Counter Strike : Global Offensive Source Code
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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;
}