Files
HL2Overcharged/utils/vrad/macro_texture.cpp
2025-05-21 21:20:08 +03:00

167 lines
4.8 KiB
C++

//========= 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);
}