sqwarmed/sdk_src/game/client/camomaterialproxy.cpp

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2024-08-29 19:18:30 -04:00
//========= Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
// identifier was truncated to '255' characters in the debug information
#pragma warning(disable: 4786)
#include "ProxyEntity.h"
#include "materialsystem/IMaterialVar.h"
#include "materialsystem/ITexture.h"
#include "bitmap/TGALoader.h"
#include "view.h"
#include "datacache/idatacache.h"
#include "materialsystem/IMaterial.h"
#include "vtf/vtf.h"
#include "imaterialproxydict.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
class CCamoMaterialProxy;
class CCamoTextureRegen : public ITextureRegenerator
{
public:
CCamoTextureRegen( CCamoMaterialProxy *pProxy ) : m_pProxy(pProxy) {}
virtual void RegenerateTextureBits( ITexture *pTexture, IVTFTexture *pVTFTexture, Rect_t *pSubRect );
virtual void Release() {}
private:
CCamoMaterialProxy *m_pProxy;
};
class CCamoMaterialProxy : public CEntityMaterialProxy
{
public:
CCamoMaterialProxy();
virtual ~CCamoMaterialProxy();
virtual bool Init( IMaterial *pMaterial, KeyValues *pKeyValues );
virtual void OnBind(C_BaseEntity *pC_BaseEntity );
virtual IMaterial *GetMaterial();
// Procedurally generates the camo texture...
void GenerateCamoTexture( ITexture* pTexture, IVTFTexture *pVTFTexture );
protected:
#if 0
virtual void SetInstanceDataSize( int size );
virtual void *FindInstanceData( C_BaseEntity *pEntity );
virtual void *AllocateInstanceData( C_BaseEntity *pEntity );
#endif
private:
void LoadCamoPattern( void );
void GenerateRandomPointsInNormalizedCube( void );
void GetColors( Vector &lighting, Vector &base, int index,
const Vector &boxMin, const Vector &boxExtents,
const Vector &forward, const Vector &right, const Vector &up,
const Vector& entityPosition );
// this needs to go in a base class
private:
#if 0
// stuff that needs to be in a base class.
struct InstanceData_t
{
C_BaseEntity *pEntity;
void *data;
struct InstanceData_s *next;
};
struct CamoInstanceData_t
{
int dummy;
};
#endif
unsigned char *m_pCamoPatternImage;
#if 0
int m_InstanceDataSize;
InstanceData_t *m_InstanceDataListHead;
#endif
IMaterial *m_pMaterial;
IMaterialVar *m_pCamoTextureVar;
IMaterialVar *m_pCamoPatternTextureVar;
Vector *m_pointsInNormalizedBox; // [m_CamoPatternNumColors]
int m_CamoPatternNumColors;
int m_CamoPatternWidth;
int m_CamoPatternHeight;
#if 0
cache_user_t m_camoImageDataCache;
#endif
unsigned char m_CamoPalette[256][3];
// these represent that part of the entitiy's bounding box that we
// want to cast rays through to get colors for the camo
Vector m_SubBoundingBoxMin; // normalized
Vector m_SubBoundingBoxMax; // normalized
CCamoTextureRegen m_TextureRegen;
C_BaseEntity *m_pEnt;
};
void CCamoTextureRegen::RegenerateTextureBits( ITexture *pTexture, IVTFTexture *pVTFTexture, Rect_t *pSubRect )
{
m_pProxy->GenerateCamoTexture( pTexture, pVTFTexture );
}
#pragma warning (disable:4355)
CCamoMaterialProxy::CCamoMaterialProxy() : m_TextureRegen(this)
{
#if 0
m_InstanceDataSize = 0;
#endif
#if 0
memset( &m_camoImageDataCache, 0,sizeof( m_camoImageDataCache ) );
#endif
m_pointsInNormalizedBox = NULL;
#if 0
m_InstanceDataListHead = NULL;
#endif
m_pCamoPatternImage = NULL;
m_pMaterial = NULL;
m_pCamoTextureVar = NULL;
m_pCamoPatternTextureVar = NULL;
m_pointsInNormalizedBox = NULL;
m_pEnt = NULL;
}
#pragma warning (default:4355)
CCamoMaterialProxy::~CCamoMaterialProxy()
{
#if 0
InstanceData_t *curr = m_InstanceDataListHead;
while( curr )
{
InstanceData_t *next;
next = curr->next;
delete curr;
curr = next;
}
m_InstanceDataListHead = NULL;
#endif
// Disconnect the texture regenerator...
if (m_pCamoTextureVar)
{
ITexture *pCamoTexture = m_pCamoTextureVar->GetTextureValue();
if (pCamoTexture)
pCamoTexture->SetTextureRegenerator( NULL );
}
delete m_pCamoPatternImage;
delete m_pointsInNormalizedBox;
}
#if 0
void CCamoMaterialProxy::SetInstanceDataSize( int size )
{
m_InstanceDataSize = size;
}
#endif
#if 0
void *CCamoMaterialProxy::FindInstanceData( C_BaseEntity *pEntity )
{
InstanceData_t *curr = m_InstanceDataListHead;
while( curr )
{
if( pEntity == curr->pEntity )
{
return curr->data;
}
curr = curr->next;
}
return NULL;
}
#endif
#if 0
void *CCamoMaterialProxy::AllocateInstanceData( C_BaseEntity *pEntity )
{
InstanceData_t *newData = new InstanceData_t;
newData->pEntity = pEntity;
newData->next = m_InstanceDataListHead;
m_InstanceDataListHead = newData;
newData->data = new unsigned char[m_InstanceDataSize];
return newData->data;
}
#endif
bool CCamoMaterialProxy::Init( IMaterial *pMaterial, KeyValues *pKeyValues )
{
return false; // hack! Need to make sure that the TGA loader has a valid filesystem before trying
// to load the camo pattern.
#if 0
// set how big our instance data is.
SetInstanceDataSize( sizeof( CamoInstanceData_t ) );
#endif
// remember what material we belong to.
m_pMaterial = pMaterial;
// get pointers to material vars.
bool found;
m_pCamoTextureVar = m_pMaterial->FindVar( "$baseTexture", &found );
if( !found )
{
m_pCamoTextureVar = NULL;
return false;
}
ITexture *pCamoTexture = m_pCamoTextureVar->GetTextureValue();
if (pCamoTexture)
pCamoTexture->SetTextureRegenerator( &m_TextureRegen );
// Need to get the palettized texture to create the procedural texture from
// somewhere.
m_pCamoPatternTextureVar = m_pMaterial->FindVar( "$camoPatternTexture", &found );
if( !found )
{
m_pCamoTextureVar = NULL;
return false;
}
IMaterialVar *subBoundingBoxMinVar, *subBoundingBoxMaxVar;
subBoundingBoxMinVar = m_pMaterial->FindVar( "$camoBoundingBoxMin", &found, false );
if( !found )
{
m_SubBoundingBoxMin = Vector( 0.0f, 0.0f, 0.0f );
}
else
{
subBoundingBoxMinVar->GetVecValue( m_SubBoundingBoxMin.Base(), 3 );
}
subBoundingBoxMaxVar = m_pMaterial->FindVar( "$camoBoundingBoxMax", &found, false );
if( !found )
{
m_SubBoundingBoxMax = Vector( 1.0f, 1.0f, 1.0f );
}
else
{
subBoundingBoxMaxVar->GetVecValue( m_SubBoundingBoxMax.Base(), 3 );
}
LoadCamoPattern();
GenerateRandomPointsInNormalizedCube();
return true;
}
void CCamoMaterialProxy::GetColors( Vector &diffuseColor, Vector &baseColor, int index,
const Vector &boxMin, const Vector &boxExtents,
const Vector &forward, const Vector &right, const Vector &up,
const Vector& entityPosition )
{
Vector position, transformedPosition;
// hack
// m_pointsInNormalizedBox[index] = Vector( 0.5f, 0.5f, 1.0f );
position[0] = m_pointsInNormalizedBox[index][0] * boxExtents[0] + boxMin[0];
position[1] = m_pointsInNormalizedBox[index][1] * boxExtents[1] + boxMin[1];
position[2] = m_pointsInNormalizedBox[index][2] * boxExtents[2] + boxMin[2];
transformedPosition[0] = right[0] * position[0] + forward[0] * position[1] + up[0] * position[2];
transformedPosition[1] = right[1] * position[0] + forward[1] * position[1] + up[1] * position[2];
transformedPosition[2] = right[2] * position[0] + forward[2] * position[1] + up[2] * position[2];
transformedPosition = transformedPosition + entityPosition;
Vector direction = transformedPosition - CurrentViewOrigin();
VectorNormalize( direction );
direction = direction * ( COORD_EXTENT * 1.74f );
Vector endPoint = position + direction;
// baseColor is already in gamma space
// engine->TraceLineMaterialAndLighting( g_vecInstantaneousRenderOrigin, endPoint, diffuseColor, baseColor );
engine->TraceLineMaterialAndLighting( transformedPosition, endPoint, diffuseColor, baseColor );
// hack - optimize! - convert from linear to gamma space - this should be hidden
diffuseColor[0] = pow( diffuseColor[0], 1.0f / 2.2f );
diffuseColor[1] = pow( diffuseColor[1], 1.0f / 2.2f );
diffuseColor[2] = pow( diffuseColor[2], 1.0f / 2.2f );
#if 0
Msg( "%f %f %f\n",
diffuseColor[0],
diffuseColor[1],
diffuseColor[2] );
#endif
#if 0
float MAX;
MAX = diffuseColor[0];
if( diffuseColor[1] > MAX )
{
MAX = diffuseColor[1];
}
if( diffuseColor[2] > MAX )
{
MAX = diffuseColor[2];
}
if( MAX > 1.0f )
{
MAX = 1.0f / MAX;
diffuseColor = diffuseColor * MAX;
}
#else
if( diffuseColor[0] > 1.0f )
{
diffuseColor[0] = 1.0f;
}
if( diffuseColor[1] > 1.0f )
{
diffuseColor[1] = 1.0f;
}
if( diffuseColor[2] > 1.0f )
{
diffuseColor[2] = 1.0f;
}
#endif
// hack
//baseColor = Vector( 1.0f, 1.0f, 1.0f );
//diffuseColor = Vector( 1.0f, 1.0f, 1.0f );
}
//-----------------------------------------------------------------------------
// Procedurally generates the camo texture...
//-----------------------------------------------------------------------------
void CCamoMaterialProxy::GenerateCamoTexture( ITexture* pTexture, IVTFTexture *pVTFTexture )
{
if (!m_pEnt)
return;
#if 0
CamoInstanceData_t *pInstanceData;
pInstanceData = ( CamoInstanceData_t * )FindInstanceData( pEnt );
if( !pInstanceData )
{
pInstanceData = ( CamoInstanceData_t * )AllocateInstanceData( pEnt );
if( !pInstanceData )
{
return;
}
// init the instance data
}
#endif
Vector entityPosition;
entityPosition = m_pEnt->GetAbsOrigin();
QAngle entityAngles;
entityAngles = m_pEnt->GetAbsAngles();
// Get the bounding box for the entity
Vector mins, maxs;
mins = m_pEnt->WorldAlignMins();
maxs = m_pEnt->WorldAlignMaxs();
Vector traceDirection;
Vector traceEnd;
trace_t traceResult;
Vector forward, right, up;
AngleVectors( entityAngles, &forward, &right, &up );
Vector position, transformedPosition;
Vector maxsMinusMins = maxs - mins;
Vector diffuseColor[256];
Vector baseColor;
unsigned char camoPalette[256][3];
// Calculate the camo palette
//Msg( "start of loop\n" );
int i;
for( i = 0; i < m_CamoPatternNumColors; i++ )
{
GetColors( diffuseColor[i], baseColor, i,
mins, maxsMinusMins, forward, right, up, entityPosition );
#if 1
camoPalette[i][0] = diffuseColor[i][0] * baseColor[0] * 255.0f;
camoPalette[i][1] = diffuseColor[i][1] * baseColor[1] * 255.0f;
camoPalette[i][2] = diffuseColor[i][2] * baseColor[2] * 255.0f;
#endif
#if 0
camoPalette[i][0] = baseColor[0] * 255.0f;
camoPalette[i][1] = baseColor[1] * 255.0f;
camoPalette[i][2] = baseColor[2] * 255.0f;
#endif
#if 0
camoPalette[i][0] = diffuseColor[i][0] * 255.0f;
camoPalette[i][1] = diffuseColor[i][1] * 255.0f;
camoPalette[i][2] = diffuseColor[i][2] * 255.0f;
#endif
}
int width = pVTFTexture->Width();
int height = pVTFTexture->Height();
if( width != m_CamoPatternWidth || height != m_CamoPatternHeight )
{
return;
}
unsigned char *imageData = pVTFTexture->ImageData( 0, 0, 0 );
enum ImageFormat imageFormat = pVTFTexture->Format();
if( imageFormat != IMAGE_FORMAT_RGB888 )
{
return;
}
// optimize
#if 1
int x, y;
for( y = 0; y < height; y++ )
{
for( x = 0; x < width; x++ )
{
int offset = 3 * ( x + y * width );
assert( offset < width * height * 3 );
int paletteID = m_pCamoPatternImage[x + y * width];
assert( paletteID < 256 );
#if 1
imageData[offset + 0] = camoPalette[paletteID][0];
imageData[offset + 1] = camoPalette[paletteID][1];
imageData[offset + 2] = camoPalette[paletteID][2];
#else
imageData[offset] = 255;
imageData[offset + 1] = 0;
imageData[offset + 2] = 0;
#endif
}
}
#endif
}
//-----------------------------------------------------------------------------
// Called when the texture is bound...
//-----------------------------------------------------------------------------
void CCamoMaterialProxy::OnBind( C_BaseEntity *pEntity )
{
if( !m_pCamoTextureVar )
{
return;
}
m_pEnt = pEntity;
ITexture *pCamoTexture = m_pCamoTextureVar->GetTextureValue();
pCamoTexture->Download();
// Mark it so it doesn't get regenerated on task switch
m_pEnt = NULL;
}
void CCamoMaterialProxy::LoadCamoPattern( void )
{
#if 0
// hack - need to figure out a name to attach that isn't too long.
m_pCamoPatternImage =
( unsigned char * )datacache->FindByName( &m_camoImageDataCache, "camopattern" );
if( m_pCamoPatternImage )
{
// is already in the cache.
return m_pCamoPatternImage;
}
#endif
enum ImageFormat indexImageFormat;
int indexImageSize;
#ifndef _XBOX
float dummyGamma;
if( !TGALoader::GetInfo( m_pCamoPatternTextureVar->GetStringValue(),
&m_CamoPatternWidth, &m_CamoPatternHeight, &indexImageFormat, &dummyGamma ) )
{
//Warning( "Can't get tga info for hl2/materials/models/combine_elite/camo7paletted.tga for camo material\n" );
m_pCamoTextureVar = NULL;
return;
}
#else
// xboxissue - no tga support, why implemented this way
Assert( 0 );
m_pCamoTextureVar = NULL;
return;
#endif
if( indexImageFormat != IMAGE_FORMAT_I8 )
{
// Warning( "Camo material texture hl2/materials/models/combine_elite/camo7paletted.tga must be 8-bit greyscale\n" );
m_pCamoTextureVar = NULL;
return;
}
indexImageSize = ImageLoader::GetMemRequired( m_CamoPatternWidth, m_CamoPatternHeight, 1, indexImageFormat, false );
#if 0
m_pCamoPatternImage = ( unsigned char * )
datacache->Alloc( &m_camoImageDataCache, indexImageSize, "camopattern" );
#endif
m_pCamoPatternImage = ( unsigned char * )new unsigned char[indexImageSize];
if( !m_pCamoPatternImage )
{
m_pCamoTextureVar = NULL;
return;
}
#ifndef _XBOX
if( !TGALoader::Load( m_pCamoPatternImage, m_pCamoPatternTextureVar->GetStringValue(),
m_CamoPatternWidth, m_CamoPatternHeight, IMAGE_FORMAT_I8, dummyGamma, false ) )
{
// Warning( "camo texture hl2/materials/models/combine_elite/camo7paletted.tga must be grey-scale" );
m_pCamoTextureVar = NULL;
return;
}
#else
// xboxissue - no tga support, why is the camo done this way?
Assert( 0 );
#endif
bool colorUsed[256];
int colorRemap[256];
// count the number of colors used in the image.
int i;
for( i = 0; i < 256; i++ )
{
colorUsed[i] = false;
}
for( i = 0; i < indexImageSize; i++ )
{
colorUsed[m_pCamoPatternImage[i]] = true;
}
m_CamoPatternNumColors = 0;
for( i = 0; i < 256; i++ )
{
if( colorUsed[i] )
{
colorRemap[i] = m_CamoPatternNumColors;
m_CamoPatternNumColors++;
}
}
// remap the color to the beginning of the palette.
for( i = 0; i < indexImageSize; i++ )
{
m_pCamoPatternImage[i] = colorRemap[m_pCamoPatternImage[i]];
// hack
// m_pCamoPatternImage[i] = 0;
}
}
void CCamoMaterialProxy::GenerateRandomPointsInNormalizedCube( void )
{
m_pointsInNormalizedBox = new Vector[m_CamoPatternNumColors];
if( !m_pointsInNormalizedBox )
{
m_pCamoTextureVar = NULL;
return;
}
int i;
for( i = 0; i < m_CamoPatternNumColors; i++ )
{
m_pointsInNormalizedBox[i][0] = random->RandomFloat( m_SubBoundingBoxMin[0], m_SubBoundingBoxMax[0] );
m_pointsInNormalizedBox[i][1] = random->RandomFloat( m_SubBoundingBoxMin[1], m_SubBoundingBoxMax[1] );
m_pointsInNormalizedBox[i][2] = random->RandomFloat( m_SubBoundingBoxMin[2], m_SubBoundingBoxMax[2] );
}
}
IMaterial *CCamoMaterialProxy::GetMaterial()
{
return m_pMaterial;
}
EXPOSE_MATERIAL_PROXY( CCamoMaterialProxy, Camo );