diff options
Diffstat (limited to 'mp/src/utils/common/utilmatlib.cpp')
| -rw-r--r-- | mp/src/utils/common/utilmatlib.cpp | 368 |
1 files changed, 184 insertions, 184 deletions
diff --git a/mp/src/utils/common/utilmatlib.cpp b/mp/src/utils/common/utilmatlib.cpp index 962bb3f5..f2dc49fa 100644 --- a/mp/src/utils/common/utilmatlib.cpp +++ b/mp/src/utils/common/utilmatlib.cpp @@ -1,184 +1,184 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-// $Workfile: $
-// $Date: $
-// $NoKeywords: $
-//=============================================================================//
-
-// C callable material system interface for the utils.
-
-#include "materialsystem/imaterialsystem.h"
-#include "materialsystem/imaterial.h"
-#include "materialsystem/imaterialvar.h"
-#include <cmdlib.h>
-#include "utilmatlib.h"
-#include "tier0/dbg.h"
-#include <windows.h>
-#include "filesystem.h"
-#include "materialsystem/materialsystem_config.h"
-#include "mathlib/Mathlib.h"
-
-void LoadMaterialSystemInterface( CreateInterfaceFn fileSystemFactory )
-{
- if( g_pMaterialSystem )
- return;
-
- // materialsystem.dll should be in the path, it's in bin along with vbsp.
- const char *pDllName = "materialsystem.dll";
- CSysModule *materialSystemDLLHInst;
- materialSystemDLLHInst = g_pFullFileSystem->LoadModule( pDllName );
- if( !materialSystemDLLHInst )
- {
- Error( "Can't load MaterialSystem.dll\n" );
- }
-
- CreateInterfaceFn clientFactory = Sys_GetFactory( materialSystemDLLHInst );
- if ( clientFactory )
- {
- g_pMaterialSystem = (IMaterialSystem *)clientFactory( MATERIAL_SYSTEM_INTERFACE_VERSION, NULL );
- if ( !g_pMaterialSystem )
- {
- Error( "Could not get the material system interface from materialsystem.dll (" __FILE__ ")" );
- }
- }
- else
- {
- Error( "Could not find factory interface in library MaterialSystem.dll" );
- }
-
- if (!g_pMaterialSystem->Init( "shaderapiempty.dll", 0, fileSystemFactory ))
- {
- Error( "Could not start the empty shader (shaderapiempty.dll)!" );
- }
-}
-
-void InitMaterialSystem( const char *materialBaseDirPath, CreateInterfaceFn fileSystemFactory )
-{
- LoadMaterialSystemInterface( fileSystemFactory );
- MaterialSystem_Config_t config;
- g_pMaterialSystem->OverrideConfig( config, false );
-}
-
-void ShutdownMaterialSystem( )
-{
- if ( g_pMaterialSystem )
- {
- g_pMaterialSystem->Shutdown();
- g_pMaterialSystem = NULL;
- }
-}
-
-MaterialSystemMaterial_t FindMaterial( const char *materialName, bool *pFound, bool bComplain )
-{
- IMaterial *pMat = g_pMaterialSystem->FindMaterial( materialName, TEXTURE_GROUP_OTHER, bComplain );
- MaterialSystemMaterial_t matHandle = pMat;
-
- if ( pFound )
- {
- *pFound = true;
- if ( IsErrorMaterial( pMat ) )
- *pFound = false;
- }
-
- return matHandle;
-}
-
-void GetMaterialDimensions( MaterialSystemMaterial_t materialHandle, int *width, int *height )
-{
- PreviewImageRetVal_t retVal;
- ImageFormat dummyImageFormat;
- IMaterial *material = ( IMaterial * )materialHandle;
- bool translucent;
- retVal = material->GetPreviewImageProperties( width, height, &dummyImageFormat, &translucent );
- if (retVal != MATERIAL_PREVIEW_IMAGE_OK )
- {
-#if 0
- if (retVal == MATERIAL_PREVIEW_IMAGE_BAD )
- {
- Error( "problem getting preview image for %s",
- g_pMaterialSystem->GetMaterialName( materialInfo[matID].materialHandle ) );
- }
-#else
- *width = 128;
- *height = 128;
-#endif
- }
-}
-
-void GetMaterialReflectivity( MaterialSystemMaterial_t materialHandle, float *reflectivityVect )
-{
- IMaterial *material = ( IMaterial * )materialHandle;
- const IMaterialVar *reflectivityVar;
-
- bool found;
- reflectivityVar = material->FindVar( "$reflectivity", &found, false );
- if( !found )
- {
- Vector tmp;
- material->GetReflectivity( tmp );
- VectorCopy( tmp.Base(), reflectivityVect );
- }
- else
- {
- reflectivityVar->GetVecValue( reflectivityVect, 3 );
- }
-}
-
-int GetMaterialShaderPropertyBool( MaterialSystemMaterial_t materialHandle, int propID )
-{
- IMaterial *material = ( IMaterial * )materialHandle;
- switch( propID )
- {
- case UTILMATLIB_NEEDS_BUMPED_LIGHTMAPS:
- return material->GetPropertyFlag( MATERIAL_PROPERTY_NEEDS_BUMPED_LIGHTMAPS );
-
- case UTILMATLIB_NEEDS_LIGHTMAP:
- return material->GetPropertyFlag( MATERIAL_PROPERTY_NEEDS_LIGHTMAP );
-
- default:
- Assert( 0 );
- return 0;
- }
-}
-
-int GetMaterialShaderPropertyInt( MaterialSystemMaterial_t materialHandle, int propID )
-{
- IMaterial *material = ( IMaterial * )materialHandle;
- switch( propID )
- {
- case UTILMATLIB_OPACITY:
- if (material->IsTranslucent())
- return UTILMATLIB_TRANSLUCENT;
- if (material->IsAlphaTested())
- return UTILMATLIB_ALPHATEST;
- return UTILMATLIB_OPAQUE;
-
- default:
- Assert( 0 );
- return 0;
- }
-}
-
-const char *GetMaterialVar( MaterialSystemMaterial_t materialHandle, const char *propertyName )
-{
- IMaterial *material = ( IMaterial * )materialHandle;
- IMaterialVar *var;
- bool found;
- var = material->FindVar( propertyName, &found, false );
- if( found )
- {
- return var->GetStringValue();
- }
- else
- {
- return NULL;
- }
-}
-
-const char *GetMaterialShaderName( MaterialSystemMaterial_t materialHandle )
-{
- IMaterial *material = ( IMaterial * )materialHandle;
- return material->GetShaderName();
-}
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $Workfile: $ +// $Date: $ +// $NoKeywords: $ +//=============================================================================// + +// C callable material system interface for the utils. + +#include "materialsystem/imaterialsystem.h" +#include "materialsystem/imaterial.h" +#include "materialsystem/imaterialvar.h" +#include <cmdlib.h> +#include "utilmatlib.h" +#include "tier0/dbg.h" +#include <windows.h> +#include "filesystem.h" +#include "materialsystem/materialsystem_config.h" +#include "mathlib/Mathlib.h" + +void LoadMaterialSystemInterface( CreateInterfaceFn fileSystemFactory ) +{ + if( g_pMaterialSystem ) + return; + + // materialsystem.dll should be in the path, it's in bin along with vbsp. + const char *pDllName = "materialsystem.dll"; + CSysModule *materialSystemDLLHInst; + materialSystemDLLHInst = g_pFullFileSystem->LoadModule( pDllName ); + if( !materialSystemDLLHInst ) + { + Error( "Can't load MaterialSystem.dll\n" ); + } + + CreateInterfaceFn clientFactory = Sys_GetFactory( materialSystemDLLHInst ); + if ( clientFactory ) + { + g_pMaterialSystem = (IMaterialSystem *)clientFactory( MATERIAL_SYSTEM_INTERFACE_VERSION, NULL ); + if ( !g_pMaterialSystem ) + { + Error( "Could not get the material system interface from materialsystem.dll (" __FILE__ ")" ); + } + } + else + { + Error( "Could not find factory interface in library MaterialSystem.dll" ); + } + + if (!g_pMaterialSystem->Init( "shaderapiempty.dll", 0, fileSystemFactory )) + { + Error( "Could not start the empty shader (shaderapiempty.dll)!" ); + } +} + +void InitMaterialSystem( const char *materialBaseDirPath, CreateInterfaceFn fileSystemFactory ) +{ + LoadMaterialSystemInterface( fileSystemFactory ); + MaterialSystem_Config_t config; + g_pMaterialSystem->OverrideConfig( config, false ); +} + +void ShutdownMaterialSystem( ) +{ + if ( g_pMaterialSystem ) + { + g_pMaterialSystem->Shutdown(); + g_pMaterialSystem = NULL; + } +} + +MaterialSystemMaterial_t FindMaterial( const char *materialName, bool *pFound, bool bComplain ) +{ + IMaterial *pMat = g_pMaterialSystem->FindMaterial( materialName, TEXTURE_GROUP_OTHER, bComplain ); + MaterialSystemMaterial_t matHandle = pMat; + + if ( pFound ) + { + *pFound = true; + if ( IsErrorMaterial( pMat ) ) + *pFound = false; + } + + return matHandle; +} + +void GetMaterialDimensions( MaterialSystemMaterial_t materialHandle, int *width, int *height ) +{ + PreviewImageRetVal_t retVal; + ImageFormat dummyImageFormat; + IMaterial *material = ( IMaterial * )materialHandle; + bool translucent; + retVal = material->GetPreviewImageProperties( width, height, &dummyImageFormat, &translucent ); + if (retVal != MATERIAL_PREVIEW_IMAGE_OK ) + { +#if 0 + if (retVal == MATERIAL_PREVIEW_IMAGE_BAD ) + { + Error( "problem getting preview image for %s", + g_pMaterialSystem->GetMaterialName( materialInfo[matID].materialHandle ) ); + } +#else + *width = 128; + *height = 128; +#endif + } +} + +void GetMaterialReflectivity( MaterialSystemMaterial_t materialHandle, float *reflectivityVect ) +{ + IMaterial *material = ( IMaterial * )materialHandle; + const IMaterialVar *reflectivityVar; + + bool found; + reflectivityVar = material->FindVar( "$reflectivity", &found, false ); + if( !found ) + { + Vector tmp; + material->GetReflectivity( tmp ); + VectorCopy( tmp.Base(), reflectivityVect ); + } + else + { + reflectivityVar->GetVecValue( reflectivityVect, 3 ); + } +} + +int GetMaterialShaderPropertyBool( MaterialSystemMaterial_t materialHandle, int propID ) +{ + IMaterial *material = ( IMaterial * )materialHandle; + switch( propID ) + { + case UTILMATLIB_NEEDS_BUMPED_LIGHTMAPS: + return material->GetPropertyFlag( MATERIAL_PROPERTY_NEEDS_BUMPED_LIGHTMAPS ); + + case UTILMATLIB_NEEDS_LIGHTMAP: + return material->GetPropertyFlag( MATERIAL_PROPERTY_NEEDS_LIGHTMAP ); + + default: + Assert( 0 ); + return 0; + } +} + +int GetMaterialShaderPropertyInt( MaterialSystemMaterial_t materialHandle, int propID ) +{ + IMaterial *material = ( IMaterial * )materialHandle; + switch( propID ) + { + case UTILMATLIB_OPACITY: + if (material->IsTranslucent()) + return UTILMATLIB_TRANSLUCENT; + if (material->IsAlphaTested()) + return UTILMATLIB_ALPHATEST; + return UTILMATLIB_OPAQUE; + + default: + Assert( 0 ); + return 0; + } +} + +const char *GetMaterialVar( MaterialSystemMaterial_t materialHandle, const char *propertyName ) +{ + IMaterial *material = ( IMaterial * )materialHandle; + IMaterialVar *var; + bool found; + var = material->FindVar( propertyName, &found, false ); + if( found ) + { + return var->GetStringValue(); + } + else + { + return NULL; + } +} + +const char *GetMaterialShaderName( MaterialSystemMaterial_t materialHandle ) +{ + IMaterial *material = ( IMaterial * )materialHandle; + return material->GetShaderName(); +} |