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