//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //============================================================================= #ifndef CMATERIALSYSTEM_H #define CMATERIALSYSTEM_H #include "tier1/delegates.h" #include "materialsystem_global.h" #include "materialsystem/imaterialsystem.h" #include "materialsystem/ishaderapi.h" #include "imaterialinternal.h" #include "imaterialsysteminternal.h" #include "shaderapi/ishaderutil.h" #include "materialsystem/deformations.h" #include "tier1/utlintrusivelist.h" #include "utlvector.h" #include "utldict.h" #include "cmaterialdict.h" #include "cmatlightmaps.h" #include "cmatrendercontext.h" #include "cmatqueuedrendercontext.h" #include "materialsystem_global.h" #ifndef MATSYS_INTERNAL #error "This file is private to the implementation of IMaterialSystem/IMaterialSystemInternal" #endif #if defined( _WIN32 ) #pragma once #endif //----------------------------------------------------------------------------- class CJob; class CTextureCompositor; class IThreadPool; struct DeferredUpdateLightmapInfo_t; // typedefs to allow use of delegation macros typedef int LightmapOffset_t[2]; //----------------------------------------------------------------------------- extern CThreadFastMutex g_MatSysMutex; //----------------------------------------------------------------------------- // The material system implementation //----------------------------------------------------------------------------- class CMaterialSystem : public CTier2AppSystem< IMaterialSystemInternal >, public IShaderUtil { typedef CTier2AppSystem< IMaterialSystemInternal > BaseClass; public: CMaterialSystem(); ~CMaterialSystem(); //--------------------------------------------------------- // Initialization and shutdown //--------------------------------------------------------- // // IAppSystem // virtual bool Connect( CreateInterfaceFn factory ); virtual void Disconnect(); virtual void * QueryInterface( const char *pInterfaceName ); virtual InitReturnVal_t Init(); virtual void Shutdown(); CreateInterfaceFn Init( const char* pShaderDLL, IMaterialProxyFactory* pMaterialProxyFactory, CreateInterfaceFn fileSystemFactory, CreateInterfaceFn cvarFactory ); // Call this to set an explicit shader version to use // Must be called before Init(). void SetShaderAPI( const char *pShaderAPIDLL ); // Must be called before Init(), if you're going to call it at all... void SetAdapter( int nAdapter, int nFlags ); void ModInit(); void ModShutdown(); private: // Used to dynamically load and unload the shader api CreateInterfaceFn CreateShaderAPI( const char* pShaderDLL ); void DestroyShaderAPI(); // Method to get at interfaces supported by the SHADDERAPI void * QueryShaderAPI( const char *pInterfaceName ); // Initializes the color correction terms void InitColorCorrection(); // force the thread mode to single threaded, synchronizes with render thread if running void ForceSingleThreaded(); void ThreadRelease( ); void ThreadAcquire( bool bForce = false ); public: virtual void SetThreadMode( MaterialThreadMode_t nextThreadMode, int nServiceThread ); virtual MaterialThreadMode_t GetThreadMode( ); // current thread mode virtual bool IsRenderThreadSafe( ); virtual bool AllowThreading( bool bAllow, int nServiceThread ); virtual void ExecuteQueued(); //--------------------------------------------------------- // Component accessors //--------------------------------------------------------- const CMatLightmaps * GetLightmaps() const { return &m_Lightmaps; } CMatLightmaps * GetLightmaps() { return &m_Lightmaps; } IMatRenderContext * GetRenderContext(); IMatRenderContext * CreateRenderContext( MaterialContextType_t type ); IMatRenderContext * SetRenderContext( IMatRenderContext * ); const IMatRenderContextInternal * GetRenderContextInternal() const { IMatRenderContextInternal *pRenderContext = m_pRenderContext.Get(); return ( pRenderContext ) ? pRenderContext : &m_HardwareRenderContext; } IMatRenderContextInternal * GetRenderContextInternal() { IMatRenderContextInternal *pRenderContext = m_pRenderContext.Get(); return ( pRenderContext ) ? pRenderContext : &m_HardwareRenderContext; } const CMaterialDict * GetMaterialDict() const { return &m_MaterialDict; } CMaterialDict * GetMaterialDict() { return &m_MaterialDict; } virtual void ReloadFilesInList( IFileList *pFilesToReload ); public: //--------------------------------------------------------- // Config management //--------------------------------------------------------- // IMaterialSystem virtual IMaterialSystemHardwareConfig * GetHardwareConfig( const char *pVersion, int *returnCode ); // Get the current config for this video card (as last set by control panel or the default if not) virtual bool UpdateConfig( bool forceUpdate ); virtual bool OverrideConfig( const MaterialSystem_Config_t &config, bool bForceUpdate ); const MaterialSystem_Config_t & GetCurrentConfigForVideoCard() const; // Gets *recommended* configuration information associated with the display card, virtual bool GetRecommendedConfigurationInfo( int nDXLevel, KeyValues * pKeyValues ); // IShaderUtil MaterialSystem_Config_t & GetConfig(); private: //--------------------------------- // This is called when the config changes void GenerateConfigFromConfigKeyValues( MaterialSystem_Config_t *pConfig, bool bOverwriteCommandLineValues ); // Read/write config into convars void ReadConfigFromConVars( MaterialSystem_Config_t *pConfig ); void WriteConfigIntoConVars( const MaterialSystem_Config_t &config ); // Write dxsupport info to configvars void WriteConfigurationInfoToConVars( bool bOverwriteCommandLineValues = true ); public: // ----------------------------------------------------------- // Device methods // ----------------------------------------------------------- int GetDisplayAdapterCount() const; int GetCurrentAdapter() const; char *GetDisplayDeviceName() const OVERRIDE; void GetDisplayAdapterInfo( int adapter, MaterialAdapterInfo_t& info ) const; int GetModeCount( int adapter ) const; void GetModeInfo( int adapter, int mode, MaterialVideoMode_t& info ) const; void AddModeChangeCallBack( ModeChangeCallbackFunc_t func ); void RemoveModeChangeCallBack( ModeChangeCallbackFunc_t func ); // Returns the mode info for the current display device void GetDisplayMode( MaterialVideoMode_t& info ) const; bool SetMode( void* hwnd, const MaterialSystem_Config_t &config ); // Reports support for a given MSAA mode bool SupportsMSAAMode( int nMSAAMode ); // Reports support for a given CSAA mode bool SupportsCSAAMode( int nNumSamples, int nQualityLevel ); bool SupportsHDRMode( HDRType_t nHDRModede ); bool UsesSRGBCorrectBlending() const; // Reports support for shadow depth texturing bool SupportsShadowDepthTextures( void ); // Reports support for fetch4 texture access (useful for shadow map PCF in shader) bool SupportsFetch4( void ); // Vendor-dependent shadow depth texture format ImageFormat GetShadowDepthTextureFormat( void ); // Vendor-dependent slim texture format ImageFormat GetNullTextureFormat( void ); // Shadow depth bias factors void SetShadowDepthBiasFactors( float fShadowSlopeScaleDepthBias, float fShadowDepthBias ); const MaterialSystemHardwareIdentifier_t &GetVideoCardIdentifier() const; // Use this to spew information about the 3D layer void SpewDriverInfo() const; DELEGATE_TO_OBJECT_2V( GetDXLevelDefaults, uint &, uint &, g_pShaderAPI ); DELEGATE_TO_OBJECT_2VC( GetBackBufferDimensions, int &, int &, g_pShaderDevice ); DELEGATE_TO_OBJECT_0C( ImageFormat, GetBackBufferFormat, g_pShaderDevice ); DELEGATE_TO_OBJECT_1V( PushDeformation, DeformationBase_t const *, g_pShaderAPI ); DELEGATE_TO_OBJECT_0V( PopDeformation, g_pShaderAPI ); DELEGATE_TO_OBJECT_0C(int, GetNumActiveDeformations, g_pShaderAPI ); // ----------------------------------------------------------- // Window methods // ----------------------------------------------------------- // Creates/ destroys a child window bool AddView( void* hwnd ); void RemoveView( void* hwnd ); // Sets the view void SetView( void* hwnd ); // ----------------------------------------------------------- // Control flow // ----------------------------------------------------------- void BeginFrame( float frameTime ); void EndFrame(); virtual bool IsInFrame( ) const; void Flush( bool flushHardware = false ); void SwapBuffers(); // Flushes managed textures from the texture cacher void EvictManagedResources(); void ReleaseResources(); void ReacquireResources(); // Recomputes a state snapshot void RecomputeAllStateSnapshots(); void NoteAnisotropicLevel( int currentLevel ); // ----------------------------------------------------------- // Device loss/restore // ----------------------------------------------------------- // Installs a function to be called when we need to release vertex buffers void AddReleaseFunc( MaterialBufferReleaseFunc_t func ); void RemoveReleaseFunc( MaterialBufferReleaseFunc_t func ); // Installs a function to be called when we need to restore vertex buffers void AddRestoreFunc( MaterialBufferRestoreFunc_t func ); void RemoveRestoreFunc( MaterialBufferRestoreFunc_t func ); // Called by the shader API when it's just about to lose video memory void ReleaseShaderObjects(); void RestoreShaderObjects( CreateInterfaceFn shaderFactory, int nChangeFlags = 0 ); // Release temporary HW memory... void ResetTempHWMemory( bool bExitingLevel = false ); // For dealing with device lost in cases where SwapBuffers isn't called all the time (Hammer) void HandleDeviceLost(); // ----------------------------------------------------------- // Shaders // ----------------------------------------------------------- int ShaderCount() const; int GetShaders( int nFirstShader, int nCount, IShader **ppShaderList ) const; int ShaderFlagCount() const; const char * ShaderFlagName( int nIndex ) const; void GetShaderFallback( const char *pShaderName, char *pFallbackShader, int nFallbackLength ); // ----------------------------------------------------------- // Material proxies // ----------------------------------------------------------- IMaterialProxyFactory* GetMaterialProxyFactory(); void SetMaterialProxyFactory( IMaterialProxyFactory* pFactory ); // ----------------------------------------------------------- // Editor mode // ----------------------------------------------------------- bool InEditorMode() const; // Used to enable editor materials. Must be called before Init. void EnableEditorMaterials(); // Can we use editor materials? bool CanUseEditorMaterials() const; // ----------------------------------------------------------- // Stub mode mode // ----------------------------------------------------------- void SetInStubMode( bool bInStubMode ); bool IsInStubMode(); //--------------------------------------------------------- // Image formats //--------------------------------------------------------- ImageFormatInfo_t const& ImageFormatInfo( ImageFormat fmt) const; int GetMemRequired( int width, int height, int depth, ImageFormat format, bool mipmap ); bool ConvertImageFormat( unsigned char *src, enum ImageFormat srcImageFormat, unsigned char *dst, enum ImageFormat dstImageFormat, int width, int height, int srcStride = 0, int dstStride = 0 ); //--------------------------------------------------------- // Debug support //--------------------------------------------------------- void CreateDebugMaterials(); void CleanUpDebugMaterials(); void CleanUpErrorMaterial(); void DebugPrintUsedMaterials( const char *pSearchSubString, bool bVerbose ); void DebugPrintUsedTextures(); void ToggleSuppressMaterial( const char* pMaterialName ); void ToggleDebugMaterial( const char* pMaterialName ); //--------------------------------------------------------- // Compositor Support //--------------------------------------------------------- void CreateCompositorMaterials(); void CleanUpCompositorMaterials(); //--------------------------------------------------------- // Misc features //--------------------------------------------------------- //returns whether fast clipping is being used or not - needed to be exposed for better per-object clip behavior bool UsingFastClipping(); int StencilBufferBits(); //--------------------------------------------------------- // Standard material and textures //--------------------------------------------------------- void AllocateStandardTextures(); void ReleaseStandardTextures(); IMaterialInternal * GetDrawFlatMaterial() { return m_pDrawFlatMaterial; } IMaterialInternal * GetBufferClearObeyStencil( int i ) { return m_pBufferClearObeyStencil[i]; } IMaterialInternal * GetRenderTargetBlitMaterial() { return m_pRenderTargetBlitMaterial; } ShaderAPITextureHandle_t GetFullbrightLightmapTextureHandle() const { return m_FullbrightLightmapTextureHandle; } ShaderAPITextureHandle_t GetFullbrightBumpedLightmapTextureHandle() const { return m_FullbrightBumpedLightmapTextureHandle; } ShaderAPITextureHandle_t GetBlackTextureHandle() const { return m_BlackTextureHandle; } ShaderAPITextureHandle_t GetFlatNormalTextureHandle() const { return m_FlatNormalTextureHandle; } ShaderAPITextureHandle_t GetGreyTextureHandle() const { return m_GreyTextureHandle; } ShaderAPITextureHandle_t GetGreyAlphaZeroTextureHandle() const { return m_GreyAlphaZeroTextureHandle; } ShaderAPITextureHandle_t GetWhiteTextureHandle() const { return m_WhiteTextureHandle; } ShaderAPITextureHandle_t GetLinearToGammaTableTextureHandle() const { return m_LinearToGammaTableTextureHandle; } ShaderAPITextureHandle_t GetLinearToGammaIdentityTableTextureHandle() const { return m_LinearToGammaIdentityTableTextureHandle; } ShaderAPITextureHandle_t GetMaxDepthTextureHandle() const { return m_MaxDepthTextureHandle; } //--------------------------------------------------------- // Material and texture management //--------------------------------------------------------- // Stop attempting to stream in textures in response to usage. Useful for phases such as loading or other explicit // operations that shouldn't take usage of textures as a signal to stream them in at full rez. void SuspendTextureStreaming( ); void ResumeTextureStreaming( ); void UncacheAllMaterials(); void UncacheUnusedMaterials( bool bRecomputeStateSnapshots ); void CacheUsedMaterials(); void ReloadTextures(); void ReloadMaterials( const char *pSubString = NULL ); // Create new materials (currently only used by the editor!) IMaterial * CreateMaterial( const char *pMaterialName, KeyValues *pVMTKeyValues ); IMaterial * FindMaterial( const char *materialName, const char *pTextureGroupName, bool complain = true, const char *pComplainPrefix = NULL ); virtual IMaterial * FindMaterialEx( char const* pMaterialName, const char *pTextureGroupName, int nContext, bool complain = true, const char *pComplainPrefix = NULL ); bool IsMaterialLoaded( const char *materialName ); virtual IMaterial * FindProceduralMaterial( const char *pMaterialName, const char *pTextureGroupName, KeyValues *pVMTKeyValues ); const char * GetForcedTextureLoadPathID() { return m_pForcedTextureLoadPathID; } void SetAsyncTextureLoadCache( void* h ); void SetVMTFileLoadCache( void* h ); //--------------------------------- DELEGATE_TO_OBJECT_0C( MaterialHandle_t, FirstMaterial, &m_MaterialDict ); DELEGATE_TO_OBJECT_1C( MaterialHandle_t, NextMaterial, MaterialHandle_t, &m_MaterialDict ); DELEGATE_TO_OBJECT_0C( MaterialHandle_t, InvalidMaterial, &m_MaterialDict ); DELEGATE_TO_OBJECT_1C( IMaterial *, GetMaterial, MaterialHandle_t, &m_MaterialDict ); DELEGATE_TO_OBJECT_1C( IMaterialInternal *, GetMaterialInternal, MaterialHandle_t, &m_MaterialDict ); DELEGATE_TO_OBJECT_0C( int, GetNumMaterials, &m_MaterialDict ); DELEGATE_TO_OBJECT_1V( AddMaterialToMaterialList, IMaterialInternal *, &m_MaterialDict ); DELEGATE_TO_OBJECT_1V( RemoveMaterial, IMaterialInternal *, &m_MaterialDict ); DELEGATE_TO_OBJECT_1V( RemoveMaterialSubRect, IMaterialInternal *, &m_MaterialDict ); //--------------------------------- ITexture * FindTexture( char const* pTextureName, const char *pTextureGroupName, bool complain = true, int nAdditionalCreationFlags = 0 ); bool IsTextureLoaded( const char* pTextureName ) const; void AddTextureAlias( const char *pAlias, const char *pRealName ); void RemoveTextureAlias( const char *pAlias ); void SetExcludedTextures( const char *pScriptName ); void UpdateExcludedTextures( void ); // Creates a procedural texture ITexture * CreateProceduralTexture( const char *pTextureName, const char *pTextureGroupName, int w, int h, ImageFormat fmt, int nFlags ); // // Render targets // void BeginRenderTargetAllocation(); void EndRenderTargetAllocation(); // Simulate an Alt-Tab in here, which causes a release/restore of all resources // Creates a texture for use as a render target 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 ); 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 ); 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 ); 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 ); virtual ITexture* CreateTextureFromBits(int w, int h, int mips, ImageFormat fmt, int srcBufferSize, byte* srcBits); virtual void OverrideRenderTargetAllocation( bool rtAlloc ); virtual ITextureCompositor* NewTextureCompositor( int w, int h, const char* pCompositeName, int nTeamNum, uint64 randomSeed, KeyValues* stageDesc, uint32 texCompositeCreateFlags ) OVERRIDE; void ScheduleTextureComposite( CTextureCompositor* _texCompositor ); virtual void SetRenderTargetFrameBufferSizeOverrides( int nWidth, int nHeight ) OVERRIDE; virtual void GetRenderTargetFrameBufferDimensions( int & nWidth, int & nHeight ) OVERRIDE; virtual void AsyncFindTexture( const char* pFilename, const char *pTextureGroupName, IAsyncTextureOperationReceiver* pRecipient, void* pExtraArgs, bool bComplain = true, int nAdditionalCreationFlags = 0 ) OVERRIDE; virtual ITexture* CreateNamedTextureFromBitsEx( const char* pName, const char *pTextureGroupName, int w, int h, int mips, ImageFormat fmt, int srcBufferSize, byte* srcBits, int nFlags ) OVERRIDE; virtual bool AddTextureCompositorTemplate( const char* pName, KeyValues* pTmplDesc, int nTexCompositeTemplateFlags = 0 ) OVERRIDE; virtual bool VerifyTextureCompositorTemplates() OVERRIDE; // ----------------------------------------------------------- bool OnDrawMesh( IMesh *pMesh, int firstIndex, int numIndices ); bool OnDrawMesh( IMesh *pMesh, CPrimList *pLists, int nLists ); DELEGATE_TO_OBJECT_3( bool, OnSetFlexMesh, IMesh *, IMesh *, int, GetRenderContextInternal() ); DELEGATE_TO_OBJECT_3( bool, OnSetColorMesh, IMesh *, IMesh *, int, GetRenderContextInternal() ); DELEGATE_TO_OBJECT_2( bool, OnSetPrimitiveType, IMesh *, MaterialPrimitiveType_t, GetRenderContextInternal() ); DELEGATE_TO_OBJECT_0V( SyncMatrices, GetRenderContextInternal() ); DELEGATE_TO_OBJECT_1V( SyncMatrix, MaterialMatrixMode_t, GetRenderContextInternal() ); DELEGATE_TO_OBJECT_0( bool, OnFlushBufferedPrimitives, GetRenderContextInternal() ); void OnThreadEvent( uint32 threadEvent ); ShaderAPITextureHandle_t GetShaderAPITextureBindHandle( ITexture *pTexture, int nFrame, int nTextureChannel ); // JasonM ???? // ----------------------------------------------------------- // Lightmaps delegates // ----------------------------------------------------------- DELEGATE_TO_OBJECT_0V( BeginLightmapAllocation, &m_Lightmaps ); void EndLightmapAllocation() { GetLightmaps()->EndLightmapAllocation(); AllocateStandardTextures(); } DELEGATE_TO_OBJECT_4( int, AllocateLightmap, int, int, LightmapOffset_t, IMaterial *, &m_Lightmaps ); DELEGATE_TO_OBJECT_1( int, AllocateWhiteLightmap, IMaterial *, &m_Lightmaps ); DELEGATE_TO_OBJECT_3( int, AllocateDynamicLightmap, LightmapOffset_t, int *, int, &m_Lightmaps ); void UpdateLightmap( int, LightmapOffset_t, LightmapOffset_t, float *, float *, float *, float * ); DELEGATE_TO_OBJECT_0( int, GetNumSortIDs, &m_Lightmaps ); DELEGATE_TO_OBJECT_1V( GetSortInfo, MaterialSystem_SortInfo_t *, &m_Lightmaps ); DELEGATE_TO_OBJECT_3VC( GetLightmapPageSize, int, int *, int *, &m_Lightmaps ); DELEGATE_TO_OBJECT_0V( ResetMaterialLightmapPageInfo, &m_Lightmaps ); DELEGATE_TO_OBJECT_1C( int, GetLightmapWidth, int, &m_Lightmaps ); DELEGATE_TO_OBJECT_1C( int, GetLightmapHeight, int, &m_Lightmaps ); DELEGATE_TO_OBJECT_0V( BeginUpdateLightmaps, &m_Lightmaps ); DELEGATE_TO_OBJECT_0V( EndUpdateLightmaps, &m_Lightmaps ); // ----------------------------------------------------------- // Render context delegates // ----------------------------------------------------------- // IMaterialSystem DELEGATE_TO_OBJECT_3V( ClearBuffers, bool, bool, bool, GetRenderContextInternal() ); // IMaterialSystemInternal DELEGATE_TO_OBJECT_0( IMaterial *, GetCurrentMaterial, GetRenderContextInternal() ); DELEGATE_TO_OBJECT_0( int, GetLightmapPage, GetRenderContextInternal() ); DELEGATE_TO_OBJECT_0( ITexture *, GetLocalCubemap, GetRenderContextInternal() ); DELEGATE_TO_OBJECT_1V( ForceDepthFuncEquals, bool, GetRenderContextInternal() ); DELEGATE_TO_OBJECT_0( MaterialHeightClipMode_t, GetHeightClipMode, GetRenderContextInternal() ); DELEGATE_TO_OBJECT_0C( bool, InFlashlightMode, GetRenderContextInternal() ); // IShaderUtil DELEGATE_TO_OBJECT_2V( BindStandardTexture, Sampler_t, StandardTextureId_t, &m_HardwareRenderContext ); DELEGATE_TO_OBJECT_2V( BindStandardVertexTexture, VertexTextureSampler_t, StandardTextureId_t, &m_HardwareRenderContext ); DELEGATE_TO_OBJECT_2V( GetLightmapDimensions, int *, int *, &m_HardwareRenderContext ); DELEGATE_TO_OBJECT_3V( GetStandardTextureDimensions, int *, int *, StandardTextureId_t, &m_HardwareRenderContext ); DELEGATE_TO_OBJECT_0( MorphFormat_t, GetBoundMorphFormat, &m_HardwareRenderContext ); DELEGATE_TO_OBJECT_1( ITexture *, GetRenderTargetEx, int, &m_HardwareRenderContext ); DELEGATE_TO_OBJECT_7V( DrawClearBufferQuad, unsigned char, unsigned char, unsigned char, unsigned char, bool, bool, bool, &m_HardwareRenderContext ); DELEGATE_TO_OBJECT_0C( int, MaxHWMorphBatchCount, g_pMorphMgr ); DELEGATE_TO_OBJECT_1V( GetCurrentColorCorrection, ShaderColorCorrectionInfo_t*, g_pColorCorrectionSystem ); #if defined( _X360 ) void ListUsedMaterials(); HXUIFONT OpenTrueTypeFont( const char *pFontname, int tall, int style ); void CloseTrueTypeFont( HXUIFONT hFont ); bool GetTrueTypeFontMetrics( HXUIFONT hFont, XUIFontMetrics *pFontMetrics, XUICharMetrics charMetrics[256] ); // 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 bool GetTrueTypeGlyphs( HXUIFONT hFont, int numChars, wchar_t *pWch, int *pOffsetX, int *pOffsetY, int *pWidth, int *pHeight, unsigned char *pRGBA, int *pOffset ); void ReadBackBuffer( Rect_t *pSrcRect, Rect_t *pDstRect, unsigned char *pData, ImageFormat dstFormat, int nDstStride ); void PersistDisplay(); void *GetD3DDevice(); bool OwnGPUResources( bool bEnable ); #endif MaterialLock_t Lock(); void Unlock( MaterialLock_t ); CMatCallQueue * GetRenderCallQueue(); uint GetRenderThreadId() const { return m_nRenderThreadID; } void UnbindMaterial( IMaterial *pMaterial ); IMaterialProxy *DetermineProxyReplacements( IMaterial *pMaterial, KeyValues *pFallbackKeyValues ); void LoadReplacementMaterials(); void ScanDirForReplacements( const char *pszPathName ); void InitReplacementsFromFile( const char *pszPathName ); void PreloadReplacements( ); CUtlDict< KeyValues *, int > m_Replacements; virtual void CompactMemory(); private: void OnRenderingAsyncComplete(); // ----------------------------------------------------------- private: CON_COMMAND_MEMBER_F( CMaterialSystem, "mat_showmaterials", DebugPrintUsedMaterials, "Show materials.", 0 ); CON_COMMAND_MEMBER_F( CMaterialSystem, "mat_showmaterialsverbose", DebugPrintUsedMaterialsVerbose, "Show materials (verbose version).", 0 ); CON_COMMAND_MEMBER_F( CMaterialSystem, "mat_showtextures", DebugPrintUsedTextures, "Show used textures.", 0 ); CON_COMMAND_MEMBER_F( CMaterialSystem, "mat_reloadallmaterials", ReloadAllMaterials, "Reloads all materials", FCVAR_CHEAT ); CON_COMMAND_MEMBER_F( CMaterialSystem, "mat_reloadmaterial", ReloadMaterials, "Reloads a single material", FCVAR_CHEAT ); CON_COMMAND_MEMBER_F( CMaterialSystem, "mat_reloadtextures", ReloadTextures, "Reloads all textures", FCVAR_CHEAT ); #if defined( _X360 ) CON_COMMAND_MEMBER_F( CMaterialSystem, "mat_material_list", ListUsedMaterials, "Show used textures.", 0 ); #endif friend void* InstantiateMaterialSystemV76Interface(); friend CMaterialSystem *CMatLightmaps::GetMaterialSystem() const; void ThreadExecuteQueuedContext( CMatQueuedRenderContext *pContext ); IThreadPool * CreateMatQueueThreadPool(); void DestroyMatQueueThreadPool(); #ifdef DX_TO_GL_ABSTRACTION void DoStartupShaderPreloading( void ); #endif // ----------------------------------------------------------- CMaterialDict m_MaterialDict; CMatLightmaps m_Lightmaps; CThreadLocal m_pRenderContext; CMatRenderContext m_HardwareRenderContext; CMatQueuedRenderContext m_QueuedRenderContexts[2]; int m_iCurQueuedContext; MaterialThreadMode_t m_ThreadMode; MaterialThreadMode_t m_IdealThreadMode; bool m_bThreadingNotAvailable; // this is true if the VirtualAlloc()'s in the threading fail to allocate int m_nServiceThread; //--------------------------------- char * m_pShaderDLL; CSysModule * m_ShaderHInst; // Used to dynamically load the shader DLL CreateInterfaceFn m_ShaderAPIFactory; int m_nAdapter; int m_nAdapterFlags; //--------------------------------- IMaterialProxyFactory * m_pMaterialProxyFactory; //--------------------------------- // Callback methods for releasing + restoring video memory CUtlVector< MaterialBufferReleaseFunc_t > m_ReleaseFunc; CUtlVector< MaterialBufferRestoreFunc_t > m_RestoreFunc; //--------------------------------- bool m_bRequestedEditorMaterials; bool m_bCanUseEditorMaterials; //--------------------------------- // Store texids for various things ShaderAPITextureHandle_t m_FullbrightLightmapTextureHandle; ShaderAPITextureHandle_t m_FullbrightBumpedLightmapTextureHandle; ShaderAPITextureHandle_t m_BlackTextureHandle; ShaderAPITextureHandle_t m_FlatNormalTextureHandle; ShaderAPITextureHandle_t m_GreyTextureHandle; ShaderAPITextureHandle_t m_GreyAlphaZeroTextureHandle; ShaderAPITextureHandle_t m_WhiteTextureHandle; ShaderAPITextureHandle_t m_LinearToGammaTableTextureHandle; //linear to gamma srgb conversion lookup for the current hardware ShaderAPITextureHandle_t m_LinearToGammaIdentityTableTextureHandle; //An identity lookup for when srgb writes are off ShaderAPITextureHandle_t m_MaxDepthTextureHandle; //a 1x1 texture with maximum depth values. // Have we allocated the standard lightmaps? bool m_StandardTexturesAllocated; bool m_bReplacementFilesValid; //--------------------------------- // Shared materials used for debugging.... //--------------------------------- enum BufferClearType_t //bClearColor + ( bClearAlpha << 1 ) + ( bClearDepth << 2 ) { BUFFER_CLEAR_NONE, BUFFER_CLEAR_COLOR, BUFFER_CLEAR_ALPHA, BUFFER_CLEAR_COLOR_AND_ALPHA, BUFFER_CLEAR_DEPTH, BUFFER_CLEAR_COLOR_AND_DEPTH, BUFFER_CLEAR_ALPHA_AND_DEPTH, BUFFER_CLEAR_COLOR_AND_ALPHA_AND_DEPTH, BUFFER_CLEAR_TYPE_COUNT }; IMaterialInternal * m_pBufferClearObeyStencil[BUFFER_CLEAR_TYPE_COUNT]; IMaterialInternal * m_pDrawFlatMaterial; IMaterialInternal * m_pRenderTargetBlitMaterial; CUtlVector< IMaterialInternal* > m_pCompositorMaterials; //--------------------------------- const char * m_pForcedTextureLoadPathID; FileCacheHandle_t m_hAsyncLoadFileCache; uint m_nRenderThreadID; bool m_bAllocatingRenderTargets; bool m_bInStubMode; bool m_bGeneratedConfig; bool m_bInFrame; bool m_bForcedSingleThreaded; bool m_bAllowQueuedRendering; volatile bool m_bThreadHasOwnership; uint m_ThreadOwnershipID; //--------------------------------- CJob * m_pActiveAsyncJob; CUtlVector m_threadEvents; IThreadPool * m_pMatQueueThreadPool; //--------------------------------- int m_nRenderTargetFrameBufferWidthOverride; int m_nRenderTargetFrameBufferHeightOverride; CUtlVector< CTextureCompositor* > m_scheduledComposites; CUtlVector< CTextureCompositor* > m_pendingComposites; }; //----------------------------------------------------------------------------- inline CMaterialSystem *CMatLightmaps::GetMaterialSystem() const { return GET_OUTER( CMaterialSystem, m_Lightmaps ); } //----------------------------------------------------------------------------- #endif // CMATERIALSYSTEM_H