//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: Implementation of IEditorTexture interface for materials. // // $NoKeywords: $ //===========================================================================// #ifndef MATERIAL_H #define MATERIAL_H #pragma once #include "IEditorTexture.h" #include "materialsystem/imaterialvar.h" #include "materialsystem/imaterial.h" class IMaterial; class CMaterialCache; class IMaterialSystem; class IMaterialSystemHardwareConfig; struct MaterialSystem_Config_t; struct MaterialCacheEntry_t; #define INCLUDE_MODEL_MATERIALS 0x01 #define INCLUDE_WORLD_MATERIALS 0x02 #define INCLUDE_ALL_MATERIALS 0xFFFFFFFF //----------------------------------------------------------------------------- // Inherit from this to enumerate materials //----------------------------------------------------------------------------- class IMaterialEnumerator { public: virtual bool EnumMaterial( const char *pMaterialName, int nContext ) = 0; }; //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- class CMaterial : public IEditorTexture { public: static bool Initialize( HWND hwnd ); static void ShutDown(void); static void EnumerateMaterials( IMaterialEnumerator *pEnum, const char *szRoot, int nContext, int nFlags = INCLUDE_ALL_MATERIALS ); static CMaterial *CreateMaterial( const char *pszMaterialName, bool bLoadImmediately, bool* pFound = 0 ); virtual ~CMaterial(void); void Draw(CDC *pDC, RECT& rect, int iFontHeight, int iIconHeight, DrawTexData_t &DrawTexData); //DWORD dwFlags = (drawCaption|drawIcons)); void FreeData(void); inline const char *GetName(void) const { return(m_szName); } int GetShortName(char *pszName) const; int GetKeywords(char *pszKeywords) const; void GetSize(SIZE &size) const; int GetImageDataRGB(void *pImageRGB); int GetImageDataRGBA(void *pImageRGBA); // Image dimensions int GetImageWidth(void) const; int GetImageHeight(void) const; int GetWidth(void) const; int GetHeight(void) const; float GetDecalScale(void) const; const char *GetFileName(void) const; inline CPalette *GetPalette(void) const { return(NULL); } inline int GetSurfaceAttributes(void) const { return(0); } inline int GetSurfaceContents(void) const { return(0); } inline int GetSurfaceValue(void) const { return(0); } inline TEXTUREFORMAT GetTextureFormat(void) const { return(tfVMT); } inline int GetTextureID(void) const { return(m_nTextureID); } bool HasAlpha(void) const { return(false); } inline bool HasData(void) const { return((m_nWidth != 0) && (m_nHeight != 0)); } inline bool HasPalette(void) const { return(false); } inline bool IsDummy(void) const { return(false); } bool Load(void); void Reload( bool bFullReload ); inline bool IsLoaded() const { return m_bLoaded; } inline void SetTextureID(int nTextureID) { m_nTextureID = nTextureID; } bool IsWater( void ) const; virtual IMaterial* GetMaterial( bool bForceLoad=true ); protected: // Used to draw the bitmap for the texture browser void DrawBitmap( CDC *pDC, RECT& srcRect, RECT& dstRect ); void DrawBrowserIcons( CDC *pDC, RECT& dstRect, bool detectErrors ); void DrawIcon( CDC *pDC, CMaterial* pIcon, RECT& dstRect ); static bool ShouldSkipMaterial(const char *pszName, int nFlags); // Finds all .VMT files in a particular directory static bool LoadMaterialsInDirectory( char const* pDirectoryName, int nDirectoryNameLen, IMaterialEnumerator *pEnum, int nContext, int nFlags ); // Discovers all .VMT files lying under a particular directory recursively static bool InitDirectoryRecursive( char const* pDirectoryName, IMaterialEnumerator *pEnum, int nContext, int nFlags ); CMaterial(void); bool LoadMaterialHeader(IMaterial *material); bool LoadMaterialImage(); static bool IsIgnoredMaterial( const char *pName ); // Will actually load the material bits // We don't want to load them all at once because it takes way too long bool LoadMaterial(); char m_szName[MAX_PATH]; char m_szFileName[MAX_PATH]; char m_szKeywords[MAX_PATH]; int m_nTextureID; // Uniquely identifies this texture in all 3D renderers. int m_nWidth; // Texture width in texels. int m_nHeight; // Texture height in texels. bool m_TranslucentBaseTexture; bool m_bLoaded; // We don't load these immediately; only when needed.. void *m_pData; // Loaded texel data (NULL if not loaded). IMaterial *m_pMaterial; friend class CMaterialImageCache; }; typedef CMaterial *CMaterialPtr; //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- class CMaterialCache { public: CMaterialCache(void); ~CMaterialCache(void); inline bool CacheExists(void); bool Create(int nMaxEntries); CMaterial *CreateMaterial(const char *pszMaterialName); void AddRef(CMaterial *pMaterial); void Release(CMaterial *pMaterial); protected: CMaterial *FindMaterial(const char *pszMaterialName); void AddMaterial(CMaterial *pMaterial); MaterialCacheEntry_t *m_pCache; int m_nMaxEntries; int m_nEntries; }; //----------------------------------------------------------------------------- // Purpose: Returns true if the cache has been allocated, false if not. //----------------------------------------------------------------------------- inline bool CMaterialCache::CacheExists(void) { return((m_pCache != NULL) && (m_nMaxEntries > 0)); } //----------------------------------------------------------------------------- // returns the material system interface + config //----------------------------------------------------------------------------- inline IMaterialSystem *MaterialSystemInterface() { return materials; } inline MaterialSystem_Config_t& MaterialSystemConfig() { extern MaterialSystem_Config_t g_materialSystemConfig; return g_materialSystemConfig; } inline IMaterialSystemHardwareConfig* MaterialSystemHardwareConfig() { extern IMaterialSystemHardwareConfig* g_pMaterialSystemHardwareConfig; return g_pMaterialSystemHardwareConfig; } //-------------------------------------------------------------------------------- // call AllocateLightingPreviewtextures to make sure necessary rts are allocated //-------------------------------------------------------------------------------- void AllocateLightingPreviewtextures(void); #endif // MATERIAL_H