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//===== Copyright � 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose: Contains all texture state for the material system surface to use
//
//===========================================================================//
#include "bitmap/imageformat.h"
#include "vgui_surfacelib/texturedictionary.h"
#include "utllinkedlist.h"
#include "checksum_crc.h"
#include "materialsystem/imaterial.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"
#include "rendersystem/irenderdevice.h"
#include "rendersystem/irendercontext.h"
#include "resourcesystem/stronghandle.h"
#include "utldict.h"
#include "vgui/ISystem.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; }
// [smessick] Less than function for Xuids.
#if defined( _X360 )
static bool XuidLessFunc( const XUID &lhs, const XUID &rhs ) { return lhs < rhs; } #endif // _X360
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 );
// This is used when we want different rendering state sharing the same procedural texture (fonts)
void ReferenceOtherProcedural( CMatSystemTexture *pTexture, IMaterial *pMaterial );
// Source1 version
IMaterial *GetMaterial() { return m_pMaterial; } // Source2 version
HRenderTexture GetTextureHandle(){ return m_Texture2; } 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 ) ? true : false; }
// Source1 version
void SetTextureRGBA( const char* rgba, int wide, int tall, ImageFormat format, ETextureScaling eScaling ); // Source2 version
void SetTextureRGBA( IRenderDevice *pRenderDevice, const char *rgba, int width, int height, ImageFormat format, ETextureScaling eScaling ); // Source1 version
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 ); // Source2 version
void SetSubTextureRGBA( IRenderDevice *pRenderDevice, int drawX, int drawY, unsigned const char *rgba, int subTextureWide, int subTextureTall ); void UpdateSubTextureRGBA( int drawX, int drawY, unsigned const char *rgba, int subTextureWide, int subTextureTall, ImageFormat imageFormat );
#if defined( _X360 )
// Update the local gamerpic texture.
virtual bool SetLocalGamerpicTexture( DWORD userIndex );
// Update the given texture with a remote player's gamerpic.
virtual bool SetRemoteGamerpicTexture( XUID xuid );
#endif // _X360
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 );
#if defined( _X360 )
// Create the gamerpic material and texture.
void CreateGamerpicTexture( void ); #endif // _X360
private: enum { TEXTURE_IS_PROCEDURAL = 0x1, TEXTURE_IS_REFERENCE = 0x2 };
CRC32_t m_crcFile; IMaterial *m_pMaterial; ITexture *m_pTexture; // Source1 texture support
HRenderTextureStrong m_Texture2; // Source2 texture support
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 );
void SetRenderDevice( IRenderDevice *pRenderDevice ); // Source2 support
// Create, destroy textures
int CreateTexture( bool procedural = false ); 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 ); // Source1 version
HRenderTexture GetTextureHandle( int textureId ); // Source2 version
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, ETextureScaling eScaling ); 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 );
virtual void BindTextureToMaterial2Reference( int id, int referenceId, IMaterial2 *pMaterial ) { Assert(0); } virtual void BindTextureToMaterial2( int id, IMaterial2 *pMaterial ) { Assert(0); } virtual IMaterial2 *GetTextureMaterial2( int id ) { Assert(0); return NULL; }
#if defined( _X360 )
//
// Local gamerpic
//
// Get the texture id for the local gamerpic.
virtual int GetLocalGamerpicTextureID( void ) const { return m_LocalGamerpicTextureID; }
// Update the local gamerpic texture. Use the given texture if a gamerpic cannot be loaded.
virtual bool SetLocalGamerpicTexture( DWORD userIndex, const char *pDefaultGamerpicFileName );
//
// Remote gamerpic
//
// Get the texture id for a remote gamerpic with the given xuid.
virtual int GetRemoteGamerpicTextureID( XUID xuid );
// Update the remote gamerpic texture for the given xuid. Use the given texture if a gamerpic cannot be loaded.
virtual bool SetRemoteGamerpicTextureID( XUID xuid, const char *pDefaultGamerpicFileName );
#endif // _X360
public: CMatSystemTexture *GetTexture( int id );
private:
#if defined( _X360 )
// Create a new remote gamerpic texture entry in the map.
bool CreateRemoteGamerpicTexture( XUID xuid );
// Create a default remote gamerpic texture entry in the map.
bool CreateDefaultRemoteGamerpicTexture( XUID xuid, const char *pDefaultGamerpicFileName );
#endif // _X360
CUtlLinkedList< CMatSystemTexture, unsigned short > m_Textures; // Source1 textures
CUtlDict< int, int> m_TextureIDs;
#if defined( _X360 )
int m_LocalGamerpicTextureID; // texture index for the local gamerpic
struct RemoteGamerpicData { int m_TextureID; // index of the remote gamerpic texture
double m_TimeStamp; // last access time
};
enum { MAX_REMOTE_GAMERPIC_TEXTURES = 32 };
CUtlMap< XUID, RemoteGamerpicData > m_RemoteGamerpicTextureIDMap; // map of xuids to texture ids
#endif // _X360
};
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_Texture2 = RENDER_TEXTURE_HANDLE_INVALID; m_pMaterial = NULL; m_pTexture = 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 ) { 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; } }
// Source1 version
// [smessick] Moved this outside of SetTextureRGBA.
static int s_nTextureId = 0;
void CMatSystemTexture::SetTextureRGBA( const char *rgba, int wide, int tall, ImageFormat format, ETextureScaling eScaling ) { Assert( IsProcedural() ); if ( !IsProcedural() ) return;
if ( !m_pMaterial ) { int width = wide; int height = tall;
// Create a procedural material to fit this texture into
char pTextureName[64]; Q_snprintf( pTextureName, sizeof( pTextureName ), "__vgui_texture_%d", s_nTextureId ); ++s_nTextureId;
int nFlags = TEXTUREFLAGS_CLAMPS | TEXTUREFLAGS_CLAMPT | TEXTUREFLAGS_NOMIP | TEXTUREFLAGS_NOLOD | TEXTUREFLAGS_SRGB | TEXTUREFLAGS_PROCEDURAL | TEXTUREFLAGS_SINGLECOPY;
if ( eScaling == k_ETextureScalingPointSample ) nFlags |= TEXTUREFLAGS_POINTSAMPLE;
Assert( g_pMaterialSystem ); ITexture *pTexture = g_pMaterialSystem->CreateProceduralTexture( pTextureName, TEXTURE_GROUP_VGUI, width, height, format, nFlags );
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;
// 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 ); }
//-----------------------------------------------------------------------------
// Source2 version
//-----------------------------------------------------------------------------
void CMatSystemTexture::SetTextureRGBA( IRenderDevice *pRenderDevice, const char *rgba, int width, int height, ImageFormat format, ETextureScaling eScaling ) { if ( m_Texture2 == RENDER_TEXTURE_HANDLE_INVALID ) { static intp s_UniqueID = 0x4500000; TextureHeader_t spec; memset( &spec, 0, sizeof(TextureHeader_t) ); spec.m_nWidth = width; spec.m_nHeight = height; spec.m_nNumMipLevels = 1; spec.m_nDepth = 1; spec.m_nImageFormat = IMAGE_FORMAT_RGBA8888; char pResourceName[16]; Q_snprintf( pResourceName, sizeof(pResourceName), "%d", s_UniqueID ); m_Texture2 = pRenderDevice->FindOrCreateTexture( "matsystemtexture", pResourceName, &spec ); s_UniqueID++; }
// This is normally set in SetMaterial(), since source2 has no materials just going to use the texture's size for these bounds.
m_iWide = width; m_iTall = height;
// Just replace the whole thing
SetSubTextureRGBA( pRenderDevice, 0, 0, (const unsigned char *)rgba, width, height ); }
#if defined( _X360 )
//-----------------------------------------------------------------------------
// Create the gamerpic material and texture.
//-----------------------------------------------------------------------------
void CMatSystemTexture::CreateGamerpicTexture( void ) { Assert( m_pMaterial == NULL );
// create a procedural material to fit this texture into
char pTextureName[64]; Q_snprintf( pTextureName, sizeof( pTextureName ), "__vgui_texture_%d", s_nTextureId ); ++s_nTextureId;
ITexture *pTexture = g_pMaterialSystem->CreateGamerpicTexture( pTextureName, TEXTURE_GROUP_VGUI, TEXTUREFLAGS_CLAMPS | TEXTUREFLAGS_CLAMPT | TEXTUREFLAGS_NOMIP | TEXTUREFLAGS_NOLOD | TEXTUREFLAGS_PROCEDURAL | TEXTUREFLAGS_SINGLECOPY | TEXTUREFLAGS_POINTSAMPLE ); Assert( pTexture != NULL );
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 );
// undo the extra +1 refCount
pMaterial->DecrementReferenceCount(); }
//-----------------------------------------------------------------------------
// Update the given texture with the player gamerpic for the local player at the given index.
//-----------------------------------------------------------------------------
bool CMatSystemTexture::SetLocalGamerpicTexture( DWORD userIndex ) { Assert( IsProcedural() ); if ( !IsProcedural() ) { return false; }
// Create the material and texture.
if ( !m_pMaterial ) { CreateGamerpicTexture(); }
// Update the gamerpic texture.
if ( m_pMaterial != NULL ) { return g_pMaterialSystem->UpdateLocalGamerpicTexture( m_pTexture, userIndex ); }
return false; }
//-----------------------------------------------------------------------------
// Update the given texture with a remote player's gamerpic.
//-----------------------------------------------------------------------------
bool CMatSystemTexture::SetRemoteGamerpicTexture( XUID xuid ) { Assert( IsProcedural() ); if ( !IsProcedural() ) { return false; }
// Create the material and texture.
if ( !m_pMaterial ) { CreateGamerpicTexture(); }
// Update the gamerpic texture.
if ( m_pMaterial != NULL ) { return g_pMaterialSystem->UpdateRemoteGamerpicTexture( m_pTexture, xuid ); }
return false; }
#endif // _X360
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
ITexture *CMatSystemTexture::GetTextureValue( void ) { Assert( IsProcedural() ); if ( !m_pMaterial ) return NULL;
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 = MIN(subTextureWide,m_iWide-drawX); subRect.height = MIN(subTextureTall,m_iTall-drawY);
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 ( IsGameConsole() ) { // 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 ( IsGameConsole() ) { // 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(); } }
//-----------------------------------------------------------------------------
// Source2 version
//-----------------------------------------------------------------------------
void CMatSystemTexture::SetSubTextureRGBA( IRenderDevice *pRenderDevice, int drawX, int drawY, unsigned const char *rgba, int subTextureWide, int subTextureTall ) { Assert( m_Texture2 != RENDER_TEXTURE_HANDLE_INVALID );
CRenderContextPtr pRenderContext( pRenderDevice, RENDER_TARGET_BINDING_BACK_BUFFER ); Rect_t myRect = { drawX, drawY, subTextureWide, subTextureTall }; pRenderContext->SetTextureData( m_Texture2, NULL, rgba, subTextureWide * subTextureTall * 4, false, 0, &myRect ); }
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
void CMatSystemTexture::SetCRC( CRC32_t val ) { m_crcFile = val; }
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
CRC32_t CMatSystemTexture::GetCRC() const { return m_crcFile; }
//-----------------------------------------------------------------------------
// Source1 version
//-----------------------------------------------------------------------------
void CMatSystemTexture::SetMaterial( IMaterial *pMaterial ) { if ( !g_pMaterialSystem ) return; if ( pMaterial ) { // Increment the reference count of the new material
// Do it before cleaning up the old material just in
// case the old material refers to the new one, we
// wouldn't want to destroy the new material.
pMaterial->IncrementReferenceCount(); } // 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; }
// Compute texture size
m_iWide = m_pMaterial->GetMappingWidth(); m_iTall = m_pMaterial->GetMappingHeight();
// Compute texture coordinates
float flPixelCenterX = 0.0f; float flPixelCenterY = 0.0f;
// TOGL Linux/Win now automatically accounts for the half pixel offset between D3D9 vs. GL, but OSX's version of togl doesn't
if ( !IsOSX() && !IsX360() ) { // only do texel fudges on D3D
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 *pNameVar = m_pMaterial->FindVar( "$baseTexture", &bFound ); if ( bFound && pNameVar->IsDefined() ) { m_pTexture = pNameVar->GetTextureValue(); if ( m_pTexture ) { m_pTexture->IncrementReferenceCount();
// Upload new data
CreateRegen( m_iWide, m_iTall, m_pTexture->GetImageFormat() ); m_pTexture->SetTextureRegenerator( m_pRegen ); } } } }
//-----------------------------------------------------------------------------
// This is used when we want different rendering state sharing the same procedural texture (fonts)
//-----------------------------------------------------------------------------
void CMatSystemTexture::ReferenceOtherProcedural( CMatSystemTexture *pTexture, IMaterial *pMaterial ) { // Decrement references to old texture
CleanUpMaterial();
Assert( pTexture->IsProcedural() );
m_Flags |= TEXTURE_IS_REFERENCE;
m_pMaterial = pMaterial;
if (!m_pMaterial) { m_iWide = m_iTall = 0; m_s0 = m_t0 = 0.0f; m_s1 = m_t1 = 1.0f; return; }
m_iWide = pTexture->m_iWide; m_iTall = pTexture->m_iTall; m_s0 = pTexture->m_s0; m_t0 = pTexture->m_t0; m_s1 = pTexture->m_s1; m_t1 = pTexture->m_t1;
Assert( (pMaterial->GetMappingWidth() == m_iWide) && (pMaterial->GetMappingHeight() == m_iTall) );
// Increment its reference count
m_pMaterial->IncrementReferenceCount();
bool bFound; IMaterialVar *tv = m_pMaterial->FindVar( "$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
Assert( g_pMaterialSystem ); IMaterial *pMaterial = g_pMaterialSystem->FindMaterial( pFileName, TEXTURE_GROUP_VGUI );
#if defined( DEVELOPMENT_ONLY ) || defined( ALLOW_TEXT_MODE )
static bool s_bTextMode = CommandLine()->HasParm( "-textmode" ); #else
const bool s_bTextMode = false; #endif
if ( IsErrorMaterial( pMaterial ) && !s_bTextMode ) { 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; }
//-----------------------------------------------------------------------------
// Constructor.
//-----------------------------------------------------------------------------
CTextureDictionary::CTextureDictionary( void ) { // First entry is bogus texture
m_Textures.AddToTail();
#if defined( _X360 )
// Set the local gamerpic index to be invalid.
m_LocalGamerpicTextureID = INVALID_TEXTURE_ID;
// Set the less than function for the remote gamerpic map.
m_RemoteGamerpicTextureIDMap.SetLessFunc( XuidLessFunc );
#endif // _X360
}
//-----------------------------------------------------------------------------
// 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; }
void CTextureDictionary::DestroyTexture( int id ) { Assert( id != m_Textures.InvalidIndex() && m_Textures.IsInList( id ) ); if ( id != INVALID_TEXTURE_ID ) { if ( m_Textures.IsInList( id ) ) { m_Textures.Remove( (unsigned short)id ); } } }
void CTextureDictionary::DestroyAllTextures() { m_Textures.RemoveAll();
#if defined( _X360 )
// Clean the map as well. All ids were destroyed in m_Textures.RemoveAll().
m_RemoteGamerpicTextureIDMap.RemoveAll();
// This texture id was destroyed in m_Textures.RemoveAll().
m_LocalGamerpicTextureID = INVALID_TEXTURE_ID;
#endif // _X360
// First entry is bogus texture
m_Textures.AddToTail(); CMatSystemTexture &texture = m_Textures[0]; texture.SetId( 0 ); }
//-----------------------------------------------------------------------------
// Fill in texture contents
//-----------------------------------------------------------------------------
void CTextureDictionary::SetTextureRGBA( int id, const char* rgba, int wide, int tall ) { SetTextureRGBAEx( id, rgba, wide, tall, IMAGE_FORMAT_RGBA8888, k_ETextureScalingPointSample ); }
void CTextureDictionary::SetTextureRGBAEx( int id, const char* rgba, int wide, int tall, ImageFormat format, ETextureScaling eScaling ) { if (!IsValidId(id)) { Msg( "SetTextureRGBA: Invalid texture id %i\n", id ); return; }
CMatSystemTexture &texture = m_Textures[id]; if ( g_pMaterialSystem ) { // Source1 support
texture.SetTextureRGBA( rgba, wide, tall, format, eScaling ); } else { // Source2 support
texture.SetTextureRGBA( g_pRenderDevice, rgba, wide, tall, format, eScaling ); } }
//-----------------------------------------------------------------------------
// Fill in texture contents
//-----------------------------------------------------------------------------
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];
if ( g_pMaterialSystem ) { // Source1 support
texture.SetSubTextureRGBAEx( drawX, drawY, rgba, subTextureWide, subTextureTall, format ); } else { // Source2 support
texture.SetSubTextureRGBA( g_pRenderDevice, drawX, drawY, rgba, subTextureWide, subTextureTall ); } }
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 ); }
#if defined( _X360 )
//-----------------------------------------------------------------------------
// Update the local gamerpic texture. Use the given texture if a gamerpic cannot be loaded.
//-----------------------------------------------------------------------------
bool CTextureDictionary::SetLocalGamerpicTexture( DWORD userIndex, const char *pDefaultGamerpicFileName ) { Assert( pDefaultGamerpicFileName != NULL );
if ( !IsValidId( m_LocalGamerpicTextureID ) ) { // Create the local gamerpic texture id.
m_LocalGamerpicTextureID = CreateTexture( true ); } else if ( !m_Textures[m_LocalGamerpicTextureID].IsProcedural() ) { // The existing texture must be procedural to use a gamerpic. If the existing one
// isn't, then destroy it. This can happen if the texture is using the default image.
DestroyTexture( m_LocalGamerpicTextureID ); m_LocalGamerpicTextureID = CreateTexture( true ); }
// Fill the texture with the local gamerpic.
CMatSystemTexture &texture = m_Textures[m_LocalGamerpicTextureID]; if ( !texture.SetLocalGamerpicTexture( userIndex ) ) { // Remove the bad texture.
DestroyTexture( m_LocalGamerpicTextureID );
// Try to use the default texture instead.
m_LocalGamerpicTextureID = CreateTexture( false ); // not procedural
BindTextureToFile( m_LocalGamerpicTextureID, pDefaultGamerpicFileName ); }
return IsValidId( m_LocalGamerpicTextureID ); }
//-----------------------------------------------------------------------------
// Get the texture id for a remote gamerpic with the given xuid.
//-----------------------------------------------------------------------------
int CTextureDictionary::GetRemoteGamerpicTextureID( XUID xuid ) { int index = m_RemoteGamerpicTextureIDMap.Find( xuid ); if ( index != m_RemoteGamerpicTextureIDMap.InvalidIndex() ) { RemoteGamerpicData &gamerpicData = m_RemoteGamerpicTextureIDMap.Element( index ); gamerpicData.m_TimeStamp = g_pVGuiSystem->GetCurrentTime(); // save the time stamp
return gamerpicData.m_TextureID; }
return INVALID_TEXTURE_ID; }
//-----------------------------------------------------------------------------
// Create a new remote gamerpic texture entry in the map
//-----------------------------------------------------------------------------
bool CTextureDictionary::CreateRemoteGamerpicTexture( XUID xuid ) { // Check for a bad xuid.
if ( xuid == INVALID_XUID ) { Msg( "[CTextureDictionary] invalid xuid %d!\n", xuid ); return false; }
// Create the new texture.
int id = CreateTexture( true ); if ( !IsValidId( id ) ) { return false; }
// Update the gamerpic texture.
CMatSystemTexture &texture = m_Textures[id]; if ( !texture.SetRemoteGamerpicTexture( xuid ) ) { DestroyTexture( id ); return false; }
// Add a new entry in the map.
RemoteGamerpicData gamerpicData; gamerpicData.m_TextureID = id; gamerpicData.m_TimeStamp = g_pVGuiSystem->GetCurrentTime(); // set the time stamp
m_RemoteGamerpicTextureIDMap.Insert( xuid, gamerpicData );
return true; }
//-----------------------------------------------------------------------------
// Create a remote gamerpic texture using the given default image
//-----------------------------------------------------------------------------
bool CTextureDictionary::CreateDefaultRemoteGamerpicTexture( XUID xuid, const char *pDefaultGamerpicFileName ) { // Check for a bad xuid.
if ( xuid == INVALID_XUID ) { Msg( "[CTextureDictionary] invalid xuid %d!\n", xuid ); return false; }
// Create the new texture.
int id = CreateTexture( false ); // not procedural
if ( !IsValidId( id ) ) { return false; }
// Load the texture from file.
BindTextureToFile( id, pDefaultGamerpicFileName );
// Add a new entry in the map.
RemoteGamerpicData gamerpicData; gamerpicData.m_TextureID = id; gamerpicData.m_TimeStamp = g_pVGuiSystem->GetCurrentTime(); // set the time stamp
m_RemoteGamerpicTextureIDMap.Insert( xuid, gamerpicData );
return true; }
//-----------------------------------------------------------------------------
// Update the remote gamerpic texture for the given xuid. Use the given texture if a gamerpic cannot be loaded.
//-----------------------------------------------------------------------------
bool CTextureDictionary::SetRemoteGamerpicTextureID( XUID xuid, const char *pDefaultGamerpicFileName ) { int id = GetRemoteGamerpicTextureID( xuid ); if ( IsValidId( id ) ) { // Update the existing gamerpic texture for this xuid.
CMatSystemTexture &texture = m_Textures[id]; if ( !texture.SetRemoteGamerpicTexture( xuid ) ) { // Remove from the map and the texture array.
m_RemoteGamerpicTextureIDMap.Remove( xuid ); DestroyTexture( id );
// Use the default texture.
return CreateDefaultRemoteGamerpicTexture( xuid, pDefaultGamerpicFileName ); } } else { if ( m_RemoteGamerpicTextureIDMap.Count() >= MAX_REMOTE_GAMERPIC_TEXTURES ) { //
// Find the oldest entry in the map.
//
int gamerpicCount = m_RemoteGamerpicTextureIDMap.Count(); COMPILE_TIME_ASSERT( MAX_REMOTE_GAMERPIC_TEXTURES > 1 );
RemoteGamerpicData &gamerpicData = m_RemoteGamerpicTextureIDMap.Element( 0 ); int gamerpicIndex = 0; for ( int i = 1; i < gamerpicCount; ++i ) { RemoteGamerpicData &nextGamerpicData = m_RemoteGamerpicTextureIDMap.Element( i ); if ( nextGamerpicData.m_TimeStamp < gamerpicData.m_TimeStamp ) { gamerpicData = nextGamerpicData; gamerpicIndex = i; } }
// Remove the oldest entry.
id = gamerpicData.m_TextureID; m_RemoteGamerpicTextureIDMap.RemoveAt( gamerpicIndex ); DestroyTexture( id ); }
// Create a new entry.
if ( !CreateRemoteGamerpicTexture( xuid ) ) { return CreateDefaultRemoteGamerpicTexture( xuid, pDefaultGamerpicFileName ); } }
return true; }
#endif // _X360
//-----------------------------------------------------------------------------
// Returns true if the id is valid
//-----------------------------------------------------------------------------
bool CTextureDictionary::IsValidId( int id ) const { Assert( id != 0 ); if ( id == 0 ) return false;
if( m_Textures.IsValidIndex( id ) ) { if ( !m_Textures.IsInList( id ) ) { return false; } return true; }
return false; }
//-----------------------------------------------------------------------------
// 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 texture handle associated with an id
//-----------------------------------------------------------------------------
HRenderTexture CTextureDictionary::GetTextureHandle( int id ) { if (!IsValidId(id)) return NULL;
return m_Textures[id].GetTextureHandle(); }
//-----------------------------------------------------------------------------
// 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; }
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