Blixibon dc7f20acc8 Mapbase v2.0; bulk commit
- Added custom map compile tools (vbsp, vvis, vrad)
- Changed blink fix (shouldn't change anything in-game)
- Added auto-completion to ent_create, npc_create, and the main set of "npc_" debug commands
- Added ent_create_aimed, an ent_create equivalent of npc_create_aimed
- Made hunters start using the "vs. player" melee animation against smaller NPCs that look weird with the "stab" attack
- Added "explosion_sparks" convar, which fixes broken code for giving explosions sparks (disabled by default because of how different it looks)
- Made interaction code capable of being dispatched on any entity, not just combat characters
- Added npc_barnacle_ignite convar, which lets barnacles be ignited by flares
- Fixed certain NPCs getting out of the way for the player when they hate them
- Fixed auto-generated "speak" scene responses not using parameters that work on real VCDs
- Made "stop_on_nonidle" capable of being used in any mod, not just HL2 episodic mods
- Selectable color for ragdoll boogie/point_ragdollboogie
- Fixed PickupWeaponInstant not firing weapon pickup outputs
- Introduced inputs and keyvalues for "lerping" to math_counter_advanced
- Fixed ClearConsole on logic_console
- logic_convar should now detect client convars correctly
- New NormalizeAngles input on math_vector
- logic_modelinfo LookupActivity input
- math_generate fixed and expanded to be more like math_counter
- Added a WIP game logging system for playtesting maps
- Introduced logic_playerinfo, an entity that can read a player's name or ID
- Fixed some new filters not working with filter_multi
- Added radius pickup spawnflag to func_physbox
- Added "Preserve name" spawnflag to weapons
- Added cc_achievement_debug message for when an achievement doesn't exist
- Made npc_combine_s not speak while in logic_choreographed_scenes
- Fixed zombie torsos/legs/headcrabs not being serverside when zombie is forced to server ragdoll
- Expanded and cleaned up npc_zombie_custom
- Fixed func_commandredirects not cleaning up correctly and sometimes crashing the game
- Allowed player squad commands to go through +USE-held objects
- Added a bunch of I/O/KV to trigger_waterydeath for better configuration
- Changed save comment system to use the chapter title from world properties, and the ability to suppress the title popup that normally results from it
- Adjusted game_convar_mod for MP planning
- Removed the func_precipitation custom particle/splash code for now, as it was causing problems
- Fixed env_global_light not accepting lightcolor
- Added "Additional Buttons" to player_speedmod
- Added save comment to RPC
- Added env_projectedtexture attenuation
- Added scripted_sequence OnPreIdleSequence
- Added OnCrab to zombies
- Added skill_changed game event (may need further testing)
- Added a fix for viewmodels flipping under extreme FOV values
- Added code that allows mappers to change the skin on shotgunners without it usually flipping back randomly
- Fixed a very, very, very major shader performance issue
- New SetAbsOrigin/Angles inputs on all entities, analogous to SetLocalOrigin/Angles
- Code improvements for I/O involving angles
- logic_entity_position improvements/fixes, including a new OutAngles output that outputs the angles on position calls
- Alternate collision/player avoidance spawnflag obsoletion enforcement disabled
- Enable/DisableHazardLights inputs on the EP2 jalopy, equivalent to the keyvalue
- Miscellaneous shader formatting adjustments and fixes
- Fixed AlwaysDrawOff on env_projectedtexture not being a valid input
2019-12-14 04:20:02 +00:00

186 lines
4.7 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Workfile: $
// $Date: $
// $NoKeywords: $
//=============================================================================//
// C callable material system interface for the utils.
#include "materialsystem/imaterialsystem.h"
#include "materialsystem/imaterial.h"
#include "materialsystem/imaterialvar.h"
#include <cmdlib.h>
#include "utilmatlib.h"
#include "tier0/dbg.h"
#include <windows.h>
#include "filesystem.h"
#include "materialsystem/materialsystem_config.h"
#include "mathlib/Mathlib.h"
void LoadMaterialSystemInterface( CreateInterfaceFn fileSystemFactory )
{
if( g_pMaterialSystem )
return;
// materialsystem.dll should be in the path, it's in bin along with vbsp.
const char *pDllName = "materialsystem.dll";
CSysModule *materialSystemDLLHInst;
materialSystemDLLHInst = g_pFullFileSystem->LoadModule( pDllName );
if( !materialSystemDLLHInst )
{
Error( "Can't load MaterialSystem.dll\n" );
}
CreateInterfaceFn clientFactory = Sys_GetFactory( materialSystemDLLHInst );
if ( clientFactory )
{
g_pMaterialSystem = (IMaterialSystem *)clientFactory( MATERIAL_SYSTEM_INTERFACE_VERSION, NULL );
if ( !g_pMaterialSystem )
{
Error( "Could not get the material system interface from materialsystem.dll (" __FILE__ ")" );
}
}
else
{
Error( "Could not find factory interface in library MaterialSystem.dll" );
}
if (!g_pMaterialSystem->Init( "shaderapiempty.dll", 0, fileSystemFactory ))
{
Error( "Could not start the empty shader (shaderapiempty.dll)!" );
}
}
void InitMaterialSystem( const char *materialBaseDirPath, CreateInterfaceFn fileSystemFactory )
{
LoadMaterialSystemInterface( fileSystemFactory );
MaterialSystem_Config_t config;
g_pMaterialSystem->OverrideConfig( config, false );
g_pMaterialSystem->ModInit();
}
void ShutdownMaterialSystem( )
{
if ( g_pMaterialSystem )
{
g_pMaterialSystem->Shutdown();
g_pMaterialSystem = NULL;
}
}
MaterialSystemMaterial_t FindMaterial( const char *materialName, bool *pFound, bool bComplain )
{
IMaterial *pMat = g_pMaterialSystem->FindMaterial( materialName, TEXTURE_GROUP_OTHER, bComplain );
MaterialSystemMaterial_t matHandle = pMat;
if ( pFound )
{
*pFound = true;
if ( IsErrorMaterial( pMat ) )
*pFound = false;
}
return matHandle;
}
void GetMaterialDimensions( MaterialSystemMaterial_t materialHandle, int *width, int *height )
{
PreviewImageRetVal_t retVal;
ImageFormat dummyImageFormat;
IMaterial *material = ( IMaterial * )materialHandle;
bool translucent;
retVal = material->GetPreviewImageProperties( width, height, &dummyImageFormat, &translucent );
if (retVal != MATERIAL_PREVIEW_IMAGE_OK )
{
#if 0
if (retVal == MATERIAL_PREVIEW_IMAGE_BAD )
{
Error( "problem getting preview image for %s",
g_pMaterialSystem->GetMaterialName( materialInfo[matID].materialHandle ) );
}
#else
*width = 128;
*height = 128;
#endif
}
}
void GetMaterialReflectivity( MaterialSystemMaterial_t materialHandle, float *reflectivityVect )
{
IMaterial *material = ( IMaterial * )materialHandle;
const IMaterialVar *reflectivityVar;
bool found;
reflectivityVar = material->FindVar( "$reflectivity", &found, false );
if( !found )
{
Vector tmp;
material->GetReflectivity( tmp );
VectorCopy( tmp.Base(), reflectivityVect );
}
else
{
reflectivityVar->GetVecValue( reflectivityVect, 3 );
}
}
int GetMaterialShaderPropertyBool( MaterialSystemMaterial_t materialHandle, int propID )
{
IMaterial *material = ( IMaterial * )materialHandle;
switch( propID )
{
case UTILMATLIB_NEEDS_BUMPED_LIGHTMAPS:
return material->GetPropertyFlag( MATERIAL_PROPERTY_NEEDS_BUMPED_LIGHTMAPS );
case UTILMATLIB_NEEDS_LIGHTMAP:
return material->GetPropertyFlag( MATERIAL_PROPERTY_NEEDS_LIGHTMAP );
default:
Assert( 0 );
return 0;
}
}
int GetMaterialShaderPropertyInt( MaterialSystemMaterial_t materialHandle, int propID )
{
IMaterial *material = ( IMaterial * )materialHandle;
switch( propID )
{
case UTILMATLIB_OPACITY:
if (material->IsTranslucent())
return UTILMATLIB_TRANSLUCENT;
if (material->IsAlphaTested())
return UTILMATLIB_ALPHATEST;
return UTILMATLIB_OPAQUE;
default:
Assert( 0 );
return 0;
}
}
const char *GetMaterialVar( MaterialSystemMaterial_t materialHandle, const char *propertyName )
{
IMaterial *material = ( IMaterial * )materialHandle;
IMaterialVar *var;
bool found;
var = material->FindVar( propertyName, &found, false );
if( found )
{
return var->GetStringValue();
}
else
{
return NULL;
}
}
const char *GetMaterialShaderName( MaterialSystemMaterial_t materialHandle )
{
IMaterial *material = ( IMaterial * )materialHandle;
return material->GetShaderName();
}