Counter Strike : Global Offensive Source Code
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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#include "vbsp.h"
#include "utilmatlib.h"
#include "physdll.h"
#include <assert.h>
#include <malloc.h>
#include "tier1/strtools.h"
#include "materialpatch.h"
#include "keyvalues.h"
void LoadSurfaceProperties( void );
IPhysicsSurfaceProps *physprops = NULL;
int nummiptex;
textureref_t textureref[MAX_MAP_TEXTURES];
bool g_bHasWater = false;
extern qboolean onlyents;
dtexdata_t *GetTexData( int index )
{
if ( index < 0 )
return NULL;
Assert( !onlyents );
return &dtexdata[ index ];
}
static qboolean StringIsTrue( const char *str )
{
if( Q_strcasecmp( str, "true" ) == 0 )
{
return true;
}
if( Q_strcasecmp( str, "1" ) == 0 )
{
return true;
}
return false;
}
int FindMiptex (const char *name)
{
int i;
MaterialSystemMaterial_t matID;
const char *propVal, *propVal2;
int opacity;
bool found;
for (i=0 ; i<nummiptex ; i++)
{
if (!strcmp (name, textureref[i].name))
{
return i;
}
}
if (nummiptex == MAX_MAP_TEXTURES)
Error ("Too many unique textures, max %d", MAX_MAP_TEXTURES);
strcpy (textureref[i].name, name);
textureref[i].lightmapWorldUnitsPerLuxel = 0.0f;
textureref[i].flags = 0;
textureref[i].contents = 0;
matID = FindOriginalMaterial( name, &found );
if( matID == MATERIAL_NOT_FOUND )
{
return 0;
}
if (!found)
Warning("Material not found!: %s\n", name );
// HANDLE ALL OF THE STUFF THAT ISN'T RENDERED WITH THE MATERIAL THAT IS ONE IT.
// can't have portals
if ( ( propVal = GetMaterialVar( matID, "%noPortal" ) ) &&
StringIsTrue( propVal ) )
{
textureref[i].flags |= SURF_NOPORTAL;
}
// can't have paint
if ( ( propVal = GetMaterialVar( matID, "%noPaint" ) ) &&
StringIsTrue( propVal ) )
{
textureref[i].flags |= SURF_NOPAINT;
}
// handle sky
if( ( propVal = GetMaterialVar( matID, "%compileSky" ) ) &&
StringIsTrue( propVal ) )
{
textureref[i].flags |= SURF_SKY | SURF_NOLIGHT;
}
else if( ( propVal = GetMaterialVar( matID, "%compile2DSky" ) ) &&
StringIsTrue( propVal ) )
{
textureref[i].flags |= SURF_SKY | SURF_SKY2D | SURF_NOLIGHT;
}
// handle hint brushes
else if ( ( propVal = GetMaterialVar( matID, "%compileHint" ) ) &&
StringIsTrue( propVal ) )
{
textureref[i].flags |= SURF_NODRAW | SURF_NOLIGHT | SURF_HINT;
}
// handle skip faces
else if ( ( propVal = GetMaterialVar( matID, "%compileSkip" ) ) &&
StringIsTrue( propVal ) )
{
textureref[i].flags |= SURF_NODRAW | SURF_NOLIGHT | SURF_SKIP;
}
// handle origin brushes
else if ( ( propVal = GetMaterialVar( matID, "%compileOrigin" ) ) &&
StringIsTrue( propVal ) )
{
textureref[i].contents |= CONTENTS_ORIGIN | CONTENTS_DETAIL;
textureref[i].flags |= SURF_NODRAW | SURF_NOLIGHT;
}
// handle clip brushes
else if ( ( propVal = GetMaterialVar( matID, "%compileClip" ) ) &&
StringIsTrue( propVal ) )
{
textureref[i].contents |= CONTENTS_PLAYERCLIP | CONTENTS_MONSTERCLIP;
textureref[i].flags |= SURF_NODRAW | SURF_NOLIGHT;
}
else if ( ( propVal = GetMaterialVar( matID, "%playerClip" ) ) &&
StringIsTrue( propVal ) )
{
textureref[i].contents |= CONTENTS_PLAYERCLIP;
textureref[i].flags |= SURF_NODRAW | SURF_NOLIGHT;
}
// handle npc clip brushes
else if ( ( propVal = GetMaterialVar( matID, "%compileNpcClip" ) ) &&
StringIsTrue( propVal ) )
{
textureref[i].contents |= CONTENTS_MONSTERCLIP;
textureref[i].flags |= SURF_NODRAW | SURF_NOLIGHT;
}
// handle surface lights which are meant to
else if ( ( propVal = GetMaterialVar( matID, "%compileNoChop" ) ) &&
StringIsTrue( propVal ) )
{
textureref[i].flags |= SURF_NOCHOP;
}
// handle triggers
else if ( ( propVal = GetMaterialVar( matID, "%compileTrigger" ) ) &&
StringIsTrue( propVal ) )
{
textureref[i].flags |= ( SURF_NOLIGHT | SURF_TRIGGER );
if ( g_NodrawTriggers )
{
textureref[i].flags |= SURF_NODRAW;
}
}
// handle nolight surfs (except water)
else if ( (( propVal = GetMaterialVar( matID, "%compileNoLight" ) ) && StringIsTrue( propVal )) &&
!(( propVal2 = GetMaterialVar( matID, "%compileWater" ) ) && StringIsTrue( propVal2 ) ) )
{
textureref[i].flags |= SURF_NOLIGHT;
}
// Handle grenade clip.
else if ( ( propVal = GetMaterialVar( matID, "%compilegrenadeclip" ) ) && StringIsTrue( propVal ) )
{
textureref[i].contents |= CONTENTS_DETAIL;
textureref[i].contents |= CONTENTS_GRENADECLIP;
textureref[i].flags |= SURF_NODRAW | SURF_NOLIGHT;
}
else
{
// HANDLE ALL OF THE STUFF THAT IS RENDERED WITH THE MATERIAL THAT IS ON IT.
// Handle ladders.
if ( ( propVal = GetMaterialVar( matID, "%compileLadder" ) ) && StringIsTrue( propVal ) )
{
textureref[i].contents |= CONTENTS_LADDER;
}
// Handle team-specific textures.
if ( propVal = GetMaterialVar( matID, "%compileTeam" ) )
{
int val = atoi( propVal );
if ( val == 1 )
{
textureref[i].contents |= CONTENTS_TEAM1;
}
else if ( val == 2 )
{
textureref[i].contents |= CONTENTS_TEAM2;
}
}
// Handle hot surfaces (ice won't stick to them). We're piggybacking on SURF_NOPORTAL for now.
if ( ( propVal = GetMaterialVar( matID, "%hotSurface" ) ) && StringIsTrue( propVal ) )
{
textureref[i].flags |= SURF_NOPORTAL;
}
if ( ( propVal = GetMaterialVar( matID, "%compilePassBullets" ) ) && StringIsTrue( propVal ) )
{
// change contents to grate, so bullets pass through
// NOTE: This has effects on visibility too!
textureref[i].contents &= ~CONTENTS_SOLID;
textureref[i].contents |= CONTENTS_GRATE;
}
if( g_BumpAll || GetMaterialShaderPropertyBool( matID, UTILMATLIB_NEEDS_BUMPED_LIGHTMAPS ) )
{
textureref[i].flags |= SURF_BUMPLIGHT;
}
if( GetMaterialShaderPropertyBool( matID, UTILMATLIB_NEEDS_LIGHTMAP ) )
{
textureref[i].flags &= ~SURF_NOLIGHT;
}
else if( !g_bLightIfMissing )
{
textureref[i].flags |= SURF_NOLIGHT;
}
// handle nodraw faces/brushes
if ( ( propVal = GetMaterialVar( matID, "%compileNoDraw" ) ) && StringIsTrue( propVal ) )
{
// textureref[i].contents |= CONTENTS_DETAIL;
textureref[i].flags |= SURF_NODRAW | SURF_NOLIGHT;
}
// Just a combination of nodraw + pass bullets, makes things easier
if ( ( propVal = GetMaterialVar( matID, "%compileInvisible" ) ) && StringIsTrue( propVal ) )
{
// change contents to grate, so bullets pass through
// NOTE: This has effects on visibility too!
textureref[i].contents &= ~CONTENTS_SOLID;
textureref[i].contents |= CONTENTS_GRATE;
textureref[i].flags |= SURF_NODRAW | SURF_NOLIGHT;
}
bool checkWindow = true;
// handle non solid
if ( ( propVal = GetMaterialVar( matID, "%compileNonsolid" ) ) && StringIsTrue( propVal ) )
{
textureref[i].contents = CONTENTS_OPAQUE;
// Non-Solid can't be a window either!
checkWindow = false;
}
// handle block LOS
if ( ( propVal = GetMaterialVar( matID, "%compileBlockLOS" ) ) && StringIsTrue( propVal ) )
{
textureref[i].contents = CONTENTS_BLOCKLOS;
// BlockLOS can't be a window either!
checkWindow = false;
}
if ( ( propVal = GetMaterialVar( matID, "%compileDetail" ) ) &&
StringIsTrue( propVal ) )
{
textureref[i].contents |= CONTENTS_DETAIL;
}
bool bKeepLighting = ( ( propVal = GetMaterialVar( matID, "%compileKeepLight" ) ) &&
StringIsTrue( propVal ) );
// handle materials that want to be treated as water.
if ( ( propVal = GetMaterialVar( matID, "%compileWater" ) ) &&
StringIsTrue( propVal ) )
{
textureref[i].contents &= ~(CONTENTS_SOLID|CONTENTS_DETAIL);
textureref[i].contents |= CONTENTS_WATER;
textureref[i].flags |= SURF_WARP | SURF_NOSHADOWS | SURF_NODECALS;
if ( g_DisableWaterLighting && !bKeepLighting )
{
textureref[i].flags |= SURF_NOLIGHT;
}
// Set this so that we can check at the end of the process the presence of a a WaterLODControl entity.
g_bHasWater = true;
}
// handle materials that want to be treated as water.
if ( ( propVal = GetMaterialVar( matID, "%compileNoShadows" ) ) &&
StringIsTrue( propVal ) )
{
textureref[i].flags |= SURF_NOSHADOWS;
}
const char *pShaderName = GetMaterialShaderName(matID);
if ( !Q_strncasecmp( pShaderName, "UnlitGeneric", 12 ) )
{
//if ( !(textureref[i].flags & SURF_NOLIGHT) )
// Warning("Forcing lit materal %s to nolight\n", name );
textureref[i].flags |= SURF_NOLIGHT;
}
if ( ( propVal = GetMaterialVar( matID, "%compileSlime" ) ) &&
StringIsTrue( propVal ) )
{
textureref[i].contents &= ~(CONTENTS_SOLID|CONTENTS_DETAIL);
textureref[i].contents |= CONTENTS_SLIME;
textureref[i].flags |= SURF_NODECALS;
// Set this so that we can check at the end of the process the presence of a a WaterLODControl entity.
g_bHasWater = true;
}
opacity = GetMaterialShaderPropertyInt( matID, UTILMATLIB_OPACITY );
if ( checkWindow && opacity != UTILMATLIB_OPAQUE )
{
// transparent *and solid* brushes that aren't grates or water must be windows
if ( !(textureref[i].contents & (CONTENTS_GRATE|CONTENTS_WATER)) )
{
textureref[i].contents |= CONTENTS_WINDOW;
}
textureref[i].contents &= ~CONTENTS_SOLID;
// this affects engine primitive sorting, SURF_TRANS means sort as a translucent primitive
if ( opacity == UTILMATLIB_TRANSLUCENT )
{
textureref[i].flags |= SURF_TRANS;
}
}
if ( textureref[i].flags & SURF_NOLIGHT )
{
textureref[i].flags &= ~SURF_BUMPLIGHT;
}
}
nummiptex++;
return i;
}
/*
==================
textureAxisFromPlane
==================
*/
Vector baseaxis[18] =
{
Vector(0,0,1), Vector(1,0,0), Vector(0,-1,0), // floor
Vector(0,0,-1), Vector(1,0,0), Vector(0,-1,0), // ceiling
Vector(1,0,0), Vector(0,1,0), Vector(0,0,-1), // west wall
Vector(-1,0,0), Vector(0,1,0), Vector(0,0,-1), // east wall
Vector(0,1,0), Vector(1,0,0), Vector(0,0,-1), // south wall
Vector(0,-1,0), Vector(1,0,0), Vector(0,0,-1) // north wall
};
void TextureAxisFromPlane(plane_t *pln, Vector& xv, Vector& yv)
{
int bestaxis;
vec_t dot,best;
int i;
best = 0;
bestaxis = 0;
for (i=0 ; i<6 ; i++)
{
dot = DotProduct (pln->normal, baseaxis[i*3]);
if (dot > best)
{
best = dot;
bestaxis = i;
}
}
VectorCopy (baseaxis[bestaxis*3+1], xv);
VectorCopy (baseaxis[bestaxis*3+2], yv);
}
int g_SurfaceProperties[MAX_MAP_TEXDATA];
int GetSurfaceProperties( MaterialSystemMaterial_t matID, const char *pMatName )
{
const char *pPropString = NULL;
int surfaceIndex = -1;
if ( physprops )
{
pPropString = GetMaterialVar( matID, "$surfaceprop" );
if ( pPropString )
{
surfaceIndex = physprops->GetSurfaceIndex( pPropString );
if ( surfaceIndex < 0 )
{
Msg("Can't find surfaceprop %s for material %s, using default\n", pPropString, pMatName );
surfaceIndex = physprops->GetSurfaceIndex( pPropString );
surfaceIndex = physprops->GetSurfaceIndex( "default" );
}
}
}
return surfaceIndex;
}
int GetSurfaceProperties2( MaterialSystemMaterial_t matID, const char *pMatName, const char *pVarName )
{
const char *pPropString = NULL;
int surfaceIndex = -1;
if ( physprops )
{
pPropString = GetMaterialVar( matID, pVarName );
if ( pPropString )
{
surfaceIndex = physprops->GetSurfaceIndex( pPropString );
if ( surfaceIndex < 0 )
{
Msg("Can't find %s %s for material %s, using default\n", pVarName, pPropString, pMatName );
surfaceIndex = physprops->GetSurfaceIndex( "default" );
}
}
else
{
// No surface property 2.
return -1;
}
}
return surfaceIndex;
}
//-----------------------------------------------------------------------------
// Purpose: Finds or adds a texdata for the specified name ( same as below except
// instead of finding the named texture, copies the settings from the passed
// in sourceTexture. )
// Used for creation of one off .vmt files for water surface textures
// Input : *pName - texture name
// Output : int index into dtexdata array
//-----------------------------------------------------------------------------
int FindAliasedTexData( const char *pName_, dtexdata_t *sourceTexture )
{
char *pName = ( char * )_alloca( strlen( pName_ ) + 1 );
strcpy( pName, pName_ );
strlwr( pName );
int i, output;
bool found;
dtexdata_t *pTexData;
MaterialSystemMaterial_t matID;
for ( i = 0; i < numtexdata; i++ )
{
if ( !strcmp( pName, TexDataStringTable_GetString( GetTexData( i )->nameStringTableID ) ) )
return i;
}
output = numtexdata;
if ( numtexdata >= MAX_MAP_TEXDATA )
{
Error( "Too many unique texture mappings, max = %d\n", MAX_MAP_TEXDATA );
}
pTexData = GetTexData( output );
numtexdata++;
// Save the name of the material.
pTexData->nameStringTableID = TexDataStringTable_AddOrFindString( pName );
// Get the width, height, view_width, view_height, and reflectivity from the material system.
matID = FindOriginalMaterial( TexDataStringTable_GetString( sourceTexture->nameStringTableID ), &found, false );
if( matID == MATERIAL_NOT_FOUND || (!found) )
{
qprintf( "WARNING: material not found: \"%s\"\n", pName );
return -1;
}
GetMaterialDimensions( matID, &pTexData->width, &pTexData->height );
pTexData->view_width = pTexData->width; // undone: what is this?
pTexData->view_height = pTexData->height; // undone: what is this?
GetMaterialReflectivity( matID, pTexData->reflectivity.Base() );
g_SurfaceProperties[output] = GetSurfaceProperties( matID, pName );
return output;
}
//-----------------------------------------------------------------------------
// Finds a texdata for the specified name, returns -1 if not found
//-----------------------------------------------------------------------------
int FindTexData( const char *pName )
{
// Make sure the texdata doesn't already exist.
for( int i = 0; i < numtexdata; i++ )
{
char const *pTexDataName = TexDataStringTable_GetString( GetTexData( i )->nameStringTableID );
if ( !Q_stricmp( pTexDataName, pName ) )
return i;
}
return -1;
}
//-----------------------------------------------------------------------------
// Purpose: Finds or adds a texdata for the specified name
// Input : *pName - texture name
// Output : int index into dtexdata array
//-----------------------------------------------------------------------------
int FindOrCreateTexData( const char *pName_ )
{
char *pName = ( char * )_alloca( strlen( pName_ ) + 1 );
strcpy( pName, pName_ );
int nOutput = FindTexData( pName );
if ( nOutput >= 0 )
return nOutput;
// Didn't find it, add a new one
nOutput = numtexdata;
if ( numtexdata >= MAX_MAP_TEXDATA )
{
Error( "Too many unique texture mappings, max = %d\n", MAX_MAP_TEXDATA );
}
dtexdata_t *pTexData = GetTexData( nOutput );
numtexdata++;
// Save the name of the material.
pTexData->nameStringTableID = TexDataStringTable_AddOrFindString( pName );
// Get the width, height, view_width, view_height, and reflectivity from the material system.
bool bFound;
MaterialSystemMaterial_t matID = FindOriginalMaterial( pName, &bFound );
if ( matID == MATERIAL_NOT_FOUND || (!bFound) )
{
qprintf( "WARNING: material not found: \"%s\"\n", pName );
return nOutput;
}
GetMaterialDimensions( matID, &pTexData->width, &pTexData->height );
pTexData->view_width = pTexData->width; // undone: what is this?
pTexData->view_height = pTexData->height; // undone: what is this?
GetMaterialReflectivity( matID, pTexData->reflectivity.Base() );
g_SurfaceProperties[nOutput] = GetSurfaceProperties( matID, pName );
#if 0
Msg( "reflectivity: %f %f %f\n",
pTexData->reflectivity[0],
pTexData->reflectivity[1],
pTexData->reflectivity[2] );
#endif
return nOutput;
}
int AddCloneTexData( dtexdata_t *pExistingTexData, char const *cloneTexDataName )
{
int existingIndex = pExistingTexData - GetTexData( 0 );
dtexdata_t *pNewTexData = GetTexData( numtexdata );
int newIndex = numtexdata;
numtexdata++;
*pNewTexData = *pExistingTexData;
pNewTexData->nameStringTableID = TexDataStringTable_AddOrFindString( cloneTexDataName );
g_SurfaceProperties[newIndex] = g_SurfaceProperties[existingIndex];
return newIndex;
}
//-----------------------------------------------------------------------------
// Finds a texinfo that exactly matches the passed in texinfo
//-----------------------------------------------------------------------------
int FindTexInfo( const texinfo_t &searchTexInfo )
{
for( int i = 0; i < texinfo.Count(); i++ )
{
// Just an early-out for performance
if ( texinfo[i].texdata != searchTexInfo.texdata )
continue;
if ( !memcmp( &texinfo[i], &searchTexInfo, sizeof( texinfo_t ) ) )
return i;
}
return -1;
}
//-----------------------------------------------------------------------------
// Finds or creates a texinfo that exactly matches the passed in texinfo
//-----------------------------------------------------------------------------
int FindOrCreateTexInfo( const texinfo_t &searchTexInfo )
{
int i = FindTexInfo( searchTexInfo );
if ( i >= 0 )
return i;
i = texinfo.AddToTail( searchTexInfo );
if ( onlyents )
{
Error( "FindOrCreateTexInfo: Tried to create new texinfo during -onlyents compile!\nMust compile without -onlyents" );
}
return i;
}
int TexinfoForBrushTexture (plane_t *plane, brush_texture_t *bt, const Vector& origin)
{
Vector vecs[2];
int sv, tv;
vec_t ang, sinv, cosv;
vec_t ns, nt;
texinfo_t tx;
int i, j;
if (!bt->name[0])
return 0;
memset (&tx, 0, sizeof(tx));
// HLTOOLS - add support for texture vectors stored in the map file
if (g_nMapFileVersion < 220)
{
TextureAxisFromPlane(plane, vecs[0], vecs[1]);
}
if (!bt->textureWorldUnitsPerTexel[0])
bt->textureWorldUnitsPerTexel[0] = 1;
if (!bt->textureWorldUnitsPerTexel[1])
bt->textureWorldUnitsPerTexel[1] = 1;
float shiftScaleU = 1.0f / 16.0f;
float shiftScaleV = 1.0f / 16.0f;
if (g_nMapFileVersion < 220)
{
// rotate axis
if (bt->rotate == 0)
{ sinv = 0 ; cosv = 1; }
else if (bt->rotate == 90)
{ sinv = 1 ; cosv = 0; }
else if (bt->rotate == 180)
{ sinv = 0 ; cosv = -1; }
else if (bt->rotate == 270)
{ sinv = -1 ; cosv = 0; }
else
{
ang = bt->rotate / 180 * M_PI;
sinv = sin(ang);
cosv = cos(ang);
}
if (vecs[0][0])
sv = 0;
else if (vecs[0][1])
sv = 1;
else
sv = 2;
if (vecs[1][0])
tv = 0;
else if (vecs[1][1])
tv = 1;
else
tv = 2;
for (i=0 ; i<2 ; i++)
{
ns = cosv * vecs[i][sv] - sinv * vecs[i][tv];
nt = sinv * vecs[i][sv] + cosv * vecs[i][tv];
vecs[i][sv] = ns;
vecs[i][tv] = nt;
}
for (i=0 ; i<2 ; i++)
{
for (j=0 ; j<3 ; j++)
{
tx.textureVecsTexelsPerWorldUnits[i][j] = vecs[i][j] / bt->textureWorldUnitsPerTexel[i];
tx.lightmapVecsLuxelsPerWorldUnits[i][j] = tx.textureVecsTexelsPerWorldUnits[i][j] / 16.0f;
}
}
}
else
{
tx.textureVecsTexelsPerWorldUnits[0][0] = bt->UAxis[0] / bt->textureWorldUnitsPerTexel[0];
tx.textureVecsTexelsPerWorldUnits[0][1] = bt->UAxis[1] / bt->textureWorldUnitsPerTexel[0];
tx.textureVecsTexelsPerWorldUnits[0][2] = bt->UAxis[2] / bt->textureWorldUnitsPerTexel[0];
tx.textureVecsTexelsPerWorldUnits[1][0] = bt->VAxis[0] / bt->textureWorldUnitsPerTexel[1];
tx.textureVecsTexelsPerWorldUnits[1][1] = bt->VAxis[1] / bt->textureWorldUnitsPerTexel[1];
tx.textureVecsTexelsPerWorldUnits[1][2] = bt->VAxis[2] / bt->textureWorldUnitsPerTexel[1];
tx.lightmapVecsLuxelsPerWorldUnits[0][0] = bt->UAxis[0] / bt->lightmapWorldUnitsPerLuxel;
tx.lightmapVecsLuxelsPerWorldUnits[0][1] = bt->UAxis[1] / bt->lightmapWorldUnitsPerLuxel;
tx.lightmapVecsLuxelsPerWorldUnits[0][2] = bt->UAxis[2] / bt->lightmapWorldUnitsPerLuxel;
tx.lightmapVecsLuxelsPerWorldUnits[1][0] = bt->VAxis[0] / bt->lightmapWorldUnitsPerLuxel;
tx.lightmapVecsLuxelsPerWorldUnits[1][1] = bt->VAxis[1] / bt->lightmapWorldUnitsPerLuxel;
tx.lightmapVecsLuxelsPerWorldUnits[1][2] = bt->VAxis[2] / bt->lightmapWorldUnitsPerLuxel;
shiftScaleU = bt->textureWorldUnitsPerTexel[0] / bt->lightmapWorldUnitsPerLuxel;
shiftScaleV = bt->textureWorldUnitsPerTexel[1] / bt->lightmapWorldUnitsPerLuxel;
}
tx.textureVecsTexelsPerWorldUnits[0][3] = bt->shift[0] +
DOT_PRODUCT( origin, tx.textureVecsTexelsPerWorldUnits[0] );
tx.textureVecsTexelsPerWorldUnits[1][3] = bt->shift[1] +
DOT_PRODUCT( origin, tx.textureVecsTexelsPerWorldUnits[1] );
tx.lightmapVecsLuxelsPerWorldUnits[0][3] = shiftScaleU * bt->shift[0] +
DOT_PRODUCT( origin, tx.lightmapVecsLuxelsPerWorldUnits[0] );
tx.lightmapVecsLuxelsPerWorldUnits[1][3] = shiftScaleV * bt->shift[1] +
DOT_PRODUCT( origin, tx.lightmapVecsLuxelsPerWorldUnits[1] );
tx.flags = bt->flags;
tx.texdata = FindOrCreateTexData( bt->name );
// find the texinfo
return FindOrCreateTexInfo( tx );
}
void LoadSurfacePropFile( const char *pMaterialFilename )
{
FileHandle_t fp = g_pFileSystem->Open( pMaterialFilename, "rb" );
if ( fp == FILESYSTEM_INVALID_HANDLE )
{
return;
}
int len = g_pFileSystem->Size( fp );
char *pText = new char[len];
g_pFileSystem->Read( pText, len, fp );
g_pFileSystem->Close( fp );
physprops->ParseSurfaceData( pMaterialFilename, pText );
delete[] pText;
}
//-----------------------------------------------------------------------------
// Purpose: Loads the surface properties database into the physics DLL
//-----------------------------------------------------------------------------
void LoadSurfaceProperties( void )
{
CreateInterfaceFn physicsFactory = GetPhysicsFactory();
if ( !physicsFactory )
return;
physprops = (IPhysicsSurfaceProps *)physicsFactory( VPHYSICS_SURFACEPROPS_INTERFACE_VERSION, NULL );
const char *SURFACEPROP_MANIFEST_FILE = "scripts/surfaceproperties_manifest.txt";
KeyValues *manifest = new KeyValues( SURFACEPROP_MANIFEST_FILE );
if ( manifest->LoadFromFile( g_pFileSystem, SURFACEPROP_MANIFEST_FILE, "GAME" ) )
{
for ( KeyValues *sub = manifest->GetFirstSubKey(); sub != NULL; sub = sub->GetNextKey() )
{
if ( !Q_stricmp( sub->GetName(), "file" ) )
{
// Add
LoadSurfacePropFile( sub->GetString() );
continue;
}
}
}
manifest->deleteThis();
}