Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Contains all texture state for the material system surface to use
//
//===========================================================================//
#include "bitmap/imageformat.h"
#include "TextureDictionary.h"
#include "utllinkedlist.h"
#include "checksum_crc.h"
#include "materialsystem/imaterial.h"
#include "vguimatsurface.h"
#include "materialsystem/imaterialsystem.h"
#include "tier0/dbg.h"
#include "KeyValues.h"
#include "pixelwriter.h"
#include "materialsystem/imaterialvar.h"
#include "materialsystem/itexture.h"
#include "vtf/vtf.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define TEXTURE_ID_UNKNOWN -1
class CMatSystemTexture;
// Case-sensitive string checksum
static CRC32_t Texture_CRCName( const char *string )
{
CRC32_t crc;
CRC32_Init( &crc );
CRC32_ProcessBuffer( &crc, (void *)string, strlen( string ) );
CRC32_Final( &crc );
return crc;
}
class CFontTextureRegen;
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CMatSystemTexture
{
public:
CMatSystemTexture( void );
~CMatSystemTexture( void );
void SetId( int id ) { m_ID = id; };
CRC32_t GetCRC() const;
void SetCRC( CRC32_t val );
void SetMaterial( const char *pFileName );
void SetMaterial( IMaterial *pMaterial );
void SetTexture( ITexture *pTexture ) { SafeAssign( &m_pOverrideTexture, pTexture ); }
// This is used when we want different rendering state sharing the same procedural texture (fonts)
void ReferenceOtherProcedural( CMatSystemTexture *pTexture, IMaterial *pMaterial );
IMaterial *GetMaterial() { return m_pMaterial; }
int Width() const { return m_iWide; }
int Height() const { return m_iTall; }
bool IsProcedural( void ) const;
void SetProcedural( bool proc );
bool IsReference() const { return m_Flags & TEXTURE_IS_REFERENCE; }
void SetTextureRGBA( const char* rgba, int wide, int tall, ImageFormat format, bool bFixupTextCoordsForDimensions );
void SetSubTextureRGBA( int drawX, int drawY, unsigned const char *rgba, int subTextureWide, int subTextureTall );
void SetSubTextureRGBAEx( int drawX, int drawY, unsigned const char *rgba, int subTextureWide, int subTextureTall, ImageFormat imageFormat );
void UpdateSubTextureRGBA( int drawX, int drawY, unsigned const char *rgba, int subTextureWide, int subTextureTall, ImageFormat imageFormat );
float m_s0, m_t0, m_s1, m_t1;
private:
void CreateRegen( int nWidth, int nHeight, ImageFormat format );
void ReleaseRegen( void );
void CleanUpMaterial();
ITexture *GetTextureValue( void );
private:
enum
{
TEXTURE_IS_PROCEDURAL = 0x1,
TEXTURE_IS_REFERENCE = 0x2
};
CRC32_t m_crcFile;
IMaterial *m_pMaterial;
ITexture *m_pTexture;
ITexture *m_pOverrideTexture;
int m_iWide;
int m_iTall;
int m_iInputWide;
int m_iInputTall;
int m_ID;
int m_Flags;
CFontTextureRegen *m_pRegen;
};
//-----------------------------------------------------------------------------
// A class that manages textures used by the material system surface
//-----------------------------------------------------------------------------
class CTextureDictionary : public ITextureDictionary
{
public:
CTextureDictionary( void );
// Create, destroy textures
int CreateTexture( bool procedural = false );
int CreateTextureByTexture( ITexture *pTexture, bool procedural = true ) OVERRIDE;
void DestroyTexture( int id );
void DestroyAllTextures();
// Is this a valid id?
bool IsValidId( int id ) const;
// Binds a material to a texture
virtual void BindTextureToFile( int id, const char *pFileName );
virtual void BindTextureToMaterial( int id, IMaterial *pMaterial );
virtual void BindTextureToMaterialReference( int id, int referenceId, IMaterial *pMaterial );
// Texture info
IMaterial *GetTextureMaterial( int id );
void GetTextureSize(int id, int& iWide, int& iTall );
void GetTextureTexCoords( int id, float &s0, float &t0, float &s1, float &t1 );
void SetTextureRGBA( int id, const char* rgba, int wide, int tall );
void SetTextureRGBAEx( int id, const char* rgba, int wide, int tall, ImageFormat format, bool bFixupTextCoordsForDimensions );
void SetSubTextureRGBA( int id, int drawX, int drawY, unsigned const char *rgba, int subTextureWide, int subTextureTall );
void SetSubTextureRGBAEx( int id, int drawX, int drawY, unsigned const char *rgba, int subTextureWide, int subTextureTall, ImageFormat imageFormat );
void UpdateSubTextureRGBA( int id, int drawX, int drawY, unsigned const char *rgba, int subTextureWide, int subTextureTall, ImageFormat imageFormat );
int FindTextureIdForTextureFile( char const *pFileName );
public:
CMatSystemTexture *GetTexture( int id );
private:
CUtlLinkedList< CMatSystemTexture, unsigned short > m_Textures;
};
static CTextureDictionary s_TextureDictionary;
//-----------------------------------------------------------------------------
// A texture regenerator that holds onto the bits at all times
//-----------------------------------------------------------------------------
class CFontTextureRegen : public ITextureRegenerator
{
public:
CFontTextureRegen( int nWidth, int nHeight, ImageFormat format )
{
m_nFormat = format;
m_nWidth = nWidth;
m_nHeight = nHeight;
if ( IsPC() )
{
int size = ImageLoader::GetMemRequired( m_nWidth, m_nHeight, 1, m_nFormat, false );
m_pTextureBits = new unsigned char[size];
memset( m_pTextureBits, 0, size );
}
else
{
// will be allocated as needed
m_pTextureBits = NULL;
}
}
~CFontTextureRegen( void )
{
DeleteTextureBits();
}
void UpdateBackingBits( Rect_t &subRect, const unsigned char *pBits, Rect_t &uploadRect, ImageFormat format )
{
int size = ImageLoader::GetMemRequired( m_nWidth, m_nHeight, 1, m_nFormat, false );
if ( IsPC() )
{
if ( !m_pTextureBits )
return;
}
else
{
Assert( !m_pTextureBits );
m_pTextureBits = new unsigned char[size];
memset( m_pTextureBits, 0, size );
}
// Copy subrect into backing bits storage
// source data is expected to be in same format as backing bits
int y;
if ( ImageLoader::SizeInBytes( m_nFormat ) == 4 )
{
bool bIsInputFullRect = ( subRect.width != uploadRect.width || subRect.height != uploadRect.height );
Assert( (subRect.x >= 0) && (subRect.y >= 0) );
Assert( (subRect.x + subRect.width <= m_nWidth) && (subRect.y + subRect.height <= m_nHeight) );
for ( y=0; y < subRect.height; ++y )
{
int idx = ( (subRect.y + y) * m_nWidth + subRect.x ) << 2;
unsigned int *pDst = (unsigned int*)(&m_pTextureBits[ idx ]);
int offset = bIsInputFullRect ? (subRect.y+y)*uploadRect.width + subRect.x : y*uploadRect.width;
const unsigned int *pSrc = (const unsigned int *)(&pBits[ offset << 2 ]);
ImageLoader::ConvertImageFormat( (const unsigned char *)pSrc, format,(unsigned char *)pDst, m_nFormat, subRect.width, 1 );
}
}
else
{
// cannot subrect copy when format is not RGBA
if ( subRect.width != m_nWidth || subRect.height != m_nHeight )
{
Assert( 0 );
return;
}
Q_memcpy( m_pTextureBits, pBits, size );
}
}
virtual void RegenerateTextureBits( ITexture *pTexture, IVTFTexture *pVTFTexture, Rect_t *pSubRect )
{
if ( !m_pTextureBits )
return;
Assert( (pVTFTexture->Width() == m_nWidth) && (pVTFTexture->Height() == m_nHeight) );
int nFormatBytes = ImageLoader::SizeInBytes( m_nFormat );
if ( nFormatBytes == 4 )
{
if ( m_nFormat == pVTFTexture->Format() )
{
int ymax = pSubRect->y + pSubRect->height;
for( int y = pSubRect->y; y < ymax; ++y )
{
// copy each row across for the update
char *pchData = (char *)pVTFTexture->ImageData( 0, 0, 0, 0, y ) + pSubRect->x *nFormatBytes;
int size = ImageLoader::GetMemRequired( pSubRect->width, 1, 1, m_nFormat, false );
V_memcpy( pchData, m_pTextureBits + (y * m_nWidth + pSubRect->x) * nFormatBytes, size );
}
}
else
{
// formats don't match so do a pixel by pixel swizel
CPixelWriter pixelWriter;
pixelWriter.SetPixelMemory(
pVTFTexture->Format(),
pVTFTexture->ImageData( 0, 0, 0 ),
pVTFTexture->RowSizeInBytes( 0 ) );
// Now upload the part we've been asked for
int xmax = pSubRect->x + pSubRect->width;
int ymax = pSubRect->y + pSubRect->height;
int x, y;
for( y = pSubRect->y; y < ymax; ++y )
{
pixelWriter.Seek( pSubRect->x, y );
unsigned char *rgba = &m_pTextureBits[ (y * m_nWidth + pSubRect->x) * nFormatBytes ];
for ( x=pSubRect->x; x < xmax; ++x )
{
pixelWriter.WritePixel( rgba[0], rgba[1], rgba[2], rgba[3] );
rgba += nFormatBytes;
}
}
}
}
else
{
// cannot subrect copy when format is not RGBA
if ( pSubRect->width != m_nWidth || pSubRect->height != m_nHeight )
{
Assert( 0 );
return;
}
int size = ImageLoader::GetMemRequired( m_nWidth, m_nHeight, 1, m_nFormat, false );
Q_memcpy( pVTFTexture->ImageData( 0, 0, 0 ), m_pTextureBits, size );
}
}
virtual void Release()
{
// Called by the material system when this needs to go away
DeleteTextureBits();
}
void DeleteTextureBits()
{
if ( m_pTextureBits )
{
delete [] m_pTextureBits;
m_pTextureBits = NULL;
}
}
private:
unsigned char *m_pTextureBits;
short m_nWidth;
short m_nHeight;
ImageFormat m_nFormat;
};
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CMatSystemTexture::CMatSystemTexture( void )
{
m_pMaterial = NULL;
m_pTexture = NULL;
m_pOverrideTexture = NULL;
m_crcFile = (CRC32_t)0;
m_iWide = m_iTall = 0;
m_s0 = m_t0 = 0;
m_s1 = m_t1 = 1;
m_Flags = 0;
m_pRegen = NULL;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CMatSystemTexture::~CMatSystemTexture( void )
{
if ( m_pOverrideTexture )
{
m_pOverrideTexture->Release();
m_pOverrideTexture->DeleteIfUnreferenced();
m_pOverrideTexture = NULL;
}
CleanUpMaterial();
}
bool CMatSystemTexture::IsProcedural( void ) const
{
return (m_Flags & TEXTURE_IS_PROCEDURAL) != 0;
}
void CMatSystemTexture::SetProcedural( bool proc )
{
if (proc)
{
m_Flags |= TEXTURE_IS_PROCEDURAL;
}
else
{
m_Flags &= ~TEXTURE_IS_PROCEDURAL;
}
}
void CMatSystemTexture::CleanUpMaterial()
{
if ( m_pMaterial )
{
// causes the underlying texture (if unreferenced) to be deleted as well
m_pMaterial->DecrementReferenceCount();
m_pMaterial->DeleteIfUnreferenced();
m_pMaterial = NULL;
}
if ( m_pTexture )
{
m_pTexture->SetTextureRegenerator( NULL );
m_pTexture->DecrementReferenceCount();
m_pTexture->DeleteIfUnreferenced();
m_pTexture = NULL;
}
ReleaseRegen();
}
void CMatSystemTexture::CreateRegen( int nWidth, int nHeight, ImageFormat format )
{
Assert( IsProcedural() );
if ( !m_pRegen )
{
m_pRegen = new CFontTextureRegen( nWidth, nHeight, format );
}
}
void CMatSystemTexture::ReleaseRegen( void )
{
if (m_pRegen)
{
if (!IsReference())
{
delete m_pRegen;
}
m_pRegen = NULL;
}
}
void CMatSystemTexture::SetTextureRGBA( const char *rgba, int wide, int tall, ImageFormat format, bool bFixupTextCoords )
{
Assert( IsProcedural() );
if ( !IsProcedural() )
return;
if ( !m_pMaterial )
{
int width = wide;
int height = tall;
// find the minimum power-of-two to fit this in
int i;
for ( i = 0; i < 32 ; i++ )
{
width = (1<<i);
if (width >= wide)
{
break;
}
}
for (i = 0; i < 32; i++ )
{
height= (1<<i);
if (height >= tall)
{
break;
}
}
// create a procedural material to fit this texture into
static int nTextureId = 0;
char pTextureName[64];
Q_snprintf( pTextureName, sizeof( pTextureName ), "__vgui_texture_%d", nTextureId );
++nTextureId;
ITexture *pTexture = g_pMaterialSystem->CreateProceduralTexture(
pTextureName,
TEXTURE_GROUP_VGUI,
5 years ago
width,
height,
format,
TEXTUREFLAGS_CLAMPS | TEXTUREFLAGS_CLAMPT |
TEXTUREFLAGS_NOMIP | TEXTUREFLAGS_NOLOD |
TEXTUREFLAGS_PROCEDURAL | TEXTUREFLAGS_SINGLECOPY );
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KeyValues *pVMTKeyValues = new KeyValues( "UnlitGeneric" );
pVMTKeyValues->SetInt( "$vertexcolor", 1 );
pVMTKeyValues->SetInt( "$vertexalpha", 1 );
pVMTKeyValues->SetInt( "$ignorez", 1 );
pVMTKeyValues->SetInt( "$no_fullbright", 1 );
pVMTKeyValues->SetInt( "$translucent", 1 );
pVMTKeyValues->SetString( "$basetexture", pTextureName );
IMaterial *pMaterial = g_pMaterialSystem->CreateMaterial( pTextureName, pVMTKeyValues );
pMaterial->Refresh();
// Has to happen after the refresh
pTexture->DecrementReferenceCount();
SetMaterial( pMaterial );
m_iInputTall = tall;
m_iInputWide = wide;
if ( bFixupTextCoords && ( wide != width || tall != height ) )
{
m_s1 = (double)wide / width;
m_t1 = (double)tall / height;
}
// undo the extra +1 refCount
pMaterial->DecrementReferenceCount();
}
Assert( wide <= m_iWide );
Assert( tall <= m_iTall );
// Just replace the whole thing
SetSubTextureRGBAEx( 0, 0, (const unsigned char *)rgba, wide, tall, format );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
ITexture *CMatSystemTexture::GetTextureValue( void )
{
Assert( IsProcedural() );
if ( !m_pMaterial )
return NULL;
if ( m_pOverrideTexture )
return m_pOverrideTexture;
return m_pTexture;
}
void CMatSystemTexture::SetSubTextureRGBA( int drawX, int drawY, unsigned const char *rgba, int subTextureWide, int subTextureTall )
{
SetSubTextureRGBAEx( drawX, drawY, rgba, subTextureWide, subTextureTall, IMAGE_FORMAT_RGBA8888 );
}
void CMatSystemTexture::SetSubTextureRGBAEx( int drawX, int drawY, unsigned const char *rgba, int subTextureWide, int subTextureTall, ImageFormat format )
{
ITexture *pTexture = GetTextureValue();
if ( !pTexture )
return;
Assert( IsProcedural() );
if ( !IsProcedural() )
return;
Assert( drawX < m_iWide );
Assert( drawY < m_iTall );
Assert( drawX + subTextureWide <= m_iWide );
Assert( drawY + subTextureTall <= m_iTall );
Assert( m_pRegen );
Assert( rgba );
Rect_t subRect;
subRect.x = drawX;
subRect.y = drawY;
subRect.width = subTextureWide;
subRect.height = subTextureTall;
Rect_t textureSize;
textureSize.x = 0;
textureSize.y = 0;
textureSize.width = subTextureWide;
textureSize.height = subTextureTall;
m_pRegen->UpdateBackingBits( subRect, rgba, textureSize, format );
pTexture->Download( &subRect );
if ( IsX360() )
{
// xboxissue - no need to persist "backing bits", saves memory
// the texture (commonly font page) "backing bits" are allocated during UpdateBackingBits() which get blitted
// into by procedural regeneration in preparation for download() which then subrect blits
// out of and into target texture (d3d upload)
// the "backing bits" are then no longer required
m_pRegen->DeleteTextureBits();
}
}
void CMatSystemTexture::UpdateSubTextureRGBA( int drawX, int drawY, unsigned const char *rgba, int subTextureWide, int subTextureTall, ImageFormat imageFormat )
{
ITexture *pTexture = GetTextureValue();
if ( !pTexture )
return;
Assert( IsProcedural() );
if ( !IsProcedural() )
return;
Assert( drawX < m_iWide );
Assert( drawY < m_iTall );
Assert( drawX + subTextureWide <= m_iWide );
Assert( drawY + subTextureTall <= m_iTall );
Assert( m_pRegen );
Assert( rgba );
Rect_t subRect;
subRect.x = drawX;
subRect.y = drawY;
subRect.width = subTextureWide;
subRect.height = subTextureTall;
Rect_t textureSize;
textureSize.x = 0;
textureSize.y = 0;
textureSize.width = m_iInputWide;
textureSize.height = m_iInputTall;
m_pRegen->UpdateBackingBits( subRect, rgba, textureSize, imageFormat );
pTexture->Download( &subRect );
if ( IsX360() )
{
// xboxissue - no need to persist "backing bits", saves memory
// the texture (commonly font page) "backing bits" are allocated during UpdateBackingBits() which get blitted
// into by procedural regeneration in preparation for download() which then subrect blits
// out of and into target texture (d3d upload)
// the "backing bits" are then no longer required
m_pRegen->DeleteTextureBits();
}
}
void CMatSystemTexture::SetCRC( CRC32_t val )
{
m_crcFile = val;
}
CRC32_t CMatSystemTexture::GetCRC() const
{
return m_crcFile;
}
void CMatSystemTexture::SetMaterial( IMaterial *pMaterial )
{
// Decrement references to old texture
CleanUpMaterial();
m_pMaterial = pMaterial;
if (!m_pMaterial)
{
m_iWide = m_iTall = 0;
m_s0 = m_t0 = 0.0f;
m_s1 = m_t1 = 1.0f;
return;
}
// Increment its reference count
m_pMaterial->IncrementReferenceCount();
// Compute texture size
m_iWide = m_pMaterial->GetMappingWidth();
m_iTall = m_pMaterial->GetMappingHeight();
// Compute texture coordinates
float flPixelCenterX = 0.0f;
float flPixelCenterY = 0.0f;
if ( m_iWide > 0.0f && m_iTall > 0.0f)
{
flPixelCenterX = 0.5f / m_iWide;
flPixelCenterY = 0.5f / m_iTall;
}
m_s0 = flPixelCenterX;
m_t0 = flPixelCenterY;
// FIXME: Old code used +, it should be - yes?!??!
m_s1 = 1.0 - flPixelCenterX;
m_t1 = 1.0 - flPixelCenterY;
if ( IsProcedural() )
{
bool bFound;
IMaterialVar *tv = m_pMaterial->FindVar( "$baseTexture", &bFound );
if ( bFound && tv->IsTexture() )
{
m_pTexture = tv->GetTextureValue();
if ( m_pTexture )
{
m_pTexture->IncrementReferenceCount();
// Upload new data
CreateRegen( m_iWide, m_iTall, m_pTexture->GetImageFormat() );
m_pTexture->SetTextureRegenerator( m_pRegen );
}
}
}
}
//-----------------------------------------------------------------------------
// This is used when we want different rendering state sharing the same procedural texture (fonts)
//-----------------------------------------------------------------------------
void CMatSystemTexture::ReferenceOtherProcedural( CMatSystemTexture *pTexture, IMaterial *pMaterial )
{
// Decrement references to old texture
CleanUpMaterial();
Assert( pTexture->IsProcedural() );
m_Flags |= TEXTURE_IS_REFERENCE;
m_pMaterial = pMaterial;
if (!m_pMaterial)
{
m_iWide = m_iTall = 0;
m_s0 = m_t0 = 0.0f;
m_s1 = m_t1 = 1.0f;
return;
}
m_iWide = pTexture->m_iWide;
m_iTall = pTexture->m_iTall;
m_s0 = pTexture->m_s0;
m_t0 = pTexture->m_t0;
m_s1 = pTexture->m_s1;
m_t1 = pTexture->m_t1;
Assert( (pMaterial->GetMappingWidth() == m_iWide) && (pMaterial->GetMappingHeight() == m_iTall) );
// Increment its reference count
m_pMaterial->IncrementReferenceCount();
bool bFound;
IMaterialVar *tv = m_pMaterial->FindVar( "$baseTexture", &bFound );
if ( bFound )
{
m_pTexture = tv->GetTextureValue();
if ( m_pTexture )
{
m_pTexture->IncrementReferenceCount();
Assert( m_pTexture == pTexture->m_pTexture );
// Reference, but do *not* create a new one!!!
m_pRegen = pTexture->m_pRegen;
}
}
}
void CMatSystemTexture::SetMaterial( const char *pFileName )
{
// Get a pointer to the new material
IMaterial *pMaterial = g_pMaterialSystem->FindMaterial( pFileName, TEXTURE_GROUP_VGUI );
if ( IsErrorMaterial( pMaterial ) )
{
if (IsOSX())
{
printf( "\n ##### Missing Vgui material %s\n", pFileName );
}
Msg( "--- Missing Vgui material %s\n", pFileName );
}
SetMaterial( pMaterial );
}
//-----------------------------------------------------------------------------
// Singleton instance
//-----------------------------------------------------------------------------
ITextureDictionary *TextureDictionary()
{
return &s_TextureDictionary;
}
CTextureDictionary::CTextureDictionary( void )
{
// First entry is bogus texture
m_Textures.AddToTail();
}
//-----------------------------------------------------------------------------
// Create, destroy textures
//-----------------------------------------------------------------------------
int CTextureDictionary::CreateTexture( bool procedural /*=false*/ )
{
int idx = m_Textures.AddToTail();
CMatSystemTexture &texture = m_Textures[idx];
texture.SetProcedural( procedural );
texture.SetId( idx );
return idx;
}
int CTextureDictionary::CreateTextureByTexture( ITexture *pTexture, bool procedural /*= true*/ )
{
int idx = m_Textures.AddToTail();
CMatSystemTexture &texture = m_Textures[idx];
texture.SetProcedural( procedural );
texture.SetId( idx );
texture.SetTexture( pTexture );
return idx;
}
void CTextureDictionary::DestroyTexture( int id )
{
if ( m_Textures.Count() <= 1 )
{
// TextureDictionary already destroyed all the textures before this (something destructed late in shutdown)
return;
}
if (id != INVALID_TEXTURE_ID)
{
Assert( id != m_Textures.InvalidIndex() );
m_Textures.Remove( (unsigned short)id );
}
}
void CTextureDictionary::DestroyAllTextures()
{
m_Textures.RemoveAll();
// First entry is bogus texture
m_Textures.AddToTail();
CMatSystemTexture &texture = m_Textures[0];
texture.SetId( 0 );
}
void CTextureDictionary::SetTextureRGBA( int id, const char* rgba, int wide, int tall )
{
SetTextureRGBAEx( id, rgba, wide, tall, IMAGE_FORMAT_RGBA8888, false );
}
void CTextureDictionary::SetTextureRGBAEx( int id, const char* rgba, int wide, int tall, ImageFormat format, bool bFixupTextCoordsForDimensions )
{
if (!IsValidId(id))
{
Msg( "SetTextureRGBA: Invalid texture id %i\n", id );
return;
}
CMatSystemTexture &texture = m_Textures[id];
texture.SetTextureRGBA( rgba, wide, tall, format, bFixupTextCoordsForDimensions );
}
void CTextureDictionary::SetSubTextureRGBA( int id, int drawX, int drawY, unsigned const char *rgba, int subTextureWide, int subTextureTall )
{
SetSubTextureRGBAEx( id, drawX, drawY, rgba, subTextureWide, subTextureTall, IMAGE_FORMAT_RGBA8888 );
}
void CTextureDictionary::SetSubTextureRGBAEx( int id, int drawX, int drawY, unsigned const char *rgba, int subTextureWide, int subTextureTall, ImageFormat format )
{
if (!IsValidId(id))
{
Msg( "SetSubTextureRGBA: Invalid texture id %i\n", id );
return;
}
CMatSystemTexture &texture = m_Textures[id];
texture.SetSubTextureRGBAEx( drawX, drawY, rgba, subTextureWide, subTextureTall, format );
}
void CTextureDictionary::UpdateSubTextureRGBA( int id, int drawX, int drawY, unsigned const char *rgba, int subTextureWide, int subTextureTall, ImageFormat imageFormat )
{
if (!IsValidId(id))
{
Msg( "UpdateSubTextureRGBA: Invalid texture id %i\n", id );
return;
}
CMatSystemTexture &texture = m_Textures[id];
texture.UpdateSubTextureRGBA( drawX, drawY, rgba, subTextureWide, subTextureTall, imageFormat );
}
//-----------------------------------------------------------------------------
// Returns true if the id is valid
//-----------------------------------------------------------------------------
bool CTextureDictionary::IsValidId( int id ) const
{
Assert( id != 0 );
if ( id == 0 )
return false;
return m_Textures.IsValidIndex( id );
}
//-----------------------------------------------------------------------------
// Binds a file to a particular texture
//-----------------------------------------------------------------------------
void CTextureDictionary::BindTextureToFile( int id, const char *pFileName )
{
if (!IsValidId(id))
{
Msg( "BindTextureToFile: Invalid texture id for file %s\n", pFileName );
return;
}
CMatSystemTexture &texture = m_Textures[id];
// Reload from file if the material was never loaded, or if the filename has changed at all
CRC32_t fileNameCRC = Texture_CRCName( pFileName );
if ( !texture.GetMaterial() || fileNameCRC != texture.GetCRC() )
{
// New texture name
texture.SetCRC( fileNameCRC );
texture.SetMaterial( pFileName );
}
}
//-----------------------------------------------------------------------------
// Binds a material to a texture
//-----------------------------------------------------------------------------
void CTextureDictionary::BindTextureToMaterial( int id, IMaterial *pMaterial )
{
if (!IsValidId(id))
{
Msg( "BindTextureToFile: Invalid texture id %d\n", id );
return;
}
CMatSystemTexture &texture = m_Textures[id];
texture.SetMaterial( pMaterial );
}
//-----------------------------------------------------------------------------
// Binds a material to a texture reference
//-----------------------------------------------------------------------------
void CTextureDictionary::BindTextureToMaterialReference( int id, int referenceId, IMaterial *pMaterial )
{
if (!IsValidId(id) || !IsValidId(referenceId))
{
Msg( "BindTextureToFile: Invalid texture ids %d %d\n", id, referenceId );
return;
}
CMatSystemTexture &texture = m_Textures[id];
CMatSystemTexture &textureSource = m_Textures[referenceId];
texture.ReferenceOtherProcedural( &textureSource, pMaterial );
}
//-----------------------------------------------------------------------------
// Returns the material associated with an id
//-----------------------------------------------------------------------------
IMaterial *CTextureDictionary::GetTextureMaterial( int id )
{
if (!IsValidId(id))
return NULL;
return m_Textures[id].GetMaterial();
}
//-----------------------------------------------------------------------------
// Returns the material size associated with an id
//-----------------------------------------------------------------------------
void CTextureDictionary::GetTextureSize(int id, int& iWide, int& iTall )
{
if (!IsValidId(id))
{
iWide = iTall = 0;
return;
}
iWide = m_Textures[id].Width();
iTall = m_Textures[id].Height();
}
void CTextureDictionary::GetTextureTexCoords( int id, float &s0, float &t0, float &s1, float &t1 )
{
if (!IsValidId(id))
{
s0 = t0 = 0.0f;
s1 = t1 = 1.0f;
return;
}
s0 = m_Textures[id].m_s0;
t0 = m_Textures[id].m_t0;
s1 = m_Textures[id].m_s1;
t1 = m_Textures[id].m_t1;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : id -
// Output : CMatSystemTexture
//-----------------------------------------------------------------------------
CMatSystemTexture *CTextureDictionary::GetTexture( int id )
{
if (!IsValidId(id))
return NULL;
return &m_Textures[ id ];
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pFileName -
//-----------------------------------------------------------------------------
int CTextureDictionary::FindTextureIdForTextureFile( char const *pFileName )
{
for ( int i = m_Textures.Head(); i != m_Textures.InvalidIndex(); i = m_Textures.Next( i ) )
{
CMatSystemTexture *tex = &m_Textures[i];
if ( !tex )
continue;
IMaterial *mat = tex->GetMaterial();
if ( !mat )
continue;
if ( !stricmp( mat->GetName(), pFileName ) )
return i;
}
return -1;
}