Counter Strike : Global Offensive Source Code
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//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
// Functionality common to wad and decal code in gl_draw.c and draw.c
//
//===========================================================================//
#include "render_pch.h"
#include "decal.h"
#include "decal_private.h"
#include "zone.h"
#include "sys.h"
#include "gl_matsysiface.h"
#include "filesystem.h"
#include "filesystem_engine.h"
#include "materialsystem/imaterial.h"
#include "utldict.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
struct DecalEntry
{
#ifdef _DEBUG
char *m_pDebugName; // only used in debug builds
#endif
IMaterial *material;
int index;
};
// This stores the list of all decals
CUtlMap< FileNameHandle_t, DecalEntry > g_DecalDictionary( 0, 0, DefLessFunc( FileNameHandle_t ) );
// This is a list of indices into the dictionary.
// This list is indexed by network id, so it maps network ids to decal dictionary entries
CUtlVector< int > g_DecalLookup;
//-----------------------------------------------------------------------------
// Purpose:
// Output : int
//-----------------------------------------------------------------------------
int Draw_DecalMax( void )
{
return g_nMaxDecals;
}
static bool BIsPlayerLogoDecal( int index )
{
return ( ( ( index >> 24 ) & 0x7F ) != 0 );
}
//-----------------------------------------------------------------------------
// Purpose:
// Sets the name of the bitmap from decals.wad to be used in a specific slot #
// called from cl_parse.cpp twice
// This sets the name of a decal prototype texture
// Input : decal -
// *name -
//-----------------------------------------------------------------------------
// called from gl_rsurf.cpp
IMaterial *Draw_DecalMaterial( int index )
{
if ( BIsPlayerLogoDecal( index ) )
return materials->FindMaterial( "decals/playerlogo01", TEXTURE_GROUP_DECAL, true );
if ( index < 0 || index >= g_DecalLookup.Count() )
return NULL;
int slot = g_DecalLookup[index];
if ( slot < 0 || slot >= (int)g_DecalDictionary.MaxElement() )
return NULL;
DecalEntry * entry = &g_DecalDictionary[slot];
if ( entry )
{
return entry->material;
}
else
{
return NULL;
}
}
#ifndef DEDICATED
void Draw_DecalSetName( int decal, char *name )
{
while ( decal >= g_DecalLookup.Count() )
{
MEM_ALLOC_CREDIT();
int idx = g_DecalLookup.AddToTail();
g_DecalLookup[idx] = g_DecalDictionary.InvalidIndex();
}
FileNameHandle_t fnHandle = g_pFileSystem->FindOrAddFileName( name );
int lookup = g_DecalDictionary.Find( fnHandle );
if ( lookup == g_DecalDictionary.InvalidIndex() )
{
DecalEntry entry;
#ifdef _DEBUG
int len = strlen(name) + 1;
entry.m_pDebugName = new char[len];
memcpy( entry.m_pDebugName, name, len );
#endif
// fully precache the decal
entry.material = GL_LoadMaterial( name, TEXTURE_GROUP_DECAL, true );
entry.index = decal;
lookup = g_DecalDictionary.Insert( fnHandle, entry );
}
else
{
g_DecalDictionary[lookup].index = decal;
}
g_DecalLookup[decal] = lookup;
}
// called from cl_parse.cpp
// find the server side decal id given it's name.
// used for save/restore
int Draw_DecalIndexFromName( char *name, bool *found )
{
Assert( found );
FileNameHandle_t fnHandle = g_pFileSystem->FindOrAddFileName( name );
int lookup = g_DecalDictionary.Find( fnHandle );
if ( lookup == g_DecalDictionary.InvalidIndex() )
{
if ( found )
{
*found = false;
}
return 0;
}
if ( found )
{
*found = true;
}
return g_DecalDictionary[lookup].index;
}
#endif
const char *Draw_DecalNameFromIndex( int index )
{
#if !defined(DEDICATED)
return g_DecalDictionary[index].material ? g_DecalDictionary[index].material->GetName() : "";
#else
return "";
#endif
}
// This is called to reset all loaded decals
// called from cl_parse.cpp and host.cpp
void Decal_Init( void )
{
Decal_Shutdown();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void Decal_Shutdown( void )
{
for ( int index = g_DecalDictionary.FirstInorder(); index != g_DecalDictionary.InvalidIndex(); index = g_DecalDictionary.NextInorder(index) )
{
IMaterial *mat = g_DecalDictionary[index].material;
if ( mat )
{
GL_UnloadMaterial( mat );
}
#ifdef _DEBUG
delete[] g_DecalDictionary[index].m_pDebugName;
#endif
}
g_DecalLookup.Purge();
g_DecalDictionary.RemoveAll();
}