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