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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================
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#ifndef CMATERIALLIGHTMAPS_H
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#define CMATERIALLIGHTMAPS_H
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#include "tier1/utlvector.h"
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#include "imagepacker.h"
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#ifndef MATSYS_INTERNAL
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#error "This file is private to the implementation of IMaterialSystem/IMaterialSystemInternal"
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#endif
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#if defined( _WIN32 )
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#pragma once
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#endif
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//-----------------------------------------------------------------------------
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class CMaterialSystem;
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class IMatRenderContextInternal;
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class CMaterialDict;
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class IMaterial;
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class IMaterialInternal;
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class FloatBitMap_t;
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typedef intp ShaderAPITextureHandle_t;
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struct MaterialSystem_SortInfo_t;
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typedef unsigned short MaterialHandle_t;
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//-----------------------------------------------------------------------------
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// Manager of material system lightmaps
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//-----------------------------------------------------------------------------
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const int COUNT_DYNAMIC_LIGHTMAP_PAGES = 1;
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class CMatLightmaps
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{
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public:
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CMatLightmaps();
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void Shutdown( );
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//------------------------------------------------------------
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// Methods exposed in IMaterialSystem
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//------------------------------------------------------------
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void BeginLightmapAllocation( void );
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void EndLightmapAllocation( void );
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int AllocateLightmap( int width, int height,
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int offsetIntoLightmapPage[2],
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IMaterial *pMaterial );
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int AllocateWhiteLightmap( IMaterial *pMaterial );
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// NOTE: This returns a lightmap page ID, not a sortID like AllocateLightmap!!!!
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int AllocateDynamicLightmap( int lightmapSize[2], int *pOutOffsetIntoPage, int frameID );
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int GetNumSortIDs( void );
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void GetSortInfo( MaterialSystem_SortInfo_t *sortInfoArray );
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void UpdateLightmap( int lightmapPageID, int lightmapSize[2],
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int offsetIntoLightmapPage[2],
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float *pFloatImage, float *pFloatImageBump1,
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float *pFloatImageBump2, float *pFloatImageBump3 );
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void GetLightmapPageSize( int lightmapPageID, int *width, int *height ) const;
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void ResetMaterialLightmapPageInfo( void );
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//------------------------------------------------------------
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// Methods exposed in IMaterialSystemInternal
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//------------------------------------------------------------
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int GetLightmapWidth( int lightmap ) const;
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int GetLightmapHeight( int lightmap ) const;
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//------------------------------------------------------------
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// Methods used by other material system components
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//------------------------------------------------------------
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// Releases/restores lightmap pages
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void ReleaseLightmapPages();
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void RestoreLightmapPages();
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void EnableLightmapFiltering( bool enabled );
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int GetNumLightmapPages() const { return m_NumLightmapPages;}
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ShaderAPITextureHandle_t GetLightmapPageTextureHandle( int lightmap ) { return m_LightmapPageTextureHandles[lightmap]; }
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bool IsDynamicLightmap( int lightmap ) const { return (lightmap >= m_firstDynamicLightmap ) ? true : false; }
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CMaterialSystem *GetMaterialSystem() const;
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void BeginUpdateLightmaps();
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void EndUpdateLightmaps();
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private:
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// Gets the maximum lightmap page size...
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int GetMaxLightmapPageWidth() const;
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int GetMaxLightmapPageHeight() const;
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void CleanupLightmaps();
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// Allocate lightmap textures in D3D
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void AllocateLightmapTexture( int lightmap );
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// Initializes lightmap bits
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void InitLightmapBits( int lightmap );
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// assumes m_LightmapPixelWriter is already set up - results written there
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void BumpedLightmapBitsToPixelWriter_LDR( float* pFloatImage, float *pFloatImageBump1, float *pFloatImageBump2,
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float *pFloatImageBump3, int pLightmapSize[2], int pOffsetIntoLightmapPage[2], FloatBitMap_t *pfmOut );
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void BumpedLightmapBitsToPixelWriter_HDRF( float* pFloatImage, float *pFloatImageBump1, float *pFloatImageBump2,
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float *pFloatImageBump3, int pLightmapSize[2], int pOffsetIntoLightmapPage[2], FloatBitMap_t *pfmOut );
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void BumpedLightmapBitsToPixelWriter_HDRI( float* pFloatImage, float *pFloatImageBump1, float *pFloatImageBump2,
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float *pFloatImageBump3, int pLightmapSize[2], int pOffsetIntoLightmapPage[2], FloatBitMap_t *pfmOut ) RESTRICT;
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void LightmapBitsToPixelWriter_LDR( float* pFloatImage, int pLightmapSize[2], int pOffsetIntoLightmapPage[2], FloatBitMap_t *pfmOut );
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void LightmapBitsToPixelWriter_HDRF( float* pFloatImage, int pLightmapSize[2], int pOffsetIntoLightmapPage[2], FloatBitMap_t *pfmOut );
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void LightmapBitsToPixelWriter_HDRI( float* pFloatImage, int pLightmapSize[2], int pOffsetIntoLightmapPage[2], FloatBitMap_t *pfmOut );
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// For computing sort info
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void ComputeSortInfo( MaterialSystem_SortInfo_t* pInfo, int& sortId, bool alpha );
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void ComputeWhiteLightmappedSortInfo( MaterialSystem_SortInfo_t* pInfo, int& sortId, bool alpha );
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void EnumerateMaterials( void );
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// Lock a lightmap for update.
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bool LockLightmap( int lightmap );
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//------------------------------------------------------------
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// Accessor helpers
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//------------------------------------------------------------
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IMaterialInternal* GetCurrentMaterialInternal() const;
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void SetCurrentMaterialInternal(IMaterialInternal* pCurrentMaterial);
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IMaterialInternal* GetMaterialInternal( MaterialHandle_t idx ) const;
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const IMatRenderContextInternal *GetRenderContextInternal() const;
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IMatRenderContextInternal *GetRenderContextInternal();
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const CMaterialDict *GetMaterialDict() const;
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CMaterialDict *GetMaterialDict();
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//------------------------------------------------------------
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struct LightmapPageInfo_t
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{
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unsigned short m_Width;
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unsigned short m_Height;
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int m_Flags;
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};
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struct dynamiclightmap_t
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{
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void Init()
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{
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lightmapLocked = -1;
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frameID = 0;
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currentDynamicIndex = 0;
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for ( int i = 0; i < COUNT_DYNAMIC_LIGHTMAP_PAGES; i++ )
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{
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lightmapLockFrame[i] = 0;
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}
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}
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int lightmapLocked;
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int frameID;
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int currentDynamicIndex;
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int lightmapLockFrame[COUNT_DYNAMIC_LIGHTMAP_PAGES];
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CImagePacker imagePackers[COUNT_DYNAMIC_LIGHTMAP_PAGES];
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};
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CUtlVector<CImagePacker> m_ImagePackers;
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int m_numSortIDs;
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IMaterialInternal *m_currentWhiteLightmapMaterial;
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LightmapPageInfo_t *m_pLightmapPages;
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CUtlVector<ShaderAPITextureHandle_t> m_LightmapPageTextureHandles;
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int m_NumLightmapPages;
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int m_nUpdatingLightmapsStackDepth;
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int m_firstDynamicLightmap;
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CPixelWriter m_LightmapPixelWriter;
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int m_nLockedLightmap; // -1 for nothing locked.
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dynamiclightmap_t m_dynamic;
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FloatBitMap_t **m_pLightmapDataPtrArray;
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enum LightmapsState
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{
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STATE_DEFAULT, // Lightmaps in default state - all operations allowed
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STATE_RELEASED // Lightmaps in released state - usually due to lost/released D3D device, D3D operations disallowed, Restore() call to follow
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};
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LightmapsState m_eLightmapsState;
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};
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//-----------------------------------------------------------------------------
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#endif // CMATERIALLIGHTMAPS_H
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