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: Various material proxies for TF
//
//=====================================================================================//
#include "cbase.h"
#include "filesystem.h"
#include "materialsystem/imaterialproxy.h"
#include "materialsystem/imaterialvar.h"
#include "materialsystem/itexture.h"
#include "pixelwriter.h"
#include "toolframework_client.h"
#include "econ_gcmessages.h"
#include "tf_item_inventory.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// @note Currently not used since we cache the image on disk as a VTF
class CRGBAImageTextureRegenerator : public ITextureRegenerator
{
public:
CRGBAImageTextureRegenerator() {}
virtual ~CRGBAImageTextureRegenerator() {}
// @return true if the image retrieval was successful, false otherwise
virtual bool GetRGBAImage( uint8 *pubDest, int nDestBufferSize ) = 0;
virtual void RegenerateTextureBits( ITexture *pTexture, IVTFTexture *pVTFTexture, Rect_t *pRect )
{
const int width = 64;
const int height = 64;
// if the width or height mismatches, we abort
int nWidth = pVTFTexture->Width();
int nHeight = pVTFTexture->Height();
if ( nWidth != width || nHeight != height )
{
return;
}
// retrieve the image
int destBufferSize = width * height * 4;
byte *rgbaAvatarImage = (byte*)malloc( destBufferSize );
if ( GetRGBAImage( rgbaAvatarImage, destBufferSize ) )
{
// Set up the pixel writer to write into the VTF texture
CPixelWriter pixelWriter;
pixelWriter.SetPixelMemory( pVTFTexture->Format(), pVTFTexture->ImageData(), pVTFTexture->RowSizeInBytes( 0 ) );
// only write the pixels requested
for (int y = pRect->y; y < pRect->height; ++y)
{
pixelWriter.Seek( pRect->x, y );
for (int x = pRect->x; x < pRect->width; ++x)
{
int idx = ( y * width + x ) * 4;
byte *rgba = &rgbaAvatarImage[idx];
byte r = rgba[0];
byte g = rgba[1];
byte b = rgba[2];
byte a = rgba[3];
pixelWriter.WritePixel( r, g, b, a );
}
}
}
// cleanup after ourselves
free( rgbaAvatarImage );
}
virtual void Release()
{
}
};
//-----------------------------------------------------------------------------
/* @note Tom Bui: Here for reference
class CPlayerSteamAvatarTextureRegenerator : public CRGBAImageTextureRegenerator
{
public:
CPlayerSteamAvatarTextureRegenerator( const CSteamID &steamID )
: CRGBAImageTextureRegenerator()
, m_steamID(steamID)
{}
virtual ~CPlayerSteamAvatarTextureRegenerator() {}
virtual bool GetRGBAImage( uint8 *pubDest, int nDestBufferSize )
{
int iAvatar = steamapicontext->SteamFriends()->GetFriendAvatar( m_steamID, k_EAvatarSize64x64 );
return steamapicontext->SteamUtils()->GetImageRGBA( iAvatar, pubDest, nDestBufferSize );
}
private:
CSteamID m_steamID;
};
*/