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