source-engine/vgui2/matsys_controls/proceduraltexturepanel.cpp

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2020-04-22 16:56:21 +00:00
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//===========================================================================//
#include "matsys_controls/proceduraltexturepanel.h"
#include "matsys_controls/matsyscontrols.h"
#include "materialsystem/imaterialsystem.h"
#include "materialsystem/itexture.h"
#include "VGuiMatSurface/IMatSystemSurface.h"
#include "tier1/KeyValues.h"
#include "pixelwriter.h"
using namespace vgui;
//-----------------------------------------------------------------------------
// constructor
//-----------------------------------------------------------------------------
CProceduralTexturePanel::CProceduralTexturePanel( vgui::Panel *pParent, const char *pName ) : BaseClass( pParent, pName )
{
m_pImageBuffer = NULL;
m_bMaintainProportions = false;
m_bUsePaintRect = false;
m_PaintRect.x = m_PaintRect.y = 0;
m_PaintRect.width = m_PaintRect.height = 0;
}
CProceduralTexturePanel::~CProceduralTexturePanel()
{
CleanUp();
}
//-----------------------------------------------------------------------------
// initialization, shutdown
//-----------------------------------------------------------------------------
bool CProceduralTexturePanel::Init( int nWidth, int nHeight, bool bAllocateImageBuffer )
{
m_nWidth = nWidth;
m_nHeight = nHeight;
if ( bAllocateImageBuffer )
{
m_pImageBuffer = new BGRA8888_t[nWidth * nHeight];
}
m_TextureSubRect.x = m_TextureSubRect.y = 0;
m_TextureSubRect.width = nWidth;
m_TextureSubRect.height = nHeight;
char pTemp[512];
Q_snprintf( pTemp, 512, "__%s", GetName() );
ITexture *pTex = MaterialSystem()->CreateProceduralTexture( pTemp, TEXTURE_GROUP_VGUI,
m_nWidth, m_nHeight, IMAGE_FORMAT_BGRX8888,
TEXTUREFLAGS_CLAMPS | TEXTUREFLAGS_CLAMPT | TEXTUREFLAGS_NOMIP |
TEXTUREFLAGS_NOLOD | TEXTUREFLAGS_PROCEDURAL | TEXTUREFLAGS_SINGLECOPY );
pTex->SetTextureRegenerator( this );
m_ProceduralTexture.Init( pTex );
KeyValues *pVMTKeyValues = new KeyValues( "UnlitGeneric" );
pVMTKeyValues->SetString( "$basetexture", pTemp );
pVMTKeyValues->SetInt( "$nocull", 1 );
pVMTKeyValues->SetInt( "$nodebug", 1 );
m_ProceduralMaterial.Init( MaterialSystem()->CreateMaterial( pTemp, pVMTKeyValues ));
m_nTextureID = MatSystemSurface()->CreateNewTextureID( false );
MatSystemSurface()->DrawSetTextureMaterial( m_nTextureID, m_ProceduralMaterial );
return true;
}
void CProceduralTexturePanel::Shutdown()
{
CleanUp();
}
//-----------------------------------------------------------------------------
// Maintain proportions when drawing
//-----------------------------------------------------------------------------
void CProceduralTexturePanel::MaintainProportions( bool bEnable )
{
m_bMaintainProportions = bEnable;
}
//-----------------------------------------------------------------------------
// Returns the image buffer + dimensions
//-----------------------------------------------------------------------------
void CProceduralTexturePanel::CleanUp()
{
if ( (ITexture*)m_ProceduralTexture )
{
m_ProceduralTexture->SetTextureRegenerator( NULL );
}
m_ProceduralTexture.Shutdown();
m_ProceduralMaterial.Shutdown();
if ( m_pImageBuffer )
{
delete[] m_pImageBuffer;
m_pImageBuffer = NULL;
}
}
//-----------------------------------------------------------------------------
// Default implementation of regenerate texture bits
//-----------------------------------------------------------------------------
void CProceduralTexturePanel::RegenerateTextureBits( ITexture *pTexture, IVTFTexture *pVTFTexture, Rect_t *pRect )
{
Assert( m_pImageBuffer );
Assert( pVTFTexture->FrameCount() == 1 );
Assert( pVTFTexture->FaceCount() == 1 );
Assert( !pTexture->IsMipmapped() );
int nWidth, nHeight, nDepth;
pVTFTexture->ComputeMipLevelDimensions( 0, &nWidth, &nHeight, &nDepth );
Assert( nDepth == 1 );
Assert( nWidth == m_nWidth && nHeight == m_nHeight );
CPixelWriter pixelWriter;
pixelWriter.SetPixelMemory( pVTFTexture->Format(),
pVTFTexture->ImageData( 0, 0, 0 ), pVTFTexture->RowSizeInBytes( 0 ) );
for ( int y = 0; y < nHeight; ++y )
{
pixelWriter.Seek( 0, y );
BGRA8888_t *pTexel = &m_pImageBuffer[y * m_nWidth];
for ( int x = 0; x < nWidth; ++x, ++pTexel )
{
pixelWriter.WritePixel( pTexel->r, pTexel->g, pTexel->b, pTexel->a );
}
}
}
//-----------------------------------------------------------------------------
// Returns the image buffer + dimensions
//-----------------------------------------------------------------------------
BGRA8888_t *CProceduralTexturePanel::GetImageBuffer()
{
Assert( m_pImageBuffer );
return m_pImageBuffer;
}
int CProceduralTexturePanel::GetImageWidth() const
{
return m_nWidth;
}
int CProceduralTexturePanel::GetImageHeight() const
{
return m_nHeight;
}
//-----------------------------------------------------------------------------
// Sets the paint rect
//-----------------------------------------------------------------------------
void CProceduralTexturePanel::SetPaintRect( const Rect_t *pPaintRect )
{
m_bUsePaintRect = ( pPaintRect != NULL );
if ( m_bUsePaintRect )
{
m_PaintRect = *pPaintRect;
}
}
//-----------------------------------------------------------------------------
// Sets the draw rect
//-----------------------------------------------------------------------------
void CProceduralTexturePanel::SetTextureSubRect( const Rect_t &subRect )
{
m_TextureSubRect = subRect;
}
//-----------------------------------------------------------------------------
// Redownloads the procedural texture
//-----------------------------------------------------------------------------
void CProceduralTexturePanel::DownloadTexture()
{
m_ProceduralTexture->Download();
}
//-----------------------------------------------------------------------------
// Paints the texture
//-----------------------------------------------------------------------------
void CProceduralTexturePanel::Paint( void )
{
vgui::surface()->DrawSetTexture( m_nTextureID );
vgui::surface()->DrawSetColor( 255, 255, 255, 255 );
int x = 0;
int y = 0;
int w, h;
GetSize( w, h );
if ( m_bUsePaintRect )
{
x = m_PaintRect.x;
y = m_PaintRect.y;
w = m_PaintRect.width;
h = m_PaintRect.height;
}
if ( m_bMaintainProportions )
{
if ( m_TextureSubRect.width > m_TextureSubRect.height )
{
h = w * m_TextureSubRect.height / m_TextureSubRect.width;
}
else
{
w = h * m_TextureSubRect.width / m_TextureSubRect.height;
}
}
// Rotated version of the bitmap!
// Rotate about the center of the bitmap
vgui::Vertex_t verts[4];
verts[0].m_Position.Init( x, y );
verts[0].m_TexCoord.Init( (float)m_TextureSubRect.x / m_nWidth, (float)m_TextureSubRect.y / m_nHeight );
verts[1].m_Position.Init( w+x, y );
verts[1].m_TexCoord.Init( (float)(m_TextureSubRect.x + m_TextureSubRect.width) / m_nWidth, (float)m_TextureSubRect.y / m_nHeight );
verts[2].m_Position.Init( w+x, h+y );
verts[2].m_TexCoord.Init( (float)(m_TextureSubRect.x + m_TextureSubRect.width) / m_nWidth, (float)(m_TextureSubRect.y + m_TextureSubRect.height) / m_nHeight );
verts[3].m_Position.Init( x, h+y );
verts[3].m_TexCoord.Init( (float)m_TextureSubRect.x / m_nWidth, (float)(m_TextureSubRect.y + m_TextureSubRect.height) / m_nHeight );
vgui::surface()->DrawTexturedPolygon( 4, verts );
}