//========= Copyright © 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 );