//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //===========================================================================// #include "materialsystem/imaterialvar.h" #include "materialsystem/imaterialsystem.h" #include "materialsystem/itexture.h" #include #include "materialsystem_global.h" #include #include "shaderapi/ishaderapi.h" #include "imaterialinternal.h" #include "utlsymbol.h" #include "mempool.h" #include "itextureinternal.h" #include "tier0/dbg.h" #include "tier1/callqueue.h" #include "mathlib/vmatrix.h" #include "tier1/strtools.h" #include "texturemanager.h" #define MATERIALVAR_CHAR_BUF_SIZE 512 #if !defined( _X360 ) #pragma pack (1) #endif ConVar mat_texture_tracking( "mat_texture_tracking", IsDebug() ? "1" : "0" ); CUtlMap s_TextureRefList( DefLessFunc( ITexture* ) ); CUtlMap *g_pTextureRefList = &s_TextureRefList; struct MaterialVarMatrix_t { VMatrix m_Matrix; bool m_bIsIdent; }; class CMaterialVar : public IMaterialVar { public: // stuff from IMaterialVar virtual const char * GetName( void ) const; virtual MaterialVarSym_t GetNameAsSymbol() const; virtual void SetFloatValue( float val ); virtual void SetIntValue( int val ); virtual void SetStringValue( const char *val ); virtual const char * GetStringValue( void ) const; virtual void SetMatrixValue( VMatrix const& matrix ); virtual VMatrix const& GetMatrixValue( ); virtual bool MatrixIsIdentity( void ) const; virtual void SetVecValue( const float* pVal, int numComps ); virtual void SetVecValue( float x, float y ); virtual void SetVecValue( float x, float y, float z ); virtual void SetVecValue( float x, float y, float z, float w ); void SetVecValueInternal( const Vector4D &vec, int nComps ); virtual void SetVecComponentValue( float fVal, int nComponent ); virtual void GetLinearVecValue( float *val, int numComps ) const; virtual void SetFourCCValue( FourCC type, void *pData ); virtual void GetFourCCValue( FourCC *type, void **ppData ); virtual int GetIntValueInternal( void ) const; virtual float GetFloatValueInternal( void ) const; virtual float const* GetVecValueInternal( ) const; virtual void GetVecValueInternal( float *val, int numcomps ) const; virtual int VectorSizeInternal() const; // revisit: is this a good interface for textures? virtual ITexture * GetTextureValue( void ); virtual void SetTextureValue( ITexture * ); void SetTextureValueQueued( ITexture *texture ); virtual IMaterial * GetMaterialValue( void ); virtual void SetMaterialValue( IMaterial * ); virtual operator ITexture *() { return GetTextureValue(); } virtual bool IsDefined() const; virtual void SetUndefined(); virtual void CopyFrom( IMaterialVar *pMaterialVar ); FORCEINLINE void Init( void ) { m_nNumVectorComps = 4; m_VecVal.Init(); m_pStringVal = NULL; m_intVal = 0; m_nTempIndex = 0xFF; m_bFakeMaterialVar = false; m_Type = MATERIAL_VAR_TYPE_INT; } // stuff that is only visible inside of the material system CMaterialVar(); CMaterialVar( IMaterial* pMaterial, const char *key, VMatrix const& matrix ); CMaterialVar( IMaterial* pMaterial, const char *key, const char *val ); CMaterialVar( IMaterial* pMaterial, const char *key, float* pVal, int numcomps ); CMaterialVar( IMaterial* pMaterial, const char *key, float val ); CMaterialVar( IMaterial* pMaterial, const char *key, int val ); CMaterialVar( IMaterial* pMaterial, const char *key ); virtual ~CMaterialVar(); virtual void SetValueAutodetectType( const char *val ); virtual IMaterial * GetOwningMaterial() { return m_pMaterial; } private: // Cleans up material var data CMaterialVar *AllocThreadVar(); void CleanUpData(); // NOTE: Dummy vars have no backlink so we have to check the pointer here void VarChanged() { if ( m_pMaterial ) m_pMaterial->ReportVarChanged(this); } // class data static char s_CharBuf[MATERIALVAR_CHAR_BUF_SIZE]; static ITextureInternal *m_dummyTexture; // Fixed-size allocator #ifdef NO_SBH // not needed if tier0 small block heap enabled DECLARE_FIXEDSIZE_ALLOCATOR( CMaterialVar ); #endif // Owning material.... IMaterialInternal* m_pMaterial; // Only using one of these at a time... struct FourCC_t { FourCC m_FourCC; void *m_pFourCCData; }; FourCC_t *AllocFourCC(); union { IMaterialInternal* m_pMaterialValue; ITextureInternal *m_pTexture; MaterialVarMatrix_t* m_pMatrix; FourCC_t *m_pFourCC; }; }; // Has to exist *after* fixed size allocator declaration #include "tier0/memdbgon.h" typedef CMaterialVar *CMaterialVarPtr; #ifdef NO_SBH // not needed if tier0 small block heap enabled DEFINE_FIXEDSIZE_ALLOCATOR( CMaterialVar, 1024, true ); #endif // Stores symbols for the material vars static CUtlSymbolTableMT s_MaterialVarSymbols( 0, 32, true ); static bool g_bDeleteUnreferencedTexturesEnabled = false; //----------------------------------------------------------------------------- // Used to make GetIntValue thread safe from within proxy calls //----------------------------------------------------------------------------- static CMaterialVar s_pTempMaterialVar[254]; static MaterialVarMatrix_t s_pTempMatrix[254]; static bool s_bEnableThreadedAccess = false; static int s_nTempVarsUsed = 0; static int s_nOverflowTempVars = 0; //----------------------------------------------------------------------------- // Global methods related to material vars //----------------------------------------------------------------------------- void EnableThreadedMaterialVarAccess( bool bEnable, IMaterialVar **ppParams, int nVarCount ) { if ( s_bEnableThreadedAccess == bEnable ) return; s_bEnableThreadedAccess = bEnable; if ( !s_bEnableThreadedAccess ) { // Necessary to free up reference counts Assert( s_nTempVarsUsed <= Q_ARRAYSIZE(s_pTempMaterialVar) ); for ( int i = 0; i < s_nTempVarsUsed; ++i ) { s_pTempMaterialVar[i].SetUndefined(); } for ( int i = 0; i < nVarCount; ++i ) { ppParams[i]->SetTempIndex( 0xFF ); } s_nTempVarsUsed = 0; if ( s_nOverflowTempVars ) { Warning("Overflowed %d temp material vars!\n", s_nOverflowTempVars ); s_nOverflowTempVars = 0; } } } CMaterialVar *CMaterialVar::AllocThreadVar() { if ( s_bEnableThreadedAccess ) { if ( m_nTempIndex == 0xFF ) { if ( s_nTempVarsUsed >= Q_ARRAYSIZE(s_pTempMaterialVar) ) { s_nOverflowTempVars++; return NULL; } m_nTempIndex = s_nTempVarsUsed++; } return &s_pTempMaterialVar[m_nTempIndex]; } return NULL; } //----------------------------------------------------------------------------- // Purpose: Static method // Input : enable - //----------------------------------------------------------------------------- void IMaterialVar::DeleteUnreferencedTextures( bool enable ) { g_bDeleteUnreferencedTexturesEnabled = enable; } //----------------------------------------------------------------------------- // class factory methods //----------------------------------------------------------------------------- IMaterialVar* IMaterialVar::Create( IMaterial* pMaterial, const char* pKey, VMatrix const& matrix ) { return new CMaterialVar( pMaterial, pKey, matrix ); } IMaterialVar* IMaterialVar::Create( IMaterial* pMaterial, const char* pKey, const char* pVal ) { return new CMaterialVar( pMaterial, pKey, pVal ); } IMaterialVar* IMaterialVar::Create( IMaterial* pMaterial, const char* pKey, float* pVal, int numComps ) { return new CMaterialVar( pMaterial, pKey, pVal, numComps ); } IMaterialVar* IMaterialVar::Create( IMaterial* pMaterial, const char* pKey, float val ) { return new CMaterialVar( pMaterial, pKey, val ); } IMaterialVar* IMaterialVar::Create( IMaterial* pMaterial, const char* pKey, int val ) { return new CMaterialVar( pMaterial, pKey, val ); } IMaterialVar* IMaterialVar::Create( IMaterial* pMaterial, const char* pKey ) { return new CMaterialVar( pMaterial, pKey ); } void IMaterialVar::Destroy( IMaterialVar* pVar ) { if (pVar) { CMaterialVar* pVarImp = static_cast(pVar); delete pVarImp; } } MaterialVarSym_t IMaterialVar::GetSymbol( const char* pName ) { if (!pName) return UTL_INVAL_SYMBOL; char temp[1024]; Q_strncpy( temp, pName, sizeof( temp ) ); Q_strlower( temp ); return s_MaterialVarSymbols.AddString( temp ); } MaterialVarSym_t IMaterialVar::FindSymbol( const char* pName ) { if (!pName) return UTL_INVAL_SYMBOL; return s_MaterialVarSymbols.Find( pName ); } bool IMaterialVar::SymbolMatches( const char* pName, MaterialVarSym_t symbol ) { return !Q_stricmp( s_MaterialVarSymbols.String(symbol), pName ); } //----------------------------------------------------------------------------- // class globals //----------------------------------------------------------------------------- char CMaterialVar::s_CharBuf[MATERIALVAR_CHAR_BUF_SIZE]; //----------------------------------------------------------------------------- // constructors //----------------------------------------------------------------------------- inline CMaterialVar::FourCC_t *CMaterialVar::AllocFourCC() { return new FourCC_t; } //----------------------------------------------------------------------------- // NOTE: This constructor is only used by the "fake" material vars // used to get thread mode working //----------------------------------------------------------------------------- CMaterialVar::CMaterialVar() { Init(); m_pMaterial = NULL; m_bFakeMaterialVar = true; } //------------------------------------- CMaterialVar::CMaterialVar( IMaterial* pMaterial, const char *pKey, VMatrix const& matrix ) { Init(); Assert( pKey ); m_pMaterial = static_cast(pMaterial); m_Name = GetSymbol( pKey ); Assert( m_Name != UTL_INVAL_SYMBOL ); m_Type = MATERIAL_VAR_TYPE_MATRIX; m_pMatrix = new MaterialVarMatrix_t; Assert( m_pMatrix ); MatrixCopy( matrix, m_pMatrix->m_Matrix ); m_pMatrix->m_bIsIdent = matrix.IsIdentity(); m_intVal = 0; m_VecVal.Init(); } CMaterialVar::CMaterialVar( IMaterial* pMaterial, const char *pKey, const char *pVal ) { Init(); Assert( pVal && pKey ); m_pMaterial = static_cast(pMaterial); m_Name = GetSymbol( pKey ); Assert( m_Name != UTL_INVAL_SYMBOL ); int len = Q_strlen( pVal ) + 1; m_pStringVal = new char[ len ]; Q_strncpy( m_pStringVal, pVal, len ); m_Type = MATERIAL_VAR_TYPE_STRING; m_VecVal[0] = m_VecVal[1] = m_VecVal[2] = m_VecVal[3] = atof( m_pStringVal ); m_intVal = int( atof( m_pStringVal ) ); } CMaterialVar::CMaterialVar( IMaterial* pMaterial, const char *pKey, float* pVal, int numComps ) { Init(); Assert( pVal && pKey && (numComps <= 4) ); m_pMaterial = static_cast(pMaterial);; m_Name = GetSymbol( pKey ); Assert( m_Name != UTL_INVAL_SYMBOL ); m_Type = MATERIAL_VAR_TYPE_VECTOR; memcpy( m_VecVal.Base(), pVal, numComps * sizeof(float) ); for (int i = numComps; i < 4; ++i) m_VecVal[i] = 0.0f; m_intVal = ( int ) m_VecVal[0]; m_nNumVectorComps = numComps; } CMaterialVar::CMaterialVar( IMaterial* pMaterial, const char *pKey, float val ) { Init(); m_pMaterial = static_cast(pMaterial); m_Name = GetSymbol( pKey ); Assert( m_Name != UTL_INVAL_SYMBOL ); m_Type = MATERIAL_VAR_TYPE_FLOAT; m_VecVal[0] = m_VecVal[1] = m_VecVal[2] = m_VecVal[3] = val; m_intVal = (int) val; } CMaterialVar::CMaterialVar( IMaterial* pMaterial, const char *pKey, int val ) { Init(); m_pMaterial = static_cast(pMaterial); m_Name = GetSymbol( pKey ); Assert( m_Name != UTL_INVAL_SYMBOL ); m_Type = MATERIAL_VAR_TYPE_INT; m_VecVal[0] = m_VecVal[1] = m_VecVal[2] = m_VecVal[3] = (float) val; m_intVal = val; } CMaterialVar::CMaterialVar( IMaterial* pMaterial, const char *pKey ) { Init(); m_pMaterial = static_cast(pMaterial); m_Name = GetSymbol( pKey ); Assert( m_Name != UTL_INVAL_SYMBOL ); m_Type = MATERIAL_VAR_TYPE_UNDEFINED; } //----------------------------------------------------------------------------- // destructor //----------------------------------------------------------------------------- CMaterialVar::~CMaterialVar() { CleanUpData(); } //----------------------------------------------------------------------------- // Cleans up material var allocated data if necessary //----------------------------------------------------------------------------- void CMaterialVar::CleanUpData() { switch ( m_Type ) { case MATERIAL_VAR_TYPE_STRING: delete [] m_pStringVal; m_pStringVal = NULL; break; case MATERIAL_VAR_TYPE_TEXTURE: // garymcthack if( m_pTexture && !IsTextureInternalEnvCubemap( m_pTexture ) ) { m_pTexture->DecrementReferenceCount(); if ( g_bDeleteUnreferencedTexturesEnabled ) { m_pTexture->DeleteIfUnreferenced(); } m_pTexture = NULL; } break; case MATERIAL_VAR_TYPE_MATERIAL: if( m_pMaterialValue != NULL ) { m_pMaterialValue->DecrementReferenceCount(); m_pMaterialValue = NULL; } break; case MATERIAL_VAR_TYPE_MATRIX: delete m_pMatrix; m_pMatrix = NULL; break; case MATERIAL_VAR_TYPE_FOURCC: delete m_pFourCC; m_pFourCC = NULL; break; case MATERIAL_VAR_TYPE_VECTOR: case MATERIAL_VAR_TYPE_INT: case MATERIAL_VAR_TYPE_FLOAT: default: break; } } //----------------------------------------------------------------------------- // name + type //----------------------------------------------------------------------------- MaterialVarSym_t CMaterialVar::GetNameAsSymbol() const { return m_Name; } const char *CMaterialVar::GetName( ) const { if( !m_Name.IsValid() ) { Warning( "m_pName is NULL for CMaterialVar\n" ); return ""; } return s_MaterialVarSymbols.String( m_Name ); } //----------------------------------------------------------------------------- // Thread-safe versions //----------------------------------------------------------------------------- int CMaterialVar::GetIntValueInternal( void ) const { CMatCallQueue *pCallQueue = MaterialSystem()->GetRenderCallQueue(); if ( pCallQueue && !m_bFakeMaterialVar ) { if ( !s_bEnableThreadedAccess ) { //DevMsg( 2, "Non-thread safe call to CMaterialVar %s!\n", GetName() ); } if ( m_nTempIndex != 0xFF ) return s_pTempMaterialVar[m_nTempIndex].GetIntValueInternal(); } // Set methods for float and vector update this return m_intVal; } float CMaterialVar::GetFloatValueInternal( void ) const { CMatCallQueue *pCallQueue = MaterialSystem()->GetRenderCallQueue(); if ( pCallQueue && !m_bFakeMaterialVar ) { if ( !s_bEnableThreadedAccess ) { //DevMsg( 2, "Non-thread safe call to CMaterialVar %s!\n", GetName() ); } if ( m_nTempIndex != 0xFF ) return s_pTempMaterialVar[m_nTempIndex].GetFloatValueInternal(); } return m_VecVal[0]; } float const* CMaterialVar::GetVecValueInternal( ) const { CMatCallQueue *pCallQueue = MaterialSystem()->GetRenderCallQueue(); if ( pCallQueue && !m_bFakeMaterialVar ) { if ( !s_bEnableThreadedAccess ) { //DevMsg( 2, "Non-thread safe call to CMaterialVar %s!\n", GetName() ); } if ( m_nTempIndex != 0xFF ) return s_pTempMaterialVar[m_nTempIndex].GetVecValueInternal(); } return m_VecVal.Base(); } void CMaterialVar::GetVecValueInternal( float *val, int numcomps ) const { CMatCallQueue *pCallQueue = MaterialSystem()->GetRenderCallQueue(); if ( pCallQueue && !m_bFakeMaterialVar ) { if ( !s_bEnableThreadedAccess ) { //DevMsg( 2, "Non-thread safe call to CMaterialVar %s!\n", GetName() ); } if ( m_nTempIndex != 0xFF ) { s_pTempMaterialVar[m_nTempIndex].GetVecValueInternal( val, numcomps ); return; } } Assert( ( numcomps >0 ) && ( numcomps <= 4 ) ); for( int i=0 ; i < numcomps; i++ ) { val[i] = m_VecVal[ i ]; } } int CMaterialVar::VectorSizeInternal() const { CMatCallQueue *pCallQueue = MaterialSystem()->GetRenderCallQueue(); if ( pCallQueue && !m_bFakeMaterialVar ) { if ( !s_bEnableThreadedAccess ) { //DevMsg( 2, "Non-thread safe call to CMaterialVar %s!\n", GetName() ); } if ( m_nTempIndex != 0xFF ) return s_pTempMaterialVar[m_nTempIndex].VectorSizeInternal( ); } return m_nNumVectorComps; } // Don't want to be grabbing the dummy var and changing it's value. That usually means badness. #define ASSERT_NOT_DUMMY_VAR() AssertMsg( m_bFakeMaterialVar || ( V_stricmp( GetName(), "$dummyvar" ) != 0 ), "TRYING TO MODIFY $dummyvar, WHICH IS BAD, MMMKAY!" ) //----------------------------------------------------------------------------- // float //----------------------------------------------------------------------------- void CMaterialVar::SetFloatValue( float val ) { ASSERT_NOT_DUMMY_VAR(); CMatCallQueue *pCallQueue = MaterialSystem()->GetRenderCallQueue(); if ( !m_bFakeMaterialVar && pCallQueue ) { CMaterialVar *pThreadVar = AllocThreadVar(); if ( pThreadVar ) { pThreadVar->SetFloatValue( val ); } pCallQueue->QueueCall( this, &CMaterialVar::SetFloatValue, val ); return; } // Suppress all this if we're not actually changing anything if ((m_Type == MATERIAL_VAR_TYPE_FLOAT) && (m_VecVal[0] == val)) return; // Gotta flush if we've changed state and this is the current material if ( !m_bFakeMaterialVar && m_pMaterial && (m_pMaterial == ( IMaterialInternal* )MaterialSystem()->GetCurrentMaterial())) g_pShaderAPI->FlushBufferedPrimitives(); CleanUpData(); m_VecVal[0] = m_VecVal[1] = m_VecVal[2] = m_VecVal[3] = val; m_intVal = (int) val; m_Type = MATERIAL_VAR_TYPE_FLOAT; VarChanged(); } //----------------------------------------------------------------------------- // int //----------------------------------------------------------------------------- void CMaterialVar::SetIntValue( int val ) { ASSERT_NOT_DUMMY_VAR(); CMatCallQueue *pCallQueue = MaterialSystem()->GetRenderCallQueue(); if ( !m_bFakeMaterialVar && pCallQueue ) { CMaterialVar *pThreadVar = AllocThreadVar(); if ( pThreadVar ) { pThreadVar->SetIntValue( val ); } pCallQueue->QueueCall( this, &CMaterialVar::SetIntValue, val ); return; } // Suppress all this if we're not actually changing anything if ((m_Type == MATERIAL_VAR_TYPE_INT) && (m_intVal == val)) return; // Gotta flush if we've changed state and this is the current material if ( !m_bFakeMaterialVar && m_pMaterial && (m_pMaterial == ( IMaterialInternal* )MaterialSystem()->GetCurrentMaterial())) g_pShaderAPI->FlushBufferedPrimitives(); CleanUpData(); m_intVal = val; m_VecVal[0] = m_VecVal[1] = m_VecVal[2] = m_VecVal[3] = (float) val; m_Type = MATERIAL_VAR_TYPE_INT; VarChanged(); } //----------------------------------------------------------------------------- // string //----------------------------------------------------------------------------- const char *CMaterialVar::GetStringValue( void ) const { CMatCallQueue *pCallQueue = MaterialSystem()->GetRenderCallQueue(); if ( pCallQueue && !m_bFakeMaterialVar ) { if ( !s_bEnableThreadedAccess ) { //DevMsg( 2, "Non-thread safe call to CMaterialVar %s!\n", GetName() ); } if ( m_nTempIndex != 0xFF ) return s_pTempMaterialVar[m_nTempIndex].GetStringValue(); } switch( m_Type ) { case MATERIAL_VAR_TYPE_STRING: return m_pStringVal; case MATERIAL_VAR_TYPE_INT: Q_snprintf( s_CharBuf, sizeof( s_CharBuf ), "%d", m_intVal ); return s_CharBuf; case MATERIAL_VAR_TYPE_FLOAT: Q_snprintf( s_CharBuf, sizeof( s_CharBuf ), "%f", m_VecVal[0] ); return s_CharBuf; case MATERIAL_VAR_TYPE_VECTOR: { s_CharBuf[0] = '['; s_CharBuf[1] = ' '; int len = 2; for (int i = 0; i < m_nNumVectorComps; ++i) { if (len < sizeof( s_CharBuf )) { Q_snprintf( s_CharBuf + len, sizeof( s_CharBuf ) - len, "%f ", m_VecVal[i] ); len += strlen( s_CharBuf + len ); } } if (len < sizeof( s_CharBuf ) - 1) { s_CharBuf[len] = ']'; s_CharBuf[len+1] = '\0'; } else { s_CharBuf[sizeof( s_CharBuf )-1] = '\0'; } return s_CharBuf; } case MATERIAL_VAR_TYPE_MATRIX: { s_CharBuf[0] = '['; s_CharBuf[1] = ' '; int len = 2; for (int i = 0; i < 4; ++i) { for (int j = 0; j < 4; ++j) { if (len < sizeof( s_CharBuf )) len += Q_snprintf( s_CharBuf + len, sizeof( s_CharBuf ) - len, "%.3f ", m_pMatrix->m_Matrix[j][i] ); } } if (len < sizeof( s_CharBuf ) - 1) { s_CharBuf[len] = ']'; s_CharBuf[len+1] = '\0'; } else { s_CharBuf[sizeof( s_CharBuf )-1] = '\0'; } return s_CharBuf; } case MATERIAL_VAR_TYPE_TEXTURE: // check for env_cubemap if( IsTextureInternalEnvCubemap( m_pTexture ) ) { return "env_cubemap"; } else { Q_snprintf( s_CharBuf, sizeof( s_CharBuf ), "%s", m_pTexture->GetName() ); return s_CharBuf; } case MATERIAL_VAR_TYPE_MATERIAL: Q_snprintf( s_CharBuf, sizeof( s_CharBuf ), "%s", ( m_pMaterialValue ? m_pMaterialValue->GetName() : "" ) ); return s_CharBuf; case MATERIAL_VAR_TYPE_UNDEFINED: return ""; default: Warning( "CMaterialVar::GetStringValue: Unknown material var type\n" ); return ""; } } void CMaterialVar::SetStringValue( const char *val ) { ASSERT_NOT_DUMMY_VAR(); CMatCallQueue *pCallQueue = MaterialSystem()->GetRenderCallQueue(); if ( !m_bFakeMaterialVar && pCallQueue ) { CMaterialVar *pThreadVar = AllocThreadVar(); if ( pThreadVar ) { pThreadVar->SetStringValue( val ); } pCallQueue->QueueCall( this, &CMaterialVar::SetStringValue, CUtlEnvelope(val) ); return; } // Gotta flush if we've changed state and this is the current material if ( !m_bFakeMaterialVar && m_pMaterial && (m_pMaterial == ( IMaterialInternal* )MaterialSystem()->GetCurrentMaterial())) g_pShaderAPI->FlushBufferedPrimitives(); CleanUpData(); int len = Q_strlen( val ) + 1; m_pStringVal = new char[len]; Q_strncpy( m_pStringVal, val, len ); m_Type = MATERIAL_VAR_TYPE_STRING; m_intVal = atoi( val ); m_VecVal[0] = m_VecVal[1] = m_VecVal[2] = m_VecVal[3] = atof( m_pStringVal ); VarChanged(); } void CMaterialVar::SetFourCCValue( FourCC type, void *pData ) { ASSERT_NOT_DUMMY_VAR(); CMatCallQueue *pCallQueue = MaterialSystem()->GetRenderCallQueue(); if ( !m_bFakeMaterialVar && pCallQueue ) { CMaterialVar *pThreadVar = AllocThreadVar(); if ( pThreadVar ) { pThreadVar->SetFourCCValue( type, pData ); } pCallQueue->QueueCall( this, &CMaterialVar::SetFourCCValue, type, pData ); return; } // Suppress all this if we're not actually changing anything if ((m_Type == MATERIAL_VAR_TYPE_FOURCC) && m_pFourCC->m_FourCC == type && m_pFourCC->m_pFourCCData == pData ) return; // Gotta flush if we've changed state and this is the current material if ( !m_bFakeMaterialVar && m_pMaterial && (m_pMaterial == ( IMaterialInternal* )MaterialSystem()->GetCurrentMaterial())) g_pShaderAPI->FlushBufferedPrimitives(); CleanUpData(); m_pFourCC = AllocFourCC(); m_pFourCC->m_FourCC = type; m_pFourCC->m_pFourCCData = pData; m_Type = MATERIAL_VAR_TYPE_FOURCC; m_VecVal.Init(); m_intVal = 0; VarChanged(); } void CMaterialVar::GetFourCCValue( FourCC *type, void **ppData ) { CMatCallQueue *pCallQueue = MaterialSystem()->GetRenderCallQueue(); if ( pCallQueue && !m_bFakeMaterialVar ) { if ( !s_bEnableThreadedAccess ) { //DevMsg( 2, "Non-thread safe call to CMaterialVar %s!\n", GetName() ); } if ( m_nTempIndex != 0xFF ) return s_pTempMaterialVar[m_nTempIndex].GetFourCCValue( type, ppData ); } if( m_Type == MATERIAL_VAR_TYPE_FOURCC ) { *type = m_pFourCC->m_FourCC; *ppData = m_pFourCC->m_pFourCCData; } else { *type = FOURCC_UNKNOWN; *ppData = 0; static int bitchCount; if( bitchCount < 10 ) { Warning( "CMaterialVar::GetVecValue: trying to get a vec value for %s which is of type %d\n", GetName(), ( int )m_Type ); bitchCount++; } } } //----------------------------------------------------------------------------- // texture //----------------------------------------------------------------------------- ITexture *CMaterialVar::GetTextureValue( void ) { CMatCallQueue *pCallQueue = MaterialSystem()->GetRenderCallQueue(); if ( pCallQueue && !m_bFakeMaterialVar ) { if ( !s_bEnableThreadedAccess ) { //DevMsg( 2, "Non-thread safe call to CMaterialVar %s!\n", GetName() ); } if ( m_nTempIndex != 0xFF ) return s_pTempMaterialVar[m_nTempIndex].GetTextureValue( ); } ITexture *retVal = NULL; if( m_pMaterial ) { m_pMaterial->Precache(); } if( m_Type == MATERIAL_VAR_TYPE_TEXTURE ) { if ( !IsTextureInternalEnvCubemap( m_pTexture ) ) { retVal = static_cast( m_pTexture ); } else { retVal = MaterialSystem()->GetLocalCubemap(); } if( !retVal ) { static int bitchCount = 0; if( bitchCount < 10 ) { Warning( "Invalid texture value in CMaterialVar::GetTextureValue\n" ); bitchCount++; } } } else { static int bitchCount = 0; if( bitchCount < 10 ) { Warning( "Requesting texture value from var \"%s\" which is " "not a texture value (material: %s)\n", GetName(), m_pMaterial ? m_pMaterial->GetName() : "NULL material" ); bitchCount++; } } if( !retVal ) { retVal = TextureManager()->ErrorTexture(); } return retVal; } void CMaterialVar::SetTextureValueQueued( ITexture *texture ) { SetTextureValue( texture ); // Matches IncrementReferenceCount in SetTextureValue if ( texture ) texture->DecrementReferenceCount(); // Debug if ( mat_texture_tracking.GetBool() ) { int iIndex = g_pTextureRefList->Find( texture ); Assert( iIndex != g_pTextureRefList->InvalidIndex() ); g_pTextureRefList->Element( iIndex )--; } } static bool s_bInitTextureRefList = false; void CMaterialVar::SetTextureValue( ITexture *texture ) { if ( !s_bInitTextureRefList ) { g_pTextureRefList->SetLessFunc( DefLessFunc( ITexture* ) ); s_bInitTextureRefList = true; } // Avoid the garymcthack in CShaderSystem::LoadCubeMap by ensuring we're not using // the internal env cubemap. if ( ThreadInMainThread() && !IsTextureInternalEnvCubemap( static_cast( texture ) ) ) { ITextureInternal* pTexInternal = assert_cast( texture ); TextureManager()->RequestAllMipmaps( pTexInternal ); } ASSERT_NOT_DUMMY_VAR(); CMatCallQueue *pCallQueue = MaterialSystem()->GetRenderCallQueue(); if ( !m_bFakeMaterialVar && pCallQueue ) { // FIXME (toml): deal with reference count CMaterialVar *pThreadVar = AllocThreadVar(); if ( pThreadVar ) { pThreadVar->SetTextureValue( texture ); } // Matches DecrementReferenceCount in SetTextureValueQueued if ( texture ) texture->IncrementReferenceCount(); // Debug! if ( mat_texture_tracking.GetBool() ) { int iIndex = g_pTextureRefList->Find( texture ); if ( iIndex == g_pTextureRefList->InvalidIndex() ) { g_pTextureRefList->Insert( texture, 1 ); } else { g_pTextureRefList->Element( iIndex )++; } } pCallQueue->QueueCall( this, &CMaterialVar::SetTextureValueQueued, texture ); return; } ITextureInternal* pTexImp = static_cast( texture ); // Suppress all this if we're not actually changing anything if ((m_Type == MATERIAL_VAR_TYPE_TEXTURE) && (m_pTexture == pTexImp)) return; // Gotta flush if we've changed state and this is the current material if ( !m_bFakeMaterialVar && m_pMaterial && (m_pMaterial == MaterialSystem()->GetCurrentMaterial())) g_pShaderAPI->FlushBufferedPrimitives(); if( pTexImp && !IsTextureInternalEnvCubemap( pTexImp ) ) { pTexImp->IncrementReferenceCount(); } CleanUpData(); m_pTexture = pTexImp; m_Type = MATERIAL_VAR_TYPE_TEXTURE; m_intVal = 0; m_VecVal.Init(); VarChanged(); } //----------------------------------------------------------------------------- // material //----------------------------------------------------------------------------- IMaterial *CMaterialVar::GetMaterialValue( void ) { CMatCallQueue *pCallQueue = MaterialSystem()->GetRenderCallQueue(); if ( pCallQueue && !m_bFakeMaterialVar ) { if ( !s_bEnableThreadedAccess ) { //DevMsg( 2, "Non-thread safe call to CMaterialVar %s!\n", GetName() ); } if ( m_nTempIndex != 0xFF ) return s_pTempMaterialVar[m_nTempIndex].GetMaterialValue( ); } IMaterial *retVal = NULL; if( m_pMaterial ) { m_pMaterial->Precache(); } if( m_Type == MATERIAL_VAR_TYPE_MATERIAL ) { retVal = static_cast( m_pMaterialValue ); } else { static int bitchCount = 0; if( bitchCount < 10 ) { Warning( "Requesting material value from var \"%s\" which is " "not a material value (material: %s)\n", GetName(), m_pMaterial ? m_pMaterial->GetName() : "NULL material" ); bitchCount++; } } return retVal; } void CMaterialVar::SetMaterialValue( IMaterial *pMaterial ) { ASSERT_NOT_DUMMY_VAR(); CMatCallQueue *pCallQueue = MaterialSystem()->GetRenderCallQueue(); if ( !m_bFakeMaterialVar && pCallQueue ) { // FIXME (toml): deal with reference count CMaterialVar *pThreadVar = AllocThreadVar(); if ( pThreadVar ) { pThreadVar->SetMaterialValue( pMaterial ); } pCallQueue->QueueCall( this, &CMaterialVar::SetMaterialValue, pMaterial ); return; } //HACKHACK: Only use the realtime material as the material value since converting it every time it's loaded could be forgotten, and chance of game code usage is low if( pMaterial ) pMaterial = ((IMaterialInternal *)pMaterial)->GetRealTimeVersion(); IMaterialInternal* pMaterialImp = static_cast( pMaterial ); // Suppress all this if we're not actually changing anything if ((m_Type == MATERIAL_VAR_TYPE_MATERIAL) && (m_pMaterialValue == pMaterialImp)) return; // Gotta flush if we've changed state and this is the current material if ( !m_bFakeMaterialVar && m_pMaterial && (m_pMaterial == MaterialSystem()->GetCurrentMaterial())) { g_pShaderAPI->FlushBufferedPrimitives(); } if( pMaterialImp != NULL ) { pMaterialImp->IncrementReferenceCount(); } CleanUpData(); m_pMaterialValue = pMaterialImp; m_Type = MATERIAL_VAR_TYPE_MATERIAL; m_intVal = 0; m_VecVal.Init(); VarChanged(); } //----------------------------------------------------------------------------- // Vector //----------------------------------------------------------------------------- void CMaterialVar::GetLinearVecValue( float *pVal, int numComps ) const { CMatCallQueue *pCallQueue = MaterialSystem()->GetRenderCallQueue(); if ( pCallQueue && !m_bFakeMaterialVar ) { if ( !s_bEnableThreadedAccess ) { //DevMsg( 2, "Non-thread safe call to CMaterialVar %s!\n", GetName() ); } if ( m_nTempIndex != 0xFF ) return s_pTempMaterialVar[m_nTempIndex].GetLinearVecValue( pVal, numComps ); } Assert( numComps <= 4 ); switch( m_Type ) { case MATERIAL_VAR_TYPE_VECTOR: { for ( int i = 0; i < numComps; ++i ) { pVal[i] = GammaToLinear( m_VecVal[i] ); } } break; case MATERIAL_VAR_TYPE_INT: { for ( int i = 0; i < numComps; ++i ) { pVal[i] = GammaToLinear( m_intVal ); } } break; case MATERIAL_VAR_TYPE_FLOAT: { for ( int i = 0; i < numComps; ++i ) { pVal[i] = GammaToLinear( m_VecVal[0] ); } } break; case MATERIAL_VAR_TYPE_MATRIX: case MATERIAL_VAR_TYPE_UNDEFINED: { for ( int i = 0; i < numComps; ++i ) { pVal[i] = 0.0f; } } break; default: Warning( "CMaterialVar::GetVecValue: trying to get a vec value for %s which is of type %d\n", GetName(), ( int )m_Type ); break; } } void CMaterialVar::SetVecValueInternal( const Vector4D &vec, int nComps ) { ASSERT_NOT_DUMMY_VAR(); CMatCallQueue *pCallQueue = MaterialSystem()->GetRenderCallQueue(); if ( !m_bFakeMaterialVar && pCallQueue ) { CMaterialVar *pThreadVar = AllocThreadVar(); if ( pThreadVar ) { pThreadVar->SetVecValueInternal( vec, nComps ); } pCallQueue->QueueCall( this, &CMaterialVar::SetVecValueInternal, RefToVal( vec ), nComps ); return; } // Suppress all this if we're not actually changing anything if ((m_Type == MATERIAL_VAR_TYPE_VECTOR ) && (m_VecVal == vec ) ) return; // Gotta flush if we've changed state and this is the current material if ( !m_bFakeMaterialVar && m_pMaterial && (m_pMaterial == MaterialSystem()->GetCurrentMaterial())) g_pShaderAPI->FlushBufferedPrimitives(); if ( m_Type != MATERIAL_VAR_TYPE_VECTOR ) { CleanUpData(); m_Type = MATERIAL_VAR_TYPE_VECTOR; } Assert( nComps <= 4 ); m_nNumVectorComps = nComps; memcpy( m_VecVal.Base(), vec.Base(), 4 * sizeof(float) ); m_intVal = ( int ) m_VecVal[0]; #ifdef _DEBUG for (int i = m_nNumVectorComps; i < 4; ++i ) Assert( m_VecVal[i] == 0.0f ); #endif VarChanged(); } void CMaterialVar::SetVecValue( const float* pVal, int numComps ) { Vector4D vec; memcpy( vec.Base(), pVal, numComps * sizeof(float) ); for (int i = numComps; i < 4; ++i ) { vec[i] = 0.0f; } SetVecValueInternal( vec, numComps); } void CMaterialVar::SetVecValue( float x, float y ) { SetVecValueInternal( Vector4D( x, y, 0.0f, 0.0f ), 2 ); } void CMaterialVar::SetVecValue( float x, float y, float z ) { SetVecValueInternal( Vector4D( x, y, z, 0.0f ), 3 ); } void CMaterialVar::SetVecValue( float x, float y, float z, float w ) { SetVecValueInternal( Vector4D( x, y, z, w ), 4 ); } void CMaterialVar::SetVecComponentValue( float fVal, int nComponent ) { ASSERT_NOT_DUMMY_VAR(); #ifndef _CERT // DIAF if ( nComponent < 0 || nComponent > 3 ) { Error( "Invalid vector component (%d) of variable %s referenced in material %s", nComponent, GetName(), GetOwningMaterial()->GetName() ); return; } #endif CMatCallQueue *pCallQueue = MaterialSystem()->GetRenderCallQueue(); if ( !m_bFakeMaterialVar && pCallQueue ) { if ( s_bEnableThreadedAccess ) { bool bInit = ( m_nTempIndex == 0xFF ) ? true : false; CMaterialVar *pThreadVar = AllocThreadVar(); if ( pThreadVar ) { if ( bInit ) { pThreadVar->SetVecValue( m_VecVal.Base(), m_nNumVectorComps ); } pThreadVar->SetVecComponentValue( fVal, nComponent ); } } pCallQueue->QueueCall( this, &CMaterialVar::SetVecComponentValue, fVal, nComponent ); return; } // Suppress all this if we're not actually changing anything if ((m_Type == MATERIAL_VAR_TYPE_VECTOR ) && (m_VecVal[nComponent] == fVal ) ) return; // Gotta flush if we've changed state and this is the current material if ( !m_bFakeMaterialVar && m_pMaterial && (m_pMaterial == MaterialSystem()->GetCurrentMaterial())) g_pShaderAPI->FlushBufferedPrimitives(); if ( m_Type != MATERIAL_VAR_TYPE_VECTOR ) { CleanUpData(); m_Type = MATERIAL_VAR_TYPE_VECTOR; } Assert( nComponent <= 3 ); if( m_nNumVectorComps < nComponent ) { //reset all undefined components to 0 for( int i = m_nNumVectorComps; i != nComponent; ++i ) m_VecVal[i] = 0.0f; m_nNumVectorComps = nComponent; } m_VecVal[nComponent] = fVal; #ifdef _DEBUG for (int i = m_nNumVectorComps; i < 4; ++i ) Assert( m_VecVal[i] == 0.0f ); #endif VarChanged(); } //----------------------------------------------------------------------------- // Matrix //----------------------------------------------------------------------------- VMatrix const& CMaterialVar::GetMatrixValue( ) { CMatCallQueue *pCallQueue = MaterialSystem()->GetRenderCallQueue(); if ( pCallQueue && !m_bFakeMaterialVar ) { if ( !s_bEnableThreadedAccess ) { //DevMsg( 2, "Non-thread safe call to CMaterialVar %s!\n", GetName() ); } if ( m_nTempIndex != 0xFF ) return s_pTempMaterialVar[m_nTempIndex].GetMatrixValue(); } if (m_Type == MATERIAL_VAR_TYPE_MATRIX) return m_pMatrix->m_Matrix; static VMatrix identity( 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 ); return identity; } void CMaterialVar::SetMatrixValue( VMatrix const& matrix ) { ASSERT_NOT_DUMMY_VAR(); CMatCallQueue *pCallQueue = MaterialSystem()->GetRenderCallQueue(); if ( !m_bFakeMaterialVar && pCallQueue ) { CMaterialVar *pThreadVar = AllocThreadVar(); if ( pThreadVar ) { pThreadVar->SetMatrixValue( matrix ); } pCallQueue->QueueCall( this, &CMaterialVar::SetMatrixValue, RefToVal( matrix ) ); return; } // Gotta flush if we've changed state and this is the current material if ( !m_bFakeMaterialVar && m_pMaterial && (m_pMaterial == MaterialSystem()->GetCurrentMaterial())) g_pShaderAPI->FlushBufferedPrimitives(); CleanUpData(); // NOTE: This is necessary because the mempool MaterialVarMatrix_t uses is not threadsafe m_pMatrix = new MaterialVarMatrix_t; MatrixCopy( matrix, m_pMatrix->m_Matrix ); m_Type = MATERIAL_VAR_TYPE_MATRIX; m_pMatrix->m_bIsIdent = matrix.IsIdentity(); m_VecVal.Init(); m_intVal = ( int ) m_VecVal[0]; VarChanged(); } bool CMaterialVar::MatrixIsIdentity( void ) const { if( m_Type != MATERIAL_VAR_TYPE_MATRIX ) { return true; } return m_pMatrix->m_bIsIdent; } //----------------------------------------------------------------------------- // Undefined //----------------------------------------------------------------------------- bool CMaterialVar::IsDefined() const { return m_Type != MATERIAL_VAR_TYPE_UNDEFINED; } void CMaterialVar::SetUndefined() { ASSERT_NOT_DUMMY_VAR(); CMatCallQueue *pCallQueue = MaterialSystem()->GetRenderCallQueue(); if ( !m_bFakeMaterialVar && pCallQueue ) { CMaterialVar *pThreadVar = AllocThreadVar(); if ( pThreadVar ) { pThreadVar->SetUndefined( ); } pCallQueue->QueueCall( this, &CMaterialVar::SetUndefined ); return; } if (m_Type == MATERIAL_VAR_TYPE_UNDEFINED) return; // Gotta flush if we've changed state and this is the current material if ( !m_bFakeMaterialVar && m_pMaterial && (m_pMaterial == MaterialSystem()->GetCurrentMaterial())) g_pShaderAPI->FlushBufferedPrimitives(); CleanUpData(); m_Type = MATERIAL_VAR_TYPE_UNDEFINED; VarChanged(); } //----------------------------------------------------------------------------- // Copy from another material var //----------------------------------------------------------------------------- void CMaterialVar::CopyFrom( IMaterialVar *pMaterialVar ) { CMatCallQueue *pCallQueue = MaterialSystem()->GetRenderCallQueue(); if ( !m_bFakeMaterialVar && pCallQueue ) { CMaterialVar *pThreadVar = AllocThreadVar(); if ( pThreadVar ) { pThreadVar->CopyFrom( pMaterialVar ); } pCallQueue->QueueCall( this, &CMaterialVar::CopyFrom, pMaterialVar ); return; } switch( pMaterialVar->GetType() ) { case MATERIAL_VAR_TYPE_FLOAT: SetFloatValue( pMaterialVar->GetFloatValue() ); break; case MATERIAL_VAR_TYPE_STRING: SetStringValue( pMaterialVar->GetStringValue() ); break; case MATERIAL_VAR_TYPE_VECTOR: SetVecValue( pMaterialVar->GetVecValue(), pMaterialVar->VectorSize() ); break; case MATERIAL_VAR_TYPE_TEXTURE: SetTextureValue( pMaterialVar->GetTextureValue() ); break; case MATERIAL_VAR_TYPE_INT: SetIntValue( pMaterialVar->GetIntValue() ); break; case MATERIAL_VAR_TYPE_FOURCC: { FourCC fourCC; void *pData; pMaterialVar->GetFourCCValue( &fourCC, &pData ); SetFourCCValue( fourCC, pData ); } break; case MATERIAL_VAR_TYPE_UNDEFINED: SetUndefined(); break; case MATERIAL_VAR_TYPE_MATRIX: SetMatrixValue( pMaterialVar->GetMatrixValue() ); break; case MATERIAL_VAR_TYPE_MATERIAL: SetMaterialValue( pMaterialVar->GetMaterialValue() ); break; default: Assert(0); } } //----------------------------------------------------------------------------- // 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( const char* v ) { while (IsWhitespace(*v)) { ++v; if (IsEndline(*v)) return false; } return *v == '[' || *v == '{'; } //----------------------------------------------------------------------------- // Creates a vector material var //----------------------------------------------------------------------------- static int ParseVectorFromKeyValueString( const char *pString, float vecVal[4] ) { const char* pScan = pString; 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( "no ']' or '}' found in vector key in ParseVectorFromKeyValueString\n" ); } // allow for vec2's, etc. vecVal[i] = 0.0f; break; } char* pEnd; vecVal[i] = strtod( pScan, &pEnd ); if (pScan == pEnd) { Warning( "error parsing vector element in ParseVectorFromKeyValueString\n" ); 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 ); } return i; } void CMaterialVar::SetValueAutodetectType( const char *val ) { ASSERT_NOT_DUMMY_VAR(); int len = Q_strlen( val ); // Here, let's determine if we got a float or an int.... char* pIEnd; // pos where int scan ended char* pFEnd; // pos where float scan ended const char* pSEnd = val + len ; // pos where token ends int ival = strtol( val, &pIEnd, 10 ); float fval = (float)strtod( val, &pFEnd ); if ( ( pFEnd > pIEnd ) && ( pFEnd == pSEnd ) ) { SetFloatValue( fval ); return; } if ( pIEnd == pSEnd ) { SetIntValue( ival ); return; } // Isn't an int or a float. // Is it a matrix? VMatrix mat; int count = sscanf( val, " [ %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) { SetMatrixValue( mat ); return; } Vector2D scale, center; float angle; Vector2D translation; count = sscanf( val, " 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) { 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 ); SetMatrixValue( mat ); return; } if( IsVector( val ) ) { float vecVal[4]; int nDim = ParseVectorFromKeyValueString( val, vecVal ); if ( nDim > 0 ) { SetVecValue( vecVal, nDim ); return; } } SetStringValue( val ); }