Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//===========================================================================//
#ifndef MATSYSTEMSURFACE_H
#define MATSYSTEMSURFACE_H
#ifdef _WIN32
#pragma once
#endif
#include <vgui/VGUI.h>
#include <vgui/ISurface.h>
#include <vgui/IPanel.h>
#include <vgui/IClientPanel.h>
#include <vgui_controls/Panel.h>
#include <vgui/IInput.h>
#include <vgui_controls/Controls.h>
#include <vgui/Point.h>
#include "materialsystem/imaterialsystem.h"
#include "VGuiMatSurface/IMatSystemSurface.h"
#include "materialsystem/imesh.h"
#include "materialsystem/imaterial.h"
#include "utlvector.h"
#include "utlsymbol.h"
#include "materialsystem/MaterialSystemUtil.h"
#include "tier1/utldict.h"
#include "tier3/tier3.h"
using namespace vgui;
class IImage;
extern class IMaterialSystem *g_pMaterialSystem;
//-----------------------------------------------------------------------------
// The default material system embedded panel
//-----------------------------------------------------------------------------
class CMatEmbeddedPanel : public vgui::Panel
{
typedef vgui::Panel BaseClass;
public:
CMatEmbeddedPanel();
virtual void OnThink();
VPANEL IsWithinTraverse(int x, int y, bool traversePopups);
};
//-----------------------------------------------------------------------------
//
// Implementation of the VGUI surface on top of the material system
//
//-----------------------------------------------------------------------------
class CMatSystemSurface : public CTier3AppSystem< IMatSystemSurface >
{
typedef CTier3AppSystem< IMatSystemSurface > BaseClass;
public:
CMatSystemSurface();
virtual ~CMatSystemSurface();
// Methods of IAppSystem
virtual bool Connect( CreateInterfaceFn factory );
virtual void Disconnect();
virtual void *QueryInterface( const char *pInterfaceName );
virtual InitReturnVal_t Init();
virtual void Shutdown();
// initialization
virtual void SetEmbeddedPanel(vgui::VPANEL pEmbeddedPanel);
// returns true if a panel is minimzed
bool IsMinimized(vgui::VPANEL panel);
// Sets the only panel to draw. Set to NULL to clear.
void RestrictPaintToSinglePanel(vgui::VPANEL panel);
// frame
virtual void RunFrame();
// implementation of vgui::ISurface
virtual vgui::VPANEL GetEmbeddedPanel();
// drawing context
virtual void PushMakeCurrent(vgui::VPANEL panel,bool useInSets);
virtual void PopMakeCurrent(vgui::VPANEL panel);
// rendering functions
virtual void DrawSetColor(int r,int g,int b,int a);
virtual void DrawSetColor(Color col);
virtual void DrawLine( int x0, int y0, int x1, int y1 );
virtual void DrawTexturedLine( const vgui::Vertex_t &a, const vgui::Vertex_t &b );
virtual void DrawPolyLine(int *px, int *py, int numPoints);
virtual void DrawTexturedPolyLine( const vgui::Vertex_t *p, int n );
virtual void DrawFilledRect(int x0, int y0, int x1, int y1);
virtual void DrawFilledRectArray( IntRect *pRects, int numRects );
virtual void DrawFilledRectFastFade( int x0, int y0, int x1, int y1, int fadeStartPt, int fadeEndPt, unsigned int alpha0, unsigned int alpha1, bool bHorizontal );
virtual void DrawFilledRectFade( int x0, int y0, int x1, int y1, unsigned int alpha0, unsigned int alpha1, bool bHorizontal );
virtual void DrawOutlinedRect(int x0, int y0, int x1, int y1);
virtual void DrawOutlinedCircle(int x, int y, int radius, int segments);
// textured rendering functions
virtual int CreateNewTextureID( bool procedural = false );
virtual bool IsTextureIDValid(int id);
virtual bool DrawGetTextureFile(int id, char *filename, int maxlen );
virtual int DrawGetTextureId( char const *filename );
virtual int DrawGetTextureId( ITexture *pTexture );
virtual void DrawSetTextureFile(int id, const char *filename, int hardwareFilter, bool forceReload);
virtual void DrawSetTexture(int id);
virtual void DrawGetTextureSize(int id, int &wide, int &tall);
virtual bool DeleteTextureByID(int id);
virtual IVguiMatInfo *DrawGetTextureMatInfoFactory(int id);
virtual void DrawSetTextureRGBA(int id, const unsigned char *rgba, int wide, int tall, int hardwareFilter, bool forceReload);
virtual void DrawTexturedRect(int x0, int y0, int x1, int y1);
virtual void DrawTexturedSubRect( int x0, int y0, int x1, int y1, float texs0, float text0, float texs1, float text1 );
virtual void DrawTexturedPolygon(int n, vgui::Vertex_t *pVertices, bool bClipVertices = true );
virtual void DrawPrintText(const wchar_t *text, int textLen, FontDrawType_t drawType = FONT_DRAW_DEFAULT);
virtual void DrawUnicodeChar(wchar_t wch, FontDrawType_t drawType = FONT_DRAW_DEFAULT );
virtual void DrawUnicodeString( const wchar_t *pwString, FontDrawType_t drawType = FONT_DRAW_DEFAULT );
virtual void DrawSetTextFont(vgui::HFont font);
virtual void DrawFlushText();
virtual void DrawSetTextColor(int r, int g, int b, int a);
virtual void DrawSetTextColor(Color col);
virtual void DrawSetTextScale(float sx, float sy);
virtual void DrawSetTextPos(int x, int y);
virtual void DrawGetTextPos(int& x,int& y);
virtual vgui::IHTML *CreateHTMLWindow(vgui::IHTMLEvents *events,vgui::VPANEL context);
virtual void PaintHTMLWindow(vgui::IHTML *htmlwin);
virtual void DeleteHTMLWindow(vgui::IHTML *htmlwin);
virtual bool BHTMLWindowNeedsPaint(IHTML *htmlwin);
virtual void GetScreenSize(int &wide, int &tall);
virtual void SetAsTopMost(vgui::VPANEL panel, bool state);
virtual void BringToFront(vgui::VPANEL panel);
virtual void SetForegroundWindow (vgui::VPANEL panel);
virtual void SetPanelVisible(vgui::VPANEL panel, bool state);
virtual void SetMinimized(vgui::VPANEL panel, bool state);
virtual void FlashWindow(vgui::VPANEL panel, bool state);
virtual void SetTitle(vgui::VPANEL panel, const wchar_t *title);
virtual const wchar_t *GetTitle( vgui::VPANEL panel );
virtual void SetAsToolBar(vgui::VPANEL panel, bool state); // removes the window's task bar entry (for context menu's, etc.)
// windows stuff
virtual void CreatePopup(VPANEL panel, bool minimized, bool showTaskbarIcon = true, bool disabled = false, bool mouseInput = true , bool kbInput = true);
virtual void SwapBuffers(vgui::VPANEL panel);
virtual void Invalidate(vgui::VPANEL panel);
virtual void SetCursor(vgui::HCursor cursor);
virtual bool IsCursorVisible();
virtual void SetCursorAlwaysVisible(bool visible);
virtual void ApplyChanges();
virtual bool IsWithin(int x, int y);
virtual bool HasFocus();
virtual bool SupportsFeature(SurfaceFeature_e feature);
// engine-only focus handling (replacing WM_FOCUS windows handling)
virtual void SetTopLevelFocus(vgui::VPANEL panel);
// fonts
virtual vgui::HFont CreateFont();
virtual bool SetFontGlyphSet(vgui::HFont font, const char *windowsFontName, int tall, int weight, int blur, int scanlines, int flags, int nRangeMin = 0, int nRangeMax = 0);
virtual bool SetBitmapFontGlyphSet(vgui::HFont font, const char *windowsFontName, float scalex, float scaley, int flags);
virtual int GetFontTall(HFont font);
virtual int GetFontTallRequested(HFont font);
virtual int GetFontAscent(HFont font, wchar_t wch);
virtual bool IsFontAdditive(HFont font);
virtual void GetCharABCwide(HFont font, int ch, int &a, int &b, int &c);
virtual void GetTextSize(HFont font, const wchar_t *text, int &wide, int &tall);
virtual int GetCharacterWidth(vgui::HFont font, int ch);
virtual bool AddCustomFontFile(const char *fontName, const char *fontFileName);
virtual bool AddBitmapFontFile(const char *fontFileName);
virtual void SetBitmapFontName( const char *pName, const char *pFontFilename );
virtual const char *GetBitmapFontName( const char *pName );
virtual void PrecacheFontCharacters(HFont font, const wchar_t *pCharacters);
virtual void ClearTemporaryFontCache( void );
virtual const char *GetFontName( HFont font );
virtual const char *GetFontFamilyName( HFont font );
// GameUI-only accessed functions
// uploads a part of a texture, used for font rendering
void DrawSetSubTextureRGBA(int textureID, int drawX, int drawY, unsigned const char *rgba, int subTextureWide, int subTextureTall);
void DrawUpdateRegionTextureRGBA( int nTextureID, int x, int y, const unsigned char *pchData, int wide, int tall, ImageFormat imageFormat );
// notify icons?!?
virtual vgui::VPANEL GetNotifyPanel();
virtual void SetNotifyIcon(vgui::VPANEL context, vgui::HTexture icon, vgui::VPANEL panelToReceiveMessages, const char *text);
// plays a sound
virtual void PlaySound(const char *fileName);
//!! these functions Should not be accessed directly, but only through other vgui items
//!! need to move these to seperate interface
virtual int GetPopupCount();
virtual vgui::VPANEL GetPopup( int index );
virtual bool ShouldPaintChildPanel(vgui::VPANEL childPanel);
virtual bool RecreateContext(vgui::VPANEL panel);
virtual void AddPanel(vgui::VPANEL panel);
virtual void ReleasePanel(vgui::VPANEL panel);
virtual void MovePopupToFront(vgui::VPANEL panel);
virtual void SolveTraverse(vgui::VPANEL panel, bool forceApplySchemeSettings);
virtual void PaintTraverse(vgui::VPANEL panel);
virtual void EnableMouseCapture(vgui::VPANEL panel, bool state);
virtual void SetWorkspaceInsets( int left, int top, int right, int bottom );
virtual void GetWorkspaceBounds(int &x, int &y, int &wide, int &tall);
// Hook needed to Get input to work
virtual void AttachToWindow( void *hwnd, bool bLetAppDriveInput );
virtual bool HandleInputEvent( const InputEvent_t &event );
void InitFullScreenBuffer( const char *pszRenderTargetName );
virtual void Set3DPaintTempRenderTarget( const char *pRenderTargetName );
virtual void Reset3DPaintTempRenderTarget( void );
// Begins, ends 3D painting
virtual void Begin3DPaint( int iLeft, int iTop, int iRight, int iBottom, bool bRenderToTexture = true );
virtual void End3DPaint();
virtual void BeginSkinCompositionPainting() OVERRIDE;
virtual void EndSkinCompositionPainting() OVERRIDE;
// Disable clipping during rendering
virtual void DisableClipping( bool bDisable ) OVERRIDE;
virtual void GetClippingRect( int &left, int &top, int &right, int &bottom, bool &bClippingDisabled ) OVERRIDE;
virtual void SetClippingRect( int left, int top, int right, int bottom ) OVERRIDE;
// Prevents vgui from changing the cursor
virtual bool IsCursorLocked() const;
// Sets the mouse Get + Set callbacks
virtual void SetMouseCallbacks( GetMouseCallback_t GetFunc, SetMouseCallback_t SetFunc );
// Tells the surface to ignore windows messages
virtual void EnableWindowsMessages( bool bEnable );
// Installs a function to play sounds
virtual void InstallPlaySoundFunc( PlaySoundFunc_t soundFunc );
// Some drawing methods that cannot be accomplished under Win32
virtual void DrawColoredCircle( int centerx, int centery, float radius, int r, int g, int b, int a );
virtual int DrawColoredText( vgui::HFont font, int x, int y, int r, int g, int b, int a, PRINTF_FORMAT_STRING const char *fmt, ... );
virtual void DrawColoredTextRect( vgui::HFont font, int x, int y, int w, int h, int r, int g, int b, int a, PRINTF_FORMAT_STRING const char *fmt, ... );
virtual void DrawTextHeight( vgui::HFont font, int w, int& h, PRINTF_FORMAT_STRING const char *fmt, ... );
// Returns the length in pixels of the text
virtual int DrawTextLen( vgui::HFont font, PRINTF_FORMAT_STRING const char *fmt, ... );
// Draws a panel in 3D space.
virtual void DrawPanelIn3DSpace( vgui::VPANEL pRootPanel, const VMatrix &panelCenterToWorld, int pw, int ph, float sw, float sh );
// Only visible within vguimatsurface
void DrawSetTextureMaterial(int id, IMaterial *pMaterial);
void ReferenceProceduralMaterial( int id, int referenceId, IMaterial *pMaterial );
// new stuff for Alfreds VGUI2 port!!
virtual bool InEngine() { return true; }
void GetProportionalBase( int &width, int &height ) { width = BASE_WIDTH; height = BASE_HEIGHT; }
virtual bool HasCursorPosFunctions() { return true; }
virtual void SetModalPanel(VPANEL );
virtual VPANEL GetModalPanel();
virtual void UnlockCursor();
virtual void LockCursor();
virtual void SetTranslateExtendedKeys(bool state);
virtual VPANEL GetTopmostPopup();
virtual void GetAbsoluteWindowBounds(int &x, int &y, int &wide, int &tall);
virtual void CalculateMouseVisible();
virtual bool NeedKBInput();
virtual void SurfaceGetCursorPos(int &x, int &y);
virtual void SurfaceSetCursorPos(int x, int y);
virtual void MovePopupToBack(VPANEL panel);
virtual bool IsInThink( VPANEL panel);
virtual bool DrawGetUnicodeCharRenderInfo( wchar_t ch, CharRenderInfo& info );
virtual void DrawRenderCharFromInfo( const CharRenderInfo& info );
// global alpha setting functions
// affect all subsequent draw calls - shouldn't normally be used directly, only in Panel::PaintTraverse()
virtual void DrawSetAlphaMultiplier( float alpha /* [0..1] */ );
virtual float DrawGetAlphaMultiplier();
// web browser
virtual void SetAllowHTMLJavaScript( bool state );
// video mode changing
virtual void OnScreenSizeChanged( int nOldWidth, int nOldHeight );
virtual vgui::HCursor CreateCursorFromFile( char const *curOrAniFile, char const *pPathID );
virtual void PaintTraverseEx(VPANEL panel, bool paintPopups = false );
virtual float GetZPos() const;
virtual void SetPanelForInput( VPANEL vpanel );
virtual vgui::IImage *GetIconImageForFullPath( char const *pFullPath );
virtual void DestroyTextureID( int id );
virtual const char *GetResolutionKey( void ) const;
virtual bool ForceScreenSizeOverride( bool bState, int wide, int tall );
// LocalToScreen, ParentLocalToScreen fixups for explicit PaintTraverse calls on Panels not at 0, 0 position
virtual bool ForceScreenPosOffset( bool bState, int x, int y );
virtual void OffsetAbsPos( int &x, int &y );
virtual void GetKernedCharWidth( HFont font, wchar_t ch, wchar_t chBefore, wchar_t chAfter, float &wide, float &flabcA );
virtual const char *GetWebkitHTMLUserAgentString() { return "Valve Client"; }
virtual void *Deprecated_AccessChromeHTMLController() { return NULL; }
virtual void SetFullscreenViewport( int x, int y, int w, int h ) OVERRIDE;
virtual void SetFullscreenViewportAndRenderTarget( int x, int y, int w, int h, ITexture *pRenderTarget ) OVERRIDE;
virtual void GetFullscreenViewportAndRenderTarget( int & x, int & y, int & w, int & h, ITexture **ppRenderTarget ) OVERRIDE;
virtual void GetFullscreenViewport( int & x, int & y, int & w, int & h ) OVERRIDE;
virtual void PushFullscreenViewport() OVERRIDE;
virtual void PopFullscreenViewport() OVERRIDE;
// support for software cursors
virtual void SetSoftwareCursor( bool bUseSoftwareCursor ) OVERRIDE;
virtual void PaintSoftwareCursor() OVERRIDE;
// Methods of ILocalizeTextQuery
public:
//virtual int ComputeTextWidth( const wchar_t *pString );
// Causes fonts to get reloaded, etc.
virtual void ResetFontCaches();
virtual bool IsScreenSizeOverrideActive( void );
virtual bool IsScreenPosOverrideActive( void );
virtual IMaterial *DrawGetTextureMaterial( int id );
virtual int GetTextureNumFrames( int id );
virtual void DrawSetTextureFrame( int id, int nFrame, unsigned int *pFrameCache );
private:
//void DrawRenderCharInternal( const FontCharRenderInfo& info );
void DrawRenderCharInternal( const CharRenderInfo& info );
private:
enum { BASE_HEIGHT = 480, BASE_WIDTH = 640 };
struct PaintState_t
{
vgui::VPANEL m_pPanel;
int m_iTranslateX;
int m_iTranslateY;
int m_iScissorLeft;
int m_iScissorRight;
int m_iScissorTop;
int m_iScissorBottom;
};
// material Setting method
void InternalSetMaterial( IMaterial *material = NULL );
// Draws the fullscreen buffer into the panel
void DrawFullScreenBuffer( int nLeft, int nTop, int nRight, int nBottom );
// Helper method to initialize vertices (transforms them into screen space too)
void InitVertex( vgui::Vertex_t &vertex, int x, int y, float u, float v );
// Draws a quad + quad array
void DrawQuad( const vgui::Vertex_t &ul, const vgui::Vertex_t &lr, unsigned char *pColor );
void DrawQuadArray( int numQuads, vgui::Vertex_t *pVerts, unsigned char *pColor, bool bShouldClip = true );
// Necessary to wrap the rendering
void StartDrawing( void );
void StartDrawingIn3DSpace( const VMatrix &screenToWorld, int pw, int ph, float sw, float sh );
void FinishDrawing( void );
// Sets up a particular painting state...
void SetupPaintState( const PaintState_t &paintState );
void ResetPopupList();
void AddPopup( vgui::VPANEL panel );
void RemovePopup( vgui::VPANEL panel );
void AddPopupsToList( vgui::VPANEL panel );
// Helper for drawing colored text
int DrawColoredText( vgui::HFont font, int x, int y, int r, int g, int b, int a, const char *fmt, va_list argptr );
void SearchForWordBreak( vgui::HFont font, char *text, int& chars, int& pixels );
void InternalThinkTraverse(VPANEL panel);
void InternalSolveTraverse(VPANEL panel);
void InternalSchemeSettingsTraverse(VPANEL panel, bool forceApplySchemeSettings);
// handles mouse movement
void SetCursorPos(int x, int y);
void GetCursorPos(int &x, int &y);
void DrawTexturedLineInternal( const Vertex_t &a, const Vertex_t &b );
// Gets texture coordinates for drawing the full screen buffer
void GetFullScreenTexCoords( int x, int y, int w, int h, float *pMinU, float *pMinV, float *pMaxU, float *pMaxV );
// Is a panel under the restricted panel?
bool IsPanelUnderRestrictedPanel( VPANEL panel );
// Point Translation for current panel
int m_nTranslateX;
int m_nTranslateY;
// alpha multiplier for current panel [0..1]
float m_flAlphaMultiplier;
// The size of the window to draw into
int m_pSurfaceExtents[4];
// Color for drawing all non-text things
unsigned char m_DrawColor[4];
// Color for drawing text
unsigned char m_DrawTextColor[4];
// Location of text rendering
int m_pDrawTextPos[2];
// Meshbuilder used for drawing
IMesh* m_pMesh;
CMeshBuilder meshBuilder;
// White material used for drawing non-textured things
CMaterialReference m_pWhite;
// Used for 3D-rendered images
CTextureReference m_FullScreenBuffer;
CMaterialReference m_FullScreenBufferMaterial;
int m_nFullScreenBufferMaterialId;
CUtlString m_FullScreenBufferName;
bool m_bUsingTempFullScreenBufferMaterial;
// Root panel
vgui::VPANEL m_pEmbeddedPanel;
vgui::Panel *m_pDefaultEmbeddedPanel;
vgui::VPANEL m_pRestrictedPanel;
// List of pop-up panels based on the type enum above (draw order vs last clicked)
CUtlVector<vgui::HPanel> m_PopupList;
// Stack of paint state...
CUtlVector< PaintState_t > m_PaintStateStack;
vgui::HFont m_hCurrentFont;
vgui::HCursor _currentCursor;
bool m_cursorAlwaysVisible;
// The currently bound texture
int m_iBoundTexture;
// font drawing batching code
enum { MAX_BATCHED_CHAR_VERTS = 4096 };
vgui::Vertex_t m_BatchedCharVerts[ MAX_BATCHED_CHAR_VERTS ];
int m_nBatchedCharVertCount;
// What's the rectangle we're drawing in 3D paint mode?
int m_n3DLeft, m_n3DRight, m_n3DTop, m_n3DBottom;
// Are we painting in 3D? (namely drawing 3D objects *inside* the vgui panel)
bool m_bIn3DPaintMode : 1;
// If we are in 3d Paint mode, are we rendering to a texture? (Or directly to the screen)
bool m_b3DPaintRenderToTexture : 1;
// Are we drawing the vgui panel in the 3D world somewhere?
bool m_bDrawingIn3DWorld : 1;
// Is the app gonna call HandleInputEvent?
bool m_bAppDrivesInput : 1;
// Are we currently in the think() loop
bool m_bInThink : 1;
bool m_bNeedsKeyboard : 1;
bool m_bNeedsMouse : 1;
bool m_bAllowJavaScript : 1;
int m_nLastInputPollCount;
VPANEL m_CurrentThinkPanel;
// The attached HWND
void *m_HWnd;
// Installed function to play sounds
PlaySoundFunc_t m_PlaySoundFunc;
int m_WorkSpaceInsets[4];
class TitleEntry
{
public:
TitleEntry()
{
panel = NULL;
title[0] = 0;
}
vgui::VPANEL panel;
wchar_t title[128];
};
CUtlVector< TitleEntry > m_Titles;
CUtlVector< CUtlSymbol > m_CustomFontFileNames;
CUtlVector< CUtlSymbol > m_BitmapFontFileNames;
CUtlDict< int, int > m_BitmapFontFileMapping;
float m_flZPos;
CUtlDict< vgui::IImage *, unsigned short > m_FileTypeImages;
int GetTitleEntry( vgui::VPANEL panel );
virtual void DrawSetTextureRGBAEx(int id, const unsigned char *rgba, int wide, int tall, ImageFormat format );
struct ScreenOverride_t
{
ScreenOverride_t() : m_bActive( false )
{
m_nValue[ 0 ] = m_nValue[ 1 ] = 0;
}
bool m_bActive;
int m_nValue[ 2 ];
};
ScreenOverride_t m_ScreenSizeOverride;
ScreenOverride_t m_ScreenPosOverride;
int m_nFullscreenViewportX;
int m_nFullscreenViewportY;
int m_nFullscreenViewportWidth;
int m_nFullscreenViewportHeight;
ITexture *m_pFullscreenRenderTarget;
#ifdef LINUX
struct font_entry
{
void *data;
int size;
};
static CUtlDict< font_entry, unsigned short > m_FontData;
static void *FontDataHelper( const char *pchFontName, int &size, const char *fontFileName );
#endif
};
#if GLMDEBUG
class MatSurfFuncLogger // rip off of GLMFuncLogger - figure out a way to reunify these soon
{
public:
// simple function log
MatSurfFuncLogger( char *funcName )
{
CMatRenderContextPtr prc( g_pMaterialSystem );
m_funcName = funcName;
m_earlyOut = false;
prc->Printf( ">%s", m_funcName );
};
// more advanced version lets you pass args (i.e. called parameters or anything else of interest)
// no macro for this one, since no easy way to pass through the args as well as the funcname
MatSurfFuncLogger( char *funcName, PRINTF_FORMAT_STRING const char *fmt, ... )
{
CMatRenderContextPtr prc( g_pMaterialSystem );
m_funcName = funcName;
m_earlyOut = false;
// this acts like GLMPrintf here
// all the indent policy is down in GLMPrintfVA
// which means we need to inject a ">" at the front of the format string to make this work... sigh.
char modifiedFmt[2000];
modifiedFmt[0] = '>';
strcpy( modifiedFmt+1, fmt );
va_list vargs;
va_start(vargs, fmt);
prc->PrintfVA( modifiedFmt, vargs );
va_end( vargs );
}
~MatSurfFuncLogger( )
{
CMatRenderContextPtr prc( g_pMaterialSystem );
if (m_earlyOut)
{
prc->Printf( "<%s (early out)", m_funcName );
}
else
{
prc->Printf( "<%s", m_funcName );
}
};
void EarlyOut( void )
{
m_earlyOut = true;
};
char *m_funcName; // set at construction time
bool m_earlyOut;
};
// handy macro to go with the helper class
#define MAT_FUNC MatSurfFuncLogger _logger_ ( __FUNCTION__ )
#else
#define MAT_FUNC
#endif
#endif // MATSYSTEMSURFACE_H