//====== Copyright © 1996-2007, Valve Corporation, All rights reserved. ======= // // Purpose: // //============================================================================= #include "bsplib.h" #include "vbsp.h" #include "tier1/UtlBuffer.h" #include "tier1/UtlVector.h" #include "keyvalues.h" #include "materialpatch.h" struct entitySideList_t { int firstBrushSide; int brushSideCount; }; static bool SideIsNotDispAndHasDispMaterial( int iSide ) { side_t *pSide = &g_MainMap->brushsides[iSide]; // If it's a displacement, then it's fine to have a displacement-only material. if ( pSide->pMapDisp ) { return false; } pSide->texinfo; return true; } static void BackSlashToForwardSlash( char *pname ) { while ( *pname ) { if ( *pname == '\\' ) *pname = '/'; pname++; } } //----------------------------------------------------------------------------- // Generate patched material name //----------------------------------------------------------------------------- static void GeneratePatchedMaterialName( const char *pMaterialName, char *pBuffer, int nMaxLen ) { int nLen = Q_snprintf( pBuffer, nMaxLen, "maps/%s/%s_wvt_patch", mapbase, pMaterialName ); Assert( nLen < TEXTURE_NAME_LENGTH - 1 ); if ( nLen >= TEXTURE_NAME_LENGTH - 1 ) { Error( "Generated worldvertextransition patch name : %s too long! (max = %d)\n", pBuffer, TEXTURE_NAME_LENGTH ); } BackSlashToForwardSlash( pBuffer ); Q_strlower( pBuffer ); } static void RemoveKey( KeyValues *kv, const char *pSubKeyName ) { KeyValues *pSubKey = kv->FindKey( pSubKeyName ); if( pSubKey ) { kv->RemoveSubKey( pSubKey ); pSubKey->deleteThis(); } } void CreateWorldVertexTransitionPatchedMaterial( const char *pOriginalMaterialName, const char *pPatchedMaterialName ) { KeyValues *kv = LoadMaterialKeyValues( pOriginalMaterialName, 0 ); if( kv ) { // change shader to Lightmappedgeneric (from worldvertextransition*) kv->SetName( "LightmappedGeneric" ); // don't need no stinking $basetexture2 or any other second texture vars RemoveKey( kv, "$basetexture2" ); RemoveKey( kv, "$bumpmap2" ); RemoveKey( kv, "$bumpframe2" ); RemoveKey( kv, "$basetexture2noenvmap" ); RemoveKey( kv, "$blendmodulatetexture" ); RemoveKey( kv, "$maskedblending" ); RemoveKey( kv, "$surfaceprop2" ); // If we didn't want a basetexture on the first texture in the blend, we don't want an envmap at all. KeyValues *basetexturenoenvmap = kv->FindKey( "$BASETEXTURENOENVMAP" ); if( basetexturenoenvmap && basetexturenoenvmap->GetInt() ) { RemoveKey( kv, "$envmap" ); } Warning( "Patching WVT material: %s\n", pPatchedMaterialName ); WriteMaterialKeyValuesToPak( pPatchedMaterialName, kv ); AddNewTranslation( pOriginalMaterialName, pPatchedMaterialName ); } } int CreateBrushVersionOfWorldVertexTransitionMaterial( int originalTexInfo ) { // 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 *pOriginalMaterialName = TexDataStringTable_GetString( pTexData->nameStringTableID ); // Get out of here if the originalTexInfo is already a patched wvt material if ( Q_stristr( pOriginalMaterialName, "_wvt_patch" ) ) return originalTexInfo; char patchedMaterialName[1024]; GeneratePatchedMaterialName( pOriginalMaterialName, patchedMaterialName, 1024 ); // Warning( "GeneratePatchedMaterialName: %s %s\n", pMaterialName, patchedMaterialName ); // Make sure the texdata doesn't already exist. int nTexDataID = FindTexData( patchedMaterialName ); bool bHasTexData = (nTexDataID != -1); if( !bHasTexData ) { // Create the new vmt material file CreateWorldVertexTransitionPatchedMaterial( pOriginalMaterialName, patchedMaterialName ); // Make a new texdata nTexDataID = AddCloneTexData( pTexData, patchedMaterialName ); } 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; } const char *GetShaderNameForTexInfo( int iTexInfo ) { texinfo_t *pTexInfo = &texinfo[iTexInfo]; dtexdata_t *pTexData = GetTexData( pTexInfo->texdata ); const char *pMaterialName = TexDataStringTable_GetString( pTexData->nameStringTableID ); MaterialSystemMaterial_t hMaterial = FindMaterial( pMaterialName, NULL, false ); const char *pShaderName = GetMaterialShaderName( hMaterial ); return pShaderName; } void WorldVertexTransitionFixup( void ) { CUtlVector sideList; sideList.SetCount( g_MainMap->num_entities ); int i; for ( i = 0; i < g_MainMap->num_entities; i++ ) { sideList[i].firstBrushSide = 0; sideList[i].brushSideCount = 0; } for ( i = 0; i < g_MainMap->nummapbrushes; i++ ) { sideList[g_MainMap->mapbrushes[i].entitynum].brushSideCount += g_MainMap->mapbrushes[i].numsides; } int curSide = 0; for ( i = 0; i < g_MainMap->num_entities; i++ ) { sideList[i].firstBrushSide = curSide; curSide += sideList[i].brushSideCount; } int currentEntity = 0; for ( int iSide = 0; iSide < g_MainMap->nummapbrushsides; ++iSide ) { side_t *pSide = &g_MainMap->brushsides[iSide]; // skip displacments if ( pSide->pMapDisp ) continue; if( pSide->texinfo < 0 ) continue; const char *pShaderName = GetShaderNameForTexInfo( pSide->texinfo ); if ( !pShaderName || !Q_stristr( pShaderName, "worldvertextransition" ) ) { continue; } while ( currentEntity < g_MainMap->num_entities-1 && iSide > sideList[currentEntity].firstBrushSide + sideList[currentEntity].brushSideCount ) { currentEntity++; } pSide->texinfo = CreateBrushVersionOfWorldVertexTransitionMaterial( pSide->texinfo ); } }