//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=====================================================================================// #include "imaterialinternal.h" #include "bitmap/tgaloader.h" #include "colorspace.h" #include "materialsystem/imaterialvar.h" #include "materialsystem/itexture.h" #include #include "materialsystem_global.h" #include "shaderapi/ishaderapi.h" #include "materialsystem/imaterialproxy.h" #include "shadersystem.h" #include "materialsystem/imaterialproxyfactory.h" #include "IHardwareConfigInternal.h" #include "utlsymbol.h" #include #include "filesystem.h" #include #include "mempool.h" #include "shaderapi/ishaderutil.h" #include "vtf/vtf.h" #include "tier1/strtools.h" #include #include "utlbuffer.h" #include "mathlib/vmatrix.h" #include "texturemanager.h" #include "itextureinternal.h" #include "cmaterial_queuefriendly.h" #include "mempool.h" static IMaterialVar *CreateMaterialVarFromKeyValue( IMaterial* pMaterial, KeyValues* pKeyValue ); //----------------------------------------------------------------------------- // Material SubRect implementation //----------------------------------------------------------------------------- class CMaterialSubRect : public IMaterialInternal { public: // pVMTKeyValues and pPatchKeyValues should come from LoadVMTFile() CMaterialSubRect( char const *pMaterialName, const char *pTextureGroupName, KeyValues *pVMTKeyValues, KeyValues *pPatchKeyValues, bool bAssumeCreateFromFile ); virtual ~CMaterialSubRect(); // IMaterial Interface const char *GetName() const; const char *GetTextureGroupName() const; int GetMappingWidth(); int GetMappingHeight(); bool InMaterialPage( void ) { return true; } void GetMaterialOffset( float *pOffset ); void GetMaterialScale( float *pScale ); IMaterial *GetMaterialPage( void ) { return m_pMaterialPage; } void IncrementReferenceCount( void ); void DecrementReferenceCount( void ); IMaterialVar *FindVar( char const *varName, bool *found, bool complain = true ); IMaterialVar *FindVarFast( char const *pVarName, unsigned int *pToken ); // Sets new VMT shader parameters for the material virtual void SetShaderAndParams( KeyValues *pKeyValues ); int GetEnumerationID() const; // Maybe! void GetReflectivity( Vector& reflect ) { m_pMaterialPage->GetReflectivity( reflect ); } // IMaterialInternal Interface int GetReferenceCount( void ) const; void Precache(); void Uncache( bool bPreserveVars = false ); // If provided, pKeyValues and pPatchKeyValues should come from LoadVMTFile() bool PrecacheVars( KeyValues *pKeyValues = NULL, KeyValues *pPatchKeyValues = NULL, CUtlVector *pIncludes = NULL, int nFindContext = MATERIAL_FINDCONTEXT_NONE ); bool IsPrecached() const; bool IsPrecachedVars( ) const; bool IsManuallyCreated() const; void SetEnumerationID( int id ); void AddMaterialVar( IMaterialVar *pMaterialVar ); void MarkAsPreloaded( bool bSet ); bool IsPreloaded() const; void ArtificialAddRef(); void ArtificialRelease(); //============================= // Chained to the material page. //============================= // IMaterial Interface. PreviewImageRetVal_t GetPreviewImageProperties( int *width, int *height, ImageFormat *imageFormat, bool* isTranslucent ) const { return m_pMaterialPage->GetPreviewImageProperties( width, height, imageFormat, isTranslucent ); } PreviewImageRetVal_t GetPreviewImage( unsigned char *data, int width, int height, ImageFormat imageFormat ) const { return m_pMaterialPage->GetPreviewImage( data, width, height, imageFormat ); } ShaderRenderState_t *GetRenderState() { return m_pMaterialPage->GetRenderState(); } int GetNumAnimationFrames() { return m_pMaterialPage->GetNumAnimationFrames(); } void GetLowResColorSample( float s, float t, float *color ) const { if ( m_pMaterialPage ) m_pMaterialPage->GetLowResColorSample( s, t, color ); else color[ 0 ] = color[ 1 ] = color[ 2 ] = 0.0f; } bool UsesEnvCubemap( void ) { return m_pMaterialPage->UsesEnvCubemap(); } bool NeedsSoftwareSkinning( void ) { return m_pMaterialPage->NeedsSoftwareSkinning(); } bool NeedsSoftwareLighting( void ) { return m_pMaterialPage->NeedsSoftwareLighting(); } bool NeedsTangentSpace( void ) { return m_pMaterialPage->NeedsTangentSpace(); } bool NeedsPowerOfTwoFrameBufferTexture( bool bCheckSpecificToThisFrame = true ) { return m_pMaterialPage->NeedsPowerOfTwoFrameBufferTexture( bCheckSpecificToThisFrame ); } bool NeedsFullFrameBufferTexture( bool bCheckSpecificToThisFrame = true ) { return m_pMaterialPage->NeedsFullFrameBufferTexture( bCheckSpecificToThisFrame ); } bool NeedsLightmapBlendAlpha( void ) { return m_pMaterialPage->NeedsLightmapBlendAlpha(); } void AlphaModulate( float alpha ) { m_pMaterialPage->AlphaModulate( alpha ); } void ColorModulate( float r, float g, float b ) { m_pMaterialPage->ColorModulate( r, g, b ); } float GetAlphaModulation( ) { return m_pMaterialPage->GetAlphaModulation( ); } void GetColorModulation( float *r, float *g, float *b ) { m_pMaterialPage->GetColorModulation( r, g, b ); } void SetMaterialVarFlag( MaterialVarFlags_t flag, bool on ) { m_pMaterialPage->SetMaterialVarFlag( flag, on ); } bool GetMaterialVarFlag( MaterialVarFlags_t flag ) const { return m_pMaterialPage->GetMaterialVarFlag( flag ); } bool IsTranslucent() { return m_pMaterialPage->IsTranslucent(); } bool IsTranslucentInternal( float fAlphaModulation ) const { return m_pMaterialPage->IsTranslucentInternal( fAlphaModulation ); } bool IsAlphaTested() { return m_pMaterialPage->IsAlphaTested(); } bool IsVertexLit() { return m_pMaterialPage->IsVertexLit(); } bool GetPropertyFlag( MaterialPropertyTypes_t type ) { return m_pMaterialPage->GetPropertyFlag( type ); } bool IsTwoSided() { return m_pMaterialPage->IsTwoSided(); } int GetNumPasses( void ) { return m_pMaterialPage->GetNumPasses(); } int GetTextureMemoryBytes( void ) { return m_pMaterialPage->GetTextureMemoryBytes(); } // IMaterialInternal Interface. void DrawMesh( VertexCompressionType_t vertexCompression ) { m_pMaterialPage->DrawMesh( vertexCompression ); } void ReloadTextures( void ) { m_pMaterialPage->ReloadTextures(); } void SetMinLightmapPageID( int pageID ) { m_pMaterialPage->SetMinLightmapPageID( pageID ); } void SetMaxLightmapPageID( int pageID ) { m_pMaterialPage->SetMaxLightmapPageID( pageID ); } int GetMinLightmapPageID( ) const { return m_pMaterialPage->GetMinLightmapPageID(); } int GetMaxLightmapPageID( ) const { return m_pMaterialPage->GetMaxLightmapPageID(); } void SetNeedsWhiteLightmap( bool val ) { m_pMaterialPage->SetNeedsWhiteLightmap( val ); } bool GetNeedsWhiteLightmap( ) const { return m_pMaterialPage->GetNeedsWhiteLightmap(); } IShader * GetShader() const { return m_pMaterialPage->GetShader(); } void CallBindProxy( void *proxyData ) { m_pMaterialPage->CallBindProxy( proxyData ); } IMaterial *CheckProxyReplacement( void *proxyData ) { return m_pMaterialPage->CheckProxyReplacement( proxyData ); } bool HasProxy( void ) const { return m_pMaterialPage->HasProxy(); } // Sets the shader associated with the material void SetShader( const char *pShaderName ) { m_pMaterialPage->SetShader( pShaderName ); } const char * GetShaderName() const { return m_pMaterialPage->GetShaderName(); } virtual void DeleteIfUnreferenced(); virtual bool IsSpriteCard() { return m_pMaterialPage->IsSpriteCard(); } // Can we override this material in debug? bool NoDebugOverride() const { return m_pMaterialPage->NoDebugOverride(); } // Gets the vertex format VertexFormat_t GetVertexFormat() const { return m_pMaterialPage->GetVertexFormat(); } // Gets the morph format virtual MorphFormat_t GetMorphFormat() const { return m_pMaterialPage->GetMorphFormat(); } // diffuse bump lightmap? // bool IsUsingDiffuseBumpedLighting() const { return m_pChainMaterial->IsUsingDiffuseBumpedLighting(); } // lightmap? // bool IsUsingLightmap() const { return m_pChainMaterial->IsUsingLightmap(); } // Gets the vertex usage flags VertexFormat_t GetVertexUsage() const { return m_pMaterialPage->GetVertexUsage(); } // Debugs this material bool PerformDebugTrace() const { return m_pMaterialPage->PerformDebugTrace(); } // Are we suppressed? bool IsSuppressed() const { return m_pMaterialPage->IsSuppressed(); } // Do we use fog? bool UseFog( void ) const { return m_pMaterialPage->UseFog(); } // Should we draw? void ToggleSuppression() { m_pMaterialPage->ToggleSuppression(); } void ToggleDebugTrace() { m_pMaterialPage->ToggleDebugTrace(); } // Refresh material based on current var values void Refresh() { m_pMaterialPage->Refresh(); } void RefreshPreservingMaterialVars() { m_pMaterialPage->RefreshPreservingMaterialVars(); } // This computes the state snapshots for this material void RecomputeStateSnapshots() { m_pMaterialPage->RecomputeStateSnapshots(); } // Gets at the shader parameters int ShaderParamCount() const { return m_pMaterialPage->ShaderParamCount(); } IMaterialVar **GetShaderParams( void ) { return m_pMaterialPage->GetShaderParams(); } bool IsErrorMaterial() const { return false; } void SetUseFixedFunctionBakedLighting( bool bEnable ) { m_pMaterialPage->SetUseFixedFunctionBakedLighting( bEnable ); } bool NeedsFixedFunctionFlashlight() const { return m_pMaterialPage->NeedsFixedFunctionFlashlight(); } virtual void DecideShouldReloadFromWhitelist( IFileList *pFileList ) { m_pMaterialPage->DecideShouldReloadFromWhitelist( pFileList ); } virtual void ReloadFromWhitelistIfMarked() { return m_pMaterialPage->ReloadFromWhitelistIfMarked(); } virtual bool WasReloadedFromWhitelist() { return m_pMaterialPage->WasReloadedFromWhitelist(); } bool IsUsingVertexID( ) const { return m_pMaterialPage->IsUsingVertexID(); } virtual void ReportVarChanged( IMaterialVar *pVar ) { m_pMaterialPage->ReportVarChanged(pVar); } virtual uint32 GetChangeID() const { return m_pMaterialPage->GetChangeID(); } virtual bool IsRealTimeVersion( void ) const { return true; } virtual IMaterialInternal *GetRealTimeVersion( void ) { return this; } virtual IMaterialInternal *GetQueueFriendlyVersion( void ) { return &m_QueueFriendlyVersion; }; virtual void PrecacheMappingDimensions( void ) { m_pMaterialPage->PrecacheMappingDimensions(); } virtual void FindRepresentativeTexture( void ) { m_pMaterialPage->FindRepresentativeTexture(); } private: void ParseMaterialVars( KeyValues &keyValues ); void SetupMaterialVars( void ); // Do we use a UNC-specified materal name? bool UsesUNCFileName() const; IMaterialVar *GetDummyMaterialVar(); private: enum { MATERIALSUBRECT_IS_PRECACHED = 0x1, MATERIALSUBRECT_VARS_IS_PRECACHED = 0x2, MATERIALSUBRECT_IS_MANUALLY_CREATED = 0x4, MATERIALSUBRECT_USES_UNC_FILENAME = 0x20, MATERIALSUBRECT_IS_PRELOADED = 0x40, MATERIALSUBRECT_ARTIFICIAL_REFCOUNT = 0x80, }; // Fixed-size allocator DECLARE_FIXEDSIZE_ALLOCATOR( CMaterialSubRect ); IMaterialInternal *m_pMaterialPage; int m_iEnumID; CUtlSymbol m_symName; CUtlSymbol m_symTextureGroupName; Vector2D m_vecOffset; Vector2D m_vecScale; Vector2D m_vecSize; short m_nRefCount; unsigned int m_fLocal; // Local flags - precached etc... CUtlVector m_aMaterialVars; // Used only by procedural materials; it essentially is an in-memory .VMT file KeyValues *m_pVMTKeyValues; #ifdef _DEBUG // Makes it easier to see what's going on char* m_pDebugName; #endif CMaterial_QueueFriendly m_QueueFriendlyVersion; }; // NOTE: This must be the last file included // Has to exist *after* fixed size allocator declaration #include "tier0/memdbgon.h" DEFINE_FIXEDSIZE_ALLOCATOR( CMaterialSubRect, 256, true ); //----------------------------------------------------------------------------- // Purpose: Static create method for material subrect. //----------------------------------------------------------------------------- IMaterialInternal* IMaterialInternal::CreateMaterialSubRect( char const* pMaterialName, const char *pTextureGroupName, KeyValues *pVMTKeyValues, KeyValues *pPatchKeyValues, bool bAssumeCreateFromFile ) { return new CMaterialSubRect( pMaterialName, pTextureGroupName, pVMTKeyValues, pPatchKeyValues, bAssumeCreateFromFile ); } //----------------------------------------------------------------------------- // Purpose: Static destroy method for material subrect. //----------------------------------------------------------------------------- void IMaterialInternal::DestroyMaterialSubRect( IMaterialInternal* pMaterial ) { if ( pMaterial ) { CMaterialSubRect* pMat = static_cast( pMaterial ); delete pMat; } } //----------------------------------------------------------------------------- // Purpose: Constructor //----------------------------------------------------------------------------- CMaterialSubRect::CMaterialSubRect( const char *pMaterialName, const char *pTextureGroupName, KeyValues *pVMTKeyValues, KeyValues *pPatchKeyValues, bool bAssumeCreateFromFile ) { m_QueueFriendlyVersion.SetRealTimeVersion( this ); // Name with extension stripped off. int len = Q_strlen( pMaterialName ); char* pTemp = ( char* )_alloca( len + 1 ); Q_strncpy( pTemp, pMaterialName, len + 1 ); Q_strlower( pTemp ); pTemp[ len - 4 ] = '\0'; m_symName = pTemp; #ifdef _DEBUG m_pDebugName = new char[Q_strlen( pTemp ) + 1]; Q_strncpy( m_pDebugName, pTemp, Q_strlen( pTemp ) + 1 ); #endif m_pMaterialPage = NULL; m_iEnumID = 0; m_symTextureGroupName = pTextureGroupName; m_vecOffset.Init(); m_vecScale.Init(); m_vecSize.Init(); m_nRefCount = 0; m_fLocal = 0; m_aMaterialVars.Purge(); if ( pTemp[0] == '/' && pTemp[1] == '/' && pTemp[2] != '/' ) { m_fLocal |= MATERIALSUBRECT_USES_UNC_FILENAME; } if ( !bAssumeCreateFromFile ) { m_pVMTKeyValues = pVMTKeyValues; if (m_pVMTKeyValues) { m_fLocal |= MATERIALSUBRECT_IS_MANUALLY_CREATED; } // Precache immediately. We need the material page immediately. Precache(); } else { m_pVMTKeyValues = NULL; PrecacheVars( pVMTKeyValues, pPatchKeyValues ); Precache(); } Assert( m_pMaterialPage ); // Increment the material page usage counter. m_pMaterialPage->IncrementReferenceCount(); } //----------------------------------------------------------------------------- // Purpose: Deconstructor //----------------------------------------------------------------------------- CMaterialSubRect::~CMaterialSubRect() { Uncache( ); if( m_nRefCount != 0 ) { DevWarning( 2, "Reference Count for Material %s (%d) != 0\n", GetName(), m_nRefCount ); } if ( m_pMaterialPage ) { m_pMaterialPage->DecrementReferenceCount(); m_pMaterialPage = NULL; } if ( m_pVMTKeyValues ) { m_pVMTKeyValues->deleteThis(); m_pVMTKeyValues = NULL; } // m_aMaterialVars is freed, purged, and lit on fire in Uncache() above. #ifdef _DEBUG if ( m_pDebugName ) { delete[] m_pDebugName; m_pDebugName = NULL; } #endif } //----------------------------------------------------------------------------- // Sets new VMT shader parameters for the material //----------------------------------------------------------------------------- void CMaterialSubRect::SetShaderAndParams( KeyValues *pKeyValues ) { Uncache(); if ( m_pVMTKeyValues ) { m_pVMTKeyValues->deleteThis(); m_pVMTKeyValues = NULL; } m_pVMTKeyValues = pKeyValues ? pKeyValues->MakeCopy() : NULL; if (m_pVMTKeyValues) { m_fLocal |= MATERIALSUBRECT_IS_MANUALLY_CREATED; } if ( g_pShaderDevice->IsUsingGraphics() ) { Precache(); } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- const char *CMaterialSubRect::GetName() const { return m_symName.String(); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- const char *CMaterialSubRect::GetTextureGroupName() const { return m_symTextureGroupName.String(); } //----------------------------------------------------------------------------- // Purpose: Return the size of the subrect not the texture page size (width). //----------------------------------------------------------------------------- int CMaterialSubRect::GetMappingWidth() { return int( m_vecSize.x ); } //----------------------------------------------------------------------------- // Purpose: Return the size of the subrect not the texture page size (height). //----------------------------------------------------------------------------- int CMaterialSubRect::GetMappingHeight() { return int( m_vecSize.y ); } //----------------------------------------------------------------------------- // Purpose: Return the texture offset into the texture page. //----------------------------------------------------------------------------- void CMaterialSubRect::GetMaterialOffset( float *pOffset ) { pOffset[0] = m_vecOffset.x; pOffset[1] = m_vecOffset.y; } //----------------------------------------------------------------------------- // Purpose: Return the texture scale (size) within the texture page. //----------------------------------------------------------------------------- void CMaterialSubRect::GetMaterialScale( float *pScale ) { pScale[0] = m_vecScale.x; pScale[1] = m_vecScale.y; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CMaterialSubRect::IncrementReferenceCount( void ) { ++m_nRefCount; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CMaterialSubRect::DecrementReferenceCount( void ) { --m_nRefCount; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- int CMaterialSubRect::GetReferenceCount( void ) const { return m_nRefCount; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- bool CMaterialSubRect::IsPrecached() const { return ( m_fLocal & MATERIALSUBRECT_IS_PRECACHED ) != 0; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- bool CMaterialSubRect::IsPrecachedVars( ) const { return ( m_fLocal & MATERIALSUBRECT_VARS_IS_PRECACHED ) != 0; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- bool CMaterialSubRect::IsManuallyCreated() const { return ( m_fLocal & MATERIALSUBRECT_IS_MANUALLY_CREATED ) != 0; } //----------------------------------------------------------------------------- // Do we use a UNC-specified materal name? //----------------------------------------------------------------------------- bool CMaterialSubRect::UsesUNCFileName() const { return ( m_fLocal & MATERIALSUBRECT_USES_UNC_FILENAME ) != 0; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CMaterialSubRect::Precache() { // Are we already precached? if( IsPrecached() ) return; // Load data from the .vmt file. if( !PrecacheVars() ) return; m_QueueFriendlyVersion.UpdateToRealTime(); // Precached. m_fLocal |= MATERIALSUBRECT_IS_PRECACHED; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- bool CMaterialSubRect::PrecacheVars( KeyValues * pVMTKeyValues, KeyValues * pPatchKeyValues, CUtlVector *pIncludes, int nFindContext ) { // FIXME: Should call through to the parent material for all of this??? // We should get both parameters or neither Assert( ( pVMTKeyValues == NULL ) ? ( pPatchKeyValues == NULL ) : ( pPatchKeyValues != NULL ) ); // Are we already precached? if( IsPrecachedVars() ) return true; // load data from the vmt file bool bOk = false; KeyValues *vmtKeyValues = NULL; KeyValues *patchKeyValues = NULL; if ( m_pVMTKeyValues ) { // Use the procedural KeyValues vmtKeyValues = m_pVMTKeyValues; patchKeyValues = new KeyValues( "vmt_patches" ); // The caller should not be passing in KeyValues if we have procedural ones Assert( ( pVMTKeyValues == NULL ) && ( pPatchKeyValues == NULL ) ); } else if ( pVMTKeyValues ) { // Use the passed-in (already-loaded) KeyValues vmtKeyValues = pVMTKeyValues; patchKeyValues = pPatchKeyValues; } else { // load data from the vmt file vmtKeyValues = new KeyValues( "vmt" ); patchKeyValues = new KeyValues( "vmt_patches" ); if( !LoadVMTFile( *vmtKeyValues, *patchKeyValues, GetName(), UsesUNCFileName(), NULL ) ) { Warning( "CMaterialSubRect::PrecacheVars: error loading vmt file for %s\n", GetName() ); goto precacheVarsDone; } } // Get the "Subrect" material vars. ParseMaterialVars( *vmtKeyValues ); // Setup the "Subrect" material vars. SetupMaterialVars(); // Vars are precached. m_fLocal |= MATERIALSUBRECT_VARS_IS_PRECACHED; bOk = true; precacheVarsDone: // Clean up if ( ( vmtKeyValues != m_pVMTKeyValues ) && ( vmtKeyValues != pVMTKeyValues ) ) { vmtKeyValues->deleteThis(); } if ( patchKeyValues != pPatchKeyValues ) { patchKeyValues->deleteThis(); } return bOk; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CMaterialSubRect::ParseMaterialVars( KeyValues &keyValues ) { KeyValues *pKeyValues = &keyValues; // I'm not quite sure how this can happen, but we'll see... const char *pShaderName = pKeyValues->GetName(); if ( !pShaderName ) { DevWarning( 1, "CMaterialSubRect::InitializeShader: Shader not specified in material %s.\n", GetName() ); Assert( 0 ); pShaderName = IsPC() && !IsEmulatingGL() ? "Wireframe_DX6" : "Wireframe_DX9"; } // Verify we have the correct "shader." There is only one type. // Needs to be case insensitive because we can't guarantee case specified in VMTs if ( !Q_stricmp( pShaderName, "Subrect" ) ) { KeyValues *pVar = pKeyValues->GetFirstSubKey(); while ( pVar ) { if ( !Q_stricmp( pVar->GetName(), "$Pos" ) ) { sscanf( pVar->GetString(), "%f %f", &m_vecOffset.x, &m_vecOffset.y ); } else if ( !Q_stricmp( pVar->GetName(), "$Size" ) ) { sscanf( pVar->GetString(), "%f %f", &m_vecSize.x, &m_vecSize.y ); } else if ( !Q_stricmp( pVar->GetName(), "$Material" ) ) { m_pMaterialPage = static_cast( MaterialSystem()->FindMaterial( pVar->GetString(), TEXTURE_GROUP_DECAL ) ); m_pMaterialPage = m_pMaterialPage->GetRealTimeVersion(); //always work with the realtime material internally } // else if ( !Q_stricmp( pVar->GetName(), "$decalscale" ) ) // { // m_flDecalScale = pVar->GetFloat(); // } // Add var to list. IMaterialVar *pNewVar = CreateMaterialVarFromKeyValue( this, pVar ); if ( pNewVar ) { m_aMaterialVars.AddToTail( pNewVar ); } // Continue getting the keys until they are all found. pVar = pVar->GetNextKey(); } } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CMaterialSubRect::SetupMaterialVars( void ) { if ( !m_pMaterialPage ) { DevWarning( 1, "CMaterialSubRect::SetupMaterialVars: Invalid Material Page!\n" ); return; } // Ask the material page for its size. int nMaterialPageWidth = m_pMaterialPage->GetMappingWidth(); int nMaterialPageHeight = m_pMaterialPage->GetMappingHeight(); // Normalize the offset and scale. float flOOWidth = 1.0f / static_cast( nMaterialPageWidth ); float flOOHeight = 1.0f / static_cast( nMaterialPageHeight ); // Add 0.5f to push the image "in" by 1/2 a texel, and subtract 1.0f to push it // "in" by 1/2 a texel on the other side. m_vecOffset.x += 1.0f; m_vecOffset.y += 1.0f; m_vecOffset.x *= flOOWidth; m_vecOffset.y *= flOOHeight; m_vecScale.x = ( m_vecSize.x - 2.0f ) * flOOWidth; m_vecScale.y = ( m_vecSize.y - 2.0f ) * flOOHeight; } //----------------------------------------------------------------------------- // Purpose: Look through //----------------------------------------------------------------------------- IMaterialVar *CMaterialSubRect::FindVar( char const *varName, bool *found, bool complain ) { // Look for the var in the material page - it has precedence. IMaterialVar *pVar = m_pMaterialPage->FindVar( varName, found, false ); if ( *found ) return pVar; // Look for the var in the local list of vars. MaterialVarSym_t symVar = IMaterialVar::FindSymbol( varName ); if ( symVar != UTL_INVAL_SYMBOL ) { int nVarCount = m_aMaterialVars.Count(); for ( int iVar = 0; iVar < nVarCount; ++iVar ) { if ( m_aMaterialVars[iVar]->GetNameAsSymbol() == symVar ) { *found = true; return m_aMaterialVars[iVar]; } } } // Not found! if( complain ) { static int complainCount = 0; if( complainCount < 100 ) { DevWarning( 1, "No such variable \"%s\" for material \"%s\"\n", varName, GetName() ); complainCount++; } } return GetDummyMaterialVar(); } IMaterialVar *CMaterialSubRect::FindVarFast( char const *pVarName, unsigned int *pToken ) { // Look for the var in the material page - it has precedence. IMaterialVar *pVar = m_pMaterialPage->FindVarFast( pVarName, pToken ); if ( pVar ) return pVar; if ( *pToken != UTL_INVAL_SYMBOL ) { int nVarCount = m_aMaterialVars.Count(); for ( int iVar = 0; iVar < nVarCount; ++iVar ) { if ( m_aMaterialVars[iVar]->GetNameAsSymbol() == *pToken ) return m_aMaterialVars[iVar]; } } return NULL; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- IMaterialVar *CMaterialSubRect::GetDummyMaterialVar() { static IMaterialVar* pDummyVar = 0; if ( !pDummyVar ) pDummyVar = IMaterialVar::Create( 0, "$dummyVar", 0 ); return pDummyVar; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- int CMaterialSubRect::GetEnumerationID() const { return m_iEnumID; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CMaterialSubRect::SetEnumerationID( int id ) { m_iEnumID = id; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CMaterialSubRect::Uncache( bool bPreserveVars ) { MaterialLock_t hMaterialLock = MaterialSystem()->Lock(); // Don't bother if we're not cached if ( IsPrecached() ) { m_fLocal &= ~MATERIALSUBRECT_IS_PRECACHED; } if ( !bPreserveVars ) { if ( IsPrecachedVars() ) { for ( int i = 0; i < m_aMaterialVars.Count(); ++i ) { IMaterialVar::Destroy( m_aMaterialVars[i] ); } m_aMaterialVars.Purge(); m_fLocal &= ~MATERIALSUBRECT_VARS_IS_PRECACHED; } } MaterialSystem()->Unlock( hMaterialLock ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CMaterialSubRect::AddMaterialVar( IMaterialVar *pMaterialVar ) { m_aMaterialVars.AddToTail( pMaterialVar ); } void CMaterialSubRect::MarkAsPreloaded( bool bSet ) { if ( bSet ) { m_fLocal |= MATERIALSUBRECT_IS_PRELOADED; } else { m_fLocal &= ~MATERIALSUBRECT_IS_PRELOADED; } } bool CMaterialSubRect::IsPreloaded() const { return ( m_fLocal & MATERIALSUBRECT_IS_PRELOADED ) != 0; } void CMaterialSubRect::ArtificialAddRef( void ) { if ( m_fLocal & MATERIALSUBRECT_ARTIFICIAL_REFCOUNT ) { // already done return; } m_fLocal |= MATERIALSUBRECT_ARTIFICIAL_REFCOUNT; m_nRefCount++; } void CMaterialSubRect::ArtificialRelease( void ) { if ( !( m_fLocal & MATERIALSUBRECT_ARTIFICIAL_REFCOUNT ) ) { return; } m_fLocal &= ~MATERIALSUBRECT_ARTIFICIAL_REFCOUNT; m_nRefCount--; } //----------------------------------------------------------------------------- // Parser utilities //----------------------------------------------------------------------------- static inline bool IsWhitespace( char c ) { return c == ' ' || c == '\t'; } static inline bool IsEndline( char c ) { return c == '\n' || c == '\0'; } static inline bool IsVector( char const* v ) { while (IsWhitespace(*v)) { ++v; if (IsEndline(*v)) return false; } return *v == '[' || *v == '{'; } //----------------------------------------------------------------------------- // Creates a vector material var //----------------------------------------------------------------------------- static IMaterialVar* CreateVectorMaterialVarFromKeyValue( IMaterial* pMaterial, KeyValues* pKeyValue ) { float vecVal[4]; char const* pScan = pKeyValue->GetString(); bool divideBy255 = false; // skip whitespace while( IsWhitespace(*pScan) ) { ++pScan; } if( *pScan == '{' ) { divideBy255 = true; } else { Assert( *pScan == '[' ); } // skip the '[' ++pScan; int i; for( i = 0; i < 4; i++ ) { // skip whitespace while( IsWhitespace(*pScan) ) { ++pScan; } if( IsEndline(*pScan) || *pScan == ']' || *pScan == '}' ) { if (*pScan != ']' && *pScan != '}') { Warning( "Warning in .VMT file (%s): no ']' or '}' found in vector key \"%s\".\n" "Did you forget to surround the vector with \"s?\n", pMaterial->GetName(), pKeyValue->GetName() ); } // allow for vec2's, etc. vecVal[i] = 0.0f; break; } char* pEnd; vecVal[i] = strtod( pScan, &pEnd ); if (pScan == pEnd) { Warning( "Error in .VMT file: error parsing vector element \"%s\" in \"%s\"\n", pKeyValue->GetName(), pMaterial->GetName() ); return 0; } pScan = pEnd; } if( divideBy255 ) { vecVal[0] *= ( 1.0f / 255.0f ); vecVal[1] *= ( 1.0f / 255.0f ); vecVal[2] *= ( 1.0f / 255.0f ); vecVal[3] *= ( 1.0f / 255.0f ); } // Create the variable! return IMaterialVar::Create( pMaterial, pKeyValue->GetName(), vecVal, i ); } //----------------------------------------------------------------------------- // Creates a vector material var //----------------------------------------------------------------------------- static IMaterialVar* CreateMatrixMaterialVarFromKeyValue( IMaterial* pMaterial, KeyValues* pKeyValue ) { char const* pScan = pKeyValue->GetString(); // Matrices can be specified one of two ways: // [ # # # # # # # # # # # # # # # # ] // or // center # # scale # # rotate # translate # # VMatrix mat; int count = sscanf( pScan, " [ %f %f %f %f %f %f %f %f %f %f %f %f %f %f %f %f ]", &mat.m[0][0], &mat.m[0][1], &mat.m[0][2], &mat.m[0][3], &mat.m[1][0], &mat.m[1][1], &mat.m[1][2], &mat.m[1][3], &mat.m[2][0], &mat.m[2][1], &mat.m[2][2], &mat.m[2][3], &mat.m[3][0], &mat.m[3][1], &mat.m[3][2], &mat.m[3][3] ); if (count == 16) { return IMaterialVar::Create( pMaterial, pKeyValue->GetName(), mat ); } Vector2D scale, center; float angle; Vector2D translation; count = sscanf( pScan, " center %f %f scale %f %f rotate %f translate %f %f", ¢er.x, ¢er.y, &scale.x, &scale.y, &angle, &translation.x, &translation.y ); if (count != 7) return NULL; VMatrix temp; MatrixBuildTranslation( mat, -center.x, -center.y, 0.0f ); MatrixBuildScale( temp, scale.x, scale.y, 1.0f ); MatrixMultiply( temp, mat, mat ); MatrixBuildRotateZ( temp, angle ); MatrixMultiply( temp, mat, mat ); MatrixBuildTranslation( temp, center.x + translation.x, center.y + translation.y, 0.0f ); MatrixMultiply( temp, mat, mat ); // Create the variable! return IMaterialVar::Create( pMaterial, pKeyValue->GetName(), mat ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- static IMaterialVar *CreateMaterialVarFromKeyValue( IMaterial* pMaterial, KeyValues* pKeyValue ) { switch( pKeyValue->GetDataType() ) { case KeyValues::TYPE_INT: { return IMaterialVar::Create( pMaterial, pKeyValue->GetName(), pKeyValue->GetInt() ); } case KeyValues::TYPE_FLOAT: { return IMaterialVar::Create( pMaterial, pKeyValue->GetName(), pKeyValue->GetFloat() ); } case KeyValues::TYPE_STRING: { char const* pString = pKeyValue->GetString(); if (!pString || !pString[0]) return 0; // Look for matrices IMaterialVar *pMatrixVar = CreateMatrixMaterialVarFromKeyValue( pMaterial, pKeyValue ); if ( pMatrixVar ) return pMatrixVar; // Look for vectors if ( !IsVector( pString ) ) return IMaterialVar::Create( pMaterial, pKeyValue->GetName(), pString ); // Parse the string as a vector... return CreateVectorMaterialVarFromKeyValue( pMaterial, pKeyValue ); } } return 0; } void CMaterialSubRect::DeleteIfUnreferenced() { if ( m_nRefCount > 0 ) return; MaterialSystem()->RemoveMaterialSubRect( this ); }