Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright 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( "$BASETEXTURENOENVMAP" );
if( basetexturenoenvmap->GetInt() )
{
RemoveKey( kv, "$envmap" );
}
Warning( "Patching WVT material: %s\n", pPatchedMaterialName );
WriteMaterialKeyValuesToPak( pPatchedMaterialName, kv );
}
}
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<entitySideList_t> 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 );
}
}