//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: Contains all texture state for the material system surface to use // //===========================================================================// #include "bitmap/imageformat.h" #include "TextureDictionary.h" #include "utllinkedlist.h" #include "checksum_crc.h" #include "materialsystem/imaterial.h" #include "vguimatsurface.h" #include "materialsystem/imaterialsystem.h" #include "tier0/dbg.h" #include "KeyValues.h" #include "pixelwriter.h" #include "materialsystem/imaterialvar.h" #include "materialsystem/itexture.h" #include "vtf/vtf.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" #define TEXTURE_ID_UNKNOWN -1 class CMatSystemTexture; // Case-sensitive string checksum static CRC32_t Texture_CRCName( const char *string ) { CRC32_t crc; CRC32_Init( &crc ); CRC32_ProcessBuffer( &crc, (void *)string, strlen( string ) ); CRC32_Final( &crc ); return crc; } class CFontTextureRegen; //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- class CMatSystemTexture { public: CMatSystemTexture( void ); ~CMatSystemTexture( void ); void SetId( int id ) { m_ID = id; }; CRC32_t GetCRC() const; void SetCRC( CRC32_t val ); void SetMaterial( const char *pFileName ); void SetMaterial( IMaterial *pMaterial ); void SetTexture( ITexture *pTexture ) { SafeAssign( &m_pOverrideTexture, pTexture ); } // This is used when we want different rendering state sharing the same procedural texture (fonts) void ReferenceOtherProcedural( CMatSystemTexture *pTexture, IMaterial *pMaterial ); IMaterial *GetMaterial() { return m_pMaterial; } int Width() const { return m_iWide; } int Height() const { return m_iTall; } bool IsProcedural( void ) const; void SetProcedural( bool proc ); bool IsReference() const { return m_Flags & TEXTURE_IS_REFERENCE; } void SetTextureRGBA( const char* rgba, int wide, int tall, ImageFormat format, bool bFixupTextCoordsForDimensions ); void SetSubTextureRGBA( int drawX, int drawY, unsigned const char *rgba, int subTextureWide, int subTextureTall ); void SetSubTextureRGBAEx( int drawX, int drawY, unsigned const char *rgba, int subTextureWide, int subTextureTall, ImageFormat imageFormat ); void UpdateSubTextureRGBA( int drawX, int drawY, unsigned const char *rgba, int subTextureWide, int subTextureTall, ImageFormat imageFormat ); float m_s0, m_t0, m_s1, m_t1; private: void CreateRegen( int nWidth, int nHeight, ImageFormat format ); void ReleaseRegen( void ); void CleanUpMaterial(); ITexture *GetTextureValue( void ); private: enum { TEXTURE_IS_PROCEDURAL = 0x1, TEXTURE_IS_REFERENCE = 0x2 }; CRC32_t m_crcFile; IMaterial *m_pMaterial; ITexture *m_pTexture; ITexture *m_pOverrideTexture; int m_iWide; int m_iTall; int m_iInputWide; int m_iInputTall; int m_ID; int m_Flags; CFontTextureRegen *m_pRegen; }; //----------------------------------------------------------------------------- // A class that manages textures used by the material system surface //----------------------------------------------------------------------------- class CTextureDictionary : public ITextureDictionary { public: CTextureDictionary( void ); // Create, destroy textures int CreateTexture( bool procedural = false ); int CreateTextureByTexture( ITexture *pTexture, bool procedural = true ) OVERRIDE; void DestroyTexture( int id ); void DestroyAllTextures(); // Is this a valid id? bool IsValidId( int id ) const; // Binds a material to a texture virtual void BindTextureToFile( int id, const char *pFileName ); virtual void BindTextureToMaterial( int id, IMaterial *pMaterial ); virtual void BindTextureToMaterialReference( int id, int referenceId, IMaterial *pMaterial ); // Texture info IMaterial *GetTextureMaterial( int id ); void GetTextureSize(int id, int& iWide, int& iTall ); void GetTextureTexCoords( int id, float &s0, float &t0, float &s1, float &t1 ); void SetTextureRGBA( int id, const char* rgba, int wide, int tall ); void SetTextureRGBAEx( int id, const char* rgba, int wide, int tall, ImageFormat format, bool bFixupTextCoordsForDimensions ); void SetSubTextureRGBA( int id, int drawX, int drawY, unsigned const char *rgba, int subTextureWide, int subTextureTall ); void SetSubTextureRGBAEx( int id, int drawX, int drawY, unsigned const char *rgba, int subTextureWide, int subTextureTall, ImageFormat imageFormat ); void UpdateSubTextureRGBA( int id, int drawX, int drawY, unsigned const char *rgba, int subTextureWide, int subTextureTall, ImageFormat imageFormat ); int FindTextureIdForTextureFile( char const *pFileName ); public: CMatSystemTexture *GetTexture( int id ); private: CUtlLinkedList< CMatSystemTexture, unsigned short > m_Textures; }; static CTextureDictionary s_TextureDictionary; //----------------------------------------------------------------------------- // A texture regenerator that holds onto the bits at all times //----------------------------------------------------------------------------- class CFontTextureRegen : public ITextureRegenerator { public: CFontTextureRegen( int nWidth, int nHeight, ImageFormat format ) { m_nFormat = format; m_nWidth = nWidth; m_nHeight = nHeight; if ( IsPC() ) { int size = ImageLoader::GetMemRequired( m_nWidth, m_nHeight, 1, m_nFormat, false ); m_pTextureBits = new unsigned char[size]; memset( m_pTextureBits, 0, size ); } else { // will be allocated as needed m_pTextureBits = NULL; } } ~CFontTextureRegen( void ) { DeleteTextureBits(); } void UpdateBackingBits( Rect_t &subRect, const unsigned char *pBits, Rect_t &uploadRect, ImageFormat format ) { int size = ImageLoader::GetMemRequired( m_nWidth, m_nHeight, 1, m_nFormat, false ); if ( IsPC() ) { if ( !m_pTextureBits ) return; } else { Assert( !m_pTextureBits ); m_pTextureBits = new unsigned char[size]; memset( m_pTextureBits, 0, size ); } // Copy subrect into backing bits storage // source data is expected to be in same format as backing bits int y; if ( ImageLoader::SizeInBytes( m_nFormat ) == 4 ) { bool bIsInputFullRect = ( subRect.width != uploadRect.width || subRect.height != uploadRect.height ); Assert( (subRect.x >= 0) && (subRect.y >= 0) ); Assert( (subRect.x + subRect.width <= m_nWidth) && (subRect.y + subRect.height <= m_nHeight) ); for ( y=0; y < subRect.height; ++y ) { int idx = ( (subRect.y + y) * m_nWidth + subRect.x ) << 2; unsigned int *pDst = (unsigned int*)(&m_pTextureBits[ idx ]); int offset = bIsInputFullRect ? (subRect.y+y)*uploadRect.width + subRect.x : y*uploadRect.width; const unsigned int *pSrc = (const unsigned int *)(&pBits[ offset << 2 ]); ImageLoader::ConvertImageFormat( (const unsigned char *)pSrc, format,(unsigned char *)pDst, m_nFormat, subRect.width, 1 ); } } else { // cannot subrect copy when format is not RGBA if ( subRect.width != m_nWidth || subRect.height != m_nHeight ) { Assert( 0 ); return; } Q_memcpy( m_pTextureBits, pBits, size ); } } virtual void RegenerateTextureBits( ITexture *pTexture, IVTFTexture *pVTFTexture, Rect_t *pSubRect ) { if ( !m_pTextureBits ) return; Assert( (pVTFTexture->Width() == m_nWidth) && (pVTFTexture->Height() == m_nHeight) ); int nFormatBytes = ImageLoader::SizeInBytes( m_nFormat ); if ( nFormatBytes == 4 ) { if ( m_nFormat == pVTFTexture->Format() ) { int ymax = pSubRect->y + pSubRect->height; for( int y = pSubRect->y; y < ymax; ++y ) { // copy each row across for the update char *pchData = (char *)pVTFTexture->ImageData( 0, 0, 0, 0, y ) + pSubRect->x *nFormatBytes; int size = ImageLoader::GetMemRequired( pSubRect->width, 1, 1, m_nFormat, false ); V_memcpy( pchData, m_pTextureBits + (y * m_nWidth + pSubRect->x) * nFormatBytes, size ); } } else { // formats don't match so do a pixel by pixel swizel CPixelWriter pixelWriter; pixelWriter.SetPixelMemory( pVTFTexture->Format(), pVTFTexture->ImageData( 0, 0, 0 ), pVTFTexture->RowSizeInBytes( 0 ) ); // Now upload the part we've been asked for int xmax = pSubRect->x + pSubRect->width; int ymax = pSubRect->y + pSubRect->height; int x, y; for( y = pSubRect->y; y < ymax; ++y ) { pixelWriter.Seek( pSubRect->x, y ); unsigned char *rgba = &m_pTextureBits[ (y * m_nWidth + pSubRect->x) * nFormatBytes ]; for ( x=pSubRect->x; x < xmax; ++x ) { pixelWriter.WritePixel( rgba[0], rgba[1], rgba[2], rgba[3] ); rgba += nFormatBytes; } } } } else { // cannot subrect copy when format is not RGBA if ( pSubRect->width != m_nWidth || pSubRect->height != m_nHeight ) { Assert( 0 ); return; } int size = ImageLoader::GetMemRequired( m_nWidth, m_nHeight, 1, m_nFormat, false ); Q_memcpy( pVTFTexture->ImageData( 0, 0, 0 ), m_pTextureBits, size ); } } virtual void Release() { // Called by the material system when this needs to go away DeleteTextureBits(); } void DeleteTextureBits() { if ( m_pTextureBits ) { delete [] m_pTextureBits; m_pTextureBits = NULL; } } private: unsigned char *m_pTextureBits; short m_nWidth; short m_nHeight; ImageFormat m_nFormat; }; //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- CMatSystemTexture::CMatSystemTexture( void ) { m_pMaterial = NULL; m_pTexture = NULL; m_pOverrideTexture = NULL; m_crcFile = (CRC32_t)0; m_iWide = m_iTall = 0; m_s0 = m_t0 = 0; m_s1 = m_t1 = 1; m_Flags = 0; m_pRegen = NULL; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- CMatSystemTexture::~CMatSystemTexture( void ) { if ( m_pOverrideTexture ) { m_pOverrideTexture->Release(); m_pOverrideTexture->DeleteIfUnreferenced(); m_pOverrideTexture = NULL; } CleanUpMaterial(); } bool CMatSystemTexture::IsProcedural( void ) const { return (m_Flags & TEXTURE_IS_PROCEDURAL) != 0; } void CMatSystemTexture::SetProcedural( bool proc ) { if (proc) { m_Flags |= TEXTURE_IS_PROCEDURAL; } else { m_Flags &= ~TEXTURE_IS_PROCEDURAL; } } void CMatSystemTexture::CleanUpMaterial() { if ( m_pMaterial ) { // causes the underlying texture (if unreferenced) to be deleted as well m_pMaterial->DecrementReferenceCount(); m_pMaterial->DeleteIfUnreferenced(); m_pMaterial = NULL; } if ( m_pTexture ) { m_pTexture->SetTextureRegenerator( NULL ); m_pTexture->DecrementReferenceCount(); m_pTexture->DeleteIfUnreferenced(); m_pTexture = NULL; } ReleaseRegen(); } void CMatSystemTexture::CreateRegen( int nWidth, int nHeight, ImageFormat format ) { Assert( IsProcedural() ); if ( !m_pRegen ) { m_pRegen = new CFontTextureRegen( nWidth, nHeight, format ); } } void CMatSystemTexture::ReleaseRegen( void ) { if (m_pRegen) { if (!IsReference()) { delete m_pRegen; } m_pRegen = NULL; } } void CMatSystemTexture::SetTextureRGBA( const char *rgba, int wide, int tall, ImageFormat format, bool bFixupTextCoords ) { Assert( IsProcedural() ); if ( !IsProcedural() ) return; if ( !m_pMaterial ) { int width = wide; int height = tall; // find the minimum power-of-two to fit this in int i; for ( i = 0; i < 32 ; i++ ) { width = (1<= wide) { break; } } for (i = 0; i < 32; i++ ) { height= (1<= tall) { break; } } // create a procedural material to fit this texture into static int nTextureId = 0; char pTextureName[64]; Q_snprintf( pTextureName, sizeof( pTextureName ), "__vgui_texture_%d", nTextureId ); ++nTextureId; ITexture *pTexture = g_pMaterialSystem->CreateProceduralTexture( pTextureName, TEXTURE_GROUP_VGUI, width, height, format, TEXTUREFLAGS_CLAMPS | TEXTUREFLAGS_CLAMPT | TEXTUREFLAGS_NOMIP | TEXTUREFLAGS_NOLOD | TEXTUREFLAGS_PROCEDURAL | TEXTUREFLAGS_SINGLECOPY | TEXTUREFLAGS_POINTSAMPLE ); KeyValues *pVMTKeyValues = new KeyValues( "UnlitGeneric" ); pVMTKeyValues->SetInt( "$vertexcolor", 1 ); pVMTKeyValues->SetInt( "$vertexalpha", 1 ); pVMTKeyValues->SetInt( "$ignorez", 1 ); pVMTKeyValues->SetInt( "$no_fullbright", 1 ); pVMTKeyValues->SetInt( "$translucent", 1 ); pVMTKeyValues->SetString( "$basetexture", pTextureName ); IMaterial *pMaterial = g_pMaterialSystem->CreateMaterial( pTextureName, pVMTKeyValues ); pMaterial->Refresh(); // Has to happen after the refresh pTexture->DecrementReferenceCount(); SetMaterial( pMaterial ); m_iInputTall = tall; m_iInputWide = wide; if ( bFixupTextCoords && ( wide != width || tall != height ) ) { m_s1 = (double)wide / width; m_t1 = (double)tall / height; } // undo the extra +1 refCount pMaterial->DecrementReferenceCount(); } Assert( wide <= m_iWide ); Assert( tall <= m_iTall ); // Just replace the whole thing SetSubTextureRGBAEx( 0, 0, (const unsigned char *)rgba, wide, tall, format ); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- ITexture *CMatSystemTexture::GetTextureValue( void ) { Assert( IsProcedural() ); if ( !m_pMaterial ) return NULL; if ( m_pOverrideTexture ) return m_pOverrideTexture; return m_pTexture; } void CMatSystemTexture::SetSubTextureRGBA( int drawX, int drawY, unsigned const char *rgba, int subTextureWide, int subTextureTall ) { SetSubTextureRGBAEx( drawX, drawY, rgba, subTextureWide, subTextureTall, IMAGE_FORMAT_RGBA8888 ); } void CMatSystemTexture::SetSubTextureRGBAEx( int drawX, int drawY, unsigned const char *rgba, int subTextureWide, int subTextureTall, ImageFormat format ) { ITexture *pTexture = GetTextureValue(); if ( !pTexture ) return; Assert( IsProcedural() ); if ( !IsProcedural() ) return; Assert( drawX < m_iWide ); Assert( drawY < m_iTall ); Assert( drawX + subTextureWide <= m_iWide ); Assert( drawY + subTextureTall <= m_iTall ); Assert( m_pRegen ); Assert( rgba ); Rect_t subRect; subRect.x = drawX; subRect.y = drawY; subRect.width = subTextureWide; subRect.height = subTextureTall; Rect_t textureSize; textureSize.x = 0; textureSize.y = 0; textureSize.width = subTextureWide; textureSize.height = subTextureTall; m_pRegen->UpdateBackingBits( subRect, rgba, textureSize, format ); pTexture->Download( &subRect ); if ( IsX360() ) { // xboxissue - no need to persist "backing bits", saves memory // the texture (commonly font page) "backing bits" are allocated during UpdateBackingBits() which get blitted // into by procedural regeneration in preparation for download() which then subrect blits // out of and into target texture (d3d upload) // the "backing bits" are then no longer required m_pRegen->DeleteTextureBits(); } } void CMatSystemTexture::UpdateSubTextureRGBA( int drawX, int drawY, unsigned const char *rgba, int subTextureWide, int subTextureTall, ImageFormat imageFormat ) { ITexture *pTexture = GetTextureValue(); if ( !pTexture ) return; Assert( IsProcedural() ); if ( !IsProcedural() ) return; Assert( drawX < m_iWide ); Assert( drawY < m_iTall ); Assert( drawX + subTextureWide <= m_iWide ); Assert( drawY + subTextureTall <= m_iTall ); Assert( m_pRegen ); Assert( rgba ); Rect_t subRect; subRect.x = drawX; subRect.y = drawY; subRect.width = subTextureWide; subRect.height = subTextureTall; Rect_t textureSize; textureSize.x = 0; textureSize.y = 0; textureSize.width = m_iInputWide; textureSize.height = m_iInputTall; m_pRegen->UpdateBackingBits( subRect, rgba, textureSize, imageFormat ); pTexture->Download( &subRect ); if ( IsX360() ) { // xboxissue - no need to persist "backing bits", saves memory // the texture (commonly font page) "backing bits" are allocated during UpdateBackingBits() which get blitted // into by procedural regeneration in preparation for download() which then subrect blits // out of and into target texture (d3d upload) // the "backing bits" are then no longer required m_pRegen->DeleteTextureBits(); } } void CMatSystemTexture::SetCRC( CRC32_t val ) { m_crcFile = val; } CRC32_t CMatSystemTexture::GetCRC() const { return m_crcFile; } void CMatSystemTexture::SetMaterial( IMaterial *pMaterial ) { // Decrement references to old texture CleanUpMaterial(); m_pMaterial = pMaterial; if (!m_pMaterial) { m_iWide = m_iTall = 0; m_s0 = m_t0 = 0.0f; m_s1 = m_t1 = 1.0f; return; } // Increment its reference count m_pMaterial->IncrementReferenceCount(); // Compute texture size m_iWide = m_pMaterial->GetMappingWidth(); m_iTall = m_pMaterial->GetMappingHeight(); // Compute texture coordinates float flPixelCenterX = 0.0f; float flPixelCenterY = 0.0f; if ( m_iWide > 0.0f && m_iTall > 0.0f) { flPixelCenterX = 0.5f / m_iWide; flPixelCenterY = 0.5f / m_iTall; } m_s0 = flPixelCenterX; m_t0 = flPixelCenterY; // FIXME: Old code used +, it should be - yes?!??! m_s1 = 1.0 - flPixelCenterX; m_t1 = 1.0 - flPixelCenterY; if ( IsProcedural() ) { bool bFound; IMaterialVar *tv = m_pMaterial->FindVar( "$baseTexture", &bFound ); if ( bFound && tv->IsTexture() ) { m_pTexture = tv->GetTextureValue(); if ( m_pTexture ) { m_pTexture->IncrementReferenceCount(); // Upload new data CreateRegen( m_iWide, m_iTall, m_pTexture->GetImageFormat() ); m_pTexture->SetTextureRegenerator( m_pRegen ); } } } } //----------------------------------------------------------------------------- // This is used when we want different rendering state sharing the same procedural texture (fonts) //----------------------------------------------------------------------------- void CMatSystemTexture::ReferenceOtherProcedural( CMatSystemTexture *pTexture, IMaterial *pMaterial ) { // Decrement references to old texture CleanUpMaterial(); Assert( pTexture->IsProcedural() ); m_Flags |= TEXTURE_IS_REFERENCE; m_pMaterial = pMaterial; if (!m_pMaterial) { m_iWide = m_iTall = 0; m_s0 = m_t0 = 0.0f; m_s1 = m_t1 = 1.0f; return; } m_iWide = pTexture->m_iWide; m_iTall = pTexture->m_iTall; m_s0 = pTexture->m_s0; m_t0 = pTexture->m_t0; m_s1 = pTexture->m_s1; m_t1 = pTexture->m_t1; Assert( (pMaterial->GetMappingWidth() == m_iWide) && (pMaterial->GetMappingHeight() == m_iTall) ); // Increment its reference count m_pMaterial->IncrementReferenceCount(); bool bFound; IMaterialVar *tv = m_pMaterial->FindVar( "$baseTexture", &bFound ); if ( bFound ) { m_pTexture = tv->GetTextureValue(); if ( m_pTexture ) { m_pTexture->IncrementReferenceCount(); Assert( m_pTexture == pTexture->m_pTexture ); // Reference, but do *not* create a new one!!! m_pRegen = pTexture->m_pRegen; } } } void CMatSystemTexture::SetMaterial( const char *pFileName ) { // Get a pointer to the new material IMaterial *pMaterial = g_pMaterialSystem->FindMaterial( pFileName, TEXTURE_GROUP_VGUI ); if ( IsErrorMaterial( pMaterial ) ) { if (IsOSX()) { printf( "\n ##### Missing Vgui material %s\n", pFileName ); } Msg( "--- Missing Vgui material %s\n", pFileName ); } SetMaterial( pMaterial ); } //----------------------------------------------------------------------------- // Singleton instance //----------------------------------------------------------------------------- ITextureDictionary *TextureDictionary() { return &s_TextureDictionary; } CTextureDictionary::CTextureDictionary( void ) { // First entry is bogus texture m_Textures.AddToTail(); } //----------------------------------------------------------------------------- // Create, destroy textures //----------------------------------------------------------------------------- int CTextureDictionary::CreateTexture( bool procedural /*=false*/ ) { int idx = m_Textures.AddToTail(); CMatSystemTexture &texture = m_Textures[idx]; texture.SetProcedural( procedural ); texture.SetId( idx ); return idx; } int CTextureDictionary::CreateTextureByTexture( ITexture *pTexture, bool procedural /*= true*/ ) { int idx = m_Textures.AddToTail(); CMatSystemTexture &texture = m_Textures[idx]; texture.SetProcedural( procedural ); texture.SetId( idx ); texture.SetTexture( pTexture ); return idx; } void CTextureDictionary::DestroyTexture( int id ) { if ( m_Textures.Count() <= 1 ) { // TextureDictionary already destroyed all the textures before this (something destructed late in shutdown) return; } if (id != INVALID_TEXTURE_ID) { Assert( id != m_Textures.InvalidIndex() ); m_Textures.Remove( (unsigned short)id ); } } void CTextureDictionary::DestroyAllTextures() { m_Textures.RemoveAll(); // First entry is bogus texture m_Textures.AddToTail(); CMatSystemTexture &texture = m_Textures[0]; texture.SetId( 0 ); } void CTextureDictionary::SetTextureRGBA( int id, const char* rgba, int wide, int tall ) { SetTextureRGBAEx( id, rgba, wide, tall, IMAGE_FORMAT_RGBA8888, false ); } void CTextureDictionary::SetTextureRGBAEx( int id, const char* rgba, int wide, int tall, ImageFormat format, bool bFixupTextCoordsForDimensions ) { if (!IsValidId(id)) { Msg( "SetTextureRGBA: Invalid texture id %i\n", id ); return; } CMatSystemTexture &texture = m_Textures[id]; texture.SetTextureRGBA( rgba, wide, tall, format, bFixupTextCoordsForDimensions ); } void CTextureDictionary::SetSubTextureRGBA( int id, int drawX, int drawY, unsigned const char *rgba, int subTextureWide, int subTextureTall ) { SetSubTextureRGBAEx( id, drawX, drawY, rgba, subTextureWide, subTextureTall, IMAGE_FORMAT_RGBA8888 ); } void CTextureDictionary::SetSubTextureRGBAEx( int id, int drawX, int drawY, unsigned const char *rgba, int subTextureWide, int subTextureTall, ImageFormat format ) { if (!IsValidId(id)) { Msg( "SetSubTextureRGBA: Invalid texture id %i\n", id ); return; } CMatSystemTexture &texture = m_Textures[id]; texture.SetSubTextureRGBAEx( drawX, drawY, rgba, subTextureWide, subTextureTall, format ); } void CTextureDictionary::UpdateSubTextureRGBA( int id, int drawX, int drawY, unsigned const char *rgba, int subTextureWide, int subTextureTall, ImageFormat imageFormat ) { if (!IsValidId(id)) { Msg( "UpdateSubTextureRGBA: Invalid texture id %i\n", id ); return; } CMatSystemTexture &texture = m_Textures[id]; texture.UpdateSubTextureRGBA( drawX, drawY, rgba, subTextureWide, subTextureTall, imageFormat ); } //----------------------------------------------------------------------------- // Returns true if the id is valid //----------------------------------------------------------------------------- bool CTextureDictionary::IsValidId( int id ) const { Assert( id != 0 ); if ( id == 0 ) return false; return m_Textures.IsValidIndex( id ); } //----------------------------------------------------------------------------- // Binds a file to a particular texture //----------------------------------------------------------------------------- void CTextureDictionary::BindTextureToFile( int id, const char *pFileName ) { if (!IsValidId(id)) { Msg( "BindTextureToFile: Invalid texture id for file %s\n", pFileName ); return; } CMatSystemTexture &texture = m_Textures[id]; // Reload from file if the material was never loaded, or if the filename has changed at all CRC32_t fileNameCRC = Texture_CRCName( pFileName ); if ( !texture.GetMaterial() || fileNameCRC != texture.GetCRC() ) { // New texture name texture.SetCRC( fileNameCRC ); texture.SetMaterial( pFileName ); } } //----------------------------------------------------------------------------- // Binds a material to a texture //----------------------------------------------------------------------------- void CTextureDictionary::BindTextureToMaterial( int id, IMaterial *pMaterial ) { if (!IsValidId(id)) { Msg( "BindTextureToFile: Invalid texture id %d\n", id ); return; } CMatSystemTexture &texture = m_Textures[id]; texture.SetMaterial( pMaterial ); } //----------------------------------------------------------------------------- // Binds a material to a texture reference //----------------------------------------------------------------------------- void CTextureDictionary::BindTextureToMaterialReference( int id, int referenceId, IMaterial *pMaterial ) { if (!IsValidId(id) || !IsValidId(referenceId)) { Msg( "BindTextureToFile: Invalid texture ids %d %d\n", id, referenceId ); return; } CMatSystemTexture &texture = m_Textures[id]; CMatSystemTexture &textureSource = m_Textures[referenceId]; texture.ReferenceOtherProcedural( &textureSource, pMaterial ); } //----------------------------------------------------------------------------- // Returns the material associated with an id //----------------------------------------------------------------------------- IMaterial *CTextureDictionary::GetTextureMaterial( int id ) { if (!IsValidId(id)) return NULL; return m_Textures[id].GetMaterial(); } //----------------------------------------------------------------------------- // Returns the material size associated with an id //----------------------------------------------------------------------------- void CTextureDictionary::GetTextureSize(int id, int& iWide, int& iTall ) { if (!IsValidId(id)) { iWide = iTall = 0; return; } iWide = m_Textures[id].Width(); iTall = m_Textures[id].Height(); } void CTextureDictionary::GetTextureTexCoords( int id, float &s0, float &t0, float &s1, float &t1 ) { if (!IsValidId(id)) { s0 = t0 = 0.0f; s1 = t1 = 1.0f; return; } s0 = m_Textures[id].m_s0; t0 = m_Textures[id].m_t0; s1 = m_Textures[id].m_s1; t1 = m_Textures[id].m_t1; } //----------------------------------------------------------------------------- // Purpose: // Input : id - // Output : CMatSystemTexture //----------------------------------------------------------------------------- CMatSystemTexture *CTextureDictionary::GetTexture( int id ) { if (!IsValidId(id)) return NULL; return &m_Textures[ id ]; } //----------------------------------------------------------------------------- // Purpose: // Input : *pFileName - //----------------------------------------------------------------------------- int CTextureDictionary::FindTextureIdForTextureFile( char const *pFileName ) { for ( int i = m_Textures.Head(); i != m_Textures.InvalidIndex(); i = m_Textures.Next( i ) ) { CMatSystemTexture *tex = &m_Textures[i]; if ( !tex ) continue; IMaterial *mat = tex->GetMaterial(); if ( !mat ) continue; if ( !stricmp( mat->GetName(), pFileName ) ) return i; } return -1; }