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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Texture management functions. Exposes a list of available textures,
// texture groups, and Most Recently Used textures.
//
// There is one texture context per game configuration in GameCfg.ini.
//
//=============================================================================//
#include "stdafx.h"
#include <process.h>
#include <io.h>
#include <sys\stat.h>
#include <fcntl.h>
#include "DummyTexture.h" // Specific IEditorTexture implementation
#include "GlobalFunctions.h"
#include "MainFrm.h"
#include "MapDoc.h"
#include "Material.h" // Specific IEditorTexture implementation
#include "Options.h"
#include "TextureSystem.h"
#include "WADTexture.h" // Specific IEditorTexture implementation
#include "WADTypes.h"
#include "hammer.h"
#include "filesystem.h"
#include "materialsystem/ITexture.h"
#include "tier1/utldict.h"
#include "FaceEditSheet.h"
// memdbgon must be the last include file in a .cpp file!!!
#include <tier0/memdbgon.h>
#pragma warning(disable:4244)
#define _GraphicCacheAllocate(n) malloc(n)
#define IsSortChr(ch) ((ch == '-') || (ch == '+'))
//-----------------------------------------------------------------------------
// Stuff for loading WAD3 files.
//-----------------------------------------------------------------------------
typedef struct { int filepos; int disksize; int size; // uncompressed
char type; char compression; char pad1, pad2; char name[16]; // must be null terminated
} WAD3lumpinfo_t;
//-----------------------------------------------------------------------------
// List of global graphics
//-----------------------------------------------------------------------------
CTextureSystem g_Textures;
//-----------------------------------------------------------------------------
// CMaterialFileChangeWatcher implementation.
//-----------------------------------------------------------------------------
void CMaterialFileChangeWatcher::Init( CTextureSystem *pSystem, int context ) { m_pTextureSystem = pSystem; m_Context = context;
m_Watcher.Init( this ); char searchPaths[1024 * 16]; if ( g_pFullFileSystem->GetSearchPath( "GAME", false, searchPaths, sizeof( searchPaths ) ) > 0 ) { CSplitString searchPathList( searchPaths, ";" );
for ( int i=0; i < searchPathList.Count(); i++ ) { m_Watcher.AddDirectory( searchPathList[i], "materials", true ); } } else { Warning( "Error in GetSearchPath. Dynamic material list updating will not be available." ); } }
void CMaterialFileChangeWatcher::OnFileChange( const char *pRelativeFilename, const char *pFullFilename ) { //Msg( "OnNewFile: %s\n", pRelativeFilename );
CTextureSystem::EFileType eFileType; if ( CTextureSystem::GetFileTypeFromFilename( pRelativeFilename, &eFileType ) ) m_pTextureSystem->OnFileChange( pRelativeFilename, m_Context, eFileType ); }
void CMaterialFileChangeWatcher::Update() { m_Watcher.Update(); }
//-----------------------------------------------------------------------------
// Purpose: Constructor. Creates the "All" group and sets it as the active group.
//-----------------------------------------------------------------------------
CTextureSystem::CTextureSystem(void) { m_pLastTex = NULL; m_nLastIndex = 0; m_pActiveContext = NULL; m_pActiveGroup = NULL; m_pCubemapTexture = NULL; m_pNoDrawTexture = NULL; }
//-----------------------------------------------------------------------------
// Purpose: Destructor. Frees the list of groups and dummy textures.
//-----------------------------------------------------------------------------
CTextureSystem::~CTextureSystem(void) { }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTextureSystem::FreeAllTextures() { if ( m_pCubemapTexture ) { m_pCubemapTexture->DecrementReferenceCount(); m_pCubemapTexture = NULL; }
int nContextCount = m_TextureContexts.Count(); for (int nContext = 0; nContext < nContextCount; nContext++) { TextureContext_t *pContext = &m_TextureContexts.Element(nContext);
//
// Delete all the texture groups for this context.
//
int nGroupCount = pContext->Groups.Count(); for (int nGroup = 0; nGroup < nGroupCount; nGroup++) { delete pContext->Groups.Element(nGroup); }
//
// Delete dummy textures.
//
int nDummyCount = pContext->Dummies.Count(); for (int nDummy = 0; nDummy < nDummyCount; nDummy++) { IEditorTexture *pTex = pContext->Dummies.Element(nDummy); delete pTex; } }
//
// Delete all the textures from the master list.
//
for (int i = 0; i < m_Textures.Count(); i++) { IEditorTexture *pTex = m_Textures[i]; delete pTex; } m_Textures.RemoveAll();
m_pLastTex = NULL; m_nLastIndex = -1;
// Delete the keywords.
m_Keywords.PurgeAndDeleteElements(); m_ChangeWatchers.PurgeAndDeleteElements(); }
//-----------------------------------------------------------------------------
// Purpose: Adds a texture to the master list of textures.
// Input : pTexture - Pointer to texture to add.
// Output : Returns the index of the texture in the master texture list.
//-----------------------------------------------------------------------------
int CTextureSystem::AddTexture(IEditorTexture *pTexture) { return m_Textures.AddToTail(pTexture); }
//-----------------------------------------------------------------------------
// Purpose: Begins iterating the list of texture/material keywords.
//-----------------------------------------------------------------------------
int CTextureSystem::GetNumKeywords(void) { return(m_Keywords.Count()); }
//-----------------------------------------------------------------------------
// Purpose: Continues iterating the list of texture/material keywords.
//-----------------------------------------------------------------------------
const char *CTextureSystem::GetKeyword(int pos) { return(m_Keywords.Element(pos)); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *piIndex -
// bUseMRU -
// Output :
//-----------------------------------------------------------------------------
IEditorTexture *CTextureSystem::EnumActiveTextures(int *piIndex, TEXTUREFORMAT eDesiredFormat) const { Assert(piIndex != NULL); if (piIndex != NULL) { if (m_pActiveGroup != NULL) { IEditorTexture *pTex = NULL;
do { pTex = m_pActiveGroup->GetTexture(*piIndex); if (pTex != NULL) { (*piIndex)++;
if ((eDesiredFormat == tfNone) || (pTex->GetTextureFormat() == eDesiredFormat)) { return(pTex); } } } while (pTex != NULL); } }
return(NULL); }
//-----------------------------------------------------------------------------
// Purpose: Initializes the texture system.
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CTextureSystem::Initialize(HWND hwnd) { bool bWAD = CWADTexture::Initialize(); bool bMaterial = CMaterial::Initialize(hwnd);
return(bWAD && bMaterial); }
//-----------------------------------------------------------------------------
// Purpose: Shuts down the texture system.
//-----------------------------------------------------------------------------
void CTextureSystem::ShutDown(void) { CWADTexture::ShutDown(); CMaterial::ShutDown(); FreeAllTextures(); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : pszName -
// piIndex -
// bDummy -
// Output :
//-----------------------------------------------------------------------------
IEditorTexture *CTextureSystem::FindActiveTexture(LPCSTR pszInputName, int *piIndex, BOOL bDummy) {
// The .vmf file format gets confused if there are backslashes in material names,
// so make sure they're all using forward slashes here.
char szName[MAX_PATH]; Q_StrSubst( pszInputName, "\\", "/", szName, sizeof( szName ) ); const char *pszName = szName; IEditorTexture *pTex = NULL; //
// Check the cache first.
//
if (m_pLastTex && !stricmp(pszName, m_pLastTex->GetName())) { if (piIndex) { *piIndex = m_nLastIndex; }
return m_pLastTex; }
int iIndex = 0;
// We're finding by name, so we don't care what the format is as long as the name matches.
if ( m_pActiveGroup ) { pTex = m_pActiveGroup->FindTextureByName( pszName, &iIndex, tfNone ); if ( pTex ) { if ( piIndex ) *piIndex = iIndex; m_pLastTex = pTex; m_nLastIndex = iIndex; return pTex; } }
//
// Let's try again, this time with \textures\ decoration
// TODO: remove this?
//
{ iIndex = 0; char szBuf[512];
sprintf(szBuf, "textures\\%s", pszName);
for (int i = strlen(szBuf) -1; i >= 0; i--) { if (szBuf[i] == '/') szBuf[i] = '\\'; }
strlwr(szBuf);
if ( m_pActiveGroup ) { pTex = m_pActiveGroup->FindTextureByName( szBuf, &iIndex, tfNone ); if ( pTex ) { if ( piIndex ) *piIndex = iIndex; m_pLastTex = pTex; m_nLastIndex = iIndex; return pTex; } } } //
// Caller doesn't want dummies.
//
if (!bDummy) { return(NULL); }
Assert(!piIndex);
//
// Check the list of dummies for a texture with the same name and texture format.
//
if (m_pActiveContext) { int nDummyCount = m_pActiveContext->Dummies.Count(); for (int nDummy = 0; nDummy < nDummyCount; nDummy++) { IEditorTexture *pTex = m_pActiveContext->Dummies.Element(nDummy); if (!strcmpi(pszName, pTex->GetName())) { m_pLastTex = pTex; m_nLastIndex = -1; return(pTex); } }
//
// Not found; add a dummy as a placeholder for the missing texture.
//
pTex = AddDummy(pszName, g_pGameConfig->GetTextureFormat()); }
if (pTex != NULL) { m_pLastTex = pTex; m_nLastIndex = -1; }
return(pTex); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pTex -
//-----------------------------------------------------------------------------
void CTextureSystem::AddMRU(IEditorTexture *pTex) { if (!m_pActiveContext) return;
int nIndex = m_pActiveContext->MRU.Find(pTex); if (nIndex != -1) { m_pActiveContext->MRU.Remove(nIndex); } else if (m_pActiveContext->MRU.Count() == 8) { m_pActiveContext->MRU.Remove(7); }
m_pActiveContext->MRU.AddToHead(pTex); }
//-----------------------------------------------------------------------------
// Purpose: Change palette on all textures.
// Input :
// dvs: need to handle a palette change for Quake support
//-----------------------------------------------------------------------------
void CTextureSystem::InformPaletteChanged() { // int nGraphics = GetCount();
//
// for (int i = 0; i < nGraphics; i++)
// {
// IEditorTexture *pTex = &GetAt(i);
// }
}
//-----------------------------------------------------------------------------
// Purpose: Returns the texture context that corresponds to the given game config.
//-----------------------------------------------------------------------------
TextureContext_t *CTextureSystem::FindTextureContextForConfig(CGameConfig *pConfig) { for (int i = 0; i < m_TextureContexts.Count(); i++) { if (m_TextureContexts.Element(i).pConfig == pConfig) { return &m_TextureContexts.Element(i); } }
return NULL; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTextureSystem::SetActiveConfig(CGameConfig *pConfig) { TextureContext_t *pContext = FindTextureContextForConfig(pConfig); if (pContext) { m_pActiveContext = pContext; m_pActiveGroup = m_pActiveContext->pAllGroup; } else { m_pActiveContext = NULL; } }
//-----------------------------------------------------------------------------
// Purpose:
// Input : char *pcszName -
//-----------------------------------------------------------------------------
void CTextureSystem::SetActiveGroup(const char *pcszName) { if (!m_pActiveContext) return;
char szBuf[MAX_PATH]; sprintf(szBuf, "textures\\%s", pcszName);
int iCount = m_pActiveContext->Groups.Count(); for (int i = 0; i < iCount; i++) { CTextureGroup *pGroup = m_pActiveContext->Groups.Element(i); if (!strcmpi(pGroup->GetName(), pcszName)) { m_pActiveGroup = pGroup; return; }
if (strstr(pGroup->GetName(), pcszName)) { m_pActiveGroup = pGroup; return; }
}
TRACE0("No Group Found!"); }
//-----------------------------------------------------------------------------
// Purpose: Loads textures from all texture files.
//-----------------------------------------------------------------------------
void CTextureSystem::LoadAllGraphicsFiles(void) { FreeAllTextures();
// For each game config...
// dvs: Disabled for single-config running.
//for (int nConfig = 0; nConfig < Options.configs.GetGameConfigCount(); nConfig++)
{ //CGameConfig *pConfig = Options.configs.GetGameConfig(nConfig);
CGameConfig *pConfig = g_pGameConfig;
// Create a new texture context with the WADs and materials for that config.
TextureContext_t *pContext = AddTextureContext();
// Bind it to this config.
pContext->pConfig = pConfig;
// Create a group to hold all the textures for this context.
pContext->pAllGroup = new CTextureGroup("All Textures"); pContext->Groups.AddToTail(pContext->pAllGroup);
// Set the new context as the active context.
m_pActiveContext = pContext;
// Load the textures for all WAD files set in this config.
// Only do this for configs that use WAD textures.
if (pConfig->GetTextureFormat() == tfWAD3) { LoadWADFiles(pConfig); }
// Load the materials for this config.
// Do this unconditionally so that we get necessary editor materials.
LoadMaterials(pConfig);
m_pActiveContext->pAllGroup->Sort(); } }
//-----------------------------------------------------------------------------
// Purpose: Loads all WAD files for the given game config.
//-----------------------------------------------------------------------------
void CTextureSystem::LoadWADFiles(CGameConfig *pConfig) { // dvs: FIXME: WADs are not currently per-config
for (int i = 0; i < Options.textures.nTextureFiles; i++) { LoadGraphicsFile(Options.textures.TextureFiles[i]); } }
//-----------------------------------------------------------------------------
// Purpose: Loads all the materials for the given game config.
//-----------------------------------------------------------------------------
void CTextureSystem::LoadMaterials(CGameConfig *pConfig) { CTextureGroup *pGroup = new CTextureGroup("Materials"); pGroup->SetTextureFormat(tfVMT); m_pActiveContext->Groups.AddToTail(pGroup);
// Add all the materials to the group.
CMaterial::EnumerateMaterials( this, "materials", (int)pGroup, INCLUDE_WORLD_MATERIALS ); // Watch the materials directory recursively...
CMaterialFileChangeWatcher *pWatcher = new CMaterialFileChangeWatcher; pWatcher->Init( this, (int)pGroup ); m_ChangeWatchers.AddToTail( pWatcher );
Assert( m_pCubemapTexture == NULL );
m_pCubemapTexture = MaterialSystemInterface()->FindTexture( "editor/cubemap", NULL, true );
if ( m_pCubemapTexture ) { m_pCubemapTexture->IncrementReferenceCount(); CMatRenderContextPtr pRenderContext( MaterialSystemInterface() ); pRenderContext->BindLocalCubemap( m_pCubemapTexture ); } // Get the nodraw texture.
m_pNoDrawTexture = NULL; for ( int i=0; i < m_Textures.Count(); i++ ) { if ( V_stricmp( m_Textures[i]->GetName(), "tools/toolsnodraw" ) == 0 || V_stricmp( m_Textures[i]->GetName(), "tools/toolsnodraw" ) == 0 ) { m_pNoDrawTexture = m_Textures[i]; break; } } if ( !m_pNoDrawTexture ) m_pNoDrawTexture = CMaterial::CreateMaterial( "tools/toolsnodraw", true ); }
void CTextureSystem::RebindDefaultCubeMap() { // rebind with the default cubemap
if ( m_pCubemapTexture ) { CMatRenderContextPtr pRenderContext( MaterialSystemInterface() ); pRenderContext->BindLocalCubemap( m_pCubemapTexture ); } }
void CTextureSystem::UpdateFileChangeWatchers() { for ( int i=0; i < m_ChangeWatchers.Count(); i++ ) m_ChangeWatchers[i]->Update(); }
void CTextureSystem::OnFileChange( const char *pFilename, int context, CTextureSystem::EFileType eFileType ) { // It requires the forward slashes later...
char fixedSlashes[MAX_PATH]; V_StrSubst( pFilename, "\\", "/", fixedSlashes, sizeof( fixedSlashes ) );
// Get rid of the extension.
if ( V_strlen( fixedSlashes ) < 5 ) { Assert( false ); return; } fixedSlashes[ V_strlen( fixedSlashes ) - 4 ] = 0;
// Handle it based on what type of file we've got.
if ( eFileType == k_eFileTypeVMT ) { IEditorTexture *pTex = FindActiveTexture( fixedSlashes, NULL, FALSE ); if ( pTex ) { pTex->Reload( true ); } else { EnumMaterial( fixedSlashes, context ); IEditorTexture *pTex = FindActiveTexture( fixedSlashes, NULL, FALSE ); if ( pTex ) { GetMainWnd()->m_TextureBar.NotifyNewMaterial( pTex ); GetMainWnd()->GetFaceEditSheet()->NotifyNewMaterial( pTex ); } } } else if ( eFileType == k_eFileTypeVTF ) { // Whether a VTF was added, removed, or modified, we do the same thing.. refresh it and any materials that reference it.
ITexture *pTexture = materials->FindTexture( fixedSlashes, TEXTURE_GROUP_UNACCOUNTED, false ); if ( pTexture ) { pTexture->Download( NULL ); ReloadMaterialsUsingTexture( pTexture ); } } }
//-----------------------------------------------------------------------------
// Purpose: Load any materials that reference this texture. Used so we can refresh a
// material's preview image if a relevant .vtf changes.
//-----------------------------------------------------------------------------
void CTextureSystem::ReloadMaterialsUsingTexture( ITexture *pTestTexture ) { for ( int i=0; i < m_Textures.Count(); i++ ) { IEditorTexture *pEditorTex = m_Textures[i]; IMaterial *pMat = pEditorTex->GetMaterial( false ); if ( !pMat ) continue; IMaterialVar **pParams = pMat->GetShaderParams(); int nParams = pMat->ShaderParamCount(); for ( int iParam=0; iParam < nParams; iParam++ ) { if ( pParams[iParam]->GetType() != MATERIAL_VAR_TYPE_TEXTURE ) continue; ITexture *pTex = pParams[iParam]->GetTextureValue(); if ( !pTex ) continue; if ( pTex == pTestTexture ) { pEditorTex->Reload( true ); break; } } } }
//-----------------------------------------------------------------------------
// Purpose: Figure out the file type from its extension. Returns false if we don't have an enum for that extension.
//-----------------------------------------------------------------------------
bool CTextureSystem::GetFileTypeFromFilename( const char *pFilename, CTextureSystem::EFileType *pFileType ) { char strRight[16]; V_StrRight( pFilename, 4, strRight, sizeof( strRight ) ); if ( V_stricmp( strRight, ".vmt" ) == 0 ) { *pFileType = CTextureSystem::k_eFileTypeVMT; return true; } else if ( V_stricmp( strRight, ".vtf" ) == 0 ) { *pFileType = CTextureSystem::k_eFileTypeVTF; return true; } return false; }
//-----------------------------------------------------------------------------
// Purpose: Loads textures from all texture files.
//-----------------------------------------------------------------------------
void CTextureSystem::ReloadTextures( const char *pFilterName ) { MaterialSystemInterface()->ReloadMaterials( pFilterName );
for ( int i = 0; i < m_Textures.Count(); i++ ) { if ( !Q_stristr( pFilterName, m_Textures[i]->GetName() ) ) continue;
m_Textures[i]->Reload( false ); } }
//-----------------------------------------------------------------------------
// Purpose: Adds a placeholder texture for a texture that exists in the map, but
// was not found on disk.
// Input : pszName - Name of missing texture.
// Output : Returns a pointer to the new dummy texture.
//-----------------------------------------------------------------------------
IEditorTexture *CTextureSystem::AddDummy(LPCTSTR pszName, TEXTUREFORMAT eFormat) { if (!m_pActiveContext) return NULL;
IEditorTexture *pTex = new CDummyTexture(pszName, eFormat); m_pActiveContext->Dummies.AddToTail(pTex);
return(pTex); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : elem1 -
// elem2 -
// Output : static int __cdecl
//-----------------------------------------------------------------------------
static int __cdecl SortTexturesProc(IEditorTexture * const *elem1, IEditorTexture * const *elem2) { IEditorTexture *pElem1 = *((IEditorTexture **)elem1); IEditorTexture *pElem2 = *((IEditorTexture **)elem2);
Assert((pElem1 != NULL) && (pElem2 != NULL)); if ((pElem1 == NULL) || (pElem2 == NULL)) { return(0); }
const char *pszName1 = pElem1->GetName(); const char *pszName2 = pElem2->GetName();
char ch1 = pszName1[0]; char ch2 = pszName2[0];
if (IsSortChr(ch1) && !IsSortChr(ch2)) { int iFamilyLen = strlen(pszName1+2); int iFamily = strnicmp(pszName1+2, pszName2, iFamilyLen); if (!iFamily) { return(-1); // same family - put elem1 before elem2
} return(iFamily); // sort normally
} else if (!IsSortChr(ch1) && IsSortChr(ch2)) { int iFamilyLen = strlen(pszName2+2); int iFamily = strnicmp(pszName1, pszName2+2, iFamilyLen); if (!iFamily) { return(1); // same family - put elem2 before elem1
} return(iFamily); // sort normally
} else if (IsSortChr(ch1) && IsSortChr(ch2)) { // do family name sorting
int iFamily = strcmpi(pszName1+2, pszName2+2);
if (!iFamily) { // same family - sort by number
return pszName1[1] - pszName2[1]; }
// different family
return(iFamily); }
return(strcmpi(pszName1, pszName2)); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : sizeSrc -
// sizeDest -
// *src -
// *dest -
//-----------------------------------------------------------------------------
void ScaleBitmap(CSize sizeSrc, CSize sizeDest, char *src, char *dest) { int i; int e_y = (sizeSrc.cy << 1) - sizeDest.cy; int sizeDest2_y = (sizeDest.cy << 1); int sizeSrc2_y = sizeSrc.cy << 1; int srcline = 0, destline = 0; char *srclinep, *destlinep; int e_x = (sizeSrc.cx << 1) - sizeDest.cx; int sizeDest2_x = (sizeDest.cx << 1); int sizeSrc2_x = sizeSrc.cx << 1;
for( i = 0; i < sizeDest.cy; i++ ) { // scale by X
{ srclinep = src + (srcline * sizeSrc.cx); destlinep = dest + (destline * sizeDest.cx);
int i;
for( i = 0; i < sizeDest.cx; i++ ) { *destlinep = *srclinep;
while( e_x >= 0 ) { ++srclinep; e_x -= sizeDest2_x; }
++destlinep; e_x += sizeSrc2_x; } }
while( e_y >= 0 ) { ++srcline; e_y -= sizeDest2_y; }
++destline; e_y += sizeSrc2_y; } }
//-----------------------------------------------------------------------------
// Purpose:
// Input : id -
// *piIndex -
// Output : GRAPHICSFILESTRUCT *
//-----------------------------------------------------------------------------
bool CTextureSystem::FindGraphicsFile(GRAPHICSFILESTRUCT *pFileInfo, DWORD id, int *piIndex) { for (int i = 0; i < m_GraphicsFiles.Count(); i++) { if (m_GraphicsFiles[i].id == id) { if (piIndex) { piIndex[0] = i; }
if (pFileInfo != NULL) { *pFileInfo = m_GraphicsFiles[i]; }
return(true); } }
return(false); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : pFile -
// fd -
// pGroup -
//-----------------------------------------------------------------------------
void CTextureSystem::LoadGraphicsFileWAD3(GRAPHICSFILESTRUCT *pFile, int fd, CTextureGroup *pGroup) { // read wad header
wadinfo_t hdr; _lseek(fd, 0, SEEK_SET); _read(fd, (char*)&hdr, sizeof hdr);
_lseek(fd, hdr.infotableofs, SEEK_SET);
// allocate directory memory.
WAD3lumpinfo_t *dir = new WAD3lumpinfo_t[hdr.numlumps]; // read entries.
_read(fd, dir, sizeof(WAD3lumpinfo_t) * hdr.numlumps);
// load graphics!
for (int i = 0; i < hdr.numlumps; i++) { if (dir[i].type == TYP_MIPTEX) { _lseek(fd, dir[i].filepos, SEEK_SET);
CWADTexture *pNew = new CWADTexture; if (pNew != NULL) { if (pNew->Init(fd, pFile->id, FALSE, dir[i].name)) { pNew->SetTextureFormat(pFile->format);
//
// Add the texture to master list of textures.
//
AddTexture(pNew);
//
// Add the texture's index to the given group and to the "All" group.
//
pGroup->AddTexture(pNew); if (pGroup != m_pActiveContext->pAllGroup) { m_pActiveContext->pAllGroup->AddTexture(pNew); } } else { delete pNew; } } } }
// free memory
delete[] dir; }
//-----------------------------------------------------------------------------
// Purpose: Loads all textures in a given graphics file and returns an ID for
// the file.
// Input : filename - Full path of graphics file to load.
// Output : Returns the file ID.
//-----------------------------------------------------------------------------
DWORD CTextureSystem::LoadGraphicsFile(const char *pFilename) { static DWORD __GraphFileID = 1; // must start at 1.
//
// Make sure it's not already there.
//
int i = m_GraphicsFiles.Count() - 1; while (i > -1) { if (!strcmp(m_GraphicsFiles[i].filename, pFilename)) { return(m_GraphicsFiles[i].id); }
i--; }
//
// Is this a WAD file?
//
DWORD dwAttrib = GetFileAttributes(pFilename); if (dwAttrib == 0xFFFFFFFF) { return(0); }
GRAPHICSFILESTRUCT gf;
if (!(dwAttrib & FILE_ATTRIBUTE_DIRECTORY)) { // open the file, and add it to the GraphicFileList array
gf.fd = _open(pFilename, _O_BINARY | _O_RDONLY); if (gf.fd == -1) { // todo: if errno is "out of handles", close some other
// graphics files.
// StatusMsg(IDS_ERROPENGRAPHFILE, errno);
return 0; // could not open
}
char buf[4]; _read(gf.fd, buf, 4);
//
// Make sure the file is in a format that we can read.
//
if (!memcmp(buf, "WAD3", 4)) { gf.format = tfWAD3; } else { char str[MAX_PATH*2]; Q_snprintf( str, sizeof(str), "The file \"%s\" is not a valid WAD3 file and will not be used.", pFilename); AfxMessageBox(str, MB_ICONEXCLAMATION | MB_OK); _close(gf.fd); return(0); } }
// got it -- setup the rest of the gf structure
gf.id = __GraphFileID++; Q_strncpy( gf.filename, pFilename, sizeof(gf.filename) ); gf.bLoaded = FALSE;
//
// Add file to list of texture files.
//
m_GraphicsFiles.AddToTail(gf);
//
// Create a new texture group for the file.
//
CTextureGroup *pGroup = new CTextureGroup(pFilename); pGroup->SetTextureFormat(gf.format); m_pActiveContext->Groups.AddToTail(pGroup); //
// Load the textures from the file and place them in the texture group.
//
LoadGraphicsFileWAD3(&gf, gf.fd, pGroup); gf.bLoaded = TRUE;
//
// Sort this group's list
//
pGroup->Sort();
return(gf.id); }
//-----------------------------------------------------------------------------
// Purpose: Determines whether or not there is at least one available texture
// group for a given texture format.
// Input : format - Texture format to look for.
// Output : Returns TRUE if textures of a given format are available, FALSE if not.
//-----------------------------------------------------------------------------
bool CTextureSystem::HasTexturesForConfig(CGameConfig *pConfig) { if (!pConfig) return false;
TextureContext_t *pContext = FindTextureContextForConfig(pConfig); if (!pContext) return false;
int nCount = pContext->Groups.Count(); for (int i = 0; i < nCount; i++) { CTextureGroup *pGroup = pContext->Groups.Element(i); if (pGroup->GetTextureFormat() == pConfig->GetTextureFormat()) { return true; } }
return false; }
//-----------------------------------------------------------------------------
// Used to add all the world materials into the material list
//-----------------------------------------------------------------------------
bool CTextureSystem::EnumMaterial( const char *pMaterialName, int nContext ) { CTextureGroup *pGroup = (CTextureGroup *)nContext; CMaterial *pMaterial = CMaterial::CreateMaterial(pMaterialName, false); if (pMaterial != NULL) { // Add it to the master list of textures.
AddTexture(pMaterial);
// Add the texture's index to the given group and to the "All" group.
pGroup->AddTexture(pMaterial); if (pGroup != m_pActiveContext->pAllGroup) { m_pActiveContext->pAllGroup->AddTexture(pMaterial); } } return true; }
//-----------------------------------------------------------------------------
// Registers the keywords as existing in a particular material
//-----------------------------------------------------------------------------
void CTextureSystem::RegisterTextureKeywords( IEditorTexture *pTexture ) { //
// Add any new keywords from this material to the list of keywords.
//
char szKeywords[MAX_PATH]; pTexture->GetKeywords(szKeywords); if (szKeywords[0] != '\0') { char *pch = strtok(szKeywords, " ,;"); while (pch != NULL) { // dvs: hide in a Find function
bool bFound = false; for( int pos=0; pos < m_Keywords.Count(); pos++ ) { const char *pszTest = m_Keywords.Element(pos); if (!stricmp(pszTest, pch)) { bFound = true; break; } }
if (!bFound) { char *pszKeyword = new char[strlen(pch) + 1]; strcpy(pszKeyword, pch); m_Keywords.AddToTail(pszKeyword); }
pch = strtok(NULL, " ,;"); } } }
//-----------------------------------------------------------------------------
// Used to lazily load in all the textures
//-----------------------------------------------------------------------------
void CTextureSystem::LazyLoadTextures() { if ( m_pActiveContext && m_pActiveContext->pAllGroup && !IsRunningInEngine() ) { m_pActiveContext->pAllGroup->LazyLoadTextures(); } }
//-----------------------------------------------------------------------------
// Purpose:
// Output : TextureContext_t
//-----------------------------------------------------------------------------
TextureContext_t *CTextureSystem::AddTextureContext() { // Allocate a new texture context.
int nIndex = m_TextureContexts.AddToTail();
// Add the group to this config's list of texture groups.
TextureContext_t *pContext = &m_TextureContexts.Element(nIndex); return pContext; }
//-----------------------------------------------------------------------------
// Opens the source file associated with a material
//-----------------------------------------------------------------------------
void CTextureSystem::OpenSource( const char *pMaterialName ) { if ( !pMaterialName ) return;
char pRelativePath[MAX_PATH]; Q_snprintf( pRelativePath, MAX_PATH, "materials/%s.vmt", pMaterialName );
char pFullPath[MAX_PATH]; if ( g_pFullFileSystem->GetLocalPath( pRelativePath, pFullPath, MAX_PATH ) ) { ShellExecute( NULL, "open", pFullPath, NULL, NULL, SW_SHOWNORMAL ); } }
//-----------------------------------------------------------------------------
// Opens explorer dialog and selects the source file
//-----------------------------------------------------------------------------
void CTextureSystem::ExploreToSource( const char *pMaterialName ) { if ( !pMaterialName ) return;
char pRelativePath[MAX_PATH]; Q_snprintf( pRelativePath, MAX_PATH, "materials/%s.vmt", pMaterialName );
char pFullPath[MAX_PATH]; if ( g_pFullFileSystem->GetLocalPath( pRelativePath, pFullPath, MAX_PATH ) ) { CString strSel = "/select, "; strSel += pFullPath;
ShellExecute(NULL, "open", "explorer", strSel, NULL, SW_SHOWNORMAL ); } }
//-----------------------------------------------------------------------------
// Purpose: Constructor.
// Input : pszName - Name of group, ie "Materials" or "u:\hl\tfc\tfc.wad".
//-----------------------------------------------------------------------------
CTextureGroup::CTextureGroup(const char *pszName) { strcpy(m_szName, pszName); m_eTextureFormat = tfNone; m_nTextureToLoad = 0; }
//-----------------------------------------------------------------------------
// Purpose: Adds a texture to this group.
// Input : pTexture - Texture to add.
//-----------------------------------------------------------------------------
void CTextureGroup::AddTexture(IEditorTexture *pTexture) { int index = m_Textures.AddToTail(pTexture); m_TextureNameMap.Insert( pTexture->GetName(), index ); }
//-----------------------------------------------------------------------------
// Purpose: Sorts the group.
//-----------------------------------------------------------------------------
void CTextureGroup::Sort(void) { m_Textures.Sort(SortTexturesProc);
// Redo the name map.
m_TextureNameMap.RemoveAll(); for ( int i=0; i < m_Textures.Count(); i++ ) { IEditorTexture *pTex = m_Textures[i]; m_TextureNameMap.Insert( pTex->GetName(), i ); }
// Changing the order means we don't know where we should be loading from
m_nTextureToLoad = 0; }
//-----------------------------------------------------------------------------
// Purpose: Retrieves a texture by index.
// Input : nIndex - Index of the texture in this group.
//-----------------------------------------------------------------------------
IEditorTexture *CTextureGroup::GetTexture(int nIndex) { if ((nIndex >= m_Textures.Count()) || (nIndex < 0)) { return(NULL); }
return(m_Textures[nIndex]); }
//-----------------------------------------------------------------------------
// finds a texture by name
//-----------------------------------------------------------------------------
IEditorTexture *CTextureGroup::GetTexture( char const* pName ) { for (int i = 0; i < m_Textures.Count(); i++) { if (!strcmp(pName, m_Textures[i]->GetName())) return m_Textures[i]; }
return NULL; }
//-----------------------------------------------------------------------------
// Quickly find a texture by name.
//-----------------------------------------------------------------------------
IEditorTexture* CTextureGroup::FindTextureByName( const char *pName, int *piIndex, TEXTUREFORMAT eDesiredFormat ) { int iMapEntry = m_TextureNameMap.Find( pName ); if ( iMapEntry == m_TextureNameMap.InvalidIndex() ) { return NULL; } else { IEditorTexture *pTex = m_Textures[ m_TextureNameMap[iMapEntry] ]; if ((eDesiredFormat == tfNone) || (pTex->GetTextureFormat() == eDesiredFormat)) return pTex; else return NULL; } }
//-----------------------------------------------------------------------------
// Used to lazily load in all the textures
//-----------------------------------------------------------------------------
void CTextureGroup::LazyLoadTextures() { // Load at most once per call
while (m_nTextureToLoad < m_Textures.Count()) { if (!m_Textures[m_nTextureToLoad]->IsLoaded()) { m_Textures[m_nTextureToLoad]->Load(); ++m_nTextureToLoad; return; }
// This one was already loaded; skip it
++m_nTextureToLoad; } }
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