//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ // //===========================================================================// #ifndef IMATERIALSYSTEM_H #define IMATERIALSYSTEM_H #ifdef _WIN32 #pragma once #endif #define OVERBRIGHT 2.0f #define OO_OVERBRIGHT ( 1.0f / 2.0f ) #define GAMMA 2.2f #define TEXGAMMA 2.2f #include "mathlib/vector.h" #include "mathlib/vector4d.h" #include "mathlib/vmatrix.h" #include "tier1/interface.h" #include "tier1/refcount.h" #include "appframework/IAppSystem.h" #include "bitmap/imageformat.h" #include "texture_group_names.h" #include "vtf/vtf.h" #include "materialsystem/deformations.h" #include "materialsystem/imaterialsystemhardwareconfig.h" #include "materialsystem/IColorCorrection.h" //----------------------------------------------------------------------------- // forward declarations //----------------------------------------------------------------------------- class IMaterial; class IMesh; class IVertexBuffer; class IIndexBuffer; struct MaterialSystem_Config_t; class VMatrix; struct matrix3x4_t; class ITexture; class ITextureCompositor; struct MaterialSystemHardwareIdentifier_t; class KeyValues; class IShader; class IVertexTexture; class IMorph; class IMatRenderContext; class ICallQueue; struct MorphWeight_t; class IFileList; //----------------------------------------------------------------------------- // The vertex format type //----------------------------------------------------------------------------- typedef uint64 VertexFormat_t; //----------------------------------------------------------------------------- // important enumeration //----------------------------------------------------------------------------- // NOTE NOTE NOTE!!!! If you up this, grep for "NEW_INTERFACE" to see if there is anything // waiting to be enabled during an interface revision. // V081 - 10/25/2016 - Added new Suspend/Resume texture streaming interfaces. Might also have added more calls here due // to the streaming work that didn't get bumped, but we're not guarding versions on the TF branch // very judiciously since we need to audit them when merging to SDK branch either way. #define MATERIAL_SYSTEM_INTERFACE_VERSION "VMaterialSystem081" #ifdef POSIX #define ABSOLUTE_MINIMUM_DXLEVEL 90 #else #define ABSOLUTE_MINIMUM_DXLEVEL 80 #endif enum ShaderParamType_t { SHADER_PARAM_TYPE_TEXTURE, SHADER_PARAM_TYPE_INTEGER, SHADER_PARAM_TYPE_COLOR, SHADER_PARAM_TYPE_VEC2, SHADER_PARAM_TYPE_VEC3, SHADER_PARAM_TYPE_VEC4, SHADER_PARAM_TYPE_ENVMAP, // obsolete SHADER_PARAM_TYPE_FLOAT, SHADER_PARAM_TYPE_BOOL, SHADER_PARAM_TYPE_FOURCC, SHADER_PARAM_TYPE_MATRIX, SHADER_PARAM_TYPE_MATERIAL, SHADER_PARAM_TYPE_STRING, SHADER_PARAM_TYPE_MATRIX4X2 }; enum MaterialMatrixMode_t { MATERIAL_VIEW = 0, MATERIAL_PROJECTION, // Texture matrices MATERIAL_TEXTURE0, MATERIAL_TEXTURE1, MATERIAL_TEXTURE2, MATERIAL_TEXTURE3, MATERIAL_TEXTURE4, MATERIAL_TEXTURE5, MATERIAL_TEXTURE6, MATERIAL_TEXTURE7, MATERIAL_MODEL, // Total number of matrices NUM_MATRIX_MODES = MATERIAL_MODEL+1, // Number of texture transforms NUM_TEXTURE_TRANSFORMS = MATERIAL_TEXTURE7 - MATERIAL_TEXTURE0 + 1 }; // FIXME: How do I specify the actual number of matrix modes? const int NUM_MODEL_TRANSFORMS = 53; const int MATERIAL_MODEL_MAX = MATERIAL_MODEL + NUM_MODEL_TRANSFORMS; enum MaterialPrimitiveType_t { MATERIAL_POINTS = 0x0, MATERIAL_LINES, MATERIAL_TRIANGLES, MATERIAL_TRIANGLE_STRIP, MATERIAL_LINE_STRIP, MATERIAL_LINE_LOOP, // a single line loop MATERIAL_POLYGON, // this is a *single* polygon MATERIAL_QUADS, MATERIAL_INSTANCED_QUADS, // (X360) like MATERIAL_QUADS, but uses vertex instancing // This is used for static meshes that contain multiple types of // primitive types. When calling draw, you'll need to specify // a primitive type. MATERIAL_HETEROGENOUS }; enum MaterialPropertyTypes_t { MATERIAL_PROPERTY_NEEDS_LIGHTMAP = 0, // bool MATERIAL_PROPERTY_OPACITY, // int (enum MaterialPropertyOpacityTypes_t) MATERIAL_PROPERTY_REFLECTIVITY, // vec3_t MATERIAL_PROPERTY_NEEDS_BUMPED_LIGHTMAPS // bool }; // acceptable property values for MATERIAL_PROPERTY_OPACITY enum MaterialPropertyOpacityTypes_t { MATERIAL_ALPHATEST = 0, MATERIAL_OPAQUE, MATERIAL_TRANSLUCENT }; enum MaterialBufferTypes_t { MATERIAL_FRONT = 0, MATERIAL_BACK }; enum MaterialCullMode_t { MATERIAL_CULLMODE_CCW, // this culls polygons with counterclockwise winding MATERIAL_CULLMODE_CW // this culls polygons with clockwise winding }; enum MaterialIndexFormat_t { MATERIAL_INDEX_FORMAT_UNKNOWN = -1, MATERIAL_INDEX_FORMAT_16BIT = 0, MATERIAL_INDEX_FORMAT_32BIT, }; enum MaterialFogMode_t { MATERIAL_FOG_NONE, MATERIAL_FOG_LINEAR, MATERIAL_FOG_LINEAR_BELOW_FOG_Z, }; enum MaterialHeightClipMode_t { MATERIAL_HEIGHTCLIPMODE_DISABLE, MATERIAL_HEIGHTCLIPMODE_RENDER_ABOVE_HEIGHT, MATERIAL_HEIGHTCLIPMODE_RENDER_BELOW_HEIGHT }; enum MaterialNonInteractiveMode_t { MATERIAL_NON_INTERACTIVE_MODE_NONE = -1, MATERIAL_NON_INTERACTIVE_MODE_STARTUP = 0, MATERIAL_NON_INTERACTIVE_MODE_LEVEL_LOAD, MATERIAL_NON_INTERACTIVE_MODE_COUNT, }; //----------------------------------------------------------------------------- // Special morph used in decalling pass //----------------------------------------------------------------------------- #define MATERIAL_MORPH_DECAL ( (IMorph*)1 ) //----------------------------------------------------------------------------- // //----------------------------------------------------------------------------- enum MaterialThreadMode_t { MATERIAL_SINGLE_THREADED, MATERIAL_QUEUED_SINGLE_THREADED, MATERIAL_QUEUED_THREADED }; //----------------------------------------------------------------------------- // //----------------------------------------------------------------------------- enum MaterialContextType_t { MATERIAL_HARDWARE_CONTEXT, MATERIAL_QUEUED_CONTEXT, MATERIAL_NULL_CONTEXT }; //----------------------------------------------------------------------------- // //----------------------------------------------------------------------------- enum MaterialFindContext_t { MATERIAL_FINDCONTEXT_NONE, MATERIAL_FINDCONTEXT_ISONAMODEL, }; //----------------------------------------------------------------------------- // Light structure //----------------------------------------------------------------------------- #include "mathlib/lightdesc.h" #if 0 enum LightType_t { MATERIAL_LIGHT_DISABLE = 0, MATERIAL_LIGHT_POINT, MATERIAL_LIGHT_DIRECTIONAL, MATERIAL_LIGHT_SPOT, }; enum LightType_OptimizationFlags_t { LIGHTTYPE_OPTIMIZATIONFLAGS_HAS_ATTENUATION0 = 1, LIGHTTYPE_OPTIMIZATIONFLAGS_HAS_ATTENUATION1 = 2, LIGHTTYPE_OPTIMIZATIONFLAGS_HAS_ATTENUATION2 = 4, }; struct LightDesc_t { LightType_t m_Type; Vector m_Color; Vector m_Position; Vector m_Direction; float m_Range; float m_Falloff; float m_Attenuation0; float m_Attenuation1; float m_Attenuation2; float m_Theta; float m_Phi; // These aren't used by DX8. . used for software lighting. float m_ThetaDot; float m_PhiDot; unsigned int m_Flags; LightDesc_t() {} private: // No copy constructors allowed LightDesc_t(const LightDesc_t& vOther); }; #endif #define CREATERENDERTARGETFLAGS_HDR 0x00000001 #define CREATERENDERTARGETFLAGS_AUTOMIPMAP 0x00000002 #define CREATERENDERTARGETFLAGS_UNFILTERABLE_OK 0x00000004 // XBOX ONLY: #define CREATERENDERTARGETFLAGS_NOEDRAM 0x00000008 // inhibit allocation in 360 EDRAM #define CREATERENDERTARGETFLAGS_TEMP 0x00000010 // only allocates memory upon first resolve, destroyed at level end //----------------------------------------------------------------------------- // allowed stencil operations. These match the d3d operations //----------------------------------------------------------------------------- enum StencilOperation_t { #if !defined( _X360 ) STENCILOPERATION_KEEP = 1, STENCILOPERATION_ZERO = 2, STENCILOPERATION_REPLACE = 3, STENCILOPERATION_INCRSAT = 4, STENCILOPERATION_DECRSAT = 5, STENCILOPERATION_INVERT = 6, STENCILOPERATION_INCR = 7, STENCILOPERATION_DECR = 8, #else STENCILOPERATION_KEEP = D3DSTENCILOP_KEEP, STENCILOPERATION_ZERO = D3DSTENCILOP_ZERO, STENCILOPERATION_REPLACE = D3DSTENCILOP_REPLACE, STENCILOPERATION_INCRSAT = D3DSTENCILOP_INCRSAT, STENCILOPERATION_DECRSAT = D3DSTENCILOP_DECRSAT, STENCILOPERATION_INVERT = D3DSTENCILOP_INVERT, STENCILOPERATION_INCR = D3DSTENCILOP_INCR, STENCILOPERATION_DECR = D3DSTENCILOP_DECR, #endif STENCILOPERATION_FORCE_DWORD = 0x7fffffff }; enum StencilComparisonFunction_t { #if !defined( _X360 ) STENCILCOMPARISONFUNCTION_NEVER = 1, STENCILCOMPARISONFUNCTION_LESS = 2, STENCILCOMPARISONFUNCTION_EQUAL = 3, STENCILCOMPARISONFUNCTION_LESSEQUAL = 4, STENCILCOMPARISONFUNCTION_GREATER = 5, STENCILCOMPARISONFUNCTION_NOTEQUAL = 6, STENCILCOMPARISONFUNCTION_GREATEREQUAL = 7, STENCILCOMPARISONFUNCTION_ALWAYS = 8, #else STENCILCOMPARISONFUNCTION_NEVER = D3DCMP_NEVER, STENCILCOMPARISONFUNCTION_LESS = D3DCMP_LESS, STENCILCOMPARISONFUNCTION_EQUAL = D3DCMP_EQUAL, STENCILCOMPARISONFUNCTION_LESSEQUAL = D3DCMP_LESSEQUAL, STENCILCOMPARISONFUNCTION_GREATER = D3DCMP_GREATER, STENCILCOMPARISONFUNCTION_NOTEQUAL = D3DCMP_NOTEQUAL, STENCILCOMPARISONFUNCTION_GREATEREQUAL = D3DCMP_GREATEREQUAL, STENCILCOMPARISONFUNCTION_ALWAYS = D3DCMP_ALWAYS, #endif STENCILCOMPARISONFUNCTION_FORCE_DWORD = 0x7fffffff }; //----------------------------------------------------------------------------- // Enumeration for the various fields capable of being morphed //----------------------------------------------------------------------------- enum MorphFormatFlags_t { MORPH_POSITION = 0x0001, // 3D MORPH_NORMAL = 0x0002, // 3D MORPH_WRINKLE = 0x0004, // 1D MORPH_SPEED = 0x0008, // 1D MORPH_SIDE = 0x0010, // 1D }; //----------------------------------------------------------------------------- // The morph format type //----------------------------------------------------------------------------- typedef unsigned int MorphFormat_t; //----------------------------------------------------------------------------- // Standard lightmaps //----------------------------------------------------------------------------- enum StandardLightmap_t { MATERIAL_SYSTEM_LIGHTMAP_PAGE_WHITE = -1, MATERIAL_SYSTEM_LIGHTMAP_PAGE_WHITE_BUMP = -2, MATERIAL_SYSTEM_LIGHTMAP_PAGE_USER_DEFINED = -3 }; struct MaterialSystem_SortInfo_t { IMaterial *material; int lightmapPageID; }; #define MAX_FB_TEXTURES 4 //----------------------------------------------------------------------------- // Information about each adapter //----------------------------------------------------------------------------- enum { MATERIAL_ADAPTER_NAME_LENGTH = 512 }; struct MaterialAdapterInfo_t { char m_pDriverName[MATERIAL_ADAPTER_NAME_LENGTH]; unsigned int m_VendorID; unsigned int m_DeviceID; unsigned int m_SubSysID; unsigned int m_Revision; int m_nDXSupportLevel; // This is the *preferred* dx support level int m_nMaxDXSupportLevel; unsigned int m_nDriverVersionHigh; unsigned int m_nDriverVersionLow; }; //----------------------------------------------------------------------------- // Video mode info.. //----------------------------------------------------------------------------- struct MaterialVideoMode_t { int m_Width; // if width and height are 0 and you select int m_Height; // windowed mode, it'll use the window size ImageFormat m_Format; // use ImageFormats (ignored for windowed mode) int m_RefreshRate; // 0 == default (ignored for windowed mode) }; // fixme: should move this into something else. struct FlashlightState_t { FlashlightState_t() { m_bEnableShadows = false; // Provide reasonable defaults for shadow depth mapping parameters m_bDrawShadowFrustum = false; m_flShadowMapResolution = 1024.0f; m_flShadowFilterSize = 3.0f; m_flShadowSlopeScaleDepthBias = 16.0f; m_flShadowDepthBias = 0.0005f; m_flShadowJitterSeed = 0.0f; m_flShadowAtten = 0.0f; m_bScissor = false; m_nLeft = -1; m_nTop = -1; m_nRight = -1; m_nBottom = -1; m_nShadowQuality = 0; } Vector m_vecLightOrigin; Quaternion m_quatOrientation; float m_NearZ; float m_FarZ; float m_fHorizontalFOVDegrees; float m_fVerticalFOVDegrees; float m_fQuadraticAtten; float m_fLinearAtten; float m_fConstantAtten; float m_Color[4]; ITexture *m_pSpotlightTexture; int m_nSpotlightTextureFrame; // Shadow depth mapping parameters bool m_bEnableShadows; bool m_bDrawShadowFrustum; float m_flShadowMapResolution; float m_flShadowFilterSize; float m_flShadowSlopeScaleDepthBias; float m_flShadowDepthBias; float m_flShadowJitterSeed; float m_flShadowAtten; int m_nShadowQuality; // Getters for scissor members bool DoScissor() { return m_bScissor; } int GetLeft() { return m_nLeft; } int GetTop() { return m_nTop; } int GetRight() { return m_nRight; } int GetBottom() { return m_nBottom; } private: friend class CShadowMgr; bool m_bScissor; int m_nLeft; int m_nTop; int m_nRight; int m_nBottom; }; // Passed as the callback object to Async functions in the material system // so that callers don't have to worry about memory going out of scope before the // results return. abstract_class IAsyncTextureOperationReceiver : public IRefCounted { public: virtual void OnAsyncCreateComplete( ITexture* pTex, void* pExtraArgs ) = 0; virtual void OnAsyncFindComplete( ITexture* pTex, void* pExtraArgs ) = 0; virtual void OnAsyncMapComplete( ITexture* pTex, void* pExtraArgs, void* pMemory, int nPitch ) = 0; virtual void OnAsyncReadbackBegin( ITexture* pDst, ITexture* pSrc, void* pExtraArgs ) = 0; virtual int GetRefCount() const = 0; }; //----------------------------------------------------------------------------- // Flags to be used with the Init call //----------------------------------------------------------------------------- enum MaterialInitFlags_t { MATERIAL_INIT_ALLOCATE_FULLSCREEN_TEXTURE = 0x2, MATERIAL_INIT_REFERENCE_RASTERIZER = 0x4, }; //----------------------------------------------------------------------------- // Flags to specify type of depth buffer used with RT //----------------------------------------------------------------------------- // GR - this is to add RT with no depth buffer bound enum MaterialRenderTargetDepth_t { MATERIAL_RT_DEPTH_SHARED = 0x0, MATERIAL_RT_DEPTH_SEPARATE = 0x1, MATERIAL_RT_DEPTH_NONE = 0x2, MATERIAL_RT_DEPTH_ONLY = 0x3, }; //----------------------------------------------------------------------------- // A function to be called when we need to release all vertex buffers // NOTE: The restore function will tell the caller if all the vertex formats // changed so that it can flush caches, etc. if it needs to (for dxlevel support) //----------------------------------------------------------------------------- enum RestoreChangeFlags_t { MATERIAL_RESTORE_VERTEX_FORMAT_CHANGED = 0x1, }; // NOTE: All size modes will force the render target to be smaller than or equal to // the size of the framebuffer. enum RenderTargetSizeMode_t { RT_SIZE_NO_CHANGE=0, // Only allowed for render targets that don't want a depth buffer // (because if they have a depth buffer, the render target must be less than or equal to the size of the framebuffer). RT_SIZE_DEFAULT=1, // Don't play with the specified width and height other than making sure it fits in the framebuffer. RT_SIZE_PICMIP=2, // Apply picmip to the render target's width and height. RT_SIZE_HDR=3, // frame_buffer_width / 4 RT_SIZE_FULL_FRAME_BUFFER=4, // Same size as frame buffer, or next lower power of 2 if we can't do that. RT_SIZE_OFFSCREEN=5, // Target of specified size, don't mess with dimensions RT_SIZE_FULL_FRAME_BUFFER_ROUNDED_UP=6, // Same size as the frame buffer, rounded up if necessary for systems that can't do non-power of two textures. RT_SIZE_REPLAY_SCREENSHOT = 7, // Rounded down to power of 2, essentially... RT_SIZE_LITERAL = 8, // Use the size passed in. Don't clamp it to the frame buffer size. Really. RT_SIZE_LITERAL_PICMIP = 9 // Use the size passed in, don't clamp to the frame buffer size, but do apply picmip restrictions. }; typedef void (*MaterialBufferReleaseFunc_t)( ); typedef void (*MaterialBufferRestoreFunc_t)( int nChangeFlags ); // see RestoreChangeFlags_t typedef void (*ModeChangeCallbackFunc_t)( void ); typedef int VertexBufferHandle_t; typedef unsigned short MaterialHandle_t; DECLARE_POINTER_HANDLE( OcclusionQueryObjectHandle_t ); #define INVALID_OCCLUSION_QUERY_OBJECT_HANDLE ( (OcclusionQueryObjectHandle_t)0 ) class IMaterialProxyFactory; class ITexture; class IMaterialSystemHardwareConfig; class CShadowMgr; DECLARE_POINTER_HANDLE( MaterialLock_t ); //----------------------------------------------------------------------------- // //----------------------------------------------------------------------------- abstract_class IMaterialSystem : public IAppSystem { public: // Placeholder for API revision virtual bool Connect( CreateInterfaceFn factory ) = 0; virtual void Disconnect() = 0; virtual void *QueryInterface( const char *pInterfaceName ) = 0; virtual InitReturnVal_t Init() = 0; virtual void Shutdown() = 0; //--------------------------------------------------------- // Initialization and shutdown //--------------------------------------------------------- // Call this to initialize the material system // returns a method to create interfaces in the shader dll virtual CreateInterfaceFn Init( char const* pShaderAPIDLL, IMaterialProxyFactory *pMaterialProxyFactory, CreateInterfaceFn fileSystemFactory, CreateInterfaceFn cvarFactory=NULL ) = 0; // Call this to set an explicit shader version to use // Must be called before Init(). virtual void SetShaderAPI( char const *pShaderAPIDLL ) = 0; // Must be called before Init(), if you're going to call it at all... virtual void SetAdapter( int nAdapter, int nFlags ) = 0; // Call this when the mod has been set up, which may occur after init // At this point, the game + gamebin paths have been set up virtual void ModInit() = 0; virtual void ModShutdown() = 0; //--------------------------------------------------------- // //--------------------------------------------------------- virtual void SetThreadMode( MaterialThreadMode_t mode, int nServiceThread = -1 ) = 0; virtual MaterialThreadMode_t GetThreadMode( ) = 0; virtual bool IsRenderThreadSafe( ) = 0; virtual void ExecuteQueued() = 0; //--------------------------------------------------------- // Config management //--------------------------------------------------------- virtual IMaterialSystemHardwareConfig *GetHardwareConfig( const char *pVersion, int *returnCode ) = 0; // Call this before rendering each frame with the current config // for the material system. // Will do whatever is necessary to get the material system into the correct state // upon configuration change. .doesn't much else otherwise. virtual bool UpdateConfig( bool bForceUpdate ) = 0; // Force this to be the config; update all material system convars to match the state // return true if lightmaps need to be redownloaded virtual bool OverrideConfig( const MaterialSystem_Config_t &config, bool bForceUpdate ) = 0; // Get the current config for this video card (as last set by UpdateConfig) virtual const MaterialSystem_Config_t &GetCurrentConfigForVideoCard() const = 0; // Gets *recommended* configuration information associated with the display card, // given a particular dx level to run under. // Use dxlevel 0 to use the recommended dx level. // The function returns false if an invalid dxlevel was specified // UNDONE: To find out all convars affected by configuration, we'll need to change // the dxsupport.pl program to output all column headers into a single keyvalue block // and then we would read that in, and send it back to the client virtual bool GetRecommendedConfigurationInfo( int nDXLevel, KeyValues * pKeyValues ) = 0; // ----------------------------------------------------------- // Device methods // ----------------------------------------------------------- // Gets the number of adapters... virtual int GetDisplayAdapterCount() const = 0; // Returns the current adapter in use virtual int GetCurrentAdapter() const = 0; // Returns info about each adapter virtual void GetDisplayAdapterInfo( int adapter, MaterialAdapterInfo_t& info ) const = 0; // Returns the number of modes virtual int GetModeCount( int adapter ) const = 0; // Returns mode information.. virtual void GetModeInfo( int adapter, int mode, MaterialVideoMode_t& info ) const = 0; virtual void AddModeChangeCallBack( ModeChangeCallbackFunc_t func ) = 0; // Returns the mode info for the current display device virtual void GetDisplayMode( MaterialVideoMode_t& mode ) const = 0; // Sets the mode... virtual bool SetMode( void* hwnd, const MaterialSystem_Config_t &config ) = 0; virtual bool SupportsMSAAMode( int nMSAAMode ) = 0; // FIXME: REMOVE! Get video card identitier virtual const MaterialSystemHardwareIdentifier_t &GetVideoCardIdentifier( void ) const = 0; // Use this to spew information about the 3D layer virtual void SpewDriverInfo() const = 0; virtual void GetDXLevelDefaults(uint &max_dxlevel,uint &recommended_dxlevel) = 0; // Get the image format of the back buffer. . useful when creating render targets, etc. virtual void GetBackBufferDimensions( int &width, int &height) const = 0; virtual ImageFormat GetBackBufferFormat() const = 0; virtual bool SupportsHDRMode( HDRType_t nHDRModede ) = 0; // ----------------------------------------------------------- // Window methods // ----------------------------------------------------------- // Creates/ destroys a child window virtual bool AddView( void* hwnd ) = 0; virtual void RemoveView( void* hwnd ) = 0; // Sets the view virtual void SetView( void* hwnd ) = 0; // ----------------------------------------------------------- // Control flow // ----------------------------------------------------------- virtual void BeginFrame( float frameTime ) = 0; virtual void EndFrame( ) = 0; virtual void Flush( bool flushHardware = false ) = 0; /// FIXME: This stuff needs to be cleaned up and abstracted. // Stuff that gets exported to the launcher through the engine virtual void SwapBuffers( ) = 0; // Flushes managed textures from the texture cacher virtual void EvictManagedResources() = 0; virtual void ReleaseResources(void) = 0; virtual void ReacquireResources(void ) = 0; // ----------------------------------------------------------- // Device loss/restore // ----------------------------------------------------------- // Installs a function to be called when we need to release vertex buffers + textures virtual void AddReleaseFunc( MaterialBufferReleaseFunc_t func ) = 0; virtual void RemoveReleaseFunc( MaterialBufferReleaseFunc_t func ) = 0; // Installs a function to be called when we need to restore vertex buffers virtual void AddRestoreFunc( MaterialBufferRestoreFunc_t func ) = 0; virtual void RemoveRestoreFunc( MaterialBufferRestoreFunc_t func ) = 0; // Release temporary HW memory... virtual void ResetTempHWMemory( bool bExitingLevel = false ) = 0; // For dealing with device lost in cases where SwapBuffers isn't called all the time (Hammer) virtual void HandleDeviceLost() = 0; // ----------------------------------------------------------- // Shaders // ----------------------------------------------------------- // Used to iterate over all shaders for editing purposes // GetShaders returns the number of shaders it actually found virtual int ShaderCount() const = 0; virtual int GetShaders( int nFirstShader, int nMaxCount, IShader **ppShaderList ) const = 0; // FIXME: Is there a better way of doing this? // Returns shader flag names for editors to be able to edit them virtual int ShaderFlagCount() const = 0; virtual const char * ShaderFlagName( int nIndex ) const = 0; // Gets the actual shader fallback for a particular shader virtual void GetShaderFallback( const char *pShaderName, char *pFallbackShader, int nFallbackLength ) = 0; // ----------------------------------------------------------- // Material proxies // ----------------------------------------------------------- virtual IMaterialProxyFactory *GetMaterialProxyFactory() = 0; // Sets the material proxy factory. Calling this causes all materials to be uncached. virtual void SetMaterialProxyFactory( IMaterialProxyFactory* pFactory ) = 0; // ----------------------------------------------------------- // Editor mode // ----------------------------------------------------------- // Used to enable editor materials. Must be called before Init. virtual void EnableEditorMaterials() = 0; // ----------------------------------------------------------- // Stub mode mode // ----------------------------------------------------------- // Force it to ignore Draw calls. virtual void SetInStubMode( bool bInStubMode ) = 0; //--------------------------------------------------------- // Debug support //--------------------------------------------------------- virtual void DebugPrintUsedMaterials( const char *pSearchSubString, bool bVerbose ) = 0; virtual void DebugPrintUsedTextures( void ) = 0; virtual void ToggleSuppressMaterial( char const* pMaterialName ) = 0; virtual void ToggleDebugMaterial( char const* pMaterialName ) = 0; //--------------------------------------------------------- // Misc features //--------------------------------------------------------- //returns whether fast clipping is being used or not - needed to be exposed for better per-object clip behavior virtual bool UsingFastClipping( void ) = 0; virtual int StencilBufferBits( void ) = 0; //number of bits per pixel in the stencil buffer //--------------------------------------------------------- // 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. virtual void SuspendTextureStreaming( ) = 0; virtual void ResumeTextureStreaming( ) = 0; // uncache all materials. . good for forcing reload of materials. virtual void UncacheAllMaterials( ) = 0; // Remove any materials from memory that aren't in use as determined // by the IMaterial's reference count. virtual void UncacheUnusedMaterials( bool bRecomputeStateSnapshots = false ) = 0; // Load any materials into memory that are to be used as determined // by the IMaterial's reference count. virtual void CacheUsedMaterials( ) = 0; // Force all textures to be reloaded from disk. virtual void ReloadTextures( ) = 0; // Reloads materials virtual void ReloadMaterials( const char *pSubString = NULL ) = 0; // Create a procedural material. The keyvalues looks like a VMT file virtual IMaterial * CreateMaterial( const char *pMaterialName, KeyValues *pVMTKeyValues ) = 0; // Find a material by name. // The name of a material is a full path to // the vmt file starting from "hl2/materials" (or equivalent) without // a file extension. // eg. "dev/dev_bumptest" refers to somethign similar to: // "d:/hl2/hl2/materials/dev/dev_bumptest.vmt" // // Most of the texture groups for pTextureGroupName are listed in texture_group_names.h. // // Note: if the material can't be found, this returns a checkerboard material. You can // find out if you have that material by calling IMaterial::IsErrorMaterial(). // (Or use the global IsErrorMaterial function, which checks if it's null too). virtual IMaterial * FindMaterial( char const* pMaterialName, const char *pTextureGroupName, bool complain = true, const char *pComplainPrefix = NULL ) = 0; // Query whether a material is loaded (eg, whether FindMaterial will be nonblocking) virtual bool IsMaterialLoaded( char const* pMaterialName ) = 0; //--------------------------------- // This is the interface for knowing what materials are available // is to use the following functions to get a list of materials. The // material names will have the full path to the material, and that is the // only way that the directory structure of the materials will be seen through this // interface. // NOTE: This is mostly for worldcraft to get a list of materials to put // in the "texture" browser.in Worldcraft virtual MaterialHandle_t FirstMaterial() const = 0; // returns InvalidMaterial if there isn't another material. // WARNING: you must call GetNextMaterial until it returns NULL, // otherwise there will be a memory leak. virtual MaterialHandle_t NextMaterial( MaterialHandle_t h ) const = 0; // This is the invalid material virtual MaterialHandle_t InvalidMaterial() const = 0; // Returns a particular material virtual IMaterial* GetMaterial( MaterialHandle_t h ) const = 0; // Get the total number of materials in the system. These aren't just the used // materials, but the complete collection. virtual int GetNumMaterials( ) const = 0; //--------------------------------- virtual void SetAsyncTextureLoadCache( void* hFileCache ) = 0; virtual ITexture * FindTexture( char const* pTextureName, const char *pTextureGroupName, bool complain = true, int nAdditionalCreationFlags = 0 ) = 0; // Checks to see if a particular texture is loaded virtual bool IsTextureLoaded( char const* pTextureName ) const = 0; // Creates a procedural texture virtual ITexture * CreateProceduralTexture( const char *pTextureName, const char *pTextureGroupName, int w, int h, ImageFormat fmt, int nFlags ) = 0; // // Render targets // virtual void BeginRenderTargetAllocation() = 0; virtual void EndRenderTargetAllocation() = 0; // Simulate an Alt-Tab in here, which causes a release/restore of all resources // Creates a render target // If depth == true, a depth buffer is also allocated. If not, then // the screen's depth buffer is used. // Creates a texture for use as a render target virtual 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 ) = 0; virtual 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 ) = 0; virtual 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 ) = 0; // Must be called between the above Begin-End calls! virtual 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 ) = 0; // ----------------------------------------------------------- // Lightmaps // ----------------------------------------------------------- // To allocate lightmaps, sort the whole world by material twice. // The first time through, call AllocateLightmap for every surface. // that has a lightmap. // The second time through, call AllocateWhiteLightmap for every // surface that expects to use shaders that expect lightmaps. virtual void BeginLightmapAllocation( ) = 0; virtual void EndLightmapAllocation( ) = 0; // returns the sorting id for this surface virtual int AllocateLightmap( int width, int height, int offsetIntoLightmapPage[2], IMaterial *pMaterial ) = 0; // returns the sorting id for this surface virtual int AllocateWhiteLightmap( IMaterial *pMaterial ) = 0; // lightmaps are in linear color space // lightmapPageID is returned by GetLightmapPageIDForSortID // lightmapSize and offsetIntoLightmapPage are returned by AllocateLightmap. // You should never call UpdateLightmap for a lightmap allocated through // AllocateWhiteLightmap. virtual void UpdateLightmap( int lightmapPageID, int lightmapSize[2], int offsetIntoLightmapPage[2], float *pFloatImage, float *pFloatImageBump1, float *pFloatImageBump2, float *pFloatImageBump3 ) = 0; // fixme: could just be an array of ints for lightmapPageIDs since the material // for a surface is already known. virtual int GetNumSortIDs( ) = 0; virtual void GetSortInfo( MaterialSystem_SortInfo_t *sortInfoArray ) = 0; // Read the page size of an existing lightmap by sort id (returned from AllocateLightmap()) virtual void GetLightmapPageSize( int lightmap, int *width, int *height ) const = 0; virtual void ResetMaterialLightmapPageInfo() = 0; virtual void ClearBuffers( bool bClearColor, bool bClearDepth, bool bClearStencil = false ) = 0; // ----------------------------------------------------------- // X360 specifics // ----------------------------------------------------------- #if defined( _X360 ) virtual void ListUsedMaterials( void ) = 0; virtual HXUIFONT OpenTrueTypeFont( const char *pFontname, int tall, int style ) = 0; virtual void CloseTrueTypeFont( HXUIFONT hFont ) = 0; virtual bool GetTrueTypeFontMetrics( HXUIFONT hFont, XUIFontMetrics *pFontMetrics, XUICharMetrics charMetrics[256] ) = 0; // 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 virtual bool GetTrueTypeGlyphs( HXUIFONT hFont, int numChars, wchar_t *pWch, int *pOffsetX, int *pOffsetY, int *pWidth, int *pHeight, unsigned char *pRGBA, int *pRGBAOffset ) = 0; virtual void PersistDisplay() = 0; virtual void *GetD3DDevice() = 0; virtual bool OwnGPUResources( bool bEnable ) = 0; #endif // ----------------------------------------------------------- // Access the render contexts // ----------------------------------------------------------- virtual IMatRenderContext * GetRenderContext() = 0; virtual bool SupportsShadowDepthTextures( void ) = 0; virtual void BeginUpdateLightmaps( void ) = 0; virtual void EndUpdateLightmaps( void ) = 0; // ----------------------------------------------------------- // Methods to force the material system into non-threaded, non-queued mode // ----------------------------------------------------------- virtual MaterialLock_t Lock() = 0; virtual void Unlock( MaterialLock_t ) = 0; // Vendor-dependent shadow depth texture format virtual ImageFormat GetShadowDepthTextureFormat() = 0; virtual bool SupportsFetch4( void ) = 0; // Create a custom render context. Cannot be used to create MATERIAL_HARDWARE_CONTEXT virtual IMatRenderContext *CreateRenderContext( MaterialContextType_t type ) = 0; // Set a specified render context to be the global context for the thread. Returns the prior context. virtual IMatRenderContext *SetRenderContext( IMatRenderContext * ) = 0; virtual bool SupportsCSAAMode( int nNumSamples, int nQualityLevel ) = 0; virtual void RemoveModeChangeCallBack( ModeChangeCallbackFunc_t func ) = 0; // Finds or create a procedural material. virtual IMaterial * FindProceduralMaterial( const char *pMaterialName, const char *pTextureGroupName, KeyValues *pVMTKeyValues ) = 0; virtual ImageFormat GetNullTextureFormat() = 0; virtual void AddTextureAlias( const char *pAlias, const char *pRealName ) = 0; virtual void RemoveTextureAlias( const char *pAlias ) = 0; // returns a lightmap page ID for this allocation, -1 if none available // frameID is a number that should be changed every frame to prevent locking any textures that are // being used to draw in the previous frame virtual int AllocateDynamicLightmap( int lightmapSize[2], int *pOutOffsetIntoPage, int frameID ) = 0; virtual void SetExcludedTextures( const char *pScriptName ) = 0; virtual void UpdateExcludedTextures( void ) = 0; virtual bool IsInFrame( ) const = 0; virtual void CompactMemory() = 0; // For sv_pure mode. The filesystem figures out which files the client needs to reload to be "pure" ala the server's preferences. virtual void ReloadFilesInList( IFileList *pFilesToReload ) = 0; virtual bool AllowThreading( bool bAllow, int nServiceThread ) = 0; // Extended version of FindMaterial(). // Contains context in so it can make decisions (i.e. if it's a model, ignore certain cheat parameters) virtual IMaterial * FindMaterialEx( char const* pMaterialName, const char *pTextureGroupName, int nContext, bool complain = true, const char *pComplainPrefix = NULL ) = 0; #ifdef DX_TO_GL_ABSTRACTION virtual void DoStartupShaderPreloading( void ) = 0; #endif // Sets the override sizes for all render target size tests. These replace the frame buffer size. // Set them when you are rendering primarily to something larger than the frame buffer (as in VR mode). virtual void SetRenderTargetFrameBufferSizeOverrides( int nWidth, int nHeight ) = 0; // Returns the (possibly overridden) framebuffer size for render target sizing. virtual void GetRenderTargetFrameBufferDimensions( int & nWidth, int & nHeight ) = 0; // returns the display device name that matches the adapter index we were started with virtual char *GetDisplayDeviceName() const = 0; // creates a texture suitable for use with materials from a raw stream of bits. // The bits will be retained by the material system and can be freed upon return. virtual ITexture* CreateTextureFromBits(int w, int h, int mips, ImageFormat fmt, int srcBufferSize, byte* srcBits) = 0; // Lie to the material system to pretend to be in render target allocation mode at the beginning of time. // This was a thing that mattered a lot to old hardware, but doesn't matter at all to new hardware, // where new is defined to be "anything from the last decade." However, we want to preserve legacy behavior // for the old games because it's easier than testing them. virtual void OverrideRenderTargetAllocation( bool rtAlloc ) = 0; // creates a texture compositor that will attempt to composite a new textuer from the steps of the specified KeyValues. virtual ITextureCompositor* NewTextureCompositor( int w, int h, const char* pCompositeName, int nTeamNum, uint64 randomSeed, KeyValues* stageDesc, uint32 texCompositeCreateFlags = 0 ) = 0; // Loads the texture with the specified name, calls pRecipient->OnAsyncFindComplete with the result from the main thread. // once the texture load is complete. If the texture cannot be found, the returned texture will return true for IsError(). virtual void AsyncFindTexture( const char* pFilename, const char *pTextureGroupName, IAsyncTextureOperationReceiver* pRecipient, void* pExtraArgs, bool bComplain = true, int nAdditionalCreationFlags = 0 ) = 0; // creates a texture suitable for use with materials from a raw stream of bits. // The bits will be retained by the material system and can be freed upon return. virtual ITexture* CreateNamedTextureFromBitsEx( const char* pName, const char *pTextureGroupName, int w, int h, int mips, ImageFormat fmt, int srcBufferSize, byte* srcBits, int nFlags ) = 0; // Creates a texture compositor template for use in later code. virtual bool AddTextureCompositorTemplate( const char* pName, KeyValues* pTmplDesc, int nTexCompositeTemplateFlags = 0 ) = 0; // Performs final verification of all compositor templates (after they've all been initially loaded). virtual bool VerifyTextureCompositorTemplates( ) = 0; }; //----------------------------------------------------------------------------- // //----------------------------------------------------------------------------- abstract_class IMatRenderContext : public IRefCounted { public: virtual void BeginRender() = 0; virtual void EndRender() = 0; virtual void Flush( bool flushHardware = false ) = 0; virtual void BindLocalCubemap( ITexture *pTexture ) = 0; // pass in an ITexture (that is build with "rendertarget" "1") or // pass in NULL for the regular backbuffer. virtual void SetRenderTarget( ITexture *pTexture ) = 0; virtual ITexture * GetRenderTarget( void ) = 0; virtual void GetRenderTargetDimensions( int &width, int &height) const = 0; // Bind a material is current for rendering. virtual void Bind( IMaterial *material, void *proxyData = 0 ) = 0; // Bind a lightmap page current for rendering. You only have to // do this for materials that require lightmaps. virtual void BindLightmapPage( int lightmapPageID ) = 0; // inputs are between 0 and 1 virtual void DepthRange( float zNear, float zFar ) = 0; virtual void ClearBuffers( bool bClearColor, bool bClearDepth, bool bClearStencil = false ) = 0; // read to a unsigned char rgb image. virtual void ReadPixels( int x, int y, int width, int height, unsigned char *data, ImageFormat dstFormat ) = 0; // Sets lighting virtual void SetAmbientLight( float r, float g, float b ) = 0; virtual void SetLight( int lightNum, const LightDesc_t& desc ) = 0; // The faces of the cube are specified in the same order as cubemap textures virtual void SetAmbientLightCube( Vector4D cube[6] ) = 0; // Blit the backbuffer to the framebuffer texture virtual void CopyRenderTargetToTexture( ITexture *pTexture ) = 0; // Set the current texture that is a copy of the framebuffer. virtual void SetFrameBufferCopyTexture( ITexture *pTexture, int textureIndex = 0 ) = 0; virtual ITexture *GetFrameBufferCopyTexture( int textureIndex ) = 0; // // end vertex array api // // matrix api virtual void MatrixMode( MaterialMatrixMode_t matrixMode ) = 0; virtual void PushMatrix( void ) = 0; virtual void PopMatrix( void ) = 0; virtual void LoadMatrix( VMatrix const& matrix ) = 0; virtual void LoadMatrix( matrix3x4_t const& matrix ) = 0; virtual void MultMatrix( VMatrix const& matrix ) = 0; virtual void MultMatrix( matrix3x4_t const& matrix ) = 0; virtual void MultMatrixLocal( VMatrix const& matrix ) = 0; virtual void MultMatrixLocal( matrix3x4_t const& matrix ) = 0; virtual void GetMatrix( MaterialMatrixMode_t matrixMode, VMatrix *matrix ) = 0; virtual void GetMatrix( MaterialMatrixMode_t matrixMode, matrix3x4_t *matrix ) = 0; virtual void LoadIdentity( void ) = 0; virtual void Ortho( double left, double top, double right, double bottom, double zNear, double zFar ) = 0; virtual void PerspectiveX( double fovx, double aspect, double zNear, double zFar ) = 0; virtual void PickMatrix( int x, int y, int width, int height ) = 0; virtual void Rotate( float angle, float x, float y, float z ) = 0; virtual void Translate( float x, float y, float z ) = 0; virtual void Scale( float x, float y, float z ) = 0; // end matrix api // Sets/gets the viewport virtual void Viewport( int x, int y, int width, int height ) = 0; virtual void GetViewport( int& x, int& y, int& width, int& height ) const = 0; // The cull mode virtual void CullMode( MaterialCullMode_t cullMode ) = 0; // end matrix api // This could easily be extended to a general user clip plane virtual void SetHeightClipMode( MaterialHeightClipMode_t nHeightClipMode ) = 0; // garymcthack : fog z is always used for heightclipz for now. virtual void SetHeightClipZ( float z ) = 0; // Fog methods... virtual void FogMode( MaterialFogMode_t fogMode ) = 0; virtual void FogStart( float fStart ) = 0; virtual void FogEnd( float fEnd ) = 0; virtual void SetFogZ( float fogZ ) = 0; virtual MaterialFogMode_t GetFogMode( void ) = 0; virtual void FogColor3f( float r, float g, float b ) = 0; virtual void FogColor3fv( float const* rgb ) = 0; virtual void FogColor3ub( unsigned char r, unsigned char g, unsigned char b ) = 0; virtual void FogColor3ubv( unsigned char const* rgb ) = 0; virtual void GetFogColor( unsigned char *rgb ) = 0; // Sets the number of bones for skinning virtual void SetNumBoneWeights( int numBones ) = 0; // Creates/destroys Mesh virtual IMesh* CreateStaticMesh( VertexFormat_t fmt, const char *pTextureBudgetGroup, IMaterial * pMaterial = NULL ) = 0; virtual void DestroyStaticMesh( IMesh* mesh ) = 0; // Gets the dynamic mesh associated with the currently bound material // note that you've got to render the mesh before calling this function // a second time. Clients should *not* call DestroyStaticMesh on the mesh // returned by this call. // Use buffered = false if you want to not have the mesh be buffered, // but use it instead in the following pattern: // meshBuilder.Begin // meshBuilder.End // Draw partial // Draw partial // Draw partial // meshBuilder.Begin // meshBuilder.End // etc // Use Vertex or Index Override to supply a static vertex or index buffer // to use in place of the dynamic buffers. // // If you pass in a material in pAutoBind, it will automatically bind the // material. This can be helpful since you must bind the material you're // going to use BEFORE calling GetDynamicMesh. virtual IMesh* GetDynamicMesh( bool buffered = true, IMesh* pVertexOverride = 0, IMesh* pIndexOverride = 0, IMaterial *pAutoBind = 0 ) = 0; // ------------ New Vertex/Index Buffer interface ---------------------------- // Do we need support for bForceTempMesh and bSoftwareVertexShader? // I don't think we use bSoftwareVertexShader anymore. .need to look into bForceTempMesh. virtual IVertexBuffer *CreateStaticVertexBuffer( VertexFormat_t fmt, int nVertexCount, const char *pTextureBudgetGroup ) = 0; virtual IIndexBuffer *CreateStaticIndexBuffer( MaterialIndexFormat_t fmt, int nIndexCount, const char *pTextureBudgetGroup ) = 0; virtual void DestroyVertexBuffer( IVertexBuffer * ) = 0; virtual void DestroyIndexBuffer( IIndexBuffer * ) = 0; // Do we need to specify the stream here in the case of locking multiple dynamic VBs on different streams? virtual IVertexBuffer *GetDynamicVertexBuffer( int streamID, VertexFormat_t vertexFormat, bool bBuffered = true ) = 0; virtual IIndexBuffer *GetDynamicIndexBuffer( MaterialIndexFormat_t fmt, bool bBuffered = true ) = 0; virtual void BindVertexBuffer( int streamID, IVertexBuffer *pVertexBuffer, int nOffsetInBytes, int nFirstVertex, int nVertexCount, VertexFormat_t fmt, int nRepetitions = 1 ) = 0; virtual void BindIndexBuffer( IIndexBuffer *pIndexBuffer, int nOffsetInBytes ) = 0; virtual void Draw( MaterialPrimitiveType_t primitiveType, int firstIndex, int numIndices ) = 0; // ------------ End ---------------------------- // Selection mode methods virtual int SelectionMode( bool selectionMode ) = 0; virtual void SelectionBuffer( unsigned int* pBuffer, int size ) = 0; virtual void ClearSelectionNames( ) = 0; virtual void LoadSelectionName( int name ) = 0; virtual void PushSelectionName( int name ) = 0; virtual void PopSelectionName() = 0; // Sets the Clear Color for ClearBuffer.... virtual void ClearColor3ub( unsigned char r, unsigned char g, unsigned char b ) = 0; virtual void ClearColor4ub( unsigned char r, unsigned char g, unsigned char b, unsigned char a ) = 0; // Allows us to override the depth buffer setting of a material virtual void OverrideDepthEnable( bool bEnable, bool bDepthEnable ) = 0; // FIXME: This is a hack required for NVidia/XBox, can they fix in drivers? virtual void DrawScreenSpaceQuad( IMaterial* pMaterial ) = 0; // For debugging and building recording files. This will stuff a token into the recording file, // then someone doing a playback can watch for the token. virtual void SyncToken( const char *pToken ) = 0; // FIXME: REMOVE THIS FUNCTION! // The only reason why it's not gone is because we're a week from ship when I found the bug in it // and everything's tuned to use it. // It's returning values which are 2x too big (it's returning sphere diameter x2) // Use ComputePixelDiameterOfSphere below in all new code instead. virtual float ComputePixelWidthOfSphere( const Vector& origin, float flRadius ) = 0; // // Occlusion query support // // Allocate and delete query objects. virtual OcclusionQueryObjectHandle_t CreateOcclusionQueryObject( void ) = 0; virtual void DestroyOcclusionQueryObject( OcclusionQueryObjectHandle_t ) = 0; // Bracket drawing with begin and end so that we can get counts next frame. virtual void BeginOcclusionQueryDrawing( OcclusionQueryObjectHandle_t ) = 0; virtual void EndOcclusionQueryDrawing( OcclusionQueryObjectHandle_t ) = 0; // Get the number of pixels rendered between begin and end on an earlier frame. // Calling this in the same frame is a huge perf hit! virtual int OcclusionQuery_GetNumPixelsRendered( OcclusionQueryObjectHandle_t ) = 0; virtual void SetFlashlightMode( bool bEnable ) = 0; virtual void SetFlashlightState( const FlashlightState_t &state, const VMatrix &worldToTexture ) = 0; // Gets the current height clip mode virtual MaterialHeightClipMode_t GetHeightClipMode( ) = 0; // This returns the diameter of the sphere in pixels based on // the current model, view, + projection matrices and viewport. virtual float ComputePixelDiameterOfSphere( const Vector& vecAbsOrigin, float flRadius ) = 0; // By default, the material system applies the VIEW and PROJECTION matrices to the user clip // planes (which are specified in world space) to generate projection-space user clip planes // Occasionally (for the particle system in hl2, for example), we want to override that // behavior and explictly specify a ViewProj transform for user clip planes virtual void EnableUserClipTransformOverride( bool bEnable ) = 0; virtual void UserClipTransform( const VMatrix &worldToView ) = 0; virtual bool GetFlashlightMode() const = 0; // Used to make the handle think it's never had a successful query before virtual void ResetOcclusionQueryObject( OcclusionQueryObjectHandle_t ) = 0; // FIXME: Remove virtual void Unused3() {} // Creates/destroys morph data associated w/ a particular material virtual IMorph *CreateMorph( MorphFormat_t format, const char *pDebugName ) = 0; virtual void DestroyMorph( IMorph *pMorph ) = 0; // Binds the morph data for use in rendering virtual void BindMorph( IMorph *pMorph ) = 0; // Sets flexweights for rendering virtual void SetFlexWeights( int nFirstWeight, int nCount, const MorphWeight_t* pWeights ) = 0; // FIXME: Remove virtual void Unused4() {}; virtual void Unused5() {}; virtual void Unused6() {}; virtual void Unused7() {}; virtual void Unused8() {}; // Read w/ stretch to a host-memory buffer virtual void ReadPixelsAndStretch( Rect_t *pSrcRect, Rect_t *pDstRect, unsigned char *pBuffer, ImageFormat dstFormat, int nDstStride ) = 0; // Gets the window size virtual void GetWindowSize( int &width, int &height ) const = 0; // This function performs a texture map from one texture map to the render destination, doing // all the necessary pixel/texel coordinate fix ups. fractional values can be used for the // src_texture coordinates to get linear sampling - integer values should produce 1:1 mappings // for non-scaled operations. virtual void DrawScreenSpaceRectangle( IMaterial *pMaterial, int destx, int desty, int width, int height, float src_texture_x0, float src_texture_y0, // which texel you want to appear at // destx/y float src_texture_x1, float src_texture_y1, // which texel you want to appear at // destx+width-1, desty+height-1 int src_texture_width, int src_texture_height, // needed for fixup void *pClientRenderable = NULL, int nXDice = 1, int nYDice = 1 )=0; virtual void LoadBoneMatrix( int boneIndex, const matrix3x4_t& matrix ) = 0; // This version will push the current rendertarget + current viewport onto the stack virtual void PushRenderTargetAndViewport( ) = 0; // This version will push a new rendertarget + a maximal viewport for that rendertarget onto the stack virtual void PushRenderTargetAndViewport( ITexture *pTexture ) = 0; // This version will push a new rendertarget + a specified viewport onto the stack virtual void PushRenderTargetAndViewport( ITexture *pTexture, int nViewX, int nViewY, int nViewW, int nViewH ) = 0; // This version will push a new rendertarget + a specified viewport onto the stack virtual void PushRenderTargetAndViewport( ITexture *pTexture, ITexture *pDepthTexture, int nViewX, int nViewY, int nViewW, int nViewH ) = 0; // This will pop a rendertarget + viewport virtual void PopRenderTargetAndViewport( void ) = 0; // Binds a particular texture as the current lightmap virtual void BindLightmapTexture( ITexture *pLightmapTexture ) = 0; // Blit a subrect of the current render target to another texture virtual void CopyRenderTargetToTextureEx( ITexture *pTexture, int nRenderTargetID, Rect_t *pSrcRect, Rect_t *pDstRect = NULL ) = 0; virtual void CopyTextureToRenderTargetEx( int nRenderTargetID, ITexture *pTexture, Rect_t *pSrcRect, Rect_t *pDstRect = NULL ) = 0; // Special off-center perspective matrix for DoF, MSAA jitter and poster rendering virtual void PerspectiveOffCenterX( double fovx, double aspect, double zNear, double zFar, double bottom, double top, double left, double right ) = 0; // Rendering parameters control special drawing modes withing the material system, shader // system, shaders, and engine. renderparm.h has their definitions. virtual void SetFloatRenderingParameter(int parm_number, float value) = 0; virtual void SetIntRenderingParameter(int parm_number, int value) = 0; virtual void SetVectorRenderingParameter(int parm_number, Vector const &value) = 0; // stencil buffer operations. virtual void SetStencilEnable(bool onoff) = 0; virtual void SetStencilFailOperation(StencilOperation_t op) = 0; virtual void SetStencilZFailOperation(StencilOperation_t op) = 0; virtual void SetStencilPassOperation(StencilOperation_t op) = 0; virtual void SetStencilCompareFunction(StencilComparisonFunction_t cmpfn) = 0; virtual void SetStencilReferenceValue(int ref) = 0; virtual void SetStencilTestMask(uint32 msk) = 0; virtual void SetStencilWriteMask(uint32 msk) = 0; virtual void ClearStencilBufferRectangle(int xmin, int ymin, int xmax, int ymax,int value) =0; virtual void SetRenderTargetEx( int nRenderTargetID, ITexture *pTexture ) = 0; // rendering clip planes, beware that only the most recently pushed plane will actually be used in a sizeable chunk of hardware configurations // and that changes to the clip planes mid-frame while UsingFastClipping() is true will result unresolvable depth inconsistencies virtual void PushCustomClipPlane( const float *pPlane ) = 0; virtual void PopCustomClipPlane( void ) = 0; // Returns the number of vertices + indices we can render using the dynamic mesh // Passing true in the second parameter will return the max # of vertices + indices // we can use before a flush is provoked and may return different values // if called multiple times in succession. // Passing false into the second parameter will return // the maximum possible vertices + indices that can be rendered in a single batch virtual void GetMaxToRender( IMesh *pMesh, bool bMaxUntilFlush, int *pMaxVerts, int *pMaxIndices ) = 0; // Returns the max possible vertices + indices to render in a single draw call virtual int GetMaxVerticesToRender( IMaterial *pMaterial ) = 0; virtual int GetMaxIndicesToRender( ) = 0; virtual void DisableAllLocalLights() = 0; virtual int CompareMaterialCombos( IMaterial *pMaterial1, IMaterial *pMaterial2, int lightMapID1, int lightMapID2 ) = 0; virtual IMesh *GetFlexMesh() = 0; virtual void SetFlashlightStateEx( const FlashlightState_t &state, const VMatrix &worldToTexture, ITexture *pFlashlightDepthTexture ) = 0; // Returns the currently bound local cubemap virtual ITexture *GetLocalCubemap( ) = 0; // This is a version of clear buffers which will only clear the buffer at pixels which pass the stencil test virtual void ClearBuffersObeyStencil( bool bClearColor, bool bClearDepth ) = 0; //enables/disables all entered clipping planes, returns the input from the last time it was called. virtual bool EnableClipping( bool bEnable ) = 0; //get fog distances entered with FogStart(), FogEnd(), and SetFogZ() virtual void GetFogDistances( float *fStart, float *fEnd, float *fFogZ ) = 0; // Hooks for firing PIX events from outside the Material System... virtual void BeginPIXEvent( unsigned long color, const char *szName ) = 0; virtual void EndPIXEvent() = 0; virtual void SetPIXMarker( unsigned long color, const char *szName ) = 0; // Batch API // from changelist 166623: // - replaced obtuse material system batch usage with an explicit and easier to thread API virtual void BeginBatch( IMesh* pIndices ) = 0; virtual void BindBatch( IMesh* pVertices, IMaterial *pAutoBind = NULL ) = 0; virtual void DrawBatch(int firstIndex, int numIndices ) = 0; virtual void EndBatch() = 0; // Raw access to the call queue, which can be NULL if not in a queued mode virtual ICallQueue *GetCallQueue() = 0; // Returns the world-space camera position virtual void GetWorldSpaceCameraPosition( Vector *pCameraPos ) = 0; virtual void GetWorldSpaceCameraVectors( Vector *pVecForward, Vector *pVecRight, Vector *pVecUp ) = 0; // Tone mapping virtual void ResetToneMappingScale( float monoscale) = 0; // set scale to monoscale instantly with no chasing virtual void SetGoalToneMappingScale( float monoscale) = 0; // set scale to monoscale instantly with no chasing // call TurnOnToneMapping before drawing the 3d scene to get the proper interpolated brightness // value set. virtual void TurnOnToneMapping() = 0; // Set a linear vector color scale for all 3D rendering. // A value of [1.0f, 1.0f, 1.0f] should match non-tone-mapped rendering. virtual void SetToneMappingScaleLinear( const Vector &scale ) = 0; virtual Vector GetToneMappingScaleLinear( void ) = 0; virtual void SetShadowDepthBiasFactors( float fSlopeScaleDepthBias, float fDepthBias ) = 0; // Apply stencil operations to every pixel on the screen without disturbing depth or color buffers virtual void PerformFullScreenStencilOperation( void ) = 0; // Sets lighting origin for the current model (needed to convert directional lights to points) virtual void SetLightingOrigin( Vector vLightingOrigin ) = 0; // Set scissor rect for rendering virtual void SetScissorRect( const int nLeft, const int nTop, const int nRight, const int nBottom, const bool bEnableScissor ) = 0; // Methods used to build the morph accumulator that is read from when HW morph E* LockRenderDataTyped( int nCount, const E* pSrcData = NULL ); // Temp render data gets immediately freed after it's all unlocked in single core. // This prevents it from being freed virtual void AddRefRenderData() = 0; virtual void ReleaseRenderData() = 0; // Returns whether a pointer is render data. NOTE: passing NULL returns true virtual bool IsRenderData( const void *pData ) const = 0; virtual void PrintfVA( char *fmt, va_list vargs ) = 0; virtual void Printf( PRINTF_FORMAT_STRING const char *fmt, ... ) = 0; virtual float Knob( char *knobname, float *setvalue = NULL ) = 0; // Allows us to override the alpha write setting of a material virtual void OverrideAlphaWriteEnable( bool bEnable, bool bAlphaWriteEnable ) = 0; virtual void OverrideColorWriteEnable( bool bOverrideEnable, bool bColorWriteEnable ) = 0; virtual void ClearBuffersObeyStencilEx( bool bClearColor, bool bClearAlpha, bool bClearDepth ) = 0; // Create a texture from the specified src render target, then call pRecipient->OnAsyncCreateComplete from the main thread. // The texture will be created using the destination format, and will optionally have mipmaps generated. // In case of error, the provided callback function will be called with the error texture. virtual void AsyncCreateTextureFromRenderTarget( ITexture* pSrcRt, const char* pDstName, ImageFormat dstFmt, bool bGenMips, int nAdditionalCreationFlags, IAsyncTextureOperationReceiver* pRecipient, void* pExtraArgs ) = 0; }; template< class E > inline E* IMatRenderContext::LockRenderDataTyped( int nCount, const E* pSrcData ) { int nSizeInBytes = nCount * sizeof(E); E *pDstData = (E*)LockRenderData( nSizeInBytes ); if ( pSrcData && pDstData ) { memcpy( pDstData, pSrcData, nSizeInBytes ); } return pDstData; } //----------------------------------------------------------------------------- // Utility class for addreffing/releasing render data (prevents freeing on single core) //----------------------------------------------------------------------------- class CMatRenderDataReference { public: CMatRenderDataReference(); CMatRenderDataReference( IMatRenderContext* pRenderContext ); ~CMatRenderDataReference(); void Lock( IMatRenderContext *pRenderContext ); void Release(); private: IMatRenderContext *m_pRenderContext; }; inline CMatRenderDataReference::CMatRenderDataReference() { m_pRenderContext = NULL; } inline CMatRenderDataReference::CMatRenderDataReference( IMatRenderContext* pRenderContext ) { m_pRenderContext = NULL; Lock( pRenderContext ); } inline CMatRenderDataReference::~CMatRenderDataReference() { Release(); } inline void CMatRenderDataReference::Lock( IMatRenderContext* pRenderContext ) { if ( !m_pRenderContext ) { m_pRenderContext = pRenderContext; m_pRenderContext->AddRefRenderData( ); } } inline void CMatRenderDataReference::Release() { if ( m_pRenderContext ) { m_pRenderContext->ReleaseRenderData( ); m_pRenderContext = NULL; } } //----------------------------------------------------------------------------- // Utility class for locking/unlocking render data //----------------------------------------------------------------------------- template< typename E > class CMatRenderData { public: CMatRenderData( IMatRenderContext* pRenderContext ); CMatRenderData( IMatRenderContext* pRenderContext, int nCount, const E *pSrcData = NULL ); ~CMatRenderData(); E* Lock( int nCount, const E* pSrcData = NULL ); void Release(); bool IsValid() const; const E* Base() const; E* Base(); const E& operator[]( int i ) const; E& operator[]( int i ); private: IMatRenderContext* m_pRenderContext; E *m_pRenderData; int m_nCount; bool m_bNeedsUnlock; }; template< typename E > inline CMatRenderData::CMatRenderData( IMatRenderContext* pRenderContext ) { m_pRenderContext = pRenderContext; m_nCount = 0; m_pRenderData = 0; m_bNeedsUnlock = false; } template< typename E > inline CMatRenderData::CMatRenderData( IMatRenderContext* pRenderContext, int nCount, const E* pSrcData ) { m_pRenderContext = pRenderContext; m_nCount = 0; m_pRenderData = 0; m_bNeedsUnlock = false; Lock( nCount, pSrcData ); } template< typename E > inline CMatRenderData::~CMatRenderData() { Release(); } template< typename E > inline bool CMatRenderData::IsValid() const { return m_pRenderData != NULL; } template< typename E > inline E* CMatRenderData::Lock( int nCount, const E* pSrcData ) { m_nCount = nCount; if ( pSrcData && m_pRenderContext->IsRenderData( pSrcData ) ) { // Yes, we're const-casting away, but that should be ok since // the src data is render data m_pRenderData = const_cast( pSrcData ); m_pRenderContext->AddRefRenderData(); m_bNeedsUnlock = false; return m_pRenderData; } m_pRenderData = m_pRenderContext->LockRenderDataTyped( nCount, pSrcData ); m_bNeedsUnlock = true; return m_pRenderData; } template< typename E > inline void CMatRenderData::Release() { if ( m_pRenderContext && m_pRenderData ) { if ( m_bNeedsUnlock ) { m_pRenderContext->UnlockRenderData( m_pRenderData ); } else { m_pRenderContext->ReleaseRenderData(); } } m_pRenderData = NULL; m_nCount = 0; m_bNeedsUnlock = false; } template< typename E > inline E* CMatRenderData::Base() { return m_pRenderData; } template< typename E > inline const E* CMatRenderData::Base() const { return m_pRenderData; } template< typename E > inline E& CMatRenderData::operator[]( int i ) { Assert( ( i >= 0 ) && ( i < m_nCount ) ); return m_pRenderData[i]; } template< typename E > inline const E& CMatRenderData::operator[]( int i ) const { Assert( ( i >= 0 ) && ( i < m_nCount ) ); return m_pRenderData[i]; } //----------------------------------------------------------------------------- class CMatRenderContextPtr : public CRefPtr { typedef CRefPtr BaseClass; public: CMatRenderContextPtr() {} CMatRenderContextPtr( IMatRenderContext *pInit ) : BaseClass( pInit ) { if ( BaseClass::m_pObject ) BaseClass::m_pObject->BeginRender(); } CMatRenderContextPtr( IMaterialSystem *pFrom ) : BaseClass( pFrom->GetRenderContext() ) { if ( BaseClass::m_pObject ) BaseClass::m_pObject->BeginRender(); } ~CMatRenderContextPtr() { if ( BaseClass::m_pObject ) BaseClass::m_pObject->EndRender(); } IMatRenderContext *operator=( IMatRenderContext *p ) { if ( p ) p->BeginRender(); return BaseClass::operator=( p ); } void SafeRelease() { if ( BaseClass::m_pObject ) BaseClass::m_pObject->EndRender(); BaseClass::SafeRelease(); } void AssignAddRef( IMatRenderContext *pFrom ) { if ( BaseClass::m_pObject ) BaseClass::m_pObject->EndRender(); BaseClass::AssignAddRef( pFrom ); BaseClass::m_pObject->BeginRender(); } void GetFrom( IMaterialSystem *pFrom ) { AssignAddRef( pFrom->GetRenderContext() ); } private: CMatRenderContextPtr( const CMatRenderContextPtr &from ); void operator=( const CMatRenderContextPtr &from ); }; //----------------------------------------------------------------------------- // Helper class for begin/end of pix event via constructor/destructor //----------------------------------------------------------------------------- #define PIX_VALVE_ORANGE 0xFFF5940F class PIXEvent { public: PIXEvent( IMatRenderContext *pRenderContext, const char *szName, unsigned long color = PIX_VALVE_ORANGE ) { m_pRenderContext = pRenderContext; Assert( m_pRenderContext ); Assert( szName ); m_pRenderContext->BeginPIXEvent( color, szName ); } ~PIXEvent() { m_pRenderContext->EndPIXEvent(); } private: IMatRenderContext *m_pRenderContext; }; // Also be sure to enable PIX_INSTRUMENTATION in shaderdevicedx8.h //#define PIX_ENABLE 1 // set this to 1 and build engine/studiorender to enable pix events in the engine #if PIX_ENABLE # define PIXEVENT PIXEvent _pixEvent #else # define PIXEVENT #endif //----------------------------------------------------------------------------- #ifdef MATERIAL_SYSTEM_DEBUG_CALL_QUEUE #include "tier1/callqueue.h" #include "tier1/fmtstr.h" static void DoMatSysQueueMark( IMaterialSystem *pMaterialSystem, const char *psz ) { CMatRenderContextPtr pRenderContext( pMaterialSystem ); if ( pRenderContext->GetCallQueue() ) pRenderContext->GetCallQueue()->QueueCall( Plat_DebugString, CUtlEnvelope( psz ) ); } #define MatSysQueueMark( pMaterialSystem, ...) DoMatSysQueueMark( pMaterialSystem, CFmtStr( __VA_ARGS__ ) ) #else #define MatSysQueueMark( msg, ...) ((void)0) #endif //----------------------------------------------------------------------------- extern IMaterialSystem *materials; extern IMaterialSystem *g_pMaterialSystem; #endif // IMATERIALSYSTEM_H