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//===== 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.
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//#define FEATURE_SUBD_SUPPORT
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# 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