r5sdk/r5dev/materialsystem/cmaterialsystem.cpp
Kawe Mazidjatari 144d5f62e1 IDetour: code refactor
Utilize the new IDetour::DetourSetup() code, IDetour::Attach and IDetour::Detach have been removed in favor of this (significantly reduces chance of user error). Since the template check happens in the idetour header, it is much more aggressive on type mismatches, such as a difference in parameter types, between the function and detour, will now raise a compile time error. As a result, some type mismatches have been fixed in this commit as well.
2024-04-05 16:41:09 +02:00

133 lines
5.1 KiB
C++

//===========================================================================//
//
// Purpose:
//
//===========================================================================//
#include "core/stdafx.h"
#include "tier0/crashhandler.h"
#include "tier1/cvar.h"
#include "vpc/keyvalues.h"
#include "rtech/rtech_utils.h"
#include "engine/cmodel_bsp.h"
#ifndef MATERIALSYSTEM_NODX
#include "materialsystem/cmaterialglue.h"
#endif // !MATERIALSYSTEM_NODX
#include "materialsystem/cmaterialsystem.h"
//-----------------------------------------------------------------------------
// Purpose: initialization of the material system
//-----------------------------------------------------------------------------
InitReturnVal_t CMaterialSystem::Init(CMaterialSystem* thisptr)
{
#ifdef MATERIALSYSTEM_NODX
// Only load the 'startup.rpak' file, as 'common_early.rpak' has assets
// that references assets in 'startup.rpak'.
PakHandle_t pakHandle = g_pakLoadApi->LoadAsync("startup.rpak", AlignedMemAlloc(), 5, 0);
g_pakLoadApi->WaitAsync(pakHandle, nullptr);
// Trick: return INIT_FAILED to disable the loading of hardware
// configuration data, since we don't need it on the dedi.
return INIT_FAILED;
#else
// Initialize as usual.
return CMaterialSystem__Init(thisptr);
#endif
}
#ifndef MATERIALSYSTEM_NODX
//---------------------------------------------------------------------------------
// Purpose: loads and processes STBSP files
// (overrides level name if stbsp field has value in prerequisites file)
// Input : *pszLevelName -
//---------------------------------------------------------------------------------
void StreamDB_Init(const char* pszLevelName)
{
KeyValues* pSettingsKV = Mod_GetLevelSettings(pszLevelName);
if (pSettingsKV)
{
KeyValues* pStreamKV = pSettingsKV->FindKey("StreamDB");
if (pStreamKV)
{
const char* pszColumnName = pStreamKV->GetString();
Msg(eDLL_T::MS, "StreamDB_Init: Loading override STBSP file '%s.stbsp'\n", pszColumnName);
v_StreamDB_Init(pszColumnName);
return;
}
}
Msg(eDLL_T::MS, "StreamDB_Init: Loading STBSP file '%s.stbsp'\n", pszLevelName);
v_StreamDB_Init(pszLevelName);
}
//---------------------------------------------------------------------------------
// Purpose: draw frame
//---------------------------------------------------------------------------------
#if defined (GAMEDLL_S0) || defined (GAMEDLL_S1)
void* __fastcall DispatchDrawCall(int64_t a1, uint64_t a2, int a3, int a4, char a5, int a6, uint8_t a7, int64_t a8, uint32_t a9, uint32_t a10, __m128* a11, int a12)
#elif defined (GAMEDLL_S2) || defined (GAMEDLL_S3)
void* __fastcall DispatchDrawCall(int64_t a1, uint64_t a2, int a3, int a4, int64_t a5, int a6, uint8_t a7, int64_t a8, uint32_t a9, uint32_t a10, int a11, __m128* a12, int a13, int64_t a14)
#endif
{
// This only happens when the BSP is in a horrible condition (bad depth buffer draw calls!)
// but allows you to load BSP's with virtually all missing shaders/materials and models
// being replaced with 'material_for_aspect/error.rpak' and 'mdl/error.rmdl'.
if (!s_pRenderContext.GetValue<void*>())
return nullptr;
#if defined (GAMEDLL_S0) || defined (GAMEDLL_S1)
return v_DispatchDrawCall(a1, a2, a3, a4, a5, a6, a7, a8, a9, a10, a11, a12);
#elif defined (GAMEDLL_S2) || defined (GAMEDLL_S3)
return v_DispatchDrawCall(a1, a2, a3, a4, a5, a6, a7, a8, a9, a10, a11, a12, a13, a14);
#endif
}
#endif // !MATERIALSYSTEM_NODX
#ifndef MATERIALSYSTEM_NODX
//-----------------------------------------------------------------------------
// Purpose: finds a material
// Input : *pMatSys -
// *pMaterialName -
// nMaterialType -
// nUnk -
// bComplain -
// Output : pointer to material
//-----------------------------------------------------------------------------
CMaterialGlue* CMaterialSystem::FindMaterialEx(CMaterialSystem* pMatSys, const char* pMaterialName, uint8_t nMaterialType, int nUnk, bool bComplain)
{
CMaterialGlue* pMaterial = CMaterialSystem__FindMaterialEx(pMatSys, pMaterialName, nMaterialType, nUnk, bComplain);
if ((bComplain || mat_alwaysComplain->GetBool()) && pMaterial->IsErrorMaterial())
{
Error(eDLL_T::MS, NO_ERROR, "Material \"%s\" not found; replacing with \"%s\".\n", pMaterialName, pMaterial->GetName());
}
return pMaterial;
}
//-----------------------------------------------------------------------------
// Purpose: get screen size
// Input : *pMatSys -
// Output : Vector2D screen size
//-----------------------------------------------------------------------------
Vector2D CMaterialSystem::GetScreenSize(CMaterialSystem* pMatSys)
{
Vector2D vecScreenSize;
CMaterialSystem_GetScreenSize(pMatSys, &vecScreenSize.x, &vecScreenSize.y);
return vecScreenSize;
}
#endif // !MATERIALSYSTEM_NODX
///////////////////////////////////////////////////////////////////////////////
void VMaterialSystem::Detour(const bool bAttach) const
{
DetourSetup(&CMaterialSystem__Init, &CMaterialSystem::Init, bAttach);
#ifndef MATERIALSYSTEM_NODX
DetourSetup(&v_StreamDB_Init, &StreamDB_Init, bAttach);
DetourSetup(&v_DispatchDrawCall, &DispatchDrawCall, bAttach);
DetourSetup(&CMaterialSystem__FindMaterialEx, &CMaterialSystem::FindMaterialEx, bAttach);
#endif // !MATERIALSYSTEM_NODX
}