mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-22 22:27:05 +00:00
291 lines
8.0 KiB
C++
291 lines
8.0 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 "movieobjects/dmetexture.h"
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#include "datamodel/dmelementfactoryhelper.h"
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#include "movieobjects_interfaces.h"
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#include "materialsystem/imaterial.h"
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#include "materialsystem/imaterialsystem.h"
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//-----------------------------------------------------------------------------
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// Expose this class to the scene database
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//-----------------------------------------------------------------------------
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IMPLEMENT_ELEMENT_FACTORY( DmeBaseTexture, CDmeBaseTexture );
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//-----------------------------------------------------------------------------
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// Constructor, destructor
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//-----------------------------------------------------------------------------
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void CDmeBaseTexture::OnConstruction()
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{
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m_pVTFTexture = CreateVTFTexture();
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m_bClampS.Init( this, "clampS" );
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m_bClampT.Init( this, "clampT" );
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m_bClampU.Init( this, "clampU" );
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m_bNoLod.Init( this, "noMipmapLOD" );
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m_bNiceFiltered.Init( this, "niceFiltered" );
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m_bNormalMap.Init( this, "normalMap" );
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m_flBumpScale.Init( this, "bumpScale" );
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m_nCompressType.Init( this, "compressType" );
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m_nFilterType.Init( this, "filterType" );
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m_nMipmapType.Init( this, "mipmapType" );
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}
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void CDmeBaseTexture::OnDestruction()
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{
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if ( m_pVTFTexture )
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{
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DestroyVTFTexture( m_pVTFTexture );
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m_pVTFTexture = NULL;
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}
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}
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//-----------------------------------------------------------------------------
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// accessor for cached ITexture
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//-----------------------------------------------------------------------------
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ITexture *CDmeBaseTexture::GetCachedTexture()
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{
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return m_Texture;
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}
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//-----------------------------------------------------------------------------
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// Computes texture flags
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//-----------------------------------------------------------------------------
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int CDmeBaseTexture::CalcTextureFlags( int nDepth ) const
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{
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int nFlags = 0;
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if ( m_bClampS )
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{
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nFlags |= TEXTUREFLAGS_CLAMPS;
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}
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if ( m_bClampT )
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{
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nFlags |= TEXTUREFLAGS_CLAMPT;
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}
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if ( m_bClampU )
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{
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nFlags |= TEXTUREFLAGS_CLAMPU;
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}
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if ( m_bNoLod )
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{
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nFlags |= TEXTUREFLAGS_NOLOD;
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}
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if ( m_bNiceFiltered )
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{
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nFlags |= TEXTUREFLAGS_NICEFILTERED;
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}
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if ( m_bNormalMap )
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{
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nFlags |= TEXTUREFLAGS_NORMAL;
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}
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if ( m_bNormalMap )
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{
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nFlags |= TEXTUREFLAGS_NORMAL;
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}
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if ( m_bNoDebugOverride )
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{
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nFlags |= TEXTUREFLAGS_NODEBUGOVERRIDE;
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}
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switch ( m_nCompressType )
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{
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case DMETEXTURE_COMPRESS_DEFAULT:
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case DMETEXTURE_COMPRESS_DXT1:
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break;
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case DMETEXTURE_COMPRESS_NONE:
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nFlags |= TEXTUREFLAGS_NOCOMPRESS;
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break;
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case DMETEXTURE_COMPRESS_DXT5:
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nFlags |= TEXTUREFLAGS_HINT_DXT5;
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break;
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}
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switch ( m_nFilterType )
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{
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case DMETEXTURE_FILTER_DEFAULT:
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case DMETEXTURE_FILTER_BILINEAR:
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break;
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case DMETEXTURE_FILTER_ANISOTROPIC:
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nFlags |= TEXTUREFLAGS_ANISOTROPIC;
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break;
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case DMETEXTURE_FILTER_TRILINEAR:
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nFlags |= TEXTUREFLAGS_TRILINEAR;
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break;
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case DMETEXTURE_FILTER_POINT:
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nFlags |= TEXTUREFLAGS_POINTSAMPLE;
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break;
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}
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switch ( m_nMipmapType )
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{
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case DMETEXTURE_MIPMAP_DEFAULT:
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case DMETEXTURE_MIPMAP_ALL_LEVELS:
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break;
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case DMETEXTURE_MIPMAP_NONE:
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nFlags |= TEXTUREFLAGS_NOMIP;
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break;
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}
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if ( nDepth > 1 )
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{
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// FIXME: Volume textures don't currently support DXT compression
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nFlags &= ~TEXTUREFLAGS_HINT_DXT5;
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nFlags |= TEXTUREFLAGS_NOCOMPRESS;
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// FIXME: Volume textures don't currently support NICE filtering
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nFlags &= ~TEXTUREFLAGS_NICEFILTERED;
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}
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return nFlags;
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}
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//-----------------------------------------------------------------------------
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// Computes the desired texture format based on flags
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//-----------------------------------------------------------------------------
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ImageFormat CDmeBaseTexture::ComputeDesiredImageFormat( ImageFormat srcFormat, int nWidth, int nHeight, int nDepth, int nFlags )
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{
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// HDRFIXME: Need to figure out what format to use here.
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if ( srcFormat == IMAGE_FORMAT_RGB323232F )
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return IMAGE_FORMAT_RGBA16161616F;
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/*
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if( bDUDVTarget)
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{
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if ( bCopyAlphaToLuminance && ( nFlags & ( TEXTUREFLAGS_ONEBITALPHA | TEXTUREFLAGS_EIGHTBITALPHA ) ) )
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return IMAGE_FORMAT_UVLX8888;
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return IMAGE_FORMAT_UV88;
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}
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*/
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// can't compress textures that are smaller than 4x4
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if ( (nFlags & TEXTUREFLAGS_NOCOMPRESS) || (nFlags & TEXTUREFLAGS_PROCEDURAL) ||
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( nWidth < 4 ) || ( nHeight < 4 ) || ( nDepth > 1 ) )
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{
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if ( nFlags & ( TEXTUREFLAGS_ONEBITALPHA | TEXTUREFLAGS_EIGHTBITALPHA ) )
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return IMAGE_FORMAT_BGRA8888;
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return IMAGE_FORMAT_BGR888;
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}
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if( nFlags & TEXTUREFLAGS_HINT_DXT5 )
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return IMAGE_FORMAT_DXT5;
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// compressed with alpha blending
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if ( nFlags & TEXTUREFLAGS_EIGHTBITALPHA )
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return IMAGE_FORMAT_DXT5;
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if ( nFlags & TEXTUREFLAGS_ONEBITALPHA )
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return IMAGE_FORMAT_DXT5; // IMAGE_FORMAT_DXT1_ONEBITALPHA
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return IMAGE_FORMAT_DXT1;
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}
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//-----------------------------------------------------------------------------
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//
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// Normal texture
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//
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// Expose this class to the scene database
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//-----------------------------------------------------------------------------
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IMPLEMENT_ELEMENT_FACTORY( DmeTexture, CDmeTexture );
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//-----------------------------------------------------------------------------
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// Constructor, destructor
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//-----------------------------------------------------------------------------
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void CDmeTexture::OnConstruction()
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{
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m_Images.Init( this, "images" );
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}
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void CDmeTexture::OnDestruction()
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{
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}
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//-----------------------------------------------------------------------------
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// Build a VTF representing the
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// resolve
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//-----------------------------------------------------------------------------
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void CDmeTexture::Resolve()
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{
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// FIXME: Could change this to not shutdown if only the bits have changed
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m_Texture.Shutdown();
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int nFrameCount = m_Images.Count();
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if ( nFrameCount == 0 )
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return;
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// Use the size of the 0th image
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CDmeImage *pImage = m_Images[0];
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int nWidth = pImage->m_Width;
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int nHeight = pImage->m_Height;
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int nDepth = pImage->m_Depth;
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ImageFormat srcFormat = pImage->Format();
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// FIXME: How should this work exactly?
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int nFlags = CalcTextureFlags( nDepth );
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m_pVTFTexture->Init( nWidth, nHeight, nDepth, srcFormat, nFlags, nFrameCount );
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ImageFormat format = ComputeDesiredImageFormat( pImage->Format(), nWidth, nHeight, nDepth, nFlags );
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// m_Texture.InitProceduralTexture( GetName(), "DmeTexture", nWidth, nHeight, nDepth, nFrameCount, format, nFlags );
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// m_Texture->SetTextureRegenerator( this );
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// Fill in the texture bits
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}
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/*
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//-----------------------------------------------------------------------------
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// Fill in the texture bits
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//-----------------------------------------------------------------------------
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void CDmeTexture::RegenerateTextureBits( ITexture *pTexture, IVTFTexture *pVTFTexture, Rect_t *pRect )
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{
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}
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*/
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//-----------------------------------------------------------------------------
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//
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// Cube texture
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//
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// Expose this class to the scene database
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//-----------------------------------------------------------------------------
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IMPLEMENT_ELEMENT_FACTORY( DmeCubeTexture, CDmeCubeTexture );
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//-----------------------------------------------------------------------------
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// Constructor, destructor
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//-----------------------------------------------------------------------------
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void CDmeCubeTexture::OnConstruction()
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{
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m_ImagesPosX.Init( this, "imagesPosX" );
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m_ImagesNegX.Init( this, "imagesNegX" );
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m_ImagesPosY.Init( this, "imagesPosY" );
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m_ImagesNegY.Init( this, "imagesNegY" );
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m_ImagesPosZ.Init( this, "imagesPosZ" );
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m_ImagesNegZ.Init( this, "imagesNegZ" );
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}
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void CDmeCubeTexture::OnDestruction()
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{
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}
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