//-----------------------------------------------------------------------------
// Purpose: Called by the engine in material system init and shutdown.
//			Clients should override this in their inherited version, but the base
//			is to init all standard render targets for use.
// Input  : pMaterialSystem - the engine's material system (our singleton is not yet inited at the time this is called)
//			pHardwareConfig - the user hardware config, useful for conditional render target setup
//-----------------------------------------------------------------------------
void CBaseClientRenderTargets::SetupClientRenderTargets( IMaterialSystem* pMaterialSystem, IMaterialSystemHardwareConfig* pHardwareConfig, int iWaterTextureSize, int iCameraTextureSize )
{
	IMaterialSystem *pSave = materials;

	// Make sure our config is loaded before we try to init rendertargets
	ConfigureCurrentSystemLevel();

	// Water effects
	materials = pMaterialSystem;							// in case not initted yet for mat system util
	g_pMaterialSystem = pMaterialSystem;
	g_pMaterialSystemHardwareConfig = pHardwareConfig;
	if ( iWaterTextureSize && !cl_disable_water_render_targets.GetBool() )
	{
		m_WaterReflectionTexture.Init( CreateWaterReflectionTexture( pMaterialSystem, iWaterTextureSize ) );
		m_WaterRefractionTexture.Init( CreateWaterRefractionTexture( pMaterialSystem, iWaterTextureSize ) );
	}

	// Monitors
	if ( iCameraTextureSize )
		m_CameraTexture.Init( CreateCameraTexture( pMaterialSystem, iCameraTextureSize ) );

	ITexture *pGlintTexture = pMaterialSystem->CreateNamedRenderTargetTextureEx2( 
		"_rt_eyeglint", 32, 32, RT_SIZE_NO_CHANGE, IMAGE_FORMAT_BGRA8888, MATERIAL_RT_DEPTH_NONE );
	pGlintTexture->IncrementReferenceCount();
	g_pClientShadowMgr->InitRenderTargets();
#ifdef GAMEUI_UISYSTEM2_ENABLED
	g_pGameUIGameSystem->InitRenderTargets();
#endif

	materials = pSave;
}
bool CPlayerLogoProxy::Init( IMaterial *pMaterial, KeyValues *pKeyValues )
{
	bool found = false;
	m_pBaseTextureVar = pMaterial->FindVar( "$basetexture", &found );
	if ( !found )
		return false;

	m_pDefaultTexture = materials->FindTexture( DEFAULT_DECAL_NAME, TEXTURE_GROUP_DECAL );
	if ( IsErrorTexture( m_pDefaultTexture ) )
		return false;

	m_pDefaultTexture->IncrementReferenceCount();

	return true;
}
void CPlayerLogoProxy::OnBind( void *pC_BaseEntity )
{
	// Decal's are bound with the player index as the passed in paramter
	int playerindex = (int)pC_BaseEntity;

	if ( playerindex <= 0 )
		return;

	if ( playerindex > gpGlobals->maxClients )
		return;

	if ( !m_pBaseTextureVar )
		return;

	// Find player
	player_info_t info;
	engine->GetPlayerInfo( playerindex, &info );

	if ( !info.customFiles[0] ) 
		return;

	// So we don't trash this too hard

	ITexture *texture = NULL;

	PlayerLogo logo;
	logo.crc = (unsigned int)info.customFiles[0];
	logo.texture = NULL;

	int lookup = m_Logos.Find( logo );
	if ( lookup == m_Logos.InvalidIndex() )
	{
		char crcfilename[ 512 ];
		char logohex[ 16 ];
		Q_binarytohex( (byte *)&info.customFiles[0], sizeof( info.customFiles[0] ), logohex, sizeof( logohex ) );

		Q_snprintf( crcfilename, sizeof( crcfilename ), "temp/%s", logohex );

		texture = materials->FindTexture( crcfilename, TEXTURE_GROUP_DECAL, false );
		if ( texture )
		{
			// Make sure it doesn't get flushed
			texture->IncrementReferenceCount();
			logo.texture = texture;
		}

		m_Logos.Insert( logo );
	}
	else
	{
		texture = m_Logos[ lookup ].texture;
	}

	if ( texture )
	{
		m_pBaseTextureVar->SetTextureValue( texture );
	}
	else if ( m_pDefaultTexture )
	{
		m_pBaseTextureVar->SetTextureValue( m_pDefaultTexture );
	}

	if ( ToolsEnabled() )
	{
		ToolFramework_RecordMaterialParams( GetMaterial() );
	}
}
Пример #4
0
MatSysWindow::MatSysWindow (mxWindow *parent, int x, int y, int w, int h, const char *label, int style)
: IFacePoserToolWindow( "3D View", "3D View" ), mxMatSysWindow ( parent, x, y, w, h, label, style )
{
	SetAutoProcess( true );

	setLabel( MATSYSWIN_NAME );

	m_bSuppressSwap = false;

	m_hWnd = (HWND)getHandle();


	const char *pPath = basegamedir;

	Con_Printf( "Directory:  %s\n", basegamedir );
	
	Con_Printf( "Loading materialsystem.dll\n" );

	// Load the material system DLL and get its interface.
	m_hMaterialSystemInst = LoadLibrary( "MaterialSystem.dll" );
	if( !m_hMaterialSystemInst )
	{
		Error( "Can't load MaterialSystem.dll\n" );
	}

	Con_Printf( "Getting materialsystem factory\n" );

	g_MaterialSystemFactory = Sys_GetFactory( "MaterialSystem.dll" );
	if ( g_MaterialSystemFactory )
	{
		g_pMaterialSystem = (IMaterialSystem *)g_MaterialSystemFactory( MATERIAL_SYSTEM_INTERFACE_VERSION, NULL );
		if ( !g_pMaterialSystem )
		{
			Error( "Could not get the material system interface from materialsystem.dll" );
		}
	}
	else
	{
		Error( "Could not find factory interface in library MaterialSystem.dll" );
	}

	const char *pShaderDLL = CommandLine()->ParmValue("-shaderdll");
	if(!pShaderDLL)
	{
		pShaderDLL = "shaderapidx9.dll";
	}

	if ( CommandLine()->FindParm( "-noshaderapi" ) )
	{
		pShaderDLL = "shaderapiempty.dll";
	}

	Con_Printf( "Initializing materialsystem\n" );

	if(!( g_MaterialSystemClientFactory = g_pMaterialSystem->Init(pShaderDLL, &g_DummyMaterialProxyFactory, FileSystem_GetFactory() )) )
		Error("IMaterialSystem::Init failed");
	
	g_pMaterialSystemHardwareConfig = (IMaterialSystemHardwareConfig*)
		g_MaterialSystemClientFactory( MATERIALSYSTEM_HARDWARECONFIG_INTERFACE_VERSION, 0 );
	if ( !g_pMaterialSystemHardwareConfig )
		return;

	Con_Printf( "Setting material system video mode\n" );

	MaterialVideoMode_t mode;
	int modeFlags = MATERIAL_VIDEO_MODE_WINDOWED | MATERIAL_VIDEO_MODE_RESIZING;
	mode.m_Width = mode.m_Height = 0;
	if (!g_pMaterialSystem->SetMode( (void*)m_hWnd, mode, modeFlags ))
		return;

	g_pMaterialSystem->AddReleaseFunc( ReleaseMaterialSystemObjects );
	g_pMaterialSystem->AddRestoreFunc( RestoreMaterialSystemObjects );

	Con_Printf( "Calling UpdateConfig\n" );

	MaterialSystem_Config_t config;
	InitMaterialSystemConfig(&config);
	g_pMaterialSystem->UpdateConfig(&config, false);
	
	Con_Printf( "Loading debug materials\n" );

	ITexture *pCubemapTexture = g_pMaterialSystem->FindTexture( "hlmv/cubemap", NULL, true );
	pCubemapTexture->IncrementReferenceCount();
	g_pMaterialSystem->BindLocalCubemap( pCubemapTexture );

	g_materialBackground	= g_pMaterialSystem->FindMaterial("particle/particleapp_background", NULL, true);
	g_materialWireframe		= g_pMaterialSystem->FindMaterial("debug/debugmrmwireframe", NULL, true);
	g_materialFlatshaded	= g_pMaterialSystem->FindMaterial("debug/debugdrawflatpolygons", NULL, true);
	g_materialSmoothshaded	= g_pMaterialSystem->FindMaterial("debug/debugmrmfullbright2", NULL, true);
	g_materialBones			= g_pMaterialSystem->FindMaterial("debug/debugmrmwireframe", NULL, true);
	g_materialLines			= g_pMaterialSystem->FindMaterial("debug/debugwireframevertexcolor", NULL, true);
	g_materialFloor			= g_pMaterialSystem->FindMaterial("hlmv/floor", NULL, true);

	if (!parent)
		setVisible (true);
	else
		mx::setIdleWindow (this);

	m_bSuppressResize = false;
}