1939 lines
60 KiB
C++
1939 lines
60 KiB
C++
//====== Copyright 1996-2006, 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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#if defined( BINK_VIDEO )
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#if !defined( _GAMECONSOLE ) || defined( BINK_ENABLED_FOR_CONSOLE )
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#include "avi/ibik.h"
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#if defined( _X360 )
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# include "bink_x360/bink.h"
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#elif defined( _PS3 )
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# include "bink_ps3/bink.h"
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#else
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# include "bink/bink.h"
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#endif
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#include "filesystem.h"
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#include "tier1/strtools.h"
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#include "tier1/utllinkedlist.h"
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#include "tier1/keyvalues.h"
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#include "materialsystem/imaterial.h"
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#include "materialsystem/imaterialsystem.h"
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#include "materialsystem/MaterialSystemUtil.h"
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#include "materialsystem/itexture.h"
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#include "callqueue.h"
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#include "vtf/vtf.h"
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#include "pixelwriter.h"
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#include "tier3/tier3.h"
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#if defined( _X360 )
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#include "snd_dev_xaudio.h"
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#endif
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// NOTE: This has to be the last file included!
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#include "tier0/memdbgon.h"
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#pragma warning( disable : 4201 )
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#define WIN32_LEAN_AND_MEAN
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#pragma warning( default : 4201 )
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//#define BINK_TRACK_71_ENABLED // Current movies are in 5.1
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#if defined( PLATFORM_X360 )
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// On 360, we specifically want a linear format so that we aren't swizzling on the CPU every frame.
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#define BINK_SHADER_IMAGE_FORMAT IMAGE_FORMAT_LINEAR_I8
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#define BINK_NUMBER_OF_CHANNELS 6 // Up to 5.1
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#elif defined( PLATFORM_PS3 )
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#define BINK_SHADER_IMAGE_FORMAT IMAGE_FORMAT_I8
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#define BINK_NUMBER_OF_CHANNELS 8 // Up to 7.1
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#else
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#define BINK_SHADER_IMAGE_FORMAT IMAGE_FORMAT_I8
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#define BINK_NUMBER_OF_CHANNELS 6 // Up to 5.1
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#endif
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ConVar bink_mat_queue_mode( "bink_mat_queue_mode", "1", 0, "Update bink on mat queue thread if mat_queue_mode is on (if turned off, always update bink on main thread; may cause stalls!)" );
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ConVar bink_try_load_vmt( "bink_try_load_vmt", "0", 0, "Try and load a VMT with the same name as the BIK file to override settings" );
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ConVar bink_use_preallocated_scratch_texture( "bink_use_preallocated_scratch_texture", "1", 0, "Use a pre-allocated VTF instead of creating a new one and deleting it for every texture update. Gameconsole only." );
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// don't set volume when using the wave out device. This will cause changes to the global volume
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// mixer and we can't tell the difference between waveOut setting those and a user doing that.
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// Also bink will set our volume to 25% instead of 100% in that case.
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static bool g_bDisableVolumeChanges = false;
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// We don't support the alpha channel in bink files due to dx8. Can make it work if necessary.
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//#define SUPPORT_BINK_ALPHA
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class CBIKMaterial;
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struct PrecachedMovie_t
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{
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CUtlString m_BaseName;
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CUtlBuffer m_MemoryBuffer;
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};
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PathTypeFilter_t GetMoviePathFilter()
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{
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static ConVarRef force_audio_english( "force_audio_english" );
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#if defined( _GAMECONSOLE )
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if ( XBX_IsAudioLocalized() && force_audio_english.GetBool() )
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{
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// skip the localized search paths and fall through
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return FILTER_CULLLOCALIZED_ANY;
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}
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#else
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if ( force_audio_english.GetBool() )
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{
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// skip the localized search paths and fall through
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return FILTER_CULLLOCALIZED_ANY;
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}
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#endif
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// No movies exists inside of zips, all the movies are external
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return FILTER_CULLPACK;
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}
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class CBIKMaterialYTextureRegenerator : public ITextureRegenerator
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{
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public:
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void SetParentMaterial( CBIKMaterial *pBIKMaterial, int nWidth, int nHeight )
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{
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m_pBIKMaterial = pBIKMaterial;
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m_nSourceWidth = nWidth;
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m_nSourceHeight = nHeight;
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}
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// Inherited from ITextureRegenerator
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virtual void RegenerateTextureBits( ITexture *pTexture, IVTFTexture *pVTFTexture, Rect_t *pRect );
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virtual void Release();
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virtual bool HasPreallocatedScratchTexture() const { return IsGameConsole() ? bink_use_preallocated_scratch_texture.GetBool() : false; }
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virtual IVTFTexture *GetPreallocatedScratchTexture();
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private:
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CBIKMaterial *m_pBIKMaterial;
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int m_nSourceWidth;
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int m_nSourceHeight;
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};
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#ifdef SUPPORT_BINK_ALPHA
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class CBIKMaterialATextureRegenerator : public ITextureRegenerator
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{
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public:
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void SetParentMaterial( CBIKMaterial *pBIKMaterial, int nWidth, int nHeight )
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{
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m_pBIKMaterial = pBIKMaterial;
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m_nSourceWidth = nWidth;
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m_nSourceHeight = nHeight;
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}
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// Inherited from ITextureRegenerator
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virtual void RegenerateTextureBits( ITexture *pTexture, IVTFTexture *pVTFTexture, Rect_t *pRect );
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virtual void Release();
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virtual bool HasPreallocatedScratchTexture() const { return IsGameConsole() ? bink_use_preallocated_scratch_texture.GetBool() : false; }
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virtual IVTFTexture *GetPreallocatedScratchTexture();
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private:
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CBIKMaterial *m_pBIKMaterial;
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int m_nSourceWidth;
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int m_nSourceHeight;
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};
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#endif
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class CBIKMaterialCrTextureRegenerator : public ITextureRegenerator
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{
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public:
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void SetParentMaterial( CBIKMaterial *pBIKMaterial, int nWidth, int nHeight )
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{
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m_pBIKMaterial = pBIKMaterial;
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m_nSourceWidth = nWidth;
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m_nSourceHeight = nHeight;
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}
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// Inherited from ITextureRegenerator
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virtual void RegenerateTextureBits( ITexture *pTexture, IVTFTexture *pVTFTexture, Rect_t *pRect );
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virtual void Release();
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virtual bool HasPreallocatedScratchTexture() const { return IsGameConsole() ? bink_use_preallocated_scratch_texture.GetBool() : false; }
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virtual IVTFTexture *GetPreallocatedScratchTexture();
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private:
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CBIKMaterial *m_pBIKMaterial;
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int m_nSourceWidth;
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int m_nSourceHeight;
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};
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class CBIKMaterialCbTextureRegenerator : public ITextureRegenerator
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{
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public:
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void SetParentMaterial( CBIKMaterial *pBIKMaterial, int nWidth, int nHeight )
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{
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m_pBIKMaterial = pBIKMaterial;
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m_nSourceWidth = nWidth;
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m_nSourceHeight = nHeight;
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}
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// Inherited from ITextureRegenerator
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virtual void RegenerateTextureBits( ITexture *pTexture, IVTFTexture *pVTFTexture, Rect_t *pRect );
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virtual void Release();
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virtual bool HasPreallocatedScratchTexture() const { return IsGameConsole() ? bink_use_preallocated_scratch_texture.GetBool() : false; }
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virtual IVTFTexture *GetPreallocatedScratchTexture();
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private:
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CBIKMaterial *m_pBIKMaterial;
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int m_nSourceWidth;
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int m_nSourceHeight;
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};
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//-----------------------------------------------------------------------------
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//
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// Class used to associated BIK files with IMaterials
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//
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//-----------------------------------------------------------------------------
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class CBIKMaterial
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{
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public:
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CBIKMaterial();
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// Initializes, shuts down the material
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bool Init( const char *pMaterialName, const char *pFileName, const char *pPathID, int flags );
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bool Shutdown();
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// Keeps the frames updated
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// Work is actually done by UpdateInternal, either on the main thread or on the mat queue thread
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bool Update( void );
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// Call this in a loop that does nothing or something minor right before calling SwapBuffers.
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bool ReadyForSwap();
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// Returns the material
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IMaterial *GetMaterial();
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// Returns the texcoord range
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void GetTexCoordRange( float *pMaxU, float *pMaxV );
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// Returns the frame size of the BIK (stored in a subrect of the material itself)
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void GetFrameSize( int *pWidth, int *pHeight );
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// Returns the frame rate/count of the BIK
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int GetFrame( void );
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int GetFrameRate( void );
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int GetFrameCount( void );
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// Sets the frame for an BIK material (use instead of SetTime)
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void SetFrame( float flFrame );
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void SetLooping( bool bLoops = true ) { m_bLoops = bLoops; }
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void Pause( void );
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void Unpause( void );
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// Access cached frame information (takes a mutex; safe to call any time, but may be a frame delayed)
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bool IsVideoFinished();
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IVTFTexture * GetScratchVTFTexture() { return m_pScratchTexture; }
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void UpdateVolume();
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bool IsMovieResidentInMemory();
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private:
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friend class CBIKMaterialYTextureRegenerator;
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#ifdef SUPPORT_BINK_ALPHA
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friend class CBIKMaterialATextureRegenerator;
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#endif
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friend class CBIKMaterialCrTextureRegenerator;
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friend class CBIKMaterialCbTextureRegenerator;
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// Initializes, shuts down the procedural texture
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void CreateProceduralTextures( const char *pTextureName );
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void DestroyProceduralTexture( CTextureReference &texture );
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void DestroyProceduralTextures();
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// Initializes, shuts down the procedural material
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void CreateProceduralMaterial( const char *pMaterialName );
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void DestroyProceduralMaterial();
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// Initializes, shuts down the video stream
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void CreateVideoStream( );
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void DestroyVideoStream( );
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// Performs the actual bink texture update, either on the mat queue thread or on the main thread
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void UpdateInternal();
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void UpdateCurrentFrameIndex();
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// Performs the actual bink frame set operation
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void SetFrameInternal( int nFrame );
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void SetTracks();
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CMaterialReference m_Material;
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CTextureReference m_TextureY;
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#ifdef SUPPORT_BINK_ALPHA
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CTextureReference m_TextureA;
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#endif
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CTextureReference m_TextureCr;
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CTextureReference m_TextureCb;
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HBINK m_pHBINK;
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BINKFRAMEBUFFERS m_buffers;
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int m_nBinkFlags;
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int m_nBIKWidth;
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int m_nBIKHeight;
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int m_nFrameRate;
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int m_nFrameCount;
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int m_nCurrentFrame;
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bool m_bLoops;
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bool m_bShutdown;
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CBIKMaterialYTextureRegenerator m_YTextureRegenerator;
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#ifdef SUPPORT_BINK_ALPHA
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CBIKMaterialATextureRegenerator m_ATextureRegenerator;
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#endif
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CBIKMaterialCrTextureRegenerator m_CrTextureRegenerator;
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CBIKMaterialCbTextureRegenerator m_CbTextureRegenerator;
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// CTexture::Download() will make a temp copy in a scratch texture every time we update the Bink textures,
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// so use this instead of re-allocating the scratch texture on every update (4 times per frame per bink movie)
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IVTFTexture *m_pScratchTexture;
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// Since bink can be updated on the mat queue thread, we need to protect internal class state
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CThreadFastMutex m_BinkUpdateMutex;
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CThreadFastMutex m_BinkFrameCountMutex;
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// The number of outstanding calls to UpdateInternal (gets incremented on Update() and decremented when UpdateInternal() is finished
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int m_nQueuedUpdateCount;
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#if IsPlatformPS3()
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// Indicates if we have to resume the prefetches, and if yes, when.
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enum PrefetchResumeMode_t
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{
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PRM_NO_RESUME_NECESSARY, // Used if the movie is in memory
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PRM_RESUME_AT_END_OF_FIRST_FRAME, // Used if the movie is preloaded
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PRM_RESUME_AT_END_OF_MOVIE // Used if the movie is streamed
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};
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PrefetchResumeMode_t m_ResumeMode;
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#endif
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};
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//-----------------------------------------------------------------------------
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// Inherited from ITextureRegenerator
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//-----------------------------------------------------------------------------
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void CBIKMaterialYTextureRegenerator::RegenerateTextureBits( ITexture *pTexture, IVTFTexture *pVTFTexture, Rect_t *pRect )
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{
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int nWidth = m_nSourceWidth;
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int nHeight = m_nSourceHeight;
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unsigned char *pYData = NULL;
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int nBytes = 0;
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int y;
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CPixelWriter pixelWriter;
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int nBufferPitch = 0;
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// Error condition
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if ( (pVTFTexture->FrameCount() > 1) || (pVTFTexture->FaceCount() > 1) || (pVTFTexture->MipCount() > 1) || (pVTFTexture->Depth() > 1) )
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{
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goto BIKMaterialError;
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}
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pYData = (unsigned char *)m_pBIKMaterial->m_buffers.Frames[ m_pBIKMaterial->m_buffers.FrameNum ].YPlane.Buffer;
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nBufferPitch = m_pBIKMaterial->m_buffers.Frames[ m_pBIKMaterial->m_buffers.FrameNum ].YPlane.BufferPitch;
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Assert( pVTFTexture->Format() == BINK_SHADER_IMAGE_FORMAT );
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Assert( pVTFTexture->RowSizeInBytes( 0 ) == pVTFTexture->Width() );
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Assert( pVTFTexture->Width() >= m_nSourceWidth );
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Assert( pVTFTexture->Height() >= m_nSourceHeight );
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// Set up the pixel writer to write into the VTF texture
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pixelWriter.SetPixelMemory( pVTFTexture->Format(), pVTFTexture->ImageData(), pVTFTexture->RowSizeInBytes( 0 ) );
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for ( y = 0; y < nHeight; ++y )
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{
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pixelWriter.Seek( 0, y );
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memcpy( pixelWriter.GetCurrentPixel(), pYData, nWidth );
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pYData += nBufferPitch;
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}
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return;
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BIKMaterialError:
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nBytes = pVTFTexture->ComputeTotalSize();
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memset( pVTFTexture->ImageData(), 0xFF, nBytes );
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return;
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}
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IVTFTexture *CBIKMaterialYTextureRegenerator::GetPreallocatedScratchTexture()
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{
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return m_pBIKMaterial->GetScratchVTFTexture();
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}
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void CBIKMaterialYTextureRegenerator::Release()
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{
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}
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#ifdef SUPPORT_BINK_ALPHA
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//-----------------------------------------------------------------------------
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// Inherited from ITextureRegenerator
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//-----------------------------------------------------------------------------
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void CBIKMaterialATextureRegenerator::RegenerateTextureBits( ITexture *pTexture, IVTFTexture *pVTFTexture, Rect_t *pRect )
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{
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CPixelWriter pixelWriter;
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int nBufferPitch = 0;
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// Error condition
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if ( (pVTFTexture->FrameCount() > 1) || (pVTFTexture->FaceCount() > 1) || (pVTFTexture->MipCount() > 1) || (pVTFTexture->Depth() > 1) )
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{
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goto BIKMaterialError;
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}
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unsigned char *pAData = (unsigned char *)m_pBIKMaterial->m_buffers.Frames[ m_pBIKMaterial->m_buffers.FrameNum ].APlane.Buffer;
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nBufferPitch = m_pBIKMaterial->m_buffers.Frames[ m_pBIKMaterial->m_buffers.FrameNum ].APlane.BufferPitch;
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Assert( pVTFTexture->Format() == BINK_SHADER_IMAGE_FORMAT );
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Assert( pVTFTexture->RowSizeInBytes( 0 ) == pVTFTexture->Width() );
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Assert( pVTFTexture->Width() >= m_nSourceWidth );
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Assert( pVTFTexture->Height() >= m_nSourceHeight );
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// Set up the pixel writer to write into the VTF texture
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pixelWriter.SetPixelMemory( pVTFTexture->Format(), pVTFTexture->ImageData(), pVTFTexture->RowSizeInBytes( 0 ) );
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int nWidth = m_nSourceWidth;
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int nHeight = m_nSourceHeight;
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int y;
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if( pAData )
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{
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for ( y = 0; y < nHeight; ++y )
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{
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pixelWriter.Seek( 0, y );
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memcpy( pixelWriter.GetCurrentPixel(), pAData, nWidth );
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pAData += nBufferPitch;
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}
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}
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else
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{
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for ( y = 0; y < nHeight; ++y )
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{
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pixelWriter.Seek( 0, y );
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memset( pixelWriter.GetCurrentPixel(), 255, nWidth );
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}
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}
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return;
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BIKMaterialError:
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int nBytes = pVTFTexture->ComputeTotalSize();
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memset( pVTFTexture->ImageData(), 0xFF, nBytes );
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return;
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}
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IVTFTexture *CBIKMaterialATextureRegenerator::GetPreallocatedScratchTexture()
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{
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return m_pBIKMaterial->GetScratchVTFTexture();
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}
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void CBIKMaterialATextureRegenerator::Release()
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{
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}
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#endif
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//-----------------------------------------------------------------------------
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// Inherited from ITextureRegenerator
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//-----------------------------------------------------------------------------
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void CBIKMaterialCrTextureRegenerator::RegenerateTextureBits( ITexture *pTexture, IVTFTexture *pVTFTexture, Rect_t *pRect )
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{
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int nWidth = m_nSourceWidth;
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int nHeight = m_nSourceHeight;
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unsigned char *pCrData = NULL;
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CPixelWriter pixelWriter;
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int nBufferPitch = 0;
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// Error condition
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if ( (pVTFTexture->FrameCount() > 1) || (pVTFTexture->FaceCount() > 1) || (pVTFTexture->MipCount() > 1) || (pVTFTexture->Depth() > 1) )
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{
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goto BIKMaterialError;
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}
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pCrData = (unsigned char *)m_pBIKMaterial->m_buffers.Frames[ m_pBIKMaterial->m_buffers.FrameNum ].cRPlane.Buffer;
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nBufferPitch = m_pBIKMaterial->m_buffers.Frames[ m_pBIKMaterial->m_buffers.FrameNum ].cRPlane.BufferPitch;
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Assert( pVTFTexture->Format() == BINK_SHADER_IMAGE_FORMAT );
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Assert( pVTFTexture->RowSizeInBytes( 0 ) == pVTFTexture->Width() );
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Assert( pVTFTexture->Width() >= m_nSourceWidth );
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Assert( pVTFTexture->Height() >= m_nSourceHeight );
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// Set up the pixel writer to write into the VTF texture
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pixelWriter.SetPixelMemory( pVTFTexture->Format(), pVTFTexture->ImageData(), pVTFTexture->RowSizeInBytes( 0 ) );
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int y;
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for ( y = 0; y < nHeight; ++y )
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{
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pixelWriter.Seek( 0, y );
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memcpy( pixelWriter.GetCurrentPixel(), pCrData, nWidth );
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pCrData += nBufferPitch;
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}
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return;
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BIKMaterialError:
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int nBytes = pVTFTexture->ComputeTotalSize();
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memset( pVTFTexture->ImageData(), 0xFF, nBytes );
|
|
return;
|
|
}
|
|
|
|
IVTFTexture *CBIKMaterialCrTextureRegenerator::GetPreallocatedScratchTexture()
|
|
{
|
|
return m_pBIKMaterial->GetScratchVTFTexture();
|
|
}
|
|
|
|
void CBIKMaterialCrTextureRegenerator::Release()
|
|
{
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Inherited from ITextureRegenerator
|
|
//-----------------------------------------------------------------------------
|
|
void CBIKMaterialCbTextureRegenerator::RegenerateTextureBits( ITexture *pTexture, IVTFTexture *pVTFTexture, Rect_t *pRect )
|
|
{
|
|
int nWidth = m_nSourceWidth;
|
|
int nHeight = m_nSourceHeight;
|
|
unsigned char *pCbData = NULL;
|
|
CPixelWriter pixelWriter;
|
|
int nBufferPitch = 0;
|
|
|
|
// Error condition
|
|
if ( (pVTFTexture->FrameCount() > 1) || (pVTFTexture->FaceCount() > 1) || (pVTFTexture->MipCount() > 1) || (pVTFTexture->Depth() > 1) )
|
|
{
|
|
goto BIKMaterialError;
|
|
}
|
|
|
|
pCbData = (unsigned char *)m_pBIKMaterial->m_buffers.Frames[ m_pBIKMaterial->m_buffers.FrameNum ].cBPlane.Buffer;
|
|
nBufferPitch = m_pBIKMaterial->m_buffers.Frames[ m_pBIKMaterial->m_buffers.FrameNum ].cBPlane.BufferPitch;
|
|
|
|
Assert( pVTFTexture->Format() == BINK_SHADER_IMAGE_FORMAT );
|
|
Assert( pVTFTexture->RowSizeInBytes( 0 ) == pVTFTexture->Width() );
|
|
Assert( pVTFTexture->Width() >= m_nSourceWidth );
|
|
Assert( pVTFTexture->Height() >= m_nSourceHeight );
|
|
|
|
// Set up the pixel writer to write into the VTF texture
|
|
pixelWriter.SetPixelMemory( pVTFTexture->Format(), pVTFTexture->ImageData(), pVTFTexture->RowSizeInBytes( 0 ) );
|
|
|
|
int y;
|
|
for ( y = 0; y < nHeight; ++y )
|
|
{
|
|
pixelWriter.Seek( 0, y );
|
|
memcpy( pixelWriter.GetCurrentPixel(), pCbData, nWidth );
|
|
pCbData += nBufferPitch;
|
|
}
|
|
|
|
return;
|
|
|
|
BIKMaterialError:
|
|
int nBytes = pVTFTexture->ComputeTotalSize();
|
|
memset( pVTFTexture->ImageData(), 0xFF, nBytes );
|
|
return;
|
|
}
|
|
|
|
IVTFTexture *CBIKMaterialCbTextureRegenerator::GetPreallocatedScratchTexture()
|
|
{
|
|
return m_pBIKMaterial->GetScratchVTFTexture();
|
|
}
|
|
|
|
void CBIKMaterialCbTextureRegenerator::Release()
|
|
{
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Constructor
|
|
//-----------------------------------------------------------------------------
|
|
CBIKMaterial::CBIKMaterial()
|
|
{
|
|
m_pHBINK = NULL;
|
|
Q_memset( &m_buffers, 0, sizeof( m_buffers ) );
|
|
m_bLoops = false;
|
|
m_nQueuedUpdateCount = 0;
|
|
m_bShutdown = false;
|
|
#if IsPlatformPS3()
|
|
m_ResumeMode = PRM_NO_RESUME_NECESSARY;
|
|
#endif
|
|
m_pScratchTexture = NULL;
|
|
m_nBinkFlags = 0;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Initializes the material
|
|
//-----------------------------------------------------------------------------
|
|
bool CBIKMaterial::Init( const char *pMaterialName, const char *pFileName, const char *pPathID, int flags )
|
|
{
|
|
// Determine the full path name of the BIK
|
|
char pBIKFileName[ 512 ];
|
|
char pFullBIKFileName[ 512 ];
|
|
Q_snprintf( pBIKFileName, sizeof( pBIKFileName ), "%s", pFileName );
|
|
Q_DefaultExtension( pBIKFileName, ".bik", sizeof( pBIKFileName ) );
|
|
|
|
PathTypeQuery_t pathType;
|
|
if ( !g_pFullFileSystem->RelativePathToFullPath( pBIKFileName, pPathID, pFullBIKFileName, sizeof( pFullBIKFileName ), GetMoviePathFilter(), &pathType ) )
|
|
{
|
|
// A file by that name was not found
|
|
Assert( 0 );
|
|
return false;
|
|
}
|
|
|
|
//Msg( "BinkOpen( %s )\n", pFullBIKFileName );
|
|
|
|
U32 binkFlags = BINKNOFRAMEBUFFERS | BINKSNDTRACK;
|
|
|
|
if ( flags & BIK_PRELOAD )
|
|
{
|
|
binkFlags |= BINKPRELOADALL;
|
|
}
|
|
|
|
if ( ( flags & BIK_NO_AUDIO ) != 0 )
|
|
{
|
|
// No audio
|
|
BinkSetSoundTrack( 0, 0 );
|
|
}
|
|
else
|
|
{
|
|
#if BINK_NUMBER_OF_CHANNELS == 8
|
|
// Settings for 7.1
|
|
// Track ID 0 - A stereo track containing the front left and front right channels.
|
|
// Track ID 1 - A mono track containing the center channel.
|
|
// Track ID 2 - A mono track containing the sub-woofer channel.
|
|
// Track ID 3 - A stereo track containing the back left and back right channels.
|
|
// Track ID 4 - A stereo track containing the side left and side right channels.
|
|
U32 TrackIDsToPlay[ 5 ] = { 0, 1, 2, 3, 4 };
|
|
BinkSetSoundTrack( 5, TrackIDsToPlay );
|
|
#elif defined(OSX)
|
|
U32 TrackIDsToPlay[ 2 ] = { 0, 1 };
|
|
BinkSetSoundTrack( 2, TrackIDsToPlay );
|
|
#else
|
|
// Setting 8 channels may not seem to make the X360 implementation of Bink happy. Use 4 tracks for the 6 channels.
|
|
U32 TrackIDsToPlay[ 4 ] = { 0, 1, 2, 3 };
|
|
BinkSetSoundTrack( 4, TrackIDsToPlay );
|
|
#endif
|
|
}
|
|
|
|
// perhaps already in memory
|
|
void *pBinkInMemory = g_pBIK->GetPrecachedMovie( pFullBIKFileName );
|
|
if ( pBinkInMemory )
|
|
{
|
|
binkFlags &= ~BINKPRELOADALL;
|
|
binkFlags |= BINKFROMMEMORY;
|
|
}
|
|
|
|
#if IsPlatformPS3()
|
|
if ( ( binkFlags & BINKFROMMEMORY ) != 0 )
|
|
{
|
|
m_ResumeMode = PRM_NO_RESUME_NECESSARY; // No issue with prefetching in this case
|
|
}
|
|
else if ( ( binkFlags & BINKPRELOADALL ) != 0 )
|
|
{
|
|
g_pFullFileSystem->SuspendPrefetches( "Bink movie is going to be preloaded." ); // At the end of the first frame, the movie should be loaded
|
|
m_ResumeMode = PRM_RESUME_AT_END_OF_FIRST_FRAME; // prefetches can restart after that. So we can continue prefetching during the movie.
|
|
}
|
|
else
|
|
{
|
|
// This is the streamed mode
|
|
g_pFullFileSystem->SuspendPrefetches( "Bink movie is going to be streamed."); // As it is streamed, suspend all prefetches until the end
|
|
m_ResumeMode = PRM_RESUME_AT_END_OF_MOVIE; // to avoid stuttering while playing the movie
|
|
}
|
|
#endif
|
|
|
|
m_nBinkFlags = binkFlags;
|
|
|
|
m_pHBINK = BinkOpen( pBinkInMemory ? (const char *)pBinkInMemory : pFullBIKFileName, binkFlags );
|
|
if ( !m_pHBINK )
|
|
{
|
|
// The file was unable to be opened
|
|
Assert( 0 );
|
|
|
|
m_nBIKWidth = 64;
|
|
m_nBIKHeight = 64;
|
|
m_nFrameRate = 1;
|
|
m_nFrameCount = 1;
|
|
m_Material.Init( "debug/debugempty", TEXTURE_GROUP_OTHER );
|
|
return false;
|
|
}
|
|
|
|
SetTracks();
|
|
|
|
// Get BIK size
|
|
m_nBIKWidth = m_pHBINK->Width;
|
|
m_nBIKHeight = m_pHBINK->Height;
|
|
|
|
m_nFrameRate = (int)( (float)m_pHBINK->FrameRate / (float)m_pHBINK->FrameRateDiv );
|
|
m_nFrameCount = m_pHBINK->Frames;
|
|
m_nCurrentFrame = 0;
|
|
CreateVideoStream();
|
|
|
|
// Now we can properly setup out regenerators
|
|
m_YTextureRegenerator.SetParentMaterial( this, m_nBIKWidth, m_nBIKHeight );
|
|
#ifdef SUPPORT_BINK_ALPHA
|
|
m_ATextureRegenerator.SetParentMaterial( this, m_nBIKWidth, m_nBIKHeight);
|
|
#endif
|
|
// The Cr and Cb display textures are always HALF the res of the Y/A textures.
|
|
// However, the bink framebuffers which get decompressed have their own alignment requirements that may cause them to
|
|
// be slightly larger. In such a case, we only use this smaller sub-rect (the rest may be invalid)
|
|
m_CrTextureRegenerator.SetParentMaterial( this, m_nBIKWidth >> 1, m_nBIKHeight >> 1 );
|
|
m_CbTextureRegenerator.SetParentMaterial( this, m_nBIKWidth >> 1, m_nBIKHeight >> 1 );
|
|
|
|
CreateProceduralTextures( pMaterialName );
|
|
CreateProceduralMaterial( pMaterialName );
|
|
|
|
SetLooping( ( flags & BIK_LOOP ) != 0 );
|
|
|
|
UpdateVolume();
|
|
|
|
return true;
|
|
}
|
|
|
|
#if PLATFORM_X360
|
|
// After trying without success to have a the same setup between PC, PS3 and X360,
|
|
// I ended up creating specific version for each to make Bink work in all cases.
|
|
|
|
// Talking with Bink support, they said that the model to follow should be the X360 model.
|
|
// I.e. each call is listing the number of channels in the track, instead of listing all channels.
|
|
// I did not test it though, and it still seems to be a flaw in their API.
|
|
// The other model (X360 following the PS3 model mixed with X360) does not work.
|
|
void CBIKMaterial::SetTracks()
|
|
{
|
|
U32 bins[ 2 ];
|
|
|
|
// front LR
|
|
bins[ 0 ] = 0; // 0 is front left on XAudio
|
|
bins[ 1 ] = 1; // 1 is front right on XAudio
|
|
BinkSetMixBins( m_pHBINK, 0, bins, 2 );
|
|
|
|
// center
|
|
bins [ 0 ] = 2; // 2 is center on XAudio
|
|
BinkSetMixBins( m_pHBINK, 1, bins, 1 );
|
|
|
|
// sub
|
|
bins [ 0 ] = 3; // 3 is sub on XAudio
|
|
BinkSetMixBins( m_pHBINK, 2, bins, 1 );
|
|
|
|
// back LR
|
|
bins[ 0 ] = 4; // 4 is back left on XAudio
|
|
bins[ 1 ] = 5; // 5 is back right on XAudio
|
|
BinkSetMixBins( m_pHBINK, 3, bins, 2 );
|
|
}
|
|
#elif defined(PLATFORM_PS3)
|
|
void CBIKMaterial::SetTracks()
|
|
{
|
|
int nMasterVolume = 32768;
|
|
|
|
S32 nVolumes[ BINK_NUMBER_OF_CHANNELS ]; // Up to 8 tracks for 7.1
|
|
|
|
// front LR
|
|
memset( nVolumes, 0, sizeof( nVolumes ) );
|
|
nVolumes[ 0 ] = nMasterVolume;
|
|
nVolumes[ 1 ] = nMasterVolume;
|
|
BinkSetMixBinVolumes( m_pHBINK, 0, NULL, nVolumes, BINK_NUMBER_OF_CHANNELS );
|
|
|
|
// center
|
|
memset( nVolumes, 0, sizeof( nVolumes ) );
|
|
nVolumes[ 2 ] = nMasterVolume;
|
|
BinkSetMixBinVolumes( m_pHBINK, 1, NULL, nVolumes, BINK_NUMBER_OF_CHANNELS );
|
|
|
|
// sub
|
|
memset( nVolumes, 0, sizeof( nVolumes ) );
|
|
nVolumes[ 3 ] = nMasterVolume;
|
|
BinkSetMixBinVolumes( m_pHBINK, 2, NULL, nVolumes, BINK_NUMBER_OF_CHANNELS );
|
|
|
|
#if BINK_TRACK_71_ENABLED
|
|
// This is not enabled, we only play 5.1 right now (on Portal 2).
|
|
|
|
// back LR
|
|
memset( nVolumes, 0, sizeof( nVolumes ) );
|
|
nVolumes[ 4 ] = nMasterVolume;
|
|
nVolumes[ 5 ] = nMasterVolume;
|
|
BinkSetMixBinVolumes( m_pHBINK, 3, NULL, nVolumes, BINK_NUMBER_OF_CHANNELS );
|
|
|
|
#if ( BINK_NUMBER_OF_CHANNELS == 8 )
|
|
// side LR
|
|
memset( nVolumes, 0, sizeof( nVolumes ) );
|
|
nVolumes[ 6 ] = nMasterVolume;
|
|
nVolumes[ 7 ] = nMasterVolume;
|
|
BinkSetMixBinVolumes( m_pHBINK, 4, NULL, nVolumes, BINK_NUMBER_OF_CHANNELS );
|
|
#endif
|
|
|
|
#else
|
|
|
|
// route rear bink track to both back and side speakers
|
|
memset( nVolumes, 0, sizeof( nVolumes ) );
|
|
nVolumes[ 4 ] = nMasterVolume;
|
|
nVolumes[ 5 ] = nMasterVolume;
|
|
|
|
// If we are in 7.1, we want to duplicate the side speakers to the speakers. snd_ps3_back_channel_multiplier will be equal to 1.0f.
|
|
// If we are in 5.1, we may not want to do that to create issues with the downmixer. snd_ps3_back_channel_multiplier will be equal to 0.0f.
|
|
extern ConVar snd_ps3_back_channel_multiplier;
|
|
nMasterVolume = ( int )( ( ( float ) nMasterVolume ) * snd_ps3_back_channel_multiplier.GetFloat() );
|
|
|
|
#if ( BINK_NUMBER_OF_CHANNELS == 8 )
|
|
nVolumes[ 6 ] = nMasterVolume;
|
|
nVolumes[ 7 ] = nMasterVolume;
|
|
#endif
|
|
|
|
BinkSetMixBinVolumes( m_pHBINK, 3, NULL, nVolumes, BINK_NUMBER_OF_CHANNELS );
|
|
|
|
#endif
|
|
}
|
|
#elif defined(PLATFORM_WINDOWS)
|
|
void CBIKMaterial::SetTracks()
|
|
{
|
|
S32 volumes[ 6 ]; // 6 channels for 5.1
|
|
U32 bins[ 6 ];
|
|
|
|
// turn on the front left and right for the first Bink track
|
|
memset( volumes, 0, sizeof( volumes ) );
|
|
memset( bins, 0, sizeof( bins ) );
|
|
volumes[ 0 ] = 32768;
|
|
volumes[ 1 ] = 32768;
|
|
bins[ 0 ] = 0;
|
|
bins[ 1 ] = 1;
|
|
BinkSetMixBinVolumes( m_pHBINK, 0, bins, volumes, 6 );
|
|
|
|
// turn on the center for the second Bink track
|
|
memset( volumes, 0, sizeof( volumes ) );
|
|
memset( bins, 0, sizeof( bins ) );
|
|
volumes[ 2 ] = 32768;
|
|
bins[ 2 ] = 2;
|
|
BinkSetMixBinVolumes( m_pHBINK, 1, bins, volumes, 6 );
|
|
|
|
// turn on the sub woofer for the third Bink track
|
|
memset( volumes, 0, sizeof( volumes ) );
|
|
memset( bins, 0, sizeof( bins ) );
|
|
volumes[ 3 ] = 32768;
|
|
bins[ 3 ] = 3;
|
|
BinkSetMixBinVolumes( m_pHBINK, 2, bins, volumes, 6 );
|
|
|
|
// turn on the back left and right for the final Bink track
|
|
memset( volumes, 0, sizeof( volumes ) );
|
|
memset( bins, 0, sizeof( bins ) );
|
|
volumes[ 4 ] = 32768;
|
|
volumes[ 5 ] = 32768;
|
|
bins[ 4 ] = 4;
|
|
bins[ 5 ] = 5;
|
|
BinkSetMixBinVolumes( m_pHBINK, 3, bins, volumes, 6 );
|
|
}
|
|
#elif defined(OSX)
|
|
void CBIKMaterial::SetTracks()
|
|
{
|
|
S32 volumes[ 3 ]; // 2 channels for stero + mix in the center channel to left and right
|
|
U32 bins[ 3 ];
|
|
|
|
// turn on the front left and right for the first Bink track
|
|
memset( volumes, 0, sizeof( volumes ) );
|
|
memset( bins, 0, sizeof( bins ) );
|
|
volumes[ 0 ] = 32768;
|
|
volumes[ 1 ] = 32768;
|
|
bins[ 0 ] = 0;
|
|
bins[ 1 ] = 1;
|
|
BinkSetMixBinVolumes( m_pHBINK, 0, bins, volumes, 3 );
|
|
|
|
// turn on the center for the second Bink track
|
|
memset( volumes, 0, sizeof( volumes ) );
|
|
memset( bins, 0, sizeof( bins ) );
|
|
volumes[ 0 ] = 16535;
|
|
volumes[ 1 ] = 16535;
|
|
bins[ 2 ] = 2;
|
|
BinkSetMixBinVolumes( m_pHBINK, 1, bins, volumes, 3 );
|
|
}
|
|
#else
|
|
void CBIKMaterial::SetTracks()
|
|
{
|
|
Assert( !"Need some code here please" );
|
|
// Do nothing... Mac does not use Bink.
|
|
}
|
|
#endif
|
|
|
|
void CBIKMaterial::UpdateVolume()
|
|
{
|
|
if ( !m_pHBINK || g_bDisableVolumeChanges )
|
|
return;
|
|
|
|
if ( !( m_nBinkFlags & BIK_NO_AUDIO ) )
|
|
{
|
|
// set the master volume
|
|
static ConVarRef volumeConVar( "volume" );
|
|
static ConVarRef movieVolumeScaleConVar( "movie_volume_scale" );
|
|
float flVolume = volumeConVar.GetFloat() * movieVolumeScaleConVar.GetFloat() * 32768.0f;
|
|
|
|
static ConVarRef snd_surroundSpeakersConVarRef( "snd_surround_speakers" );
|
|
switch ( snd_surroundSpeakersConVarRef.GetInt() )
|
|
{
|
|
default: // 5.1 or 7.1
|
|
case -1: // Not initialized yet, keep the same value
|
|
// Keep it the way it is...
|
|
break;
|
|
case 2:
|
|
// The output is in stereo, but the movie is 5.1
|
|
// We reduce the volume so when downmixed we have the correct overall volume.
|
|
#if defined( PLATFORM_PS3 )
|
|
// This value is coming from this formula:
|
|
// 8 (7.1)ch -> 2ch [CELL_AUDIO_OUT_DOWNMIXER_TYPE_A]
|
|
// L(mix) = 0.707 x L + 0.5 x C + 0.5 x Ls + 0.5 x Le
|
|
// R(mix) = 0.707 x R + 0.5 x C + 0.5 x Rs + 0.5 x Re
|
|
// In this case Le and Re are 0.0, so the multiplying factor is 1.707
|
|
// Thus we have to multiply it by 0.58585858 to re-normalize the volume.
|
|
// flVolume *= 0.58585858f;
|
|
// However after empirical testing on Portal 2, this value sounds better:
|
|
flVolume *= 0.781144f;
|
|
#elif defined( PLATFORM_X360 )
|
|
// Similar values for X360.
|
|
// (potentially the downmixing on X360 is adding 0.25 of the center and 0.25 of the back surround)
|
|
flVolume *= 0.66f;
|
|
#endif
|
|
break;
|
|
}
|
|
|
|
S32 nVolume = (S32)( flVolume );
|
|
for ( int i = 0; i != m_pHBINK->NumTracks; ++i )
|
|
{
|
|
BinkSetVolume( m_pHBINK, BinkGetTrackID( m_pHBINK, i ), nVolume );
|
|
}
|
|
}
|
|
}
|
|
|
|
bool CBIKMaterial::IsMovieResidentInMemory()
|
|
{
|
|
if ( !m_pHBINK )
|
|
return false;
|
|
|
|
return ( ( m_nBinkFlags & ( BINKPRELOADALL | BINKFROMMEMORY ) ) != 0 );
|
|
}
|
|
|
|
static void ShutdownAndDeleteBinkMaterial( CBIKMaterial *pBIK )
|
|
{
|
|
if ( !pBIK->Shutdown() )
|
|
{
|
|
// WILL CRASH HERE
|
|
DebuggerBreakIfDebugging();
|
|
}
|
|
delete pBIK;
|
|
}
|
|
|
|
bool CBIKMaterial::Shutdown( void )
|
|
{
|
|
m_bShutdown = true;
|
|
AUTO_LOCK( m_BinkUpdateMutex );
|
|
if ( m_nQueuedUpdateCount != 0 )
|
|
{
|
|
CMatRenderContextPtr pRenderContext( materials );
|
|
if ( pRenderContext->GetCallQueue() )
|
|
{
|
|
pRenderContext->GetCallQueue()->QueueCall( &ShutdownAndDeleteBinkMaterial, this );
|
|
return false;
|
|
}
|
|
}
|
|
// If this isn't 0, then this zombie object is going to get called by the mat queue thread... badness!
|
|
Assert( m_nQueuedUpdateCount == 0 );
|
|
|
|
DestroyVideoStream();
|
|
DestroyProceduralMaterial();
|
|
DestroyProceduralTextures();
|
|
|
|
if ( m_pHBINK )
|
|
{
|
|
if ( ENABLE_BIK_PERF_SPEW )
|
|
{
|
|
BINKSUMMARY summary;
|
|
BinkGetSummary( m_pHBINK, &summary );
|
|
|
|
Warning( "BINK PERF:\n" );
|
|
Warning( "--------------------------\n" );
|
|
Warning( "Height of frames: %u\n", summary.Height );
|
|
Warning( "total time (ms): %u\n", summary.TotalTime );
|
|
Warning( "file frame rate: %f\n", ( float )summary.FileFrameRate / ( float )summary.FileFrameRateDiv );
|
|
Warning( "file frame rate: %u\n", summary.FileFrameRate );
|
|
Warning( "file frame rate divisor: %u\n", summary.FileFrameRateDiv );
|
|
Warning( "frame rate: %f\n", ( float )summary.FrameRate / ( float )summary.FrameRateDiv );
|
|
Warning( "frame rate: %u\n", summary.FrameRate );
|
|
Warning( "frame rate divisor: %u\n", summary.FrameRateDiv );
|
|
Warning( "Time to open and prepare for decompression: %u\n", summary.TotalOpenTime );
|
|
Warning( "Total Frames: %u\n", summary.TotalFrames );
|
|
Warning( "Total Frames played: %u\n", summary.TotalPlayedFrames );
|
|
Warning( "Total number of skipped frames: %u\n", summary.SkippedFrames );
|
|
Warning( "Total number of skipped blits: %u\n", summary.SkippedBlits );
|
|
Warning( "Total number of sound skips: %u\n", summary.SoundSkips );
|
|
Warning( "Total time spent blitting: %u\n", summary.TotalBlitTime );
|
|
Warning( "Total time spent reading: %u\n", summary.TotalReadTime );
|
|
Warning( "Total time spent decompressing video: %u\n", summary.TotalVideoDecompTime );
|
|
Warning( "Total time spent decompressing audio: %u\n", summary.TotalAudioDecompTime );
|
|
Warning( "Total time spent reading while idle: %u\n", summary.TotalIdleReadTime );
|
|
Warning( "Total time spent reading in background: %u\n", summary.TotalBackReadTime );
|
|
Warning( "Total io speed (bytes/second): %u\n", summary.TotalReadSpeed );
|
|
Warning( "Slowest single frame time (ms): %u\n", summary.SlowestFrameTime );
|
|
Warning( "Second slowest single frame time (ms): %u\n", summary.Slowest2FrameTime );
|
|
Warning( "Slowest single frame number: %u\n", summary.SlowestFrameNum );
|
|
Warning( "Second slowest single frame number: %u\n", summary.Slowest2FrameNum );
|
|
Warning( "Average data rate of the movie: %u\n", summary.AverageDataRate );
|
|
Warning( "Average size of the frame: %u\n", summary.AverageFrameSize );
|
|
Warning( "Highest amount of memory allocated: %u\n", summary.HighestMemAmount );
|
|
Warning( "Total extra memory allocated: %u\n", summary.TotalIOMemory );
|
|
Warning( "Highest extra memory actually used: %u\n", summary.HighestIOUsed );
|
|
Warning( "Highest 1 second rate: %u\n", summary.Highest1SecRate );
|
|
Warning( "Highest 1 second start frame: %u\n", summary.Highest1SecFrame );
|
|
Warning( "--------------------------\n" );
|
|
}
|
|
|
|
BinkClose( m_pHBINK );
|
|
m_pHBINK = NULL;
|
|
}
|
|
|
|
#if IsPlatformPS3()
|
|
switch ( m_ResumeMode )
|
|
{
|
|
case PRM_NO_RESUME_NECESSARY:
|
|
break;
|
|
case PRM_RESUME_AT_END_OF_FIRST_FRAME:
|
|
// This should not happen, as hopefully one frame at least occurred, but just in case let's do what is expected
|
|
Assert( false );
|
|
// Pass through...
|
|
case PRM_RESUME_AT_END_OF_MOVIE:
|
|
g_pFullFileSystem->ResumePrefetches( "Streaming of Bink movie is finished." );
|
|
m_ResumeMode = PRM_NO_RESUME_NECESSARY; // Reset the state just in case.
|
|
break;
|
|
}
|
|
#endif
|
|
|
|
return true;
|
|
}
|
|
|
|
bool CBIKMaterial::IsVideoFinished()
|
|
{
|
|
AUTO_LOCK( m_BinkFrameCountMutex );
|
|
return m_bShutdown || ( ( m_nCurrentFrame == m_nFrameCount ) && ( m_bLoops == false ) );
|
|
}
|
|
|
|
// Unless you like to Dine with Philosophers,
|
|
// I don't recommend calling this function unless you already have the m_BinkUpdateMutex
|
|
void CBIKMaterial::UpdateCurrentFrameIndex()
|
|
{
|
|
AUTO_LOCK( m_BinkUpdateMutex ); // If you already have this mutex, this is re-entrant safe and will early-out
|
|
AUTO_LOCK( m_BinkFrameCountMutex );
|
|
m_nCurrentFrame = m_pHBINK->FrameNum;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Updates our scene
|
|
// Output : Returns true on success, false on failure.
|
|
//-----------------------------------------------------------------------------
|
|
bool CBIKMaterial::Update( void )
|
|
{
|
|
// is the video done?
|
|
if ( IsVideoFinished() )
|
|
return false;
|
|
|
|
// This gets decremented by UpdateInternal(), either right now (if not queueing) or when the work is done (if queueing)
|
|
ThreadInterlockedIncrement( &m_nQueuedUpdateCount );
|
|
|
|
CMatRenderContextPtr pRenderContext( materials );
|
|
if ( pRenderContext->GetCallQueue() && bink_mat_queue_mode.GetBool() )
|
|
{
|
|
pRenderContext->GetCallQueue()->QueueCall( this, &CBIKMaterial::UpdateInternal );
|
|
}
|
|
else
|
|
{
|
|
UpdateInternal();
|
|
|
|
if ( IsVideoFinished() )
|
|
return false;
|
|
}
|
|
|
|
// When using mat_queue_mode with bink movies, the return value 'false' (which indicates that the movie is over) will be delayed by a frame
|
|
return true;
|
|
}
|
|
|
|
void CBIKMaterial::UpdateInternal()
|
|
{
|
|
// If you crash in this function when called from the mat queue thread and the member variables appear to be junk,
|
|
// it is likely that this bink material has been shutdown/deleted already.
|
|
// That would be bad, because the call queue needs to be flushed before you can safely destroy this object.
|
|
|
|
AUTO_LOCK( m_BinkUpdateMutex );
|
|
|
|
ThreadInterlockedDecrement( &m_nQueuedUpdateCount );
|
|
|
|
// If we're waiting, then go away
|
|
if ( BinkWait( m_pHBINK ) )
|
|
return;
|
|
|
|
// Decompress this frame
|
|
BinkDoFrame( m_pHBINK );
|
|
|
|
// do we need to skip a frame?
|
|
while ( BinkShouldSkip( m_pHBINK ) )
|
|
{
|
|
UpdateCurrentFrameIndex();
|
|
|
|
// is the video done?
|
|
if ( IsVideoFinished() )
|
|
break;
|
|
|
|
BinkNextFrame( m_pHBINK );
|
|
|
|
BinkDoFrame( m_pHBINK );
|
|
}
|
|
|
|
// Regenerate our textures
|
|
m_TextureY->Download();
|
|
#ifdef SUPPORT_BINK_ALPHA
|
|
m_TextureA->Download();
|
|
#endif
|
|
m_TextureCr->Download();
|
|
m_TextureCb->Download();
|
|
|
|
UpdateCurrentFrameIndex();
|
|
|
|
// is the video done?
|
|
if ( IsVideoFinished() )
|
|
return;
|
|
|
|
// Move on
|
|
BinkNextFrame( m_pHBINK );
|
|
|
|
UpdateCurrentFrameIndex();
|
|
|
|
#if IsPlatformPS3()
|
|
if ( m_ResumeMode == PRM_RESUME_AT_END_OF_FIRST_FRAME )
|
|
{
|
|
g_pFullFileSystem->ResumePrefetches( "Bink movie has been preloaded." );
|
|
m_ResumeMode = PRM_NO_RESUME_NECESSARY;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
// Call this in a loop that does nothing or something minor right before calling SwapBuffers.
|
|
bool CBIKMaterial::ReadyForSwap( void )
|
|
{
|
|
AUTO_LOCK( m_BinkUpdateMutex );
|
|
|
|
return !BinkWait( m_pHBINK );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Returns the material
|
|
//-----------------------------------------------------------------------------
|
|
IMaterial *CBIKMaterial::GetMaterial()
|
|
{
|
|
return m_Material;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Returns the texcoord range
|
|
//-----------------------------------------------------------------------------
|
|
void CBIKMaterial::GetTexCoordRange( float *pMaxU, float *pMaxV )
|
|
{
|
|
AUTO_LOCK( m_BinkUpdateMutex );
|
|
|
|
// Must have a luminosity channel
|
|
if ( m_TextureY == NULL )
|
|
{
|
|
*pMaxU = *pMaxV = 1.0f;
|
|
return;
|
|
}
|
|
|
|
// YA texture is always larger than the CrCb texture, so always base our size on that
|
|
int nTextureWidth = m_TextureY->GetActualWidth();
|
|
int nTextureHeight = m_TextureY->GetActualHeight();
|
|
if ( nTextureWidth )
|
|
*pMaxU = (float)m_nBIKWidth / (float)nTextureWidth;
|
|
else
|
|
*pMaxU = 0.0f;
|
|
|
|
if ( nTextureHeight )
|
|
*pMaxV = (float)m_nBIKHeight / (float)nTextureHeight;
|
|
else
|
|
*pMaxV = 0.0f;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Returns the frame size of the BIK (stored in a subrect of the material itself)
|
|
//-----------------------------------------------------------------------------
|
|
void CBIKMaterial::GetFrameSize( int *pWidth, int *pHeight )
|
|
{
|
|
*pWidth = m_nBIKWidth;
|
|
*pHeight = m_nBIKHeight;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Initializes, shuts down the procedural texture
|
|
//-----------------------------------------------------------------------------
|
|
void CBIKMaterial::CreateProceduralTextures( const char *pTextureName )
|
|
{
|
|
int nWidth, nHeight;
|
|
|
|
char textureName[MAX_PATH];
|
|
Q_strncpy( textureName, pTextureName, MAX_PATH-1 );
|
|
Q_StripExtension( textureName, textureName, sizeof( textureName ) );
|
|
Q_strncat( textureName, "Y", MAX_PATH );
|
|
|
|
unsigned int nTextureFlags = ( TEXTUREFLAGS_CLAMPS | TEXTUREFLAGS_CLAMPT | TEXTUREFLAGS_NOMIP | TEXTUREFLAGS_PROCEDURAL | TEXTUREFLAGS_SINGLECOPY | TEXTUREFLAGS_NOLOD );
|
|
|
|
nWidth = m_nBIKWidth;
|
|
nHeight = m_nBIKHeight;
|
|
m_TextureY.InitProceduralTexture( textureName, "bik", nWidth, nHeight, BINK_SHADER_IMAGE_FORMAT, nTextureFlags );
|
|
m_TextureY->SetTextureRegenerator( &m_YTextureRegenerator );
|
|
|
|
#ifdef SUPPORT_BINK_ALPHA
|
|
Q_strncpy( textureName, pTextureName, MAX_PATH-1 );
|
|
Q_StripExtension( textureName, textureName, sizeof( textureName ) );
|
|
Q_strncat( textureName, "A", MAX_PATH );
|
|
|
|
m_TextureA.InitProceduralTexture( textureName, "bik", nWidth, nHeight, BINK_SHADER_IMAGE_FORMAT, nTextureFlags );
|
|
m_TextureA->SetTextureRegenerator( &m_ATextureRegenerator );
|
|
#endif
|
|
|
|
Q_strncpy( textureName, pTextureName, MAX_PATH-1 );
|
|
Q_StripExtension( textureName, textureName, sizeof( textureName ) );
|
|
Q_strncat( textureName, "Cr", MAX_PATH );
|
|
|
|
nWidth = m_nBIKWidth >> 1;
|
|
nHeight = m_nBIKHeight >> 1;
|
|
m_TextureCr.InitProceduralTexture( textureName, "bik", nWidth, nHeight, BINK_SHADER_IMAGE_FORMAT, nTextureFlags );
|
|
m_TextureCr->SetTextureRegenerator( &m_CrTextureRegenerator );
|
|
|
|
Q_strncpy( textureName, pTextureName, MAX_PATH-1 );
|
|
Q_StripExtension( textureName, textureName, sizeof( textureName ) );
|
|
Q_strncat( textureName, "Cb", MAX_PATH );
|
|
|
|
m_TextureCb.InitProceduralTexture( textureName, "bik", nWidth, nHeight, BINK_SHADER_IMAGE_FORMAT, nTextureFlags );
|
|
m_TextureCb->SetTextureRegenerator( &m_CbTextureRegenerator );
|
|
|
|
// This pulls in way too many lib dependencies on the PC; on consoles it's in engine.dll
|
|
// It's also just a perf improvement and not as useful on PC.
|
|
#ifdef _GAMECONSOLE
|
|
Assert( !m_pScratchTexture );
|
|
m_pScratchTexture = CreateVTFTexture();
|
|
#endif // _GAMECONSOLE
|
|
}
|
|
|
|
void CBIKMaterial::DestroyProceduralTexture( CTextureReference &texture )
|
|
{
|
|
if( texture )
|
|
{
|
|
texture->SetTextureRegenerator( NULL );
|
|
texture.Shutdown( true );
|
|
}
|
|
|
|
}
|
|
|
|
void CBIKMaterial::DestroyProceduralTextures()
|
|
{
|
|
#ifdef _GAMECONSOLE
|
|
DestroyVTFTexture( m_pScratchTexture );
|
|
m_pScratchTexture = NULL;
|
|
#endif // GAMECONSOLE
|
|
|
|
DestroyProceduralTexture( m_TextureY );
|
|
#ifdef SUPPORT_BINK_ALPHA
|
|
DestroyProceduralTexture( m_TextureA );
|
|
#endif
|
|
DestroyProceduralTexture( m_TextureCr );
|
|
DestroyProceduralTexture( m_TextureCb );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Initializes, shuts down the procedural material
|
|
//-----------------------------------------------------------------------------
|
|
void CBIKMaterial::CreateProceduralMaterial( const char *pMaterialName )
|
|
{
|
|
// FIXME: gak, this is backwards. Why doesn't the material just see that it has a funky basetexture?
|
|
char vmtfilename[ 512 ];
|
|
Q_strcpy( vmtfilename, pMaterialName );
|
|
Q_SetExtension( vmtfilename, ".vmt", sizeof( vmtfilename ) );
|
|
|
|
KeyValues *pVMTKeyValues = new KeyValues( "Bik" );
|
|
if ( bink_try_load_vmt.GetBool() && pVMTKeyValues->LoadFromFile( g_pFullFileSystem , vmtfilename, "GAME" ) )
|
|
{
|
|
// use VMT settings
|
|
}
|
|
else
|
|
{
|
|
pVMTKeyValues->SetString( "$ytexture", m_TextureY->GetName() );
|
|
#ifdef SUPPORT_BINK_ALPHA
|
|
pVMTKeyValues->SetString( "$atexture", m_TextureA->GetName() );
|
|
#endif
|
|
pVMTKeyValues->SetString( "$crtexture", m_TextureCr->GetName() );
|
|
pVMTKeyValues->SetString( "$cbtexture", m_TextureCb->GetName() );
|
|
pVMTKeyValues->SetInt( "$nofog", 1 );
|
|
pVMTKeyValues->SetInt( "$spriteorientation", 3 );
|
|
pVMTKeyValues->SetInt( "$translucent", 1 );
|
|
pVMTKeyValues->SetInt( "$vertexcolor", 1 );
|
|
pVMTKeyValues->SetInt( "$vertexalpha", 1 );
|
|
pVMTKeyValues->SetInt( "$nolod", 1 );
|
|
pVMTKeyValues->SetInt( "$nomip", 1 );
|
|
pVMTKeyValues->SetInt( "$nobasetexture", 1 );
|
|
}
|
|
|
|
m_Material.Init( pMaterialName, pVMTKeyValues );
|
|
|
|
m_Material->Refresh();
|
|
}
|
|
|
|
void CBIKMaterial::DestroyProceduralMaterial()
|
|
{
|
|
m_Material.Shutdown( true );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Returns the frame rate of the BIK
|
|
//-----------------------------------------------------------------------------
|
|
int CBIKMaterial::GetFrameRate( )
|
|
{
|
|
return m_nFrameRate;
|
|
}
|
|
|
|
int CBIKMaterial::GetFrameCount( )
|
|
{
|
|
return m_nFrameCount;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Sets the frame for an BIK material (use instead of SetTime)
|
|
//-----------------------------------------------------------------------------
|
|
void CBIKMaterial::SetFrame( float flFrame )
|
|
{
|
|
AUTO_LOCK( m_BinkUpdateMutex );
|
|
|
|
U32 nFrame = (U32)flFrame + 1;
|
|
|
|
CMatRenderContextPtr pRenderContext( materials );
|
|
if ( pRenderContext->GetCallQueue() && bink_mat_queue_mode.GetBool() )
|
|
{
|
|
pRenderContext->GetCallQueue()->QueueCall( this, &CBIKMaterial::SetFrameInternal, nFrame );
|
|
}
|
|
else
|
|
{
|
|
SetFrameInternal( nFrame );
|
|
}
|
|
}
|
|
|
|
void CBIKMaterial::SetFrameInternal( int nFrame )
|
|
{
|
|
AUTO_LOCK( m_BinkUpdateMutex );
|
|
|
|
if ( m_pHBINK->LastFrameNum != nFrame )
|
|
{
|
|
BinkGoto( m_pHBINK, nFrame, 0 );
|
|
m_TextureY->Download();
|
|
#ifdef SUPPORT_BINK_ALPHA
|
|
m_TextureA->Download();
|
|
#endif
|
|
m_TextureCr->Download();
|
|
m_TextureCb->Download();
|
|
}
|
|
|
|
UpdateCurrentFrameIndex();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Initializes, shuts down the video stream
|
|
//-----------------------------------------------------------------------------
|
|
void CBIKMaterial::CreateVideoStream( )
|
|
{
|
|
// get the frame buffers info
|
|
BinkGetFrameBuffersInfo( m_pHBINK, &m_buffers );
|
|
|
|
// fixme: these should point to local buffers that the material system can splat
|
|
for ( int i = 0 ; i < m_buffers.TotalFrames ; i++ )
|
|
{
|
|
if ( m_buffers.Frames[ i ].YPlane.Allocate )
|
|
{
|
|
// calculate a good pitch
|
|
m_buffers.Frames[ i ].YPlane.BufferPitch = ( m_buffers.YABufferWidth + 15 ) & ~15;
|
|
// now allocate the pointer
|
|
m_buffers.Frames[ i ].YPlane.Buffer = MemAlloc_AllocAligned( m_buffers.Frames[ i ].YPlane.BufferPitch * m_buffers.YABufferHeight, 16 );
|
|
}
|
|
if ( m_buffers.Frames[ i ].cRPlane.Allocate )
|
|
{
|
|
// calculate a good pitch
|
|
m_buffers.Frames[ i ].cRPlane.BufferPitch = ( m_buffers.cRcBBufferWidth + 15 ) & ~15;
|
|
// now allocate the pointer
|
|
m_buffers.Frames[ i ].cRPlane.Buffer = MemAlloc_AllocAligned( m_buffers.Frames[ i ].cRPlane.BufferPitch * m_buffers.cRcBBufferHeight, 16 );
|
|
}
|
|
|
|
if ( m_buffers.Frames[ i ].cBPlane.Allocate )
|
|
{
|
|
// calculate a good pitch
|
|
m_buffers.Frames[ i ].cBPlane.BufferPitch = ( m_buffers.cRcBBufferWidth + 15 ) & ~15;
|
|
// now allocate the pointer
|
|
m_buffers.Frames[ i ].cBPlane.Buffer = MemAlloc_AllocAligned( m_buffers.Frames[ i ].cBPlane.BufferPitch * m_buffers.cRcBBufferHeight, 16 );
|
|
}
|
|
|
|
#ifdef SUPPORT_BINK_ALPHA
|
|
if ( m_buffers.Frames[ i ].APlane.Allocate )
|
|
{ // calculate a good pitch
|
|
m_buffers.Frames[ i ].APlane.BufferPitch = ( m_buffers.YABufferWidth + 15 ) & ~15;
|
|
// now allocate the pointer
|
|
m_buffers.Frames[ i ].APlane.Buffer = MemAlloc_AllocAligned( m_buffers.Frames[ i ].APlane.BufferPitch * m_buffers.YABufferHeight, 16 );
|
|
}
|
|
#endif
|
|
}
|
|
// Now tell Bink to use these new planes
|
|
BinkRegisterFrameBuffers( m_pHBINK, &m_buffers );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Destroy the stream
|
|
//-----------------------------------------------------------------------------
|
|
void CBIKMaterial::DestroyVideoStream( )
|
|
{
|
|
// who free's this?
|
|
for ( int i = 0 ; i < m_buffers.TotalFrames ; i++ )
|
|
{
|
|
if ( m_buffers.Frames[ i ].YPlane.Allocate && m_buffers.Frames[ i ].YPlane.Buffer )
|
|
{
|
|
// now allocate the pointer
|
|
MemAlloc_FreeAligned( m_buffers.Frames[ i ].YPlane.Buffer );
|
|
m_buffers.Frames[ i ].YPlane.Buffer = NULL;
|
|
}
|
|
if ( m_buffers.Frames[ i ].cRPlane.Allocate && m_buffers.Frames[ i ].cRPlane.Buffer )
|
|
{
|
|
// now allocate the pointer
|
|
MemAlloc_FreeAligned( m_buffers.Frames[ i ].cRPlane.Buffer );
|
|
m_buffers.Frames[ i ].cRPlane.Buffer = NULL;
|
|
}
|
|
|
|
if ( m_buffers.Frames[ i ].cBPlane.Allocate && m_buffers.Frames[ i ].cBPlane.Buffer )
|
|
{
|
|
// now allocate the pointer
|
|
MemAlloc_FreeAligned( m_buffers.Frames[ i ].cBPlane.Buffer );
|
|
m_buffers.Frames[ i ].cBPlane.Buffer = NULL;
|
|
}
|
|
|
|
#ifdef SUPPORT_BINK_ALPHA
|
|
if ( m_buffers.Frames[ i ].APlane.Allocate && m_buffers.Frames[ i ].APlane.Buffer )
|
|
{
|
|
// now allocate the pointer
|
|
MemAlloc_FreeAligned( m_buffers.Frames[ i ].APlane.Buffer );
|
|
m_buffers.Frames[ i ].APlane.Buffer = NULL;
|
|
}
|
|
#endif
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Returns the current frame number of the video
|
|
//-----------------------------------------------------------------------------
|
|
int CBIKMaterial::GetFrame( void )
|
|
{
|
|
AUTO_LOCK( m_BinkFrameCountMutex );
|
|
|
|
return m_nCurrentFrame;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Pause playback
|
|
//-----------------------------------------------------------------------------
|
|
void CBIKMaterial::Pause( void )
|
|
{
|
|
AUTO_LOCK( m_BinkUpdateMutex );
|
|
|
|
BinkPause( m_pHBINK, 1 );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Resume playback
|
|
//-----------------------------------------------------------------------------
|
|
void CBIKMaterial::Unpause( void )
|
|
{
|
|
AUTO_LOCK( m_BinkUpdateMutex );
|
|
|
|
BinkPause( m_pHBINK, 0 );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
// Implementation of IAvi
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
class CBik : public CBaseAppSystem< IBik >
|
|
{
|
|
public:
|
|
CBik();
|
|
|
|
// Inherited from IAppSystem
|
|
virtual bool Connect( CreateInterfaceFn factory );
|
|
virtual void Disconnect();
|
|
virtual void *QueryInterface( const char *pInterfaceName );
|
|
virtual InitReturnVal_t Init();
|
|
virtual void Shutdown();
|
|
|
|
// Inherited from IBik
|
|
virtual BIKMaterial_t CreateMaterial( const char *pMaterialName, const char *pFileName, const char *pPathID, int flags );
|
|
virtual void DestroyMaterial( BIKMaterial_t hMaterial );
|
|
virtual bool Update( BIKMaterial_t hMaterial );
|
|
virtual bool ReadyForSwap( BIKMaterial_t hMaterial );
|
|
virtual IMaterial* GetMaterial( BIKMaterial_t hMaterial );
|
|
virtual void GetTexCoordRange( BIKMaterial_t hMaterial, float *pMaxU, float *pMaxV );
|
|
virtual void GetFrameSize( BIKMaterial_t hMaterial, int *pWidth, int *pHeight );
|
|
virtual int GetFrameRate( BIKMaterial_t hMaterial );
|
|
virtual int GetFrame( BIKMaterial_t hMaterial );
|
|
virtual void SetFrame( BIKMaterial_t hMaterial, float flFrame );
|
|
virtual int GetFrameCount( BIKMaterial_t hMaterial );
|
|
#ifdef WIN32
|
|
#if !defined( _X360 )
|
|
virtual bool SetDirectSoundDevice( void *pDevice );
|
|
virtual bool SetMilesSoundDevice( void *pDevice );
|
|
#else
|
|
virtual bool HookXAudio( void );
|
|
#endif
|
|
#endif
|
|
|
|
#if defined( _PS3 )
|
|
virtual bool SetPS3SoundDevice( int nChannelCount );
|
|
#endif
|
|
|
|
virtual void Pause( BIKMaterial_t hMaterial );
|
|
virtual void Unpause( BIKMaterial_t hMaterial );
|
|
|
|
virtual int GetGlobalMaterialAllocationNumber( void ) { return s_nMaterialAllocation; }
|
|
|
|
virtual bool PrecacheMovie( const char *pFileName, const char *pPathID );
|
|
virtual void *GetPrecachedMovie( const char *pFileName );
|
|
virtual void EvictPrecachedMovie( const char *pFileName );
|
|
virtual void EvictAllPrecachedMovies();
|
|
|
|
void DumpPrecachedMovieList();
|
|
|
|
virtual void UpdateVolume( BIKMaterial_t hMaterial );
|
|
|
|
virtual bool IsMovieResidentInMemory( BIKMaterial_t hMaterial );
|
|
|
|
private:
|
|
static void * RADLINK BinkMemAlloc( U32 bytes ) { return malloc( bytes ); };
|
|
static void RADLINK BinkMemFree( void PTR4* ptr ) { free( ptr ); };
|
|
|
|
// NOTE: Have to use pointers here since BIKMaterials inherit from ITextureRegenerator
|
|
// The realloc screws up the pointers held to ITextureRegenerators in the material system.
|
|
CUtlLinkedList< CBIKMaterial*, BIKMaterial_t > m_BIKMaterials;
|
|
static int s_nMaterialAllocation;
|
|
|
|
CUtlVector< PrecachedMovie_t > m_PrecachedMovies;
|
|
};
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Static variables
|
|
//-----------------------------------------------------------------------------
|
|
int CBik::s_nMaterialAllocation = 0;
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Singleton
|
|
//-----------------------------------------------------------------------------
|
|
static CBik g_BIK;
|
|
EXPOSE_SINGLE_INTERFACE_GLOBALVAR( CBik, IBik, BIK_INTERFACE_VERSION, g_BIK );
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Constructor/destructor
|
|
//-----------------------------------------------------------------------------
|
|
CBik::CBik()
|
|
{
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Connect/disconnect
|
|
//-----------------------------------------------------------------------------
|
|
bool CBik::Connect( CreateInterfaceFn factory )
|
|
{
|
|
if ( IsGameConsole() )
|
|
{
|
|
return true;
|
|
}
|
|
|
|
ConnectTier1Libraries( &factory, 1 );
|
|
ConnectTier2Libraries( &factory, 1 );
|
|
if ( !( g_pFullFileSystem && materials ) )
|
|
{
|
|
Msg( "Bik failed to connect to a required system\n" );
|
|
}
|
|
return ( g_pFullFileSystem && materials );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Connect/disconnect
|
|
//-----------------------------------------------------------------------------
|
|
void CBik::Disconnect( void )
|
|
{
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Query Interface
|
|
//-----------------------------------------------------------------------------
|
|
void *CBik::QueryInterface( const char *pInterfaceName )
|
|
{
|
|
if (!Q_strncmp( pInterfaceName, BIK_INTERFACE_VERSION, Q_strlen(BIK_INTERFACE_VERSION) + 1))
|
|
return (IBik*)this;
|
|
|
|
return NULL;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Init/shutdown
|
|
//-----------------------------------------------------------------------------
|
|
InitReturnVal_t CBik::Init()
|
|
{
|
|
BinkSetMemory( BinkMemAlloc, BinkMemFree );
|
|
|
|
return INIT_OK;
|
|
}
|
|
|
|
void CBik::Shutdown()
|
|
{
|
|
#ifdef _PS3
|
|
BinkFreeGlobals();
|
|
#endif // _PS3
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Create/destroy an BIK material
|
|
//-----------------------------------------------------------------------------
|
|
BIKMaterial_t CBik::CreateMaterial( const char *pMaterialName, const char *pFileName, const char *pPathID, int flags )
|
|
{
|
|
// material names aren't filenames, they are expected to be adherent to forward slashes
|
|
char fixedMaterialName[MAX_PATH];
|
|
V_strncpy( fixedMaterialName, pMaterialName, sizeof( fixedMaterialName ) );
|
|
V_FixSlashes( fixedMaterialName, '/' );
|
|
|
|
BIKMaterial_t h = m_BIKMaterials.AddToTail();
|
|
m_BIKMaterials[h] = new CBIKMaterial;
|
|
if ( m_BIKMaterials[h]->Init( fixedMaterialName, pFileName, pPathID, flags ) == false )
|
|
{
|
|
delete m_BIKMaterials[h];
|
|
m_BIKMaterials.Remove( h );
|
|
return BIKMATERIAL_INVALID;
|
|
}
|
|
|
|
s_nMaterialAllocation++;
|
|
|
|
return h;
|
|
}
|
|
|
|
void CBik::DestroyMaterial( BIKMaterial_t h )
|
|
{
|
|
if ( h != BIKMATERIAL_INVALID )
|
|
{
|
|
if ( m_BIKMaterials[h]->Shutdown() )
|
|
{
|
|
delete m_BIKMaterials[h];
|
|
}
|
|
m_BIKMaterials.Remove( h );
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : hMaterial -
|
|
// Output : Returns true on success, false on failure.
|
|
//-----------------------------------------------------------------------------
|
|
bool CBik::Update( BIKMaterial_t hMaterial )
|
|
{
|
|
if ( hMaterial == BIKMATERIAL_INVALID )
|
|
return false;
|
|
|
|
return m_BIKMaterials[hMaterial]->Update();
|
|
}
|
|
|
|
bool CBik::ReadyForSwap( BIKMaterial_t hMaterial )
|
|
{
|
|
Assert( hMaterial != BIKMATERIAL_INVALID );
|
|
if ( hMaterial == BIKMATERIAL_INVALID )
|
|
{
|
|
return true;
|
|
}
|
|
|
|
return m_BIKMaterials[hMaterial]->ReadyForSwap();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Gets the IMaterial associated with an BIK material
|
|
//-----------------------------------------------------------------------------
|
|
IMaterial* CBik::GetMaterial( BIKMaterial_t h )
|
|
{
|
|
if ( h != BIKMATERIAL_INVALID )
|
|
return m_BIKMaterials[h]->GetMaterial();
|
|
|
|
return NULL;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Returns the max texture coordinate of the BIK
|
|
//-----------------------------------------------------------------------------
|
|
void CBik::GetTexCoordRange( BIKMaterial_t h, float *pMaxU, float *pMaxV )
|
|
{
|
|
if ( h != BIKMATERIAL_INVALID )
|
|
{
|
|
m_BIKMaterials[h]->GetTexCoordRange( pMaxU, pMaxV );
|
|
}
|
|
else
|
|
{
|
|
*pMaxU = *pMaxV = 1.0f;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Returns the frame size of the BIK (is a subrect of the material itself)
|
|
//-----------------------------------------------------------------------------
|
|
void CBik::GetFrameSize( BIKMaterial_t h, int *pWidth, int *pHeight )
|
|
{
|
|
if ( h != BIKMATERIAL_INVALID )
|
|
{
|
|
m_BIKMaterials[h]->GetFrameSize( pWidth, pHeight );
|
|
}
|
|
else
|
|
{
|
|
*pWidth = *pHeight = 1;
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Returns the frame size of the BIK (is a subrect of the material itself)
|
|
//-----------------------------------------------------------------------------
|
|
int CBik::GetFrameRate( BIKMaterial_t h )
|
|
{
|
|
if ( h == BIKMATERIAL_INVALID )
|
|
return -1;
|
|
|
|
return m_BIKMaterials[h]->GetFrameRate();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Returns the frame rate of the BIK
|
|
//-----------------------------------------------------------------------------
|
|
int CBik::GetFrameCount( BIKMaterial_t h )
|
|
{
|
|
if ( h == BIKMATERIAL_INVALID )
|
|
return -1;
|
|
|
|
return m_BIKMaterials[h]->GetFrameCount();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Sets the frame for an BIK material (use instead of SetTime)
|
|
//-----------------------------------------------------------------------------
|
|
void CBik::SetFrame( BIKMaterial_t h, float flFrame )
|
|
{
|
|
if ( h != BIKMATERIAL_INVALID )
|
|
{
|
|
m_BIKMaterials[h]->SetFrame( flFrame );
|
|
}
|
|
}
|
|
|
|
#if defined( WIN32 )
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : pDevice -
|
|
// Output : Returns true on success, false on failure.
|
|
//-----------------------------------------------------------------------------
|
|
#if !defined( _X360 )
|
|
bool CBik::SetDirectSoundDevice( void *pDevice )
|
|
{
|
|
g_bDisableVolumeChanges = false;
|
|
|
|
return ( BinkSoundUseDirectSound( pDevice ) != 0 );
|
|
}
|
|
|
|
bool CBik::SetMilesSoundDevice( void *pDevice )
|
|
{
|
|
if ( !pDevice )
|
|
{
|
|
g_bDisableVolumeChanges = true;
|
|
return BinkSoundUseWaveOut() != 0;
|
|
|
|
}
|
|
g_bDisableVolumeChanges = false;
|
|
return ( BinkSoundUseMiles( pDevice ) != 0 );
|
|
}
|
|
|
|
#else
|
|
bool CBik::HookXAudio( void )
|
|
{
|
|
IXAudio2 *pXAudio2 = Audio_GetXAudio2();
|
|
if ( !pXAudio2 )
|
|
{
|
|
// it better be there, it was when th
|
|
Warning( "Bink playback not supported, init sequence of audio has been regressed." );
|
|
return false;
|
|
}
|
|
return ( BinkSoundUseXAudio2( pXAudio2 ) != 0 );
|
|
}
|
|
#endif
|
|
#endif // WIN32
|
|
|
|
#if defined( _PS3 )
|
|
bool CBik::SetPS3SoundDevice( int nChannelCount )
|
|
{
|
|
return BinkSoundUseLibAudio( nChannelCount );
|
|
}
|
|
#endif // _PS3
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Gets the current frame from the Bink movie (for playback purposes)
|
|
//-----------------------------------------------------------------------------
|
|
int CBik::GetFrame( BIKMaterial_t hMaterial )
|
|
{
|
|
if ( hMaterial != BIKMATERIAL_INVALID )
|
|
{
|
|
return m_BIKMaterials[hMaterial]->GetFrame();
|
|
}
|
|
|
|
return -1;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Pause the movie playback
|
|
//-----------------------------------------------------------------------------
|
|
void CBik::Pause( BIKMaterial_t hMaterial )
|
|
{
|
|
if ( hMaterial != BIKMATERIAL_INVALID )
|
|
{
|
|
m_BIKMaterials[hMaterial]->Pause();
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Resume movie playback
|
|
//-----------------------------------------------------------------------------
|
|
void CBik::Unpause( BIKMaterial_t hMaterial )
|
|
{
|
|
if ( hMaterial != BIKMATERIAL_INVALID )
|
|
{
|
|
m_BIKMaterials[hMaterial]->Unpause();
|
|
}
|
|
}
|
|
|
|
bool CBik::PrecacheMovie( const char *pFileName, const char *pPathID )
|
|
{
|
|
if ( GetPrecachedMovie( pFileName ) )
|
|
{
|
|
// alread precached
|
|
return true;
|
|
}
|
|
|
|
MEM_ALLOC_CREDIT();
|
|
|
|
// must deal in absolute paths to ensure zip cull (media files are external)
|
|
char pBIKFileName[ 512 ];
|
|
char pFullBIKFileName[ 512 ];
|
|
Q_snprintf( pBIKFileName, sizeof( pBIKFileName ), "%s", pFileName );
|
|
Q_DefaultExtension( pBIKFileName, ".bik", sizeof( pBIKFileName ) );
|
|
|
|
PathTypeQuery_t pathType;
|
|
if ( !g_pFullFileSystem->RelativePathToFullPath( pBIKFileName, pPathID, pFullBIKFileName, sizeof( pFullBIKFileName ), GetMoviePathFilter(), &pathType ) )
|
|
{
|
|
// A file by that name was not found
|
|
return false;
|
|
}
|
|
|
|
const char *pBaseName = V_UnqualifiedFileName( pFullBIKFileName );
|
|
int iIndex = m_PrecachedMovies.AddToTail();
|
|
m_PrecachedMovies[iIndex].m_BaseName = pBaseName;
|
|
|
|
if ( !g_pFullFileSystem->ReadFile( pFullBIKFileName, NULL, m_PrecachedMovies[iIndex].m_MemoryBuffer ) )
|
|
{
|
|
m_PrecachedMovies.Remove( iIndex );
|
|
return false;
|
|
}
|
|
|
|
#if defined( PLAT_BIG_ENDIAN )
|
|
// per Bink Docs
|
|
DWORD *pBase = (DWORD *)m_PrecachedMovies[iIndex].m_MemoryBuffer.Base();
|
|
int numDWords = m_PrecachedMovies[iIndex].m_MemoryBuffer.TellPut() / sizeof( DWORD );
|
|
for ( int i = 0; i < numDWords; i++ )
|
|
{
|
|
pBase[i] = DWordSwap( pBase[i] );
|
|
}
|
|
#endif
|
|
|
|
return true;
|
|
}
|
|
|
|
void *CBik::GetPrecachedMovie( const char *pFileName )
|
|
{
|
|
const char *pBaseName = V_UnqualifiedFileName( pFileName );
|
|
for ( int i = 0; i < m_PrecachedMovies.Count(); i++ )
|
|
{
|
|
if ( !V_stricmp( m_PrecachedMovies[i].m_BaseName.Get(), pBaseName ) )
|
|
{
|
|
return m_PrecachedMovies[i].m_MemoryBuffer.Base();
|
|
}
|
|
}
|
|
|
|
// not found
|
|
return NULL;
|
|
}
|
|
|
|
void CBik::EvictPrecachedMovie( const char *pFileName )
|
|
{
|
|
const char *pBaseName = V_UnqualifiedFileName( pFileName );
|
|
for ( int i = 0; i < m_PrecachedMovies.Count(); i++ )
|
|
{
|
|
if ( !V_stricmp( m_PrecachedMovies[i].m_BaseName.Get(), pBaseName ) )
|
|
{
|
|
m_PrecachedMovies.Remove( i );
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
void CBik::EvictAllPrecachedMovies()
|
|
{
|
|
m_PrecachedMovies.Purge();
|
|
}
|
|
|
|
void CBik::UpdateVolume( BIKMaterial_t hMaterial )
|
|
{
|
|
if ( hMaterial != BIKMATERIAL_INVALID )
|
|
{
|
|
m_BIKMaterials[hMaterial]->UpdateVolume();
|
|
}
|
|
}
|
|
|
|
bool CBik::IsMovieResidentInMemory( BIKMaterial_t hMaterial )
|
|
{
|
|
if ( hMaterial != BIKMATERIAL_INVALID )
|
|
{
|
|
return m_BIKMaterials[hMaterial]->IsMovieResidentInMemory();
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
void CBik::DumpPrecachedMovieList()
|
|
{
|
|
Msg( "-- %d precached bink movies -- \n", m_PrecachedMovies.Count() );
|
|
for ( int i = 0; i < m_PrecachedMovies.Count(); ++ i )
|
|
{
|
|
Msg( "%d: %s, %d bytes\n", i, m_PrecachedMovies[i].m_BaseName.String(), m_PrecachedMovies[i].m_MemoryBuffer.Size() );
|
|
}
|
|
}
|
|
|
|
CON_COMMAND( bink_dump_precached_movies, "Dumps information about all precached Bink movies" )
|
|
{
|
|
g_BIK.DumpPrecachedMovieList();
|
|
}
|
|
|
|
|
|
#endif
|
|
|
|
#endif // BINK_VIDEO
|