Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "tier1/strtools.h"
#include "macro_texture.h"
#include "bsplib.h"
#include "cmdlib.h"
#include "vtf/vtf.h"
#include "tier1/utldict.h"
#include "tier1/utlbuffer.h"
#include "bitmap/imageformat.h"
class CMacroTextureData
{
public:
int m_Width, m_Height;
CUtlMemory<unsigned char> m_ImageData;
};
CMacroTextureData *g_pGlobalMacroTextureData = NULL;
// Which macro texture each map face uses.
static CUtlDict<CMacroTextureData*, int> g_MacroTextureLookup; // Stores a list of unique macro textures.
static CUtlVector<CMacroTextureData*> g_FaceMacroTextures; // Which macro texture each face wants to use.
static Vector g_MacroWorldMins, g_MacroWorldMaxs;
CMacroTextureData* FindMacroTexture( const char *pFilename )
{
int index = g_MacroTextureLookup.Find( pFilename );
if ( g_MacroTextureLookup.IsValidIndex( index ) )
return g_MacroTextureLookup[index];
else
return NULL;
}
CMacroTextureData* LoadMacroTextureFile( const char *pFilename )
{
FileHandle_t hFile = g_pFileSystem->Open( pFilename, "rb" );
if ( hFile == FILESYSTEM_INVALID_HANDLE )
return NULL;
// Read the file in.
CUtlVector<char> tempData;
tempData.SetSize( g_pFileSystem->Size( hFile ) );
g_pFileSystem->Read( tempData.Base(), tempData.Count(), hFile );
g_pFileSystem->Close( hFile );
// Now feed the data into a CUtlBuffer (great...)
CUtlBuffer buf;
buf.Put( tempData.Base(), tempData.Count() );
// Now make a texture out of it.
IVTFTexture *pTex = CreateVTFTexture();
if ( !pTex->Unserialize( buf ) )
Error( "IVTFTexture::Unserialize( %s ) failed.", pFilename );
pTex->ConvertImageFormat( IMAGE_FORMAT_RGBA8888, false ); // Get it in a format we like.
// Now convert to a CMacroTextureData.
CMacroTextureData *pData = new CMacroTextureData;
pData->m_Width = pTex->Width();
pData->m_Height = pTex->Height();
pData->m_ImageData.EnsureCapacity( pData->m_Width * pData->m_Height * 4 );
memcpy( pData->m_ImageData.Base(), pTex->ImageData(), pData->m_Width * pData->m_Height * 4 );
DestroyVTFTexture( pTex );
Msg( "-- LoadMacroTextureFile: %s\n", pFilename );
return pData;
}
void InitMacroTexture( const char *pBSPFilename )
{
// Get the world bounds (same ones used by minimaps and level designers know how to use).
int i = 0;
for (i; i < num_entities; ++i)
{
char* pEntity = ValueForKey(&entities[i], "classname");
if( !strcmp(pEntity, "worldspawn") )
{
GetVectorForKey( &entities[i], "world_mins", g_MacroWorldMins );
GetVectorForKey( &entities[i], "world_maxs", g_MacroWorldMaxs );
break;
}
}
if ( i == num_entities )
{
Warning( "MaskOnMacroTexture: can't find worldspawn" );
return;
}
// Load the macro texture that is mapped onto everything.
char mapName[512], vtfFilename[512];
Q_FileBase( pBSPFilename, mapName, sizeof( mapName ) );
Q_snprintf( vtfFilename, sizeof( vtfFilename ), "materials/macro/%s/base.vtf", mapName );
g_pGlobalMacroTextureData = LoadMacroTextureFile( vtfFilename );
// Now load the macro texture for each face.
g_FaceMacroTextures.SetSize( numfaces );
for ( int iFace=0; iFace < numfaces; iFace++ )
{
g_FaceMacroTextures[iFace] = NULL;
if ( iFace < g_FaceMacroTextureInfos.Count() )
{
unsigned short stringID = g_FaceMacroTextureInfos[iFace].m_MacroTextureNameID;
if ( stringID != 0xFFFF )
{
const char *pMacroTextureName = &g_TexDataStringData[ g_TexDataStringTable[stringID] ];
Q_snprintf( vtfFilename, sizeof( vtfFilename ), "%smaterials/%s.vtf", gamedir, pMacroTextureName );
g_FaceMacroTextures[iFace] = FindMacroTexture( vtfFilename );
if ( !g_FaceMacroTextures[iFace] )
{
g_FaceMacroTextures[iFace] = LoadMacroTextureFile( vtfFilename );
if ( g_FaceMacroTextures[iFace] )
{
g_MacroTextureLookup.Insert( vtfFilename, g_FaceMacroTextures[iFace] );
}
}
}
}
}
}
inline Vector SampleMacroTexture( const CMacroTextureData *t, const Vector &vWorldPos )
{
int ix = (int)RemapVal( vWorldPos.x, g_MacroWorldMins.x, g_MacroWorldMaxs.x, 0, t->m_Width-0.00001 );
int iy = (int)RemapVal( vWorldPos.y, g_MacroWorldMins.y, g_MacroWorldMaxs.y, 0, t->m_Height-0.00001 );
ix = clamp( ix, 0, t->m_Width-1 );
iy = t->m_Height - 1 - clamp( iy, 0, t->m_Height-1 );
const unsigned char *pInputColor = &t->m_ImageData[(iy*t->m_Width + ix) * 4];
return Vector( pInputColor[0] / 255.0, pInputColor[1] / 255.0, pInputColor[2] / 255.0 );
}
void ApplyMacroTextures( int iFace, const Vector &vWorldPos, Vector &outLuxel )
{
// Add the global macro texture.
Vector vGlobal;
if ( g_pGlobalMacroTextureData )
outLuxel *= SampleMacroTexture( g_pGlobalMacroTextureData, vWorldPos );
// Now add the per-material macro texture.
if ( g_FaceMacroTextures[iFace] )
outLuxel *= SampleMacroTexture( g_FaceMacroTextures[iFace], vWorldPos );
}