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162 lines
5.8 KiB
162 lines
5.8 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//=============================================================================//
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#ifndef IMATERIALINTERNAL_H
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#define IMATERIALINTERNAL_H
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#ifdef _WIN32
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#pragma once
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#endif
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// identifier was truncated to '255' characters in the debug information
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#pragma warning(disable: 4786)
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#include "materialsystem/imaterialsystem.h"
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#include "materialsystem/imaterial.h"
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#include "shaderapi/ishaderapi.h"
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#include "filesystem.h"
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//-----------------------------------------------------------------------------
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// forward declarations
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//-----------------------------------------------------------------------------
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enum MaterialPrimitiveType_t;
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class IShader;
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class IMesh;
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class IVertexBuffer;
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class IIndexBuffer;
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struct Shader_VertexArrayData_t;
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struct ShaderRenderState_t;
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class KeyValues;
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//-----------------------------------------------------------------------------
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// Interface for materials used only within the material system
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//-----------------------------------------------------------------------------
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abstract_class IMaterialInternal : public IMaterial
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{
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public:
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// class factory methods
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static IMaterialInternal* CreateMaterial( char const* pMaterialName, const char *pTextureGroupName, KeyValues *pKeyValues = NULL );
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static void DestroyMaterial( IMaterialInternal* pMaterial );
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// If supplied, pKeyValues and pPatchKeyValues should come from LoadVMTFile()
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static IMaterialInternal* CreateMaterialSubRect( char const* pMaterialName, const char *pTextureGroupName,
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KeyValues *pKeyValues = NULL, KeyValues *pPatchKeyValues = NULL, bool bAssumeCreateFromFile = false );
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static void DestroyMaterialSubRect( IMaterialInternal* pMaterial );
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// refcount
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virtual int GetReferenceCount( ) const = 0;
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// enumeration id
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virtual void SetEnumerationID( int id ) = 0;
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// White lightmap methods
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virtual void SetNeedsWhiteLightmap( bool val ) = 0;
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virtual bool GetNeedsWhiteLightmap( ) const = 0;
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// load/unload
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virtual void Uncache( bool bPreserveVars = false ) = 0;
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virtual void Precache() = 0;
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// If supplied, pKeyValues and pPatchKeyValues should come from LoadVMTFile()
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virtual bool PrecacheVars( KeyValues *pKeyValues = NULL, KeyValues *pPatchKeyValues = NULL, CUtlVector<FileNameHandle_t> *pIncludes = NULL, int nFindContext = MATERIAL_FINDCONTEXT_NONE ) = 0;
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// reload all textures used by this materals
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virtual void ReloadTextures() = 0;
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// lightmap pages associated with this material
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virtual void SetMinLightmapPageID( int pageID ) = 0;
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virtual void SetMaxLightmapPageID( int pageID ) = 0;;
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virtual int GetMinLightmapPageID( ) const = 0;
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virtual int GetMaxLightmapPageID( ) const = 0;
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virtual IShader *GetShader() const = 0;
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// Can we use it?
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virtual bool IsPrecached( ) const = 0;
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virtual bool IsPrecachedVars() const = 0;
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// main draw method
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virtual void DrawMesh( VertexCompressionType_t vertexCompression ) = 0;
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// Gets the vertex format
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virtual VertexFormat_t GetVertexFormat() const = 0;
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virtual VertexFormat_t GetVertexUsage() const = 0;
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// Performs a debug trace on this material
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virtual bool PerformDebugTrace() const = 0;
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// Can we override this material in debug?
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virtual bool NoDebugOverride() const = 0;
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// Should we draw?
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virtual void ToggleSuppression() = 0;
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// Are we suppressed?
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virtual bool IsSuppressed() const = 0;
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// Should we debug?
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virtual void ToggleDebugTrace() = 0;
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// Do we use fog?
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virtual bool UseFog() const = 0;
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// Adds a material variable to the material
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virtual void AddMaterialVar( IMaterialVar *pMaterialVar ) = 0;
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// Gets the renderstate
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virtual ShaderRenderState_t *GetRenderState() = 0;
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// Was this manually created (not read from a file?)
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virtual bool IsManuallyCreated() const = 0;
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virtual bool NeedsFixedFunctionFlashlight() const = 0;
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virtual bool IsUsingVertexID() const = 0;
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// Identifies a material mounted through the preload path
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virtual void MarkAsPreloaded( bool bSet ) = 0;
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virtual bool IsPreloaded() const = 0;
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// Conditonally increments the refcount
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virtual void ArtificialAddRef( void ) = 0;
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virtual void ArtificialRelease( void ) = 0;
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virtual void ReportVarChanged( IMaterialVar *pVar ) = 0;
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virtual uint32 GetChangeID() const = 0;
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virtual bool IsTranslucentInternal( float fAlphaModulation ) const = 0;
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//Is this the queue friendly or realtime version of the material?
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virtual bool IsRealTimeVersion( void ) const = 0;
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virtual void ClearContextData( void )
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{
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}
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//easy swapping between the queue friendly and realtime versions of the material
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virtual IMaterialInternal *GetRealTimeVersion( void ) = 0;
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virtual IMaterialInternal *GetQueueFriendlyVersion( void ) = 0;
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virtual void PrecacheMappingDimensions( void ) = 0;
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virtual void FindRepresentativeTexture( void ) = 0;
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// These are used when a new whitelist is passed in. First materials to be reloaded are flagged, then they are reloaded.
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virtual void DecideShouldReloadFromWhitelist( IFileList *pFileList ) = 0;
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virtual void ReloadFromWhitelistIfMarked() = 0;
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};
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extern void InsertKeyValues( KeyValues& dst, KeyValues& src, bool bCheckForExistence, bool bRecursive = false );
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extern void WriteKeyValuesToFile( const char *pFileName, KeyValues& keyValues );
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extern void ExpandPatchFile( KeyValues& keyValues, KeyValues &patchKeyValues );
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// patchKeyValues accumulates keys applied by VMT patch files (this is necessary to make $fallbackmaterial
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// work properly - the patch keys need to be reapplied when the fallback VMT is loaded). It may contain
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// previously accumulated patch keys on entry, and may contain more encountered patch keys on exit.
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extern bool LoadVMTFile( KeyValues &vmtKeyValues, KeyValues &patchKeyValues, const char *pMaterialName, bool bUsesUNCFilename, CUtlVector<FileNameHandle_t> *pIncludes );
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#endif // IMATERIALINTERNAL_H
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