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