r5sdk/r5dev/materialsystem/cmaterialsystem.cpp
Kawe Mazidjatari c24e8a9f21 Rename 'MOD_' to 'Mod_'
The engine names these functions as 'Mod_'.
2022-11-24 11:58:32 +01:00

147 lines
6.0 KiB
C++

//===========================================================================//
//
// Purpose:
//
//===========================================================================//
#include "core/stdafx.h"
#include "tier1/cvar.h"
#include "vpc/keyvalues.h"
#include "rtech/rtech_utils.h"
#include "engine/cmodel_bsp.h"
#include "materialsystem/cmaterialglue.h"
#include "materialsystem/cmaterialsystem.h"
#ifndef DEDICATED
//---------------------------------------------------------------------------------
// 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();
DevMsg(eDLL_T::MS, "%s: Loading override STBSP file '%s.stbsp'\n", __FUNCTION__, pszColumnName);
v_StreamDB_Init(pszColumnName);
return;
}
}
DevMsg(eDLL_T::MS, "%s: Loading STBSP file '%s.stbsp'\n", __FUNCTION__, 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 // !DEDICATED
//-----------------------------------------------------------------------------
// Purpose: checks if ptr is valid, and checks for equality against CMaterial vftable
// Input : **pCandidate -
// Output : true if valid and material, false otherwise
//-----------------------------------------------------------------------------
bool IsMaterialInternal(void** pCandidate)
{
// NOTE: this is a dirty fix, but for running technically broken BSP's, this is the only fix
// besides going bare metal inline assembly (which on its own isn't directly the problem, but
// portability wise it will be a problem as the majority of the code in r5apex.exe is declared inline).
// In the future, do not fix anything like this unless there is absolutely no other choice!
// The context of the problem is that we fix the missing models defined in the game_lump of a
// BSP by swapping missing models out for existing models, which will in many cases, end up with
// 2 or more model name duplicates within a single BSP's game_lump, which is illegal and causes
// unpredictable behavior, which in this case causes a register to be assigned to an invalid CMaterial
// address. The pointer can still be dereferenced in many cases, which is why we do an equality test.
// The first member of the CMaterial data structure should be its VFTable pointer, anything else is invalid.
__try
{
if (*pCandidate == g_pMaterialVFTable ||
*pCandidate == g_pMaterialGlueVFTable)
return true;
}
__except (GetExceptionCode() == EXCEPTION_ACCESS_VIOLATION)
{
return false;
}
return false;
}
#ifndef DEDICATED
//-----------------------------------------------------------------------------
// 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 // !DEDICATED
///////////////////////////////////////////////////////////////////////////////
void CMaterialSystem_Attach()
{
#ifndef DEDICATED
DetourAttach((LPVOID*)&v_StreamDB_Init, &StreamDB_Init);
DetourAttach((LPVOID*)&v_DispatchDrawCall, &DispatchDrawCall);
DetourAttach((LPVOID*)&CMaterialSystem__FindMaterialEx, &CMaterialSystem::FindMaterialEx);
#endif // !DEDICATED
}
void CMaterialSystem_Detach()
{
#ifndef DEDICATED
DetourDetach((LPVOID*)&v_StreamDB_Init, &StreamDB_Init);
DetourDetach((LPVOID*)&v_DispatchDrawCall, &DispatchDrawCall);
DetourDetach((LPVOID*)&CMaterialSystem__FindMaterialEx, &CMaterialSystem::FindMaterialEx);
#endif // !DEDICATED
}