From 39ed87570bdb2f86969d4be821c94b722dc71179 Mon Sep 17 00:00:00 2001 From: Joe Ludwig Date: Wed, 26 Jun 2013 15:22:04 -0700 Subject: First version of the SOurce SDK 2013 --- sp/src/utils/common/utilmatlib.cpp | 184 +++++++++++++++++++++++++++++++++++++ 1 file changed, 184 insertions(+) create mode 100644 sp/src/utils/common/utilmatlib.cpp (limited to 'sp/src/utils/common/utilmatlib.cpp') diff --git a/sp/src/utils/common/utilmatlib.cpp b/sp/src/utils/common/utilmatlib.cpp new file mode 100644 index 00000000..962bb3f5 --- /dev/null +++ b/sp/src/utils/common/utilmatlib.cpp @@ -0,0 +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 +#include "utilmatlib.h" +#include "tier0/dbg.h" +#include +#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(); +} -- cgit v1.2.3