FIX crash

This commit is contained in:
nullifiedcat 2017-04-16 00:29:43 +03:00
parent 4467e04f0d
commit e718f7bd0e
8 changed files with 600 additions and 26 deletions

View File

@ -32,15 +32,13 @@ CScreenSpaceEffectRegistration::CScreenSpaceEffectRegistration( const char *pNam
}*/
IMaterial* GetGlowMaterial() {
return vfunc<IMaterial*(*)(IMaterialSystem*, const char*, const char*, bool, const char*)>(g_IMaterialSystem, 73)(g_IMaterialSystem, "dev/glow_color", TEXTURE_GROUP_OTHER, true, 0);
return vfunc<IMaterial*(*)(IMaterialSystemFixed*, const char*, const char*, bool, const char*)>(g_IMaterialSystem, 73)(g_IMaterialSystem, "dev/glow_color", TEXTURE_GROUP_OTHER, true, 0);
}
static CatVar glow_experimental(CV_SWITCH, "glow_experimental", "0", "Experimental Glow");
void EffectGlow::Init() {
logging::Info("Init EffectGlow...");
if (!materials) materials = g_IMaterialSystem;
logging::Info("materials: 0x%08x", materials);
rt_A.InitRenderTarget(1920/2, 1080/2, RT_SIZE_DEFAULT, IMAGE_FORMAT_RGBA8888, MATERIAL_RT_DEPTH_SEPARATE, false, "__cathook_glow_rta");
rt_B.InitRenderTarget(1920/2, 1080/2, RT_SIZE_DEFAULT, IMAGE_FORMAT_RGBA8888, MATERIAL_RT_DEPTH_SEPARATE, false, "__cathook_glow_rtb");
logging::Info("Textures init!");
@ -60,17 +58,17 @@ void EffectGlow::Init() {
result_material->Refresh();
logging::Info("Material init!");
//dev_glow_color.Init(vfunc<IMaterial*(*)(IMaterialSystem*, const char*, const char*, bool, const char*)>(g_IMaterialSystem, 73)(g_IMaterialSystem, "dev/glow_color", TEXTURE_GROUP_OTHER, true, 0));
dev_bloomdadd.Init(vfunc<IMaterial*(*)(IMaterialSystem*, const char*, const char*, bool, const char*)>(g_IMaterialSystem, 73)(g_IMaterialSystem, "dev/bloomadd", TEXTURE_GROUP_OTHER, true, 0));
dev_blurfilterx.Init(vfunc<IMaterial*(*)(IMaterialSystem*, const char*, const char*, bool, const char*)>(g_IMaterialSystem, 73)(g_IMaterialSystem, "dev/blurfilterx", TEXTURE_GROUP_OTHER, true, 0));
dev_blurfiltery.Init(vfunc<IMaterial*(*)(IMaterialSystem*, const char*, const char*, bool, const char*)>(g_IMaterialSystem, 73)(g_IMaterialSystem, "dev/blurfiltery", TEXTURE_GROUP_OTHER, true, 0));
dev_halo_add_to_screen.Init(vfunc<IMaterial*(*)(IMaterialSystem*, const char*, const char*, bool, const char*)>(g_IMaterialSystem, 73)(g_IMaterialSystem, "dev/halo_add_to_screen", TEXTURE_GROUP_OTHER, true, 0));
dev_bloomdadd.Init(vfunc<IMaterial*(*)(IMaterialSystemFixed*, const char*, const char*, bool, const char*)>(g_IMaterialSystem, 73)(g_IMaterialSystem, "dev/bloomadd", TEXTURE_GROUP_OTHER, true, 0));
dev_blurfilterx.Init(vfunc<IMaterial*(*)(IMaterialSystemFixed*, const char*, const char*, bool, const char*)>(g_IMaterialSystem, 73)(g_IMaterialSystem, "dev/blurfilterx", TEXTURE_GROUP_OTHER, true, 0));
dev_blurfiltery.Init(vfunc<IMaterial*(*)(IMaterialSystemFixed*, const char*, const char*, bool, const char*)>(g_IMaterialSystem, 73)(g_IMaterialSystem, "dev/blurfiltery", TEXTURE_GROUP_OTHER, true, 0));
dev_halo_add_to_screen.Init(vfunc<IMaterial*(*)(IMaterialSystemFixed*, const char*, const char*, bool, const char*)>(g_IMaterialSystem, 73)(g_IMaterialSystem, "dev/halo_add_to_screen", TEXTURE_GROUP_OTHER, true, 0));
logging::Info("Init done!");
init = true;
}
void EffectGlow::BeginRenderGlow() {
CMatRenderContextPtr ptr(vfunc<IMatRenderContext*(*)(IMaterialSystem*)>(g_IMaterialSystem, 100, 0)(g_IMaterialSystem));
CMatRenderContextPtr ptr(vfunc<IMatRenderContext*(*)(IMaterialSystemFixed*)>(g_IMaterialSystem, 100, 0)(g_IMaterialSystem));
ptr->PushRenderTargetAndViewport(rt_A);
g_IVModelRender->SuppressEngineLighting(true);
g_IVRenderView->GetColorModulation(orig_modulation);
@ -81,7 +79,7 @@ void EffectGlow::BeginRenderGlow() {
}
void EffectGlow::EndRenderGlow() {
CMatRenderContextPtr ptr(vfunc<IMatRenderContext*(*)(IMaterialSystem*)>(g_IMaterialSystem, 100, 0)(g_IMaterialSystem));
CMatRenderContextPtr ptr(vfunc<IMatRenderContext*(*)(IMaterialSystemFixed*)>(g_IMaterialSystem, 100, 0)(g_IMaterialSystem));
g_IVRenderView->SetColorModulation(orig_modulation);
g_IStudioRender->ForcedMaterialOverride(nullptr);
g_IVModelRender->SuppressEngineLighting(false);
@ -89,7 +87,7 @@ void EffectGlow::EndRenderGlow() {
}
void EffectGlow::RenderGlow(int idx) {
CMatRenderContextPtr ptr(vfunc<IMatRenderContext*(*)(IMaterialSystem*)>(g_IMaterialSystem, 100, 0)(g_IMaterialSystem));
CMatRenderContextPtr ptr(vfunc<IMatRenderContext*(*)(IMaterialSystemFixed*)>(g_IMaterialSystem, 100, 0)(g_IMaterialSystem));
ptr->PushRenderTargetAndViewport( rt_A );
g_IVModelRender->SuppressEngineLighting( true );
@ -120,7 +118,7 @@ void EffectGlow::RenderGlow(int idx) {
void EffectGlow::Render(int x, int y, int w, int h) {
if (!init) Init();
if (!glow_experimental) return;
CMatRenderContextPtr ptr(vfunc<IMatRenderContext*(*)(IMaterialSystem*)>(g_IMaterialSystem, 100, 0)(g_IMaterialSystem));
CMatRenderContextPtr ptr(vfunc<IMatRenderContext*(*)(IMaterialSystemFixed*)>(g_IMaterialSystem, 100, 0)(g_IMaterialSystem));
//ptr->Viewport(x, y, w, h);

View File

@ -77,6 +77,7 @@ CatVar* FindCatVar(const std::string name) {
for (auto var : CatVarList()) {
if (var->name == name) return var;
}
logging::Info("can't find %s", name.c_str());
throw std::runtime_error("can't find catvar " + name);
}
// abc def, ghj, [, fdg sgf saqw rter, ], gs

View File

@ -302,7 +302,7 @@ List& MainList() {
"enabled"
"noisemaker"
"fast_outline"
"no_hands"
"no_arms"
"no_hats"
"render_zoomed"
"bhop_enabled"

View File

@ -29,7 +29,6 @@ CMaterialReference mat_lit;
CMaterialReference mat_lit_z;
void Init() {
if (!materials) materials = g_IMaterialSystem;
{
KeyValues* kv = new KeyValues("UnlitGeneric");
kv->SetString("$basetexture", "vgui/white_additive");

View File

@ -45,7 +45,7 @@ IAchievementMgr* g_IAchievementMgr = nullptr;
ISteamUserStats* g_ISteamUserStats = nullptr;
IStudioRender* g_IStudioRender = nullptr;
IVDebugOverlay* g_IVDebugOverlay = nullptr;
IMaterialSystem* g_IMaterialSystem = nullptr;
IMaterialSystemFixed* g_IMaterialSystem = nullptr;
IVRenderView* g_IVRenderView = nullptr;
template<typename T>
@ -92,7 +92,7 @@ void CreateInterfaces() {
g_IPrediction = BruteforceInterface<IPrediction>("VClientPrediction", sharedobj::client);
g_IGameMovement = BruteforceInterface<IGameMovement>("GameMovement", sharedobj::client);
g_IVRenderView = BruteforceInterface<IVRenderView>("VEngineRenderView", sharedobj::engine);
g_IMaterialSystem = BruteforceInterface<IMaterialSystem>("VMaterialSystem", sharedobj::materialsystem, 81);
g_IMaterialSystem = BruteforceInterface<IMaterialSystemFixed>("VMaterialSystem", sharedobj::materialsystem, 81);
if (TF2) {
// FIXME static offset FIXME FIXME FIXME FIXME IMPORTANT!
g_pScreenSpaceEffects = **(IScreenSpaceEffectManager***)(gSignatures.GetClientSignature("F3 0F 10 83 40 05 00 00 C7 44 24 04 ? ? ? ? 89 34 24 F3 0F 11 44 24 08 E8 ? ? ? ? A1 ? ? ? ? 8B 10 89 04 24 89 74 24 08 C7 44 24 04 ? ? ? ? FF 52 0C A1 ? ? ? ? 8B 10 C7 44 24 04 ? ? ? ? 89 04 24 FF 52 14") + 31);

View File

@ -45,7 +45,7 @@ class IVDebugOverlay;
class IVModelRender;
class IVModelRender;
class IVRenderView;
class IMaterialSystem;
class IMaterialSystemFixed;
extern ISteamClient* g_ISteamClient;
extern ISteamFriends* g_ISteamFriends;
@ -70,7 +70,7 @@ extern IAchievementMgr* g_IAchievementMgr;
extern ISteamUserStats* g_ISteamUserStats;
extern IStudioRender* g_IStudioRender;
extern IVDebugOverlay* g_IVDebugOverlay;
extern IMaterialSystem* g_IMaterialSystem;
extern IMaterialSystemFixed* g_IMaterialSystem;
extern IVModelRender* g_IVModelRender;
extern IVRenderView* g_IVRenderView;

View File

@ -12,7 +12,8 @@
#include "materialsystem/imaterialsystem.h"
#include "tier1/KeyValues.h"
#include "../vfunc.h"
#include "imaterialsystemfixed.h"
#include "../interfaces.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
@ -43,7 +44,7 @@ CMaterialReference::~CMaterialReference()
//-----------------------------------------------------------------------------
void CMaterialReference::Init( char const* pMaterialName, const char *pTextureGroupName, bool bComplain )
{
IMaterial *pMaterial = materials->FindMaterial( pMaterialName, pTextureGroupName, bComplain);
IMaterial *pMaterial = g_IMaterialSystem->FindMaterial( pMaterialName, pTextureGroupName, bComplain);
if( IsErrorMaterial( pMaterial ) )
{
if (IsOSX())
@ -60,12 +61,12 @@ void CMaterialReference::Init( const char *pMaterialName, KeyValues *pVMTKeyValu
{
// CreateMaterial has a refcount of 1
Shutdown();
m_pMaterial = materials->CreateMaterial( pMaterialName, pVMTKeyValues );
m_pMaterial = g_IMaterialSystem->CreateMaterial( pMaterialName, pVMTKeyValues );
}
void CMaterialReference::Init( const char *pMaterialName, const char *pTextureGroupName, KeyValues *pVMTKeyValues )
{
IMaterial *pMaterial = materials->FindProceduralMaterial( pMaterialName, pTextureGroupName, pVMTKeyValues );
IMaterial *pMaterial = g_IMaterialSystem->FindProceduralMaterial( pMaterialName, pTextureGroupName, pVMTKeyValues );
Assert( pMaterial );
Init( pMaterial );
}
@ -101,7 +102,7 @@ void CMaterialReference::Init( CMaterialReference& ref )
//-----------------------------------------------------------------------------
void CMaterialReference::Shutdown( )
{
if ( m_pMaterial && materials )
if ( m_pMaterial && g_IMaterialSystem )
{
m_pMaterial->DecrementReferenceCount();
m_pMaterial = NULL;
@ -149,7 +150,7 @@ CTextureReference::~CTextureReference( )
void CTextureReference::Init( char const* pTextureName, const char *pTextureGroupName, bool bComplain )
{
Shutdown();
m_pTexture = materials->FindTexture( pTextureName, pTextureGroupName, bComplain );
m_pTexture = g_IMaterialSystem->FindTexture( pTextureName, pTextureGroupName, bComplain );
if ( m_pTexture )
{
m_pTexture->IncrementReferenceCount();
@ -171,7 +172,7 @@ void CTextureReference::InitProceduralTexture( const char *pTextureName, const c
{
Shutdown();
m_pTexture = materials->CreateProceduralTexture( pTextureName, pTextureGroupName, w, h, fmt, nFlags );
m_pTexture = g_IMaterialSystem->CreateProceduralTexture( pTextureName, pTextureGroupName, w, h, fmt, nFlags );
// NOTE: The texture reference is already incremented internally above!
/*
@ -195,7 +196,7 @@ void CTextureReference::InitRenderTarget( int w, int h, RenderTargetSizeMode_t s
// NOTE: Refcount returned by CreateRenderTargetTexture is 1
//m_pTexture = vfunc<ITexture*(*)(IMaterialSystem*, char const*,int,int,RenderTargetSizeMode_t,ImageFormat,MaterialRenderTargetDepth_t,uint,uint)>(materials, 87, 0)(materials, pStrOptionalName, w, h, sizeMode, fmt,
// depth, textureFlags, renderTargetFlags);
m_pTexture = materials->CreateNamedRenderTargetTextureEx( pStrOptionalName, w, h, sizeMode, fmt,
m_pTexture = g_IMaterialSystem->CreateNamedRenderTargetTextureEx( pStrOptionalName, w, h, sizeMode, fmt,
depth, textureFlags, renderTargetFlags );
Assert( m_pTexture );
@ -206,7 +207,7 @@ void CTextureReference::InitRenderTarget( int w, int h, RenderTargetSizeMode_t s
//-----------------------------------------------------------------------------
void CTextureReference::Shutdown( bool bDeleteIfUnReferenced )
{
if ( m_pTexture && materials )
if ( m_pTexture && g_IMaterialSystem )
{
m_pTexture->DecrementReferenceCount();
if ( bDeleteIfUnReferenced )

View File

@ -0,0 +1,575 @@
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//===========================================================================//
#ifndef IMATERIALSYSTEMFIXED_H
#define IMATERIALSYSTEMFIXED_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 "tier1/interface.h"
#include "tier1/refcount.h"
#include "mathlib/vector.h"
#include "mathlib/vector4d.h"
#include "mathlib/vmatrix.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;
abstract_class IMaterialSystemFixed : 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
// CATHOOK - missing VFuncs
virtual void SuspendTextureStreaming(void);
virtual void ResumeTextureStreaming(void);
//---------------------------------------------------------
// Material and texture management
//---------------------------------------------------------
// 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;
};
#endif // IMATERIALSYSTEMFIXED_H