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641 lines
40 KiB
641 lines
40 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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//============================================================================= |
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#ifndef CMATQUEUEDRENDERCONTEXT_H |
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#define CMATQUEUEDRENDERCONTEXT_H |
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#include "imatrendercontextinternal.h" |
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#include "cmatrendercontext.h" |
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#include "tier1/callqueue.h" |
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#include "tier1/utlenvelope.h" |
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#include "tier1/memstack.h" |
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#include "mathlib/mathlib.h" |
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#include "tier0/memdbgon.h" |
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#if defined( _WIN32 ) |
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#pragma once |
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#endif |
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#ifndef MATSYS_INTERNAL |
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#error "This file is private to the implementation of IMaterialSystem/IMaterialSystemInternal" |
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#endif |
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class CMaterialSystem; |
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class CMatQueuedMesh; |
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class CPrimList; |
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//----------------------------------------------------------------------------- |
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#define DEFINE_QUEUED_CALL_0( FuncName, ClassName, pObject ) void FuncName() { (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)())&ClassName::FuncName); } |
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#define DEFINE_QUEUED_CALL_1( FuncName, ArgType1, ClassName, pObject ) void FuncName( ArgType1 a1 ) { (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)(ArgType1))&ClassName::FuncName, a1 ); } |
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#define DEFINE_QUEUED_CALL_2( FuncName, ArgType1, ArgType2, ClassName, pObject ) void FuncName( ArgType1 a1, ArgType2 a2 ) { (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)(ArgType1, ArgType2))&ClassName::FuncName, a1, a2 ); } |
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#define DEFINE_QUEUED_CALL_3( FuncName, ArgType1, ArgType2, ArgType3, ClassName, pObject ) void FuncName( ArgType1 a1, ArgType2 a2, ArgType3 a3 ) { (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)(ArgType1, ArgType2, ArgType3))&ClassName::FuncName, a1, a2, a3 ); } |
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#define DEFINE_QUEUED_CALL_4( FuncName, ArgType1, ArgType2, ArgType3, ArgType4, ClassName, pObject ) void FuncName( ArgType1 a1, ArgType2 a2, ArgType3 a3, ArgType4 a4 ) { (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)(ArgType1, ArgType2, ArgType3, ArgType4))&ClassName::FuncName, a1, a2, a3, a4 ); } |
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#define DEFINE_QUEUED_CALL_5( FuncName, ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ClassName, pObject ) void FuncName( ArgType1 a1, ArgType2 a2, ArgType3 a3, ArgType4 a4, ArgType5 a5 ) { (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)(ArgType1, ArgType2, ArgType3, ArgType4, ArgType5))&ClassName::FuncName, a1, a2, a3, a4, a5 ); } |
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#define DEFINE_QUEUED_CALL_6( FuncName, ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ArgType6, ClassName, pObject ) void FuncName( ArgType1 a1, ArgType2 a2, ArgType3 a3, ArgType4 a4, ArgType5 a5, ArgType6 a6 ) { (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)(ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ArgType6))&ClassName::FuncName, a1, a2, a3, a4, a5, a6 ); } |
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#define DEFINE_QUEUED_CALL_7( FuncName, ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ArgType6, ArgType7, ClassName, pObject ) void FuncName( ArgType1 a1, ArgType2 a2, ArgType3 a3, ArgType4 a4, ArgType5 a5, ArgType6 a6, ArgType7 a7 ) { (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)(ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ArgType6, ArgType7))&ClassName::FuncName, a1, a2, a3, a4, a5, a6, a7 ); } |
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#define DEFINE_QUEUED_CALL_8( FuncName, ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ArgType6, ArgType7, ArgType8, ClassName, pObject ) void FuncName( ArgType1 a1, ArgType2 a2, ArgType3 a3, ArgType4 a4, ArgType5 a5, ArgType6 a6, ArgType7 a7, ArgType8 a8 ) { (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)(ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ArgType6, ArgType7, ArgType8))&ClassName::FuncName, a1, a2, a3, a4, a5, a6, a7, a8 ); } |
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#define DEFINE_QUEUED_CALL_9( FuncName, ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ArgType6, ArgType7, ArgType8, ArgType9, ClassName, pObject ) void FuncName( ArgType1 a1, ArgType2 a2, ArgType3 a3, ArgType4 a4, ArgType5 a5, ArgType6 a6, ArgType7 a7, ArgType8 a8, ArgType9 a9 ) { (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)(ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ArgType6, ArgType7, ArgType8, ArgType9))&ClassName::FuncName, a1, a2, a3, a4, a5, a6, a7, a8, a9 ); } |
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#define DEFINE_QUEUED_CALL_11( FuncName, ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ArgType6, ArgType7, ArgType8, ArgType9, ArgType10, ArgType11, ClassName, pObject ) void FuncName( ArgType1 a1, ArgType2 a2, ArgType3 a3, ArgType4 a4, ArgType5 a5, ArgType6 a6, ArgType7 a7, ArgType8 a8, ArgType9 a9, ArgType10 a10, ArgType11 a11 ) { (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)(ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ArgType6, ArgType7, ArgType8, ArgType9, ArgType10, ArgType11))&ClassName::FuncName, a1, a2, a3, a4, a5, a6, a7, a8, a9, a10, a11 ); } |
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#define DEFINE_QUEUED_CALL_12( FuncName, ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ArgType6, ArgType7, ArgType8, ArgType9, ArgType10, ArgType11, ArgType12, ClassName, pObject ) void FuncName( ArgType1 a1, ArgType2 a2, ArgType3 a3, ArgType4 a4, ArgType5 a5, ArgType6 a6, ArgType7 a7, ArgType8 a8, ArgType9 a9, ArgType10 a10, ArgType11 a11, ArgType12 a12 ) { (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)(ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ArgType6, ArgType7, ArgType8, ArgType9, ArgType10, ArgType11, ArgType12))&ClassName::FuncName, a1, a2, a3, a4, a5, a6, a7, a8, a9, a10, a11, a12 ); } |
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#define DEFINE_QUEUED_CALL_0C( FuncName, ClassName, pObject ) void FuncName() const { (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)() const)ClassName::FuncName); } |
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#define DEFINE_QUEUED_CALL_1C( FuncName, ArgType1, ClassName, pObject ) void FuncName( ArgType1 a1 ) const { (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)(ArgType1) const)ClassName::FuncName, a1 ); } |
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#define DEFINE_QUEUED_CALL_2C( FuncName, ArgType1, ArgType2, ClassName, pObject ) void FuncName( ArgType1 a1, ArgType2 a2 ) const { (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)(ArgType1, ArgType2) const)ClassName::FuncName, a1, a2 ); } |
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#define DEFINE_QUEUED_CALL_3C( FuncName, ArgType1, ArgType2, ArgType3, ClassName, pObject ) void FuncName( ArgType1 a1, ArgType2 a2, ArgType3 a3 ) const { (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)(ArgType1, ArgType2, ArgType3) const)ClassName::FuncName, a1, a2, a3 ); } |
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#define DEFINE_QUEUED_CALL_4C( FuncName, ArgType1, ArgType2, ArgType3, ArgType4, ClassName, pObject ) void FuncName( ArgType1 a1, ArgType2 a2, ArgType3 a3, ArgType4 a4 ) const { (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)(ArgType1, ArgType2, ArgType3, ArgType4) const)ClassName::FuncName, a1, a2, a3, a4 ); } |
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#define DEFINE_QUEUED_CALL_5C( FuncName, ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ClassName, pObject ) void FuncName( ArgType1 a1, ArgType2 a2, ArgType3 a3, ArgType4 a4, ArgType5 a5 ) const { (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)(ArgType1, ArgType2, ArgType3, ArgType4, ArgType5) const)ClassName::FuncName, a1, a2, a3, a4, a5 ); } |
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#define DEFINE_QUEUED_CALL_6C( FuncName, ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ArgType6, ClassName, pObject ) void FuncName( ArgType1 a1, ArgType2 a2, ArgType3 a3, ArgType4 a4, ArgType5 a5, ArgType6 a6 ) const { (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)(ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ArgType6) const)ClassName::FuncName, a1, a2, a3, a4, a5, a6 ); } |
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#define DEFINE_QUEUED_CALL_7C( FuncName, ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ArgType6, ArgType7, ClassName, pObject ) void FuncName( ArgType1 a1, ArgType2 a2, ArgType3 a3, ArgType4 a4, ArgType5 a5, ArgType6 a6, ArgType7 a7 ) const { (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)(ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ArgType6, ArgType7) const)ClassName::FuncName, a1, a2, a3, a4, a5, a6, a7 ); } |
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#define DEFINE_QUEUED_CALL_8C( FuncName, ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ArgType6, ArgType7, ArgType8, ClassName, pObject ) void FuncName( ArgType1 a1, ArgType2 a2, ArgType3 a3, ArgType4 a4, ArgType5 a5, ArgType6 a6, ArgType7 a7, ArgType8 a8 ) const { (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)(ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ArgType6, ArgType7, ArgType8) const)ClassName::FuncName, a1, a2, a3, a4, a5, a6, a7, a8 ); } |
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#define DEFINE_QUEUED_CALL_9C( FuncName, ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ArgType6, ArgType7, ArgType8, ArgType9, ClassName, pObject ) void FuncName( ArgType1 a1, ArgType2 a2, ArgType3 a3, ArgType4 a4, ArgType5 a5, ArgType6 a6, ArgType7 a7, ArgType8 a8, ArgType9 a9 ) const { (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)(ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ArgType6, ArgType7, ArgType8, ArgType9) const)ClassName::FuncName, a1, a2, a3, a4, a5, a6, a7, a8, a9 ); } |
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#define DEFINE_QUEUED_CALL_AFTER_BASE_0( FuncName, ClassName, pObject ) void FuncName() { BaseClass::FuncName(); (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)())&ClassName::FuncName ); } |
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#define DEFINE_QUEUED_CALL_AFTER_BASE_1( FuncName, ArgType1, ClassName, pObject ) void FuncName( ArgType1 a1 ) { BaseClass::FuncName( a1 ); (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)(ArgType1))&ClassName::FuncName, a1 ); } |
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#define DEFINE_QUEUED_CALL_AFTER_BASE_2( FuncName, ArgType1, ArgType2, ClassName, pObject ) void FuncName( ArgType1 a1, ArgType2 a2 ) { BaseClass::FuncName( a1, a2 ); (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)(ArgType1, ArgType2))&ClassName::FuncName, a1, a2 ); } |
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#define DEFINE_QUEUED_CALL_AFTER_BASE_3( FuncName, ArgType1, ArgType2, ArgType3, ClassName, pObject ) void FuncName( ArgType1 a1, ArgType2 a2, ArgType3 a3 ) { BaseClass::FuncName( a1, a2, a3 ); (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)(ArgType1, ArgType2, ArgType3))&ClassName::FuncName, a1, a2, a3 ); } |
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#define DEFINE_QUEUED_CALL_AFTER_BASE_4( FuncName, ArgType1, ArgType2, ArgType3, ArgType4, ClassName, pObject ) void FuncName( ArgType1 a1, ArgType2 a2, ArgType3 a3, ArgType4 a4 ) { BaseClass::FuncName( a1, a2, a3, a4 ); (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)(ArgType1, ArgType2, ArgType3, ArgType4))&ClassName::FuncName, a1, a2, a3, a4 ); } |
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#define DEFINE_QUEUED_CALL_AFTER_BASE_5( FuncName, ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ClassName, pObject ) void FuncName( ArgType1 a1, ArgType2 a2, ArgType3 a3, ArgType4 a4, ArgType5 a5 ) { BaseClass::FuncName( a1, a2, a3, a4, a5 ); (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)(ArgType1, ArgType2, ArgType3, ArgType4, ArgType5))&ClassName::FuncName, a1, a2, a3, a4, a5 ); } |
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#define DEFINE_QUEUED_CALL_AFTER_BASE_6( FuncName, ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ArgType6, ClassName, pObject ) void FuncName( ArgType1 a1, ArgType2 a2, ArgType3 a3, ArgType4 a4, ArgType5 a5, ArgType6 a6 ) { BaseClass::FuncName( a1, a2, a3, a4, a5, a6 ); (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)(ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ArgType6))&ClassName::FuncName, a1, a2, a3, a4, a5, a6 ); } |
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#define DEFINE_QUEUED_CALL_AFTER_BASE_7( FuncName, ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ArgType6, ArgType7, ClassName, pObject ) void FuncName( ArgType1 a1, ArgType2 a2, ArgType3 a3, ArgType4 a4, ArgType5 a5, ArgType6 a6, ArgType7 a7 ) { BaseClass::FuncName( a1, a2, a3, a4, a5, a6, a7 ); (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)(ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ArgType6, ArgType7))&ClassName::FuncName, a1, a2, a3, a4, a5, a6, a7 ); } |
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#define DEFINE_QUEUED_CALL_AFTER_BASE_8( FuncName, ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ArgType6, ArgType7, ArgType8, ClassName, pObject ) void FuncName( ArgType1 a1, ArgType2 a2, ArgType3 a3, ArgType4 a4, ArgType5 a5, ArgType6 a6, ArgType7 a7, ArgType8 a8 ) { BaseClass::FuncName( a1, a2, a3, a4, a5, a6, a7, a8 ); (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)(ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ArgType6, ArgType7, ArgType8))&ClassName::FuncName, a1, a2, a3, a4, a5, a6, a7, a8 ); } |
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#define DEFINE_QUEUED_CALL_AFTER_BASE_9( FuncName, ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ArgType6, ArgType7, ArgType8, ArgType9, ClassName, pObject ) void FuncName( ArgType1 a1, ArgType2 a2, ArgType3 a3, ArgType4 a4, ArgType5 a5, ArgType6 a6, ArgType7 a7, ArgType8 a8, ArgType9 a9 ) { BaseClass::FuncName( a1, a2, a3, a4, a5, a6, a7, a8, a9 ); (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)(ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ArgType6, ArgType7, ArgType8, ArgType9))&ClassName::FuncName, a1, a2, a3, a4, a5, a6, a7, a8, a9 ); } |
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#define DEFINE_QUEUED_CALL_AFTER_BASE_0C( FuncName, ClassName, pObject ) void FuncName() const { BaseClass::FuncName(); (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)())&ClassName::FuncName ); } |
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#define DEFINE_QUEUED_CALL_AFTER_BASE_1C( FuncName, ArgType1, ClassName, pObject ) void FuncName( ArgType1 a1 ) const { BaseClass::FuncName( a1 ); (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)(ArgType1))&ClassName::FuncName, a1 ); } |
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#define DEFINE_QUEUED_CALL_AFTER_BASE_2C( FuncName, ArgType1, ArgType2, ClassName, pObject ) void FuncName( ArgType1 a1, ArgType2 a2 ) const { BaseClass::FuncName( a1, a2 ); (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)(ArgType1, ArgType2))&ClassName::FuncName, a1, a2 ); } |
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#define DEFINE_QUEUED_CALL_AFTER_BASE_3C( FuncName, ArgType1, ArgType2, ArgType3, ClassName, pObject ) void FuncName( ArgType1 a1, ArgType2 a2, ArgType3 a3 ) const { BaseClass::FuncName( a1, a2, a3 ); (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)(ArgType1, ArgType2, ArgType3))&ClassName::FuncName, a1, a2, a3 ); } |
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#define DEFINE_QUEUED_CALL_AFTER_BASE_4C( FuncName, ArgType1, ArgType2, ArgType3, ArgType4, ClassName, pObject ) void FuncName( ArgType1 a1, ArgType2 a2, ArgType3 a3, ArgType4 a4 ) const { BaseClass::FuncName( a1, a2, a3, a4 ); (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)(ArgType1, ArgType2, ArgType3, ArgType4))&ClassName::FuncName, a1, a2, a3, a4 ); } |
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#define DEFINE_QUEUED_CALL_AFTER_BASE_5C( FuncName, ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ClassName, pObject ) void FuncName( ArgType1 a1, ArgType2 a2, ArgType3 a3, ArgType4 a4, ArgType5 a5 ) const { BaseClass::FuncName( a1, a2, a3, a4, a5 ); (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)(ArgType1, ArgType2, ArgType3, ArgType4, ArgType5))&ClassName::FuncName, a1, a2, a3, a4, a5 ); } |
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#define DEFINE_QUEUED_CALL_AFTER_BASE_6C( FuncName, ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ArgType6, ClassName, pObject ) void FuncName( ArgType1 a1, ArgType2 a2, ArgType3 a3, ArgType4 a4, ArgType5 a5, ArgType6 a6 ) const { BaseClass::FuncName( a1, a2, a3, a4, a5, a6 ); (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)(ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ArgType6))&ClassName::FuncName, a1, a2, a3, a4, a5, a6 ); } |
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#define DEFINE_QUEUED_CALL_AFTER_BASE_7C( FuncName, ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ArgType6, ArgType7, ClassName, pObject ) void FuncName( ArgType1 a1, ArgType2 a2, ArgType3 a3, ArgType4 a4, ArgType5 a5, ArgType6 a6, ArgType7 a7 ) const { BaseClass::FuncName( a1, a2, a3, a4, a5, a6, a7 ); (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)(ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ArgType6, ArgType7))&ClassName::FuncName, a1, a2, a3, a4, a5, a6, a7 ); } |
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#define DEFINE_QUEUED_CALL_AFTER_BASE_8C( FuncName, ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ArgType6, ArgType7, ArgType8, ClassName, pObject ) void FuncName( ArgType1 a1, ArgType2 a2, ArgType3 a3, ArgType4 a4, ArgType5 a5, ArgType6 a6, ArgType7 a7, ArgType8 a8 ) const { BaseClass::FuncName( a1, a2, a3, a4, a5, a6, a7, a8 ); (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)(ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ArgType6, ArgType7, ArgType8))&ClassName::FuncName, a1, a2, a3, a4, a5, a6, a7, a8 ); } |
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#define DEFINE_QUEUED_CALL_AFTER_BASE_9C( FuncName, ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ArgType6, ArgType7, ArgType8, ArgType9, ClassName, pObject ) void FuncName( ArgType1 a1, ArgType2 a2, ArgType3 a3, ArgType4 a4, ArgType5 a5, ArgType6 a6, ArgType7 a7, ArgType8 a8, ArgType9 a9 ) const { BaseClass::FuncName( a1, a2, a3, a4, a5, a6, a7, a8, a9 ); (*(const_cast<CMatCallQueue *>(&m_queue))).QueueCall( pObject, (void (ClassName::*)(ArgType1, ArgType2, ArgType3, ArgType4, ArgType5, ArgType6, ArgType7, ArgType8, ArgType9))&ClassName::FuncName, a1, a2, a3, a4, a5, a6, a7, a8, a9 ); } |
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//----------------------------------------------------------------------------- |
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#define Unsupported( funcName ) ExecuteOnce( Msg( "CMatQueuedRenderContext: %s is unsupported\n", #funcName ) ) |
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#define FATAL_QUEUE 1 |
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#ifdef FATAL_QUEUE |
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#define CannotSupport() ExecuteOnce( Msg( "Called function that cannot be supported\n" ) ); ExecuteOnce( DebuggerBreakIfDebugging() ) |
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#else |
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#define CannotSupport() ExecuteOnce( Msg( "Called function that cannot be supported\n" ) ) |
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#endif |
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//----------------------------------------------------------------------------- |
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// |
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//----------------------------------------------------------------------------- |
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class CMatQueuedRenderContext : public CMatRenderContextBase |
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{ |
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typedef CMatRenderContextBase BaseClass; |
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public: |
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CMatQueuedRenderContext() |
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: m_pHardwareContext( NULL ), |
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m_iRenderDepth( 0 ), |
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m_pQueuedMesh( NULL ), |
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m_WidthBackBuffer( 0 ), |
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m_HeightBackBuffer( 0 ), |
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m_FogMode( MATERIAL_FOG_NONE ), |
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m_flFogStart( 0 ), |
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m_flFogEnd( 0 ), |
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m_flFogZ( 0 ), |
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m_flFogMaxDensity( 1.0 ) |
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{ |
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memset( &m_FogColor, 0, sizeof(m_FogColor) ); |
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} |
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bool Init( CMaterialSystem *pMaterialSystem, CMatRenderContextBase *pHardwareContext ); |
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void Shutdown(); |
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void Free(); |
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void CompactMemory(); |
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bool IsInitialized() const { return ( m_pHardwareContext != NULL ); } |
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void BeginQueue( CMatRenderContextBase *pInitialState = NULL ); |
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void EndQueue( bool bCallQueued = false ); |
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void BeginRender(); |
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void EndRender(); |
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void CallQueued( bool bTermAfterCall = false ); |
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void FlushQueued(); |
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ICallQueue * GetCallQueue(); |
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CMatCallQueue * GetCallQueueInternal() { return &m_queue; } |
|
|
|
bool OnDrawMesh( IMesh *pMesh, int firstIndex, int numIndices ); |
|
bool OnDrawMesh( IMesh *pMesh, CPrimList *pLists, int nLists ); |
|
bool OnSetFlexMesh( IMesh *pStaticMesh, IMesh *pMesh, int nVertexOffsetInBytes ); |
|
bool OnSetColorMesh( IMesh *pStaticMesh, IMesh *pMesh, int nVertexOffsetInBytes ); |
|
bool OnSetPrimitiveType( IMesh *pMesh, MaterialPrimitiveType_t type ); |
|
bool OnFlushBufferedPrimitives(); |
|
|
|
|
|
DEFINE_QUEUED_CALL_1( Flush, bool, IMatRenderContext, m_pHardwareContext ); |
|
|
|
DEFINE_QUEUED_CALL_0( SwapBuffers, IMatRenderContextInternal, m_pHardwareContext ); |
|
|
|
void SetRenderTargetEx( int nRenderTargetID, ITexture *pTexture ); |
|
void GetRenderTargetDimensions( int &, int &) const; |
|
void GetViewport( int& x, int& y, int& width, int& height ) const; |
|
|
|
void Bind( IMaterial *, void * ); |
|
DEFINE_QUEUED_CALL_AFTER_BASE_1( BindLocalCubemap, ITexture *, IMatRenderContext, m_pHardwareContext ); |
|
DEFINE_QUEUED_CALL_AFTER_BASE_1( BindLightmapPage, int, IMatRenderContext, m_pHardwareContext ); |
|
DEFINE_QUEUED_CALL_2( DepthRange, float, float, IMatRenderContext, m_pHardwareContext ); |
|
DEFINE_QUEUED_CALL_3( ClearBuffers, bool, bool, bool, IMatRenderContext, m_pHardwareContext ); |
|
|
|
void ReadPixels( int x, int y, int width, int height, unsigned char *data, ImageFormat dstFormat ); |
|
|
|
DEFINE_QUEUED_CALL_3( SetAmbientLight, float, float, float, IMatRenderContext, m_pHardwareContext ); |
|
|
|
void SetLight( int i, const LightDesc_t &desc ); |
|
|
|
void SetLightingOrigin( Vector vLightingOrigin ); |
|
|
|
void SetAmbientLightCube( LightCube_t cube ); |
|
|
|
DEFINE_QUEUED_CALL_1( CopyRenderTargetToTexture, ITexture *, IMatRenderContext, m_pHardwareContext ); |
|
DEFINE_QUEUED_CALL_AFTER_BASE_2( SetFrameBufferCopyTexture, ITexture *, int, IMatRenderContext, m_pHardwareContext ); |
|
|
|
// matrix api |
|
void MatrixMode( MaterialMatrixMode_t); |
|
void PushMatrix(); |
|
void PopMatrix(); |
|
void LoadMatrix( const VMatrix& matrix ); |
|
void LoadMatrix( const matrix3x4_t& matrix ); |
|
void MultMatrix( const VMatrix& matrix ); |
|
void MultMatrixLocal( const VMatrix& matrix ); |
|
void MultMatrix( const matrix3x4_t& matrix ); |
|
void MultMatrixLocal( const matrix3x4_t& matrix ); |
|
void LoadIdentity(); |
|
void Ortho( double, double, double, double, double, double); |
|
void PerspectiveX( double, double, double, double); |
|
void PerspectiveOffCenterX( double, double, double, double, double, double, double, double ); |
|
void PickMatrix( int, int, int, int); |
|
void Rotate( float, float, float, float); |
|
void Translate( float, float, float); |
|
void Scale( float, float, float); |
|
// end matrix api |
|
|
|
void Viewport( int x, int y, int width, int height ); |
|
|
|
DEFINE_QUEUED_CALL_1( CullMode, MaterialCullMode_t, IMatRenderContext, m_pHardwareContext ); |
|
|
|
void FogMode( MaterialFogMode_t fogMode ); |
|
void FogStart( float fStart ); |
|
void FogEnd( float fEnd ); |
|
void SetFogZ( float fogZ ); |
|
MaterialFogMode_t GetFogMode( void ); |
|
void GetFogDistances( float *fStart, float *fEnd, float *fFogZ ); |
|
void FogMaxDensity( float flMaxDensity ); |
|
|
|
void FogColor3f( float r, float g, float b ); |
|
void FogColor3fv( float const* rgb ); |
|
void FogColor3ub( unsigned char r, unsigned char g, unsigned char b ); |
|
void FogColor3ubv( unsigned char const* rgb ); |
|
|
|
void GetFogColor( unsigned char *rgb ); |
|
|
|
int GetCurrentNumBones( ) const; |
|
void SetNumBoneWeights( int nBoneCount ); |
|
|
|
DELEGATE_TO_OBJECT_3( IMesh *, CreateStaticMesh, VertexFormat_t, const char *, IMaterial *, m_pHardwareContext ); |
|
DEFINE_QUEUED_CALL_1( DestroyStaticMesh, IMesh *, IMatRenderContext, m_pHardwareContext ); |
|
|
|
IMesh * GetDynamicMesh(bool, IMesh *, IMesh *, IMaterial * ); |
|
IMesh* GetDynamicMeshEx( VertexFormat_t, bool, IMesh*, IMesh*, IMaterial* ); |
|
|
|
// ------------ New Vertex/Index Buffer interface ---------------------------- |
|
DELEGATE_TO_OBJECT_3( IVertexBuffer *, CreateStaticVertexBuffer, VertexFormat_t, int, const char *, m_pHardwareContext ); |
|
DELEGATE_TO_OBJECT_3( IIndexBuffer *, CreateStaticIndexBuffer, MaterialIndexFormat_t, int, const char *, m_pHardwareContext ); |
|
DELEGATE_TO_OBJECT_1V( DestroyVertexBuffer, IVertexBuffer *, m_pHardwareContext ); |
|
DELEGATE_TO_OBJECT_1V( DestroyIndexBuffer, IIndexBuffer *, m_pHardwareContext ); |
|
DELEGATE_TO_OBJECT_3( IVertexBuffer *, GetDynamicVertexBuffer, int, VertexFormat_t, bool, m_pHardwareContext ); |
|
DELEGATE_TO_OBJECT_2( IIndexBuffer *, GetDynamicIndexBuffer, MaterialIndexFormat_t, bool, m_pHardwareContext ); |
|
DELEGATE_TO_OBJECT_7V( BindVertexBuffer, int, IVertexBuffer *, int, int, int, VertexFormat_t, int, m_pHardwareContext ); |
|
DELEGATE_TO_OBJECT_2V( BindIndexBuffer, IIndexBuffer *, int, m_pHardwareContext ); |
|
DELEGATE_TO_OBJECT_3V( Draw, MaterialPrimitiveType_t, int, int, m_pHardwareContext ); |
|
// ------------ End ---------------------------- |
|
|
|
int SelectionMode( bool ) |
|
{ |
|
CannotSupport(); |
|
return 0; |
|
} |
|
|
|
void SelectionBuffer( unsigned int *, int ) |
|
{ |
|
CannotSupport(); |
|
} |
|
|
|
DEFINE_QUEUED_CALL_0( ClearSelectionNames, IMatRenderContext, m_pHardwareContext ); |
|
DEFINE_QUEUED_CALL_1( LoadSelectionName, int, IMatRenderContext, m_pHardwareContext ); |
|
DEFINE_QUEUED_CALL_1( PushSelectionName, int, IMatRenderContext, m_pHardwareContext ); |
|
DEFINE_QUEUED_CALL_0( PopSelectionName, IMatRenderContext, m_pHardwareContext ); |
|
DEFINE_QUEUED_CALL_3( ClearColor3ub, unsigned char, unsigned char, unsigned char, IMatRenderContext, m_pHardwareContext ); |
|
DEFINE_QUEUED_CALL_4( ClearColor4ub, unsigned char, unsigned char, unsigned char, unsigned char, IMatRenderContext, m_pHardwareContext ); |
|
DEFINE_QUEUED_CALL_2( OverrideDepthEnable, bool, bool, IMatRenderContext, m_pHardwareContext ); |
|
DEFINE_QUEUED_CALL_2( OverrideAlphaWriteEnable, bool, bool, IMatRenderContext, m_pHardwareContext ); |
|
DEFINE_QUEUED_CALL_2( OverrideColorWriteEnable, bool, bool, IMatRenderContext, m_pHardwareContext ); |
|
DEFINE_QUEUED_CALL_1( DrawScreenSpaceQuad, IMaterial *, IMatRenderContext, m_pHardwareContext ); |
|
|
|
void SyncToken( const char *p ); |
|
|
|
// Allocate and delete query objects. |
|
OcclusionQueryObjectHandle_t CreateOcclusionQueryObject(); |
|
DEFINE_QUEUED_CALL_1( DestroyOcclusionQueryObject, OcclusionQueryObjectHandle_t, IMatRenderContext, m_pHardwareContext ); |
|
DEFINE_QUEUED_CALL_1( BeginOcclusionQueryDrawing, OcclusionQueryObjectHandle_t, IMatRenderContext, m_pHardwareContext ); |
|
DEFINE_QUEUED_CALL_1( EndOcclusionQueryDrawing, OcclusionQueryObjectHandle_t, IMatRenderContext, m_pHardwareContext ); |
|
DEFINE_QUEUED_CALL_1( ResetOcclusionQueryObject, OcclusionQueryObjectHandle_t, IMatRenderContext, m_pHardwareContext ); |
|
int OcclusionQuery_GetNumPixelsRendered( OcclusionQueryObjectHandle_t ); |
|
|
|
void SetFlashlightState( const FlashlightState_t &s, const VMatrix &m ); |
|
|
|
DEFINE_QUEUED_CALL_AFTER_BASE_1( SetHeightClipMode, MaterialHeightClipMode_t, IMatRenderContext, m_pHardwareContext ); |
|
DEFINE_QUEUED_CALL_AFTER_BASE_1( SetHeightClipZ, float, IMatRenderContext, m_pHardwareContext ); |
|
|
|
bool EnableClipping( bool bEnable ); |
|
|
|
DEFINE_QUEUED_CALL_1( EnableUserClipTransformOverride, bool, IMatRenderContext, m_pHardwareContext ); |
|
|
|
void UserClipTransform( const VMatrix &m ); |
|
|
|
IMorph *CreateMorph( MorphFormat_t format, const char *pDebugName ) |
|
{ |
|
CannotSupport(); |
|
return NULL; |
|
} |
|
|
|
DEFINE_QUEUED_CALL_1( DestroyMorph, IMorph *, IMatRenderContext, m_pHardwareContext ); |
|
DEFINE_QUEUED_CALL_1( BindMorph, IMorph *, IMatRenderContext, m_pHardwareContext ); |
|
|
|
void ReadPixelsAndStretch( Rect_t *pSrcRect, Rect_t *pDstRect, unsigned char *pBuffer, ImageFormat dstFormat, int nDstStride ); |
|
|
|
void GetWindowSize( int &width, int &height ) const; |
|
|
|
void DrawScreenSpaceRectangle( IMaterial *pMaterial, |
|
int destx, int desty, |
|
int width, int height, |
|
float src_texture_x0, float src_texture_y0, // which texel you want to appear at |
|
// destx/y |
|
float src_texture_x1, float src_texture_y1, // which texel you want to appear at |
|
// destx+width-1, desty+height-1 |
|
int src_texture_width, int src_texture_height, // needed for fixup |
|
void *pClientRenderable = NULL, |
|
int nXDice = 1, |
|
int nYDice = 1 ); |
|
|
|
void LoadBoneMatrix( int i, const matrix3x4_t &m ); |
|
|
|
DEFINE_QUEUED_CALL_AFTER_BASE_5( PushRenderTargetAndViewport, ITexture *, int, int, int, int, IMatRenderContext, m_pHardwareContext ); |
|
DEFINE_QUEUED_CALL_AFTER_BASE_6( PushRenderTargetAndViewport, ITexture *, ITexture *, int, int, int, int, IMatRenderContext, m_pHardwareContext ); |
|
DEFINE_QUEUED_CALL_AFTER_BASE_1( PushRenderTargetAndViewport, ITexture *, IMatRenderContext, m_pHardwareContext ); |
|
DEFINE_QUEUED_CALL_AFTER_BASE_0( PushRenderTargetAndViewport, IMatRenderContext, m_pHardwareContext ); |
|
DEFINE_QUEUED_CALL_AFTER_BASE_0( PopRenderTargetAndViewport, IMatRenderContext, m_pHardwareContext ); |
|
DEFINE_QUEUED_CALL_1( BindLightmapTexture, ITexture *, IMatRenderContext, m_pHardwareContext ); |
|
|
|
void CopyRenderTargetToTextureEx( ITexture *pTexture, int i, Rect_t *pSrc, Rect_t *pDst ); |
|
void CopyTextureToRenderTargetEx( int i, ITexture *pTexture, Rect_t *pSrc, Rect_t *pDst ); |
|
|
|
DEFINE_QUEUED_CALL_2( SetFloatRenderingParameter, int, float, IMatRenderContext, m_pHardwareContext ); |
|
DEFINE_QUEUED_CALL_2( SetIntRenderingParameter, int, int, IMatRenderContext, m_pHardwareContext ); |
|
|
|
void SetVectorRenderingParameter( int i, const Vector &v ) |
|
{ |
|
m_queue.QueueCall( m_pHardwareContext, &IMatRenderContext::SetVectorRenderingParameter, i, RefToVal( v ) ); |
|
} |
|
|
|
float GetFloatRenderingParameter(int parm_number) const |
|
{ |
|
CannotSupport(); |
|
return 0; |
|
} |
|
|
|
int GetIntRenderingParameter(int parm_number) const |
|
{ |
|
CannotSupport(); |
|
return 0; |
|
} |
|
|
|
Vector GetVectorRenderingParameter(int parm_number) const |
|
{ |
|
CannotSupport(); |
|
return Vector(0,0,0); |
|
} |
|
|
|
DEFINE_QUEUED_CALL_1( SetStencilEnable, bool, IMatRenderContext, m_pHardwareContext ); |
|
DEFINE_QUEUED_CALL_1( SetStencilFailOperation, StencilOperation_t, IMatRenderContext, m_pHardwareContext ); |
|
DEFINE_QUEUED_CALL_1( SetStencilZFailOperation, StencilOperation_t, IMatRenderContext, m_pHardwareContext ); |
|
DEFINE_QUEUED_CALL_1( SetStencilPassOperation, StencilOperation_t, IMatRenderContext, m_pHardwareContext ); |
|
DEFINE_QUEUED_CALL_1( SetStencilCompareFunction, StencilComparisonFunction_t, IMatRenderContext, m_pHardwareContext ); |
|
DEFINE_QUEUED_CALL_1( SetStencilReferenceValue, int, IMatRenderContext, m_pHardwareContext ); |
|
DEFINE_QUEUED_CALL_1( SetStencilTestMask, uint32, IMatRenderContext, m_pHardwareContext ); |
|
DEFINE_QUEUED_CALL_1( SetStencilWriteMask, uint32, IMatRenderContext, m_pHardwareContext ); |
|
DEFINE_QUEUED_CALL_5( ClearStencilBufferRectangle, int, int, int, int, int, IMatRenderContext, m_pHardwareContext ); |
|
|
|
DEFINE_QUEUED_CALL_2( SetShadowDepthBiasFactors, float, float, IMatRenderContext, m_pHardwareContext ); |
|
|
|
void PushCustomClipPlane( const float *p ) |
|
{ |
|
|
|
m_queue.QueueCall( m_pHardwareContext, &IMatRenderContext::PushCustomClipPlane, CUtlEnvelope<float>( p, 4 ) ); |
|
} |
|
|
|
DEFINE_QUEUED_CALL_0( PopCustomClipPlane, IMatRenderContext, m_pHardwareContext ); |
|
|
|
virtual void GetMaxToRender( IMesh *pMesh, bool bMaxUntilFlush, int *pMaxVerts, int *pMaxIndices ); |
|
virtual int GetMaxVerticesToRender( IMaterial *pMaterial ); |
|
virtual int GetMaxIndicesToRender( ) |
|
{ |
|
return INDEX_BUFFER_SIZE; |
|
} |
|
|
|
DEFINE_QUEUED_CALL_0( DisableAllLocalLights, IMatRenderContext, m_pHardwareContext ); |
|
|
|
int CompareMaterialCombos( IMaterial *pMaterial1, IMaterial *pMaterial2, int lightmapID1, int lightmapID2 ) |
|
{ |
|
CannotSupport(); |
|
return 0; |
|
} |
|
|
|
IMesh *GetFlexMesh(); |
|
|
|
void SetFlashlightStateEx( const FlashlightState_t &s, const VMatrix &m, ITexture *p ) |
|
{ |
|
m_queue.QueueCall( m_pHardwareContext, &IMatRenderContext::SetFlashlightStateEx, RefToVal( s ), RefToVal( m ), p ); |
|
} |
|
|
|
void SetScissorRect( const int nLeft, const int nTop, const int nRight, const int nBottom, const bool bEnableScissor ) |
|
{ |
|
m_queue.QueueCall( m_pHardwareContext, &IMatRenderContext::SetScissorRect, nLeft, nTop, nRight, nBottom, bEnableScissor ); |
|
} |
|
|
|
virtual void PushDeformation( const DeformationBase_t *pDef ) |
|
{ |
|
CannotSupport(); |
|
} |
|
|
|
void PopDeformation( ) |
|
{ |
|
CannotSupport(); |
|
} |
|
|
|
int GetNumActiveDeformations( ) const |
|
{ |
|
return 0; |
|
} |
|
|
|
ITexture *GetLocalCubemap() |
|
{ |
|
return m_pLocalCubemapTexture; |
|
} |
|
|
|
DEFINE_QUEUED_CALL_2( ClearBuffersObeyStencil, bool, bool, IMatRenderContext, m_pHardwareContext ); |
|
DEFINE_QUEUED_CALL_3( ClearBuffersObeyStencilEx, bool, bool, bool, IMatRenderContext, m_pHardwareContext ); |
|
DEFINE_QUEUED_CALL_0( PerformFullScreenStencilOperation, IMatRenderContext, m_pHardwareContext ); |
|
|
|
virtual void AsyncCreateTextureFromRenderTarget( ITexture* pSrcRt, const char* pDstName, ImageFormat dstFmt, bool bGenMips, int nAdditionalCreationFlags, IAsyncTextureOperationReceiver* pRecipient, void* pExtraArgs ) OVERRIDE |
|
{ |
|
OnAsyncCreateTextureFromRenderTarget( pSrcRt, &pDstName, pRecipient ); |
|
|
|
m_queue.QueueCall( m_pHardwareContext, &IMatRenderContext::AsyncCreateTextureFromRenderTarget, pSrcRt, pDstName, dstFmt, bGenMips, nAdditionalCreationFlags, pRecipient, pExtraArgs ); |
|
} |
|
|
|
virtual void AsyncMap( ITextureInternal* pTexToMap, IAsyncTextureOperationReceiver* pRecipient, void* pExtraArgs ) OVERRIDE |
|
{ |
|
OnAsyncMap( pTexToMap, pRecipient, pExtraArgs ); |
|
|
|
m_queue.QueueCall( m_pHardwareContext, &IMatRenderContextInternal::AsyncMap, pTexToMap, pRecipient, pExtraArgs ); |
|
} |
|
|
|
virtual void AsyncUnmap( ITextureInternal* pTexToUnmap ) OVERRIDE |
|
{ |
|
OnAsyncUnmap( pTexToUnmap ); |
|
|
|
m_queue.QueueCall( m_pHardwareContext, &IMatRenderContextInternal::AsyncUnmap, pTexToUnmap ); |
|
} |
|
|
|
virtual void AsyncCopyRenderTargetToStagingTexture( ITexture* pDst, ITexture* pSrc, IAsyncTextureOperationReceiver* pRecipient, void* pExtraArgs ) OVERRIDE |
|
{ |
|
OnAsyncCopyRenderTargetToStagingTexture( pDst, pSrc, pRecipient ); |
|
|
|
m_queue.QueueCall( m_pHardwareContext, &IMatRenderContextInternal::AsyncCopyRenderTargetToStagingTexture, pDst, pSrc, pRecipient, pExtraArgs ); |
|
} |
|
|
|
DEFINE_QUEUED_CALL_0( TextureManagerUpdate, IMatRenderContextInternal, m_pHardwareContext ); |
|
|
|
bool GetUserClipTransform( VMatrix &worldToView ) |
|
{ |
|
CannotSupport(); |
|
return false; |
|
} |
|
|
|
bool InFlashlightMode( void ) const |
|
{ |
|
CannotSupport(); |
|
return false; |
|
} |
|
|
|
virtual void SetFlashlightMode( bool bEnable ) |
|
{ |
|
m_bFlashlightEnable = bEnable; |
|
m_queue.QueueCall( m_pHardwareContext, &IMatRenderContext::SetFlashlightMode, bEnable ); |
|
} |
|
|
|
virtual bool GetFlashlightMode( void ) const { return m_bFlashlightEnable; } |
|
|
|
void BeginPIXEvent( unsigned long color, const char *pszName ) |
|
{ |
|
m_queue.QueueCall( m_pHardwareContext, &IMatRenderContext::BeginPIXEvent, color, CUtlEnvelope<const char *>( pszName ) ); |
|
} |
|
|
|
DEFINE_QUEUED_CALL_0( EndPIXEvent, IMatRenderContext, m_pHardwareContext ); |
|
|
|
void SetPIXMarker( unsigned long color, const char *pszName ) |
|
{ |
|
m_queue.QueueCall( m_pHardwareContext, &IMatRenderContext::SetPIXMarker, color, CUtlEnvelope<const char *>( pszName ) ); |
|
} |
|
|
|
DEFINE_QUEUED_CALL_0( ForceHardwareSync, IMatRenderContextInternal, m_pHardwareContext ); |
|
DEFINE_QUEUED_CALL_0( BeginFrame, IMatRenderContextInternal, m_pHardwareContext ); |
|
DEFINE_QUEUED_CALL_0( EndFrame, IMatRenderContextInternal, m_pHardwareContext ); |
|
|
|
void SetFrameTime( float frameTime ) |
|
{ |
|
m_queue.QueueCall( m_pHardwareContext, &IMatRenderContextInternal::SetFrameTime, frameTime ); |
|
m_FrameTime = frameTime; |
|
} |
|
|
|
DEFINE_QUEUED_CALL_0( BeginMorphAccumulation, IMatRenderContextInternal, m_pHardwareContext ); |
|
DEFINE_QUEUED_CALL_0( EndMorphAccumulation, IMatRenderContextInternal, m_pHardwareContext ); |
|
virtual void AccumulateMorph( IMorph* pMorph, int nMorphCount, const MorphWeight_t* pWeights ) |
|
{ |
|
// FIXME: Must copy off the morph weights here. Not sure the pattern for this. |
|
Assert( 0 ); |
|
} |
|
virtual bool GetMorphAccumulatorTexCoord( Vector2D *pTexCoord, IMorph *pIMorph, int nVertex ) |
|
{ |
|
// FIXME: We must assign morph ids in the queued mode |
|
// and pass the ids down to the morph mgr to get the texcoord |
|
Assert(0); |
|
pTexCoord->Init(); |
|
return false; |
|
} |
|
|
|
virtual void SetFlexWeights( int nFirstWeight, int nCount, const MorphWeight_t* pWeights ) |
|
{ |
|
Assert(0); |
|
} |
|
|
|
//------------------------------------------------------------------------- |
|
|
|
DEFINE_QUEUED_CALL_AFTER_BASE_1( SetCurrentMaterialInternal, IMaterialInternal *, IMatRenderContextInternal, m_pHardwareContext ); |
|
DEFINE_QUEUED_CALL_AFTER_BASE_1( SetCurrentProxy, void *, IMatRenderContextInternal, m_pHardwareContext ); |
|
|
|
int GetLightmapPage() |
|
{ |
|
CannotSupport(); |
|
return 0; |
|
} |
|
|
|
void ForceDepthFuncEquals( bool ) |
|
{ |
|
CannotSupport(); |
|
} |
|
|
|
void BindStandardTexture( Sampler_t, StandardTextureId_t ) |
|
{ |
|
CannotSupport(); |
|
} |
|
|
|
void GetLightmapDimensions( int *, int * ) |
|
{ |
|
CannotSupport(); |
|
} |
|
|
|
MorphFormat_t GetBoundMorphFormat() |
|
{ |
|
CannotSupport(); |
|
return (MorphFormat_t)0; |
|
} |
|
|
|
void DrawClearBufferQuad( unsigned char, unsigned char, unsigned char, unsigned char, bool, bool, bool ) |
|
{ |
|
CannotSupport(); |
|
} |
|
|
|
void BeginBatch( IMesh* pIndices ); |
|
void BindBatch( IMesh* pVertices, IMaterial *pAutoBind = NULL ); |
|
void DrawBatch(int firstIndex, int numIndices ); |
|
void EndBatch(); |
|
|
|
// Color correction related methods.. |
|
// Client cannot call IColorCorrectionSystem directly because it is not thread-safe |
|
// FIXME: Make IColorCorrectionSystem threadsafe? |
|
virtual ColorCorrectionHandle_t AddLookup( const char *pName ); |
|
virtual void LockLookup( ColorCorrectionHandle_t handle ); |
|
virtual void LoadLookup( ColorCorrectionHandle_t handle, const char *pLookupName ); |
|
virtual void UnlockLookup( ColorCorrectionHandle_t handle ); |
|
virtual bool RemoveLookup( ColorCorrectionHandle_t handle ); |
|
|
|
DEFINE_QUEUED_CALL_1( EnableColorCorrection, bool, IColorCorrectionSystem, g_pColorCorrectionSystem ); |
|
DEFINE_QUEUED_CALL_0( ResetLookupWeights, IColorCorrectionSystem, g_pColorCorrectionSystem ); |
|
DEFINE_QUEUED_CALL_2( SetLookupWeight, ColorCorrectionHandle_t, float, IColorCorrectionSystem, g_pColorCorrectionSystem ); |
|
DEFINE_QUEUED_CALL_2( SetResetable, ColorCorrectionHandle_t, bool, IColorCorrectionSystem, g_pColorCorrectionSystem ); |
|
|
|
DEFINE_QUEUED_CALL_1( SetFullScreenDepthTextureValidityFlag, bool, IMatRenderContext, m_pHardwareContext ); |
|
|
|
void SetToneMappingScaleLinear( const Vector &scale ) |
|
{ |
|
m_queue.QueueCall( m_pHardwareContext, &IMatRenderContext::SetToneMappingScaleLinear, RefToVal( scale ) ); |
|
m_LastSetToneMapScale = Vector( scale ); |
|
} |
|
|
|
|
|
void DeferredBeginBatch( uint16 *pIndexData, int nIndices ); |
|
void DeferredDrawPrimList( IMesh *pMesh, CPrimList *pLists, int nLists ); |
|
void DeferredSetFlexMesh( IMesh *pStaticMesh, int nVertexOffsetInBytes ); |
|
|
|
#if defined( _X360 ) |
|
DEFINE_QUEUED_CALL_1( PushVertexShaderGPRAllocation, int, IMatRenderContext, m_pHardwareContext ); |
|
DEFINE_QUEUED_CALL_0( PopVertexShaderGPRAllocation, IMatRenderContext, m_pHardwareContext ); |
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#endif |
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// A special path used to tick the front buffer while loading on the 360 |
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DEFINE_QUEUED_CALL_4( SetNonInteractivePacifierTexture, ITexture *, float, float, float, IMatRenderContext, m_pHardwareContext ); |
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DEFINE_QUEUED_CALL_2( SetNonInteractiveTempFullscreenBuffer, ITexture *, MaterialNonInteractiveMode_t, IMatRenderContext, m_pHardwareContext ); |
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DEFINE_QUEUED_CALL_1( EnableNonInteractiveMode, MaterialNonInteractiveMode_t, IMatRenderContext, m_pHardwareContext ); |
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DEFINE_QUEUED_CALL_0( RefreshFrontBufferNonInteractive, IMatRenderContext, m_pHardwareContext ); |
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//-------------------------------------------------------- |
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// Memory allocation calls for queued mesh, et. al. |
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//-------------------------------------------------------- |
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byte *AllocVertices( int nVerts, int nVertexSize ); |
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uint16 *AllocIndices( int nIndices ); |
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CPrimList *AllocPrimLists( int nPrimLists ); |
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byte *ReallocVertices( byte *pVerts, int nVertsOld, int nVertsNew, int nVertexSize ); |
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uint16 *ReallocIndices( uint16 *pIndices, int nIndicesOld, int nIndicesNew ); |
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void FreeVertices( byte *pVerts, int nVerts, int nVertexSize ); |
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void FreeIndices( uint16 *pIndices, int nIndices ); |
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void FreePrimLists( CPrimList * ); |
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//-------------------------------------------------------- |
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// debug logging - no-op in queued context |
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//-------------------------------------------------------- |
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virtual void Printf( PRINTF_FORMAT_STRING const char *fmt, ... ) {}; |
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virtual void PrintfVA( char *fmt, va_list vargs ){}; |
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virtual float Knob( char *knobname, float *setvalue=NULL ) { return 0.0f; }; |
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#ifdef DX_TO_GL_ABSTRACTION |
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void DoStartupShaderPreloading( void ) {}; |
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#endif |
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private: |
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void QueueMatrixSync(); |
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//friend class CMatQueuedMesh; |
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friend class CCallQueueExternal; |
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CMatCallQueue m_queue; |
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CMatQueuedMesh *m_pQueuedMesh; |
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CMatRenderContextBase *m_pHardwareContext; |
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int m_iRenderDepth; |
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int m_WidthBackBuffer, m_HeightBackBuffer; |
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int m_nBoneCount; |
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MaterialFogMode_t m_FogMode; |
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float m_flFogStart; |
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float m_flFogEnd; |
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float m_flFogZ; |
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float m_flFogMaxDensity; |
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color24 m_FogColor; |
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CMemoryStack m_Vertices; |
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CMemoryStack m_Indices; |
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class CCallQueueExternal : public ICallQueue |
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{ |
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void QueueFunctorInternal( CFunctor *pFunctor ) |
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{ |
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GET_OUTER( CMatQueuedRenderContext, m_CallQueueExternal )->m_queue.QueueFunctor( pFunctor ); |
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pFunctor->Release(); |
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} |
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}; |
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CCallQueueExternal m_CallQueueExternal; |
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}; |
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//----------------------------------------------------------------------------- |
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#include "tier0/memdbgoff.h" |
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#endif // CMATQUEUEDRENDERCONTEXT_H
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