hl2_src-leak-2017/src/public/materialsystem/imaterialvar.h

246 lines
6.3 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//===========================================================================//
#ifndef IMATERIALVAR_H
#define IMATERIALVAR_H
#ifdef _WIN32
#pragma once
#endif
#include "tier0/platform.h"
#include "tier1/utlsymbol.h"
#include "mathlib/vector4d.h"
class IMaterial;
class VMatrix;
class ITexture;
#define MAKE_MATERIALVAR_FOURCC(ch0, ch1, ch2, ch3) \
((unsigned long)(ch0) | ((unsigned long)(ch1) << 8) | \
((unsigned long)(ch2) << 16) | ((unsigned long)(ch3) << 24 ))
// This fourcc is reserved.
#define FOURCC_UNKNOWN MAKE_MATERIALVAR_FOURCC('U','N','K','N')
//-----------------------------------------------------------------------------
// Various material var types
//-----------------------------------------------------------------------------
enum MaterialVarType_t
{
MATERIAL_VAR_TYPE_FLOAT = 0,
MATERIAL_VAR_TYPE_STRING,
MATERIAL_VAR_TYPE_VECTOR,
MATERIAL_VAR_TYPE_TEXTURE,
MATERIAL_VAR_TYPE_INT,
MATERIAL_VAR_TYPE_FOURCC,
MATERIAL_VAR_TYPE_UNDEFINED,
MATERIAL_VAR_TYPE_MATRIX,
MATERIAL_VAR_TYPE_MATERIAL,
};
typedef unsigned short MaterialVarSym_t;
class IMaterialVar
{
public:
typedef unsigned long FourCC;
protected:
// base data and accessors
char* m_pStringVal;
int m_intVal;
Vector4D m_VecVal;
// member data. total = 4 bytes
uint8 m_Type : 4;
uint8 m_nNumVectorComps : 3;
uint8 m_bFakeMaterialVar : 1;
uint8 m_nTempIndex;
CUtlSymbol m_Name;
public:
// class factory methods
static IMaterialVar* Create( IMaterial* pMaterial, char const* pKey, VMatrix const& matrix );
static IMaterialVar* Create( IMaterial* pMaterial, char const* pKey, char const* pVal );
static IMaterialVar* Create( IMaterial* pMaterial, char const* pKey, float* pVal, int numcomps );
static IMaterialVar* Create( IMaterial* pMaterial, char const* pKey, float val );
static IMaterialVar* Create( IMaterial* pMaterial, char const* pKey, int val );
static IMaterialVar* Create( IMaterial* pMaterial, char const* pKey );
static void Destroy( IMaterialVar* pVar );
static MaterialVarSym_t GetSymbol( char const* pName );
static MaterialVarSym_t FindSymbol( char const* pName );
static bool SymbolMatches( char const* pName, MaterialVarSym_t symbol );
static void DeleteUnreferencedTextures( bool enable );
virtual ITexture *GetTextureValue( void ) = 0;
virtual char const * GetName( void ) const = 0;
virtual MaterialVarSym_t GetNameAsSymbol() const = 0;
virtual void SetFloatValue( float val ) = 0;
virtual void SetIntValue( int val ) = 0;
virtual void SetStringValue( char const *val ) = 0;
virtual char const * GetStringValue( void ) const = 0;
// Use FourCC values to pass app-defined data structures between
// the proxy and the shader. The shader should ignore the data if
// its FourCC type not correct.
virtual void SetFourCCValue( FourCC type, void *pData ) = 0;
virtual void GetFourCCValue( FourCC *type, void **ppData ) = 0;
// Vec (dim 2-4)
virtual void SetVecValue( float const* val, int numcomps ) = 0;
virtual void SetVecValue( float x, float y ) = 0;
virtual void SetVecValue( float x, float y, float z ) = 0;
virtual void SetVecValue( float x, float y, float z, float w ) = 0;
virtual void GetLinearVecValue( float *val, int numcomps ) const = 0;
// revisit: is this a good interface for textures?
virtual void SetTextureValue( ITexture * ) = 0;
virtual IMaterial * GetMaterialValue( void ) = 0;
virtual void SetMaterialValue( IMaterial * ) = 0;
virtual bool IsDefined() const = 0;
virtual void SetUndefined() = 0;
// Matrix
virtual void SetMatrixValue( VMatrix const& matrix ) = 0;
virtual const VMatrix &GetMatrixValue( ) = 0;
virtual bool MatrixIsIdentity() const = 0;
// Copy....
virtual void CopyFrom( IMaterialVar *pMaterialVar ) = 0;
virtual void SetValueAutodetectType( char const *val ) = 0;
virtual IMaterial * GetOwningMaterial() = 0;
//set just 1 component
virtual void SetVecComponentValue( float fVal, int nComponent ) = 0;
protected:
virtual int GetIntValueInternal( void ) const = 0;
virtual float GetFloatValueInternal( void ) const = 0;
virtual float const* GetVecValueInternal( ) const = 0;
virtual void GetVecValueInternal( float *val, int numcomps ) const = 0;
virtual int VectorSizeInternal() const = 0;
public:
FORCEINLINE MaterialVarType_t GetType( void ) const
{
return ( MaterialVarType_t )m_Type;
}
FORCEINLINE bool IsTexture() const
{
return m_Type == MATERIAL_VAR_TYPE_TEXTURE;
}
FORCEINLINE operator ITexture*()
{
return GetTextureValue();
}
// NOTE: Fast methods should only be called in thread-safe situations
FORCEINLINE int GetIntValueFast( void ) const
{
// Set methods for float and vector update this
return m_intVal;
}
FORCEINLINE float GetFloatValueFast( void ) const
{
return m_VecVal[0];
}
FORCEINLINE float const* GetVecValueFast( ) const
{
return m_VecVal.Base();
}
FORCEINLINE void GetVecValueFast( float *val, int numcomps ) const
{
Assert( ( numcomps >0 ) && ( numcomps <= 4 ) );
for( int i=0 ; i < numcomps; i++ )
{
val[i] = m_VecVal[ i ];
}
}
FORCEINLINE int VectorSizeFast() const
{
return m_nNumVectorComps;
}
#ifdef FAST_MATERIALVAR_ACCESS
FORCEINLINE int GetIntValue( void ) const
{
return GetIntValueFast();
}
FORCEINLINE float GetFloatValue( void ) const
{
return GetFloatValueFast();
}
FORCEINLINE float const* GetVecValue( ) const
{
return GetVecValueFast();
}
FORCEINLINE void GetVecValue( float *val, int numcomps ) const
{
GetVecValueFast( val, numcomps );
}
FORCEINLINE int VectorSize() const
{
return VectorSizeFast();
}
#else // !FAST_MATERIALVAR_ACCESS
FORCEINLINE int GetIntValue( void ) const
{
return GetIntValueInternal();
}
FORCEINLINE float GetFloatValue( void ) const
{
return GetFloatValueInternal();
}
FORCEINLINE float const* GetVecValue( ) const
{
return GetVecValueInternal();
}
FORCEINLINE void GetVecValue( float *val, int numcomps ) const
{
return GetVecValueInternal( val, numcomps );
}
FORCEINLINE int VectorSize() const
{
return VectorSizeInternal();
}
#endif
private:
FORCEINLINE void SetTempIndex( int nIndex )
{
m_nTempIndex = nIndex;
}
friend void EnableThreadedMaterialVarAccess( bool bEnable, IMaterialVar **ppParams, int nVarCount );
};
#endif // IMATERIALVAR_H