2 Copyright (C) 1999-2007 id Software, Inc. and contributors.
3 For a list of contributors, see the accompanying CONTRIBUTORS file.
5 This file is part of GtkRadiant.
7 GtkRadiant is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
12 GtkRadiant is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
17 You should have received a copy of the GNU General Public License
18 along with GtkRadiant; if not, write to the Free Software
19 Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
25 // Leonardo Zide (leo@lokigames.com)
29 Clean up texture menu.
30 - Remove all global variables and use some objects instead.
31 - Create an interface for a plugin to add texture menu items.
32 - Make sure the interface is not dependent on gtk.
36 //#include <gdk/win32/gdkwin32.h>
37 #include <gdk/gdkwin32.h>
39 #if defined ( __linux__ ) || defined ( __APPLE__ )
47 #include "texwindow.h"
53 static unsigned tex_palette[256];
55 #define FONT_HEIGHT 10
57 //int texture_mode = GL_NEAREST;
58 //int texture_mode = GL_NEAREST_MIPMAP_NEAREST;
59 //int texture_mode = GL_NEAREST_MIPMAP_LINEAR;
60 //int texture_mode = GL_LINEAR;
61 //int texture_mode = GL_LINEAR_MIPMAP_NEAREST;
62 int texture_mode = GL_LINEAR_MIPMAP_LINEAR;
64 int g_nTextureOffset = 0;
66 // current active texture directory
67 //++timo FIXME: I'm not sure this is used anymore
68 char texture_directory[128];
69 // if true, the texture window will only display in-use shaders
70 // if false, all the shaders in memory are displayed
71 qboolean g_bShowAllShaders;
73 bool g_bFilterEnabled = false;
76 // texture layout functions
77 // TTimo: now based on shaders
78 int nActiveShadersCount;
80 IShader* pCurrentShader;
81 qtexture_t *current_texture = NULL;
82 int current_x, current_y, current_row;
84 // globals for textures
86 char texture_menunames[MAX_TEXTUREDIRS][128];
88 // the list of scripts/*.shader files we need to work with
89 // those are listed in shaderlist file
90 // FIXME TTimo I get the feeling that those would need to move to the shaders module
91 // for now it's still more simple to just keep it here
92 GSList *l_shaderfiles = NULL;
94 void SelectTexture( int mx, int my, bool bShift, bool bFitScale = false );
96 void Texture_MouseDown( int x, int y, int buttons );
97 void Texture_MouseMoved( int x, int y, int buttons );
99 CPtrArray g_lstSkinCache;
101 // TTimo: modifed to add a qtexture_t, Texture_LoadSkin loads using the shader API / QERApp_TryTexture_ForName
102 // m_strName is a copy of qtex->name
108 SkinInfo( const char *pName, int n, qtexture_t *qtex ){
116 // =============================================================================
119 // gets active texture extension
121 // FIXME: fix this to be generic from project file
123 int GetTextureExtensionCount(){
124 // hardcoded hack for png support
125 if ( g_pGameDescription->mGameFile == "sof2.game" ) {
133 const char* GetTextureExtension( int nIndex ){
155 void Texture_InitPalette( byte *pal ){
159 byte gammatable[256];
162 gamma = g_qeglobals.d_savedinfo.fGamma;
164 if ( gamma == 1.0 ) {
165 for ( i = 0 ; i < 256 ; i++ )
170 for ( i = 0 ; i < 256 ; i++ )
172 inf = (int)( 255.0f * pow( ( i + 0.5f ) / 255.5f, gamma ) + 0.5f );
183 for ( i = 0 ; i < 256 ; i++ )
185 r = gammatable[pal[0]];
186 g = gammatable[pal[1]];
187 b = gammatable[pal[2]];
190 //v = (r<<24) + (g<<16) + (b<<8) + 255;
193 //tex_palette[i] = v;
194 tex_palette[i * 3 + 0] = r;
195 tex_palette[i * 3 + 1] = g;
196 tex_palette[i * 3 + 2] = b;
200 void SetTexParameters( void ){
201 qglTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, texture_mode );
203 switch ( texture_mode )
206 case GL_NEAREST_MIPMAP_NEAREST:
207 case GL_NEAREST_MIPMAP_LINEAR:
208 qglTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
211 case GL_LINEAR_MIPMAP_NEAREST:
212 case GL_LINEAR_MIPMAP_LINEAR:
213 qglTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
223 void Texture_SetMode( int iMenu ){
225 qboolean texturing = true;
226 gpointer item = NULL;
230 case ID_VIEW_NEAREST:
231 item = g_object_get_data( G_OBJECT( g_pParentWnd->m_pWidget ), "menu_view_nearest" );
234 case ID_VIEW_NEARESTMIPMAP:
235 item = g_object_get_data( G_OBJECT( g_pParentWnd->m_pWidget ), "menu_view_nearestmipmap" );
236 iMode = GL_NEAREST_MIPMAP_NEAREST;
239 item = g_object_get_data( G_OBJECT( g_pParentWnd->m_pWidget ), "menu_view_linear" );
242 case ID_VIEW_BILINEAR:
243 item = g_object_get_data( G_OBJECT( g_pParentWnd->m_pWidget ), "menu_view_bilinear" );
244 iMode = GL_NEAREST_MIPMAP_LINEAR;
246 case ID_VIEW_BILINEARMIPMAP:
247 item = g_object_get_data( G_OBJECT( g_pParentWnd->m_pWidget ), "menu_view_bilinearmipmap" );
248 iMode = GL_LINEAR_MIPMAP_NEAREST;
250 case ID_VIEW_TRILINEAR:
251 item = g_object_get_data( G_OBJECT( g_pParentWnd->m_pWidget ), "menu_view_trilinear" );
252 iMode = GL_LINEAR_MIPMAP_LINEAR;
254 case ID_TEXTURES_WIREFRAME:
255 item = g_object_get_data( G_OBJECT( g_pParentWnd->m_pWidget ), "menu_view_wireframe" );
259 case ID_TEXTURES_FLATSHADE:
260 item = g_object_get_data( G_OBJECT( g_pParentWnd->m_pWidget ), "menu_view_flatshade" );
268 g_qeglobals.d_savedinfo.iTexMenu = iMenu;
269 // NOTE: texture_mode is a GLenum used directly in glTexParameter
271 texture_mode = iMode;
275 if ( item != NULL ) {
276 gtk_check_menu_item_set_active( GTK_CHECK_MENU_ITEM( item ), TRUE );
284 if ( !texturing && iMenu == ID_TEXTURES_WIREFRAME ) {
285 g_pParentWnd->GetCamWnd()->Camera()->draw_mode = cd_wire;
286 Map_BuildBrushData();
287 Sys_UpdateWindows( W_ALL );
290 else if ( !texturing && iMenu == ID_TEXTURES_FLATSHADE ) {
291 g_pParentWnd->GetCamWnd()->Camera()->draw_mode = cd_solid;
292 Map_BuildBrushData();
293 Sys_UpdateWindows( W_ALL );
297 for ( qtexture_t *q = g_qeglobals.d_qtextures; q; q = q->next )
299 qglBindTexture( GL_TEXTURE_2D, q->texture_number );
303 // select the default texture
304 qglBindTexture( GL_TEXTURE_2D, 0 );
308 if ( g_pParentWnd->GetCamWnd()->Camera()->draw_mode != cd_texture ) {
309 g_pParentWnd->GetCamWnd()->Camera()->draw_mode = cd_texture;
310 Map_BuildBrushData();
313 Sys_UpdateWindows( W_ALL );
317 gamma correction stuff
318 took out of QERApp_LoadTextureRGBA for clarity
320 byte g_gammatable[256];
321 void ResampleGamma( float fGamma ){
323 if ( fGamma == 1.0 ) {
324 for ( i = 0; i < 256; i++ )
329 for ( i = 0; i < 256; i++ )
331 inf = (int)( 255.0f * pow( ( i + 0.5f ) / 255.5f, fGamma ) + 0.5f );
338 g_gammatable[i] = inf;
344 this function does the actual processing of raw RGBA data into a GL texture
345 it will also generate the mipmaps
346 it looks like pPixels nWidth nHeight are the only relevant parameters
348 qtexture_t *QERApp_LoadTextureRGBA( unsigned char* pPixels, int nWidth, int nHeight ){
349 static float fGamma = -1;
351 byte *outpixels = NULL;
352 int i, j, resampled, width2, height2, width3, height3;
353 int max_tex_size = 0, mip = 0;
354 int nCount = nWidth * nHeight;
356 if ( fGamma != g_qeglobals.d_savedinfo.fGamma ) {
357 fGamma = g_qeglobals.d_savedinfo.fGamma;
358 ResampleGamma( fGamma );
361 qglGetIntegerv( GL_MAX_TEXTURE_SIZE, &max_tex_size );
362 if ( !max_tex_size ) {
366 qtexture_t *q = (qtexture_t*)g_malloc( sizeof( *q ) );
370 total[0] = total[1] = total[2] = 0.0f;
372 // resample texture gamma according to user settings
373 for ( i = 0; i < ( nCount * 4 ); i += 4 )
375 for ( j = 0; j < 3; j++ )
377 total[j] += ( pPixels + i )[j];
378 byte b = ( pPixels + i )[j];
379 ( pPixels + i )[j] = g_gammatable[b];
383 q->color[0] = total[0] / ( nCount * 255 );
384 q->color[1] = total[1] / ( nCount * 255 );
385 q->color[2] = total[2] / ( nCount * 255 );
387 qglGenTextures( 1, &q->texture_number );
389 qglBindTexture( GL_TEXTURE_2D, q->texture_number );
393 width2 = 1; while ( width2 < nWidth ) width2 <<= 1;
394 height2 = 1; while ( height2 < nHeight ) height2 <<= 1;
398 while ( width3 > max_tex_size ) width3 >>= 1;
399 while ( height3 > max_tex_size ) height3 >>= 1;
407 if ( !( width2 == nWidth && height2 == nHeight ) ) {
409 outpixels = (byte *)malloc( width2 * height2 * 4 );
410 R_ResampleTexture( pPixels, nWidth, nHeight, outpixels, width2, height2, 4 );
417 while ( width2 > width3 || height2 > height3 )
419 GL_MipReduce( outpixels, outpixels, width2, height2, width3, height3 );
421 if ( width2 > width3 ) {
424 if ( height2 > height3 ) {
429 qglTexImage2D( GL_TEXTURE_2D, mip++, g_qeglobals.texture_components, width2, height2, 0, GL_RGBA, GL_UNSIGNED_BYTE, outpixels );
430 while ( width2 > 1 || height2 > 1 )
432 GL_MipReduce( outpixels, outpixels, width2, height2, 1, 1 );
441 qglTexImage2D( GL_TEXTURE_2D, mip++, g_qeglobals.texture_components, width2, height2, 0, GL_RGBA, GL_UNSIGNED_BYTE, outpixels );
444 qglBindTexture( GL_TEXTURE_2D, 0 );
454 DumpUnreferencedShaders
455 usefull function: dumps the list of .shader files that are not referenced to the console
458 void DumpUnreferencedShaders(){
459 GSList *lst, *sh, *files;
462 files = vfsGetFileList( "scripts", "shader" );
463 for ( lst = files; lst; lst = lst->next )
467 for ( sh = l_shaderfiles; sh != NULL; sh = g_slist_next( sh ) )
468 if ( !strcmp( (char*)sh->data, (char*)lst->data ) ) {
476 Sys_FPrintf( SYS_WRN, "Following shader files are not referenced in shaderlist.txt:\n" );
478 Sys_FPrintf( SYS_WRN, "%s\n", (char*)lst->data );
482 vfsClearFileDirList( &files );
488 build a CStringList of shader names
491 void BuildShaderList(){
495 char dirstring[NAME_MAX];
497 if ( l_shaderfiles != NULL ) {
498 g_slist_free( l_shaderfiles );
499 l_shaderfiles = NULL;
502 if ( g_pGameDescription->mGameFile != "hl.game" ) {
503 strcpy( filename, g_pGameDescription->mShaderlist.GetBuffer() );
504 count = vfsGetFileCount( filename, 0 );
506 Sys_FPrintf( SYS_ERR, "Couldn't find '%s'\n", g_pGameDescription->mShaderlist.GetBuffer() );
509 // NOTE TTimo we use vfsGetFullPath solely to get the full path of the shader list we are gonna load
510 // but we actually send the relative path to vfsLoadFile
511 // so let's hope there is no disparity between the two functions
512 if ( !vfsGetFullPath( filename, 0, 0 ) ) {
513 Sys_FPrintf( SYS_ERR, "Couldn't find full path for '%s'\n", g_pGameDescription->mShaderlist.GetBuffer() );
516 Sys_Printf( "Parsing shader files from %s\n", vfsGetFullPath( filename, 0, 0 ) );
517 nLen = vfsLoadFile( filename, reinterpret_cast<void**>( &pBuff ), 0 );
519 StartTokenParsing( pBuff );
521 while ( GetToken( true ) )
526 // each token should be a shader filename
527 sprintf( dirstring, "%s.shader", token );
529 for ( tmp = l_shaderfiles; tmp != NULL; tmp = tmp->next )
531 if ( !strcmp( dirstring, (char*)tmp->data ) ) {
533 Sys_FPrintf( SYS_WRN, "duplicate entry \"%s\" in shaderlist.txt\n", (char*)tmp->data );
539 l_shaderfiles = g_slist_append( l_shaderfiles, strdup( dirstring ) );
554 void ClearGSList( GSList* lst ){
559 p = g_slist_remove( p, p->data );
563 void FillTextureMenu( GSList** pArray ){
564 GtkWidget *menu, *sep, *item; // point to the Textures GtkMenu and to the last separator
566 GSList *texdirs = NULL;
567 GSList *texdirs_tmp = NULL;
569 char dirRoot[NAME_MAX];
572 menu = GTK_WIDGET( g_object_get_data( G_OBJECT( g_qeglobals_gui.d_main_window ), "menu_textures" ) );
573 sep = GTK_WIDGET( g_object_get_data( G_OBJECT( g_qeglobals_gui.d_main_window ), "menu_textures_separator" ) );
574 lst = g_list_find( gtk_container_children( GTK_CONTAINER( menu ) ), sep );
577 // these delete functions are recursive, it's gonna free all submenus
578 gtk_widget_destroy( GTK_WIDGET( lst->next->data ) );
579 // lst is no longer relevant, need to get it again
580 lst = g_list_find( gtk_container_children( GTK_CONTAINER( menu ) ), sep );
583 texture_nummenus = 0;
586 if ( !g_qeglobals.d_project_entity ) {
590 // scan texture dirs and pak files only if not restricting to shaderlist
591 if ( !g_PrefsDlg.m_bTexturesShaderlistOnly ) {
592 texdirs_tmp = vfsGetDirList( "textures/" );
593 for ( p = texdirs_tmp; p; p = g_slist_next( p ) )
595 // Hydra: erm, this didn't used to do anything except leak memory...
596 // For Halflife support this is required to work however.
597 // g_slist_append(texdirs, p->data);
598 texdirs = g_slist_append( texdirs, strdup( (char *)p->data ) );
600 vfsClearFileDirList( &texdirs_tmp );
603 // scan the shaders in shaderlist.txt
606 DumpUnreferencedShaders();
607 while ( l_shaderfiles != NULL )
609 char shaderfile[PATH_MAX];
610 gboolean found = FALSE;
612 ExtractFileName( (char*)l_shaderfiles->data, shaderfile );
613 StripExtension( shaderfile );
614 g_strdown( shaderfile );
616 for ( GSList *tmp = texdirs; tmp; tmp = g_slist_next( tmp ) )
617 if ( !strcasecmp( (char*)tmp->data, shaderfile ) ) {
623 texdirs = g_slist_prepend( texdirs, strdup( shaderfile ) );
626 free( l_shaderfiles->data );
627 l_shaderfiles = g_slist_remove( l_shaderfiles, l_shaderfiles->data );
631 texdirs = g_slist_sort( texdirs, (GCompareFunc)strcmp );
633 GSList *temp = texdirs;
636 char* ptr = strchr( (char*)temp->data, '_' );
638 // do we shrink the menus?
641 strcpy( dirRoot, (char*)temp->data );
642 dirRoot[ptr - (char*)temp->data + 1] = 0;
644 // we shrink only if we have at least two things to shrink :-)
645 if ( temp->next && ( strstr( (char*)temp->next->data, dirRoot ) == (char*)temp->next->data ) ) {
646 GtkWidget *pSubMenu = gtk_menu_new();
647 GtkWidget *pSubMenuRef = pSubMenu;
651 item = gtk_menu_item_new_with_label( (char*)temp->data );
652 gtk_widget_show( item );
653 CheckMenuSplitting( pSubMenu );
654 gtk_container_add( GTK_CONTAINER( pSubMenu ), item );
655 gtk_signal_connect( GTK_OBJECT( item ), "activate", GTK_SIGNAL_FUNC( HandleCommand ),
656 GINT_TO_POINTER( CMD_TEXTUREWAD + texture_nummenus ) );
658 strcpy( texture_menunames[texture_nummenus], (char*)temp->data );
659 strcat( texture_menunames[texture_nummenus], "/" );
661 *pArray = g_slist_append( *pArray, strdup( (char*)temp->data ) );
663 if ( ++texture_nummenus == MAX_TEXTUREDIRS ) {
664 Sys_Printf( "WARNING: max texture directories count has been reached!\n" );
665 // push submenu and get out
666 item = gtk_menu_item_new_with_label( dirRoot );
667 gtk_widget_show( item );
668 gtk_container_add( GTK_CONTAINER( menu ), item );
669 gtk_menu_item_set_submenu( GTK_MENU_ITEM( item ), pSubMenu );
670 ClearGSList( texdirs );
675 while ( temp && ( strstr( (char*)temp->data, dirRoot ) == temp->data ) );
677 ptr = strchr( dirRoot, '_' );
679 item = gtk_menu_item_new_with_label( dirRoot );
680 gtk_widget_show( item );
681 CheckMenuSplitting( menu );
682 gtk_container_add( GTK_CONTAINER( menu ), item );
683 gtk_menu_item_set_submenu( GTK_MENU_ITEM( item ), pSubMenuRef );
688 item = gtk_menu_item_new_with_label( (char*)temp->data );
689 gtk_widget_show( item );
690 CheckMenuSplitting( menu );
691 gtk_container_add( GTK_CONTAINER( menu ), item );
692 gtk_signal_connect( GTK_OBJECT( item ), "activate", GTK_SIGNAL_FUNC( HandleCommand ),
693 GINT_TO_POINTER( CMD_TEXTUREWAD + texture_nummenus ) );
695 strcpy( texture_menunames[texture_nummenus], (char*)temp->data );
696 strcat( texture_menunames[texture_nummenus], "/" );
698 *pArray = g_slist_append( *pArray, strdup( (char*)temp->data ) );
700 if ( ++texture_nummenus == MAX_TEXTUREDIRS ) {
701 Sys_Printf( "WARNING: max texture directories count has been reached!\n" );
702 ClearGSList( texdirs );
708 ClearGSList( texdirs );
713 Texture_ShowDirectory
714 relies on texture_directory global for the directory to use
716 void Texture_ShowDirectory (int menunum, bool bLinked)
717 void Texture_ShowDirectory (char* pPath, bool bLinked)
718 1) Load the shaders for the given directory
719 2) Scan the remaining texture, load them and assign them a default shader (the "noshader" shader)
720 NOTE: when writing a texture plugin, or some texture extensions, this function may need to be overriden, and made
721 available through the IShaders interface
722 NOTE: for texture window layout:
723 all shaders are stored with alphabetical order after load
724 previously loaded and displayed stuff is hidden, only in-use and newly loaded is shown
725 ( the GL textures are not flushed though)
728 void Texture_ShowDirectory(){
730 char dirstring[1024];
732 int shaders_count = 0;
733 int textures_count = 0;
734 GSList *files = NULL, *temp;
736 g_bScreenUpdates = false;
738 // refresh the in-use textures: that will clear the IsDisplayed flag on unused stuff
739 // and leave it on in-use so they'll still be displayed
741 // and textures loaded in the following lines will be displayed as well...
742 // NOTE: shaders that are not in use but have been loaded previously are still in memory. But they don't get displayed.
744 g_qeglobals.d_texturewin.originy = 0;
745 // load texture_directory.shader
746 // NOTE: because of above call to Texture_ClearInuse, g_ActiveShaders will have the newly loaded shaders only
747 // we'll use that later to check if textures have a shader associated or not
748 // NOTE: all shaders loaded through QERApp_LoadShadersFromDir will get their InUse flag to True, we'll need a call to Texture_ShowInUse for later cleanup/adjustment
749 // NOTE: QERApp_LoadShadersFromDir has two criterions for loading a shader:
750 // the shaderfile is texture_directory (like "museum" will load everything in museum.shader)
751 // the shader name contains texture_directory (like "base_floor" will load museum.shader::base_floor/concfloor_rain)
752 shaders_count = QERApp_LoadShadersFromDir( texture_directory );
753 // load remaining texture files
754 // if a texture is already in use to represent a shader, ignore it
756 // need this function "GSList *lst SynapseServer::GetMinorList(char *major_name);"
758 sprintf( dirstring, "textures/%s", texture_directory );
759 g_ImageManager.BeginExtensionsScan();
761 while ( ( ext = g_ImageManager.GetNextExtension() ) != NULL )
763 files = g_slist_concat( files, vfsGetFileList( dirstring, ext ) );
766 for ( temp = files; temp; temp = temp->next )
768 sprintf( name, "%s%s", texture_directory, (char*)temp->data );
770 StripExtension( name );
774 if ( strTemp.Find( ".specular" ) >= 0 ||
775 strTemp.Find( ".glow" ) >= 0 ||
776 strTemp.Find( ".bump" ) >= 0 ||
777 strTemp.Find( ".diffuse" ) >= 0 ||
778 strTemp.Find( ".blend" ) >= 0 ||
779 strTemp.Find( ".alpha" ) >= 0 ) {
783 // avoid ever loading a texture name with spaces
784 if ( strTemp.Find( " " ) >= 0 ) {
785 Sys_FPrintf( SYS_WRN, "WARNING: Skipping texture name with spaces [%s]\n", strTemp.GetBuffer() );
789 // build a texture name that fits the conventions for qtexture_t::name
791 sprintf( stdName, "textures/%s", name );
792 // check if this texture doesn't have a shader
793 if ( !QERApp_ActiveShader_ForTextureName( stdName ) ) {
794 QERApp_CreateShader_ForTextureName( stdName );
799 Sys_Printf( "Loaded %d shaders and created default shader for %d orphan textures.\n",
800 shaders_count, textures_count );
802 vfsClearFileDirList( &files );
804 // sort for displaying
805 QERApp_SortActiveShaders();
807 sprintf( name, "Textures: %s", texture_directory );
808 gtk_window_set_title( GTK_WINDOW( g_qeglobals_gui.d_entity ), name );
810 // select the first texture in the list
811 if ( !g_qeglobals.d_texturewin.texdef.GetName()[0] ) {
812 SelectTexture( 16, g_qeglobals.d_texturewin.height - 16, false );
815 g_bScreenUpdates = true;
817 Sys_UpdateWindows( W_TEXTURE );
822 Texture_ShowDirectory
823 1) Load the shaders for the given directory
824 2) Scan the remaining texture, load them and assign them a default shader (the "noshader" shader)
825 NOTE: when writing a texture plugin, or some texture extensions, this function may need to be overriden, and made
826 available through the IShaders interface
829 void Texture_ShowDirectory( int menunum ){
830 strcpy( texture_directory, texture_menunames[menunum - CMD_TEXTUREWAD] );
831 Texture_ShowDirectory();
834 // scroll origin so the current texture is completely on screen
835 // if current texture is not displayed, nothing is changed
836 void Texture_ResetPosition(){
840 //this shouldn't ever happen, we startup with notex
841 if ( !g_qeglobals.d_texturewin.texdef.GetName()[0] ) {
845 // otherwise position with current texture shown
846 // this used to be in Texture_SetTexture
850 // NOTE: return value is == pCurrentShader and pCurrentShader->getTexture == current_texture
851 Texture_NextPos( &x, &y );
853 // if the current texture never found (because // 'show shaders' is off,
854 // for example), do nothing
859 int nHeight = (int)( q->height * ( (float)g_PrefsDlg.m_nTextureScale / 100 ) );
860 // we have found when texdef->name and the shader name match
861 // NOTE: as everywhere else for our comparisons, we are not case sensitive
862 if ( !strcmpi( g_qeglobals.d_texturewin.texdef.GetName(), pCurrentShader->getName() ) ) {
863 // take care of calls before initialized
864 if ( !g_qeglobals.d_texturewin.height ) {
865 g_qeglobals.d_texturewin.originy = 0;
868 // if the bottom of our selected texture will fit with origin 0, use that
869 // to prevent scrolling uglyness (stuff scrolled off screen when
870 // everything would fit)
871 if ( -( y - nHeight - 2 * FONT_HEIGHT ) < g_qeglobals.d_texturewin.height ) {
872 g_qeglobals.d_texturewin.originy = 0;
875 // if current is off the top of the window, move it to the top
876 if ( y > g_qeglobals.d_texturewin.originy ) {
877 g_qeglobals.d_texturewin.originy = y;
881 // if current is off the bottom, put it on the bottom
882 if ( y - nHeight - 2 * FONT_HEIGHT < g_qeglobals.d_texturewin.originy - g_qeglobals.d_texturewin.height ) {
883 g_qeglobals.d_texturewin.originy = y - nHeight - 2 * FONT_HEIGHT + g_qeglobals.d_texturewin.height;
886 // if we made it here, it should already be in view
890 Sys_UpdateWindows( W_TEXTURE );
896 will set the IsDisplayed flag on all the active shaders, so we see everything that's currently in memory
899 void Texture_ShowAll(){
903 if ( g_bShowAllShaders ) {
904 Sys_Printf( "WARNING: already showing all shaders\n" );
907 QERApp_ActiveShaders_SetDisplayed( true );
908 g_bShowAllShaders = true;
909 // put some information in the texture window title?
910 sprintf( name, "Textures: in use" );
911 gtk_window_set_title( GTK_WINDOW( g_qeglobals_gui.d_entity ), name );
912 Sys_UpdateWindows( W_TEXTURE );
918 clear all IsDisplayed flags
919 scan the map, set IsInUse (will set IsDisplayed on the way)
920 NOTE: don't sort the textures, don't update the windows (it's used in several contexts, not always necessary to do either)
923 void WINAPI Texture_ShowInuse( void ){
928 g_qeglobals.d_texturewin.originy = 0;
931 QERApp_ActiveShaders_SetDisplayed( false );
932 // scan and only display in-use stuff
933 Sys_Status( "Selecting active textures", 0 );
935 for ( b = active_brushes.next ; b != NULL && b != &active_brushes ; b = b->next )
937 if ( b->patchBrush ) {
938 b->pPatch->pShader->SetInUse( true );
942 for ( f = b->brush_faces ; f ; f = f->next )
944 f->pShader->SetInUse( true );
948 for ( b = selected_brushes.next ; b != NULL && b != &selected_brushes ; b = b->next )
950 if ( b->patchBrush ) {
951 b->pPatch->pShader->SetInUse( true );
955 for ( f = b->brush_faces ; f ; f = f->next )
957 f->pShader->SetInUse( true );
962 // we are no longer showing everything
963 g_bShowAllShaders = false;
964 // put some information in the texture window title?
965 sprintf( name, "Textures: in use" );
966 gtk_window_set_title( GTK_WINDOW( g_qeglobals_gui.d_entity ), name );
969 // select the first texture in the list
970 if ( !g_qeglobals.d_texturewin.texdef.GetName()[0] ) {
971 SelectTexture( 16, g_qeglobals.d_texturewin.height - 16, false );
975 void Texture_ShowStartupShaders(){
976 if ( g_PrefsDlg.m_nShader == PrefsDlg::SHADER_COMMON ) {
978 // HACK FOR JK2 SUPPORT
979 if ( g_pGameDescription->mGameFile == "jk2.game" || g_pGameDescription->mGameFile == "ja.game" ) {
980 strcpy( texture_directory, "system/" );
983 // HACK FOR SOF2 SUPPORT
984 else if ( g_pGameDescription->mGameFile == "sof2.game" ) {
985 strcpy( texture_directory, "tools/" );
987 else{ strcpy( texture_directory, "common/" ); }
988 Texture_ShowDirectory();
991 if ( g_PrefsDlg.m_nShader == PrefsDlg::SHADER_ALL ) {
995 char dirstring[NAME_MAX];
997 GSList *shaderfiles = NULL;
999 strcpy( filename, g_pGameDescription->mShaderlist.GetBuffer() );
1000 count = vfsGetFileCount( filename, 0 );
1002 Sys_FPrintf( SYS_ERR, "Couldn't find '%s'\n", g_pGameDescription->mShaderlist.GetBuffer() );
1006 if ( !vfsGetFullPath( filename, 0, 0 ) ) {
1007 Sys_FPrintf( SYS_ERR, "Couldn't find full path for '%s'\n", g_pGameDescription->mShaderlist.GetBuffer() );
1011 Sys_Printf( "Parsing shader files from %s\n", vfsGetFullPath( filename, 0, 0 ) );
1012 nLen = vfsLoadFile( filename, reinterpret_cast<void**>( &pBuff ), 0 );
1014 StartTokenParsing( pBuff );
1016 while ( GetToken( true ) )
1021 // each token should be a shader filename
1022 sprintf( dirstring, "%s.shader", token );
1024 for ( tmp = shaderfiles; tmp != NULL; tmp = tmp->next )
1026 if ( !strcmp( dirstring, (char*)tmp->data ) ) {
1028 Sys_FPrintf( SYS_WRN, "duplicate entry \"%s\" in shaderlist.txt\n", (char*)tmp->data );
1034 shaderfiles = g_slist_append( l_shaderfiles, strdup( dirstring ) );
1035 strcpy( texture_directory, dirstring );
1036 Texture_ShowDirectory();
1046 ============================================================================
1050 TTimo: now based on a rundown through all the shaders
1051 nActiveShadersCount: number of shader that have a qtexture_t and may be displayed in the tex window
1052 nCurrentShader: index of active shader that has the current_texture
1053 pCurrentShader: IShader* for current shader
1054 NOTE: we expect the Active shaders count doesn't change during a Texture_StartPos .. Texture_NextPos cycle
1055 otherwise we may need to rely on a list instead of an array storage
1056 ============================================================================
1059 void Texture_StartPos( void ){
1060 //++timo TODO: check use of current_texture and current_row?
1064 nActiveShadersCount = QERApp_GetActiveShaderCount();
1065 nCurrentShader = -1;
1066 current_texture = NULL;
1067 pCurrentShader = NULL;
1070 // if texture_showinuse jump over non in-use textures
1071 // it's not very clear what should be done here and what in Texture_Draw .. maybe merging the two would do good
1072 IShader* Texture_NextPos( int *x, int *y ){
1076 if ( nCurrentShader >= nActiveShadersCount - 1 ) {
1078 current_texture = NULL;
1079 pCurrentShader = NULL;
1083 pCurrentShader = QERApp_ActiveShader_ForIndex( nCurrentShader );
1084 if ( pCurrentShader == NULL ) {
1085 Sys_Printf( "ERROR: unexpected pCurrentShader == NULL in Texture_NextPos\n" );
1088 current_texture = pCurrentShader->getTexture();
1089 q = current_texture;
1092 Sys_Printf( "WARNING: found an IShader without qtexture_t in Texture_NextPos\n" );
1097 Never show anything other than "textures/" path,
1098 This is for q1/q2/q3 .map format, which expects "textures/" path on everything we apply
1100 if ( strncmp( pCurrentShader->getName(), "textures/", 9 ) != 0 ) {
1104 // don't show shaders?
1105 if ( !( g_PrefsDlg.m_bShowShaders || pCurrentShader->IsDefault() ) ) {
1109 if ( g_PrefsDlg.m_bTextureWindow ) {
1110 // some basic filtering
1111 if ( !g_pParentWnd->GetTexWnd()->CheckFilter( pCurrentShader->getName() ) ) {
1116 //++timo FIXME: texture_showinuse is useless? with the menu and reload we just refresh the IsDisplayed flag
1117 // but the IsInUse is only relevant to draw the green outline
1118 if ( pCurrentShader->IsDisplayed() ) {
1125 int nWidth = (int)( q->width * ( (float)g_PrefsDlg.m_nTextureScale / 100 ) );
1126 int nHeight = (int)( q->height * ( (float)g_PrefsDlg.m_nTextureScale / 100 ) );
1127 if ( current_x + nWidth > g_qeglobals.d_texturewin.width - 8 && current_row ) { // go to the next row unless the texture is the first on the row
1129 current_y -= current_row + FONT_HEIGHT + 4;
1136 // Is our texture larger than the row? If so, grow the
1137 // row height to match it
1139 if ( current_row < nHeight ) {
1140 current_row = nHeight;
1143 // never go less than 64, or the names get all crunched up
1144 current_x += nWidth < 64 ? 64 : nWidth;
1147 return pCurrentShader;
1151 ============================================================================
1155 ============================================================================
1158 static int textures_cursorx, textures_cursory;
1164 brushprimit_texdef must be understood as a qtexture_t with width=2 height=2 ( the default one )
1168 //++timo NOTE: this is a mix of Shader module stuff and texture explorer
1169 // it might need to be split in parts or moved out .. dunno
1170 void WINAPI Texture_SetTexture( texdef_t *texdef, brushprimit_texdef_t *brushprimit_texdef, bool bFitScale, IPluginTexdef *pTexdef, bool bSetSelection ){
1171 if ( texdef->GetName()[0] == '(' ) {
1172 Sys_Status( "Can't select an entity texture", 0 );
1175 g_qeglobals.d_texturewin.texdef = *texdef;
1176 g_qeglobals.d_texturewin.texdef.flags &= ~SURF_KEEP;
1177 g_qeglobals.d_texturewin.texdef.contents &= ~CONTENTS_KEEP;
1178 // store the shader pointer
1179 // NOTE: maybe passing the shader pointer would help?
1180 g_qeglobals.d_texturewin.pShader->DecRef();
1181 g_qeglobals.d_texturewin.pShader = QERApp_Shader_ForName( texdef->GetName() );
1182 g_qeglobals.d_texturewin.pShader->IncRef();
1183 // set this shader as in use
1184 g_qeglobals.d_texturewin.pShader->SetInUse( true );
1185 // store the texture coordinates for new brush primitive mode
1186 // be sure that all the callers are using the default 2x2 texture
1187 if ( g_qeglobals.m_bBrushPrimitMode ) {
1188 g_qeglobals.d_texturewin.brushprimit_texdef = *brushprimit_texdef;
1191 g_dlgFind.updateTextures( texdef->GetName() );
1192 if ( !g_dlgFind.isOpen() && bSetSelection ) {
1193 Select_SetTexture( texdef,brushprimit_texdef,bFitScale );
1196 //plugins: send a message telling that the selected texture may have changed
1197 DispatchRadiantMsg( RADIANT_TEXTURE );
1199 // scroll origin so the texture is completely on screen
1200 // takes texdef from g_qeglobals.d_texturewin.texdef, set above
1201 Texture_ResetPosition();
1204 void ViewShader( const char *pFile, const char *pName ){
1205 // ask the vfs to build the full path to the file
1206 // (i.e. the first one found)
1207 char *fullName = vfsGetFullPath( pFile,0,0 );
1208 if ( fullName == NULL ) {
1209 Sys_FPrintf( SYS_ERR, "Couldn't get a full path to the shader file: %s\n", pFile );
1214 int nSize = vfsLoadFullPathFile( fullName, reinterpret_cast<void**>( &pBuff ) );
1216 Sys_FPrintf( SYS_ERR, "Failed to load shader file %s\n", fullName );
1219 // look for the shader declaration
1221 CString strFind = pName;
1222 CString strLook = pBuff;
1223 strLook.MakeLower();
1224 strFind.MakeLower();
1225 // offset used when jumping over commented out definitions
1229 nStart = strLook.Find( strFind, nOffset );
1230 if ( nStart == -1 ) {
1233 // we have found something, maybe it's a commented out shader name?
1234 char *strCheck = new char[strLook.GetLength() + 1];
1235 strcpy( strCheck, strLook.GetBuffer() );
1236 strCheck[nStart] = 0;
1237 char *pCheck = strrchr( strCheck, '\n' );
1238 // if there's a commentary sign in-between we'll continue
1239 if ( pCheck && strstr( pCheck, "//" ) ) {
1241 nOffset = nStart + 1;
1248 // now close the file
1251 DoTextEditor( fullName, nOffset );
1261 void SelectTexture( int mx, int my, bool bShift, bool bFitScale ){
1265 brushprimit_texdef_t brushprimit_tex;
1267 my += g_qeglobals.d_texturewin.originy - g_qeglobals.d_texturewin.height;
1272 // NOTE: return value is == pCurrentShader and pCurrentShader->getTexture == current_texture
1273 Texture_NextPos( &x, &y );
1274 q = current_texture;
1278 int nWidth = (int)( q->width * ( (float)g_PrefsDlg.m_nTextureScale / 100 ) );
1279 int nHeight = (int)( q->height * ( (float)g_PrefsDlg.m_nTextureScale / 100 ) );
1280 if ( mx > x && mx - x < nWidth
1281 && my < y && y - my < nHeight + FONT_HEIGHT ) {
1283 if ( pCurrentShader->IsDefault() ) {
1284 Sys_Printf( "ERROR: %s is not a shader, it's a texture.\n", pCurrentShader->getName() );
1287 ViewShader( pCurrentShader->getShaderFileName(), pCurrentShader->getName() );
1292 memset( &tex, 0, sizeof( tex ) );
1293 memset( &brushprimit_tex, 0, sizeof( brushprimit_tex ) );
1294 if ( g_qeglobals.m_bBrushPrimitMode ) {
1295 // brushprimit fitted to a 2x2 texture
1296 brushprimit_tex.coords[0][0] = 1.0f;
1297 brushprimit_tex.coords[1][1] = 1.0f;
1301 tex.scale[0] = g_PrefsDlg.m_fDefTextureScale;
1302 tex.scale[1] = g_PrefsDlg.m_fDefTextureScale;
1304 tex.flags = pCurrentShader->getFlags();
1305 // TTimo - shader code cleanup
1306 // texdef.name is the name of the shader, not the name of the actual texture file
1307 tex.SetName( pCurrentShader->getName() );
1308 // NOTE WARNING: Texture_SetTexture uses Texture_NextPos stuff to move the window position on to the texture
1309 // if there's some kind of fuckup in Texture_SetTexture you may end up with different pCurrentShader or even pCurrentShader == NULL
1310 // so we just consider pCurrentShader and current_texture are not valid after this point
1311 IShader *pAuxShader = pCurrentShader;
1312 Texture_SetTexture( &tex, &brushprimit_tex, bFitScale, NULL ); // Nurail
1315 // if shader, print shader name, otherwise texture name
1316 //++timo FIXME: maybe CShader needs some properties between color / default / actual shader
1318 // this one is never supposed to be set as current one
1319 if ( pAuxShader->IsColor() ) {
1320 Sys_Printf( "ERROR: unexpected pCurrentShader->IsColor() in SelectTexture\n" );
1323 // NOTE: IsColor is false, IsDefault the only remaining property
1324 if ( pAuxShader->IsDefault() ) {
1326 // remove the "textures/" if needed
1327 if ( strName.Find( "textures/" ) != -1 ) {
1328 strName = strName.Mid( 9 );
1333 strName = pAuxShader->getName();
1335 strTex.Format( "%s W: %i H: %i", strName.GetBuffer(), q->width, q->height );
1336 g_pParentWnd->SetStatusText( 3, strTex );
1342 Sys_Status( "Did not select a texture", 0 );
1350 void Texture_MouseDown( int x, int y, int buttons ){
1351 Sys_GetCursorPos( &textures_cursorx, &textures_cursory );
1353 // lbutton = select texture
1354 if ( buttons == MK_LBUTTON || buttons == ( MK_LBUTTON | MK_SHIFT ) || buttons == ( MK_LBUTTON | MK_CONTROL ) ) {
1355 SelectTexture( x, g_qeglobals.d_texturewin.height - 1 - y, buttons & MK_SHIFT, buttons & MK_CONTROL );
1356 UpdateSurfaceDialog();
1357 UpdatePatchInspector();
1367 void Texture_MouseMoved( int x, int y, int buttons ){
1370 if ( buttons & MK_SHIFT ) {
1374 // rbutton = drag texture origin
1375 if ( buttons & MK_RBUTTON ) {
1376 Sys_GetCursorPos( &x, &y );
1377 if ( y != textures_cursory ) {
1378 g_qeglobals.d_texturewin.originy += ( y - textures_cursory ) * scale;
1379 if ( g_qeglobals.d_texturewin.originy > 0 ) {
1380 g_qeglobals.d_texturewin.originy = 0;
1382 Sys_SetCursorPos( textures_cursorx, textures_cursory );
1384 // (g_PrefsDlg.m_bTextureScrollbar && g_qeglobals_gui.d_texture_scroll != NULL)
1385 // fixes broken texture scrolling when scrollbar is disabled
1386 GtkAdjustment *vadjustment = gtk_range_get_adjustment( GTK_RANGE( g_qeglobals_gui.d_texture_scroll ) );
1387 gtk_adjustment_set_value( vadjustment, abs( g_qeglobals.d_texturewin.originy ) );
1395 ============================================================================
1399 ============================================================================
1402 int imax( int iFloor, int i ) {
1412 TTimo: relying on the shaders list to display the textures
1413 we must query all qtexture_t* to manage and display through the IShaders interface
1414 this allows a plugin to completely override the texture system
1417 void Texture_Draw( int width, int height ){
1418 int x, y, last_y = 0, last_height = 0, nWidth, nHeight;
1422 qglClearColor( g_qeglobals.d_savedinfo.colors[COLOR_TEXTUREBACK][0],
1423 g_qeglobals.d_savedinfo.colors[COLOR_TEXTUREBACK][1],
1424 g_qeglobals.d_savedinfo.colors[COLOR_TEXTUREBACK][2], 0 );
1425 qglViewport( 0,0,width,height );
1426 qglMatrixMode( GL_PROJECTION );
1429 qglClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
1430 qglDisable( GL_DEPTH_TEST );
1431 qglDisable( GL_BLEND );
1432 qglOrtho( 0, width, g_qeglobals.d_texturewin.originy - height, g_qeglobals.d_texturewin.originy, -100, 100 );
1433 qglEnable( GL_TEXTURE_2D );
1435 qglPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
1436 g_qeglobals.d_texturewin.width = width;
1437 g_qeglobals.d_texturewin.height = height;
1442 // NOTE: return value is == pCurrentShader and pCurrentShader->getTexture == current_texture
1443 Texture_NextPos( &x, &y );
1444 q = current_texture;
1449 nWidth = (int)( q->width * ( (float)g_PrefsDlg.m_nTextureScale / 100 ) );
1450 nHeight = (int)( q->height * ( (float)g_PrefsDlg.m_nTextureScale / 100 ) );
1452 if ( y != last_y ) {
1456 last_height = MAX( nHeight, last_height );
1458 // Is this texture visible?
1459 if ( ( y - nHeight - FONT_HEIGHT < g_qeglobals.d_texturewin.originy )
1460 && ( y > g_qeglobals.d_texturewin.originy - height ) ) {
1462 // if it's the current texture, draw a thick red line, else:
1463 // shaders have a white border, simple textures don't
1464 // if !texture_showinuse: (some textures displayed may not be in use)
1465 // draw an additional square around with 0.5 1 0.5 color
1466 if ( !strcmpi( g_qeglobals.d_texturewin.texdef.GetName(), pCurrentShader->getName() ) ) {
1468 qglColor3f( 1,0,0 );
1469 qglDisable( GL_TEXTURE_2D );
1471 qglBegin( GL_LINE_LOOP );
1472 qglVertex2f( x - 4,y - FONT_HEIGHT + 4 );
1473 qglVertex2f( x - 4,y - FONT_HEIGHT - nHeight - 4 );
1474 qglVertex2f( x + 4 + nWidth,y - FONT_HEIGHT - nHeight - 4 );
1475 qglVertex2f( x + 4 + nWidth,y - FONT_HEIGHT + 4 );
1478 qglEnable( GL_TEXTURE_2D );
1485 if ( !pCurrentShader->IsDefault() ) {
1486 qglColor3f( 1,1,1 );
1487 qglDisable( GL_TEXTURE_2D );
1489 qglBegin( GL_LINE_LOOP );
1490 qglVertex2f( x - 1,y + 1 - FONT_HEIGHT );
1491 qglVertex2f( x - 1,y - nHeight - 1 - FONT_HEIGHT );
1492 qglVertex2f( x + 1 + nWidth,y - nHeight - 1 - FONT_HEIGHT );
1493 qglVertex2f( x + 1 + nWidth,y + 1 - FONT_HEIGHT );
1495 qglEnable( GL_TEXTURE_2D );
1498 // highlight in-use textures
1499 if ( pCurrentShader->IsInUse() ) {
1500 qglColor3f( 0.5,1,0.5 );
1501 qglDisable( GL_TEXTURE_2D );
1502 qglBegin( GL_LINE_LOOP );
1503 qglVertex2f( x - 3,y + 3 - FONT_HEIGHT );
1504 qglVertex2f( x - 3,y - nHeight - 3 - FONT_HEIGHT );
1505 qglVertex2f( x + 3 + nWidth,y - nHeight - 3 - FONT_HEIGHT );
1506 qglVertex2f( x + 3 + nWidth,y + 3 - FONT_HEIGHT );
1508 qglEnable( GL_TEXTURE_2D );
1513 qglBindTexture( GL_TEXTURE_2D, q->texture_number );
1514 QE_CheckOpenGLForErrors();
1515 qglColor3f( 1,1,1 );
1516 qglBegin( GL_QUADS );
1517 qglTexCoord2f( 0,0 );
1518 qglVertex2f( x,y - FONT_HEIGHT );
1519 qglTexCoord2f( 1,0 );
1520 qglVertex2f( x + nWidth,y - FONT_HEIGHT );
1521 qglTexCoord2f( 1,1 );
1522 qglVertex2f( x + nWidth,y - FONT_HEIGHT - nHeight );
1523 qglTexCoord2f( 0,1 );
1524 qglVertex2f( x,y - FONT_HEIGHT - nHeight );
1527 // draw the texture name
1528 qglDisable( GL_TEXTURE_2D );
1529 qglColor3f( 1,1,1 );
1531 qglRasterPos2f( x, y - FONT_HEIGHT + 2 );
1533 // don't draw the directory name
1534 name = (char*)pCurrentShader->getName();
1535 name += strlen( name );
1536 while ( name != (char*)pCurrentShader->getName() && *( name - 1 ) != '/' && *( name - 1 ) != '\\' )
1539 gtk_glwidget_print_string( name );
1540 qglEnable( GL_TEXTURE_2D );
1544 g_qeglobals.d_texturewin.m_nTotalHeight = abs( y ) + last_height + FONT_HEIGHT + 4;
1546 // reset the current texture
1547 qglBindTexture( GL_TEXTURE_2D, 0 );
1551 //++timo seems we only know hard inits now..
1552 //void Texture_Init (bool bHardInit)
1553 void Texture_Init(){
1554 g_qeglobals.d_qtextures = NULL;
1555 // initialize the qtexture map
1556 if ( g_qeglobals.d_qtexmap ) {
1557 Sys_FPrintf( SYS_ERR, "TODO: delete g_qeglobals.d_qtexmap in Texture_Init\n" );
1559 g_qeglobals.d_qtexmap = g_hash_table_new( g_str_hash, g_str_equal );
1560 // initialize .. in some cases if no default texture / project loaded it crashes
1561 memset( &g_qeglobals.d_texturewin.texdef, 0, sizeof( g_qeglobals.d_texturewin.texdef ) );
1562 g_qeglobals.d_texturewin.texdef.SetName( SHADER_NOT_FOUND );
1563 g_qeglobals.d_texturewin.pShader = QERApp_Shader_ForName( SHADER_NOT_FOUND );
1566 // FIXME TTimo this needs to move to the shader module along with l_shaderlist move
1567 // preload shader files that have been listed in shaderlist.txt
1568 void PreloadShaders(){
1569 GSList *lst = l_shaderfiles;
1573 shadername = g_pGameDescription->mShaderPath;
1574 shadername += (char*)lst->data;
1575 QERApp_LoadShaderFile( shadername.GetBuffer() );
1580 // TTimo: modified to expect the reletive path to the skin as input
1581 // will look into pak files if necessary
1582 // uses the shader code to load the texture Try_Texture_ForName
1583 // modified SkinInfo accordingly to store the qtexture_t and shader name (reletive version)
1584 // the .md3 have bundled filetype extension, but they don't fit with the actual data
1585 // ex: models/mapobjects/gargoyle.tga doesn't exist, but models/mapobjects/gargoyle.jpg can be used instead
1586 // so we remove the extension before load attempt
1587 int WINAPI Texture_LoadSkin( char *pName, int *pnWidth, int *pnHeight ){
1588 // byte *pic = NULL;
1589 // byte *pic32 = NULL;
1593 const char *pCleanName;
1595 int nSize = g_lstSkinCache.GetSize();
1596 pCleanName = QERApp_CleanTextureName( pName, false );
1597 for ( int i = 0; i < nSize; i++ )
1599 SkinInfo *pInfo = reinterpret_cast<SkinInfo*>( g_lstSkinCache.GetAt( i ) );
1601 if ( stricmp( pCleanName, pInfo->m_strName ) == 0 ) {
1602 return pInfo->m_nTextureBind;
1607 // if the load is successfull, we get back a qtexture_t
1608 // we don't need to free it, it's in g_qeglobals.d_qtextures
1609 // NOTE: we need to free the SkinInfo though..
1610 qtex = QERApp_Try_Texture_ForName( pCleanName );
1612 nTex = qtex->texture_number;
1613 pInfo = new SkinInfo( qtex->name, nTex, qtex );
1617 pInfo = new SkinInfo( pCleanName, -1, NULL );
1619 g_lstSkinCache.Add( pInfo );
1624 bool TexWnd::CheckFilter( const char* name ){
1625 const char* buf = gtk_entry_get_text( GTK_ENTRY( m_pFilter ) );
1626 if ( strstr( name, buf ) != 0 ) {
1632 // =============================================================================
1635 static void vertical_scroll( GtkWidget *widget, gpointer data ){
1636 ( (TexWnd*)data )->OnVScroll();
1639 static void filter_changed( GtkWidget *widget, gpointer data ){
1641 str = gtk_entry_get_text( GTK_ENTRY( widget ) );
1642 ( (TexWnd*)data )->UpdateFilter( str );
1645 // =============================================================================
1649 : GLWindow( FALSE ){
1651 m_bNeedRange = true;
1657 void TexWnd::OnCreate(){
1658 if ( !MakeCurrent() ) {
1659 Error( "glMakeCurrent in TexWnd::OnCreate failed" );
1662 g_qeglobals_gui.d_texture = m_pWidget;
1663 g_nTextureOffset = 0;
1665 GtkAdjustment *vadjustment = gtk_range_get_adjustment( GTK_RANGE( g_qeglobals_gui.d_texture_scroll ) );
1666 gtk_signal_connect( GTK_OBJECT( vadjustment ), "value_changed", GTK_SIGNAL_FUNC( vertical_scroll ), this );
1668 if ( g_PrefsDlg.m_bTextureScrollbar ) {
1669 gtk_widget_show( g_qeglobals_gui.d_texture_scroll );
1672 gtk_widget_hide( g_qeglobals_gui.d_texture_scroll );
1674 m_bNeedRange = true;
1676 gtk_signal_connect( GTK_OBJECT( m_pFilter ), "changed", GTK_SIGNAL_FUNC( filter_changed ), this );
1677 if ( g_PrefsDlg.m_bTextureWindow ) {
1678 gtk_widget_show( m_pFilter );
1682 void TexWnd::UpdateFilter( const char* pFilter ){
1683 g_bFilterEnabled = false;
1685 g_strFilter = pFilter;
1686 if ( g_strFilter.GetLength() > 0 ) {
1687 g_bFilterEnabled = true;
1689 QERApp_SortActiveShaders();
1691 Sys_UpdateWindows( W_TEXTURE );
1694 void TexWnd::OnSize( int cx, int cy ){
1695 m_bNeedRange = true;
1698 void TexWnd::OnExpose(){
1699 int nOld = g_qeglobals.d_texturewin.m_nTotalHeight;
1700 if ( !MakeCurrent() ) {
1701 Sys_Printf( "ERROR: glXMakeCurrent failed..\n " );
1702 Sys_Printf( "Please restart Radiant if the Texture view is not working\n" );
1706 QE_CheckOpenGLForErrors();
1707 Texture_Draw( m_pWidget->allocation.width, m_pWidget->allocation.height - g_nTextureOffset );
1708 QE_CheckOpenGLForErrors();
1711 if ( g_PrefsDlg.m_bTextureScrollbar && ( m_bNeedRange || g_qeglobals.d_texturewin.m_nTotalHeight != nOld ) ) {
1712 GtkAdjustment *vadjustment = gtk_range_get_adjustment( GTK_RANGE( g_qeglobals_gui.d_texture_scroll ) );
1714 vadjustment->value = -g_qeglobals.d_texturewin.originy;
1715 vadjustment->page_size = m_pWidget->allocation.height;
1716 vadjustment->page_increment = m_pWidget->allocation.height / 2;
1717 vadjustment->step_increment = 20;
1718 vadjustment->lower = 0;
1719 vadjustment->upper = g_qeglobals.d_texturewin.m_nTotalHeight;
1721 gtk_signal_emit_by_name( GTK_OBJECT( vadjustment ), "changed" );
1723 m_bNeedRange = false;
1727 void TexWnd::OnLButtonDown( guint32 flags, int pointx, int pointy ){
1729 Texture_MouseDown( pointx, pointy - g_nTextureOffset, flags );
1732 void TexWnd::OnRButtonDown( guint32 flags, int pointx, int pointy ){
1734 Texture_MouseDown( pointx, pointy - g_nTextureOffset, flags );
1737 void TexWnd::OnMButtonDown( guint32 flags, int pointx, int pointy ){
1739 Texture_MouseDown( pointx, pointy - g_nTextureOffset, flags );
1742 void TexWnd::OnLButtonUp( guint32 flags, int pointx, int pointy ){
1744 DragDropTexture( flags, pointx, pointy );
1747 void TexWnd::OnRButtonUp( guint32 flags, int pointx, int pointy ){
1751 void TexWnd::OnMButtonUp( guint32 flags, int pointx, int pointy ){
1755 void TexWnd::OnMouseMove( guint32 flags, int pointx, int pointy ){
1756 Texture_MouseMoved( pointx, pointy - g_nTextureOffset, flags );
1757 // if scrollbar is hidden, we don't seem to get an update
1758 if ( !g_PrefsDlg.m_bTextureScrollbar ) {
1763 void TexWnd::OnVScroll(){
1764 GtkAdjustment *vadjustment = gtk_range_get_adjustment( GTK_RANGE( g_qeglobals_gui.d_texture_scroll ) );
1766 g_qeglobals.d_texturewin.originy = -(int)vadjustment->value;
1770 void TexWnd::UpdatePrefs(){
1771 if ( g_PrefsDlg.m_bTextureWindow ) {
1772 gtk_widget_show( m_pFilter );
1775 gtk_widget_hide( m_pFilter );
1778 if ( g_PrefsDlg.m_bTextureScrollbar ) {
1779 gtk_widget_show( g_qeglobals_gui.d_texture_scroll );
1782 gtk_widget_hide( g_qeglobals_gui.d_texture_scroll );
1784 m_bNeedRange = true;
1788 void TexWnd::FocusEdit(){
1789 if ( GTK_WIDGET_VISIBLE( m_pFilter ) ) {
1790 gtk_window_set_focus( GTK_WINDOW( g_pParentWnd->m_pWidget ), m_pFilter );
1794 void TexWnd::OnMouseWheel( bool bUp ){
1796 if ( g_qeglobals.d_texturewin.originy < 0 ) {
1797 g_qeglobals.d_texturewin.originy += g_PrefsDlg.m_nWheelInc;
1798 // clamp so we don't get jiggle if moved by less than scrollwheel increment
1799 if ( g_qeglobals.d_texturewin.originy > 0 ) {
1800 g_qeglobals.d_texturewin.originy = 0;
1806 if ( g_qeglobals.d_texturewin.originy > ( -g_qeglobals.d_texturewin.m_nTotalHeight + g_qeglobals.d_texturewin.height ) ) {
1807 g_qeglobals.d_texturewin.originy -= g_PrefsDlg.m_nWheelInc;
1810 GtkAdjustment *vadjustment = gtk_range_get_adjustment( GTK_RANGE( g_qeglobals_gui.d_texture_scroll ) );
1811 gtk_adjustment_set_value( vadjustment, abs( g_qeglobals.d_texturewin.originy ) );
1816 void TexWnd::DragDropTexture( guint32 flags, int pointx, int pointy ){
1817 // This gets called from leftmouse up event. We see if the mouseup is above
1818 // the camwindow. If this is the case do a trace for a surface. If we hit a
1819 // surface, texture it with the current texture.
1821 int m_ptXcheck, m_ptYcheck;
1829 // we only want to catch a plain mouseevent
1834 // see if we are above the camwindow
1835 Sys_GetCursorPos( &m_ptX, &m_ptY );
1837 if ( g_pParentWnd->CurrentStyle() == MainFrame::eFloating ) {
1838 widget = g_pParentWnd->GetCamWnd()->m_pParent;
1841 widget = g_pParentWnd->GetCamWnd()->GetWidget();
1844 get_window_pos( widget, &x, &y );
1846 if ( m_ptX < x || m_ptY < y ||
1847 m_ptX > x + widget->allocation.width ||
1848 m_ptY > y + widget->allocation.height ) {
1852 // check if the camwindow isn't being partially hidden by another window at this point
1856 if ( g_pParentWnd->GetCamWnd()->GetWidget()->window != gdk_window_at_pointer( &m_ptXcheck, &m_ptYcheck ) ) {
1860 // calc ray direction
1862 y = g_pParentWnd->GetCamWnd()->Camera()->height - 1 - ( m_ptY - y );
1863 u = (float)( y - ( g_pParentWnd->GetCamWnd()->Camera()->height * .5f ) ) / ( g_pParentWnd->GetCamWnd()->Camera()->height * .5f );
1864 r = (float)( x - ( g_pParentWnd->GetCamWnd()->Camera()->width * .5f ) ) / ( g_pParentWnd->GetCamWnd()->Camera()->width * .5f );
1867 for ( i = 0 ; i < 3 ; i++ )
1868 dir[i] = g_pParentWnd->GetCamWnd()->Camera()->vpn[i] * f +
1869 g_pParentWnd->GetCamWnd()->Camera()->vright[i] * r +
1870 g_pParentWnd->GetCamWnd()->Camera()->vup[i] * u;
1871 VectorNormalize( dir, dir );
1873 // do a trace for a surface
1876 t = Test_Ray( g_pParentWnd->GetCamWnd()->Camera()->origin, dir, SF_SINGLEFACE );
1880 brushprimit_texdef_t brushprimit_tex;
1882 memset( &tex, 0, sizeof( tex ) );
1883 memset( &brushprimit_tex, 0, sizeof( brushprimit_tex ) );
1884 if ( g_qeglobals.m_bBrushPrimitMode ) {
1885 // brushprimit fitted to a 2x2 texture
1886 brushprimit_tex.coords[0][0] = 1.0f;
1887 brushprimit_tex.coords[1][1] = 1.0f;
1891 tex.scale[0] = g_PrefsDlg.m_fDefTextureScale;
1892 tex.scale[1] = g_PrefsDlg.m_fDefTextureScale;
1894 tex.flags = g_qeglobals.d_texturewin.texdef.flags;
1895 tex.value = g_qeglobals.d_texturewin.texdef.value;
1896 tex.contents = g_qeglobals.d_texturewin.texdef.contents;
1897 // TTimo - shader code cleanup
1898 // texdef.name is the name of the shader, not the name of the actual texture file
1899 tex.SetName( g_qeglobals.d_texturewin.texdef.GetName() );
1901 Undo_Start( "set face textures" );
1902 Undo_AddBrush( t.brush );
1903 SetFaceTexdef( t.face, &tex, &brushprimit_tex, false, NULL );
1904 Brush_Build( t.brush, false );
1905 Undo_EndBrush( t.brush );
1908 Sys_UpdateWindows( W_CAMERA );
1909 g_pParentWnd->OnTimer();