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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "vbsp.h"
#include "bsplib.h"
#include "tier1/UtlBuffer.h"
#include "tier1/UtlVector.h"
#include "bitmap/imageformat.h"
#include <KeyValues.h>
#include "tier1/strtools.h"
#include "tier1/utlsymbol.h"
#include "vtf/vtf.h"
#include "materialpatch.h"
#include "materialsystem/imaterialsystem.h"
#include "materialsystem/imaterial.h"
#include "materialsystem/imaterialvar.h"
/*
Meager documentation for how the cubemaps are assigned.
While loading the map, it calls: *** Cubemap_SaveBrushSides Builds a list of what cubemaps manually were assigned to what faces in s_EnvCubemapToBrushSides.
Immediately after loading the map, it calls: *** Cubemap_FixupBrushSidesMaterials Goes through s_EnvCubemapToBrushSides and does Cubemap_CreateTexInfo for each side referenced by an env_cubemap manually.
Then it calls Cubemap_AttachDefaultCubemapToSpecularSides: *** Cubemap_InitCubemapSideData: Setup s_aCubemapSideData.bHasEnvMapInMaterial and bManuallyPickedByAnEnvCubemap for each side. bHasEnvMapInMaterial is set if the side's material has $envmap. bManuallyPickedByAnEnvCubemap is true if the side was in s_EnvCubemapToBrushSides.
Then, for each bHasEnvMapInMaterial and !bManuallyPickedByAnEnvCubemap (ie: every specular surface that wasn't referenced by some env_cubemap), it does Cubemap_CreateTexInfo. */
struct PatchInfo_t { char *m_pMapName; int m_pOrigin[3]; };
struct CubemapInfo_t { int m_nTableId; bool m_bSpecular; };
static bool CubemapLessFunc( const CubemapInfo_t &lhs, const CubemapInfo_t &rhs ) { return ( lhs.m_nTableId < rhs.m_nTableId ); }
typedef CUtlVector<int> IntVector_t; static CUtlVector<IntVector_t> s_EnvCubemapToBrushSides;
static CUtlVector<char *> s_DefaultCubemapNames; static char g_IsCubemapTexData[MAX_MAP_TEXDATA];
struct CubemapSideData_t { bool bHasEnvMapInMaterial; bool bManuallyPickedByAnEnvCubemap; };
static CubemapSideData_t s_aCubemapSideData[MAX_MAP_BRUSHSIDES];
inline bool SideHasCubemapAndWasntManuallyReferenced( int iSide ) { return s_aCubemapSideData[iSide].bHasEnvMapInMaterial && !s_aCubemapSideData[iSide].bManuallyPickedByAnEnvCubemap; }
void Cubemap_InsertSample( const Vector& origin, int size ) { dcubemapsample_t *pSample = &g_CubemapSamples[g_nCubemapSamples]; pSample->origin[0] = ( int )origin[0]; pSample->origin[1] = ( int )origin[1]; pSample->origin[2] = ( int )origin[2]; pSample->size = size; g_nCubemapSamples++; }
static const char *FindSkyboxMaterialName( void ) { for( int i = 0; i < g_MainMap->num_entities; i++ ) { char* pEntity = ValueForKey(&g_MainMap->entities[i], "classname"); if (!strcmp(pEntity, "worldspawn")) { return ValueForKey( &g_MainMap->entities[i], "skyname" ); } } return NULL; }
static void BackSlashToForwardSlash( char *pname ) { while ( *pname ) { if ( *pname == '\\' ) *pname = '/'; pname++; } }
static void ForwardSlashToBackSlash( char *pname ) { while ( *pname ) { if ( *pname == '/' ) *pname = '\\'; pname++; } }
//-----------------------------------------------------------------------------
// Finds materials that are used by a particular material
//-----------------------------------------------------------------------------
#define MAX_MATERIAL_NAME 512
// This is the list of materialvars which are used in our codebase to look up dependent materials
static const char *s_pDependentMaterialVar[] = { "$bottommaterial", // Used by water materials
"$crackmaterial", // Used by shattered glass materials
"$fallbackmaterial", // Used by all materials
"", // Always must be last
};
static const char *FindDependentMaterial( const char *pMaterialName, const char **ppMaterialVar = NULL ) { // FIXME: This is a terrible way of doing this! It creates a dependency
// between vbsp and *all* code which reads dependent materials from materialvars
// At the time of writing this function, that means the engine + studiorender.
// We need a better way of figuring out how to do this, but for now I'm trying to do
// the fastest solution possible since it's close to ship
static char pDependentMaterialName[MAX_MATERIAL_NAME]; for( int i = 0; s_pDependentMaterialVar[i][0]; ++i ) { if ( !GetValueFromMaterial( pMaterialName, s_pDependentMaterialVar[i], pDependentMaterialName, MAX_MATERIAL_NAME - 1 ) ) continue;
if ( !Q_stricmp( pDependentMaterialName, pMaterialName ) ) { Warning( "Material %s is depending on itself through materialvar %s! Ignoring...\n", pMaterialName, s_pDependentMaterialVar[i] ); continue; }
// Return the material var that caused the dependency
if ( ppMaterialVar ) { *ppMaterialVar = s_pDependentMaterialVar[i]; }
#ifdef _DEBUG
// FIXME: Note that this code breaks if a material has more than 1 dependent material
++i; static char pDependentMaterialName2[MAX_MATERIAL_NAME]; while( s_pDependentMaterialVar[i][0] ) { Assert( !GetValueFromMaterial( pMaterialName, s_pDependentMaterialVar[i], pDependentMaterialName2, MAX_MATERIAL_NAME - 1 ) ); ++i; } #endif
return pDependentMaterialName; }
return NULL; }
void VTFNameToHDRVTFName( const char *pSrcName, char *pDest, int maxLen, bool bHDR ) { Q_strncpy( pDest, pSrcName, maxLen ); if( !bHDR ) { return; } char *pDot = Q_stristr( pDest, ".vtf" ); if( !pDot ) { return; } Q_strncpy( pDot, ".hdr.vtf", maxLen - ( pDot - pDest ) ); }
#define DEFAULT_CUBEMAP_SIZE 32
void CreateDefaultCubemaps( bool bHDR ) { memset( g_IsCubemapTexData, 0, sizeof(g_IsCubemapTexData) );
// Create the destination cubemap
IVTFTexture *pDstCubemap = CreateVTFTexture(); pDstCubemap->Init( DEFAULT_CUBEMAP_SIZE, DEFAULT_CUBEMAP_SIZE, 1, IMAGE_FORMAT_DEFAULT, TEXTUREFLAGS_ENVMAP, 1 );
// First iterate over all frames
for (int iFrame = 0; iFrame < pDstCubemap->FrameCount(); ++iFrame) { // Next iterate over all normal cube faces (we know there's 6 cause it's an envmap)
for (int iFace = 0; iFace < 6; ++iFace ) { // Finally, iterate over all mip levels in the *destination*
for (int iMip = 0; iMip < pDstCubemap->MipCount(); ++iMip ) { unsigned char *pDstBits = pDstCubemap->ImageData( iFrame, iFace, iMip ); int iSize = pDstCubemap->ComputeMipSize( iMip ); // Make the default cubemap black
memset( pDstBits, 0, iSize ); } } }
// Now that the bits are in place, compute the spheremaps...
pDstCubemap->GenerateSpheremap();
// Convert the cubemap to the final format
pDstCubemap->ConvertImageFormat( bHDR ? IMAGE_FORMAT_RGBA16161616F : IMAGE_FORMAT_DXT5, false );
// Write the puppy out!
char dstVTFFileName[1024]; if( bHDR ) { sprintf( dstVTFFileName, "materials/maps/%s/cubemapdefault.hdr.vtf", mapbase ); } else { sprintf( dstVTFFileName, "materials/maps/%s/cubemapdefault.vtf", mapbase ); }
CUtlBuffer outputBuf; if (!pDstCubemap->Serialize( outputBuf )) { Warning( "Error serializing default cubemap %s\n", dstVTFFileName ); return; }
IZip *pak = GetPakFile();
// spit out the default one.
AddBufferToPak( pak, dstVTFFileName, outputBuf.Base(), outputBuf.TellPut(), false );
// spit out all of the ones that are attached to world geometry.
int i; for( i = 0; i < s_DefaultCubemapNames.Count(); i++ ) { char vtfName[MAX_PATH]; VTFNameToHDRVTFName( s_DefaultCubemapNames[i], vtfName, MAX_PATH, bHDR ); if( FileExistsInPak( pak, vtfName ) ) { continue; } AddBufferToPak( pak, vtfName, outputBuf.Base(),outputBuf.TellPut(), false ); }
DestroyVTFTexture( pDstCubemap ); }
void Cubemap_CreateDefaultCubemaps( void ) { CreateDefaultCubemaps( false ); CreateDefaultCubemaps( true ); }
// Builds a list of what cubemaps manually were assigned to what faces
// in s_EnvCubemapToBrushSides.
void Cubemap_SaveBrushSides( const char *pSideListStr ) { IntVector_t &brushSidesVector = s_EnvCubemapToBrushSides[s_EnvCubemapToBrushSides.AddToTail()]; char *pTmp = ( char * )_alloca( strlen( pSideListStr ) + 1 ); strcpy( pTmp, pSideListStr ); const char *pScan = strtok( pTmp, " " ); if( !pScan ) { return; } do { int brushSideID; if( sscanf( pScan, "%d", &brushSideID ) == 1 ) { brushSidesVector.AddToTail( brushSideID ); } } while( ( pScan = strtok( NULL, " " ) ) ); }
//-----------------------------------------------------------------------------
// Generate patched material name
//-----------------------------------------------------------------------------
static void GeneratePatchedName( const char *pMaterialName, const PatchInfo_t &info, bool bMaterialName, char *pBuffer, int nMaxLen ) { const char *pSeparator = bMaterialName ? "_" : ""; int nLen = Q_snprintf( pBuffer, nMaxLen, "maps/%s/%s%s%d_%d_%d", info.m_pMapName, pMaterialName, pSeparator, info.m_pOrigin[0], info.m_pOrigin[1], info.m_pOrigin[2] );
if ( bMaterialName ) { Assert( nLen < TEXTURE_NAME_LENGTH - 1 ); if ( nLen >= TEXTURE_NAME_LENGTH - 1 ) { Error( "Generated env_cubemap patch name : %s too long! (max = %d)\n", pBuffer, TEXTURE_NAME_LENGTH ); } }
BackSlashToForwardSlash( pBuffer ); Q_strlower( pBuffer ); }
//-----------------------------------------------------------------------------
// Patches the $envmap for a material and all its dependents, returns true if any patching happened
//-----------------------------------------------------------------------------
static bool PatchEnvmapForMaterialAndDependents( const char *pMaterialName, const PatchInfo_t &info, const char *pCubemapTexture ) { // Do *NOT* patch the material if there is an $envmap specified and it's not 'env_cubemap'
// FIXME: It's theoretically ok to patch the material if $envmap is not specified,
// because we're using the 'replace' block, which will only add the env_cubemap if
// $envmap is specified in the source material. But it will fail if someone adds
// a specific non-env_cubemap $envmap to the source material at a later point. Bleah
// See if we have an $envmap to patch
bool bShouldPatchEnvCubemap = DoesMaterialHaveKeyValuePair( pMaterialName, "$envmap", "env_cubemap" );
// See if we have a dependent material to patch
bool bDependentMaterialPatched = false; const char *pDependentMaterialVar = NULL; const char *pDependentMaterial = FindDependentMaterial( pMaterialName, &pDependentMaterialVar ); if ( pDependentMaterial ) { bDependentMaterialPatched = PatchEnvmapForMaterialAndDependents( pDependentMaterial, info, pCubemapTexture ); }
// If we have neither to patch, we're done
if ( !bShouldPatchEnvCubemap && !bDependentMaterialPatched ) return false;
// Otherwise we have to make a patched version of ourselves
char pPatchedMaterialName[1024]; GeneratePatchedName( pMaterialName, info, true, pPatchedMaterialName, 1024 );
MaterialPatchInfo_t pPatchInfo[2]; int nPatchCount = 0; if ( bShouldPatchEnvCubemap ) { pPatchInfo[nPatchCount].m_pKey = "$envmap"; pPatchInfo[nPatchCount].m_pRequiredOriginalValue = "env_cubemap"; pPatchInfo[nPatchCount].m_pValue = pCubemapTexture; ++nPatchCount; }
char pDependentPatchedMaterialName[1024]; if ( bDependentMaterialPatched ) { // FIXME: Annoying! I either have to pass back the patched dependent material name
// or reconstruct it. Both are sucky.
GeneratePatchedName( pDependentMaterial, info, true, pDependentPatchedMaterialName, 1024 ); pPatchInfo[nPatchCount].m_pKey = pDependentMaterialVar; pPatchInfo[nPatchCount].m_pValue = pDependentPatchedMaterialName; ++nPatchCount; }
CreateMaterialPatch( pMaterialName, pPatchedMaterialName, nPatchCount, pPatchInfo, PATCH_REPLACE );
return true; }
//-----------------------------------------------------------------------------
// Finds a texinfo that has a particular
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Create a VMT to override the specified texinfo which references the cubemap entity at the specified origin.
// Returns the index of the new (or preexisting) texinfo referencing that VMT.
//
// Also adds the new cubemap VTF filename to s_DefaultCubemapNames so it can copy the
// default (skybox) cubemap into this file so the cubemap doesn't have the pink checkerboard at
// runtime before they run buildcubemaps.
//-----------------------------------------------------------------------------
static int Cubemap_CreateTexInfo( int originalTexInfo, int origin[3] ) { // Don't make cubemap tex infos for nodes
if ( originalTexInfo == TEXINFO_NODE ) return originalTexInfo;
texinfo_t *pTexInfo = &texinfo[originalTexInfo]; dtexdata_t *pTexData = GetTexData( pTexInfo->texdata ); const char *pMaterialName = TexDataStringTable_GetString( pTexData->nameStringTableID ); if ( g_IsCubemapTexData[pTexInfo->texdata] ) { Warning("Multiple references for cubemap on texture %s!!!\n", pMaterialName ); return originalTexInfo; }
// Get out of here if the originalTexInfo is already a generated material for this position.
char pStringToSearchFor[512]; Q_snprintf( pStringToSearchFor, 512, "_%d_%d_%d", origin[0], origin[1], origin[2] ); if ( Q_stristr( pMaterialName, pStringToSearchFor ) ) return originalTexInfo;
// Package up information needed to generate patch names
PatchInfo_t info; info.m_pMapName = mapbase; info.m_pOrigin[0] = origin[0]; info.m_pOrigin[1] = origin[1]; info.m_pOrigin[2] = origin[2];
// Generate the name of the patched material
char pGeneratedTexDataName[1024]; GeneratePatchedName( pMaterialName, info, true, pGeneratedTexDataName, 1024 );
// Make sure the texdata doesn't already exist.
int nTexDataID = FindTexData( pGeneratedTexDataName ); bool bHasTexData = (nTexDataID != -1); if( !bHasTexData ) { // Generate the new "$envmap" texture name.
char pTextureName[1024]; GeneratePatchedName( "c", info, false, pTextureName, 1024 );
// Hook the texture into the material and all dependent materials
// but if no hooking was necessary, exit out
if ( !PatchEnvmapForMaterialAndDependents( pMaterialName, info, pTextureName ) ) return originalTexInfo; // Store off the name of the cubemap that we need to create since we successfully patched
char pFileName[1024]; int nLen = Q_snprintf( pFileName, 1024, "materials/%s.vtf", pTextureName ); int id = s_DefaultCubemapNames.AddToTail(); s_DefaultCubemapNames[id] = new char[ nLen + 1 ]; strcpy( s_DefaultCubemapNames[id], pFileName );
// Make a new texdata
nTexDataID = AddCloneTexData( pTexData, pGeneratedTexDataName ); g_IsCubemapTexData[nTexDataID] = true; }
Assert( nTexDataID != -1 ); texinfo_t newTexInfo; newTexInfo = *pTexInfo; newTexInfo.texdata = nTexDataID; int nTexInfoID = -1;
// See if we need to make a new texinfo
bool bHasTexInfo = false; if( bHasTexData ) { nTexInfoID = FindTexInfo( newTexInfo ); bHasTexInfo = (nTexInfoID != -1); } // Make a new texinfo if we need to.
if( !bHasTexInfo ) { nTexInfoID = texinfo.AddToTail( newTexInfo ); }
Assert( nTexInfoID != -1 ); return nTexInfoID; }
static int SideIDToIndex( int brushSideID ) { int i; for( i = 0; i < g_MainMap->nummapbrushsides; i++ ) { if( g_MainMap->brushsides[i].id == brushSideID ) { return i; } } return -1; }
//-----------------------------------------------------------------------------
// Goes through s_EnvCubemapToBrushSides and does Cubemap_CreateTexInfo for each
// side referenced by an env_cubemap manually.
//-----------------------------------------------------------------------------
void Cubemap_FixupBrushSidesMaterials( void ) { Msg( "fixing up env_cubemap materials on brush sides...\n" ); Assert( s_EnvCubemapToBrushSides.Count() == g_nCubemapSamples );
int cubemapID; for( cubemapID = 0; cubemapID < g_nCubemapSamples; cubemapID++ ) { IntVector_t &brushSidesVector = s_EnvCubemapToBrushSides[cubemapID]; int i; for( i = 0; i < brushSidesVector.Count(); i++ ) { int brushSideID = brushSidesVector[i]; int sideIndex = SideIDToIndex( brushSideID ); if( sideIndex < 0 ) { Warning("env_cubemap pointing at deleted brushside near (%d, %d, %d)\n", g_CubemapSamples[cubemapID].origin[0], g_CubemapSamples[cubemapID].origin[1], g_CubemapSamples[cubemapID].origin[2] );
continue; } side_t *pSide = &g_MainMap->brushsides[sideIndex];
#ifdef DEBUG
if ( pSide->pMapDisp ) { Assert( pSide->texinfo == pSide->pMapDisp->face.texinfo ); } #endif
pSide->texinfo = Cubemap_CreateTexInfo( pSide->texinfo, g_CubemapSamples[cubemapID].origin ); if ( pSide->pMapDisp ) { pSide->pMapDisp->face.texinfo = pSide->texinfo; } } } }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void Cubemap_ResetCubemapSideData( void ) { for ( int iSide = 0; iSide < MAX_MAP_BRUSHSIDES; ++iSide ) { s_aCubemapSideData[iSide].bHasEnvMapInMaterial = false; s_aCubemapSideData[iSide].bManuallyPickedByAnEnvCubemap = false; } }
//-----------------------------------------------------------------------------
// Returns true if the material or any of its dependents use an $envmap
//-----------------------------------------------------------------------------
bool DoesMaterialOrDependentsUseEnvmap( const char *pPatchedMaterialName ) { const char *pOriginalMaterialName = GetOriginalMaterialNameForPatchedMaterial( pPatchedMaterialName ); if( DoesMaterialHaveKey( pOriginalMaterialName, "$envmap" ) ) return true;
const char *pDependentMaterial = FindDependentMaterial( pOriginalMaterialName ); if ( !pDependentMaterial ) return false;
return DoesMaterialOrDependentsUseEnvmap( pDependentMaterial ); }
//-----------------------------------------------------------------------------
// Builds a list of all texdatas which need fixing up
//-----------------------------------------------------------------------------
void Cubemap_InitCubemapSideData( void ) { // This tree is used to prevent re-parsing material vars multiple times
CUtlRBTree<CubemapInfo_t> lookup( 0, g_MainMap->nummapbrushsides, CubemapLessFunc );
// Fill in specular data.
for ( int iSide = 0; iSide < g_MainMap->nummapbrushsides; ++iSide ) { side_t *pSide = &g_MainMap->brushsides[iSide]; if ( !pSide ) continue;
if ( pSide->texinfo == TEXINFO_NODE ) continue;
texinfo_t *pTex = &texinfo[pSide->texinfo]; if ( !pTex ) continue;
dtexdata_t *pTexData = GetTexData( pTex->texdata ); if ( !pTexData ) continue;
CubemapInfo_t info; info.m_nTableId = pTexData->nameStringTableID;
// Have we encountered this materal? If so, then copy the data we cached off before
int i = lookup.Find( info ); if ( i != lookup.InvalidIndex() ) { s_aCubemapSideData[iSide].bHasEnvMapInMaterial = lookup[i].m_bSpecular; continue; }
// First time we've seen this material. Figure out if it uses env_cubemap
const char *pPatchedMaterialName = TexDataStringTable_GetString( pTexData->nameStringTableID ); info.m_bSpecular = DoesMaterialOrDependentsUseEnvmap( pPatchedMaterialName ); s_aCubemapSideData[ iSide ].bHasEnvMapInMaterial = info.m_bSpecular; lookup.Insert( info ); }
// Fill in cube map data.
for ( int iCubemap = 0; iCubemap < g_nCubemapSamples; ++iCubemap ) { IntVector_t &sideList = s_EnvCubemapToBrushSides[iCubemap]; int nSideCount = sideList.Count(); for ( int iSide = 0; iSide < nSideCount; ++iSide ) { int nSideID = sideList[iSide]; int nIndex = SideIDToIndex( nSideID ); if ( nIndex < 0 ) continue;
s_aCubemapSideData[nIndex].bManuallyPickedByAnEnvCubemap = true; } } }
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
int Cubemap_FindClosestCubemap( const Vector &entityOrigin, side_t *pSide ) { if ( !pSide ) return -1;
// Return a valid (if random) cubemap if there's no winding
if ( !pSide->winding ) return 0;
// Calculate the center point.
Vector vecCenter; vecCenter.Init();
for ( int iPoint = 0; iPoint < pSide->winding->numpoints; ++iPoint ) { VectorAdd( vecCenter, pSide->winding->p[iPoint], vecCenter ); } VectorScale( vecCenter, 1.0f / pSide->winding->numpoints, vecCenter ); vecCenter += entityOrigin; plane_t *pPlane = &g_MainMap->mapplanes[pSide->planenum];
// Find the closest cubemap.
int iMinCubemap = -1; float flMinDist = FLT_MAX;
// Look for cubemaps in front of the surface first.
for ( int iCubemap = 0; iCubemap < g_nCubemapSamples; ++iCubemap ) { dcubemapsample_t *pSample = &g_CubemapSamples[iCubemap]; Vector vecSampleOrigin( static_cast<float>( pSample->origin[0] ), static_cast<float>( pSample->origin[1] ), static_cast<float>( pSample->origin[2] ) ); Vector vecDelta; VectorSubtract( vecSampleOrigin, vecCenter, vecDelta ); float flDist = vecDelta.NormalizeInPlace(); float flDot = DotProduct( vecDelta, pPlane->normal ); if ( ( flDot >= 0.0f ) && ( flDist < flMinDist ) ) { flMinDist = flDist; iMinCubemap = iCubemap; } }
// Didn't find anything in front search for closest.
if( iMinCubemap == -1 ) { for ( int iCubemap = 0; iCubemap < g_nCubemapSamples; ++iCubemap ) { dcubemapsample_t *pSample = &g_CubemapSamples[iCubemap]; Vector vecSampleOrigin( static_cast<float>( pSample->origin[0] ), static_cast<float>( pSample->origin[1] ), static_cast<float>( pSample->origin[2] ) ); Vector vecDelta; VectorSubtract( vecSampleOrigin, vecCenter, vecDelta ); float flDist = vecDelta.Length(); if ( flDist < flMinDist ) { flMinDist = flDist; iMinCubemap = iCubemap; } } }
return iMinCubemap; }
//-----------------------------------------------------------------------------
// For every specular surface that wasn't referenced by some env_cubemap, call Cubemap_CreateTexInfo.
//-----------------------------------------------------------------------------
void Cubemap_AttachDefaultCubemapToSpecularSides( void ) { Cubemap_ResetCubemapSideData(); Cubemap_InitCubemapSideData();
// build a mapping from side to entity id so that we can get the entity origin
CUtlVector<int> sideToEntityIndex; sideToEntityIndex.SetCount(g_MainMap->nummapbrushsides); int i; for ( i = 0; i < g_MainMap->nummapbrushsides; i++ ) { sideToEntityIndex[i] = -1; }
for ( i = 0; i < g_MainMap->nummapbrushes; i++ ) { int entityIndex = g_MainMap->mapbrushes[i].entitynum; for ( int j = 0; j < g_MainMap->mapbrushes[i].numsides; j++ ) { side_t *side = &g_MainMap->mapbrushes[i].original_sides[j]; int sideIndex = side - g_MainMap->brushsides; sideToEntityIndex[sideIndex] = entityIndex; } }
for ( int iSide = 0; iSide < g_MainMap->nummapbrushsides; ++iSide ) { side_t *pSide = &g_MainMap->brushsides[iSide]; if ( !SideHasCubemapAndWasntManuallyReferenced( iSide ) ) continue;
int currentEntity = sideToEntityIndex[iSide];
int iCubemap = Cubemap_FindClosestCubemap( g_MainMap->entities[currentEntity].origin, pSide ); if ( iCubemap == -1 ) continue;
#ifdef DEBUG
if ( pSide->pMapDisp ) { Assert( pSide->texinfo == pSide->pMapDisp->face.texinfo ); } #endif
pSide->texinfo = Cubemap_CreateTexInfo( pSide->texinfo, g_CubemapSamples[iCubemap].origin ); if ( pSide->pMapDisp ) { pSide->pMapDisp->face.texinfo = pSide->texinfo; } } }
// Populate with cubemaps that were skipped
void Cubemap_AddUnreferencedCubemaps() { char pTextureName[1024]; char pFileName[1024]; PatchInfo_t info; dcubemapsample_t *pSample; int i,j;
for ( i=0; i<g_nCubemapSamples; ++i ) { pSample = &g_CubemapSamples[i];
// generate the formatted texture name based on cubemap origin
info.m_pMapName = mapbase; info.m_pOrigin[0] = pSample->origin[0]; info.m_pOrigin[1] = pSample->origin[1]; info.m_pOrigin[2] = pSample->origin[2]; GeneratePatchedName( "c", info, false, pTextureName, 1024 ); // find or add
for ( j=0; j<s_DefaultCubemapNames.Count(); ++j ) { if ( !stricmp( s_DefaultCubemapNames[j], pTextureName ) ) { // already added
break; } } if ( j == s_DefaultCubemapNames.Count() ) { int nLen = Q_snprintf( pFileName, 1024, "materials/%s.vtf", pTextureName );
int id = s_DefaultCubemapNames.AddToTail(); s_DefaultCubemapNames[id] = new char[nLen + 1]; strcpy( s_DefaultCubemapNames[id], pFileName ); } } }
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