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