mirror of
https://github.com/nillerusr/source-engine.git
synced 2026-08-08 01:39:36 +00:00
1
This commit is contained in:
@@ -0,0 +1,166 @@
|
||||
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||||
//
|
||||
// Purpose:
|
||||
//
|
||||
//=============================================================================//
|
||||
|
||||
#include "tier1/strtools.h"
|
||||
#include "macro_texture.h"
|
||||
#include "bsplib.h"
|
||||
#include "cmdlib.h"
|
||||
#include "vtf/vtf.h"
|
||||
#include "tier1/utldict.h"
|
||||
#include "tier1/utlbuffer.h"
|
||||
#include "bitmap/imageformat.h"
|
||||
|
||||
|
||||
class CMacroTextureData
|
||||
{
|
||||
public:
|
||||
int m_Width, m_Height;
|
||||
CUtlMemory<unsigned char> m_ImageData;
|
||||
};
|
||||
|
||||
|
||||
CMacroTextureData *g_pGlobalMacroTextureData = NULL;
|
||||
|
||||
// Which macro texture each map face uses.
|
||||
static CUtlDict<CMacroTextureData*, int> g_MacroTextureLookup; // Stores a list of unique macro textures.
|
||||
static CUtlVector<CMacroTextureData*> g_FaceMacroTextures; // Which macro texture each face wants to use.
|
||||
static Vector g_MacroWorldMins, g_MacroWorldMaxs;
|
||||
|
||||
|
||||
CMacroTextureData* FindMacroTexture( const char *pFilename )
|
||||
{
|
||||
int index = g_MacroTextureLookup.Find( pFilename );
|
||||
if ( g_MacroTextureLookup.IsValidIndex( index ) )
|
||||
return g_MacroTextureLookup[index];
|
||||
else
|
||||
return NULL;
|
||||
}
|
||||
|
||||
|
||||
CMacroTextureData* LoadMacroTextureFile( const char *pFilename )
|
||||
{
|
||||
FileHandle_t hFile = g_pFileSystem->Open( pFilename, "rb" );
|
||||
if ( hFile == FILESYSTEM_INVALID_HANDLE )
|
||||
return NULL;
|
||||
|
||||
// Read the file in.
|
||||
CUtlVector<char> tempData;
|
||||
tempData.SetSize( g_pFileSystem->Size( hFile ) );
|
||||
g_pFileSystem->Read( tempData.Base(), tempData.Count(), hFile );
|
||||
g_pFileSystem->Close( hFile );
|
||||
|
||||
|
||||
// Now feed the data into a CUtlBuffer (great...)
|
||||
CUtlBuffer buf;
|
||||
buf.Put( tempData.Base(), tempData.Count() );
|
||||
|
||||
|
||||
// Now make a texture out of it.
|
||||
IVTFTexture *pTex = CreateVTFTexture();
|
||||
if ( !pTex->Unserialize( buf ) )
|
||||
Error( "IVTFTexture::Unserialize( %s ) failed.", pFilename );
|
||||
|
||||
pTex->ConvertImageFormat( IMAGE_FORMAT_RGBA8888, false ); // Get it in a format we like.
|
||||
|
||||
|
||||
// Now convert to a CMacroTextureData.
|
||||
CMacroTextureData *pData = new CMacroTextureData;
|
||||
pData->m_Width = pTex->Width();
|
||||
pData->m_Height = pTex->Height();
|
||||
pData->m_ImageData.EnsureCapacity( pData->m_Width * pData->m_Height * 4 );
|
||||
memcpy( pData->m_ImageData.Base(), pTex->ImageData(), pData->m_Width * pData->m_Height * 4 );
|
||||
|
||||
DestroyVTFTexture( pTex );
|
||||
|
||||
Msg( "-- LoadMacroTextureFile: %s\n", pFilename );
|
||||
return pData;
|
||||
}
|
||||
|
||||
|
||||
void InitMacroTexture( const char *pBSPFilename )
|
||||
{
|
||||
// Get the world bounds (same ones used by minimaps and level designers know how to use).
|
||||
int i = 0;
|
||||
for (i; i < num_entities; ++i)
|
||||
{
|
||||
char* pEntity = ValueForKey(&entities[i], "classname");
|
||||
if( !strcmp(pEntity, "worldspawn") )
|
||||
{
|
||||
GetVectorForKey( &entities[i], "world_mins", g_MacroWorldMins );
|
||||
GetVectorForKey( &entities[i], "world_maxs", g_MacroWorldMaxs );
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if ( i == num_entities )
|
||||
{
|
||||
Warning( "MaskOnMacroTexture: can't find worldspawn" );
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
// Load the macro texture that is mapped onto everything.
|
||||
char mapName[512], vtfFilename[512];
|
||||
Q_FileBase( pBSPFilename, mapName, sizeof( mapName ) );
|
||||
Q_snprintf( vtfFilename, sizeof( vtfFilename ), "materials/macro/%s/base.vtf", mapName );
|
||||
g_pGlobalMacroTextureData = LoadMacroTextureFile( vtfFilename );
|
||||
|
||||
|
||||
// Now load the macro texture for each face.
|
||||
g_FaceMacroTextures.SetSize( numfaces );
|
||||
for ( int iFace=0; iFace < numfaces; iFace++ )
|
||||
{
|
||||
g_FaceMacroTextures[iFace] = NULL;
|
||||
|
||||
if ( iFace < g_FaceMacroTextureInfos.Count() )
|
||||
{
|
||||
unsigned short stringID = g_FaceMacroTextureInfos[iFace].m_MacroTextureNameID;
|
||||
if ( stringID != 0xFFFF )
|
||||
{
|
||||
const char *pMacroTextureName = &g_TexDataStringData[ g_TexDataStringTable[stringID] ];
|
||||
Q_snprintf( vtfFilename, sizeof( vtfFilename ), "%smaterials/%s.vtf", gamedir, pMacroTextureName );
|
||||
|
||||
g_FaceMacroTextures[iFace] = FindMacroTexture( vtfFilename );
|
||||
if ( !g_FaceMacroTextures[iFace] )
|
||||
{
|
||||
g_FaceMacroTextures[iFace] = LoadMacroTextureFile( vtfFilename );
|
||||
if ( g_FaceMacroTextures[iFace] )
|
||||
{
|
||||
g_MacroTextureLookup.Insert( vtfFilename, g_FaceMacroTextures[iFace] );
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
inline Vector SampleMacroTexture( const CMacroTextureData *t, const Vector &vWorldPos )
|
||||
{
|
||||
int ix = (int)RemapVal( vWorldPos.x, g_MacroWorldMins.x, g_MacroWorldMaxs.x, 0, t->m_Width-0.00001 );
|
||||
int iy = (int)RemapVal( vWorldPos.y, g_MacroWorldMins.y, g_MacroWorldMaxs.y, 0, t->m_Height-0.00001 );
|
||||
ix = clamp( ix, 0, t->m_Width-1 );
|
||||
iy = t->m_Height - 1 - clamp( iy, 0, t->m_Height-1 );
|
||||
|
||||
const unsigned char *pInputColor = &t->m_ImageData[(iy*t->m_Width + ix) * 4];
|
||||
return Vector( pInputColor[0] / 255.0, pInputColor[1] / 255.0, pInputColor[2] / 255.0 );
|
||||
}
|
||||
|
||||
|
||||
void ApplyMacroTextures( int iFace, const Vector &vWorldPos, Vector &outLuxel )
|
||||
{
|
||||
// Add the global macro texture.
|
||||
Vector vGlobal;
|
||||
if ( g_pGlobalMacroTextureData )
|
||||
outLuxel *= SampleMacroTexture( g_pGlobalMacroTextureData, vWorldPos );
|
||||
|
||||
// Now add the per-material macro texture.
|
||||
if ( g_FaceMacroTextures[iFace] )
|
||||
outLuxel *= SampleMacroTexture( g_FaceMacroTextures[iFace], vWorldPos );
|
||||
}
|
||||
|
||||
|
||||
|
||||
Reference in New Issue
Block a user