177 lines
6.2 KiB
C++
177 lines
6.2 KiB
C++
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
|
|
//
|
|
// Purpose:
|
|
//
|
|
// $NoKeywords: $
|
|
//
|
|
//=============================================================================//
|
|
|
|
#ifndef IMATERIALINTERNAL_H
|
|
#define IMATERIALINTERNAL_H
|
|
|
|
#ifdef _WIN32
|
|
#pragma once
|
|
#endif
|
|
|
|
// identifier was truncated to '255' characters in the debug information
|
|
#pragma warning(disable: 4786)
|
|
|
|
#include "materialsystem/imaterialsystem.h"
|
|
#include "materialsystem/imaterial.h"
|
|
#include "shaderapi/ishaderapi.h"
|
|
#include "filesystem.h"
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// forward declarations
|
|
//-----------------------------------------------------------------------------
|
|
enum MaterialPrimitiveType_t;
|
|
class IShader;
|
|
class IMesh;
|
|
class IVertexBuffer;
|
|
class IIndexBuffer;
|
|
struct Shader_VertexArrayData_t;
|
|
struct ShaderRenderState_t;
|
|
class KeyValues;
|
|
|
|
|
|
struct tokencache_t
|
|
{
|
|
unsigned short symbol;
|
|
unsigned char varIndex;
|
|
unsigned char cached : 1;
|
|
unsigned char subrect : 1;
|
|
};
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Interface for materials used only within the material system
|
|
//-----------------------------------------------------------------------------
|
|
abstract_class IMaterialInternal : public IMaterial
|
|
{
|
|
public:
|
|
// class factory methods
|
|
static IMaterialInternal* CreateMaterial( char const* pMaterialName, const char *pTextureGroupName, KeyValues *pKeyValues = NULL );
|
|
static void DestroyMaterial( IMaterialInternal* pMaterial );
|
|
|
|
// If supplied, pKeyValues and pPatchKeyValues should come from LoadVMTFile()
|
|
static IMaterialInternal* CreateMaterialSubRect( char const* pMaterialName, const char *pTextureGroupName,
|
|
KeyValues *pKeyValues = NULL, KeyValues *pPatchKeyValues = NULL, bool bAssumeCreateFromFile = false );
|
|
static void DestroyMaterialSubRect( IMaterialInternal* pMaterial );
|
|
|
|
// refcount
|
|
virtual int GetReferenceCount( ) const = 0;
|
|
|
|
// enumeration id
|
|
virtual void SetEnumerationID( int id ) = 0;
|
|
|
|
// White lightmap methods
|
|
virtual void SetNeedsWhiteLightmap( bool val ) = 0;
|
|
virtual bool GetNeedsWhiteLightmap( ) const = 0;
|
|
|
|
// load/unload
|
|
virtual void Uncache( bool bPreserveVars = false ) = 0;
|
|
virtual void Precache() = 0;
|
|
// If supplied, pKeyValues and pPatchKeyValues should come from LoadVMTFile()
|
|
virtual bool PrecacheVars( KeyValues *pKeyValues = NULL, KeyValues *pPatchKeyValues = NULL, CUtlVector<FileNameHandle_t> *pIncludes = NULL ) = 0;
|
|
|
|
// reload all textures used by this materals
|
|
virtual void ReloadTextures() = 0;
|
|
|
|
// lightmap pages associated with this material
|
|
virtual void SetMinLightmapPageID( int pageID ) = 0;
|
|
virtual void SetMaxLightmapPageID( int pageID ) = 0;;
|
|
virtual int GetMinLightmapPageID( ) const = 0;
|
|
virtual int GetMaxLightmapPageID( ) const = 0;
|
|
|
|
virtual IShader *GetShader() const = 0;
|
|
|
|
// Can we use it?
|
|
virtual bool IsPrecached( ) const = 0;
|
|
virtual bool IsPrecachedVars() const = 0;
|
|
|
|
// main draw method
|
|
virtual void DrawMesh( VertexCompressionType_t vertexCompression, bool bIsAlphaModulating, bool bUsingPreTessPatches ) = 0;
|
|
|
|
// Gets the vertex format
|
|
virtual VertexFormat_t GetVertexFormat() const = 0;
|
|
virtual VertexFormat_t GetVertexUsage() const = 0;
|
|
|
|
// Performs a debug trace on this material
|
|
virtual bool PerformDebugTrace() const = 0;
|
|
|
|
// Can we override this material in debug?
|
|
virtual bool NoDebugOverride() const = 0;
|
|
|
|
// Should we draw?
|
|
virtual void ToggleSuppression() = 0;
|
|
|
|
// Are we suppressed?
|
|
virtual bool IsSuppressed() const = 0;
|
|
|
|
// Should we debug?
|
|
virtual void ToggleDebugTrace() = 0;
|
|
|
|
// Do we use fog?
|
|
virtual bool UseFog() const = 0;
|
|
|
|
// Adds a material variable to the material
|
|
virtual void AddMaterialVar( IMaterialVar *pMaterialVar ) = 0;
|
|
|
|
// Gets the renderstate
|
|
virtual ShaderRenderState_t *GetRenderState() = 0;
|
|
|
|
// Was this manually created (not read from a file?)
|
|
virtual bool IsManuallyCreated() const = 0;
|
|
|
|
virtual bool NeedsFixedFunctionFlashlight() const = 0;
|
|
|
|
virtual bool IsUsingVertexID() const = 0;
|
|
|
|
// Identifies a material mounted through the preload path
|
|
virtual void MarkAsPreloaded( bool bSet ) = 0;
|
|
virtual bool IsPreloaded() const = 0;
|
|
|
|
// Conditonally increments the refcount
|
|
virtual void ArtificialAddRef( void ) = 0;
|
|
virtual void ArtificialRelease( void ) = 0;
|
|
|
|
virtual void ReportVarChanged( IMaterialVar *pVar ) = 0;
|
|
virtual uint32 GetChangeID() const = 0;
|
|
|
|
virtual bool IsTranslucentInternal( float fAlphaModulation ) const = 0;
|
|
|
|
//Is this the queue friendly or realtime version of the material?
|
|
virtual bool IsRealTimeVersion( void ) const = 0;
|
|
|
|
virtual void ClearContextData( void )
|
|
{
|
|
}
|
|
|
|
//easy swapping between the queue friendly and realtime versions of the material
|
|
virtual IMaterialInternal *GetRealTimeVersion( void ) = 0;
|
|
virtual IMaterialInternal *GetQueueFriendlyVersion( void ) = 0;
|
|
|
|
virtual void PrecacheMappingDimensions( void ) = 0;
|
|
virtual void FindRepresentativeTexture( void ) = 0;
|
|
|
|
// These are used when a new whitelist is passed in. First materials to be reloaded are flagged, then they are reloaded.
|
|
virtual void DecideShouldReloadFromWhitelist( IFileList *pFileList ) = 0;
|
|
virtual void ReloadFromWhitelistIfMarked() = 0;
|
|
|
|
virtual void CompactMaterialVars() = 0;
|
|
};
|
|
|
|
extern void InsertKeyValues( KeyValues& dst, KeyValues& src, bool bCheckForExistence );
|
|
extern void WriteKeyValuesToFile( const char *pFileName, KeyValues& keyValues );
|
|
extern void ExpandPatchFile( KeyValues& keyValues, KeyValues &patchKeyValues );
|
|
// patchKeyValues accumulates keys applied by VMT patch files (this is necessary to make $fallbackmaterial
|
|
// work properly - the patch keys need to be reapplied when the fallback VMT is loaded). It may contain
|
|
// previously accumulated patch keys on entry, and may contain more encountered patch keys on exit.
|
|
extern bool LoadVMTFile( KeyValues &vmtKeyValues, KeyValues &patchKeyValues, const char *pMaterialName, bool bUsesUNCFilename, CUtlVector<FileNameHandle_t> *pIncludes );
|
|
|
|
extern void CompactMaterialVars( IMaterialVar **ppMaterialVars, int nVars );
|
|
extern void CompactMaterialVarHeap();
|
|
|
|
#endif // IMATERIALINTERNAL_H
|