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