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184 lines
4.6 KiB
184 lines
4.6 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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// $Workfile: $ |
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// $Date: $ |
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// $NoKeywords: $ |
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//=============================================================================// |
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// C callable material system interface for the utils. |
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#include "materialsystem/imaterialsystem.h" |
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#include "materialsystem/imaterial.h" |
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#include "materialsystem/imaterialvar.h" |
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#include <cmdlib.h> |
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#include "utilmatlib.h" |
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#include "tier0/dbg.h" |
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#include <windows.h> |
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#include "filesystem.h" |
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#include "materialsystem/materialsystem_config.h" |
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#include "mathlib/Mathlib.h" |
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void LoadMaterialSystemInterface( CreateInterfaceFn fileSystemFactory ) |
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{ |
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if( g_pMaterialSystem ) |
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return; |
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// materialsystem.dll should be in the path, it's in bin along with vbsp. |
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const char *pDllName = "materialsystem.dll"; |
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CSysModule *materialSystemDLLHInst; |
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materialSystemDLLHInst = g_pFullFileSystem->LoadModule( pDllName ); |
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if( !materialSystemDLLHInst ) |
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{ |
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Error( "Can't load MaterialSystem.dll\n" ); |
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} |
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CreateInterfaceFn clientFactory = Sys_GetFactory( materialSystemDLLHInst ); |
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if ( clientFactory ) |
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{ |
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g_pMaterialSystem = (IMaterialSystem *)clientFactory( MATERIAL_SYSTEM_INTERFACE_VERSION, NULL ); |
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if ( !g_pMaterialSystem ) |
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{ |
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Error( "Could not get the material system interface from materialsystem.dll (" __FILE__ ")" ); |
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} |
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} |
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else |
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{ |
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Error( "Could not find factory interface in library MaterialSystem.dll" ); |
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} |
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if (!g_pMaterialSystem->Init( "shaderapiempty.dll", 0, fileSystemFactory )) |
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{ |
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Error( "Could not start the empty shader (shaderapiempty.dll)!" ); |
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} |
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} |
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void InitMaterialSystem( const char *materialBaseDirPath, CreateInterfaceFn fileSystemFactory ) |
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{ |
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LoadMaterialSystemInterface( fileSystemFactory ); |
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MaterialSystem_Config_t config; |
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g_pMaterialSystem->OverrideConfig( config, false ); |
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} |
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void ShutdownMaterialSystem( ) |
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{ |
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if ( g_pMaterialSystem ) |
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{ |
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g_pMaterialSystem->Shutdown(); |
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g_pMaterialSystem = NULL; |
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} |
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} |
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MaterialSystemMaterial_t FindMaterial( const char *materialName, bool *pFound, bool bComplain ) |
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{ |
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IMaterial *pMat = g_pMaterialSystem->FindMaterial( materialName, TEXTURE_GROUP_OTHER, bComplain ); |
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MaterialSystemMaterial_t matHandle = pMat; |
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if ( pFound ) |
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{ |
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*pFound = true; |
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if ( IsErrorMaterial( pMat ) ) |
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*pFound = false; |
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} |
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return matHandle; |
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} |
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void GetMaterialDimensions( MaterialSystemMaterial_t materialHandle, int *width, int *height ) |
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{ |
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PreviewImageRetVal_t retVal; |
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ImageFormat dummyImageFormat; |
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IMaterial *material = ( IMaterial * )materialHandle; |
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bool translucent; |
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retVal = material->GetPreviewImageProperties( width, height, &dummyImageFormat, &translucent ); |
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if (retVal != MATERIAL_PREVIEW_IMAGE_OK ) |
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{ |
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#if 0 |
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if (retVal == MATERIAL_PREVIEW_IMAGE_BAD ) |
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{ |
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Error( "problem getting preview image for %s", |
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g_pMaterialSystem->GetMaterialName( materialInfo[matID].materialHandle ) ); |
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} |
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#else |
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*width = 128; |
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*height = 128; |
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#endif |
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} |
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} |
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void GetMaterialReflectivity( MaterialSystemMaterial_t materialHandle, float *reflectivityVect ) |
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{ |
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IMaterial *material = ( IMaterial * )materialHandle; |
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const IMaterialVar *reflectivityVar; |
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bool found; |
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reflectivityVar = material->FindVar( "$reflectivity", &found, false ); |
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if( !found ) |
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{ |
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Vector tmp; |
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material->GetReflectivity( tmp ); |
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VectorCopy( tmp.Base(), reflectivityVect ); |
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} |
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else |
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{ |
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reflectivityVar->GetVecValue( reflectivityVect, 3 ); |
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} |
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} |
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int GetMaterialShaderPropertyBool( MaterialSystemMaterial_t materialHandle, int propID ) |
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{ |
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IMaterial *material = ( IMaterial * )materialHandle; |
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switch( propID ) |
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{ |
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case UTILMATLIB_NEEDS_BUMPED_LIGHTMAPS: |
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return material->GetPropertyFlag( MATERIAL_PROPERTY_NEEDS_BUMPED_LIGHTMAPS ); |
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case UTILMATLIB_NEEDS_LIGHTMAP: |
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return material->GetPropertyFlag( MATERIAL_PROPERTY_NEEDS_LIGHTMAP ); |
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default: |
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Assert( 0 ); |
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return 0; |
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} |
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} |
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int GetMaterialShaderPropertyInt( MaterialSystemMaterial_t materialHandle, int propID ) |
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{ |
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IMaterial *material = ( IMaterial * )materialHandle; |
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switch( propID ) |
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{ |
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case UTILMATLIB_OPACITY: |
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if (material->IsTranslucent()) |
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return UTILMATLIB_TRANSLUCENT; |
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if (material->IsAlphaTested()) |
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return UTILMATLIB_ALPHATEST; |
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return UTILMATLIB_OPAQUE; |
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default: |
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Assert( 0 ); |
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return 0; |
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} |
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} |
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const char *GetMaterialVar( MaterialSystemMaterial_t materialHandle, const char *propertyName ) |
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{ |
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IMaterial *material = ( IMaterial * )materialHandle; |
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IMaterialVar *var; |
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bool found; |
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var = material->FindVar( propertyName, &found, false ); |
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if( found ) |
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{ |
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return var->GetStringValue(); |
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} |
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else |
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{ |
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return NULL; |
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} |
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} |
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const char *GetMaterialShaderName( MaterialSystemMaterial_t materialHandle ) |
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{ |
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IMaterial *material = ( IMaterial * )materialHandle; |
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return material->GetShaderName(); |
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}
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