//========= 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 m_ImageData; }; CMacroTextureData *g_pGlobalMacroTextureData = NULL; // Which macro texture each map face uses. static CUtlDict g_MacroTextureLookup; // Stores a list of unique macro textures. static CUtlVector 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 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 ); }