From f56bb35301836e56582a575a75864392a0177875 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?J=C3=B8rgen=20P=2E=20Tjern=C3=B8?= Date: Mon, 2 Dec 2013 19:31:46 -0800 Subject: Fix line endings. WHAMMY. --- sp/src/utils/common/utilmatlib.cpp | 368 ++++++++++++++++++------------------- 1 file changed, 184 insertions(+), 184 deletions(-) (limited to 'sp/src/utils/common/utilmatlib.cpp') diff --git a/sp/src/utils/common/utilmatlib.cpp b/sp/src/utils/common/utilmatlib.cpp index 962bb3f5..f2dc49fa 100644 --- a/sp/src/utils/common/utilmatlib.cpp +++ b/sp/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 -#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(); -} +//========= 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