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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//===========================================================================//
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#ifndef IMATERIALSYSTEMFIXED_H
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#define IMATERIALSYSTEMFIXED_H
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#ifdef _WIN32
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#pragma once
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#endif
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#define OVERBRIGHT 2.0f
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#define OO_OVERBRIGHT ( 1.0f / 2.0f )
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#define GAMMA 2.2f
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#define TEXGAMMA 2.2f
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#include "tier1/interface.h"
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#include "tier1/refcount.h"
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#include "mathlib/vector.h"
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#include "mathlib/vector4d.h"
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#include "mathlib/vmatrix.h"
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#include "appframework/IAppSystem.h"
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#include "bitmap/imageformat.h"
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#include "texture_group_names.h"
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#include "vtf/vtf.h"
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#include "materialsystem/deformations.h"
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#include "materialsystem/imaterialsystemhardwareconfig.h"
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#include "materialsystem/IColorCorrection.h"
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//-----------------------------------------------------------------------------
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// forward declarations
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//-----------------------------------------------------------------------------
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class IMaterial;
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class IMesh;
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class IVertexBuffer;
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class IIndexBuffer;
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struct MaterialSystem_Config_t;
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class VMatrix;
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struct matrix3x4_t;
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class ITexture;
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class ITextureCompositor;
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struct MaterialSystemHardwareIdentifier_t;
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class KeyValues;
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class IShader;
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class IVertexTexture;
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class IMorph;
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class IMatRenderContext;
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class ICallQueue;
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struct MorphWeight_t;
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class IFileList;
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abstract_class IMaterialSystemFixed : public IAppSystem
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{
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public:
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// Placeholder for API revision
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virtual bool Connect( CreateInterfaceFn factory ) = 0;
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virtual void Disconnect() = 0;
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virtual void *QueryInterface( const char *pInterfaceName ) = 0;
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virtual InitReturnVal_t Init() = 0;
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virtual void Shutdown() = 0;
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//---------------------------------------------------------
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// Initialization and shutdown
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//---------------------------------------------------------
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// Call this to initialize the material system
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// returns a method to create interfaces in the shader dll
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virtual CreateInterfaceFn Init( char const* pShaderAPIDLL,
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IMaterialProxyFactory *pMaterialProxyFactory,
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CreateInterfaceFn fileSystemFactory,
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CreateInterfaceFn cvarFactory=NULL ) = 0;
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// Call this to set an explicit shader version to use
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// Must be called before Init().
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virtual void SetShaderAPI( char const *pShaderAPIDLL ) = 0;
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// Must be called before Init(), if you're going to call it at all...
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virtual void SetAdapter( int nAdapter, int nFlags ) = 0;
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// Call this when the mod has been set up, which may occur after init
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// At this point, the game + gamebin paths have been set up
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virtual void ModInit() = 0;
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virtual void ModShutdown() = 0;
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//---------------------------------------------------------
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//
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//---------------------------------------------------------
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virtual void SetThreadMode( MaterialThreadMode_t mode, int nServiceThread = -1 ) = 0;
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virtual MaterialThreadMode_t GetThreadMode( ) = 0;
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virtual bool IsRenderThreadSafe( ) = 0;
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virtual void ExecuteQueued() = 0;
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//---------------------------------------------------------
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// Config management
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//---------------------------------------------------------
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virtual IMaterialSystemHardwareConfig *GetHardwareConfig( const char *pVersion, int *returnCode ) = 0;
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// Call this before rendering each frame with the current config
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// for the material system.
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// Will do whatever is necessary to get the material system into the correct state
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// upon configuration change. .doesn't much else otherwise.
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virtual bool UpdateConfig( bool bForceUpdate ) = 0;
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// Force this to be the config; update all material system convars to match the state
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// return true if lightmaps need to be redownloaded
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virtual bool OverrideConfig( const MaterialSystem_Config_t &config, bool bForceUpdate ) = 0;
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// Get the current config for this video card (as last set by UpdateConfig)
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virtual const MaterialSystem_Config_t &GetCurrentConfigForVideoCard() const = 0;
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// Gets *recommended* configuration information associated with the display card,
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// given a particular dx level to run under.
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// Use dxlevel 0 to use the recommended dx level.
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// The function returns false if an invalid dxlevel was specified
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// UNDONE: To find out all convars affected by configuration, we'll need to change
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// the dxsupport.pl program to output all column headers into a single keyvalue block
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// and then we would read that in, and send it back to the client
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virtual bool GetRecommendedConfigurationInfo( int nDXLevel, KeyValues * pKeyValues ) = 0;
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// -----------------------------------------------------------
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// Device methods
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// -----------------------------------------------------------
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// Gets the number of adapters...
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virtual int GetDisplayAdapterCount() const = 0;
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// Returns the current adapter in use
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virtual int GetCurrentAdapter() const = 0;
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// Returns info about each adapter
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virtual void GetDisplayAdapterInfo( int adapter, MaterialAdapterInfo_t& info ) const = 0;
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// Returns the number of modes
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virtual int GetModeCount( int adapter ) const = 0;
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// Returns mode information..
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virtual void GetModeInfo( int adapter, int mode, MaterialVideoMode_t& info ) const = 0;
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virtual void AddModeChangeCallBack( ModeChangeCallbackFunc_t func ) = 0;
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// Returns the mode info for the current display device
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virtual void GetDisplayMode( MaterialVideoMode_t& mode ) const = 0;
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// Sets the mode...
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virtual bool SetMode( void* hwnd, const MaterialSystem_Config_t &config ) = 0;
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virtual bool SupportsMSAAMode( int nMSAAMode ) = 0;
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// FIXME: REMOVE! Get video card identitier
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virtual const MaterialSystemHardwareIdentifier_t &GetVideoCardIdentifier( void ) const = 0;
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// Use this to spew information about the 3D layer
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virtual void SpewDriverInfo() const = 0;
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virtual void GetDXLevelDefaults(uint &max_dxlevel,uint &recommended_dxlevel) = 0;
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// Get the image format of the back buffer. . useful when creating render targets, etc.
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virtual void GetBackBufferDimensions( int &width, int &height) const = 0;
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virtual ImageFormat GetBackBufferFormat() const = 0;
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virtual bool SupportsHDRMode( HDRType_t nHDRModede ) = 0;
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// -----------------------------------------------------------
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// Window methods
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// -----------------------------------------------------------
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// Creates/ destroys a child window
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virtual bool AddView( void* hwnd ) = 0;
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virtual void RemoveView( void* hwnd ) = 0;
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// Sets the view
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virtual void SetView( void* hwnd ) = 0;
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// -----------------------------------------------------------
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// Control flow
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// -----------------------------------------------------------
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virtual void BeginFrame( float frameTime ) = 0;
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virtual void EndFrame( ) = 0;
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virtual void Flush( bool flushHardware = false ) = 0;
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/// FIXME: This stuff needs to be cleaned up and abstracted.
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// Stuff that gets exported to the launcher through the engine
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virtual void SwapBuffers( ) = 0;
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// Flushes managed textures from the texture cacher
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virtual void EvictManagedResources() = 0;
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virtual void ReleaseResources(void) = 0;
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virtual void ReacquireResources(void ) = 0;
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// -----------------------------------------------------------
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// Device loss/restore
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// -----------------------------------------------------------
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// Installs a function to be called when we need to release vertex buffers + textures
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virtual void AddReleaseFunc( MaterialBufferReleaseFunc_t func ) = 0;
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virtual void RemoveReleaseFunc( MaterialBufferReleaseFunc_t func ) = 0;
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// Installs a function to be called when we need to restore vertex buffers
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virtual void AddRestoreFunc( MaterialBufferRestoreFunc_t func ) = 0;
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virtual void RemoveRestoreFunc( MaterialBufferRestoreFunc_t func ) = 0;
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// Release temporary HW memory...
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virtual void ResetTempHWMemory( bool bExitingLevel = false ) = 0;
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// For dealing with device lost in cases where SwapBuffers isn't called all the time (Hammer)
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virtual void HandleDeviceLost() = 0;
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// -----------------------------------------------------------
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// Shaders
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// -----------------------------------------------------------
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// Used to iterate over all shaders for editing purposes
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// GetShaders returns the number of shaders it actually found
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virtual int ShaderCount() const = 0;
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virtual int GetShaders( int nFirstShader, int nMaxCount, IShader **ppShaderList ) const = 0;
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// FIXME: Is there a better way of doing this?
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// Returns shader flag names for editors to be able to edit them
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virtual int ShaderFlagCount() const = 0;
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virtual const char * ShaderFlagName( int nIndex ) const = 0;
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// Gets the actual shader fallback for a particular shader
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virtual void GetShaderFallback( const char *pShaderName, char *pFallbackShader, int nFallbackLength ) = 0;
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// -----------------------------------------------------------
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// Material proxies
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// -----------------------------------------------------------
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virtual IMaterialProxyFactory *GetMaterialProxyFactory() = 0;
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// Sets the material proxy factory. Calling this causes all materials to be uncached.
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virtual void SetMaterialProxyFactory( IMaterialProxyFactory* pFactory ) = 0;
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// -----------------------------------------------------------
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// Editor mode
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// -----------------------------------------------------------
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// Used to enable editor materials. Must be called before Init.
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virtual void EnableEditorMaterials() = 0;
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// -----------------------------------------------------------
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// Stub mode mode
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// -----------------------------------------------------------
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// Force it to ignore Draw calls.
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virtual void SetInStubMode( bool bInStubMode ) = 0;
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//---------------------------------------------------------
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// Debug support
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//---------------------------------------------------------
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virtual void DebugPrintUsedMaterials( const char *pSearchSubString, bool bVerbose ) = 0;
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virtual void DebugPrintUsedTextures( void ) = 0;
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virtual void ToggleSuppressMaterial( char const* pMaterialName ) = 0;
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virtual void ToggleDebugMaterial( char const* pMaterialName ) = 0;
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//---------------------------------------------------------
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// Misc features
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//---------------------------------------------------------
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//returns whether fast clipping is being used or not - needed to be exposed for better per-object clip behavior
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virtual bool UsingFastClipping( void ) = 0;
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virtual int StencilBufferBits( void ) = 0; //number of bits per pixel in the stencil buffer
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// CATHOOK - missing VFuncs
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virtual void SuspendTextureStreaming(void);
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virtual void ResumeTextureStreaming(void);
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//---------------------------------------------------------
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// Material and texture management
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//---------------------------------------------------------
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// uncache all materials. . good for forcing reload of materials.
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virtual void UncacheAllMaterials( ) = 0;
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// Remove any materials from memory that aren't in use as determined
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// by the IMaterial's reference count.
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virtual void UncacheUnusedMaterials( bool bRecomputeStateSnapshots = false ) = 0;
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// Load any materials into memory that are to be used as determined
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// by the IMaterial's reference count.
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virtual void CacheUsedMaterials( ) = 0;
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// Force all textures to be reloaded from disk.
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virtual void ReloadTextures( ) = 0;
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// Reloads materials
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virtual void ReloadMaterials( const char *pSubString = NULL ) = 0;
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// Create a procedural material. The keyvalues looks like a VMT file
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virtual IMaterial * CreateMaterial( const char *pMaterialName, KeyValues *pVMTKeyValues ) = 0;
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// Find a material by name.
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// The name of a material is a full path to
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// the vmt file starting from "hl2/materials" (or equivalent) without
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// a file extension.
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// eg. "dev/dev_bumptest" refers to somethign similar to:
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// "d:/hl2/hl2/materials/dev/dev_bumptest.vmt"
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//
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// Most of the texture groups for pTextureGroupName are listed in texture_group_names.h.
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//
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// Note: if the material can't be found, this returns a checkerboard material. You can
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// find out if you have that material by calling IMaterial::IsErrorMaterial().
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// (Or use the global IsErrorMaterial function, which checks if it's null too).
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virtual IMaterial * FindMaterial( char const* pMaterialName, const char *pTextureGroupName, bool complain = true, const char *pComplainPrefix = NULL ) = 0;
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// Query whether a material is loaded (eg, whether FindMaterial will be nonblocking)
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virtual bool IsMaterialLoaded( char const* pMaterialName ) = 0;
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//---------------------------------
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// This is the interface for knowing what materials are available
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// is to use the following functions to get a list of materials. The
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// material names will have the full path to the material, and that is the
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// only way that the directory structure of the materials will be seen through this
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// interface.
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// NOTE: This is mostly for worldcraft to get a list of materials to put
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// in the "texture" browser.in Worldcraft
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virtual MaterialHandle_t FirstMaterial() const = 0;
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// returns InvalidMaterial if there isn't another material.
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// WARNING: you must call GetNextMaterial until it returns NULL,
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// otherwise there will be a memory leak.
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virtual MaterialHandle_t NextMaterial( MaterialHandle_t h ) const = 0;
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// This is the invalid material
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virtual MaterialHandle_t InvalidMaterial() const = 0;
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// Returns a particular material
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virtual IMaterial* GetMaterial( MaterialHandle_t h ) const = 0;
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// Get the total number of materials in the system. These aren't just the used
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// materials, but the complete collection.
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virtual int GetNumMaterials( ) const = 0;
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//---------------------------------
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virtual void SetAsyncTextureLoadCache( void* hFileCache ) = 0;
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virtual ITexture * FindTexture( char const* pTextureName, const char *pTextureGroupName, bool complain = true, int nAdditionalCreationFlags = 0 ) = 0;
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// Checks to see if a particular texture is loaded
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virtual bool IsTextureLoaded( char const* pTextureName ) const = 0;
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// Creates a procedural texture
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virtual ITexture * CreateProceduralTexture( const char *pTextureName,
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const char *pTextureGroupName,
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int w,
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int h,
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ImageFormat fmt,
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int nFlags ) = 0;
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//
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// Render targets
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//
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virtual void BeginRenderTargetAllocation() = 0;
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virtual void EndRenderTargetAllocation() = 0; // Simulate an Alt-Tab in here, which causes a release/restore of all resources
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// Creates a render target
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// If depth == true, a depth buffer is also allocated. If not, then
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// the screen's depth buffer is used.
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// Creates a texture for use as a render target
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virtual ITexture * CreateRenderTargetTexture( int w,
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int h,
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RenderTargetSizeMode_t sizeMode, // Controls how size is generated (and regenerated on video mode change).
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ImageFormat format,
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MaterialRenderTargetDepth_t depth = MATERIAL_RT_DEPTH_SHARED ) = 0;
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virtual ITexture * CreateNamedRenderTargetTextureEx( const char *pRTName, // Pass in NULL here for an unnamed render target.
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int w,
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int h,
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RenderTargetSizeMode_t sizeMode, // Controls how size is generated (and regenerated on video mode change).
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ImageFormat format,
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MaterialRenderTargetDepth_t depth = MATERIAL_RT_DEPTH_SHARED,
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unsigned int textureFlags = TEXTUREFLAGS_CLAMPS | TEXTUREFLAGS_CLAMPT,
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unsigned int renderTargetFlags = 0 ) = 0;
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virtual ITexture * CreateNamedRenderTargetTexture( const char *pRTName,
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int w,
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int h,
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RenderTargetSizeMode_t sizeMode, // Controls how size is generated (and regenerated on video mode change).
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ImageFormat format,
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MaterialRenderTargetDepth_t depth = MATERIAL_RT_DEPTH_SHARED,
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bool bClampTexCoords = true,
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bool bAutoMipMap = false ) = 0;
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// Must be called between the above Begin-End calls!
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virtual ITexture * CreateNamedRenderTargetTextureEx2( const char *pRTName, // Pass in NULL here for an unnamed render target.
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int w,
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int h,
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RenderTargetSizeMode_t sizeMode, // Controls how size is generated (and regenerated on video mode change).
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ImageFormat format,
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MaterialRenderTargetDepth_t depth = MATERIAL_RT_DEPTH_SHARED,
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unsigned int textureFlags = TEXTUREFLAGS_CLAMPS | TEXTUREFLAGS_CLAMPT,
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unsigned int renderTargetFlags = 0 ) = 0;
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// -----------------------------------------------------------
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// Lightmaps
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// -----------------------------------------------------------
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// To allocate lightmaps, sort the whole world by material twice.
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// The first time through, call AllocateLightmap for every surface.
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// that has a lightmap.
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// The second time through, call AllocateWhiteLightmap for every
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// surface that expects to use shaders that expect lightmaps.
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virtual void BeginLightmapAllocation( ) = 0;
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virtual void EndLightmapAllocation( ) = 0;
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// returns the sorting id for this surface
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virtual int AllocateLightmap( int width, int height,
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int offsetIntoLightmapPage[2],
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IMaterial *pMaterial ) = 0;
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// returns the sorting id for this surface
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virtual int AllocateWhiteLightmap( IMaterial *pMaterial ) = 0;
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// lightmaps are in linear color space
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// lightmapPageID is returned by GetLightmapPageIDForSortID
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// lightmapSize and offsetIntoLightmapPage are returned by AllocateLightmap.
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// You should never call UpdateLightmap for a lightmap allocated through
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// AllocateWhiteLightmap.
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virtual void UpdateLightmap( int lightmapPageID, int lightmapSize[2],
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int offsetIntoLightmapPage[2],
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float *pFloatImage, float *pFloatImageBump1,
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float *pFloatImageBump2, float *pFloatImageBump3 ) = 0;
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// fixme: could just be an array of ints for lightmapPageIDs since the material
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// for a surface is already known.
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virtual int GetNumSortIDs( ) = 0;
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virtual void GetSortInfo( MaterialSystem_SortInfo_t *sortInfoArray ) = 0;
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// Read the page size of an existing lightmap by sort id (returned from AllocateLightmap())
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virtual void GetLightmapPageSize( int lightmap, int *width, int *height ) const = 0;
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virtual void ResetMaterialLightmapPageInfo() = 0;
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virtual void ClearBuffers( bool bClearColor, bool bClearDepth, bool bClearStencil = false ) = 0;
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// -----------------------------------------------------------
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// X360 specifics
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// -----------------------------------------------------------
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#if defined( _X360 )
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virtual void ListUsedMaterials( void ) = 0;
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virtual HXUIFONT OpenTrueTypeFont( const char *pFontname, int tall, int style ) = 0;
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virtual void CloseTrueTypeFont( HXUIFONT hFont ) = 0;
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virtual bool GetTrueTypeFontMetrics( HXUIFONT hFont, XUIFontMetrics *pFontMetrics, XUICharMetrics charMetrics[256] ) = 0;
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// Render a sequence of characters and extract the data into a buffer
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// For each character, provide the width+height of the font texture subrect,
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// an offset to apply when rendering the glyph, and an offset into a buffer to receive the RGBA data
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virtual bool GetTrueTypeGlyphs( HXUIFONT hFont, int numChars, wchar_t *pWch, int *pOffsetX, int *pOffsetY, int *pWidth, int *pHeight, unsigned char *pRGBA, int *pRGBAOffset ) = 0;
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virtual void PersistDisplay() = 0;
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virtual void *GetD3DDevice() = 0;
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virtual bool OwnGPUResources( bool bEnable ) = 0;
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#endif
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// -----------------------------------------------------------
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// Access the render contexts
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// -----------------------------------------------------------
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virtual IMatRenderContext * GetRenderContext() = 0;
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virtual bool SupportsShadowDepthTextures( void ) = 0;
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virtual void BeginUpdateLightmaps( void ) = 0;
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virtual void EndUpdateLightmaps( void ) = 0;
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// -----------------------------------------------------------
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// Methods to force the material system into non-threaded, non-queued mode
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// -----------------------------------------------------------
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virtual MaterialLock_t Lock() = 0;
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virtual void Unlock( MaterialLock_t ) = 0;
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// Vendor-dependent shadow depth texture format
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virtual ImageFormat GetShadowDepthTextureFormat() = 0;
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virtual bool SupportsFetch4( void ) = 0;
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// Create a custom render context. Cannot be used to create MATERIAL_HARDWARE_CONTEXT
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virtual IMatRenderContext *CreateRenderContext( MaterialContextType_t type ) = 0;
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// Set a specified render context to be the global context for the thread. Returns the prior context.
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virtual IMatRenderContext *SetRenderContext( IMatRenderContext * ) = 0;
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virtual bool SupportsCSAAMode( int nNumSamples, int nQualityLevel ) = 0;
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virtual void RemoveModeChangeCallBack( ModeChangeCallbackFunc_t func ) = 0;
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// Finds or create a procedural material.
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virtual IMaterial * FindProceduralMaterial( const char *pMaterialName, const char *pTextureGroupName, KeyValues *pVMTKeyValues ) = 0;
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virtual ImageFormat GetNullTextureFormat() = 0;
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virtual void AddTextureAlias( const char *pAlias, const char *pRealName ) = 0;
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virtual void RemoveTextureAlias( const char *pAlias ) = 0;
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// returns a lightmap page ID for this allocation, -1 if none available
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// frameID is a number that should be changed every frame to prevent locking any textures that are
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// being used to draw in the previous frame
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virtual int AllocateDynamicLightmap( int lightmapSize[2], int *pOutOffsetIntoPage, int frameID ) = 0;
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virtual void SetExcludedTextures( const char *pScriptName ) = 0;
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virtual void UpdateExcludedTextures( void ) = 0;
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virtual bool IsInFrame( ) const = 0;
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virtual void CompactMemory() = 0;
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// For sv_pure mode. The filesystem figures out which files the client needs to reload to be "pure" ala the server's preferences.
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virtual void ReloadFilesInList( IFileList *pFilesToReload ) = 0;
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virtual bool AllowThreading( bool bAllow, int nServiceThread ) = 0;
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// Extended version of FindMaterial().
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// Contains context in so it can make decisions (i.e. if it's a model, ignore certain cheat parameters)
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virtual IMaterial * FindMaterialEx( char const* pMaterialName, const char *pTextureGroupName, int nContext, bool complain = true, const char *pComplainPrefix = NULL ) = 0;
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#ifdef DX_TO_GL_ABSTRACTION
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virtual void DoStartupShaderPreloading( void ) = 0;
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#endif
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// Sets the override sizes for all render target size tests. These replace the frame buffer size.
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// Set them when you are rendering primarily to something larger than the frame buffer (as in VR mode).
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virtual void SetRenderTargetFrameBufferSizeOverrides( int nWidth, int nHeight ) = 0;
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// Returns the (possibly overridden) framebuffer size for render target sizing.
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virtual void GetRenderTargetFrameBufferDimensions( int & nWidth, int & nHeight ) = 0;
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// returns the display device name that matches the adapter index we were started with
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virtual char *GetDisplayDeviceName() const = 0;
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// creates a texture suitable for use with materials from a raw stream of bits.
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// The bits will be retained by the material system and can be freed upon return.
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virtual ITexture* CreateTextureFromBits(int w, int h, int mips, ImageFormat fmt, int srcBufferSize, byte* srcBits) = 0;
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// Lie to the material system to pretend to be in render target allocation mode at the beginning of time.
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// This was a thing that mattered a lot to old hardware, but doesn't matter at all to new hardware,
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// where new is defined to be "anything from the last decade." However, we want to preserve legacy behavior
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// for the old games because it's easier than testing them.
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virtual void OverrideRenderTargetAllocation( bool rtAlloc ) = 0;
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// creates a texture compositor that will attempt to composite a new textuer from the steps of the specified KeyValues.
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virtual ITextureCompositor* NewTextureCompositor( int w, int h, const char* pCompositeName, int nTeamNum, uint64 randomSeed, KeyValues* stageDesc, uint32 texCompositeCreateFlags = 0 ) = 0;
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// Loads the texture with the specified name, calls pRecipient->OnAsyncFindComplete with the result from the main thread.
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// once the texture load is complete. If the texture cannot be found, the returned texture will return true for IsError().
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virtual void AsyncFindTexture( const char* pFilename, const char *pTextureGroupName, IAsyncTextureOperationReceiver* pRecipient, void* pExtraArgs, bool bComplain = true, int nAdditionalCreationFlags = 0 ) = 0;
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// creates a texture suitable for use with materials from a raw stream of bits.
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// The bits will be retained by the material system and can be freed upon return.
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virtual ITexture* CreateNamedTextureFromBitsEx( const char* pName, const char *pTextureGroupName, int w, int h, int mips, ImageFormat fmt, int srcBufferSize, byte* srcBits, int nFlags ) = 0;
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};
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#endif // IMATERIALSYSTEMFIXED_H
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