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hl2sdk/public/materialsystem/imaterialsystem.h

1139 lines
44 KiB
C++

//===== Copyright © 1996-2005, 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 "tier1/interface.h"
#include "vector.h"
#include "vector4d.h"
#include "vmatrix.h"
#include "appframework/IAppSystem.h"
#include "bitmap/imageformat.h"
#include "texture_group_names.h"
#include "vtf/vtf.h"
//-----------------------------------------------------------------------------
// forward declarations
//-----------------------------------------------------------------------------
class IMaterial;
class IMesh;
struct MaterialSystem_Config_t;
class VMatrix;
struct matrix3x4_t;
class ITexture;
struct MaterialSystemHardwareIdentifier_t;
class KeyValues;
class IShader;
class IVertexTexture;
class IMorph;
//-----------------------------------------------------------------------------
// 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.
#define MATERIAL_SYSTEM_INTERFACE_VERSION "VMaterialSystem076"
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,
};
enum MaterialMatrixMode_t
{
MATERIAL_VIEW = 0,
MATERIAL_PROJECTION,
// Texture matrices
MATERIAL_TEXTURE0,
MATERIAL_TEXTURE1,
MATERIAL_TEXTURE2,
MATERIAL_TEXTURE3,
#ifndef _XBOX
MATERIAL_TEXTURE4,
MATERIAL_TEXTURE5,
MATERIAL_TEXTURE6,
MATERIAL_TEXTURE7,
#endif
MATERIAL_MODEL,
// Total number of matrices
NUM_MATRIX_MODES = MATERIAL_MODEL+1,
// Number of texture transforms
#ifndef _XBOX
NUM_TEXTURE_TRANSFORMS = MATERIAL_TEXTURE7 - MATERIAL_TEXTURE0 + 1
#else
NUM_TEXTURE_TRANSFORMS = MATERIAL_TEXTURE3 - MATERIAL_TEXTURE0 + 1
#endif
};
// FIXME: How do I specify the actual number of matrix modes?
#ifndef _XBOX
const int NUM_MODEL_TRANSFORMS = 53;
#else
// xboxissue - minimum number based on bones
const int NUM_MODEL_TRANSFORMS = 47;
#endif
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,
// 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 MaterialVertexFormat_t
{
MATERIAL_VERTEX_FORMAT_MODEL,
MATERIAL_VERTEX_FORMAT_COLOR,
};
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
};
//-----------------------------------------------------------------------------
// Vertex texture stage identifiers
//-----------------------------------------------------------------------------
enum VertexTextureStage_t
{
MATERIAL_VERTEXTEXTURE_STAGE0 = 0,
MATERIAL_VERTEXTEXTURE_STAGE1,
MATERIAL_VERTEXTEXTURE_STAGE2,
MATERIAL_VERTEXTEXTURE_STAGE3,
};
//-----------------------------------------------------------------------------
// 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 1
#define CREATERENDERTARGETFLAGS_AUTOMIPMAP 2
#define CREATERENDERTARGETFLAGS_UNFILTERABLE_OK 4
//-----------------------------------------------------------------------------
// allowed stencil operations. These match the d3d operations
//-----------------------------------------------------------------------------
enum StencilOperation_t
{
#ifndef _XBOX
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 = 0x1e00,
STENCILOPERATION_ZERO = 0,
STENCILOPERATION_REPLACE = 0x1e01,
STENCILOPERATION_INCRSAT = 0x1e02,
STENCILOPERATION_DECRSAT = 0x1e03,
STENCILOPERATION_INVERT = 0x150a,
STENCILOPERATION_INCR = 0x8507,
STENCILOPERATION_DECR = 0x8508,
#endif
STENCILOPERATION_FORCE_DWORD = 0x7fffffff
};
enum StencilComparisonFunction_t
{
#ifndef _XBOX
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 = 0x200,
STENCILCOMPARISONFUNCTION_LESS = 0x201,
STENCILCOMPARISONFUNCTION_EQUAL = 0x202,
STENCILCOMPARISONFUNCTION_LESSEQUAL = 0x203,
STENCILCOMPARISONFUNCTION_GREATER = 0x204,
STENCILCOMPARISONFUNCTION_NOTEQUAL = 0x205,
STENCILCOMPARISONFUNCTION_GREATEREQUAL = 0x206,
STENCILCOMPARISONFUNCTION_ALWAYS = 0x207,
#endif
STENCILCOMPARISONFUNCTION_FORCE_DWORD = 0x7fffffff
};
//-----------------------------------------------------------------------------
// 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;
#ifndef _XBOX
int lightmapPageID;
#else
short lightmapPageID;
#endif
};
#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];
char m_pDriverDescription[MATERIAL_ADAPTER_NAME_LENGTH];
};
struct Material3DDriverInfo_t
{
char m_pDriverName[MATERIAL_ADAPTER_NAME_LENGTH];
char m_pDriverDescription[MATERIAL_ADAPTER_NAME_LENGTH];
char m_pDriverVersion[MATERIAL_ADAPTER_NAME_LENGTH];
unsigned int m_VendorID;
unsigned int m_DeviceID;
unsigned int m_SubSysID;
unsigned int m_Revision;
unsigned int m_WHQLLevel;
};
//-----------------------------------------------------------------------------
// 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
{
Vector m_vecLightDirection; // FLASHLIGHTFIXME: can get this from the matrix
Vector m_vecLightOrigin; // FLASHLIGHTFIXME: can get this from the matrix
float m_NearZ;
float m_FarZ;
float m_fHorizontalFOVDegrees;
float m_fVerticalFOVDegrees;
float m_fQuadraticAtten;
float m_fLinearAtten;
float m_fConstantAtten;
Vector m_Color;
ITexture *m_pSpotlightTexture;
int m_nSpotlightTextureFrame;
bool m_bEnableShadows;
};
//-----------------------------------------------------------------------------
// 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.
};
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;
typedef unsigned short OcclusionQueryObjectHandle_t;
#define INVALID_OCCLUSION_QUERY_OBJECT_HANDLE ( ( OcclusionQueryObjectHandle_t )~( ( OcclusionQueryObjectHandle_t )0 ) )
class IMaterialProxyFactory;
class ITexture;
class IMaterialSystemHardwareConfig;
abstract_class IMaterialSystem : public IAppSystem
{
public:
// 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 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;
// virtual void Shutdown( ) = 0;
virtual IMaterialSystemHardwareConfig *GetHardwareConfig( const char *pVersion, int *returnCode ) = 0;
// Gets the number of adapters...
virtual int GetDisplayAdapterCount() 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;
// 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;
// Get video card identitier
virtual const MaterialSystemHardwareIdentifier_t &GetVideoCardIdentifier( void ) const = 0;
// 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;
virtual void Get3DDriverInfo( Material3DDriverInfo_t& info ) const = 0;
// return true if lightmaps need to be redownloaded
// 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;
// Get the current config for this video card (as last set by UpdateConfig)
virtual const MaterialSystem_Config_t &GetCurrentConfigForVideoCard() const = 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;
// 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;
// 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;
virtual ITexture * FindTexture( char const* pTextureName, const char *pTextureGroupName, bool complain = true ) = 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;
virtual void GetBackBufferDimensions( int &width, int &height) 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;
// 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;
// uncache all materials. . good for forcing reload of materials.
virtual void UncacheAllMaterials( ) = 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;
#ifdef _XBOX
// Is the texture cache performing I/O?
virtual bool IsTextureCacheLoading( void ) = 0;
// Free tagged resources
virtual void PurgeTaggedResources( int tag ) = 0;
#endif
//
// lightmap allocation stuff
//
// 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;
// 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;
virtual void EndLightmapAllocation( ) = 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;
// Force the lightmaps updated with UpdateLightmap to be sent to the hardware.
virtual void FlushLightmaps( ) = 0;
#ifdef _XBOX
virtual void RegisterPalettedLightmaps( int numPages, const void *pLightmaps ) = 0;
virtual int FixupPalettedLightmap( int lightmapPage, IMaterial *iMaterial ) = 0;
#endif
// fixme: could just be an array of ints for lightmapPageIDs since the material
// for a surface is already known.
virtual int GetNumSortIDs( ) = 0;
// virtual int GetLightmapPageIDForSortID( int sortID ) = 0;
virtual void GetSortInfo( MaterialSystem_SortInfo_t *sortInfoArray ) = 0;
virtual void BeginFrame( ) = 0;
virtual void EndFrame( ) = 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, 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;
// Get the image format of the back buffer. . useful when creating render targets, etc.
virtual ImageFormat GetBackBufferFormat() const = 0;
// do we need this?
virtual void Flush( bool flushHardware = false ) = 0;
//
// end vertex array api
//
//
// Debugging tools
//
virtual void DebugPrintUsedMaterials( const char *pSearchSubString, bool bVerbose ) = 0;
virtual void DebugPrintUsedTextures( void ) = 0;
#ifdef _XBOX
virtual void ListUsedMaterials( void ) = 0;
#endif
virtual void ToggleSuppressMaterial( char const* pMaterialName ) = 0;
virtual void ToggleDebugMaterial( char const* pMaterialName ) = 0;
// 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;
virtual IMaterialProxyFactory *GetMaterialProxyFactory() = 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;
/// FIXME: This stuff needs to be cleaned up and abstracted.
// Stuff that gets exported to the launcher through the engine
virtual void SwapBuffers( ) = 0;
// Use this to spew information about the 3D layer
virtual void SpewDriverInfo() const = 0;
// Creates/destroys Mesh
virtual IMesh* CreateStaticMesh( IMaterial* pMaterial, const char *pTextureBudgetGroup, bool bForceTempMesh = false ) = 0;
virtual IMesh* CreateStaticMesh( MaterialVertexFormat_t fmt, const char *pTextureBudgetGroup, bool bSoftwareVertexShader ) = 0;
#ifdef _XBOX
virtual IMesh* CreateStaticMesh( unsigned int fmt, const char *pTextureBudgetGroup ) = 0;
#endif
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;
#ifndef _XBOX
// 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;
#endif
// 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;
// Reloads materials
virtual void ReloadMaterials( const char *pSubString = NULL ) = 0;
virtual void ResetMaterialLightmapPageInfo() = 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;
// Force it to ignore Draw calls.
virtual void SetInStubMode( bool bInStubMode ) = 0;
// Create a procedural material. The keyvalues looks like a VMT file
virtual IMaterial *CreateMaterial( const char *pMaterialName, KeyValues *pVMTKeyValues ) = 0;
// Creates a render target
// If depth == true, a depth buffer is also allocated. If not, then
// the screen's depth buffer is used.
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;
// Creates a procedural texture
virtual ITexture *CreateProceduralTexture(
const char *pTextureName,
const char *pTextureGroupName,
int w,
int h,
ImageFormat fmt,
int nFlags ) = 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;
// Release temporary HW memory...
virtual void ReleaseTempTextureMemory() = 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;
// 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;
virtual void SetModeChangeCallBack( ModeChangeCallbackFunc_t func ) = 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;
// 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;
// -----------------------------------------------------------------------------------
// This is the end of interface version VMaterialSystem076, which is what we shipped
// with HL2. Add anything new past here.
// -----------------------------------------------------------------------------------
// 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;
// Used to enable editor materials. Must be called before Init.
virtual void EnableEditorMaterials() = 0;
// Sets the material proxy factory. Calling this causes all materials to be uncached.
virtual void SetMaterialProxyFactory( IMaterialProxyFactory* pFactory ) = 0;
// Returns the current adapter in use
virtual int GetCurrentAdapter() const = 0;
// Allocates/Frees a vertex texture.
// Imagine a vertex texture as an array of structures, where each structure has N fields
// Each field, for now, is a float32.
// NOTE: It is the responsibility of the client to deal w/ alt-tab and re-fill in the bits
#ifndef _XBOX
virtual IVertexTexture *CreateVertexTexture( int nElementCount, int nFieldCount ) = 0;
virtual void DestroyVertexTexture( IVertexTexture *pVertexTexture ) = 0;
// Binds a vertex texture to a particular texture stage in the vertex pipe
virtual void BindVertexTexture( IVertexTexture *pVertexTexture, VertexTextureStage_t nStage ) = 0;
#endif
#ifndef _XBOX
// Creates/destroys morph data associated w/ a particular material
virtual IMorph *CreateMorph( IMaterial *pMaterial ) = 0;
virtual void DestroyMorph( IMorph *pMorph ) = 0;
// Binds the morph data for use in rendering
virtual void BindMorph( IMorph *pMorph ) = 0;
// Sets morph target factors
virtual void SetMorphTargetFactors( int nTargetId, float *pValue, int nCount ) = 0;
#endif
#ifndef _XBOX
// Converts a representation specified in the src bit count to 8 bits.
virtual color24 ConvertToColor24( RGBX5551_t inColor ) = 0;
virtual void LockColorCorrection() = 0;
virtual void SetColorCorrection( RGBX5551_t inColor, color24 outColor ) = 0;
virtual void UnlockColorCorrection() = 0;
virtual color24 GetColorCorrection( RGBX5551_t inColor ) = 0;
#endif
// 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;
// Flushes managed textures from the texture cacher
virtual void EvictManagedResources() = 0;
// Gets the window size
virtual void GetWindowSize( int &width, int &height ) const = 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 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;
// For dealing with device lost in cases where SwapBuffers isn't called all the time (Hammer)
virtual void HandleDeviceLost() = 0;
// FIXME: Remove this method next time we rev interface versions; it does nothing.
virtual void AppUsesRenderTargets() = 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
)=0;
virtual void LoadBoneMatrix( int boneIndex, const matrix3x4_t& matrix ) = 0;
virtual void BeginRenderTargetAllocation() = 0;
virtual void EndRenderTargetAllocation() = 0; // Simulate an Alt-Tab in here, which causes a release/restore of all resources
// 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;
// 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 will pop a rendertarget + viewport
virtual void PopRenderTargetAndViewport( void ) = 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;
// Binds a particular texture as the current lightmap
virtual void BindLightmapTexture( ITexture *pLightmapTexture ) = 0;
// Gets the actual shader fallback for a particular shader
virtual void GetShaderFallback( const char *pShaderName, char *pFallbackShader, int nFallbackLength ) = 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;
// Checks to see if a particular texture is loaded
virtual bool IsTextureLoaded( char const* pTextureName ) const = 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;
virtual float GetFloatRenderingParameter(int parm_number) const = 0;
virtual int GetIntRenderingParameter(int parm_number) const = 0;
virtual Vector GetVectorRenderingParameter(int parm_number) const = 0;
virtual void ReleaseResources(void) = 0;
virtual void ReacquireResources(void ) = 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 Vector GetToneMappingScaleLinear( void ) = 0;
virtual void ResetToneMappingScale( 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(void) = 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 GetDXLevelDefaults(uint &max_dxlevel,uint &recommended_dxlevel) = 0;
#ifndef _XBOX
virtual void LoadColorCorrection( const char *pLookupName ) = 0;
virtual void CopyColorCorrection( const color24 *pSrcColorCorrection ) = 0;
virtual void ResetColorCorrection( ) = 0;
#endif
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 whether fast clipping is being used or not - needed to be exposed for better per-object clip behavior
virtual bool UsingFastClipping( 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;
#ifdef _XBOX
virtual bool ForceIntoCache( IMaterial *pMaterial, bool bSyncWait ) = 0;
virtual void CopyFrontBufferToBackBuffer() = 0;
#endif
virtual IMesh *GetFlexMesh() = 0;
virtual int StencilBufferBits( void ) = 0; //number of bits per pixel in the stencil buffer
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;
virtual bool SupportsMSAAMode( int nMSAAMode ) = 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;
};
extern IMaterialSystem *materials;
extern IMaterialSystem *g_pMaterialSystem;
#endif // IMATERIALSYSTEM_H