r5sdk/r5dev/materialsystem/cmaterialsystem.cpp
Kawe Mazidjatari ee82d5d8e0 Tier1: move KeyValues class to Tier1
The KeyValues class belongs here. Also reimplemented most loading methods for KeyValues, and adjusted the VPK building code to account for it. Pointers to the engine's implementation of KeyValues have been moved to a separate header ('keyvalues_iface.h'), as this allows external tools code to utilize the standalone KeyValues class implementation. Playlist utilities are completely separated from the KeyValues header; these have nothing to do with KeyValues other than manipulating a global KeyValues object for the playlists, and thus have been named as such and moved to rtech/playlists.
2024-04-05 17:42:05 +02:00

179 lines
6.1 KiB
C++

//===========================================================================//
//
// Purpose:
//
//===========================================================================//
#include "core/stdafx.h"
#include "tier0/crashhandler.h"
#include "tier0/commandline.h"
#include "tier1/cvar.h"
#include "tier1/keyvalues.h"
#include "rtech/rtech_utils.h"
#include "engine/cmodel_bsp.h"
#include "engine/sys_engine.h"
#include "geforce/reflex.h"
#ifndef MATERIALSYSTEM_NODX
#include "windows/id3dx.h"
#include "materialsystem/cmaterialglue.h"
#endif // !MATERIALSYSTEM_NODX
#include "materialsystem/cmaterialsystem.h"
#ifndef MATERIALSYSTEM_NODX
PCLSTATS_DEFINE()
#endif // MATERIALSYSTEM_NODX
//-----------------------------------------------------------------------------
// 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.
GFX_EnableLowLatencySDK(!CommandLine()->CheckParm("-gfx_nvnDisableLowLatency"));
if (GFX_IsLowLatencySDKEnabled())
{
PCLSTATS_INIT(0);
}
return CMaterialSystem__Init(thisptr);
#endif
}
//-----------------------------------------------------------------------------
// Purpose: shutdown of the material system
//-----------------------------------------------------------------------------
int CMaterialSystem::Shutdown(CMaterialSystem* thisptr)
{
#ifndef MATERIALSYSTEM_NODX
if (GFX_IsLowLatencySDKEnabled())
{
PCLSTATS_SHUTDOWN();
}
#endif
return CMaterialSystem__Shutdown(thisptr);
}
#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
//---------------------------------------------------------------------------------
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)
{
// 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)
return nullptr;
return v_DispatchDrawCall(a1, a2, a3, a4, a5, a6, a7, a8, a9, a10, a11, a12, a13, a14);
}
//---------------------------------------------------------------------------------
// Purpose: run IDXGISwapChain::Present
//---------------------------------------------------------------------------------
ssize_t SpinPresent(void)
{
// TODO[ AMOS ]: move imgui code to a separate file.
extern void DrawImGui();
extern void ImGui_Init();
if (!g_bImGuiInitialized)
{
ImGui_Init();
g_ThreadRenderThreadID = GetCurrentThreadId();
g_bImGuiInitialized = true;
}
if (g_pEngine->GetQuitting() == IEngine::QUIT_NOTQUITTING)
DrawImGui();
const ssize_t val = v_SpinPresent();
return val;
}
//-----------------------------------------------------------------------------
// 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);
DetourSetup(&CMaterialSystem__Shutdown, &CMaterialSystem::Shutdown, bAttach);
#ifndef MATERIALSYSTEM_NODX
DetourSetup(&v_StreamDB_Init, &StreamDB_Init, bAttach);
DetourSetup(&v_DispatchDrawCall, &DispatchDrawCall, bAttach);
DetourSetup(&v_SpinPresent, &SpinPresent, bAttach);
DetourSetup(&CMaterialSystem__FindMaterialEx, &CMaterialSystem::FindMaterialEx, bAttach);
#endif // !MATERIALSYSTEM_NODX
}