sqwarmed/sdk_src/public/materialsystem/imaterialsystem.h

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2024-08-29 19:18:30 -04:00
//===== Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
// $NoKeywords: $
//
//===========================================================================//
#ifndef IMATERIALSYSTEM_H
#define IMATERIALSYSTEM_H
#ifdef _WIN32
#pragma once
#endif
#define OVERBRIGHT 2.0f
#define OO_OVERBRIGHT ( 1.0f / 2.0f )
#define GAMMA 2.2f
#define TEXGAMMA 2.2f
#include "tier1/interface.h"
#include "tier1/refcount.h"
#include "mathlib/vector.h"
#include "mathlib/vector4d.h"
#include "mathlib/vmatrix.h"
#include "appframework/IAppSystem.h"
#include "bitmap/imageformat.h"
#include "texture_group_names.h"
#include "vtf/vtf.h"
#include "materialsystem/deformations.h"
#include "materialsystem/imaterialsystemhardwareconfig.h"
#include "materialsystem/IColorCorrection.h"
#if !defined( _X360 )
// NOTE: Disable this for l4d2 in general!!! It allocates 4mb of rendertargets and causes Release/Reallocation of rendertargets.
#define FEATURE_SUBD_SUPPORT
#endif
//-----------------------------------------------------------------------------
// forward declarations
//-----------------------------------------------------------------------------
class IMaterial;
class IMesh;
class IVertexBuffer;
class IIndexBuffer;
struct MaterialSystem_Config_t;
class VMatrix;
struct matrix3x4_t;
class ITexture;
struct MaterialSystemHardwareIdentifier_t;
class KeyValues;
class IShader;
class IVertexTexture;
class IMorph;
class IMatRenderContext;
class ICallQueue;
struct MorphWeight_t;
class IFileList;
struct VertexStreamSpec_t;
struct ShaderStencilState_t;
struct MeshInstanceData_t;
class IClientMaterialSystem;
class CPaintMaterial;
class IPaintMapDataManager;
class IPaintMapTextureManager;
//-----------------------------------------------------------------------------
// The vertex format type
//-----------------------------------------------------------------------------
typedef uint64 VertexFormat_t;
//-----------------------------------------------------------------------------
// important enumeration
//-----------------------------------------------------------------------------
enum ShaderParamType_t
{
SHADER_PARAM_TYPE_TEXTURE,
SHADER_PARAM_TYPE_INTEGER,
SHADER_PARAM_TYPE_COLOR,
SHADER_PARAM_TYPE_VEC2,
SHADER_PARAM_TYPE_VEC3,
SHADER_PARAM_TYPE_VEC4,
SHADER_PARAM_TYPE_ENVMAP, // obsolete
SHADER_PARAM_TYPE_FLOAT,
SHADER_PARAM_TYPE_BOOL,
SHADER_PARAM_TYPE_FOURCC,
SHADER_PARAM_TYPE_MATRIX,
SHADER_PARAM_TYPE_MATERIAL,
SHADER_PARAM_TYPE_STRING,
};
enum MaterialMatrixMode_t
{
MATERIAL_VIEW = 0,
MATERIAL_PROJECTION,
MATERIAL_MATRIX_UNUSED0,
MATERIAL_MATRIX_UNUSED1,
MATERIAL_MATRIX_UNUSED2,
MATERIAL_MATRIX_UNUSED3,
MATERIAL_MATRIX_UNUSED4,
MATERIAL_MATRIX_UNUSED5,
MATERIAL_MATRIX_UNUSED6,
MATERIAL_MATRIX_UNUSED7,
MATERIAL_MODEL,
// Total number of matrices
NUM_MATRIX_MODES = MATERIAL_MODEL+1,
};
// FIXME: How do I specify the actual number of matrix modes?
const int NUM_MODEL_TRANSFORMS = 53;
const int MATERIAL_MODEL_MAX = MATERIAL_MODEL + NUM_MODEL_TRANSFORMS;
enum MaterialPrimitiveType_t
{
MATERIAL_POINTS = 0x0,
MATERIAL_LINES,
MATERIAL_TRIANGLES,
MATERIAL_TRIANGLE_STRIP,
MATERIAL_LINE_STRIP,
MATERIAL_LINE_LOOP, // a single line loop
MATERIAL_POLYGON, // this is a *single* polygon
MATERIAL_QUADS,
MATERIAL_SUBD_QUADS_EXTRA, // Extraordinary sub-d quads
MATERIAL_SUBD_QUADS_REG, // Regular sub-d quads
MATERIAL_INSTANCED_QUADS, // (X360) like MATERIAL_QUADS, but uses vertex instancing
// This is used for static meshes that contain multiple types of
// primitive types. When calling draw, you'll need to specify
// a primitive type.
MATERIAL_HETEROGENOUS
};
enum TessellationMode_t
{
TESSELLATION_MODE_DISABLED = 0,
TESSELLATION_MODE_ACC_PATCHES_EXTRA,
TESSELLATION_MODE_ACC_PATCHES_REG
};
enum MaterialPropertyTypes_t
{
MATERIAL_PROPERTY_NEEDS_LIGHTMAP = 0, // bool
MATERIAL_PROPERTY_OPACITY, // int (enum MaterialPropertyOpacityTypes_t)
MATERIAL_PROPERTY_REFLECTIVITY, // vec3_t
MATERIAL_PROPERTY_NEEDS_BUMPED_LIGHTMAPS // bool
};
// acceptable property values for MATERIAL_PROPERTY_OPACITY
enum MaterialPropertyOpacityTypes_t
{
MATERIAL_ALPHATEST = 0,
MATERIAL_OPAQUE,
MATERIAL_TRANSLUCENT
};
enum MaterialBufferTypes_t
{
MATERIAL_FRONT = 0,
MATERIAL_BACK
};
enum MaterialCullMode_t
{
MATERIAL_CULLMODE_CCW, // this culls polygons with counterclockwise winding
MATERIAL_CULLMODE_CW // this culls polygons with clockwise winding
};
enum MaterialIndexFormat_t
{
MATERIAL_INDEX_FORMAT_UNKNOWN = -1,
MATERIAL_INDEX_FORMAT_16BIT = 0,
MATERIAL_INDEX_FORMAT_32BIT,
};
enum MaterialFogMode_t
{
MATERIAL_FOG_NONE,
MATERIAL_FOG_LINEAR,
MATERIAL_FOG_LINEAR_BELOW_FOG_Z,
};
enum MaterialHeightClipMode_t
{
MATERIAL_HEIGHTCLIPMODE_DISABLE,
MATERIAL_HEIGHTCLIPMODE_RENDER_ABOVE_HEIGHT,
MATERIAL_HEIGHTCLIPMODE_RENDER_BELOW_HEIGHT
};
enum MaterialNonInteractiveMode_t
{
MATERIAL_NON_INTERACTIVE_MODE_NONE = -1,
MATERIAL_NON_INTERACTIVE_MODE_STARTUP = 0,
MATERIAL_NON_INTERACTIVE_MODE_LEVEL_LOAD,
MATERIAL_NON_INTERACTIVE_MODE_COUNT,
};
//-----------------------------------------------------------------------------
// Special morph used in decalling pass
//-----------------------------------------------------------------------------
#define MATERIAL_MORPH_DECAL ( (IMorph*)1 )
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
enum MaterialThreadMode_t
{
MATERIAL_SINGLE_THREADED,
MATERIAL_QUEUED_SINGLE_THREADED,
MATERIAL_QUEUED_THREADED
};
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
enum MaterialContextType_t
{
MATERIAL_HARDWARE_CONTEXT,
MATERIAL_QUEUED_CONTEXT,
MATERIAL_NULL_CONTEXT
};
//-----------------------------------------------------------------------------
// Light structure
//-----------------------------------------------------------------------------
#include "mathlib/lightdesc.h"
enum
{
MATERIAL_MAX_LIGHT_COUNT = 4,
};
struct MaterialLightingState_t
{
Vector m_vecAmbientCube[6]; // ambient, and lights that aren't in locallight[]
Vector m_vecLightingOrigin; // The position from which lighting state was computed
int m_nLocalLightCount;
LightDesc_t m_pLocalLightDesc[MATERIAL_MAX_LIGHT_COUNT];
MaterialLightingState_t &operator=( const MaterialLightingState_t &src )
{
memcpy( this, &src, sizeof(MaterialLightingState_t) - MATERIAL_MAX_LIGHT_COUNT * sizeof(LightDesc_t) );
memcpy( m_pLocalLightDesc, &src.m_pLocalLightDesc, src.m_nLocalLightCount * sizeof(LightDesc_t) );
return *this;
}
};
#define CREATERENDERTARGETFLAGS_HDR 0x00000001
#define CREATERENDERTARGETFLAGS_AUTOMIPMAP 0x00000002
#define CREATERENDERTARGETFLAGS_UNFILTERABLE_OK 0x00000004
// XBOX ONLY:
#define CREATERENDERTARGETFLAGS_NOEDRAM 0x00000008 // inhibit allocation in 360 EDRAM
#define CREATERENDERTARGETFLAGS_TEMP 0x00000010 // only allocates memory upon first resolve, destroyed at level end
//-----------------------------------------------------------------------------
// Enumeration for the various fields capable of being morphed
//-----------------------------------------------------------------------------
enum MorphFormatFlags_t
{
MORPH_POSITION = 0x0001, // 3D
MORPH_NORMAL = 0x0002, // 3D
MORPH_WRINKLE = 0x0004, // 1D
MORPH_SPEED = 0x0008, // 1D
MORPH_SIDE = 0x0010, // 1D
};
//-----------------------------------------------------------------------------
// The morph format type
//-----------------------------------------------------------------------------
typedef unsigned int MorphFormat_t;
//-----------------------------------------------------------------------------
// Standard lightmaps
//-----------------------------------------------------------------------------
enum StandardLightmap_t
{
MATERIAL_SYSTEM_LIGHTMAP_PAGE_WHITE = -1,
MATERIAL_SYSTEM_LIGHTMAP_PAGE_WHITE_BUMP = -2,
MATERIAL_SYSTEM_LIGHTMAP_PAGE_USER_DEFINED = -3
};
struct MaterialSystem_SortInfo_t
{
IMaterial *material;
int lightmapPageID;
};
#define MAX_FB_TEXTURES 4
//-----------------------------------------------------------------------------
// Information about each adapter
//-----------------------------------------------------------------------------
enum
{
MATERIAL_ADAPTER_NAME_LENGTH = 512
};
struct MaterialAdapterInfo_t
{
char m_pDriverName[MATERIAL_ADAPTER_NAME_LENGTH];
unsigned int m_VendorID;
unsigned int m_DeviceID;
unsigned int m_SubSysID;
unsigned int m_Revision;
int m_nDXSupportLevel; // This is the *preferred* dx support level
int m_nMinDXSupportLevel;
int m_nMaxDXSupportLevel;
unsigned int m_nDriverVersionHigh;
unsigned int m_nDriverVersionLow;
};
//-----------------------------------------------------------------------------
// Video mode info..
//-----------------------------------------------------------------------------
struct MaterialVideoMode_t
{
int m_Width; // if width and height are 0 and you select
int m_Height; // windowed mode, it'll use the window size
ImageFormat m_Format; // use ImageFormats (ignored for windowed mode)
int m_RefreshRate; // 0 == default (ignored for windowed mode)
};
//--------------------------------------------------------------------------------
// Uberlight parameters
//--------------------------------------------------------------------------------
struct UberlightState_t
{
UberlightState_t()
{
m_fNearEdge = 2.0f;
m_fFarEdge = 100.0f;
m_fCutOn = 10.0f;
m_fCutOff = 650.0f;
m_fShearx = 0.0f;
m_fSheary = 0.0f;
m_fWidth = 0.3f;
m_fWedge = 0.05f;
m_fHeight = 0.3f;
m_fHedge = 0.05f;
m_fRoundness = 0.8f;
}
float m_fNearEdge;
float m_fFarEdge;
float m_fCutOn;
float m_fCutOff;
float m_fShearx;
float m_fSheary;
float m_fWidth;
float m_fWedge;
float m_fHeight;
float m_fHedge;
float m_fRoundness;
IMPLEMENT_OPERATOR_EQUAL( UberlightState_t );
};
// fixme: should move this into something else.
struct FlashlightState_t
{
FlashlightState_t()
{
m_bEnableShadows = false; // Provide reasonable defaults for shadow depth mapping parameters
m_bDrawShadowFrustum = false;
m_flShadowMapResolution = 1024.0f;
m_flShadowFilterSize = 3.0f;
m_flShadowSlopeScaleDepthBias = 16.0f;
m_flShadowDepthBias = 0.0005f;
m_flShadowJitterSeed = 0.0f;
m_flShadowAtten = 0.0f;
m_flAmbientOcclusion = 0.0f;
m_nShadowQuality = 0;
m_bShadowHighRes = false;
m_bScissor = false;
m_nLeft = -1;
m_nTop = -1;
m_nRight = -1;
m_nBottom = -1;
m_bUberlight = false;
m_bVolumetric = false;
m_flNoiseStrength = 0.8f;
m_flFlashlightTime = 0.0f;
m_nNumPlanes = 64;
m_flPlaneOffset = 0.0f;
m_flVolumetricIntensity = 1.0f;
m_bOrtho = false;
m_fOrthoLeft = -1.0f;
m_fOrthoRight = 1.0f;
m_fOrthoTop = -1.0f;
m_fOrthoBottom = 1.0f;
m_fBrightnessScale = 1.0f;
m_pSpotlightTexture = NULL;
m_pProjectedMaterial = NULL;
m_bGlobalLight = false;
m_bSimpleProjection = false;
m_flProjectionSize = 500.0f;
m_flProjectionRotation = 0.0f;
}
Vector m_vecLightOrigin;
Quaternion m_quatOrientation;
float m_NearZ;
float m_FarZ;
float m_fHorizontalFOVDegrees;
float m_fVerticalFOVDegrees;
bool m_bOrtho;
float m_fOrthoLeft;
float m_fOrthoRight;
float m_fOrthoTop;
float m_fOrthoBottom;
float m_fQuadraticAtten;
float m_fLinearAtten;
float m_fConstantAtten;
float m_FarZAtten;
float m_Color[4];
float m_fBrightnessScale;
ITexture *m_pSpotlightTexture;
IMaterial *m_pProjectedMaterial;
int m_nSpotlightTextureFrame;
bool m_bGlobalLight;
// Shadow depth mapping parameters
bool m_bEnableShadows;
bool m_bDrawShadowFrustum;
float m_flShadowMapResolution;
float m_flShadowFilterSize;
float m_flShadowSlopeScaleDepthBias;
float m_flShadowDepthBias;
float m_flShadowJitterSeed;
float m_flShadowAtten;
float m_flAmbientOcclusion;
int m_nShadowQuality;
bool m_bShadowHighRes;
// simple projection
bool m_bSimpleProjection;
float m_flProjectionSize;
float m_flProjectionRotation;
// Uberlight parameters
bool m_bUberlight;
UberlightState_t m_uberlightState;
bool m_bVolumetric;
float m_flNoiseStrength;
float m_flFlashlightTime;
int m_nNumPlanes;
float m_flPlaneOffset;
float m_flVolumetricIntensity;
// Getters for scissor members
bool DoScissor() const { return m_bScissor; }
int GetLeft() const { return m_nLeft; }
int GetTop() const { return m_nTop; }
int GetRight() const { return m_nRight; }
int GetBottom() const { return m_nBottom; }
private:
friend class CShadowMgr;
bool m_bScissor;
int m_nLeft;
int m_nTop;
int m_nRight;
int m_nBottom;
IMPLEMENT_OPERATOR_EQUAL( FlashlightState_t );
};
//-----------------------------------------------------------------------------
// Flags to be used with the Init call
//-----------------------------------------------------------------------------
enum MaterialInitFlags_t
{
MATERIAL_INIT_ALLOCATE_FULLSCREEN_TEXTURE = 0x2,
MATERIAL_INIT_REFERENCE_RASTERIZER = 0x4,
};
//-----------------------------------------------------------------------------
// Flags to specify type of depth buffer used with RT
//-----------------------------------------------------------------------------
// GR - this is to add RT with no depth buffer bound
enum MaterialRenderTargetDepth_t
{
MATERIAL_RT_DEPTH_SHARED = 0x0,
MATERIAL_RT_DEPTH_SEPARATE = 0x1,
MATERIAL_RT_DEPTH_NONE = 0x2,
MATERIAL_RT_DEPTH_ONLY = 0x3,
};
//-----------------------------------------------------------------------------
// A function to be called when we need to release all vertex buffers
// NOTE: The restore function will tell the caller if all the vertex formats
// changed so that it can flush caches, etc. if it needs to (for dxlevel support)
//-----------------------------------------------------------------------------
enum RestoreChangeFlags_t
{
MATERIAL_RESTORE_VERTEX_FORMAT_CHANGED = 0x1,
MATERIAL_RESTORE_RELEASE_MANAGED_RESOURCES = 0x2,
};
// NOTE: All size modes will force the render target to be smaller than or equal to
// the size of the framebuffer.
enum RenderTargetSizeMode_t
{
RT_SIZE_NO_CHANGE=0, // Only allowed for render targets that don't want a depth buffer
// (because if they have a depth buffer, the render target must be less than or equal to the size of the framebuffer).
RT_SIZE_DEFAULT=1, // Don't play with the specified width and height other than making sure it fits in the framebuffer.
RT_SIZE_PICMIP=2, // Apply picmip to the render target's width and height.
RT_SIZE_HDR=3, // frame_buffer_width / 4
RT_SIZE_FULL_FRAME_BUFFER=4, // Same size as frame buffer, or next lower power of 2 if we can't do that.
RT_SIZE_OFFSCREEN=5, // Target of specified size, don't mess with dimensions
RT_SIZE_FULL_FRAME_BUFFER_ROUNDED_UP=6 // Same size as the frame buffer, rounded up if necessary for systems that can't do non-power of two textures.
};
typedef void (*MaterialBufferReleaseFunc_t)( int nChangeFlags ); // see RestoreChangeFlags_t
typedef void (*MaterialBufferRestoreFunc_t)( int nChangeFlags ); // see RestoreChangeFlags_t
typedef void (*ModeChangeCallbackFunc_t)( void );
typedef void (*EndFrameCleanupFunc_t)( void );
//typedef int VertexBufferHandle_t;
typedef unsigned short MaterialHandle_t;
DECLARE_POINTER_HANDLE( OcclusionQueryObjectHandle_t );
#define INVALID_OCCLUSION_QUERY_OBJECT_HANDLE ( (OcclusionQueryObjectHandle_t)0 )
class IMaterialProxyFactory;
class ITexture;
class IMaterialSystemHardwareConfig;
class CShadowMgr;
DECLARE_POINTER_HANDLE( MaterialLock_t );
//-----------------------------------------------------------------------------
// Information about a material texture
//-----------------------------------------------------------------------------
struct MaterialTextureInfo_t
{
// Exclude information:
// -1 texture is not subject to exclude-handling
// 0 texture is completely excluded
// >0 texture is clamped according to exclude-instruction
int iExcludeInformation;
};
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
abstract_class IMaterialSystem : public IAppSystem
{
public:
// Placeholder for API revision
virtual bool Connect( CreateInterfaceFn factory ) = 0;
virtual void Disconnect() = 0;
virtual void *QueryInterface( const char *pInterfaceName ) = 0;
virtual InitReturnVal_t Init() = 0;
virtual void Shutdown() = 0;
//---------------------------------------------------------
// Initialization and shutdown
//---------------------------------------------------------
// Call this to initialize the material system
// returns a method to create interfaces in the shader dll
virtual CreateInterfaceFn Init( char const* pShaderAPIDLL,
IMaterialProxyFactory *pMaterialProxyFactory,
CreateInterfaceFn fileSystemFactory,
CreateInterfaceFn cvarFactory=NULL ) = 0;
// Call this to set an explicit shader version to use
// Must be called before Init().
virtual void SetShaderAPI( char const *pShaderAPIDLL ) = 0;
// Must be called before Init(), if you're going to call it at all...
virtual void SetAdapter( int nAdapter, int nFlags ) = 0;
// Call this when the mod has been set up, which may occur after init
// At this point, the game + gamebin paths have been set up
virtual void ModInit() = 0;
virtual void ModShutdown() = 0;
//---------------------------------------------------------
//
//---------------------------------------------------------
virtual void SetThreadMode( MaterialThreadMode_t mode, int nServiceThread = -1 ) = 0;
virtual MaterialThreadMode_t GetThreadMode() = 0;
virtual void ExecuteQueued() = 0;
//---------------------------------------------------------
// Config management
//---------------------------------------------------------
virtual IMaterialSystemHardwareConfig *GetHardwareConfig( const char *pVersion, int *returnCode ) = 0;
// Call this before rendering each frame with the current config
// for the material system.
// Will do whatever is necessary to get the material system into the correct state
// upon configuration change. .doesn't much else otherwise.
virtual bool UpdateConfig( bool bForceUpdate ) = 0;
// Force this to be the config; update all material system convars to match the state
// return true if lightmaps need to be redownloaded
virtual bool OverrideConfig( const MaterialSystem_Config_t &config, bool bForceUpdate ) = 0;
// Get the current config for this video card (as last set by UpdateConfig)
virtual const MaterialSystem_Config_t &GetCurrentConfigForVideoCard() const = 0;
// Gets *recommended* configuration information associated with the display card,
// given a particular dx level to run under.
// Use dxlevel 0 to use the recommended dx level.
// The function returns false if an invalid dxlevel was specified
// UNDONE: To find out all convars affected by configuration, we'll need to change
// the dxsupport.pl program to output all column headers into a single keyvalue block
// and then we would read that in, and send it back to the client
virtual bool GetRecommendedConfigurationInfo( int nDXLevel, KeyValues * pKeyValues ) = 0;
// -----------------------------------------------------------
// Device methods
// -----------------------------------------------------------
// Gets the number of adapters...
virtual int GetDisplayAdapterCount() const = 0;
// Returns the current adapter in use
virtual int GetCurrentAdapter() const = 0;
// Returns info about each adapter
virtual void GetDisplayAdapterInfo( int adapter, MaterialAdapterInfo_t& info ) const = 0;
// Returns the number of modes
virtual int GetModeCount( int adapter ) const = 0;
// Returns mode information..
virtual void GetModeInfo( int adapter, int mode, MaterialVideoMode_t& info ) const = 0;
virtual void AddModeChangeCallBack( ModeChangeCallbackFunc_t func ) = 0;
// Returns the mode info for the current display device
virtual void GetDisplayMode( MaterialVideoMode_t& mode ) const = 0;
// Sets the mode...
virtual bool SetMode( void* hwnd, const MaterialSystem_Config_t &config ) = 0;
virtual bool SupportsMSAAMode( int nMSAAMode ) = 0;
// FIXME: REMOVE! Get video card identitier
virtual const MaterialSystemHardwareIdentifier_t &GetVideoCardIdentifier( void ) const = 0;
// Use this to spew information about the 3D layer
virtual void SpewDriverInfo() const = 0;
// Get the image format of the back buffer. . useful when creating render targets, etc.
virtual void GetBackBufferDimensions( int &width, int &height) const = 0;
virtual ImageFormat GetBackBufferFormat() const = 0;
virtual bool SupportsHDRMode( HDRType_t nHDRModede ) = 0;
// -----------------------------------------------------------
// Window methods
// -----------------------------------------------------------
// Creates/ destroys a child window
virtual bool AddView( void* hwnd ) = 0;
virtual void RemoveView( void* hwnd ) = 0;
// Sets the view
virtual void SetView( void* hwnd ) = 0;
// -----------------------------------------------------------
// Control flow
// -----------------------------------------------------------
virtual void BeginFrame( float frameTime ) = 0;
virtual void EndFrame( ) = 0;
virtual void Flush( bool flushHardware = false ) = 0;
/// FIXME: This stuff needs to be cleaned up and abstracted.
// Stuff that gets exported to the launcher through the engine
virtual void SwapBuffers( ) = 0;
// Flushes managed textures from the texture cacher
virtual void EvictManagedResources() = 0;
virtual void ReleaseResources(void) = 0;
virtual void ReacquireResources(void ) = 0;
// -----------------------------------------------------------
// Device loss/restore
// -----------------------------------------------------------
// Installs a function to be called when we need to release vertex buffers + textures
virtual void AddReleaseFunc( MaterialBufferReleaseFunc_t func ) = 0;
virtual void RemoveReleaseFunc( MaterialBufferReleaseFunc_t func ) = 0;
// Installs a function to be called when we need to restore vertex buffers
virtual void AddRestoreFunc( MaterialBufferRestoreFunc_t func ) = 0;
virtual void RemoveRestoreFunc( MaterialBufferRestoreFunc_t func ) = 0;
// Installs a function to be called when we need to delete objects at the end of the render frame
virtual void AddEndFrameCleanupFunc( EndFrameCleanupFunc_t func ) = 0;
virtual void RemoveEndFrameCleanupFunc( EndFrameCleanupFunc_t func ) = 0;
// Release temporary HW memory...
virtual void ResetTempHWMemory( bool bExitingLevel = false ) = 0;
// For dealing with device lost in cases where SwapBuffers isn't called all the time (Hammer)
virtual void HandleDeviceLost() = 0;
// -----------------------------------------------------------
// Shaders
// -----------------------------------------------------------
// Used to iterate over all shaders for editing purposes
// GetShaders returns the number of shaders it actually found
virtual int ShaderCount() const = 0;
virtual int GetShaders( int nFirstShader, int nMaxCount, IShader **ppShaderList ) const = 0;
// FIXME: Is there a better way of doing this?
// Returns shader flag names for editors to be able to edit them
virtual int ShaderFlagCount() const = 0;
virtual const char * ShaderFlagName( int nIndex ) const = 0;
// Gets the actual shader fallback for a particular shader
virtual void GetShaderFallback( const char *pShaderName, char *pFallbackShader, int nFallbackLength ) = 0;
// -----------------------------------------------------------
// Material proxies
// -----------------------------------------------------------
virtual IMaterialProxyFactory *GetMaterialProxyFactory() = 0;
// Sets the material proxy factory. Calling this causes all materials to be uncached.
virtual void SetMaterialProxyFactory( IMaterialProxyFactory* pFactory ) = 0;
// -----------------------------------------------------------
// Editor mode
// -----------------------------------------------------------
// Used to enable editor materials. Must be called before Init.
virtual void EnableEditorMaterials() = 0;
virtual void EnableGBuffers() = 0;
// -----------------------------------------------------------
// Stub mode mode
// -----------------------------------------------------------
// Force it to ignore Draw calls.
virtual void SetInStubMode( bool bInStubMode ) = 0;
//---------------------------------------------------------
// Debug support
//---------------------------------------------------------
virtual void DebugPrintUsedMaterials( const char *pSearchSubString, bool bVerbose ) = 0;
virtual void DebugPrintUsedTextures( void ) = 0;
virtual void ToggleSuppressMaterial( char const* pMaterialName ) = 0;
virtual void ToggleDebugMaterial( char const* pMaterialName ) = 0;
//---------------------------------------------------------
// Misc features
//---------------------------------------------------------
//returns whether fast clipping is being used or not - needed to be exposed for better per-object clip behavior
virtual bool UsingFastClipping( void ) = 0;
virtual int StencilBufferBits( void ) = 0; //number of bits per pixel in the stencil buffer
//---------------------------------------------------------
// Material and texture management
//---------------------------------------------------------
// uncache all materials. . good for forcing reload of materials.
virtual void UncacheAllMaterials( ) = 0;
// Remove any materials from memory that aren't in use as determined
// by the IMaterial's reference count.
virtual void UncacheUnusedMaterials( bool bRecomputeStateSnapshots = false ) = 0;
// Load any materials into memory that are to be used as determined
// by the IMaterial's reference count.
virtual void CacheUsedMaterials( ) = 0;
// Force all textures to be reloaded from disk.
virtual void ReloadTextures( ) = 0;
// Reloads materials
virtual void ReloadMaterials( const char *pSubString = NULL ) = 0;
// Create a procedural material. The keyvalues looks like a VMT file
virtual IMaterial * CreateMaterial( const char *pMaterialName, KeyValues *pVMTKeyValues ) = 0;
// Find a material by name.
// The name of a material is a full path to
// the vmt file starting from "hl2/materials" (or equivalent) without
// a file extension.
// eg. "dev/dev_bumptest" refers to somethign similar to:
// "d:/hl2/hl2/materials/dev/dev_bumptest.vmt"
//
// Most of the texture groups for pTextureGroupName are listed in texture_group_names.h.
//
// Note: if the material can't be found, this returns a checkerboard material. You can
// find out if you have that material by calling IMaterial::IsErrorMaterial().
// (Or use the global IsErrorMaterial function, which checks if it's null too).
virtual IMaterial * FindMaterial( char const* pMaterialName, const char *pTextureGroupName, bool complain = true, const char *pComplainPrefix = NULL ) = 0;
//---------------------------------
// This is the interface for knowing what materials are available
// is to use the following functions to get a list of materials. The
// material names will have the full path to the material, and that is the
// only way that the directory structure of the materials will be seen through this
// interface.
// NOTE: This is mostly for worldcraft to get a list of materials to put
// in the "texture" browser.in Worldcraft
virtual MaterialHandle_t FirstMaterial() const = 0;
// returns InvalidMaterial if there isn't another material.
// WARNING: you must call GetNextMaterial until it returns NULL,
// otherwise there will be a memory leak.
virtual MaterialHandle_t NextMaterial( MaterialHandle_t h ) const = 0;
// This is the invalid material
virtual MaterialHandle_t InvalidMaterial() const = 0;
// Returns a particular material
virtual IMaterial* GetMaterial( MaterialHandle_t h ) const = 0;
// Get the total number of materials in the system. These aren't just the used
// materials, but the complete collection.
virtual int GetNumMaterials( ) const = 0;
//---------------------------------
virtual ITexture * FindTexture( char const* pTextureName, const char *pTextureGroupName, bool complain = true ) = 0;
// Checks to see if a particular texture is loaded
virtual bool IsTextureLoaded( char const* pTextureName ) const = 0;
// Creates a procedural texture
virtual ITexture * CreateProceduralTexture( const char *pTextureName,
const char *pTextureGroupName,
int w,
int h,
ImageFormat fmt,
int nFlags ) = 0;
//
// Render targets
//
virtual void BeginRenderTargetAllocation() = 0;
virtual void EndRenderTargetAllocation() = 0; // Simulate an Alt-Tab in here, which causes a release/restore of all resources
// Creates a render target
// If depth == true, a depth buffer is also allocated. If not, then
// the screen's depth buffer is used.
// Creates a texture for use as a render target
virtual ITexture * CreateRenderTargetTexture( int w,
int h,
RenderTargetSizeMode_t sizeMode, // Controls how size is generated (and regenerated on video mode change).
ImageFormat format,
MaterialRenderTargetDepth_t depth = MATERIAL_RT_DEPTH_SHARED ) = 0;
virtual ITexture * CreateNamedRenderTargetTextureEx( const char *pRTName, // Pass in NULL here for an unnamed render target.
int w,
int h,
RenderTargetSizeMode_t sizeMode, // Controls how size is generated (and regenerated on video mode change).
ImageFormat format,
MaterialRenderTargetDepth_t depth = MATERIAL_RT_DEPTH_SHARED,
unsigned int textureFlags = TEXTUREFLAGS_CLAMPS | TEXTUREFLAGS_CLAMPT,
unsigned int renderTargetFlags = 0 ) = 0;
virtual ITexture * CreateNamedRenderTargetTexture( const char *pRTName,
int w,
int h,
RenderTargetSizeMode_t sizeMode, // Controls how size is generated (and regenerated on video mode change).
ImageFormat format,
MaterialRenderTargetDepth_t depth = MATERIAL_RT_DEPTH_SHARED,
bool bClampTexCoords = true,
bool bAutoMipMap = false ) = 0;
// Must be called between the above Begin-End calls!
virtual ITexture * CreateNamedRenderTargetTextureEx2( const char *pRTName, // Pass in NULL here for an unnamed render target.
int w,
int h,
RenderTargetSizeMode_t sizeMode, // Controls how size is generated (and regenerated on video mode change).
ImageFormat format,
MaterialRenderTargetDepth_t depth = MATERIAL_RT_DEPTH_SHARED,
unsigned int textureFlags = TEXTUREFLAGS_CLAMPS | TEXTUREFLAGS_CLAMPT,
unsigned int renderTargetFlags = 0 ) = 0;
// -----------------------------------------------------------
// Lightmaps
// -----------------------------------------------------------
// To allocate lightmaps, sort the whole world by material twice.
// The first time through, call AllocateLightmap for every surface.
// that has a lightmap.
// The second time through, call AllocateWhiteLightmap for every
// surface that expects to use shaders that expect lightmaps.
virtual void BeginLightmapAllocation( ) = 0;
virtual void EndLightmapAllocation( ) = 0;
// returns the sorting id for this surface
virtual int AllocateLightmap( int width, int height,
int offsetIntoLightmapPage[2],
IMaterial *pMaterial ) = 0;
// returns the sorting id for this surface
virtual int AllocateWhiteLightmap( IMaterial *pMaterial ) = 0;
// lightmaps are in linear color space
// lightmapPageID is returned by GetLightmapPageIDForSortID
// lightmapSize and offsetIntoLightmapPage are returned by AllocateLightmap.
// You should never call UpdateLightmap for a lightmap allocated through
// AllocateWhiteLightmap.
virtual void UpdateLightmap( int lightmapPageID, int lightmapSize[2],
int offsetIntoLightmapPage[2],
float *pFloatImage, float *pFloatImageBump1,
float *pFloatImageBump2, float *pFloatImageBump3 ) = 0;
// fixme: could just be an array of ints for lightmapPageIDs since the material
// for a surface is already known.
virtual int GetNumSortIDs( ) = 0;
virtual void GetSortInfo( MaterialSystem_SortInfo_t *sortInfoArray ) = 0;
// Read the page size of an existing lightmap by sort id (returned from AllocateLightmap())
virtual void GetLightmapPageSize( int lightmap, int *width, int *height ) const = 0;
virtual void ResetMaterialLightmapPageInfo() = 0;
virtual void ClearBuffers( bool bClearColor, bool bClearDepth, bool bClearStencil = false ) = 0;
// -----------------------------------------------------------
// X360 specifics
// -----------------------------------------------------------
#if defined( _X360 )
virtual void ListUsedMaterials( void ) = 0;
virtual HXUIFONT OpenTrueTypeFont( const char *pFontname, int tall, int style ) = 0;
virtual void CloseTrueTypeFont( HXUIFONT hFont ) = 0;
virtual bool GetTrueTypeFontMetrics( HXUIFONT hFont, wchar_t wchFirst, wchar_t wchLast, XUIFontMetrics *pFontMetrics, XUICharMetrics *pCharMetrics ) = 0;
// Render a sequence of characters and extract the data into a buffer
// For each character, provide the width+height of the font texture subrect,
// an offset to apply when rendering the glyph, and an offset into a buffer to receive the RGBA data
virtual bool GetTrueTypeGlyphs( HXUIFONT hFont, int numChars, wchar_t *pWch, int *pOffsetX, int *pOffsetY, int *pWidth, int *pHeight, unsigned char *pRGBA, int *pRGBAOffset ) = 0;
virtual void PersistDisplay() = 0;
virtual void *GetD3DDevice() = 0;
virtual bool OwnGPUResources( bool bEnable ) = 0;
#endif
// -----------------------------------------------------------
// Access the render contexts
// -----------------------------------------------------------
virtual IMatRenderContext * GetRenderContext() = 0;
virtual void BeginUpdateLightmaps( void ) = 0;
virtual void EndUpdateLightmaps( void ) = 0;
// -----------------------------------------------------------
// Methods to force the material system into non-threaded, non-queued mode
// -----------------------------------------------------------
virtual MaterialLock_t Lock() = 0;
virtual void Unlock( MaterialLock_t ) = 0;
// Create a custom render context. Cannot be used to create MATERIAL_HARDWARE_CONTEXT
virtual IMatRenderContext *CreateRenderContext( MaterialContextType_t type ) = 0;
// Set a specified render context to be the global context for the thread. Returns the prior context.
virtual IMatRenderContext *SetRenderContext( IMatRenderContext * ) = 0;
virtual bool SupportsCSAAMode( int nNumSamples, int nQualityLevel ) = 0;
virtual void RemoveModeChangeCallBack( ModeChangeCallbackFunc_t func ) = 0;
// Finds or create a procedural material.
virtual IMaterial * FindProceduralMaterial( const char *pMaterialName, const char *pTextureGroupName, KeyValues *pVMTKeyValues ) = 0;
virtual void AddTextureAlias( const char *pAlias, const char *pRealName ) = 0;
virtual void RemoveTextureAlias( const char *pAlias ) = 0;
// returns a lightmap page ID for this allocation, -1 if none available
// frameID is a number that should be changed every frame to prevent locking any textures that are
// being used to draw in the previous frame
virtual int AllocateDynamicLightmap( int lightmapSize[2], int *pOutOffsetIntoPage, int frameID ) = 0;
virtual void SetExcludedTextures( const char *pScriptName ) = 0;
virtual void UpdateExcludedTextures( void ) = 0;
virtual bool IsInFrame( ) const = 0;
virtual void CompactMemory() = 0;
// For sv_pure mode. The filesystem figures out which files the client needs to reload to be "pure" ala the server's preferences.
virtual void ReloadFilesInList( IFileList *pFilesToReload ) = 0;
// Get information about the texture for texture management tools
virtual bool GetTextureInformation( char const *szTextureName, MaterialTextureInfo_t &info ) const = 0;
// call this once the render targets are allocated permanently at the beginning of the game
virtual void FinishRenderTargetAllocation( void ) = 0;
virtual void ReEnableRenderTargetAllocation_IRealizeIfICallThisAllTexturesWillBeUnloadedAndLoadTimeWillSufferHorribly( void ) = 0;
virtual bool AllowThreading( bool bAllow, int nServiceThread ) = 0;
virtual bool GetRecommendedVideoConfig( KeyValues *pKeyValues ) = 0;
virtual IClientMaterialSystem* GetClientMaterialSystemInterface() = 0;
virtual bool CanDownloadTextures() const = 0;
virtual int GetNumLightmapPages() const = 0;
virtual IPaintMapTextureManager *RegisterPaintMapDataManager( IPaintMapDataManager *pDataManager ) = 0; //You supply an interface we can query for bits, it gives back an interface you can use to drive updates
};
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
abstract_class IMatRenderContext : public IRefCounted
{
public:
virtual void BeginRender() = 0;
virtual void EndRender() = 0;
virtual void Flush( bool flushHardware = false ) = 0;
virtual void BindLocalCubemap( ITexture *pTexture ) = 0;
// pass in an ITexture (that is build with "rendertarget" "1") or
// pass in NULL for the regular backbuffer.
virtual void SetRenderTarget( ITexture *pTexture ) = 0;
virtual ITexture * GetRenderTarget( void ) = 0;
virtual void GetRenderTargetDimensions( int &width, int &height) const = 0;
// Bind a material is current for rendering.
virtual void Bind( IMaterial *material, void *proxyData = 0 ) = 0;
// Bind a lightmap page current for rendering. You only have to
// do this for materials that require lightmaps.
virtual void BindLightmapPage( int lightmapPageID ) = 0;
// inputs are between 0 and 1
virtual void DepthRange( float zNear, float zFar ) = 0;
virtual void ClearBuffers( bool bClearColor, bool bClearDepth, bool bClearStencil = false ) = 0;
// read to a unsigned char rgb image.
virtual void ReadPixels( int x, int y, int width, int height, unsigned char *data, ImageFormat dstFormat ) = 0;
// Sets lighting
virtual void SetLightingState( const MaterialLightingState_t& state ) = 0;
virtual void SetLights( int nCount, const LightDesc_t *pLights ) = 0;
// The faces of the cube are specified in the same order as cubemap textures
virtual void SetAmbientLightCube( Vector4D cube[6] ) = 0;
// Blit the backbuffer to the framebuffer texture
virtual void CopyRenderTargetToTexture( ITexture *pTexture ) = 0;
// Set the current texture that is a copy of the framebuffer.
virtual void SetFrameBufferCopyTexture( ITexture *pTexture, int textureIndex = 0 ) = 0;
virtual ITexture *GetFrameBufferCopyTexture( int textureIndex ) = 0;
//
// end vertex array api
//
// matrix api
virtual void MatrixMode( MaterialMatrixMode_t matrixMode ) = 0;
virtual void PushMatrix( void ) = 0;
virtual void PopMatrix( void ) = 0;
virtual void LoadMatrix( VMatrix const& matrix ) = 0;
virtual void LoadMatrix( matrix3x4_t const& matrix ) = 0;
virtual void MultMatrix( VMatrix const& matrix ) = 0;
virtual void MultMatrix( matrix3x4_t const& matrix ) = 0;
virtual void MultMatrixLocal( VMatrix const& matrix ) = 0;
virtual void MultMatrixLocal( matrix3x4_t const& matrix ) = 0;
virtual void GetMatrix( MaterialMatrixMode_t matrixMode, VMatrix *matrix ) = 0;
virtual void GetMatrix( MaterialMatrixMode_t matrixMode, matrix3x4_t *matrix ) = 0;
virtual void LoadIdentity( void ) = 0;
virtual void Ortho( double left, double top, double right, double bottom, double zNear, double zFar ) = 0;
virtual void PerspectiveX( double fovx, double aspect, double zNear, double zFar ) = 0;
virtual void PickMatrix( int x, int y, int width, int height ) = 0;
virtual void Rotate( float angle, float x, float y, float z ) = 0;
virtual void Translate( float x, float y, float z ) = 0;
virtual void Scale( float x, float y, float z ) = 0;
// end matrix api
// Sets/gets the viewport
virtual void Viewport( int x, int y, int width, int height ) = 0;
virtual void GetViewport( int& x, int& y, int& width, int& height ) const = 0;
// The cull mode
virtual void CullMode( MaterialCullMode_t cullMode ) = 0;
virtual void FlipCullMode( void ) = 0; //CW->CCW or CCW->CW, intended for mirror support where the view matrix is flipped horizontally
// end matrix api
// This could easily be extended to a general user clip plane
virtual void SetHeightClipMode( MaterialHeightClipMode_t nHeightClipMode ) = 0;
// garymcthack : fog z is always used for heightclipz for now.
virtual void SetHeightClipZ( float z ) = 0;
// Fog methods...
virtual void FogMode( MaterialFogMode_t fogMode ) = 0;
virtual void FogStart( float fStart ) = 0;
virtual void FogEnd( float fEnd ) = 0;
virtual void SetFogZ( float fogZ ) = 0;
virtual MaterialFogMode_t GetFogMode( void ) = 0;
virtual void FogColor3f( float r, float g, float b ) = 0;
virtual void FogColor3fv( float const* rgb ) = 0;
virtual void FogColor3ub( unsigned char r, unsigned char g, unsigned char b ) = 0;
virtual void FogColor3ubv( unsigned char const* rgb ) = 0;
virtual void GetFogColor( unsigned char *rgb ) = 0;
// Sets the number of bones for skinning
virtual void SetNumBoneWeights( int numBones ) = 0;
// Creates/destroys Mesh
virtual IMesh* CreateStaticMesh( VertexFormat_t fmt, const char *pTextureBudgetGroup, IMaterial * pMaterial = NULL, VertexStreamSpec_t *pStreamSpec = NULL ) = 0;
virtual void DestroyStaticMesh( IMesh* mesh ) = 0;
// Gets the dynamic mesh associated with the currently bound material
// note that you've got to render the mesh before calling this function
// a second time. Clients should *not* call DestroyStaticMesh on the mesh
// returned by this call.
// Use buffered = false if you want to not have the mesh be buffered,
// but use it instead in the following pattern:
// meshBuilder.Begin
// meshBuilder.End
// Draw partial
// Draw partial
// Draw partial
// meshBuilder.Begin
// meshBuilder.End
// etc
// Use Vertex or Index Override to supply a static vertex or index buffer
// to use in place of the dynamic buffers.
//
// If you pass in a material in pAutoBind, it will automatically bind the
// material. This can be helpful since you must bind the material you're
// going to use BEFORE calling GetDynamicMesh.
virtual IMesh* GetDynamicMesh(
bool buffered = true,
IMesh* pVertexOverride = 0,
IMesh* pIndexOverride = 0,
IMaterial *pAutoBind = 0 ) = 0;
// ------------ New Vertex/Index Buffer interface ----------------------------
// Do we need support for bForceTempMesh and bSoftwareVertexShader?
// I don't think we use bSoftwareVertexShader anymore. .need to look into bForceTempMesh.
virtual IVertexBuffer *CreateStaticVertexBuffer( VertexFormat_t fmt, int nVertexCount, const char *pTextureBudgetGroup ) = 0;
virtual IIndexBuffer *CreateStaticIndexBuffer( MaterialIndexFormat_t fmt, int nIndexCount, const char *pTextureBudgetGroup ) = 0;
virtual void DestroyVertexBuffer( IVertexBuffer * ) = 0;
virtual void DestroyIndexBuffer( IIndexBuffer * ) = 0;
// Do we need to specify the stream here in the case of locking multiple dynamic VBs on different streams?
virtual IVertexBuffer *GetDynamicVertexBuffer( int streamID, VertexFormat_t vertexFormat, bool bBuffered = true ) = 0;
virtual IIndexBuffer *GetDynamicIndexBuffer() = 0;
virtual void BindVertexBuffer( int streamID, IVertexBuffer *pVertexBuffer, int nOffsetInBytes, int nFirstVertex, int nVertexCount, VertexFormat_t fmt, int nRepetitions = 1 ) = 0;
virtual void BindIndexBuffer( IIndexBuffer *pIndexBuffer, int nOffsetInBytes ) = 0;
virtual void Draw( MaterialPrimitiveType_t primitiveType, int firstIndex, int numIndices ) = 0;
// ------------ End ----------------------------
// Selection mode methods
virtual int SelectionMode( bool selectionMode ) = 0;
virtual void SelectionBuffer( unsigned int* pBuffer, int size ) = 0;
virtual void ClearSelectionNames( ) = 0;
virtual void LoadSelectionName( int name ) = 0;
virtual void PushSelectionName( int name ) = 0;
virtual void PopSelectionName() = 0;
// Sets the Clear Color for ClearBuffer....
virtual void ClearColor3ub( unsigned char r, unsigned char g, unsigned char b ) = 0;
virtual void ClearColor4ub( unsigned char r, unsigned char g, unsigned char b, unsigned char a ) = 0;
// Allows us to override the depth buffer setting of a material
virtual void OverrideDepthEnable( bool bEnable, bool bDepthEnable ) = 0;
// FIXME: This is a hack required for NVidia/XBox, can they fix in drivers?
virtual void DrawScreenSpaceQuad( IMaterial* pMaterial ) = 0;
// For debugging and building recording files. This will stuff a token into the recording file,
// then someone doing a playback can watch for the token.
virtual void SyncToken( const char *pToken ) = 0;
// FIXME: REMOVE THIS FUNCTION!
// The only reason why it's not gone is because we're a week from ship when I found the bug in it
// and everything's tuned to use it.
// It's returning values which are 2x too big (it's returning sphere diameter x2)
// Use ComputePixelDiameterOfSphere below in all new code instead.
virtual float ComputePixelWidthOfSphere( const Vector& origin, float flRadius ) = 0;
//
// Occlusion query support
//
// Allocate and delete query objects.
virtual OcclusionQueryObjectHandle_t CreateOcclusionQueryObject( void ) = 0;
virtual void DestroyOcclusionQueryObject( OcclusionQueryObjectHandle_t ) = 0;
// Bracket drawing with begin and end so that we can get counts next frame.
virtual void BeginOcclusionQueryDrawing( OcclusionQueryObjectHandle_t ) = 0;
virtual void EndOcclusionQueryDrawing( OcclusionQueryObjectHandle_t ) = 0;
// Get the number of pixels rendered between begin and end on an earlier frame.
// Calling this in the same frame is a huge perf hit!
virtual int OcclusionQuery_GetNumPixelsRendered( OcclusionQueryObjectHandle_t ) = 0;
virtual void SetFlashlightMode( bool bEnable ) = 0;
virtual void SetFlashlightState( const FlashlightState_t &state, const VMatrix &worldToTexture ) = 0;
// Gets the current height clip mode
virtual MaterialHeightClipMode_t GetHeightClipMode( ) = 0;
// This returns the diameter of the sphere in pixels based on
// the current model, view, + projection matrices and viewport.
virtual float ComputePixelDiameterOfSphere( const Vector& vecAbsOrigin, float flRadius ) = 0;
// By default, the material system applies the VIEW and PROJECTION matrices to the user clip
// planes (which are specified in world space) to generate projection-space user clip planes
// Occasionally (for the particle system in hl2, for example), we want to override that
// behavior and explictly specify a ViewProj transform for user clip planes
virtual void EnableUserClipTransformOverride( bool bEnable ) = 0;
virtual void UserClipTransform( const VMatrix &worldToView ) = 0;
virtual bool GetFlashlightMode() const = 0;
// Used to make the handle think it's never had a successful query before
virtual void ResetOcclusionQueryObject( OcclusionQueryObjectHandle_t ) = 0;
// Creates/destroys morph data associated w/ a particular material
virtual IMorph *CreateMorph( MorphFormat_t format, const char *pDebugName ) = 0;
virtual void DestroyMorph( IMorph *pMorph ) = 0;
// Binds the morph data for use in rendering
virtual void BindMorph( IMorph *pMorph ) = 0;
// Sets flexweights for rendering
virtual void SetFlexWeights( int nFirstWeight, int nCount, const MorphWeight_t* pWeights ) = 0;
// Allocates temp render data. Renderdata goes out of scope at frame end in multicore
// Renderdata goes out of scope after refcount goes to zero in singlecore.
// Locking/unlocking increases + decreases refcount
virtual void * LockRenderData( int nSizeInBytes ) = 0;
virtual void UnlockRenderData( void *pData ) = 0;
// Typed version. If specified, pSrcData is copied into the locked memory.
template< class E > E* LockRenderDataTyped( int nCount, const E* pSrcData = NULL );
// Temp render data gets immediately freed after it's all unlocked in single core.
// This prevents it from being freed
virtual void AddRefRenderData() = 0;
virtual void ReleaseRenderData() = 0;
// Returns whether a pointer is render data. NOTE: passing NULL returns true
virtual bool IsRenderData( const void *pData ) const = 0;
// Read w/ stretch to a host-memory buffer
virtual void ReadPixelsAndStretch( Rect_t *pSrcRect, Rect_t *pDstRect, unsigned char *pBuffer, ImageFormat dstFormat, int nDstStride ) = 0;
// Gets the window size
virtual void GetWindowSize( int &width, int &height ) const = 0;
// This function performs a texture map from one texture map to the render destination, doing
// all the necessary pixel/texel coordinate fix ups. fractional values can be used for the
// src_texture coordinates to get linear sampling - integer values should produce 1:1 mappings
// for non-scaled operations.
virtual 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 )=0;
virtual void LoadBoneMatrix( int boneIndex, const matrix3x4_t& matrix ) = 0;
// This version will push the current rendertarget + current viewport onto the stack
virtual void PushRenderTargetAndViewport( ) = 0;
// This version will push a new rendertarget + a maximal viewport for that rendertarget onto the stack
virtual void PushRenderTargetAndViewport( ITexture *pTexture ) = 0;
// This version will push a new rendertarget + a specified viewport onto the stack
virtual void PushRenderTargetAndViewport( ITexture *pTexture, int nViewX, int nViewY, int nViewW, int nViewH ) = 0;
// This version will push a new rendertarget + a specified viewport onto the stack
virtual void PushRenderTargetAndViewport( ITexture *pTexture, ITexture *pDepthTexture, int nViewX, int nViewY, int nViewW, int nViewH ) = 0;
// This will pop a rendertarget + viewport
virtual void PopRenderTargetAndViewport( void ) = 0;
// Binds a particular texture as the current lightmap
virtual void BindLightmapTexture( ITexture *pLightmapTexture ) = 0;
// Blit a subrect of the current render target to another texture
virtual void CopyRenderTargetToTextureEx( ITexture *pTexture, int nRenderTargetID, Rect_t *pSrcRect, Rect_t *pDstRect = NULL ) = 0;
// Special off-center perspective matrix for DoF, MSAA jitter and poster rendering
virtual void PerspectiveOffCenterX( double fovx, double aspect, double zNear, double zFar, double bottom, double top, double left, double right ) = 0;
// Sets the ambient light color
virtual void SetAmbientLightColor( float r, float g, float b ) = 0;
// Rendering parameters control special drawing modes withing the material system, shader
// system, shaders, and engine. renderparm.h has their definitions.
virtual void SetFloatRenderingParameter(int parm_number, float value) = 0;
virtual void SetIntRenderingParameter(int parm_number, int value) = 0;
virtual void SetVectorRenderingParameter(int parm_number, Vector const &value) = 0;
// stencil buffer operations.
virtual void SetStencilState( const ShaderStencilState_t &state ) = 0;
virtual void ClearStencilBufferRectangle(int xmin, int ymin, int xmax, int ymax,int value) =0;
virtual void SetRenderTargetEx( int nRenderTargetID, ITexture *pTexture ) = 0;
// rendering clip planes, beware that only the most recently pushed plane will actually be used in a sizeable chunk of hardware configurations
// and that changes to the clip planes mid-frame while UsingFastClipping() is true will result unresolvable depth inconsistencies
virtual void PushCustomClipPlane( const float *pPlane ) = 0;
virtual void PopCustomClipPlane( void ) = 0;
// Returns the number of vertices + indices we can render using the dynamic mesh
// Passing true in the second parameter will return the max # of vertices + indices
// we can use before a flush is provoked and may return different values
// if called multiple times in succession.
// Passing false into the second parameter will return
// the maximum possible vertices + indices that can be rendered in a single batch
virtual void GetMaxToRender( IMesh *pMesh, bool bMaxUntilFlush, int *pMaxVerts, int *pMaxIndices ) = 0;
// Returns the max possible vertices + indices to render in a single draw call
virtual int GetMaxVerticesToRender( IMaterial *pMaterial ) = 0;
virtual int GetMaxIndicesToRender( ) = 0;
virtual void DisableAllLocalLights() = 0;
virtual int CompareMaterialCombos( IMaterial *pMaterial1, IMaterial *pMaterial2, int lightMapID1, int lightMapID2 ) = 0;
virtual IMesh *GetFlexMesh() = 0;
virtual void SetFlashlightStateEx( const FlashlightState_t &state, const VMatrix &worldToTexture, ITexture *pFlashlightDepthTexture ) = 0;
virtual void SetFlashlightStateExDeRef( const FlashlightState_t &state, ITexture *pFlashlightDepthTexture ) = 0;
// Returns the currently bound local cubemap
virtual ITexture *GetLocalCubemap( ) = 0;
// This is a version of clear buffers which will only clear the buffer at pixels which pass the stencil test
virtual void ClearBuffersObeyStencil( bool bClearColor, bool bClearDepth ) = 0;
//enables/disables all entered clipping planes, returns the input from the last time it was called.
virtual bool EnableClipping( bool bEnable ) = 0;
//get fog distances entered with FogStart(), FogEnd(), and SetFogZ()
virtual void GetFogDistances( float *fStart, float *fEnd, float *fFogZ ) = 0;
// Hooks for firing PIX events from outside the Material System...
virtual void BeginPIXEvent( unsigned long color, const char *szName ) = 0;
virtual void EndPIXEvent() = 0;
virtual void SetPIXMarker( unsigned long color, const char *szName ) = 0;
// Batch API
// from changelist 166623:
// - replaced obtuse material system batch usage with an explicit and easier to thread API
virtual void BeginBatch( IMesh* pIndices ) = 0;
virtual void BindBatch( IMesh* pVertices, IMaterial *pAutoBind = NULL ) = 0;
virtual void DrawBatch(int firstIndex, int numIndices ) = 0;
virtual void EndBatch() = 0;
// Raw access to the call queue, which can be NULL if not in a queued mode
virtual ICallQueue *GetCallQueue() = 0;
// Returns the world-space camera position
virtual void GetWorldSpaceCameraPosition( Vector *pCameraPos ) = 0;
virtual void GetWorldSpaceCameraVectors( Vector *pVecForward, Vector *pVecRight, Vector *pVecUp ) = 0;
// Set a linear vector color scale for all 3D rendering.
// A value of [1.0f, 1.0f, 1.0f] should match non-tone-mapped rendering.
virtual void SetToneMappingScaleLinear( const Vector &scale ) = 0;
virtual Vector GetToneMappingScaleLinear( void ) = 0;
virtual void SetShadowDepthBiasFactors( float fSlopeScaleDepthBias, float fDepthBias ) = 0;
// Apply stencil operations to every pixel on the screen without disturbing depth or color buffers
virtual void PerformFullScreenStencilOperation( void ) = 0;
// Sets lighting origin for the current model (needed to convert directional lights to points)
virtual void SetLightingOrigin( Vector vLightingOrigin ) = 0;
// Set scissor rect for rendering
virtual void SetScissorRect( const int nLeft, const int nTop, const int nRight, const int nBottom, const bool bEnableScissor ) = 0;
// Methods used to build the morph accumulator that is read from when HW morphing is enabled.
virtual void BeginMorphAccumulation() = 0;
virtual void EndMorphAccumulation() = 0;
virtual void AccumulateMorph( IMorph* pMorph, int nMorphCount, const MorphWeight_t* pWeights ) = 0;
virtual void PushDeformation( DeformationBase_t const *Deformation ) = 0;
virtual void PopDeformation( ) = 0;
virtual int GetNumActiveDeformations() const = 0;
virtual bool GetMorphAccumulatorTexCoord( Vector2D *pTexCoord, IMorph *pMorph, int nVertex ) = 0;
// Version of get dynamic mesh that specifies a specific vertex format
virtual IMesh* GetDynamicMeshEx( VertexFormat_t vertexFormat, bool bBuffered = true,
IMesh* pVertexOverride = 0, IMesh* pIndexOverride = 0, IMaterial *pAutoBind = 0 ) = 0;
virtual void FogMaxDensity( float flMaxDensity ) = 0;
#if defined( _X360 )
//Seems best to expose GPR allocation to scene rendering code. 128 total to split between vertex/pixel shaders (pixel will be set to 128 - vertex). Minimum value of 16. More GPR's = more threads.
virtual void PushVertexShaderGPRAllocation( int iVertexShaderCount = 64 ) = 0;
virtual void PopVertexShaderGPRAllocation( void ) = 0;
virtual void FlushHiStencil() = 0;
virtual void Begin360ZPass( int nNumDynamicIndicesNeeded ) = 0;
virtual void End360ZPass() = 0;
#endif
virtual IMaterial *GetCurrentMaterial() = 0;
virtual int GetCurrentNumBones() const = 0;
virtual void *GetCurrentProxy() = 0;
// Color correction related methods..
// Client cannot call IColorCorrectionSystem directly because it is not thread-safe
// FIXME: Make IColorCorrectionSystem threadsafe?
virtual void EnableColorCorrection( bool bEnable ) = 0;
virtual ColorCorrectionHandle_t AddLookup( const char *pName ) = 0;
virtual bool RemoveLookup( ColorCorrectionHandle_t handle ) = 0;
virtual void LockLookup( ColorCorrectionHandle_t handle ) = 0;
virtual void LoadLookup( ColorCorrectionHandle_t handle, const char *pLookupName ) = 0;
virtual void UnlockLookup( ColorCorrectionHandle_t handle ) = 0;
virtual void SetLookupWeight( ColorCorrectionHandle_t handle, float flWeight ) = 0;
virtual void ResetLookupWeights( ) = 0;
virtual void SetResetable( ColorCorrectionHandle_t handle, bool bResetable ) = 0;
//There are some cases where it's simply not reasonable to update the full screen depth texture (mostly on PC).
//Use this to mark it as invalid and use a dummy texture for depth reads.
virtual void SetFullScreenDepthTextureValidityFlag( bool bIsValid ) = 0;
// A special path used to tick the front buffer while loading on the 360
virtual void SetNonInteractivePacifierTexture( ITexture *pTexture, float flNormalizedX, float flNormalizedY, float flNormalizedSize ) = 0;
virtual void SetNonInteractiveTempFullscreenBuffer( ITexture *pTexture, MaterialNonInteractiveMode_t mode ) = 0;
virtual void EnableNonInteractiveMode( MaterialNonInteractiveMode_t mode ) = 0;
virtual void RefreshFrontBufferNonInteractive() = 0;
// Flip culling state (swap CCW <-> CW)
virtual void FlipCulling( bool bFlipCulling ) = 0;
virtual void SetTextureRenderingParameter(int parm_number, ITexture *pTexture) = 0;
//only actually sets a bool that can be read in from shaders, doesn't do any of the legwork
virtual void EnableSinglePassFlashlightMode( bool bEnable ) = 0;
// Draws instances with different meshes
virtual void DrawInstances( int nInstanceCount, const MeshInstanceData_t *pInstance ) = 0;
// Allows us to override the color/alpha write settings of a material
virtual void OverrideAlphaWriteEnable( bool bOverrideEnable, bool bAlphaWriteEnable ) = 0;
virtual void OverrideColorWriteEnable( bool bOverrideEnable, bool bColorWriteEnable ) = 0;
virtual void ClearBuffersObeyStencilEx( bool bClearColor, bool bClearAlpha, bool bClearDepth ) = 0;
// Subdivision surface interface
virtual int GetSubDBufferWidth() = 0;
virtual float* LockSubDBuffer( int nNumRows ) = 0;
virtual void UnlockSubDBuffer() = 0;
// Update current frame's game time for the shader api.
virtual void UpdateGameTime( float flTime ) = 0;
virtual void PrintfVA( char *fmt, va_list vargs ) = 0;
virtual void Printf( char *fmt, ... ) = 0;
virtual float Knob( char *knobname, float *setvalue = NULL ) = 0;
};
template< class E > inline E* IMatRenderContext::LockRenderDataTyped( int nCount, const E* pSrcData )
{
int nSizeInBytes = nCount * sizeof(E);
E *pDstData = (E*)LockRenderData( nSizeInBytes );
if ( pSrcData && pDstData )
{
memcpy( pDstData, pSrcData, nSizeInBytes );
}
return pDstData;
}
//-----------------------------------------------------------------------------
// Utility class for addreffing/releasing render data (prevents freeing on single core)
//-----------------------------------------------------------------------------
class CMatRenderDataReference
{
public:
CMatRenderDataReference();
CMatRenderDataReference( IMatRenderContext* pRenderContext );
~CMatRenderDataReference();
void Lock( IMatRenderContext *pRenderContext );
void Release();
private:
IMatRenderContext *m_pRenderContext;
};
inline CMatRenderDataReference::CMatRenderDataReference()
{
m_pRenderContext = NULL;
}
inline CMatRenderDataReference::CMatRenderDataReference( IMatRenderContext* pRenderContext )
{
m_pRenderContext = NULL;
Lock( pRenderContext );
}
inline CMatRenderDataReference::~CMatRenderDataReference()
{
Release();
}
inline void CMatRenderDataReference::Lock( IMatRenderContext* pRenderContext )
{
if ( !m_pRenderContext )
{
m_pRenderContext = pRenderContext;
m_pRenderContext->AddRefRenderData( );
}
}
inline void CMatRenderDataReference::Release()
{
if ( m_pRenderContext )
{
m_pRenderContext->ReleaseRenderData( );
m_pRenderContext = NULL;
}
}
//-----------------------------------------------------------------------------
// Utility class for locking/unlocking render data
//-----------------------------------------------------------------------------
template< typename E >
class CMatRenderData
{
public:
CMatRenderData( IMatRenderContext* pRenderContext );
CMatRenderData( IMatRenderContext* pRenderContext, int nCount, const E *pSrcData = NULL );
~CMatRenderData();
E* Lock( int nCount, const E* pSrcData = NULL );
void Release();
bool IsValid() const;
const E* Base() const;
E* Base();
const E& operator[]( int i ) const;
E& operator[]( int i );
private:
IMatRenderContext* m_pRenderContext;
E *m_pRenderData;
int m_nCount;
bool m_bNeedsUnlock;
};
template< typename E >
inline CMatRenderData<E>::CMatRenderData( IMatRenderContext* pRenderContext )
{
m_pRenderContext = pRenderContext;
m_nCount = 0;
m_pRenderData = 0;
m_bNeedsUnlock = false;
}
template< typename E >
inline CMatRenderData<E>::CMatRenderData( IMatRenderContext* pRenderContext, int nCount, const E* pSrcData )
{
m_pRenderContext = pRenderContext;
m_nCount = 0;
m_pRenderData = 0;
m_bNeedsUnlock = false;
Lock( nCount, pSrcData );
}
template< typename E >
inline CMatRenderData<E>::~CMatRenderData()
{
Release();
}
template< typename E >
inline bool CMatRenderData<E>::IsValid() const
{
return m_pRenderData != NULL;
}
template< typename E >
inline E* CMatRenderData<E>::Lock( int nCount, const E* pSrcData )
{
m_nCount = nCount;
if ( pSrcData && m_pRenderContext->IsRenderData( pSrcData ) )
{
// Yes, we're const-casting away, but that should be ok since
// the src data is render data
m_pRenderData = const_cast<E*>( pSrcData );
m_pRenderContext->AddRefRenderData();
m_bNeedsUnlock = false;
return m_pRenderData;
}
m_pRenderData = m_pRenderContext->LockRenderDataTyped<E>( nCount, pSrcData );
m_bNeedsUnlock = true;
return m_pRenderData;
}
template< typename E >
inline void CMatRenderData<E>::Release()
{
if ( m_pRenderContext && m_pRenderData )
{
if ( m_bNeedsUnlock )
{
m_pRenderContext->UnlockRenderData( m_pRenderData );
}
else
{
m_pRenderContext->ReleaseRenderData();
}
}
m_pRenderData = NULL;
m_nCount = 0;
m_bNeedsUnlock = false;
}
template< typename E >
inline E* CMatRenderData<E>::Base()
{
return m_pRenderData;
}
template< typename E >
inline const E* CMatRenderData<E>::Base() const
{
return m_pRenderData;
}
template< typename E >
inline E& CMatRenderData<E>::operator[]( int i )
{
Assert( ( i >= 0 ) && ( i < m_nCount ) );
return m_pRenderData[i];
}
template< typename E >
inline const E& CMatRenderData<E>::operator[]( int i ) const
{
Assert( ( i >= 0 ) && ( i < m_nCount ) );
return m_pRenderData[i];
}
//-----------------------------------------------------------------------------
class CMatRenderContextPtr : public CRefPtr<IMatRenderContext>
{
typedef CRefPtr<IMatRenderContext> BaseClass;
public:
CMatRenderContextPtr() {}
CMatRenderContextPtr( IMatRenderContext *pInit ) : BaseClass( pInit ) { if ( BaseClass::m_pObject ) BaseClass::m_pObject->BeginRender(); }
CMatRenderContextPtr( IMaterialSystem *pFrom ) : BaseClass( pFrom->GetRenderContext() ) { if ( BaseClass::m_pObject ) BaseClass::m_pObject->BeginRender(); }
~CMatRenderContextPtr() { if ( BaseClass::m_pObject ) BaseClass::m_pObject->EndRender(); }
IMatRenderContext *operator=( IMatRenderContext *p ) { if ( p ) p->BeginRender(); return BaseClass::operator=( p ); }
void SafeRelease() { if ( BaseClass::m_pObject ) BaseClass::m_pObject->EndRender(); BaseClass::SafeRelease(); }
void AssignAddRef( IMatRenderContext *pFrom ) { if ( BaseClass::m_pObject ) BaseClass::m_pObject->EndRender(); BaseClass::AssignAddRef( pFrom ); BaseClass::m_pObject->BeginRender(); }
void GetFrom( IMaterialSystem *pFrom ) { AssignAddRef( pFrom->GetRenderContext() ); }
private:
CMatRenderContextPtr( const CMatRenderContextPtr &from );
void operator=( const CMatRenderContextPtr &from );
};
//-----------------------------------------------------------------------------
// Helper class for begin/end of pix event via constructor/destructor
//-----------------------------------------------------------------------------
#define PIX_VALVE_ORANGE 0xFFF5940F
class PIXEvent
{
public:
PIXEvent( IMatRenderContext *pRenderContext, const char *szName, unsigned long color = PIX_VALVE_ORANGE )
{
m_pRenderContext = pRenderContext;
Assert( m_pRenderContext );
Assert( szName );
m_pRenderContext->BeginPIXEvent( color, szName );
}
~PIXEvent()
{
m_pRenderContext->EndPIXEvent();
}
private:
IMatRenderContext *m_pRenderContext;
};
#define PIX_ENABLE 0 // set this to 1 and build engine/studiorender to enable pix events in the engine
#if PIX_ENABLE
# define PIXEVENT PIXEvent _pixEvent
#else
# define PIXEVENT
#endif
//-----------------------------------------------------------------------------
#ifdef MATERIAL_SYSTEM_DEBUG_CALL_QUEUE
#include "tier1/callqueue.h"
#include "tier1/fmtstr.h"
static void DoMatSysQueueMark( IMaterialSystem *pMaterialSystem, const char *psz )
{
CMatRenderContextPtr pRenderContext( pMaterialSystem );
if ( pRenderContext->GetCallQueue() )
pRenderContext->GetCallQueue()->QueueCall( Plat_DebugString, CUtlEnvelope<const char *>( psz ) );
}
#define MatSysQueueMark( pMaterialSystem, ...) DoMatSysQueueMark( pMaterialSystem, CFmtStr( __VA_ARGS__ ) )
#else
#define MatSysQueueMark( msg, ...) ((void)0)
#endif
//-----------------------------------------------------------------------------
DECLARE_TIER2_INTERFACE( IMaterialSystem, materials );
DECLARE_TIER2_INTERFACE( IMaterialSystem, g_pMaterialSystem );
#endif // IMATERIALSYSTEM_H