ) ;
pFallbackSection = pKeyValues - > FindKey ( nameBuf ) ;
if ( pFallbackSection )
return pFallbackSection ;
return NULL ;
}
static KeyValues * FindBuiltinFallbackBlock ( char const * pShaderName , KeyValues * pKeyValues )
{
// handle "fake" shader fallbacks which are conditional upon mode. like _hdr_dx9, etc
if ( HardwareConfig ( ) - > GetDXSupportLevel ( ) < 90 )
{
KeyValues * pRet = CheckConditionalFakeShaderName ( pShaderName , " <DX90 " , pKeyValues ) ;
if ( pRet )
return pRet ;
}
if ( HardwareConfig ( ) - > GetDXSupportLevel ( ) < 95 )
{
KeyValues * pRet = CheckConditionalFakeShaderName ( pShaderName , " <DX95 " , pKeyValues ) ;
if ( pRet )
return pRet ;
}
if ( HardwareConfig ( ) - > GetDXSupportLevel ( ) < 90 | | ! HardwareConfig ( ) - > SupportsPixelShaders_2_b ( ) )
{
KeyValues * pRet = CheckConditionalFakeShaderName ( pShaderName , " <DX90_20b " , pKeyValues ) ;
if ( pRet )
return pRet ;
}
if ( HardwareConfig ( ) - > GetDXSupportLevel ( ) > = 90 & & HardwareConfig ( ) - > SupportsPixelShaders_2_b ( ) )
{
KeyValues * pRet = CheckConditionalFakeShaderName ( pShaderName , " >=DX90_20b " , pKeyValues ) ;
if ( pRet )
return pRet ;
}
if ( HardwareConfig ( ) - > GetDXSupportLevel ( ) < = 90 )
{
KeyValues * pRet = CheckConditionalFakeShaderName ( pShaderName , " <=DX90 " , pKeyValues ) ;
if ( pRet )
return pRet ;
}
if ( HardwareConfig ( ) - > GetDXSupportLevel ( ) > = 90 )
{
KeyValues * pRet = CheckConditionalFakeShaderName ( pShaderName , " >=DX90 " , pKeyValues ) ;
if ( pRet )
return pRet ;
}
if ( HardwareConfig ( ) - > GetDXSupportLevel ( ) > 90 )
{
KeyValues * pRet = CheckConditionalFakeShaderName ( pShaderName , " >DX90 " , pKeyValues ) ;
if ( pRet )
return pRet ;
}
// if ( HardwareConfig()->GetHDRType() != HDR_TYPE_NONE )
{
KeyValues * pRet = CheckConditionalFakeShaderName ( pShaderName , " hdr_dx9 " , pKeyValues ) ;
if ( pRet )
return pRet ;
pRet = CheckConditionalFakeShaderName ( pShaderName , " hdr " , pKeyValues ) ;
if ( pRet )
return pRet ;
}
if ( HardwareConfig ( ) - > GetHDRType ( ) = = HDR_TYPE_NONE )
{
KeyValues * pRet = CheckConditionalFakeShaderName ( pShaderName , " ldr " , pKeyValues ) ;
if ( pRet )
return pRet ;
}
if ( HardwareConfig ( ) - > UsesSRGBCorrectBlending ( ) )
{
KeyValues * pRet = CheckConditionalFakeShaderName ( pShaderName , " srgb " , pKeyValues ) ;
if ( pRet )
return pRet ;
}
if ( HardwareConfig ( ) - > GetDXSupportLevel ( ) > = 90 )
{
KeyValues * pRet = CheckConditionalFakeShaderName ( pShaderName , " dx9 " , pKeyValues ) ;
if ( pRet )
return pRet ;
}
return NULL ;
}
inline const char * MissingShaderName ( )
{
return ( IsWindows ( ) & & ! IsEmulatingGL ( ) ) ? " Wireframe_DX8 " : " Wireframe_DX9 " ;
}
//-----------------------------------------------------------------------------
// Hooks up the shader
//-----------------------------------------------------------------------------
KeyValues * CMaterial : : InitializeShader ( KeyValues & keyValues , KeyValues & patchKeyValues , int nFindContext )
{
MaterialLock_t hMaterialLock = MaterialSystem ( ) - > Lock ( ) ;
KeyValues * pCurrentFallback = & keyValues ;
KeyValues * pFallbackSection = 0 ;
char szShaderName [ MAX_PATH ] ;
char const * pShaderName = pCurrentFallback - > GetName ( ) ;
if ( ! pShaderName )
{
// I'm not quite sure how this can happen, but we'll see...
Warning ( " Shader not specified in material %s \n Using wireframe instead... \n " , GetName ( ) ) ;
Assert ( 0 ) ;
pShaderName = MissingShaderName ( ) ;
}
else
{
// can't pass a stable reference to the key values name around
// naive leaf functions can cause KV system to re-alloc
V_strncpy ( szShaderName , pShaderName , sizeof ( szShaderName ) ) ;
pShaderName = szShaderName ;
}
IShader * pShader ;
IMaterialVar * ppVars [ 256 ] ;
char pFallbackShaderNameBuf [ 256 ] ;
char pFallbackMaterialNameBuf [ 256 ] ;
int varCount = 0 ;
bool modelDefault = false ;
// Keep going until there's no more fallbacks...
while ( true )
{
// Find the shader for this material. Note that this may not be
// the actual shader we use due to fallbacks...
pShader = ShaderSystem ( ) - > FindShader ( pShaderName ) ;
if ( ! pShader )
{
if ( g_pShaderDevice - > IsUsingGraphics ( ) )
{
Warning ( " Error: Material \" %s \" uses unknown shader \" %s \" \n " , GetName ( ) , pShaderName ) ;
//hushed Assert( 0 );
}
pShaderName = MissingShaderName ( ) ;
pShader = ShaderSystem ( ) - > FindShader ( pShaderName ) ;
if ( ! HushAsserts ( ) )
{
AssertMsg ( pShader , " pShader==NULL. Shader: %s " , GetName ( ) ) ;
}
# ifndef DEDICATED
if ( ! pShader )
{
# ifdef LINUX
// Exit out here. We're running into issues where this material is returned in a horribly broken
// state and you wind up crashing in LockMesh() because the vertex and index buffer pointers
// are NULL. You can repro this by not dying here and showing the intro movie. This happens on
// Linux when you run from a symlink'd SteamApps directory.
Error ( " Shader '%s' for material '%s' not found. \n " ,
pCurrentFallback - > GetName ( ) ? pCurrentFallback - > GetName ( ) : pShaderName , GetName ( ) ) ;
# endif
MaterialSystem ( ) - > Unlock ( hMaterialLock ) ;
return NULL ;
}
# endif
}
bool bHasBuiltinFallbackBlock = false ;
if ( ! pFallbackSection )
{
pFallbackSection = FindBuiltinFallbackBlock ( pShaderName , & keyValues ) ;
if ( pFallbackSection )
{
bHasBuiltinFallbackBlock = true ;
pFallbackSection - > ChainKeyValue ( & keyValues ) ;
pCurrentFallback = pFallbackSection ;
}
}
// Here we must set up all flags + material vars that the shader needs
// because it may look at them when choosing shader fallback.
varCount = ParseMaterialVars ( pShader , keyValues , pFallbackSection , modelDefault , ppVars , nFindContext ) ;
if ( ! pShader )
break ;
// Make sure we set default values before the fallback is looked for
ShaderSystem ( ) - > InitShaderParameters ( pShader , ppVars , GetName ( ) ) ;
// Now that the material vars are parsed, see if there's a fallback
// But only if we're not in the tools
/*
if ( ! g_pShaderAPI - > IsUsingGraphics ( ) )
break ;
*/
// Check for a fallback; if not, we're done
pShaderName = pShader - > GetFallbackShader ( ppVars ) ;
if ( ! pShaderName )
{
break ;
}
// Copy off the shader name, as it may be in a materialvar in the shader
// because we're about to delete all materialvars
Q_strncpy ( pFallbackShaderNameBuf , pShaderName , 256 ) ;
pShaderName = pFallbackShaderNameBuf ;
// Remember the model flag if we're on dx7 or higher...
if ( HardwareConfig ( ) - > SupportsVertexAndPixelShaders ( ) )
{
modelDefault = ( ppVars [ FLAGS ] - > GetIntValue ( ) & MATERIAL_VAR_MODEL ) ! = 0 ;
}
// Try to get the section associated with the fallback shader
// Then chain it to the base data so it can override the
// values if it wants to
if ( ! bHasBuiltinFallbackBlock )
{
pFallbackSection = keyValues . FindKey ( pShaderName ) ;
if ( pFallbackSection )
{
pFallbackSection - > ChainKeyValue ( & keyValues ) ;
pCurrentFallback = pFallbackSection ;
}
}
// Now, blow away all of the material vars + try again...
for ( int i = 0 ; i < varCount ; + + i )
{
Assert ( ppVars [ i ] ) ;
IMaterialVar : : Destroy ( ppVars [ i ] ) ;
}
// Check the KeyValues for '$fallbackmaterial'
// Note we have to do this *after* we chain the keyvalues
// based on the fallback shader since the names of the fallback material
// must lie within the shader-specific block usually.
const char * pFallbackMaterial = pCurrentFallback - > GetString ( " $fallbackmaterial " ) ;
if ( pFallbackMaterial [ 0 ] )
{
// Don't fallback to ourselves
if ( Q_stricmp ( GetName ( ) , pFallbackMaterial ) )
{
// Gotta copy it off; clearing the keyvalues will blow the string away
Q_strncpy ( pFallbackMaterialNameBuf , pFallbackMaterial , 256 ) ;
keyValues . Clear ( ) ;
if ( ! LoadVMTFile ( keyValues , patchKeyValues , pFallbackMaterialNameBuf , UsesUNCFileName ( ) , NULL ) )
{
Warning ( " CMaterial::PrecacheVars: error loading vmt file %s for %s \n " , pFallbackMaterialNameBuf , GetName ( ) ) ;
keyValues = * ( ( ( CMaterial * ) g_pErrorMaterial ) - > m_pVMTKeyValues ) ;
}
}
else
{
Warning ( " CMaterial::PrecacheVars: fallback material for vmt file %s is itself! \n " , GetName ( ) ) ;
keyValues = * ( ( ( CMaterial * ) g_pErrorMaterial ) - > m_pVMTKeyValues ) ;
}
pCurrentFallback = & keyValues ;
pFallbackSection = NULL ;
// I'm not quite sure how this can happen, but we'll see...
pShaderName = pCurrentFallback - > GetName ( ) ;
if ( ! pShaderName )
{
Warning ( " Shader not specified in material %s (fallback %s) \n Using wireframe instead... \n " , GetName ( ) , pFallbackMaterialNameBuf ) ;
pShaderName = MissingShaderName ( ) ;
}
}
}
// Store off the shader
m_pShader = pShader ;
// Store off the material vars + flags
m_VarCount = varCount ;
m_pShaderParams = ( IMaterialVar * * ) malloc ( varCount * sizeof ( IMaterialVar * ) ) ;
memcpy ( m_pShaderParams , ppVars , varCount * sizeof ( IMaterialVar * ) ) ;
# ifdef _DEBUG
for ( int i = 0 ; i < varCount ; + + i )
{
Assert ( ppVars [ i ] ) ;
}
# endif
MaterialSystem ( ) - > Unlock ( hMaterialLock ) ;
return pCurrentFallback ;
}
//-----------------------------------------------------------------------------
// Gets the texturemap size
//-----------------------------------------------------------------------------
void CMaterial : : PrecacheMappingDimensions ( )
{
// Cache mapping width and mapping height
if ( ! m_representativeTexture )
{
# ifdef PARANOID
Warning ( " No representative texture on material: \" %s \" \n " , GetName ( ) ) ;
# endif
m_MappingWidth = 64 ;
m_MappingHeight = 64 ;
}
else
{
m_MappingWidth = m_representativeTexture - > GetMappingWidth ( ) ;
m_MappingHeight = m_representativeTexture - > GetMappingHeight ( ) ;
}
}
//-----------------------------------------------------------------------------
// Initialize the state snapshot
//-----------------------------------------------------------------------------
bool CMaterial : : InitializeStateSnapshots ( )
{
if ( IsPrecached ( ) )
{
if ( MaterialSystem ( ) - > GetCurrentMaterial ( ) = = this )
{
g_pShaderAPI - > FlushBufferedPrimitives ( ) ;
}
// Default state
CleanUpStateSnapshots ( ) ;
if ( m_pShader & & ! ShaderSystem ( ) - > InitRenderState ( m_pShader , m_VarCount , m_pShaderParams , & m_ShaderRenderState , GetName ( ) ) )
{
m_Flags & = ~ MATERIAL_VALID_RENDERSTATE ;
return false ;
}
m_Flags | = MATERIAL_VALID_RENDERSTATE ;
}
return true ;
}
void CMaterial : : CleanUpStateSnapshots ( )
{
if ( IsValidRenderState ( ) )
{
ShaderSystem ( ) - > CleanupRenderState ( & m_ShaderRenderState ) ;
// -- THIS CANNOT BE HERE: m_Flags &= ~MATERIAL_VALID_RENDERSTATE;
// -- because it will cause a crash when main thread asks for material
// -- sort group it can temporarily see material in invalid render state
// -- and crash in DecalSurfaceAdd(msurface2_t*, int)
}
}
//-----------------------------------------------------------------------------
// This sets up a debugging/error shader...
//-----------------------------------------------------------------------------
void CMaterial : : SetupErrorShader ( )
{
// Preserve the model flags
int flags = 0 ;
if ( m_pShaderParams & & m_pShaderParams [ FLAGS ] )
{
flags = ( m_pShaderParams [ FLAGS ] - > GetIntValue ( ) & MATERIAL_VAR_MODEL ) ;
}
CleanUpShaderParams ( ) ;
CleanUpMaterialProxy ( ) ;
// We had a failure; replace it with a valid shader...
m_pShader = ShaderSystem ( ) - > FindShader ( MissingShaderName ( ) ) ;
Assert ( m_pShader ) ;
// Create undefined vars for all the actual material vars
m_VarCount = m_pShader - > GetNumParams ( ) ;
m_pShaderParams = ( IMaterialVar * * ) malloc ( m_VarCount * sizeof ( IMaterialVar * ) ) ;
for ( int i = 0 ; i < m_VarCount ; + + i )
{
m_pShaderParams [ i ] = IMaterialVar : : Create ( this , m_pShader - > GetParamName ( i ) ) ;
}
// Store the model flags
SetMaterialVarFlags ( flags , true ) ;
// Set the default values
ShaderSystem ( ) - > InitShaderParameters ( m_pShader , m_pShaderParams , " Error " ) ;
// Invokes the SHADER_INIT block in the various shaders,
ShaderSystem ( ) - > InitShaderInstance ( m_pShader , m_pShaderParams , " Error " , GetTextureGroupName ( ) ) ;
# ifdef DBGFLAG_ASSERT
bool ok =
# endif
InitializeStateSnapshots ( ) ;
m_QueueFriendlyVersion . UpdateToRealTime ( ) ;
Assert ( ok ) ;
}
//-----------------------------------------------------------------------------
// This computes the state snapshots for this material
//-----------------------------------------------------------------------------
void CMaterial : : RecomputeStateSnapshots ( )
{
CMatCallQueue * pCallQueue = MaterialSystem ( ) - > GetRenderCallQueue ( ) ;
if ( pCallQueue )
{
pCallQueue - > QueueCall ( this , & CMaterial : : RecomputeStateSnapshots ) ;
return ;
}
bool ok = InitializeStateSnapshots ( ) ;
// compute the state snapshots
if ( ! ok )
{
SetupErrorShader ( ) ;
}
}
//-----------------------------------------------------------------------------
// Are we valid
//-----------------------------------------------------------------------------
inline bool CMaterial : : IsValidRenderState ( ) const
{
return ( m_Flags & MATERIAL_VALID_RENDERSTATE ) ! = 0 ;
}
//-----------------------------------------------------------------------------
// Gets/sets material var flags
//-----------------------------------------------------------------------------
inline int CMaterial : : GetMaterialVarFlags ( ) const
{
if ( m_pShaderParams & & m_pShaderParams [ FLAGS ] )
{
return m_pShaderParams [ FLAGS ] - > GetIntValueFast ( ) ;
}
else
{
return 0 ;
}
}
inline void CMaterial : : SetMaterialVarFlags ( int flags , bool on )
{
if ( ! m_pShaderParams )
{
Assert ( 0 ) ; // are we hanging onto a material that has been cleaned up or isn't ready?
return ;
}
if ( on )
{
m_pShaderParams [ FLAGS ] - > SetIntValue ( GetMaterialVarFlags ( ) | flags ) ;
}
else
{
m_pShaderParams [ FLAGS ] - > SetIntValue ( GetMaterialVarFlags ( ) & ( ~ flags ) ) ;
}
// Mark it as being defined...
m_pShaderParams [ FLAGS_DEFINED ] - > SetIntValue ( m_pShaderParams [ FLAGS_DEFINED ] - > GetIntValueFast ( ) | flags ) ;
}
inline int CMaterial : : GetMaterialVarFlags2 ( ) const
{
if ( m_pShaderParams & & m_VarCount > FLAGS2 & & m_pShaderParams [ FLAGS2 ] )
{
return m_pShaderParams [ FLAGS2 ] - > GetIntValueFast ( ) ;
}
else
{
return 0 ;
}
}
inline void CMaterial : : SetMaterialVarFlags2 ( int flags , bool on )
{
if ( m_pShaderParams & & m_VarCount > FLAGS2 & & m_pShaderParams [ FLAGS2 ] )
{
if ( on )
m_pShaderParams [ FLAGS2 ] - > SetIntValue ( GetMaterialVarFlags2 ( ) | flags ) ;
else
m_pShaderParams [ FLAGS2 ] - > SetIntValue ( GetMaterialVarFlags2 ( ) & ( ~ flags ) ) ;
}
if ( m_pShaderParams & & m_VarCount > FLAGS_DEFINED2 & & m_pShaderParams [ FLAGS_DEFINED2 ] )
{
// Mark it as being defined...
m_pShaderParams [ FLAGS_DEFINED2 ] - > SetIntValue (
m_pShaderParams [ FLAGS_DEFINED2 ] - > GetIntValueFast ( ) | flags ) ;
}
}
//-----------------------------------------------------------------------------
// Gets the morph format
//-----------------------------------------------------------------------------
MorphFormat_t CMaterial : : GetMorphFormat ( ) const
{
const_cast < CMaterial * > ( this ) - > Precache ( ) ;
Assert ( IsValidRenderState ( ) ) ;
return m_ShaderRenderState . m_MorphFormat ;
}
//-----------------------------------------------------------------------------
// Gets the vertex format
//-----------------------------------------------------------------------------
VertexFormat_t CMaterial : : GetVertexFormat ( ) const
{
Assert ( IsValidRenderState ( ) ) ;
return m_ShaderRenderState . m_VertexFormat ;
}
VertexFormat_t CMaterial : : GetVertexUsage ( ) const
{
Assert ( IsValidRenderState ( ) ) ;
return m_ShaderRenderState . m_VertexUsage ;
}
bool CMaterial : : PerformDebugTrace ( ) const
{
return IsValidRenderState ( ) & & ( ( GetMaterialVarFlags ( ) & MATERIAL_VAR_DEBUG ) ! = 0 ) ;
}
//-----------------------------------------------------------------------------
// Are we suppressed?
//-----------------------------------------------------------------------------
bool CMaterial : : IsSuppressed ( ) const
{
if ( ! IsValidRenderState ( ) )
return true ;
return ( ( GetMaterialVarFlags ( ) & MATERIAL_VAR_NO_DRAW ) ! = 0 ) ;
}
void CMaterial : : ToggleSuppression ( )
{
if ( IsValidRenderState ( ) )
{
if ( ( GetMaterialVarFlags ( ) & MATERIAL_VAR_NO_DEBUG_OVERRIDE ) ! = 0 )
return ;
SetMaterialVarFlags ( MATERIAL_VAR_NO_DRAW ,
( GetMaterialVarFlags ( ) & MATERIAL_VAR_NO_DRAW ) = = 0 ) ;
}
}
void CMaterial : : ToggleDebugTrace ( )
{
if ( IsValidRenderState ( ) )
{
SetMaterialVarFlags ( MATERIAL_VAR_DEBUG ,
( GetMaterialVarFlags ( ) & MATERIAL_VAR_DEBUG ) = = 0 ) ;
}
}
//-----------------------------------------------------------------------------
// Can we override this material in debug?
//-----------------------------------------------------------------------------
bool CMaterial : : NoDebugOverride ( ) const
{
return IsValidRenderState ( ) & & ( GetMaterialVarFlags ( ) & MATERIAL_VAR_NO_DEBUG_OVERRIDE ) ! = 0 ;
}
//-----------------------------------------------------------------------------
// Material Var flags
//-----------------------------------------------------------------------------
void CMaterial : : SetMaterialVarFlag ( MaterialVarFlags_t flag , bool on )
{
CMatCallQueue * pCallQueue = MaterialSystem ( ) - > GetRenderCallQueue ( ) ;
if ( pCallQueue )
{
pCallQueue - > QueueCall ( this , & CMaterial : : SetMaterialVarFlag , flag , on ) ;
return ;
}
bool oldOn = ( GetMaterialVarFlags ( ) & flag ) ! = 0 ;
if ( oldOn ! = on )
{
SetMaterialVarFlags ( flag , on ) ;
// This is going to be called from client code; recompute snapshots!
RecomputeStateSnapshots ( ) ;
}
}
bool CMaterial : : GetMaterialVarFlag ( MaterialVarFlags_t flag ) const
{
return ( GetMaterialVarFlags ( ) & flag ) ! = 0 ;
}
//-----------------------------------------------------------------------------
// Do we use the env_cubemap entity to get cubemaps from the level?
//-----------------------------------------------------------------------------
bool CMaterial : : UsesEnvCubemap ( void )
{
Precache ( ) ;
if ( ! m_pShader )
{
if ( ! HushAsserts ( ) )
{
AssertMsg ( m_pShader , " m_pShader==NULL. Shader: %s " , GetName ( ) ) ;
}
return false ;
}
Assert ( m_pShaderParams ) ;
return IsFlag2Set ( m_pShaderParams , MATERIAL_VAR2_USES_ENV_CUBEMAP ) ;
}
//-----------------------------------------------------------------------------
// Do we need a tangent space at the vertex level?
//-----------------------------------------------------------------------------
bool CMaterial : : NeedsTangentSpace ( void )
{
Precache ( ) ;
if ( ! m_pShader )
{
if ( ! HushAsserts ( ) )
{
AssertMsg ( m_pShader , " m_pShader==NULL. Shader: %s " , GetName ( ) ) ;
}
return false ;
}
Assert ( m_pShaderParams ) ;
return IsFlag2Set ( m_pShaderParams , MATERIAL_VAR2_NEEDS_TANGENT_SPACES ) ;
}
bool CMaterial : : NeedsPowerOfTwoFrameBufferTexture ( bool bCheckSpecificToThisFrame )
{
PrecacheVars ( ) ;
if ( ! m_pShader )
{
if ( ! HushAsserts ( ) )
{
AssertMsg ( m_pShader , " m_pShader==NULL. Shader: %s " , GetName ( ) ) ;
}
return false ;
}
Assert ( m_pShaderParams ) ;
return m_pShader - > NeedsPowerOfTwoFrameBufferTexture ( m_pShaderParams , bCheckSpecificToThisFrame ) ;
}
bool CMaterial : : NeedsFullFrameBufferTexture ( bool bCheckSpecificToThisFrame )
{
PrecacheVars ( ) ;
if ( ! m_pShader )
{
if ( ! HushAsserts ( ) )
{
AssertMsg ( m_pShader , " m_pShader==NULL. Shader: %s " , GetName ( ) ) ;
}
return false ;
}
Assert ( m_pShaderParams ) ;
return m_pShader - > NeedsFullFrameBufferTexture ( m_pShaderParams , bCheckSpecificToThisFrame ) ;
}
// GR - Is lightmap alpha needed?
bool CMaterial : : NeedsLightmapBlendAlpha ( void )
{
Precache ( ) ;
return ( GetMaterialVarFlags2 ( ) & MATERIAL_VAR2_BLEND_WITH_LIGHTMAP_ALPHA ) ! = 0 ;
}
//-----------------------------------------------------------------------------
// Do we need software skinning?
//-----------------------------------------------------------------------------
bool CMaterial : : NeedsSoftwareSkinning ( void )
{
Precache ( ) ;
Assert ( m_pShader ) ;
if ( ! m_pShader )
{
return false ;
}
Assert ( m_pShaderParams ) ;
return IsFlagSet ( m_pShaderParams , MATERIAL_VAR_NEEDS_SOFTWARE_SKINNING ) ;
}
//-----------------------------------------------------------------------------
// Do we need software lighting?
//-----------------------------------------------------------------------------
bool CMaterial : : NeedsSoftwareLighting ( void )
{
Precache ( ) ;
Assert ( m_pShader ) ;
if ( ! m_pShader )
{
return false ;
}
Assert ( m_pShaderParams ) ;
return IsFlag2Set ( m_pShaderParams , MATERIAL_VAR2_NEEDS_SOFTWARE_LIGHTING ) ;
}
//-----------------------------------------------------------------------------
// Alpha/color modulation
//-----------------------------------------------------------------------------
void CMaterial : : AlphaModulate ( float alpha )
{
Precache ( ) ;
if ( m_VarCount > ALPHA )
m_pShaderParams [ ALPHA ] - > SetFloatValue ( alpha ) ;
}
void CMaterial : : ColorModulate ( float r , float g , float b )
{
Precache ( ) ;
if ( m_VarCount > COLOR )
m_pShaderParams [ COLOR ] - > SetVecValue ( r , g , b ) ;
}
float CMaterial : : GetAlphaModulation ( )
{
Precache ( ) ;
if ( m_VarCount > ALPHA )
return m_pShaderParams [ ALPHA ] - > GetFloatValue ( ) ;
return 0.0f ;
}
void CMaterial : : GetColorModulation ( float * r , float * g , float * b )
{
Precache ( ) ;
float pColor [ 3 ] = { 0.0f , 0.0f , 0.0f } ;
if ( m_VarCount > COLOR )
m_pShaderParams [ COLOR ] - > GetVecValue ( pColor , 3 ) ;
* r = pColor [ 0 ] ;
* g = pColor [ 1 ] ;
* b = pColor [ 2 ] ;
}
//-----------------------------------------------------------------------------
// Do we use fog?
//-----------------------------------------------------------------------------
bool CMaterial : : UseFog ( ) const
{
Assert ( m_VarCount > 0 ) ;
return IsValidRenderState ( ) & & ( ( GetMaterialVarFlags ( ) & MATERIAL_VAR_NOFOG ) = = 0 ) ;
}
//-----------------------------------------------------------------------------
// diffuse bump?
//-----------------------------------------------------------------------------
bool CMaterial : : IsUsingDiffuseBumpedLighting ( ) const
{
return ( GetMaterialVarFlags2 ( ) & MATERIAL_VAR2_LIGHTING_BUMPED_LIGHTMAP ) ! = 0 ;
}
//-----------------------------------------------------------------------------
// lightmap?
//-----------------------------------------------------------------------------
bool CMaterial : : IsUsingLightmap ( ) const
{
return ( GetMaterialVarFlags2 ( ) & MATERIAL_VAR2_LIGHTING_LIGHTMAP ) ! = 0 ;
}
bool CMaterial : : IsManuallyCreated ( ) const
{
return ( m_Flags & MATERIAL_IS_MANUALLY_CREATED ) ! = 0 ;
}
bool CMaterial : : UsesUNCFileName ( ) const
{
return ( m_Flags & MATERIAL_USES_UNC_FILENAME ) ! = 0 ;
}
void CMaterial : : DecideShouldReloadFromWhitelist ( IFileList * pFilesToReload )
{
m_bShouldReloadFromWhitelist = false ;
if ( IsManuallyCreated ( ) | | ! IsPrecached ( ) )
return ;
// Materials loaded with an absolute pathname are usually debug materials.
if ( V_IsAbsolutePath ( GetName ( ) ) )
return ;
char vmtFilename [ MAX_PATH ] ;
V_ComposeFileName ( " materials " , GetName ( ) , vmtFilename , sizeof ( vmtFilename ) ) ;
V_strncat ( vmtFilename , " .vmt " , sizeof ( vmtFilename ) ) ;
// Check if either this file or any of the files it included need to be reloaded.
bool bShouldReload = pFilesToReload - > IsFileInList ( vmtFilename ) ;
if ( ! bShouldReload )
{
for ( int i = 0 ; i < m_VMTIncludes . Count ( ) ; i + + )
{
g_pFullFileSystem - > String ( m_VMTIncludes [ i ] , vmtFilename , sizeof ( vmtFilename ) ) ;
if ( pFilesToReload - > IsFileInList ( vmtFilename ) )
{
bShouldReload = true ;
break ;
}
}
}
m_bShouldReloadFromWhitelist = bShouldReload ;
}
void CMaterial : : ReloadFromWhitelistIfMarked ( )
{
if ( ! m_bShouldReloadFromWhitelist )
return ;
# ifdef PURE_SERVER_DEBUG_SPEW
{
char vmtFilename [ MAX_PATH ] ;
V_ComposeFileName ( " materials " , GetName ( ) , vmtFilename , sizeof ( vmtFilename ) ) ;
V_strncat ( vmtFilename , " .vmt " , sizeof ( vmtFilename ) ) ;
Msg ( " Reloading %s due to pure server whitelist change \n " , GetName ( ) ) ;
}
# endif
Uncache ( ) ;
Precache ( ) ;
if ( ! GetShader ( ) )
{
// We can get in here if we previously loaded this material off disk and now the whitelist
// says to get it out of Steam but it's not in Steam. So just setup a wireframe thingy
// to draw the material with.
m_Flags | = MATERIAL_IS_PRECACHED | MATERIAL_VARS_IS_PRECACHED ;
# if DEBUG
if ( IsOSX ( ) )
{
printf ( " \n ##### CMaterial::ReloadFromWhitelistIfMarked: GetShader failed on %s, calling SetupErrorShader " , m_pDebugName ) ;
}
# endif
SetupErrorShader ( ) ;
}
}
bool CMaterial : : WasReloadedFromWhitelist ( )
{
return m_bShouldReloadFromWhitelist ;
}
//-----------------------------------------------------------------------------
// Loads the material vars
//-----------------------------------------------------------------------------
bool CMaterial : : PrecacheVars ( KeyValues * pVMTKeyValues , KeyValues * pPatchKeyValues , CUtlVector < FileNameHandle_t > * pIncludes , int nFindContext )
{
// We should get both parameters or neither
Assert ( ( pVMTKeyValues = = NULL ) ? ( pPatchKeyValues = = NULL ) : ( pPatchKeyValues ! = NULL ) ) ;
// Don't bother if we're already precached
if ( IsPrecachedVars ( ) )
return true ;
if ( pIncludes )
m_VMTIncludes = * pIncludes ;
else
m_VMTIncludes . Purge ( ) ;
MaterialLock_t hMaterialLock = MaterialSystem ( ) - > Lock ( ) ;
bool bOk = false ;
bool bError = false ;
KeyValues * vmtKeyValues = NULL ;
KeyValues * patchKeyValues = NULL ;
if ( m_pVMTKeyValues )
{
// Use the procedural KeyValues
vmtKeyValues = m_pVMTKeyValues ;
patchKeyValues = new KeyValues ( " vmt_patches " ) ;
// The caller should not be passing in KeyValues if we have procedural ones
Assert ( ( pVMTKeyValues = = NULL ) & & ( pPatchKeyValues = = NULL ) ) ;
}
else if ( pVMTKeyValues )
{
// Use the passed-in (already-loaded) KeyValues
vmtKeyValues = pVMTKeyValues ;
patchKeyValues = pPatchKeyValues ;
}
else
{
m_VMTIncludes . Purge ( ) ;
// load data from the vmt file
vmtKeyValues = new KeyValues ( " vmt " ) ;
patchKeyValues = new KeyValues ( " vmt_patches " ) ;
if ( ! LoadVMTFile ( * vmtKeyValues , * patchKeyValues , GetName ( ) , UsesUNCFileName ( ) , & m_VMTIncludes ) )
{
Warning ( " CMaterial::PrecacheVars: error loading vmt file for %s \n " , GetName ( ) ) ;
bError = true ;
}
}
if ( ! bError )
{
// Needed to prevent re-entrancy
m_Flags | = MATERIAL_VARS_IS_PRECACHED ;
// Create shader and the material vars...
KeyValues * pFallbackKeyValues = InitializeShader ( * vmtKeyValues , * patchKeyValues , nFindContext ) ;
if ( pFallbackKeyValues )
{
// Gotta initialize the proxies too, using the fallback proxies
InitializeMaterialProxy ( pFallbackKeyValues ) ;
bOk = true ;
}
}
// Clean up
if ( ( vmtKeyValues ! = m_pVMTKeyValues ) & & ( vmtKeyValues ! = pVMTKeyValues ) )
{
vmtKeyValues - > deleteThis ( ) ;
}
if ( patchKeyValues ! = pPatchKeyValues )
{
patchKeyValues - > deleteThis ( ) ;
}
MaterialSystem ( ) - > Unlock ( hMaterialLock ) ;
return bOk ;
}
//-----------------------------------------------------------------------------
// Loads the material info from the VMT file
//-----------------------------------------------------------------------------
void CMaterial : : Precache ( )
{
// Don't bother if we're already precached
if ( IsPrecached ( ) )
return ;
// load data from the vmt file
if ( ! PrecacheVars ( ) )
return ;
MaterialLock_t hMaterialLock = MaterialSystem ( ) - > Lock ( ) ;
m_Flags | = MATERIAL_IS_PRECACHED ;
// Invokes the SHADER_INIT block in the various shaders,
if ( m_pShader )
{
ShaderSystem ( ) - > InitShaderInstance ( m_pShader , m_pShaderParams , GetName ( ) , GetTextureGroupName ( ) ) ;
}
// compute the state snapshots
RecomputeStateSnapshots ( ) ;
FindRepresentativeTexture ( ) ;
// Reads in the texture width and height from the material var
PrecacheMappingDimensions ( ) ;
Assert ( IsValidRenderState ( ) ) ;
if ( m_pShaderParams )
m_QueueFriendlyVersion . UpdateToRealTime ( ) ;
MaterialSystem ( ) - > Unlock ( hMaterialLock ) ;
}
//-----------------------------------------------------------------------------
// Unloads the material data from memory
//-----------------------------------------------------------------------------
void CMaterial : : Uncache ( bool bPreserveVars )
{
MaterialLock_t hMaterialLock = MaterialSystem ( ) - > Lock ( ) ;
// Don't bother if we're not cached
if ( IsPrecached ( ) )
{
// Clean up the state snapshots
CleanUpStateSnapshots ( ) ;
m_Flags & = ~ MATERIAL_VALID_RENDERSTATE ;
m_Flags & = ~ MATERIAL_IS_PRECACHED ;
}
if ( ! bPreserveVars )
{
if ( IsPrecachedVars ( ) )
{
// Clean up the shader + params
CleanUpShaderParams ( ) ;
m_pShader = 0 ;
// Clean up the material proxy
CleanUpMaterialProxy ( ) ;
m_Flags & = ~ MATERIAL_VARS_IS_PRECACHED ;
}
}
MaterialSystem ( ) - > Unlock ( hMaterialLock ) ;
// Whether we just now did it, or we were already unloaded,
// notify the pure system that the material is unloaded,
// so it doesn't caue us to fail sv_pure checks
if ( ( m_Flags & ( MATERIAL_VARS_IS_PRECACHED | MATERIAL_IS_MANUALLY_CREATED | MATERIAL_USES_UNC_FILENAME ) ) = = 0 )
{
char szName [ MAX_PATH ] ;
V_sprintf_safe ( szName , " materials/%s.vmt " , GetName ( ) ) ;
g_pFullFileSystem - > NotifyFileUnloaded ( szName , " GAME " ) ;
}
}
//-----------------------------------------------------------------------------
// reload all textures used by this materals
//-----------------------------------------------------------------------------
void CMaterial : : ReloadTextures ( void )
{
Precache ( ) ;
int i ;
int nParams = ShaderParamCount ( ) ;
IMaterialVar * * ppVars = GetShaderParams ( ) ;
for ( i = 0 ; i < nParams ; i + + )
{
if ( ppVars [ i ] )
{
if ( ppVars [ i ] - > IsTexture ( ) )
{
ITextureInternal * pTexture = ( ITextureInternal * ) ppVars [ i ] - > GetTextureValue ( ) ;
pTexture - > Download ( ) ;
}
}
}
}
//-----------------------------------------------------------------------------
// Meant to be used with materials created using CreateMaterial
// It updates the materials to reflect the current values stored in the material vars
//-----------------------------------------------------------------------------
void CMaterial : : Refresh ( )
{
if ( g_pShaderDevice - > IsUsingGraphics ( ) )
{
Uncache ( ) ;
Precache ( ) ;
}
}
void CMaterial : : RefreshPreservingMaterialVars ( )
{
if ( g_pShaderDevice - > IsUsingGraphics ( ) )
{
Uncache ( true ) ;
Precache ( ) ;
}
}
//-----------------------------------------------------------------------------
// Gets the material name
//-----------------------------------------------------------------------------
char const * CMaterial : : GetName ( ) const
{
return m_Name . String ( ) ;
}
char const * CMaterial : : GetTextureGroupName ( ) const
{
return m_TextureGroupName . String ( ) ;
}
//-----------------------------------------------------------------------------
// Material dimensions
//-----------------------------------------------------------------------------
int CMaterial : : GetMappingWidth ( )
{
Precache ( ) ;
return m_MappingWidth ;
}
int CMaterial : : GetMappingHeight ( )
{
Precache ( ) ;
return m_MappingHeight ;
}
//-----------------------------------------------------------------------------
// Animated material info
//-----------------------------------------------------------------------------
int CMaterial : : GetNumAnimationFrames ( )
{
Precache ( ) ;
if ( m_representativeTexture )
{
return m_representativeTexture - > GetNumAnimationFrames ( ) ;
}
else
{
# ifndef POSIX
Warning ( " CMaterial::GetNumAnimationFrames: \n no representative texture for material %s \n " , GetName ( ) ) ;
# endif
return 1 ;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CMaterial : : GetMaterialOffset ( float * pOffset )
{
// Identity.
pOffset [ 0 ] = 0.0f ;
pOffset [ 1 ] = 0.0f ;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CMaterial : : GetMaterialScale ( float * pScale )
{
// Identity.
pScale [ 0 ] = 1.0f ;
pScale [ 1 ] = 1.0f ;
}
//-----------------------------------------------------------------------------
// Reference count
//-----------------------------------------------------------------------------
void CMaterial : : IncrementReferenceCount ( )
{
+ + m_RefCount ;
}
void CMaterial : : DecrementReferenceCount ( )
{
- - m_RefCount ;
}
int CMaterial : : GetReferenceCount ( ) const
{
return m_RefCount ;
}
//-----------------------------------------------------------------------------
// Sets the shader associated with the material
//-----------------------------------------------------------------------------
void CMaterial : : SetShader ( const char * pShaderName )
{
Assert ( pShaderName ) ;
int i ;
IShader * pShader ;
IMaterialVar * ppVars [ 256 ] ;
int iVarCount = 0 ;
// Clean up existing state
Uncache ( ) ;
// Keep going until there's no more fallbacks...
while ( true )
{
// Find the shader for this material. Note that this may not be
// the actual shader we use due to fallbacks...
pShader = ShaderSystem ( ) - > FindShader ( pShaderName ) ;
if ( ! pShader )
{
// Couldn't find the shader we wanted to use; it's not defined...
Warning ( " SetShader: Couldn't find shader %s for material %s! \n " , pShaderName , GetName ( ) ) ;
pShaderName = MissingShaderName ( ) ;
pShader = ShaderSystem ( ) - > FindShader ( pShaderName ) ;
Assert ( pShader ) ;
}
// Create undefined vars for all the actual material vars
iVarCount = pShader - > GetNumParams ( ) ;
for ( i = 0 ; i < iVarCount ; + + i )
{
ppVars [ i ] = IMaterialVar : : Create ( this , pShader - > GetParamName ( i ) ) ;
}
// Make sure we set default values before the fallback is looked for
ShaderSystem ( ) - > InitShaderParameters ( pShader , ppVars , pShaderName ) ;
// Now that the material vars are parsed, see if there's a fallback
// But only if we're not in the tools
if ( ! g_pShaderDevice - > IsUsingGraphics ( ) )
break ;
// Check for a fallback; if not, we're done
pShaderName = pShader - > GetFallbackShader ( ppVars ) ;
if ( ! pShaderName )
break ;
// Now, blow away all of the material vars + try again...
for ( i = 0 ; i < iVarCount ; + + i )
{
Assert ( ppVars [ i ] ) ;
IMaterialVar : : Destroy ( ppVars [ i ] ) ;
}
}
// Store off the shader
m_pShader = pShader ;
// Store off the material vars + flags
m_VarCount = iVarCount ;
m_pShaderParams = ( IMaterialVar * * ) malloc ( iVarCount * sizeof ( IMaterialVar * ) ) ;
memcpy ( m_pShaderParams , ppVars , iVarCount * sizeof ( IMaterialVar * ) ) ;
// Invokes the SHADER_INIT block in the various shaders,
ShaderSystem ( ) - > InitShaderInstance ( m_pShader , m_pShaderParams , GetName ( ) , GetTextureGroupName ( ) ) ;
// Precache our initial state...
// NOTE: What happens here for textures???
// Pretend that we precached our material vars; we certainly don't have any!
m_Flags | = MATERIAL_VARS_IS_PRECACHED ;
// NOTE: The caller has to call 'Refresh' for the shader to be ready...
}
const char * CMaterial : : GetShaderName ( ) const
{
const_cast < CMaterial * > ( this ) - > PrecacheVars ( ) ;
return m_pShader ? m_pShader - > GetName ( ) : " shader_error " ;
}
//-----------------------------------------------------------------------------
// Enumeration ID
//-----------------------------------------------------------------------------
int CMaterial : : GetEnumerationID ( ) const
{
return m_iEnumerationID ;
}
void CMaterial : : SetEnumerationID ( int id )
{
m_iEnumerationID = id ;
}
//-----------------------------------------------------------------------------
// Preview image
//-----------------------------------------------------------------------------
char const * CMaterial : : GetPreviewImageName ( void )
{
if ( IsConsole ( ) )
{
// not supporting
return NULL ;
}
PrecacheVars ( ) ;
bool found ;
IMaterialVar * pRepresentativeTextureVar ;
FindVar ( " %noToolTexture " , & found , false ) ;
if ( found )
return NULL ;
pRepresentativeTextureVar = FindVar ( " %toolTexture " , & found , false ) ;
if ( found )
{
if ( pRepresentativeTextureVar - > GetType ( ) = = MATERIAL_VAR_TYPE_STRING )
return pRepresentativeTextureVar - > GetStringValue ( ) ;
if ( pRepresentativeTextureVar - > GetType ( ) = = MATERIAL_VAR_TYPE_TEXTURE )
return pRepresentativeTextureVar - > GetTextureValue ( ) - > GetName ( ) ;
}
pRepresentativeTextureVar = FindVar ( " $baseTexture " , & found , false ) ;
if ( found )
{
if ( pRepresentativeTextureVar - > GetType ( ) = = MATERIAL_VAR_TYPE_STRING )
return pRepresentativeTextureVar - > GetStringValue ( ) ;
if ( pRepresentativeTextureVar - > GetType ( ) = = MATERIAL_VAR_TYPE_TEXTURE )
return pRepresentativeTextureVar - > GetTextureValue ( ) - > GetName ( ) ;
}
return GetName ( ) ;
}
char const * CMaterial : : GetPreviewImageFileName ( void ) const
{
char const * pName = const_cast < CMaterial * > ( this ) - > GetPreviewImageName ( ) ;
if ( ! pName )
return NULL ;
static char vtfFilename [ MATERIAL_MAX_PATH ] ;
if ( Q_strlen ( pName ) > = MATERIAL_MAX_PATH - 5 )
{
Warning ( " MATERIAL_MAX_PATH to short for %s.vtf \n " , pName ) ;
return NULL ;
}
if ( ! UsesUNCFileName ( ) )
{
Q_snprintf ( vtfFilename , sizeof ( vtfFilename ) , " materials/%s.vtf " , pName ) ;
}
else
{
Q_snprintf ( vtfFilename , sizeof ( vtfFilename ) , " %s.vtf " , pName ) ;
}
return vtfFilename ;
}
PreviewImageRetVal_t CMaterial : : GetPreviewImageProperties ( int * width , int * height ,
ImageFormat * imageFormat , bool * isTranslucent ) const
{
char const * pFileName = GetPreviewImageFileName ( ) ;
if ( IsX360 ( ) | | ! pFileName )
{
* width = * height = 0 ;
* imageFormat = IMAGE_FORMAT_RGBA8888 ;
* isTranslucent = false ;
return MATERIAL_NO_PREVIEW_IMAGE ;
}
int nHeaderSize = VTFFileHeaderSize ( VTF_MAJOR_VERSION ) ;
unsigned char * pMem = ( unsigned char * ) stackalloc ( nHeaderSize ) ;
CUtlBuffer buf ( pMem , nHeaderSize ) ;
if ( ! g_pFullFileSystem - > ReadFile ( pFileName , NULL , buf , nHeaderSize ) )
{
Warning ( " \" %s \" - \" %s \" : cached version doesn't exist \n " , GetName ( ) , pFileName ) ;
return MATERIAL_PREVIEW_IMAGE_BAD ;
}
IVTFTexture * pVTFTexture = CreateVTFTexture ( ) ;
if ( ! pVTFTexture - > Unserialize ( buf , true ) )
{
Warning ( " Error reading material \" %s \" \n " , pFileName ) ;
DestroyVTFTexture ( pVTFTexture ) ;
return MATERIAL_PREVIEW_IMAGE_BAD ;
}
* width = pVTFTexture - > Width ( ) ;
* height = pVTFTexture - > Height ( ) ;
* imageFormat = pVTFTexture - > Format ( ) ;
* isTranslucent = ( pVTFTexture - > Flags ( ) & ( TEXTUREFLAGS_ONEBITALPHA | TEXTUREFLAGS_EIGHTBITALPHA ) ) ! = 0 ;
DestroyVTFTexture ( pVTFTexture ) ;
return MATERIAL_PREVIEW_IMAGE_OK ;
}
PreviewImageRetVal_t CMaterial : : GetPreviewImage ( unsigned char * pData , int width , int height ,
ImageFormat imageFormat ) const
{
CUtlBuffer buf ;
int nHeaderSize ;
int nImageOffset , nImageSize ;
char const * pFileName = GetPreviewImageFileName ( ) ;
if ( IsX360 ( ) | | ! pFileName )
{
return MATERIAL_NO_PREVIEW_IMAGE ;
}
IVTFTexture * pVTFTexture = CreateVTFTexture ( ) ;
FileHandle_t fileHandle = g_pFullFileSystem - > Open ( pFileName , " rb " ) ;
if ( ! fileHandle )
{
Warning ( " \" %s \" : cached version doesn't exist \n " , pFileName ) ;
goto fail ;
}
nHeaderSize = VTFFileHeaderSize ( VTF_MAJOR_VERSION ) ;
buf . EnsureCapacity ( nHeaderSize ) ;
// read the header first.. it's faster!!
int nBytesRead ; // GCC won't let this be initialized right away
nBytesRead = g_pFullFileSystem - > Read ( buf . Base ( ) , nHeaderSize , fileHandle ) ;
buf . SeekPut ( CUtlBuffer : : SEEK_HEAD , nBytesRead ) ;
// Unserialize the header
if ( ! pVTFTexture - > Unserialize ( buf , true ) )
{
Warning ( " Error reading material \" %s \" \n " , pFileName ) ;
goto fail ;
}
// FIXME: Make sure the preview image size requested is the same
// size as mip level 0 of the texture
Assert ( ( width = = pVTFTexture - > Width ( ) ) & & ( height = = pVTFTexture - > Height ( ) ) ) ;
// Determine where in the file to start reading (frame 0, face 0, mip 0)
pVTFTexture - > ImageFileInfo ( 0 , 0 , 0 , & nImageOffset , & nImageSize ) ;
if ( nImageSize = = 0 )
{
Warning ( " Couldn't determine offset and size of material \" %s \" \n " , pFileName ) ;
goto fail ;
}
// Prep the utlbuffer for reading
buf . EnsureCapacity ( nImageSize ) ;
buf . SeekPut ( CUtlBuffer : : SEEK_HEAD , 0 ) ;
// Read in the bits at the specified location
g_pFullFileSystem - > Seek ( fileHandle , nImageOffset , FILESYSTEM_SEEK_HEAD ) ;
g_pFullFileSystem - > Read ( buf . Base ( ) , nImageSize , fileHandle ) ;
g_pFullFileSystem - > Close ( fileHandle ) ;
// Convert from the format read in to the requested format
ImageLoader : : ConvertImageFormat ( ( unsigned char * ) buf . Base ( ) , pVTFTexture - > Format ( ) ,
pData , imageFormat , width , height ) ;
DestroyVTFTexture ( pVTFTexture ) ;
return MATERIAL_PREVIEW_IMAGE_OK ;
fail :
if ( fileHandle )
{
g_pFullFileSystem - > Close ( fileHandle ) ;
}
int nSize = ImageLoader : : GetMemRequired ( width , height , 1 , imageFormat , false ) ;
memset ( pData , 0xff , nSize ) ;
DestroyVTFTexture ( pVTFTexture ) ;
return MATERIAL_PREVIEW_IMAGE_BAD ;
}
//-----------------------------------------------------------------------------
// Material variables
//-----------------------------------------------------------------------------
IMaterialVar * CMaterial : : FindVar ( char const * pVarName , bool * pFound , bool complain )
{
PrecacheVars ( ) ;
// FIXME: Could look for flags here too...
MaterialVarSym_t sym = IMaterialVar : : FindSymbol ( pVarName ) ;
if ( sym ! = UTL_INVAL_SYMBOL )
{
for ( int i = m_VarCount ; - - i > = 0 ; )
{
if ( m_pShaderParams [ i ] - > GetNameAsSymbol ( ) = = sym )
{
if ( pFound )
* pFound = true ;
return m_pShaderParams [ i ] ;
}
}
}
if ( pFound )
* pFound = false ;
if ( complain )
{
static int complainCount = 0 ;
if ( complainCount < 100 )
{
Warning ( " No such variable \" %s \" for material \" %s \" \n " , pVarName , GetName ( ) ) ;
complainCount + + ;
}
}
return GetDummyVariable ( ) ;
}
struct tokencache_t
{
unsigned short symbol ;
unsigned char varIndex ;
unsigned char cached ;
} ;
IMaterialVar * CMaterial : : FindVarFast ( char const * pVarName , unsigned int * pCacheData )
{
tokencache_t * pToken = reinterpret_cast < tokencache_t * > ( pCacheData ) ;
PrecacheVars ( ) ;
if ( pToken - > cached )
{
if ( pToken - > varIndex < m_VarCount & & m_pShaderParams [ pToken - > varIndex ] - > GetNameAsSymbol ( ) = = pToken - > symbol )
return m_pShaderParams [ pToken - > varIndex ] ;
// FIXME: Could look for flags here too...
if ( ! IMaterialVar : : SymbolMatches ( pVarName , pToken - > symbol ) )
{
pToken - > symbol = IMaterialVar : : FindSymbol ( pVarName ) ;
}
}
else
{
pToken - > cached = true ;
pToken - > symbol = IMaterialVar : : FindSymbol ( pVarName ) ;
}
if ( pToken - > symbol ! = UTL_INVAL_SYMBOL )
{
for ( int i = m_VarCount ; - - i > = 0 ; )
{
if ( m_pShaderParams [ i ] - > GetNameAsSymbol ( ) = = pToken - > symbol )
{
pToken - > varIndex = i ;
return m_pShaderParams [ i ] ;
}
}
}
return NULL ;
}
//-----------------------------------------------------------------------------
// Lovely material properties
//-----------------------------------------------------------------------------
void CMaterial : : GetReflectivity ( Vector & reflect )
{
Precache ( ) ;
reflect = m_Reflectivity ;
}
bool CMaterial : : GetPropertyFlag ( MaterialPropertyTypes_t type )
{
Precache ( ) ;
if ( ! IsValidRenderState ( ) )
return false ;
switch ( type )
{
case MATERIAL_PROPERTY_NEEDS_LIGHTMAP :
return IsUsingLightmap ( ) ;
case MATERIAL_PROPERTY_NEEDS_BUMPED_LIGHTMAPS :
return IsUsingDiffuseBumpedLighting ( ) ;
}
return false ;
}
//-----------------------------------------------------------------------------
// Is the material visible from both sides?
//-----------------------------------------------------------------------------
bool CMaterial : : IsTwoSided ( )
{
PrecacheVars ( ) ;
return GetMaterialVarFlag ( MATERIAL_VAR_NOCULL ) ;
}
//-----------------------------------------------------------------------------
// Are we translucent?
//-----------------------------------------------------------------------------
bool CMaterial : : IsTranslucent ( )
{
Precache ( ) ;
if ( m_VarCount > ALPHA )
return IsTranslucentInternal ( m_pShaderParams ? m_pShaderParams [ ALPHA ] - > GetFloatValue ( ) : 0.0 ) ;
return false ;
}
bool CMaterial : : IsTranslucentInternal ( float fAlphaModulation ) const
{
if ( m_pShader & & IsValidRenderState ( ) )
{
// I have to check for alpha modulation here because it isn't
// factored into the shader's notion of whether or not it's transparent
return : : IsTranslucent ( & m_ShaderRenderState ) | |
( fAlphaModulation < 1.0f ) | |
m_pShader - > IsTranslucent ( m_pShaderParams ) ;
}
return false ;
}
//-----------------------------------------------------------------------------
// Are we alphatested?
//-----------------------------------------------------------------------------
bool CMaterial : : IsAlphaTested ( )
{
Precache ( ) ;
if ( m_pShader & & IsValidRenderState ( ) )
{
return : : IsAlphaTested ( & m_ShaderRenderState ) | |
GetMaterialVarFlag ( MATERIAL_VAR_ALPHATEST ) ;
}
return false ;
}
//-----------------------------------------------------------------------------
// Are we vertex lit?
//-----------------------------------------------------------------------------
bool CMaterial : : IsVertexLit ( )
{
Precache ( ) ;
if ( IsValidRenderState ( ) )
{
return ( GetMaterialVarFlags2 ( ) & MATERIAL_VAR2_LIGHTING_VERTEX_LIT ) ! = 0 ;
}
return false ;
}
//-----------------------------------------------------------------------------
// Is the shader a sprite card shader?
//-----------------------------------------------------------------------------
bool CMaterial : : IsSpriteCard ( )
{
Precache ( ) ;
if ( IsValidRenderState ( ) )
{
return ( GetMaterialVarFlags2 ( ) & MATERIAL_VAR2_IS_SPRITECARD ) ! = 0 ;
}
return false ;
}
//-----------------------------------------------------------------------------
// Proxies
//-----------------------------------------------------------------------------
void CMaterial : : CallBindProxy ( void * proxyData )
{
CMatCallQueue * pCallQueue = MaterialSystem ( ) - > GetRenderCallQueue ( ) ;
bool bIsThreaded = ( pCallQueue ! = NULL ) ;
switch ( g_config . proxiesTestMode )
{
case 0 :
{
// Make sure we call the proxies in the order in which they show up
// in the .vmt file
if ( m_ProxyInfo . Count ( ) )
{
if ( bIsThreaded )
{
EnableThreadedMaterialVarAccess ( true , m_pShaderParams , m_VarCount ) ;
}
for ( int i = 0 ; i < m_ProxyInfo . Count ( ) ; + + i )
{
m_ProxyInfo [ i ] - > OnBind ( proxyData ) ;
}
if ( bIsThreaded )
{
EnableThreadedMaterialVarAccess ( false , m_pShaderParams , m_VarCount ) ;
}
}
}
break ;
case 2 :
// alpha mod all....
{
float value = ( sin ( 2.0f * M_PI * Plat_FloatTime ( ) / 10.0f ) * 0.5f ) + 0.5f ;
m_pShaderParams [ ALPHA ] - > SetFloatValue ( value ) ;
}
break ;
case 3 :
// color mod all...
{
float value = ( sin ( 2.0f * M_PI * Plat_FloatTime ( ) / 10.0f ) * 0.5f ) + 0.5f ;
m_pShaderParams [ COLOR ] - > SetVecValue ( value , 1.0f , 1.0f ) ;
}
break ;
}
}
IMaterial * CMaterial : : CheckProxyReplacement ( void * proxyData )
{
if ( m_pReplacementProxy ! = NULL )
{
IMaterial * pReplaceMaterial = m_pReplacementProxy - > GetMaterial ( ) ;
if ( pReplaceMaterial )
{
return pReplaceMaterial ;
}
}
return this ;
}
bool CMaterial : : HasProxy ( ) const
{
const_cast < CMaterial * > ( this ) - > PrecacheVars ( ) ;
return m_ProxyInfo . Count ( ) > 0 ;
}
//-----------------------------------------------------------------------------
// Main draw method
//-----------------------------------------------------------------------------
# ifdef _WIN32
# pragma warning (disable: 4189)
# endif
void CMaterial : : DrawMesh ( VertexCompressionType_t vertexCompression )
{
if ( m_pShader )
{
# ifdef _DEBUG
if ( GetMaterialVarFlags ( ) & MATERIAL_VAR_DEBUG )
{
// Putcher breakpoint here to catch the rendering of a material
// marked for debugging ($debug = 1 in a .vmt file) dynamic state version
int x = 0 ;
}
# endif
if ( ( GetMaterialVarFlags ( ) & MATERIAL_VAR_NO_DRAW ) = = 0 )
{
const char * pName = m_pShader - > GetName ( ) ;
ShaderSystem ( ) - > DrawElements ( m_pShader , m_pShaderParams , & m_ShaderRenderState , vertexCompression , m_ChangeID ^ g_nDebugVarsSignature ) ;
}
}
else
{
Warning ( " CMaterial::DrawElements: No bound shader \n " ) ;
}
}
# ifdef _WIN32
# pragma warning (default: 4189)
# endif
IShader * CMaterial : : GetShader ( ) const
{
return m_pShader ;
}
IMaterialVar * CMaterial : : GetShaderParam ( int id )
{
return m_pShaderParams [ id ] ;
}
//-----------------------------------------------------------------------------
// Adds a material variable to the material
//-----------------------------------------------------------------------------
void CMaterial : : AddMaterialVar ( IMaterialVar * pMaterialVar )
{
+ + m_VarCount ;
m_pShaderParams = ( IMaterialVar * * ) realloc ( m_pShaderParams , m_VarCount * sizeof ( IMaterialVar * ) ) ;
m_pShaderParams [ m_VarCount - 1 ] = pMaterialVar ;
}
bool CMaterial : : IsErrorMaterial ( ) const
{
extern IMaterialInternal * g_pErrorMaterial ;
const IMaterialInternal * pThis = this ;
return g_pErrorMaterial = = pThis ;
}
void CMaterial : : FindRepresentativeTexture ( void )
{
Precache ( ) ;
// First try to find the base texture...
bool found ;
IMaterialVar * textureVar = FindVar ( " $baseTexture " , & found , false ) ;
if ( found & & textureVar - > GetType ( ) = = MATERIAL_VAR_TYPE_TEXTURE )
{
ITextureInternal * pTexture = ( ITextureInternal * ) textureVar - > GetTextureValue ( ) ;
if ( pTexture )
{
pTexture - > GetReflectivity ( m_Reflectivity ) ;
}
}
if ( ! found | | textureVar - > GetType ( ) ! = MATERIAL_VAR_TYPE_TEXTURE )
{
// Try the env map mask if the base texture doesn't work...
// this is needed for specular decals
textureVar = FindVar ( " $envmapmask " , & found , false ) ;
if ( ! found | | textureVar - > GetType ( ) ! = MATERIAL_VAR_TYPE_TEXTURE )
{
// Try the bumpmap
textureVar = FindVar ( " $bumpmap " , & found , false ) ;
if ( ! found | | textureVar - > GetType ( ) ! = MATERIAL_VAR_TYPE_TEXTURE )
{
textureVar = FindVar ( " $dudvmap " , & found , false ) ;
if ( ! found | | textureVar - > GetType ( ) ! = MATERIAL_VAR_TYPE_TEXTURE )
{
textureVar = FindVar ( " $normalmap " , & found , false ) ;
if ( ! found | | textureVar - > GetType ( ) ! = MATERIAL_VAR_TYPE_TEXTURE )
{
// Warning( "Can't find representative texture for material \"%s\"\n", GetName() );
m_representativeTexture = TextureManager ( ) - > ErrorTexture ( ) ;
return ;
}
}
}
}
}
m_representativeTexture = static_cast < ITextureInternal * > ( textureVar - > GetTextureValue ( ) ) ;
if ( m_representativeTexture )
{
m_representativeTexture - > Precache ( ) ;
}
else
{
m_representativeTexture = TextureManager ( ) - > ErrorTexture ( ) ;
Assert ( m_representativeTexture ) ;
}
}
void CMaterial : : GetLowResColorSample ( float s , float t , float * color ) const
{
if ( ! m_representativeTexture )
{
return ;
}
m_representativeTexture - > GetLowResColorSample ( s , t , color ) ;
}
//-----------------------------------------------------------------------------
// Lightmap-related methods
//-----------------------------------------------------------------------------
void CMaterial : : SetMinLightmapPageID ( int pageID )
{
m_minLightmapPageID = pageID ;
}
void CMaterial : : SetMaxLightmapPageID ( int pageID )
{
m_maxLightmapPageID = pageID ;
}
int CMaterial : : GetMinLightmapPageID ( ) const
{
return m_minLightmapPageID ;
}
int CMaterial : : GetMaxLightmapPageID ( ) const
{
return m_maxLightmapPageID ;
}
void CMaterial : : SetNeedsWhiteLightmap ( bool val )
{
if ( val )
m_Flags | = MATERIAL_NEEDS_WHITE_LIGHTMAP ;
else
m_Flags & = ~ MATERIAL_NEEDS_WHITE_LIGHTMAP ;
}
bool CMaterial : : GetNeedsWhiteLightmap ( ) const
{
return ( m_Flags & MATERIAL_NEEDS_WHITE_LIGHTMAP ) ! = 0 ;
}
void CMaterial : : MarkAsPreloaded ( bool bSet )
{
if ( bSet )
{
m_Flags | = MATERIAL_IS_PRELOADED ;
}
else
{
m_Flags & = ~ MATERIAL_IS_PRELOADED ;
}
}
bool CMaterial : : IsPreloaded ( ) const
{
return ( m_Flags & MATERIAL_IS_PRELOADED ) ! = 0 ;
}
void CMaterial : : ArtificialAddRef ( void )
{
if ( m_Flags & MATERIAL_ARTIFICIAL_REFCOUNT )
{
// already done
return ;
}
m_Flags | = MATERIAL_ARTIFICIAL_REFCOUNT ;
m_RefCount + + ;
}
void CMaterial : : ArtificialRelease ( void )
{
if ( ! ( m_Flags & MATERIAL_ARTIFICIAL_REFCOUNT ) )
{
return ;
}
m_Flags & = ~ MATERIAL_ARTIFICIAL_REFCOUNT ;
m_RefCount - - ;
}
//-----------------------------------------------------------------------------
// Return the shader params
//-----------------------------------------------------------------------------
IMaterialVar * * CMaterial : : GetShaderParams ( void )
{
return m_pShaderParams ;
}
int CMaterial : : ShaderParamCount ( ) const
{
return m_VarCount ;
}
//-----------------------------------------------------------------------------
// VMT parser
//-----------------------------------------------------------------------------
void InsertKeyValues ( KeyValues & dst , KeyValues & src , bool bCheckForExistence , bool bRecursive )
{
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 ;
case KeyValues : : TYPE_NONE :
{
// Subkey. Recurse.
KeyValues * pNewDest = dst . FindKey ( pSrcVar - > GetName ( ) , true ) ;
Assert ( pNewDest ) ;
InsertKeyValues ( * pNewDest , * pSrcVar , bCheckForExistence , true ) ;
}
break ;
}
}
pSrcVar = pSrcVar - > GetNextKey ( ) ;
}
if ( bRecursive & & ! dst . GetFirstSubKey ( ) )
{
// Insert a dummy key to an empty subkey to make sure it doesn't get removed
dst . SetInt ( " __vmtpatchdummy " , 1 ) ;
}
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 ) ;
}
}
}
void WriteKeyValuesToFile ( const char * pFileName , KeyValues & keyValues )
{
keyValues . SaveToFile ( g_pFullFileSystem , pFileName ) ;
}
void ApplyPatchKeyValues ( KeyValues & keyValues , KeyValues & patchKeyValues )
{
KeyValues * pInsertSection = patchKeyValues . FindKey ( " insert " ) ;
KeyValues * pReplaceSection = patchKeyValues . FindKey ( " replace " ) ;
if ( pInsertSection )
{
InsertKeyValues ( keyValues , * pInsertSection , false ) ;
}
if ( pReplaceSection )
{
InsertKeyValues ( keyValues , * pReplaceSection , true ) ;
}
// Could add other commands here, like "delete", "rename", etc.
}
//-----------------------------------------------------------------------------
// Adds keys from srcKeys to destKeys, overwriting any keys that are already
// there.
//-----------------------------------------------------------------------------
void MergeKeyValues ( KeyValues & srcKeys , KeyValues & destKeys )
{
for ( KeyValues * pKV = srcKeys . GetFirstValue ( ) ; pKV ; pKV = pKV - > GetNextValue ( ) )
{
switch ( pKV - > GetDataType ( ) )
{
case KeyValues : : TYPE_STRING :
destKeys . SetString ( pKV - > GetName ( ) , pKV - > GetString ( ) ) ;
break ;
case KeyValues : : TYPE_INT :
destKeys . SetInt ( pKV - > GetName ( ) , pKV - > GetInt ( ) ) ;
break ;
case KeyValues : : TYPE_FLOAT :
destKeys . SetFloat ( pKV - > GetName ( ) , pKV - > GetFloat ( ) ) ;
break ;
case KeyValues : : TYPE_PTR :
destKeys . SetPtr ( pKV - > GetName ( ) , pKV - > GetPtr ( ) ) ;
break ;
}
}
for ( KeyValues * pKV = srcKeys . GetFirstTrueSubKey ( ) ; pKV ; pKV = pKV - > GetNextTrueSubKey ( ) )
{
KeyValues * pDestKV = destKeys . FindKey ( pKV - > GetName ( ) , true ) ;
MergeKeyValues ( * pKV , * pDestKV ) ;
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void AccumulatePatchKeyValues ( KeyValues & srcKeyValues , KeyValues & patchKeyValues )
{
KeyValues * pDestInsertSection = patchKeyValues . FindKey ( " insert " ) ;
if ( pDestInsertSection = = NULL )
{
pDestInsertSection = new KeyValues ( " insert " ) ;
patchKeyValues . AddSubKey ( pDestInsertSection ) ;
}
KeyValues * pDestReplaceSection = patchKeyValues . FindKey ( " replace " ) ;
if ( pDestReplaceSection = = NULL )
{
pDestReplaceSection = new KeyValues ( " replace " ) ;
patchKeyValues . AddSubKey ( pDestReplaceSection ) ;
}
KeyValues * pSrcInsertSection = srcKeyValues . FindKey ( " insert " ) ;
if ( pSrcInsertSection )
{
MergeKeyValues ( * pSrcInsertSection , * pDestInsertSection ) ;
}
KeyValues * pSrcReplaceSection = srcKeyValues . FindKey ( " replace " ) ;
if ( pSrcReplaceSection )
{
MergeKeyValues ( * pSrcReplaceSection , * pDestReplaceSection ) ;
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool AccumulateRecursiveVmtPatches ( KeyValues & patchKeyValuesOut , KeyValues * * ppBaseKeyValuesOut , const KeyValues & keyValues , const char * pPathID , CUtlVector < FileNameHandle_t > * pIncludes )
{
if ( pIncludes )
{
pIncludes - > Purge ( ) ;
}
patchKeyValuesOut . Clear ( ) ;
if ( V_stricmp ( keyValues . GetName ( ) , " patch " ) ! = 0 )
{
// Not a patch file, nothing to do
if ( ppBaseKeyValuesOut )
{
// flag to the caller that the passed in keyValues are in fact final non-patch values
* ppBaseKeyValuesOut = NULL ;
}
return true ;
}
KeyValues * pCurrentKeyValues = keyValues . MakeCopy ( ) ;
// Recurse down through all patch files:
int nCount = 0 ;
while ( ( nCount < 10 ) & & ( V_stricmp ( pCurrentKeyValues - > GetName ( ) , " patch " ) = = 0 ) )
{
// Accumulate the new patch keys from this file
AccumulatePatchKeyValues ( * pCurrentKeyValues , patchKeyValuesOut ) ;
// Load the included file
const char * pIncludeFileName = pCurrentKeyValues - > GetString ( " include " ) ;
if ( pIncludeFileName = = NULL )
{
// A patch file without an include key? Not good...
Warning ( " VMT patch file has no include key - invalid! \n " ) ;
Assert ( pIncludeFileName ) ;
break ;
}
CUtlString includeFileName ( pIncludeFileName ) ; // copy off the string before we clear the keyvalues it lives in
pCurrentKeyValues - > Clear ( ) ;
bool bSuccess = pCurrentKeyValues - > LoadFromFile ( g_pFullFileSystem , includeFileName , pPathID ) ;
if ( bSuccess )
{
if ( pIncludes )
{
// Remember that we included this file for the pure server stuff.
pIncludes - > AddToTail ( g_pFullFileSystem - > FindOrAddFileName ( includeFileName ) ) ;
}
}
else
{
pCurrentKeyValues - > deleteThis ( ) ;
# ifndef DEDICATED
Warning ( " Failed to load $include VMT file (%s) \n " , includeFileName . String ( ) ) ;
# endif
if ( ! HushAsserts ( ) )
{
AssertMsg ( false , " Failed to load $include VMT file (%s) " , includeFileName . String ( ) ) ;
}
return false ;
}
nCount + + ;
}
if ( ppBaseKeyValuesOut )
{
* ppBaseKeyValuesOut = pCurrentKeyValues ;
}
else
{
pCurrentKeyValues - > deleteThis ( ) ;
}
if ( nCount > = 10 )
{
Warning ( " Infinite recursion in patch file? \n " ) ;
}
return true ;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void ExpandPatchFile ( KeyValues & keyValues , KeyValues & patchKeyValues , const char * pPathID , CUtlVector < FileNameHandle_t > * pIncludes )
{
KeyValues * pNonPatchKeyValues = NULL ;
if ( ! patchKeyValues . IsEmpty ( ) )
{
pNonPatchKeyValues = keyValues . MakeCopy ( ) ;
}
else
{
bool bSuccess = AccumulateRecursiveVmtPatches ( patchKeyValues , & pNonPatchKeyValues , keyValues , pPathID , pIncludes ) ;
if ( ! bSuccess )
{
return ;
}
}
if ( pNonPatchKeyValues ! = NULL )
{
// We're dealing with a patch file. Apply accumulated patches to final vmt
ApplyPatchKeyValues ( * pNonPatchKeyValues , patchKeyValues ) ;
keyValues = * pNonPatchKeyValues ;
pNonPatchKeyValues - > deleteThis ( ) ;
}
}
bool LoadVMTFile ( KeyValues & vmtKeyValues , KeyValues & patchKeyValues , const char * pMaterialName , bool bAbsolutePath , CUtlVector < FileNameHandle_t > * pIncludes )
{
char pFileName [ MAX_PATH ] ;
const char * pPathID = " GAME " ;
if ( ! bAbsolutePath )
{
Q_snprintf ( pFileName , sizeof ( pFileName ) , " materials/%s.vmt " , pMaterialName ) ;
}
else
{
Q_snprintf ( pFileName , sizeof ( pFileName ) , " %s.vmt " , pMaterialName ) ;
if ( pMaterialName [ 0 ] = = ' / ' & & pMaterialName [ 1 ] = = ' / ' & & pMaterialName [ 2 ] ! = ' / ' )
{
// UNC, do full search
pPathID = NULL ;
}
}
if ( ! vmtKeyValues . LoadFromFile ( g_pFullFileSystem , pFileName , pPathID ) )
{
return false ;
}
ExpandPatchFile ( vmtKeyValues , patchKeyValues , pPathID , pIncludes ) ;
return true ;
}
int CMaterial : : GetNumPasses ( void )
{
Precache ( ) ;
// int mod = m_ShaderRenderState.m_Modulation;
int mod = 0 ;
return m_ShaderRenderState . m_pSnapshots [ mod ] . m_nPassCount ;
}
int CMaterial : : GetTextureMemoryBytes ( void )
{
Precache ( ) ;
int bytes = 0 ;
int i ;
for ( i = 0 ; i < m_VarCount ; i + + )
{
IMaterialVar * pVar = m_pShaderParams [ i ] ;
if ( pVar - > GetType ( ) = = MATERIAL_VAR_TYPE_TEXTURE )
{
ITexture * pTexture = pVar - > GetTextureValue ( ) ;
if ( pTexture & & pTexture ! = ( ITexture * ) 0xffffffff )
{
bytes + = pTexture - > GetApproximateVidMemBytes ( ) ;
}
}
}
return bytes ;
}
void CMaterial : : SetUseFixedFunctionBakedLighting ( bool bEnable )
{
SetMaterialVarFlags2 ( MATERIAL_VAR2_USE_FIXED_FUNCTION_BAKED_LIGHTING , bEnable ) ;
}
bool CMaterial : : NeedsFixedFunctionFlashlight ( ) const
{
return ( GetMaterialVarFlags2 ( ) & MATERIAL_VAR2_NEEDS_FIXED_FUNCTION_FLASHLIGHT ) & &
MaterialSystem ( ) - > InFlashlightMode ( ) ;
}
bool CMaterial : : IsUsingVertexID ( ) const
{
return ( GetMaterialVarFlags2 ( ) & MATERIAL_VAR2_USES_VERTEXID ) ! = 0 ;
}
void CMaterial : : DeleteIfUnreferenced ( )
{
if ( m_RefCount > 0 )
return ;
IMaterialVar : : DeleteUnreferencedTextures ( true ) ;
IMaterialInternal : : DestroyMaterial ( this ) ;
IMaterialVar : : DeleteUnreferencedTextures ( false ) ;
}