/*
-Copyright (C) 1999-2007 id Software, Inc. and contributors.
-For a list of contributors, see the accompanying CONTRIBUTORS file.
+ Copyright (C) 1999-2007 id Software, Inc. and contributors.
+ For a list of contributors, see the accompanying CONTRIBUTORS file.
-This file is part of GtkRadiant.
+ This file is part of GtkRadiant.
-GtkRadiant is free software; you can redistribute it and/or modify
-it under the terms of the GNU General Public License as published by
-the Free Software Foundation; either version 2 of the License, or
-(at your option) any later version.
+ GtkRadiant is free software; you can redistribute it and/or modify
+ it under the terms of the GNU General Public License as published by
+ the Free Software Foundation; either version 2 of the License, or
+ (at your option) any later version.
-GtkRadiant is distributed in the hope that it will be useful,
-but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-GNU General Public License for more details.
+ GtkRadiant is distributed in the hope that it will be useful,
+ but WITHOUT ANY WARRANTY; without even the implied warranty of
+ MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ GNU General Public License for more details.
-You should have received a copy of the GNU General Public License
-along with GtkRadiant; if not, write to the Free Software
-Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
-*/
+ You should have received a copy of the GNU General Public License
+ along with GtkRadiant; if not, write to the Free Software
+ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+ */
//
// Texture Window
//
/*!\todo
-Clean up texture menu.
-- Remove all global variables and use some objects instead.
-- Create an interface for a plugin to add texture menu items.
-- Make sure the interface is not dependent on gtk.
-*/
+ Clean up texture menu.
+ - Remove all global variables and use some objects instead.
+ - Create an interface for a plugin to add texture menu items.
+ - Make sure the interface is not dependent on gtk.
+ */
#ifdef _WIN32
//#include <gdk/win32/gdkwin32.h>
#include <gdk/gdkwin32.h>
#endif
-#if defined (__linux__) || defined (__APPLE__)
+#if defined ( __linux__ ) || defined ( __APPLE__ )
#include <gdk/gdkx.h>
#include <dirent.h>
#endif
#include "missing.h"
#include "texmanip.h"
-#define TYP_MIPTEX 68
-static unsigned tex_palette[256];
+#define TYP_MIPTEX 68
+static unsigned tex_palette[256];
-#define FONT_HEIGHT 10
+#define FONT_HEIGHT 10
//int texture_mode = GL_NEAREST;
//int texture_mode = GL_NEAREST_MIPMAP_NEAREST;
//int texture_mode = GL_NEAREST_MIPMAP_LINEAR;
//int texture_mode = GL_LINEAR;
//int texture_mode = GL_LINEAR_MIPMAP_NEAREST;
-int texture_mode = GL_LINEAR_MIPMAP_LINEAR;
+int texture_mode = GL_LINEAR_MIPMAP_LINEAR;
int g_nTextureOffset = 0;
// current active texture directory
//++timo FIXME: I'm not sure this is used anymore
-char texture_directory[128];
+char texture_directory[128];
// if true, the texture window will only display in-use shaders
// if false, all the shaders in memory are displayed
qboolean g_bShowAllShaders;
// texture layout functions
// TTimo: now based on shaders
-int nActiveShadersCount;
-int nCurrentShader;
+int nActiveShadersCount;
+int nCurrentShader;
IShader* pCurrentShader;
qtexture_t *current_texture = NULL;
-int current_x, current_y, current_row;
+int current_x, current_y, current_row;
// globals for textures
-int texture_nummenus;
-char texture_menunames[MAX_TEXTUREDIRS][128];
+int texture_nummenus;
+char texture_menunames[MAX_TEXTUREDIRS][128];
// the list of scripts/*.shader files we need to work with
// those are listed in shaderlist file
// for now it's still more simple to just keep it here
GSList *l_shaderfiles = NULL;
-void SelectTexture (int mx, int my, bool bShift, bool bFitScale=false);
+void SelectTexture( int mx, int my, bool bShift, bool bFitScale = false );
-void Texture_MouseDown (int x, int y, int buttons);
-void Texture_MouseMoved (int x, int y, int buttons);
+void Texture_MouseDown( int x, int y, int buttons );
+void Texture_MouseMoved( int x, int y, int buttons );
CPtrArray g_lstSkinCache;
// m_strName is a copy of qtex->name
struct SkinInfo
{
- CString m_strName;
- int m_nTextureBind;
- qtexture_t *m_qtex;
- SkinInfo(const char *pName, int n, qtexture_t *qtex)
- {
- m_strName = pName;
- m_nTextureBind = n;
- m_qtex = qtex;
- };
- SkinInfo(){};
+ CString m_strName;
+ int m_nTextureBind;
+ qtexture_t *m_qtex;
+ SkinInfo( const char *pName, int n, qtexture_t *qtex ){
+ m_strName = pName;
+ m_nTextureBind = n;
+ m_qtex = qtex;
+ };
+ SkinInfo(){};
};
// =============================================================================
//
// FIXME: fix this to be generic from project file
//
-int GetTextureExtensionCount()
-{
- // hardcoded hack for png support
- if (g_pGameDescription->mGameFile == "sof2.game")
- return 3;
- else
- return 2;
+int GetTextureExtensionCount(){
+ // hardcoded hack for png support
+ if ( g_pGameDescription->mGameFile == "sof2.game" ) {
+ return 3;
+ }
+ else{
+ return 2;
+ }
}
-const char* GetTextureExtension(int nIndex)
-{
- switch(nIndex)
- {
- case 0:
- return "tga";
- break;
- case 1:
- return "jpg";
- break;
- case 2:
- return "png";
- break;
- default:
- return NULL;
- }
+const char* GetTextureExtension( int nIndex ){
+ switch ( nIndex )
+ {
+ case 0:
+ return "tga";
+ break;
+ case 1:
+ return "jpg";
+ break;
+ case 2:
+ return "png";
+ break;
+ default:
+ return NULL;
+ }
}
/*
-==============
-Texture_InitPalette
-==============
-*/
-void Texture_InitPalette (byte *pal)
-{
- int r,g,b;
- int i;
- int inf;
- byte gammatable[256];
- float gamma;
-
- gamma = g_qeglobals.d_savedinfo.fGamma;
-
- if (gamma == 1.0)
- {
- for (i=0 ; i<256 ; i++)
- gammatable[i] = i;
- } else
- {
- for (i=0 ; i<256 ; i++)
- {
- inf = (int)( 255.0f * pow( ( i + 0.5f ) / 255.5f , gamma ) + 0.5f );
- if (inf < 0)
- inf = 0;
- if (inf > 255)
- inf = 255;
- gammatable[i] = inf;
- }
- }
-
- for (i=0 ; i<256 ; i++)
- {
- r = gammatable[pal[0]];
- g = gammatable[pal[1]];
- b = gammatable[pal[2]];
- pal += 3;
-
- //v = (r<<24) + (g<<16) + (b<<8) + 255;
- //v = BigLong (v);
-
- //tex_palette[i] = v;
- tex_palette[i*3+0] = r;
- tex_palette[i*3+1] = g;
- tex_palette[i*3+2] = b;
- }
+ ==============
+ Texture_InitPalette
+ ==============
+ */
+void Texture_InitPalette( byte *pal ){
+ int r,g,b;
+ int i;
+ int inf;
+ byte gammatable[256];
+ float gamma;
+
+ gamma = g_qeglobals.d_savedinfo.fGamma;
+
+ if ( gamma == 1.0 ) {
+ for ( i = 0 ; i < 256 ; i++ )
+ gammatable[i] = i;
+ }
+ else
+ {
+ for ( i = 0 ; i < 256 ; i++ )
+ {
+ inf = (int)( 255.0f * pow( ( i + 0.5f ) / 255.5f, gamma ) + 0.5f );
+ if ( inf < 0 ) {
+ inf = 0;
+ }
+ if ( inf > 255 ) {
+ inf = 255;
+ }
+ gammatable[i] = inf;
+ }
+ }
+
+ for ( i = 0 ; i < 256 ; i++ )
+ {
+ r = gammatable[pal[0]];
+ g = gammatable[pal[1]];
+ b = gammatable[pal[2]];
+ pal += 3;
+
+ //v = (r<<24) + (g<<16) + (b<<8) + 255;
+ //v = BigLong (v);
+
+ //tex_palette[i] = v;
+ tex_palette[i * 3 + 0] = r;
+ tex_palette[i * 3 + 1] = g;
+ tex_palette[i * 3 + 2] = b;
+ }
}
-void SetTexParameters (void)
-{
- qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, texture_mode );
-
- switch ( texture_mode )
- {
- case GL_NEAREST:
- case GL_NEAREST_MIPMAP_NEAREST:
- case GL_NEAREST_MIPMAP_LINEAR:
- qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
- break;
- case GL_LINEAR:
- case GL_LINEAR_MIPMAP_NEAREST:
- case GL_LINEAR_MIPMAP_LINEAR:
- qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
- break;
- }
+void SetTexParameters( void ){
+ qglTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, texture_mode );
+
+ switch ( texture_mode )
+ {
+ case GL_NEAREST:
+ case GL_NEAREST_MIPMAP_NEAREST:
+ case GL_NEAREST_MIPMAP_LINEAR:
+ qglTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
+ break;
+ case GL_LINEAR:
+ case GL_LINEAR_MIPMAP_NEAREST:
+ case GL_LINEAR_MIPMAP_LINEAR:
+ qglTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
+ break;
+ }
}
/*
-============
-Texture_SetMode
-============
-*/
-void Texture_SetMode(int iMenu)
-{
- int iMode;
- qboolean texturing = true;
- gpointer item = NULL;
-
- switch (iMenu)
- {
- case ID_VIEW_NEAREST:
- item = g_object_get_data (G_OBJECT (g_pParentWnd->m_pWidget), "menu_view_nearest");
- iMode = GL_NEAREST;
- break;
- case ID_VIEW_NEARESTMIPMAP:
- item = g_object_get_data (G_OBJECT (g_pParentWnd->m_pWidget), "menu_view_nearestmipmap");
- iMode = GL_NEAREST_MIPMAP_NEAREST;
- break;
- case ID_VIEW_LINEAR:
- item = g_object_get_data (G_OBJECT (g_pParentWnd->m_pWidget), "menu_view_linear");
- iMode = GL_LINEAR;
- break;
- case ID_VIEW_BILINEAR:
- item = g_object_get_data (G_OBJECT (g_pParentWnd->m_pWidget), "menu_view_bilinear");
- iMode = GL_NEAREST_MIPMAP_LINEAR;
- break;
- case ID_VIEW_BILINEARMIPMAP:
- item = g_object_get_data (G_OBJECT (g_pParentWnd->m_pWidget), "menu_view_bilinearmipmap");
- iMode = GL_LINEAR_MIPMAP_NEAREST;
- break;
- case ID_VIEW_TRILINEAR:
- item = g_object_get_data (G_OBJECT (g_pParentWnd->m_pWidget), "menu_view_trilinear");
- iMode = GL_LINEAR_MIPMAP_LINEAR;
- break;
- case ID_TEXTURES_WIREFRAME:
- item = g_object_get_data (G_OBJECT (g_pParentWnd->m_pWidget), "menu_view_wireframe");
- iMode = -1;
- texturing = false;
- break;
- case ID_TEXTURES_FLATSHADE:
- item = g_object_get_data (G_OBJECT (g_pParentWnd->m_pWidget), "menu_view_flatshade");
- iMode = -1;
- texturing = false;
- break;
- default:
- return;
- }
-
- g_qeglobals.d_savedinfo.iTexMenu = iMenu;
- // NOTE: texture_mode is a GLenum used directly in glTexParameter
- if(iMode!=-1) texture_mode = iMode;
-
- g_bIgnoreCommands++;
- if (item != NULL)
- gtk_check_menu_item_set_active (GTK_CHECK_MENU_ITEM (item), TRUE);
- g_bIgnoreCommands--;
-
- if (texturing)
- SetTexParameters ();
-
- if ( !texturing && iMenu == ID_TEXTURES_WIREFRAME)
- {
- g_pParentWnd->GetCamWnd()->Camera()->draw_mode = cd_wire;
- Map_BuildBrushData();
- Sys_UpdateWindows (W_ALL);
- return;
- } else if ( !texturing && iMenu == ID_TEXTURES_FLATSHADE)
- {
- g_pParentWnd->GetCamWnd()->Camera()->draw_mode = cd_solid;
- Map_BuildBrushData();
- Sys_UpdateWindows (W_ALL);
- return;
- }
-
- for (qtexture_t *q = g_qeglobals.d_qtextures; q; q = q->next)
- {
- qglBindTexture (GL_TEXTURE_2D, q->texture_number);
- SetTexParameters ();
- }
-
- // select the default texture
- qglBindTexture( GL_TEXTURE_2D, 0 );
-
- qglFinish();
-
- if (g_pParentWnd->GetCamWnd()->Camera()->draw_mode != cd_texture)
- {
- g_pParentWnd->GetCamWnd()->Camera()->draw_mode = cd_texture;
- Map_BuildBrushData();
- }
-
- Sys_UpdateWindows (W_ALL);
+ ============
+ Texture_SetMode
+ ============
+ */
+void Texture_SetMode( int iMenu ){
+ int iMode;
+ qboolean texturing = true;
+ gpointer item = NULL;
+
+ switch ( iMenu )
+ {
+ case ID_VIEW_NEAREST:
+ item = g_object_get_data( G_OBJECT( g_pParentWnd->m_pWidget ), "menu_view_nearest" );
+ iMode = GL_NEAREST;
+ break;
+ case ID_VIEW_NEARESTMIPMAP:
+ item = g_object_get_data( G_OBJECT( g_pParentWnd->m_pWidget ), "menu_view_nearestmipmap" );
+ iMode = GL_NEAREST_MIPMAP_NEAREST;
+ break;
+ case ID_VIEW_LINEAR:
+ item = g_object_get_data( G_OBJECT( g_pParentWnd->m_pWidget ), "menu_view_linear" );
+ iMode = GL_LINEAR;
+ break;
+ case ID_VIEW_BILINEAR:
+ item = g_object_get_data( G_OBJECT( g_pParentWnd->m_pWidget ), "menu_view_bilinear" );
+ iMode = GL_NEAREST_MIPMAP_LINEAR;
+ break;
+ case ID_VIEW_BILINEARMIPMAP:
+ item = g_object_get_data( G_OBJECT( g_pParentWnd->m_pWidget ), "menu_view_bilinearmipmap" );
+ iMode = GL_LINEAR_MIPMAP_NEAREST;
+ break;
+ case ID_VIEW_TRILINEAR:
+ item = g_object_get_data( G_OBJECT( g_pParentWnd->m_pWidget ), "menu_view_trilinear" );
+ iMode = GL_LINEAR_MIPMAP_LINEAR;
+ break;
+ case ID_TEXTURES_WIREFRAME:
+ item = g_object_get_data( G_OBJECT( g_pParentWnd->m_pWidget ), "menu_view_wireframe" );
+ iMode = -1;
+ texturing = false;
+ break;
+ case ID_TEXTURES_FLATSHADE:
+ item = g_object_get_data( G_OBJECT( g_pParentWnd->m_pWidget ), "menu_view_flatshade" );
+ iMode = -1;
+ texturing = false;
+ break;
+ default:
+ return;
+ }
+
+ g_qeglobals.d_savedinfo.iTexMenu = iMenu;
+ // NOTE: texture_mode is a GLenum used directly in glTexParameter
+ if ( iMode != -1 ) {
+ texture_mode = iMode;
+ }
+
+ g_bIgnoreCommands++;
+ if ( item != NULL ) {
+ gtk_check_menu_item_set_active( GTK_CHECK_MENU_ITEM( item ), TRUE );
+ }
+ g_bIgnoreCommands--;
+
+ if ( texturing ) {
+ SetTexParameters();
+ }
+
+ if ( !texturing && iMenu == ID_TEXTURES_WIREFRAME ) {
+ g_pParentWnd->GetCamWnd()->Camera()->draw_mode = cd_wire;
+ Map_BuildBrushData();
+ Sys_UpdateWindows( W_ALL );
+ return;
+ }
+ else if ( !texturing && iMenu == ID_TEXTURES_FLATSHADE ) {
+ g_pParentWnd->GetCamWnd()->Camera()->draw_mode = cd_solid;
+ Map_BuildBrushData();
+ Sys_UpdateWindows( W_ALL );
+ return;
+ }
+
+ for ( qtexture_t *q = g_qeglobals.d_qtextures; q; q = q->next )
+ {
+ qglBindTexture( GL_TEXTURE_2D, q->texture_number );
+ SetTexParameters();
+ }
+
+ // select the default texture
+ qglBindTexture( GL_TEXTURE_2D, 0 );
+
+ qglFinish();
+
+ if ( g_pParentWnd->GetCamWnd()->Camera()->draw_mode != cd_texture ) {
+ g_pParentWnd->GetCamWnd()->Camera()->draw_mode = cd_texture;
+ Map_BuildBrushData();
+ }
+
+ Sys_UpdateWindows( W_ALL );
}
/*!
-gamma correction stuff
-took out of QERApp_LoadTextureRGBA for clarity
-*/
+ gamma correction stuff
+ took out of QERApp_LoadTextureRGBA for clarity
+ */
byte g_gammatable[256];
-void ResampleGamma(float fGamma)
-{
- int i,inf;
- if (fGamma == 1.0)
- {
- for (i = 0; i < 256; i++)
- g_gammatable[i] = i;
- } else
- {
- for (i = 0; i < 256; i++)
- {
- inf = (int)( 255.0f * pow( (i + 0.5f) / 255.5f , fGamma ) + 0.5f );
- if (inf < 0)
- inf = 0;
- if (inf > 255)
- inf = 255;
- g_gammatable[i] = inf;
- }
- }
+void ResampleGamma( float fGamma ){
+ int i,inf;
+ if ( fGamma == 1.0 ) {
+ for ( i = 0; i < 256; i++ )
+ g_gammatable[i] = i;
+ }
+ else
+ {
+ for ( i = 0; i < 256; i++ )
+ {
+ inf = (int)( 255.0f * pow( ( i + 0.5f ) / 255.5f, fGamma ) + 0.5f );
+ if ( inf < 0 ) {
+ inf = 0;
+ }
+ if ( inf > 255 ) {
+ inf = 255;
+ }
+ g_gammatable[i] = inf;
+ }
+ }
}
/*!
-this function does the actual processing of raw RGBA data into a GL texture
-it will also generate the mipmaps
-it looks like pPixels nWidth nHeight are the only relevant parameters
-*/
-qtexture_t *QERApp_LoadTextureRGBA(unsigned char* pPixels, int nWidth, int nHeight)
-{
- static float fGamma = -1;
- float total[3];
- byte *outpixels = NULL;
- int i, j, resampled, width2, height2, width3, height3;
- int max_tex_size = 0, mip = 0;
- int nCount = nWidth * nHeight;
-
- if (fGamma != g_qeglobals.d_savedinfo.fGamma)
- {
- fGamma = g_qeglobals.d_savedinfo.fGamma;
- ResampleGamma(fGamma);
- }
-
- qglGetIntegerv(GL_MAX_TEXTURE_SIZE, &max_tex_size);
- if (!max_tex_size)
- max_tex_size = 1024;
-
- qtexture_t *q = (qtexture_t*)g_malloc(sizeof(*q));
- q->width = nWidth;
- q->height = nHeight;
-
- total[0] = total[1] = total[2] = 0.0f;
-
- // resample texture gamma according to user settings
- for (i = 0; i < (nCount * 4); i += 4)
- {
- for (j = 0; j < 3; j++)
- {
- total[j] += (pPixels + i)[j];
- byte b = (pPixels + i)[j];
- (pPixels + i)[j] = g_gammatable[b];
- }
- }
-
- q->color[0] = total[0] / (nCount * 255);
- q->color[1] = total[1] / (nCount * 255);
- q->color[2] = total[2] / (nCount * 255);
-
- qglGenTextures (1, &q->texture_number);
-
- qglBindTexture( GL_TEXTURE_2D, q->texture_number );
-
- SetTexParameters();
-
- width2 = 1; while (width2 < nWidth) width2 <<= 1;
- height2 = 1; while (height2 < nHeight) height2 <<= 1;
-
- width3 = width2;
- height3 = height2;
- while (width3 > max_tex_size) width3 >>= 1;
- while (height3 > max_tex_size) height3 >>= 1;
- if (width3 < 1) width3 = 1;
- if (height3 < 1) height3 = 1;
-
- if (!(width2 == nWidth && height2 == nHeight)) {
- resampled = 1;
- outpixels = (byte *)malloc(width2 * height2 * 4);
- R_ResampleTexture(pPixels, nWidth, nHeight, outpixels, width2, height2, 4);
- } else {
- resampled = 0;
- outpixels = pPixels;
- }
-
- while (width2 > width3 || height2 > height3)
- {
- GL_MipReduce(outpixels, outpixels, width2, height2, width3, height3);
-
- if (width2 > width3)
- width2 >>= 1;
- if (height2 > height3)
- height2 >>= 1;
- }
-
- qglTexImage2D(GL_TEXTURE_2D, mip++, g_qeglobals.texture_components, width2, height2, 0, GL_RGBA, GL_UNSIGNED_BYTE, outpixels);
- while (width2 > 1 || height2 > 1)
- {
- GL_MipReduce(outpixels, outpixels, width2, height2, 1, 1);
-
- if (width2 > 1)
- width2 >>= 1;
- if (height2 > 1)
- height2 >>= 1;
-
- qglTexImage2D(GL_TEXTURE_2D, mip++, g_qeglobals.texture_components, width2, height2, 0, GL_RGBA, GL_UNSIGNED_BYTE, outpixels);
- }
-
- qglBindTexture(GL_TEXTURE_2D, 0);
- if (resampled)
- free(outpixels);
-
- return q;
+ this function does the actual processing of raw RGBA data into a GL texture
+ it will also generate the mipmaps
+ it looks like pPixels nWidth nHeight are the only relevant parameters
+ */
+qtexture_t *QERApp_LoadTextureRGBA( unsigned char* pPixels, int nWidth, int nHeight ){
+ static float fGamma = -1;
+ float total[3];
+ byte *outpixels = NULL;
+ int i, j, resampled, width2, height2, width3, height3;
+ int max_tex_size = 0, mip = 0;
+ int nCount = nWidth * nHeight;
+
+ if ( fGamma != g_qeglobals.d_savedinfo.fGamma ) {
+ fGamma = g_qeglobals.d_savedinfo.fGamma;
+ ResampleGamma( fGamma );
+ }
+
+ qglGetIntegerv( GL_MAX_TEXTURE_SIZE, &max_tex_size );
+ if ( !max_tex_size ) {
+ max_tex_size = 1024;
+ }
+
+ qtexture_t *q = (qtexture_t*)g_malloc( sizeof( *q ) );
+ q->width = nWidth;
+ q->height = nHeight;
+
+ total[0] = total[1] = total[2] = 0.0f;
+
+ // resample texture gamma according to user settings
+ for ( i = 0; i < ( nCount * 4 ); i += 4 )
+ {
+ for ( j = 0; j < 3; j++ )
+ {
+ total[j] += ( pPixels + i )[j];
+ byte b = ( pPixels + i )[j];
+ ( pPixels + i )[j] = g_gammatable[b];
+ }
+ }
+
+ q->color[0] = total[0] / ( nCount * 255 );
+ q->color[1] = total[1] / ( nCount * 255 );
+ q->color[2] = total[2] / ( nCount * 255 );
+
+ qglGenTextures( 1, &q->texture_number );
+
+ qglBindTexture( GL_TEXTURE_2D, q->texture_number );
+
+ SetTexParameters();
+
+ width2 = 1; while ( width2 < nWidth ) width2 <<= 1;
+ height2 = 1; while ( height2 < nHeight ) height2 <<= 1;
+
+ width3 = width2;
+ height3 = height2;
+ while ( width3 > max_tex_size ) width3 >>= 1;
+ while ( height3 > max_tex_size ) height3 >>= 1;
+ if ( width3 < 1 ) {
+ width3 = 1;
+ }
+ if ( height3 < 1 ) {
+ height3 = 1;
+ }
+
+ if ( !( width2 == nWidth && height2 == nHeight ) ) {
+ resampled = 1;
+ outpixels = (byte *)malloc( width2 * height2 * 4 );
+ R_ResampleTexture( pPixels, nWidth, nHeight, outpixels, width2, height2, 4 );
+ }
+ else {
+ resampled = 0;
+ outpixels = pPixels;
+ }
+
+ while ( width2 > width3 || height2 > height3 )
+ {
+ GL_MipReduce( outpixels, outpixels, width2, height2, width3, height3 );
+
+ if ( width2 > width3 ) {
+ width2 >>= 1;
+ }
+ if ( height2 > height3 ) {
+ height2 >>= 1;
+ }
+ }
+
+ qglTexImage2D( GL_TEXTURE_2D, mip++, g_qeglobals.texture_components, width2, height2, 0, GL_RGBA, GL_UNSIGNED_BYTE, outpixels );
+ while ( width2 > 1 || height2 > 1 )
+ {
+ GL_MipReduce( outpixels, outpixels, width2, height2, 1, 1 );
+
+ if ( width2 > 1 ) {
+ width2 >>= 1;
+ }
+ if ( height2 > 1 ) {
+ height2 >>= 1;
+ }
+
+ qglTexImage2D( GL_TEXTURE_2D, mip++, g_qeglobals.texture_components, width2, height2, 0, GL_RGBA, GL_UNSIGNED_BYTE, outpixels );
+ }
+
+ qglBindTexture( GL_TEXTURE_2D, 0 );
+ if ( resampled ) {
+ free( outpixels );
+ }
+
+ return q;
}
/*
-==================
-DumpUnreferencedShaders
-usefull function: dumps the list of .shader files that are not referenced to the console
-==================
-*/
-void DumpUnreferencedShaders()
-{
- GSList *lst, *sh, *files;
- bool bFound = false;
-
- files = vfsGetFileList ("scripts", "shader");
- for (lst = files; lst; lst = lst->next)
- {
- bool listed = false;
-
- for (sh = l_shaderfiles; sh != NULL; sh = g_slist_next (sh))
- if (!strcmp ((char*)sh->data, (char*)lst->data))
- {
- listed = true;
- break;
- }
-
- if (!listed)
- {
- if (!bFound)
- {
- bFound = true;
- Sys_FPrintf (SYS_WRN, "Following shader files are not referenced in shaderlist.txt:\n");
- }
- Sys_FPrintf (SYS_WRN, "%s\n", (char*)lst->data);
- }
- }
-
- vfsClearFileDirList (&files);
+ ==================
+ DumpUnreferencedShaders
+ usefull function: dumps the list of .shader files that are not referenced to the console
+ ==================
+ */
+void DumpUnreferencedShaders(){
+ GSList *lst, *sh, *files;
+ bool bFound = false;
+
+ files = vfsGetFileList( "scripts", "shader" );
+ for ( lst = files; lst; lst = lst->next )
+ {
+ bool listed = false;
+
+ for ( sh = l_shaderfiles; sh != NULL; sh = g_slist_next( sh ) )
+ if ( !strcmp( (char*)sh->data, (char*)lst->data ) ) {
+ listed = true;
+ break;
+ }
+
+ if ( !listed ) {
+ if ( !bFound ) {
+ bFound = true;
+ Sys_FPrintf( SYS_WRN, "Following shader files are not referenced in shaderlist.txt:\n" );
+ }
+ Sys_FPrintf( SYS_WRN, "%s\n", (char*)lst->data );
+ }
+ }
+
+ vfsClearFileDirList( &files );
}
/*
-==================
-BuildShaderList
-build a CStringList of shader names
-==================
-*/
-void BuildShaderList()
-{
- int count;
- char filename[1024];
- char *pBuff;
- char dirstring[NAME_MAX];
- int nLen;
- if (l_shaderfiles!=NULL)
- {
- g_slist_free(l_shaderfiles);
- l_shaderfiles = NULL;
- }
-
- if (g_pGameDescription->mGameFile != "hl.game")
- {
- strcpy(filename, g_pGameDescription->mShaderlist.GetBuffer());
- count = vfsGetFileCount(filename, 0 );
- if (count==0)
- {
- Sys_FPrintf(SYS_ERR, "Couldn't find '%s'\n", g_pGameDescription->mShaderlist.GetBuffer());
- return;
- }
- // NOTE TTimo we use vfsGetFullPath solely to get the full path of the shader list we are gonna load
- // but we actually send the relative path to vfsLoadFile
- // so let's hope there is no disparity between the two functions
- if (!vfsGetFullPath(filename, 0, 0))
- {
- Sys_FPrintf(SYS_ERR, "Couldn't find full path for '%s'\n", g_pGameDescription->mShaderlist.GetBuffer());
- Sys_FPrintf(SYS_ERR, "did you hit bug http://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=130 ?\n");
- return;
- }
- Sys_Printf("Parsing shader files from %s\n", vfsGetFullPath(filename, 0, 0));
- nLen = vfsLoadFile (filename, reinterpret_cast<void**>(&pBuff), 0);
- if (nLen > 0)
- {
- StartTokenParsing(pBuff);
- nLen = 0;
- while (GetToken(true))
- {
- GSList *tmp;
- bool found = false;
-
- // each token should be a shader filename
- sprintf(dirstring, "%s.shader", token);
-
- for (tmp = l_shaderfiles; tmp != NULL; tmp = tmp->next)
- {
- if (!strcmp (dirstring, (char*)tmp->data))
- {
- found = true;
- Sys_FPrintf(SYS_WRN, "duplicate entry \"%s\" in shaderlist.txt\n", (char*)tmp->data);
- break;
- }
- }
-
- if (!found)
- {
- l_shaderfiles = g_slist_append (l_shaderfiles, strdup (dirstring));
- nLen++;
- }
- }
- g_free(pBuff);
- }
- }
+ ==================
+ BuildShaderList
+ build a CStringList of shader names
+ ==================
+ */
+void BuildShaderList(){
+ int count;
+ char filename[1024];
+ char *pBuff;
+ char dirstring[NAME_MAX];
+ int nLen;
+ if ( l_shaderfiles != NULL ) {
+ g_slist_free( l_shaderfiles );
+ l_shaderfiles = NULL;
+ }
+
+ if ( g_pGameDescription->mGameFile != "hl.game" ) {
+ strcpy( filename, g_pGameDescription->mShaderlist.GetBuffer() );
+ count = vfsGetFileCount( filename, 0 );
+ if ( count == 0 ) {
+ Sys_FPrintf( SYS_ERR, "Couldn't find '%s'\n", g_pGameDescription->mShaderlist.GetBuffer() );
+ return;
+ }
+ // NOTE TTimo we use vfsGetFullPath solely to get the full path of the shader list we are gonna load
+ // but we actually send the relative path to vfsLoadFile
+ // so let's hope there is no disparity between the two functions
+ if ( !vfsGetFullPath( filename, 0, 0 ) ) {
+ Sys_FPrintf( SYS_ERR, "Couldn't find full path for '%s'\n", g_pGameDescription->mShaderlist.GetBuffer() );
+ return;
+ }
+ Sys_Printf( "Parsing shader files from %s\n", vfsGetFullPath( filename, 0, 0 ) );
+ nLen = vfsLoadFile( filename, reinterpret_cast<void**>( &pBuff ), 0 );
+ if ( nLen > 0 ) {
+ StartTokenParsing( pBuff );
+ nLen = 0;
+ while ( GetToken( true ) )
+ {
+ GSList *tmp;
+ bool found = false;
+
+ // each token should be a shader filename
+ sprintf( dirstring, "%s.shader", token );
+
+ for ( tmp = l_shaderfiles; tmp != NULL; tmp = tmp->next )
+ {
+ if ( !strcmp( dirstring, (char*)tmp->data ) ) {
+ found = true;
+ Sys_FPrintf( SYS_WRN, "duplicate entry \"%s\" in shaderlist.txt\n", (char*)tmp->data );
+ break;
+ }
+ }
+
+ if ( !found ) {
+ l_shaderfiles = g_slist_append( l_shaderfiles, strdup( dirstring ) );
+ nLen++;
+ }
+ }
+ g_free( pBuff );
+ }
+ }
}
/*
-==================
-FillTextureMenu
-
-==================
-*/
-void ClearGSList (GSList* lst)
-{
- GSList *p = lst;
- while (p)
- {
- free (p->data);
- p = g_slist_remove (p, p->data);
- }
+ ==================
+ FillTextureMenu
+
+ ==================
+ */
+void ClearGSList( GSList* lst ){
+ GSList *p = lst;
+ while ( p )
+ {
+ free( p->data );
+ p = g_slist_remove( p, p->data );
+ }
}
-void FillTextureMenu (GSList** pArray)
-{
- GtkWidget *menu, *sep, *item; // point to the Textures GtkMenu and to the last separator
- GList *lst;
- GSList *texdirs = NULL;
- GSList *texdirs_tmp = NULL;
- GSList *p;
- char dirRoot[NAME_MAX];
-
- // delete everything
- menu = GTK_WIDGET (g_object_get_data (G_OBJECT (g_qeglobals_gui.d_main_window), "menu_textures"));
- sep = GTK_WIDGET (g_object_get_data (G_OBJECT (g_qeglobals_gui.d_main_window), "menu_textures_separator"));
- lst = g_list_find (gtk_container_children (GTK_CONTAINER (menu)), sep);
- while (lst->next)
- {
- // these delete functions are recursive, it's gonna free all submenus
- gtk_widget_destroy (GTK_WIDGET (lst->next->data));
- // lst is no longer relevant, need to get it again
- lst = g_list_find (gtk_container_children (GTK_CONTAINER (menu)), sep);
- }
-
- texture_nummenus = 0;
-
- // add everything
- if (!g_qeglobals.d_project_entity)
- return;
-
- // scan texture dirs and pak files only if not restricting to shaderlist
- if (!g_PrefsDlg.m_bTexturesShaderlistOnly)
- {
- texdirs_tmp = vfsGetDirList ("textures/");
- for (p=texdirs_tmp; p; p=g_slist_next(p))
- {
- // Hydra: erm, this didn't used to do anything except leak memory...
- // For Halflife support this is required to work however.
- // g_slist_append(texdirs, p->data);
- texdirs = g_slist_append(texdirs, strdup((char *)p->data));
- }
- vfsClearFileDirList (&texdirs_tmp);
- }
-
- // scan the shaders in shaderlist.txt
- BuildShaderList ();
- PreloadShaders ();
- DumpUnreferencedShaders ();
- while (l_shaderfiles != NULL)
- {
- char shaderfile[PATH_MAX];
- gboolean found = FALSE;
-
- ExtractFileName ((char*)l_shaderfiles->data, shaderfile);
- StripExtension (shaderfile);
- g_strdown (shaderfile);
-
- for (GSList *tmp = texdirs; tmp; tmp = g_slist_next (tmp))
- if (!strcasecmp ((char*)tmp->data, shaderfile))
- {
- found = TRUE;
- break;
- }
-
- if (!found)
- texdirs = g_slist_prepend (texdirs, strdup (shaderfile));
-
- free (l_shaderfiles->data);
- l_shaderfiles = g_slist_remove (l_shaderfiles, l_shaderfiles->data);
- }
-
- // sort the list
- texdirs = g_slist_sort (texdirs, (GCompareFunc)strcmp);
-
- GSList *temp = texdirs;
- while (temp)
- {
- char* ptr = strchr ((char*)temp->data, '_');
-
- // do we shrink the menus?
- if (ptr != NULL)
- {
- // extract the root
- strcpy (dirRoot, (char*)temp->data);
- dirRoot[ptr - (char*)temp->data + 1] = 0;
-
- // we shrink only if we have at least two things to shrink :-)
- if (temp->next && (strstr ((char*)temp->next->data, dirRoot) == (char*)temp->next->data))
- {
- GtkWidget *pSubMenu = gtk_menu_new ();
- GtkWidget *pSubMenuRef = pSubMenu;
- // keep going...
- do
- {
- item = gtk_menu_item_new_with_label ((char*)temp->data);
- gtk_widget_show (item);
- CheckMenuSplitting (pSubMenu);
- gtk_container_add (GTK_CONTAINER (pSubMenu), item);
- gtk_signal_connect (GTK_OBJECT (item), "activate", GTK_SIGNAL_FUNC (HandleCommand),
- GINT_TO_POINTER (CMD_TEXTUREWAD+texture_nummenus));
-
- strcpy (texture_menunames[texture_nummenus], (char*)temp->data);
- strcat (texture_menunames[texture_nummenus], "/");
- if (pArray)
- *pArray = g_slist_append (*pArray, strdup ((char*)temp->data));
- if (++texture_nummenus == MAX_TEXTUREDIRS)
- {
- Sys_Printf("WARNING: max texture directories count has been reached!\n");
- // push submenu and get out
- item = gtk_menu_item_new_with_label (dirRoot);
- gtk_widget_show (item);
- gtk_container_add (GTK_CONTAINER (menu), item);
- gtk_menu_item_set_submenu (GTK_MENU_ITEM (item), pSubMenu);
- ClearGSList (texdirs);
- return;
- }
- temp = temp->next;
- }
- while (temp && (strstr((char*)temp->data, dirRoot)==temp->data));
-
- ptr = strchr (dirRoot, '_');
- *ptr = 0;
- item = gtk_menu_item_new_with_label (dirRoot);
- gtk_widget_show (item);
- CheckMenuSplitting (menu);
- gtk_container_add (GTK_CONTAINER (menu), item);
- gtk_menu_item_set_submenu (GTK_MENU_ITEM (item), pSubMenuRef);
- continue;
- }
- }
-
- item = gtk_menu_item_new_with_label ((char*)temp->data);
- gtk_widget_show (item);
- CheckMenuSplitting (menu);
- gtk_container_add (GTK_CONTAINER (menu), item);
- gtk_signal_connect (GTK_OBJECT (item), "activate", GTK_SIGNAL_FUNC (HandleCommand),
- GINT_TO_POINTER (CMD_TEXTUREWAD+texture_nummenus));
-
- strcpy (texture_menunames[texture_nummenus], (char*)temp->data);
- strcat (texture_menunames[texture_nummenus], "/");
- if (pArray)
- *pArray = g_slist_append (*pArray, strdup ((char*)temp->data));
- if (++texture_nummenus == MAX_TEXTUREDIRS)
- {
- Sys_Printf("WARNING: max texture directories count has been reached!\n");
- ClearGSList (texdirs);
- return;
- }
-
- temp = temp->next;
- }
- ClearGSList (texdirs);
+void FillTextureMenu( GSList** pArray ){
+ GtkWidget *menu, *sep, *item; // point to the Textures GtkMenu and to the last separator
+ GList *lst;
+ GSList *texdirs = NULL;
+ GSList *texdirs_tmp = NULL;
+ GSList *p;
+ char dirRoot[NAME_MAX];
+
+ // delete everything
+ menu = GTK_WIDGET( g_object_get_data( G_OBJECT( g_qeglobals_gui.d_main_window ), "menu_textures" ) );
+ sep = GTK_WIDGET( g_object_get_data( G_OBJECT( g_qeglobals_gui.d_main_window ), "menu_textures_separator" ) );
+ lst = g_list_find( gtk_container_children( GTK_CONTAINER( menu ) ), sep );
+ while ( lst->next )
+ {
+ // these delete functions are recursive, it's gonna free all submenus
+ gtk_widget_destroy( GTK_WIDGET( lst->next->data ) );
+ // lst is no longer relevant, need to get it again
+ lst = g_list_find( gtk_container_children( GTK_CONTAINER( menu ) ), sep );
+ }
+
+ texture_nummenus = 0;
+
+ // add everything
+ if ( !g_qeglobals.d_project_entity ) {
+ return;
+ }
+
+ // scan texture dirs and pak files only if not restricting to shaderlist
+ if ( !g_PrefsDlg.m_bTexturesShaderlistOnly ) {
+ texdirs_tmp = vfsGetDirList( "textures/" );
+ for ( p = texdirs_tmp; p; p = g_slist_next( p ) )
+ {
+ // Hydra: erm, this didn't used to do anything except leak memory...
+ // For Halflife support this is required to work however.
+ // g_slist_append(texdirs, p->data);
+ texdirs = g_slist_append( texdirs, strdup( (char *)p->data ) );
+ }
+ vfsClearFileDirList( &texdirs_tmp );
+ }
+
+ // scan the shaders in shaderlist.txt
+ BuildShaderList();
+ PreloadShaders();
+ DumpUnreferencedShaders();
+ while ( l_shaderfiles != NULL )
+ {
+ char shaderfile[PATH_MAX];
+ gboolean found = FALSE;
+
+ ExtractFileName( (char*)l_shaderfiles->data, shaderfile );
+ StripExtension( shaderfile );
+ g_strdown( shaderfile );
+
+ for ( GSList *tmp = texdirs; tmp; tmp = g_slist_next( tmp ) )
+ if ( !strcasecmp( (char*)tmp->data, shaderfile ) ) {
+ found = TRUE;
+ break;
+ }
+
+ if ( !found ) {
+ texdirs = g_slist_prepend( texdirs, strdup( shaderfile ) );
+ }
+
+ free( l_shaderfiles->data );
+ l_shaderfiles = g_slist_remove( l_shaderfiles, l_shaderfiles->data );
+ }
+
+ // sort the list
+ texdirs = g_slist_sort( texdirs, (GCompareFunc)strcmp );
+
+ GSList *temp = texdirs;
+ while ( temp )
+ {
+ char* ptr = strchr( (char*)temp->data, '_' );
+
+ // do we shrink the menus?
+ if ( ptr != NULL ) {
+ // extract the root
+ strcpy( dirRoot, (char*)temp->data );
+ dirRoot[ptr - (char*)temp->data + 1] = 0;
+
+ // we shrink only if we have at least two things to shrink :-)
+ if ( temp->next && ( strstr( (char*)temp->next->data, dirRoot ) == (char*)temp->next->data ) ) {
+ GtkWidget *pSubMenu = gtk_menu_new();
+ GtkWidget *pSubMenuRef = pSubMenu;
+ // keep going...
+ do
+ {
+ item = gtk_menu_item_new_with_label( (char*)temp->data );
+ gtk_widget_show( item );
+ CheckMenuSplitting( pSubMenu );
+ gtk_container_add( GTK_CONTAINER( pSubMenu ), item );
+ gtk_signal_connect( GTK_OBJECT( item ), "activate", GTK_SIGNAL_FUNC( HandleCommand ),
+ GINT_TO_POINTER( CMD_TEXTUREWAD + texture_nummenus ) );
+
+ strcpy( texture_menunames[texture_nummenus], (char*)temp->data );
+ strcat( texture_menunames[texture_nummenus], "/" );
+ if ( pArray ) {
+ *pArray = g_slist_append( *pArray, strdup( (char*)temp->data ) );
+ }
+ if ( ++texture_nummenus == MAX_TEXTUREDIRS ) {
+ Sys_Printf( "WARNING: max texture directories count has been reached!\n" );
+ // push submenu and get out
+ item = gtk_menu_item_new_with_label( dirRoot );
+ gtk_widget_show( item );
+ gtk_container_add( GTK_CONTAINER( menu ), item );
+ gtk_menu_item_set_submenu( GTK_MENU_ITEM( item ), pSubMenu );
+ ClearGSList( texdirs );
+ return;
+ }
+ temp = temp->next;
+ }
+ while ( temp && ( strstr( (char*)temp->data, dirRoot ) == temp->data ) );
+
+ ptr = strchr( dirRoot, '_' );
+ *ptr = 0;
+ item = gtk_menu_item_new_with_label( dirRoot );
+ gtk_widget_show( item );
+ CheckMenuSplitting( menu );
+ gtk_container_add( GTK_CONTAINER( menu ), item );
+ gtk_menu_item_set_submenu( GTK_MENU_ITEM( item ), pSubMenuRef );
+ continue;
+ }
+ }
+
+ item = gtk_menu_item_new_with_label( (char*)temp->data );
+ gtk_widget_show( item );
+ CheckMenuSplitting( menu );
+ gtk_container_add( GTK_CONTAINER( menu ), item );
+ gtk_signal_connect( GTK_OBJECT( item ), "activate", GTK_SIGNAL_FUNC( HandleCommand ),
+ GINT_TO_POINTER( CMD_TEXTUREWAD + texture_nummenus ) );
+
+ strcpy( texture_menunames[texture_nummenus], (char*)temp->data );
+ strcat( texture_menunames[texture_nummenus], "/" );
+ if ( pArray ) {
+ *pArray = g_slist_append( *pArray, strdup( (char*)temp->data ) );
+ }
+ if ( ++texture_nummenus == MAX_TEXTUREDIRS ) {
+ Sys_Printf( "WARNING: max texture directories count has been reached!\n" );
+ ClearGSList( texdirs );
+ return;
+ }
+
+ temp = temp->next;
+ }
+ ClearGSList( texdirs );
}
/*
-==============
-Texture_ShowDirectory
-relies on texture_directory global for the directory to use
-called by
- void Texture_ShowDirectory (int menunum, bool bLinked)
- void Texture_ShowDirectory (char* pPath, bool bLinked)
-1) Load the shaders for the given directory
-2) Scan the remaining texture, load them and assign them a default shader (the "noshader" shader)
-NOTE: when writing a texture plugin, or some texture extensions, this function may need to be overriden, and made
- available through the IShaders interface
-NOTE: for texture window layout:
- all shaders are stored with alphabetical order after load
- previously loaded and displayed stuff is hidden, only in-use and newly loaded is shown
- ( the GL textures are not flushed though)
-==============
-*/
-void Texture_ShowDirectory ()
-{
- char name[1024];
- char dirstring[1024];
- CString strTemp;
- int shaders_count = 0;
- int textures_count = 0;
- GSList *files = NULL, *temp;
-
- g_bScreenUpdates = false;
-
- // refresh the in-use textures: that will clear the IsDisplayed flag on unused stuff
- // and leave it on in-use so they'll still be displayed
- Texture_ShowInuse();
- // and textures loaded in the following lines will be displayed as well...
- // NOTE: shaders that are not in use but have been loaded previously are still in memory. But they don't get displayed.
-
- g_qeglobals.d_texturewin.originy = 0;
- // load texture_directory.shader
- // NOTE: because of above call to Texture_ClearInuse, g_ActiveShaders will have the newly loaded shaders only
- // we'll use that later to check if textures have a shader associated or not
- // 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
- // NOTE: QERApp_LoadShadersFromDir has two criterions for loading a shader:
- // the shaderfile is texture_directory (like "museum" will load everything in museum.shader)
- // the shader name contains texture_directory (like "base_floor" will load museum.shader::base_floor/concfloor_rain)
- shaders_count = QERApp_LoadShadersFromDir(texture_directory);
- // load remaining texture files
- // if a texture is already in use to represent a shader, ignore it
-
- // need this function "GSList *lst SynapseServer::GetMinorList(char *major_name);"
-
- sprintf (dirstring, "textures/%s", texture_directory);
- g_ImageManager.BeginExtensionsScan();
- const char* ext;
- while((ext=g_ImageManager.GetNextExtension()) != NULL)
- {
- files = g_slist_concat(files, vfsGetFileList (dirstring, ext));
- }
-
- for (temp = files; temp; temp = temp->next)
- {
- sprintf(name, "%s%s", texture_directory, (char*)temp->data);
-
- StripExtension (name);
- strTemp = name;
- strTemp.MakeLower();
-
- if (strTemp.Find(".specular") >= 0 ||
- strTemp.Find(".glow") >= 0 ||
- strTemp.Find(".bump") >= 0 ||
- strTemp.Find(".diffuse") >= 0 ||
- strTemp.Find(".blend") >= 0 ||
- strTemp.Find(".alpha") >= 0)
- continue;
-
- // avoid ever loading a texture name with spaces
- if (strTemp.Find(" ") >= 0)
- {
- Sys_FPrintf(SYS_WRN, "WARNING: Skipping texture name with spaces [%s]\n", strTemp.GetBuffer());
- continue;
- }
-
- // build a texture name that fits the conventions for qtexture_t::name
- char stdName[1024];
- sprintf( stdName, "textures/%s", name );
- // check if this texture doesn't have a shader
- if (!QERApp_ActiveShader_ForTextureName( stdName ))
- {
- QERApp_CreateShader_ForTextureName (stdName);
- textures_count++;
- }
- }
-
- Sys_Printf("Loaded %d shaders and created default shader for %d orphan textures.\n",
- shaders_count, textures_count );
-
- vfsClearFileDirList (&files);
-
- // sort for displaying
- QERApp_SortActiveShaders();
-
- sprintf (name, "Textures: %s", texture_directory);
- gtk_window_set_title (GTK_WINDOW (g_qeglobals_gui.d_entity), name);
-
- // select the first texture in the list
- if (!g_qeglobals.d_texturewin.texdef.GetName()[0])
- SelectTexture (16, g_qeglobals.d_texturewin.height -16, false);
-
- g_bScreenUpdates = true;
-
- Sys_UpdateWindows (W_TEXTURE);
+ ==============
+ Texture_ShowDirectory
+ relies on texture_directory global for the directory to use
+ called by
+ void Texture_ShowDirectory (int menunum, bool bLinked)
+ void Texture_ShowDirectory (char* pPath, bool bLinked)
+ 1) Load the shaders for the given directory
+ 2) Scan the remaining texture, load them and assign them a default shader (the "noshader" shader)
+ NOTE: when writing a texture plugin, or some texture extensions, this function may need to be overriden, and made
+ available through the IShaders interface
+ NOTE: for texture window layout:
+ all shaders are stored with alphabetical order after load
+ previously loaded and displayed stuff is hidden, only in-use and newly loaded is shown
+ ( the GL textures are not flushed though)
+ ==============
+ */
+void Texture_ShowDirectory(){
+ char name[1024];
+ char dirstring[1024];
+ CString strTemp;
+ int shaders_count = 0;
+ int textures_count = 0;
+ GSList *files = NULL, *temp;
+
+ g_bScreenUpdates = false;
+
+ // refresh the in-use textures: that will clear the IsDisplayed flag on unused stuff
+ // and leave it on in-use so they'll still be displayed
+ Texture_ShowInuse();
+ // and textures loaded in the following lines will be displayed as well...
+ // NOTE: shaders that are not in use but have been loaded previously are still in memory. But they don't get displayed.
+
+ g_qeglobals.d_texturewin.originy = 0;
+ // load texture_directory.shader
+ // NOTE: because of above call to Texture_ClearInuse, g_ActiveShaders will have the newly loaded shaders only
+ // we'll use that later to check if textures have a shader associated or not
+ // 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
+ // NOTE: QERApp_LoadShadersFromDir has two criterions for loading a shader:
+ // the shaderfile is texture_directory (like "museum" will load everything in museum.shader)
+ // the shader name contains texture_directory (like "base_floor" will load museum.shader::base_floor/concfloor_rain)
+ shaders_count = QERApp_LoadShadersFromDir( texture_directory );
+ // load remaining texture files
+ // if a texture is already in use to represent a shader, ignore it
+
+ // need this function "GSList *lst SynapseServer::GetMinorList(char *major_name);"
+
+ sprintf( dirstring, "textures/%s", texture_directory );
+ g_ImageManager.BeginExtensionsScan();
+ const char* ext;
+ while ( ( ext = g_ImageManager.GetNextExtension() ) != NULL )
+ {
+ files = g_slist_concat( files, vfsGetFileList( dirstring, ext ) );
+ }
+
+ for ( temp = files; temp; temp = temp->next )
+ {
+ sprintf( name, "%s%s", texture_directory, (char*)temp->data );
+
+ StripExtension( name );
+ strTemp = name;
+ strTemp.MakeLower();
+
+ if ( strTemp.Find( ".specular" ) >= 0 ||
+ strTemp.Find( ".glow" ) >= 0 ||
+ strTemp.Find( ".bump" ) >= 0 ||
+ strTemp.Find( ".diffuse" ) >= 0 ||
+ strTemp.Find( ".blend" ) >= 0 ||
+ strTemp.Find( ".alpha" ) >= 0 ) {
+ continue;
+ }
+
+ // avoid ever loading a texture name with spaces
+ if ( strTemp.Find( " " ) >= 0 ) {
+ Sys_FPrintf( SYS_WRN, "WARNING: Skipping texture name with spaces [%s]\n", strTemp.GetBuffer() );
+ continue;
+ }
+
+ // build a texture name that fits the conventions for qtexture_t::name
+ char stdName[1024];
+ sprintf( stdName, "textures/%s", name );
+ // check if this texture doesn't have a shader
+ if ( !QERApp_ActiveShader_ForTextureName( stdName ) ) {
+ QERApp_CreateShader_ForTextureName( stdName );
+ textures_count++;
+ }
+ }
+
+ Sys_Printf( "Loaded %d shaders and created default shader for %d orphan textures.\n",
+ shaders_count, textures_count );
+
+ vfsClearFileDirList( &files );
+
+ // sort for displaying
+ QERApp_SortActiveShaders();
+
+ sprintf( name, "Textures: %s", texture_directory );
+ gtk_window_set_title( GTK_WINDOW( g_qeglobals_gui.d_entity ), name );
+
+ // select the first texture in the list
+ if ( !g_qeglobals.d_texturewin.texdef.GetName()[0] ) {
+ SelectTexture( 16, g_qeglobals.d_texturewin.height - 16, false );
+ }
+
+ g_bScreenUpdates = true;
+
+ Sys_UpdateWindows( W_TEXTURE );
}
/*
-==============
-Texture_ShowDirectory
-1) Load the shaders for the given directory
-2) Scan the remaining texture, load them and assign them a default shader (the "noshader" shader)
-NOTE: when writing a texture plugin, or some texture extensions, this function may need to be overriden, and made
- available through the IShaders interface
-==============
-*/
-void Texture_ShowDirectory (int menunum)
-{
- strcpy (texture_directory, texture_menunames[menunum-CMD_TEXTUREWAD]);
- Texture_ShowDirectory();
+ ==============
+ Texture_ShowDirectory
+ 1) Load the shaders for the given directory
+ 2) Scan the remaining texture, load them and assign them a default shader (the "noshader" shader)
+ NOTE: when writing a texture plugin, or some texture extensions, this function may need to be overriden, and made
+ available through the IShaders interface
+ ==============
+ */
+void Texture_ShowDirectory( int menunum ){
+ strcpy( texture_directory, texture_menunames[menunum - CMD_TEXTUREWAD] );
+ Texture_ShowDirectory();
}
// scroll origin so the current texture is completely on screen
// if current texture is not displayed, nothing is changed
-void Texture_ResetPosition()
-{
- qtexture_t *q;
- int x,y;
-
- //this shouldn't ever happen, we startup with notex
- if (!g_qeglobals.d_texturewin.texdef.GetName()[0]) {
- return;
- }
-
- // otherwise position with current texture shown
- // this used to be in Texture_SetTexture
- Texture_StartPos ();
- while (1)
- {
- // NOTE: return value is == pCurrentShader and pCurrentShader->getTexture == current_texture
- Texture_NextPos (&x, &y);
- q = current_texture;
- // if the current texture never found (because // 'show shaders' is off,
- // for example), do nothing
- if (!q)
- break;
-
- int nHeight = (int)(q->height * ((float)g_PrefsDlg.m_nTextureScale / 100));
- // we have found when texdef->name and the shader name match
- // NOTE: as everywhere else for our comparisons, we are not case sensitive
- if (!strcmpi( g_qeglobals.d_texturewin.texdef.GetName(), pCurrentShader->getName() ))
- {
- // take care of calls before initialized
- if ( !g_qeglobals.d_texturewin.height) {
- g_qeglobals.d_texturewin.originy = 0;
- break;
- }
- // if the bottom of our selected texture will fit with origin 0, use that
- // to prevent scrolling uglyness (stuff scrolled off screen when
- // everything would fit)
- if ( -(y -nHeight-2*FONT_HEIGHT) < g_qeglobals.d_texturewin.height) {
- g_qeglobals.d_texturewin.originy = 0;
- break;
- }
- // if current is off the top of the window, move it to the top
- if (y > g_qeglobals.d_texturewin.originy)
- {
- g_qeglobals.d_texturewin.originy = y;
- break;
- }
-
- // if current is off the bottom, put it on the bottom
- if (y-nHeight-2*FONT_HEIGHT < g_qeglobals.d_texturewin.originy-g_qeglobals.d_texturewin.height)
- {
- g_qeglobals.d_texturewin.originy = y-nHeight-2*FONT_HEIGHT+g_qeglobals.d_texturewin.height;
- break;
- }
- // if we made it here, it should already be in view
- break;
- }
- }
- Sys_UpdateWindows (W_TEXTURE);
+void Texture_ResetPosition(){
+ qtexture_t *q;
+ int x,y;
+
+ //this shouldn't ever happen, we startup with notex
+ if ( !g_qeglobals.d_texturewin.texdef.GetName()[0] ) {
+ return;
+ }
+
+ // otherwise position with current texture shown
+ // this used to be in Texture_SetTexture
+ Texture_StartPos();
+ while ( 1 )
+ {
+ // NOTE: return value is == pCurrentShader and pCurrentShader->getTexture == current_texture
+ Texture_NextPos( &x, &y );
+ q = current_texture;
+ // if the current texture never found (because // 'show shaders' is off,
+ // for example), do nothing
+ if ( !q ) {
+ break;
+ }
+
+ int nHeight = (int)( q->height * ( (float)g_PrefsDlg.m_nTextureScale / 100 ) );
+ // we have found when texdef->name and the shader name match
+ // NOTE: as everywhere else for our comparisons, we are not case sensitive
+ if ( !strcmpi( g_qeglobals.d_texturewin.texdef.GetName(), pCurrentShader->getName() ) ) {
+ // take care of calls before initialized
+ if ( !g_qeglobals.d_texturewin.height ) {
+ g_qeglobals.d_texturewin.originy = 0;
+ break;
+ }
+ // if the bottom of our selected texture will fit with origin 0, use that
+ // to prevent scrolling uglyness (stuff scrolled off screen when
+ // everything would fit)
+ if ( -( y - nHeight - 2 * FONT_HEIGHT ) < g_qeglobals.d_texturewin.height ) {
+ g_qeglobals.d_texturewin.originy = 0;
+ break;
+ }
+ // if current is off the top of the window, move it to the top
+ if ( y > g_qeglobals.d_texturewin.originy ) {
+ g_qeglobals.d_texturewin.originy = y;
+ break;
+ }
+
+ // if current is off the bottom, put it on the bottom
+ if ( y - nHeight - 2 * FONT_HEIGHT < g_qeglobals.d_texturewin.originy - g_qeglobals.d_texturewin.height ) {
+ g_qeglobals.d_texturewin.originy = y - nHeight - 2 * FONT_HEIGHT + g_qeglobals.d_texturewin.height;
+ break;
+ }
+ // if we made it here, it should already be in view
+ break;
+ }
+ }
+ Sys_UpdateWindows( W_TEXTURE );
}
/*
-==============
-Texture_ShowAll
-will set the IsDisplayed flag on all the active shaders, so we see everything that's currently in memory
-==============
-*/
-void Texture_ShowAll()
-{
- char name[1024];
+ ==============
+ Texture_ShowAll
+ will set the IsDisplayed flag on all the active shaders, so we see everything that's currently in memory
+ ==============
+ */
+void Texture_ShowAll(){
+ char name[1024];
#ifdef _DEBUG
- if (g_bShowAllShaders)
- Sys_Printf("WARNING: already showing all shaders\n");
+ if ( g_bShowAllShaders ) {
+ Sys_Printf( "WARNING: already showing all shaders\n" );
+ }
#endif
- QERApp_ActiveShaders_SetDisplayed(true);
- g_bShowAllShaders = true;
- // put some information in the texture window title?
- sprintf (name, "Textures: in use");
- gtk_window_set_title (GTK_WINDOW (g_qeglobals_gui.d_entity), name);
- Sys_UpdateWindows (W_TEXTURE);
+ QERApp_ActiveShaders_SetDisplayed( true );
+ g_bShowAllShaders = true;
+ // put some information in the texture window title?
+ sprintf( name, "Textures: in use" );
+ gtk_window_set_title( GTK_WINDOW( g_qeglobals_gui.d_entity ), name );
+ Sys_UpdateWindows( W_TEXTURE );
}
/*
-==============
-Texture_ShowInuse
-clear all IsDisplayed flags
-scan the map, set IsInUse (will set IsDisplayed on the way)
-NOTE: don't sort the textures, don't update the windows (it's used in several contexts, not always necessary to do either)
-==============
-*/
-void WINAPI Texture_ShowInuse (void)
-{
- face_t *f;
- brush_t *b;
- char name[1024];
-
- g_qeglobals.d_texturewin.originy = 0;
-
- // purge
- QERApp_ActiveShaders_SetDisplayed(false);
- // scan and only display in-use stuff
- Sys_Status("Selecting active textures", 0);
-
- for (b=active_brushes.next ; b != NULL && b != &active_brushes ; b=b->next)
- {
- if (b->patchBrush)
- {
- b->pPatch->pShader->SetInUse(true);
- } else
- {
- for (f=b->brush_faces ; f ; f=f->next)
- {
- f->pShader->SetInUse(true);
- }
- }
- }
- for (b=selected_brushes.next ; b != NULL && b != &selected_brushes ; b=b->next)
- {
- if (b->patchBrush)
- {
- b->pPatch->pShader->SetInUse(true);
- } else
- {
- for (f=b->brush_faces ; f ; f=f->next)
- {
- f->pShader->SetInUse(true);
- }
- }
- }
-
- // we are no longer showing everything
- g_bShowAllShaders = false;
- // put some information in the texture window title?
- sprintf (name, "Textures: in use");
- gtk_window_set_title (GTK_WINDOW (g_qeglobals_gui.d_entity), name);
-
-
- // select the first texture in the list
- if (!g_qeglobals.d_texturewin.texdef.GetName()[0])
- {
- SelectTexture (16, g_qeglobals.d_texturewin.height -16, false);
- }
+ ==============
+ Texture_ShowInuse
+ clear all IsDisplayed flags
+ scan the map, set IsInUse (will set IsDisplayed on the way)
+ NOTE: don't sort the textures, don't update the windows (it's used in several contexts, not always necessary to do either)
+ ==============
+ */
+void WINAPI Texture_ShowInuse( void ){
+ face_t *f;
+ brush_t *b;
+ char name[1024];
+
+ g_qeglobals.d_texturewin.originy = 0;
+
+ // purge
+ QERApp_ActiveShaders_SetDisplayed( false );
+ // scan and only display in-use stuff
+ Sys_Status( "Selecting active textures", 0 );
+
+ for ( b = active_brushes.next ; b != NULL && b != &active_brushes ; b = b->next )
+ {
+ if ( b->patchBrush ) {
+ b->pPatch->pShader->SetInUse( true );
+ }
+ else
+ {
+ for ( f = b->brush_faces ; f ; f = f->next )
+ {
+ f->pShader->SetInUse( true );
+ }
+ }
+ }
+ for ( b = selected_brushes.next ; b != NULL && b != &selected_brushes ; b = b->next )
+ {
+ if ( b->patchBrush ) {
+ b->pPatch->pShader->SetInUse( true );
+ }
+ else
+ {
+ for ( f = b->brush_faces ; f ; f = f->next )
+ {
+ f->pShader->SetInUse( true );
+ }
+ }
+ }
+
+ // we are no longer showing everything
+ g_bShowAllShaders = false;
+ // put some information in the texture window title?
+ sprintf( name, "Textures: in use" );
+ gtk_window_set_title( GTK_WINDOW( g_qeglobals_gui.d_entity ), name );
+
+
+ // select the first texture in the list
+ if ( !g_qeglobals.d_texturewin.texdef.GetName()[0] ) {
+ SelectTexture( 16, g_qeglobals.d_texturewin.height - 16, false );
+ }
}
-void Texture_ShowStartupShaders()
-{
- if (g_PrefsDlg.m_nShader == PrefsDlg::SHADER_COMMON)
- {
- // RIANT
- // HACK FOR JK2 SUPPORT
- if (g_pGameDescription->mGameFile == "jk2.game" || g_pGameDescription->mGameFile == "ja.game")
- {
- strcpy (texture_directory, "system/");
- }
- // RIANT
- // HACK FOR SOF2 SUPPORT
- else if (g_pGameDescription->mGameFile == "sof2.game")
- {
- strcpy (texture_directory, "tools/");
- }
- else strcpy (texture_directory, "common/");
- Texture_ShowDirectory ();
- }
-
- if (g_PrefsDlg.m_nShader == PrefsDlg::SHADER_ALL) {
- int count;
- char filename[1024];
- char *pBuff;
- char dirstring[NAME_MAX];
- int nLen;
- GSList *shaderfiles = NULL;
-
- strcpy(filename, g_pGameDescription->mShaderlist.GetBuffer());
- count = vfsGetFileCount(filename, 0);
- if (count == 0)
- {
- Sys_FPrintf(SYS_ERR, "Couldn't find '%s'\n", g_pGameDescription->mShaderlist.GetBuffer());
- return;
- }
-
- if (!vfsGetFullPath(filename, 0, 0))
- {
- Sys_FPrintf(SYS_ERR, "Couldn't find full path for '%s'\n", g_pGameDescription->mShaderlist.GetBuffer());
- Sys_FPrintf(SYS_ERR, "did you hit bug http://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=130 ?\n");
- return;
- }
-
- Sys_Printf("Parsing shader files from %s\n", vfsGetFullPath(filename, 0, 0));
- nLen = vfsLoadFile (filename, reinterpret_cast<void**>(&pBuff), 0);
- if (nLen > 0)
- {
- StartTokenParsing(pBuff);
- nLen = 0;
- while (GetToken(true))
- {
- GSList *tmp;
- bool found = false;
-
- // each token should be a shader filename
- sprintf(dirstring, "%s.shader", token);
-
- for (tmp = shaderfiles; tmp != NULL; tmp = tmp->next)
- {
- if (!strcmp (dirstring, (char*)tmp->data))
- {
- found = true;
- Sys_FPrintf(SYS_WRN, "duplicate entry \"%s\" in shaderlist.txt\n", (char*)tmp->data);
- break;
- }
- }
-
- if (!found)
- {
- shaderfiles = g_slist_append (l_shaderfiles, strdup (dirstring));
- strcpy (texture_directory, dirstring);
- Texture_ShowDirectory ();
- nLen++;
- }
- }
- g_free(pBuff);
- }
- }
+void Texture_ShowStartupShaders(){
+ if ( g_PrefsDlg.m_nShader == PrefsDlg::SHADER_COMMON ) {
+ // RIANT
+ // HACK FOR JK2 SUPPORT
+ if ( g_pGameDescription->mGameFile == "jk2.game" || g_pGameDescription->mGameFile == "ja.game" ) {
+ strcpy( texture_directory, "system/" );
+ }
+ // RIANT
+ // HACK FOR SOF2 SUPPORT
+ else if ( g_pGameDescription->mGameFile == "sof2.game" ) {
+ strcpy( texture_directory, "tools/" );
+ }
+ else{ strcpy( texture_directory, "common/" ); }
+ Texture_ShowDirectory();
+ }
+
+ if ( g_PrefsDlg.m_nShader == PrefsDlg::SHADER_ALL ) {
+ int count;
+ char filename[1024];
+ char *pBuff;
+ char dirstring[NAME_MAX];
+ int nLen;
+ GSList *shaderfiles = NULL;
+
+ strcpy( filename, g_pGameDescription->mShaderlist.GetBuffer() );
+ count = vfsGetFileCount( filename, 0 );
+ if ( count == 0 ) {
+ Sys_FPrintf( SYS_ERR, "Couldn't find '%s'\n", g_pGameDescription->mShaderlist.GetBuffer() );
+ return;
+ }
+
+ if ( !vfsGetFullPath( filename, 0, 0 ) ) {
+ Sys_FPrintf( SYS_ERR, "Couldn't find full path for '%s'\n", g_pGameDescription->mShaderlist.GetBuffer() );
+ return;
+ }
+
+ Sys_Printf( "Parsing shader files from %s\n", vfsGetFullPath( filename, 0, 0 ) );
+ nLen = vfsLoadFile( filename, reinterpret_cast<void**>( &pBuff ), 0 );
+ if ( nLen > 0 ) {
+ StartTokenParsing( pBuff );
+ nLen = 0;
+ while ( GetToken( true ) )
+ {
+ GSList *tmp;
+ bool found = false;
+
+ // each token should be a shader filename
+ sprintf( dirstring, "%s.shader", token );
+
+ for ( tmp = shaderfiles; tmp != NULL; tmp = tmp->next )
+ {
+ if ( !strcmp( dirstring, (char*)tmp->data ) ) {
+ found = true;
+ Sys_FPrintf( SYS_WRN, "duplicate entry \"%s\" in shaderlist.txt\n", (char*)tmp->data );
+ break;
+ }
+ }
+
+ if ( !found ) {
+ shaderfiles = g_slist_append( l_shaderfiles, strdup( dirstring ) );
+ strcpy( texture_directory, dirstring );
+ Texture_ShowDirectory();
+ nLen++;
+ }
+ }
+ g_free( pBuff );
+ }
+ }
}
/*
-============================================================================
-
-TEXTURE LAYOUT
-
-TTimo: now based on a rundown through all the shaders
-nActiveShadersCount: number of shader that have a qtexture_t and may be displayed in the tex window
-nCurrentShader: index of active shader that has the current_texture
-pCurrentShader: IShader* for current shader
-NOTE: we expect the Active shaders count doesn't change during a Texture_StartPos .. Texture_NextPos cycle
- otherwise we may need to rely on a list instead of an array storage
-============================================================================
-*/
-
-void Texture_StartPos (void)
-{
- //++timo TODO: check use of current_texture and current_row?
- current_x = 8;
- current_y = -8;
- current_row = 0;
- nActiveShadersCount = QERApp_GetActiveShaderCount();
- nCurrentShader = -1;
- current_texture = NULL;
- pCurrentShader = NULL;
+ ============================================================================
+
+ TEXTURE LAYOUT
+
+ TTimo: now based on a rundown through all the shaders
+ nActiveShadersCount: number of shader that have a qtexture_t and may be displayed in the tex window
+ nCurrentShader: index of active shader that has the current_texture
+ pCurrentShader: IShader* for current shader
+ NOTE: we expect the Active shaders count doesn't change during a Texture_StartPos .. Texture_NextPos cycle
+ otherwise we may need to rely on a list instead of an array storage
+ ============================================================================
+ */
+
+void Texture_StartPos( void ){
+ //++timo TODO: check use of current_texture and current_row?
+ current_x = 8;
+ current_y = -8;
+ current_row = 0;
+ nActiveShadersCount = QERApp_GetActiveShaderCount();
+ nCurrentShader = -1;
+ current_texture = NULL;
+ pCurrentShader = NULL;
}
// if texture_showinuse jump over non in-use textures
// it's not very clear what should be done here and what in Texture_Draw .. maybe merging the two would do good
-IShader* Texture_NextPos (int *x, int *y)
-{
- qtexture_t* q;
- while (1)
- {
- if (nCurrentShader >= nActiveShadersCount - 1)
- {
- // no more shaders
- current_texture = NULL;
- pCurrentShader = NULL;
- return NULL;
- }
- nCurrentShader++;
- pCurrentShader = QERApp_ActiveShader_ForIndex(nCurrentShader);
- if (pCurrentShader == NULL)
- {
- Sys_Printf("ERROR: unexpected pCurrentShader == NULL in Texture_NextPos\n");
- return NULL;
- }
- current_texture = pCurrentShader->getTexture();
- q = current_texture;
-
- if (!q)
- {
- Sys_Printf("WARNING: found an IShader without qtexture_t in Texture_NextPos\n");
- return NULL;
- }
-
- /*
- Never show anything other than "textures/" path,
- This is for q1/q2/q3 .map format, which expects "textures/" path on everything we apply
- */
- if(strncmp(pCurrentShader->getName(), "textures/", 9) != 0)
- continue;
-
- // don't show shaders?
- if (!(g_PrefsDlg.m_bShowShaders || pCurrentShader->IsDefault()))
- continue;
-
- if (g_PrefsDlg.m_bTextureWindow)
- {
- // some basic filtering
- if (!g_pParentWnd->GetTexWnd()->CheckFilter( pCurrentShader->getName() ))
- continue;
- }
-
- //++timo FIXME: texture_showinuse is useless? with the menu and reload we just refresh the IsDisplayed flag
- // but the IsInUse is only relevant to draw the green outline
- if (pCurrentShader->IsDisplayed())
- break;
-
- continue;
- }
-
- int nWidth = (int)(q->width * ((float)g_PrefsDlg.m_nTextureScale / 100));
- int nHeight = (int)(q->height * ((float)g_PrefsDlg.m_nTextureScale / 100));
- 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
- current_x = 8;
- current_y -= current_row + FONT_HEIGHT + 4;
- current_row = 0;
- }
-
- *x = current_x;
- *y = current_y;
-
- // Is our texture larger than the row? If so, grow the
- // row height to match it
-
- if (current_row < nHeight)
- current_row = nHeight;
-
- // never go less than 64, or the names get all crunched up
- current_x += nWidth < 64 ? 64 : nWidth;
- current_x += 8;
-
- return pCurrentShader;
+IShader* Texture_NextPos( int *x, int *y ){
+ qtexture_t* q;
+ while ( 1 )
+ {
+ if ( nCurrentShader >= nActiveShadersCount - 1 ) {
+ // no more shaders
+ current_texture = NULL;
+ pCurrentShader = NULL;
+ return NULL;
+ }
+ nCurrentShader++;
+ pCurrentShader = QERApp_ActiveShader_ForIndex( nCurrentShader );
+ if ( pCurrentShader == NULL ) {
+ Sys_Printf( "ERROR: unexpected pCurrentShader == NULL in Texture_NextPos\n" );
+ return NULL;
+ }
+ current_texture = pCurrentShader->getTexture();
+ q = current_texture;
+
+ if ( !q ) {
+ Sys_Printf( "WARNING: found an IShader without qtexture_t in Texture_NextPos\n" );
+ return NULL;
+ }
+
+ /*
+ Never show anything other than "textures/" path,
+ This is for q1/q2/q3 .map format, which expects "textures/" path on everything we apply
+ */
+ if ( strncmp( pCurrentShader->getName(), "textures/", 9 ) != 0 ) {
+ continue;
+ }
+
+ // don't show shaders?
+ if ( !( g_PrefsDlg.m_bShowShaders || pCurrentShader->IsDefault() ) ) {
+ continue;
+ }
+
+ if ( g_PrefsDlg.m_bTextureWindow ) {
+ // some basic filtering
+ if ( !g_pParentWnd->GetTexWnd()->CheckFilter( pCurrentShader->getName() ) ) {
+ continue;
+ }
+ }
+
+ //++timo FIXME: texture_showinuse is useless? with the menu and reload we just refresh the IsDisplayed flag
+ // but the IsInUse is only relevant to draw the green outline
+ if ( pCurrentShader->IsDisplayed() ) {
+ break;
+ }
+
+ continue;
+ }
+
+ int nWidth = (int)( q->width * ( (float)g_PrefsDlg.m_nTextureScale / 100 ) );
+ int nHeight = (int)( q->height * ( (float)g_PrefsDlg.m_nTextureScale / 100 ) );
+ 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
+ current_x = 8;
+ current_y -= current_row + FONT_HEIGHT + 4;
+ current_row = 0;
+ }
+
+ *x = current_x;
+ *y = current_y;
+
+ // Is our texture larger than the row? If so, grow the
+ // row height to match it
+
+ if ( current_row < nHeight ) {
+ current_row = nHeight;
+ }
+
+ // never go less than 64, or the names get all crunched up
+ current_x += nWidth < 64 ? 64 : nWidth;
+ current_x += 8;
+
+ return pCurrentShader;
}
/*
-============================================================================
+ ============================================================================
- MOUSE ACTIONS
+ MOUSE ACTIONS
-============================================================================
-*/
+ ============================================================================
+ */
-static int textures_cursorx, textures_cursory;
+static int textures_cursorx, textures_cursory;
/*
-============
-Texture_SetTexture
+ ============
+ Texture_SetTexture
-brushprimit_texdef must be understood as a qtexture_t with width=2 height=2 ( the default one )
-============
-*/
+ brushprimit_texdef must be understood as a qtexture_t with width=2 height=2 ( the default one )
+ ============
+ */
//++timo NOTE: this is a mix of Shader module stuff and texture explorer
// it might need to be split in parts or moved out .. dunno
-void WINAPI Texture_SetTexture (texdef_t *texdef, brushprimit_texdef_t *brushprimit_texdef, bool bFitScale, IPluginTexdef *pTexdef, bool bSetSelection )
-{
- if (texdef->GetName()[0] == '(')
- {
- Sys_Status("Can't select an entity texture", 0);
- return;
- }
- g_qeglobals.d_texturewin.texdef = *texdef;
- g_qeglobals.d_texturewin.texdef.flags &= ~SURF_KEEP;
- g_qeglobals.d_texturewin.texdef.contents &= ~CONTENTS_KEEP;
- // store the shader pointer
- // NOTE: maybe passing the shader pointer would help?
- g_qeglobals.d_texturewin.pShader->DecRef();
- g_qeglobals.d_texturewin.pShader = QERApp_Shader_ForName(texdef->GetName());
- g_qeglobals.d_texturewin.pShader->IncRef();
- // set this shader as in use
- g_qeglobals.d_texturewin.pShader->SetInUse( true );
- // store the texture coordinates for new brush primitive mode
- // be sure that all the callers are using the default 2x2 texture
- if (g_qeglobals.m_bBrushPrimitMode)
- {
- g_qeglobals.d_texturewin.brushprimit_texdef = *brushprimit_texdef;
- }
-
- g_dlgFind.updateTextures(texdef->GetName());
- if (!g_dlgFind.isOpen() && bSetSelection)
- {
- Select_SetTexture(texdef,brushprimit_texdef,bFitScale);
- }
-
- //plugins: send a message telling that the selected texture may have changed
- DispatchRadiantMsg( RADIANT_TEXTURE );
-
- // scroll origin so the texture is completely on screen
- // takes texdef from g_qeglobals.d_texturewin.texdef, set above
- Texture_ResetPosition();
+void WINAPI Texture_SetTexture( texdef_t *texdef, brushprimit_texdef_t *brushprimit_texdef, bool bFitScale, IPluginTexdef *pTexdef, bool bSetSelection ){
+ if ( texdef->GetName()[0] == '(' ) {
+ Sys_Status( "Can't select an entity texture", 0 );
+ return;
+ }
+ g_qeglobals.d_texturewin.texdef = *texdef;
+ g_qeglobals.d_texturewin.texdef.flags &= ~SURF_KEEP;
+ g_qeglobals.d_texturewin.texdef.contents &= ~CONTENTS_KEEP;
+ // store the shader pointer
+ // NOTE: maybe passing the shader pointer would help?
+ g_qeglobals.d_texturewin.pShader->DecRef();
+ g_qeglobals.d_texturewin.pShader = QERApp_Shader_ForName( texdef->GetName() );
+ g_qeglobals.d_texturewin.pShader->IncRef();
+ // set this shader as in use
+ g_qeglobals.d_texturewin.pShader->SetInUse( true );
+ // store the texture coordinates for new brush primitive mode
+ // be sure that all the callers are using the default 2x2 texture
+ if ( g_qeglobals.m_bBrushPrimitMode ) {
+ g_qeglobals.d_texturewin.brushprimit_texdef = *brushprimit_texdef;
+ }
+
+ g_dlgFind.updateTextures( texdef->GetName() );
+ if ( !g_dlgFind.isOpen() && bSetSelection ) {
+ Select_SetTexture( texdef,brushprimit_texdef,bFitScale );
+ }
+
+ //plugins: send a message telling that the selected texture may have changed
+ DispatchRadiantMsg( RADIANT_TEXTURE );
+
+ // scroll origin so the texture is completely on screen
+ // takes texdef from g_qeglobals.d_texturewin.texdef, set above
+ Texture_ResetPosition();
}
-void ViewShader(const char *pFile, const char *pName)
-{
- // ask the vfs to build the full path to the file
- // (i.e. the first one found)
- char *fullName = vfsGetFullPath(pFile,0,0);
- if (fullName == NULL)
- {
- Sys_FPrintf (SYS_ERR, "Couldn't get a full path to the shader file: %s\n", pFile);
- return;
- }
-
- char* pBuff = NULL;
- int nSize = vfsLoadFullPathFile(fullName, reinterpret_cast<void**>(&pBuff));
- if (nSize <= 0)
- {
- Sys_FPrintf (SYS_ERR, "Failed to load shader file %s\n", fullName);
- return;
- }
- // look for the shader declaration
- int nStart;
- CString strFind = pName;
- CString strLook = pBuff;
- strLook.MakeLower();
- strFind.MakeLower();
- // offset used when jumping over commented out definitions
- int nOffset = 0;
- while (true)
- {
- nStart = strLook.Find(strFind, nOffset);
- if (nStart == -1)
- break;
- // we have found something, maybe it's a commented out shader name?
- char *strCheck = new char[strLook.GetLength()+1];
- strcpy( strCheck, strLook.GetBuffer() );
- strCheck[nStart] = 0;
- char *pCheck = strrchr( strCheck, '\n' );
- // if there's a commentary sign in-between we'll continue
- if (pCheck && strstr( pCheck, "//" ))
- {
- delete[] strCheck;
- nOffset = nStart + 1;
- continue;
- }
- delete[] strCheck;
- nOffset = nStart;
- break;
- }
- // now close the file
- g_free(pBuff);
-
- DoTextEditor (fullName, nOffset);
+void ViewShader( const char *pFile, const char *pName ){
+ // ask the vfs to build the full path to the file
+ // (i.e. the first one found)
+ char *fullName = vfsGetFullPath( pFile,0,0 );
+ if ( fullName == NULL ) {
+ Sys_FPrintf( SYS_ERR, "Couldn't get a full path to the shader file: %s\n", pFile );
+ return;
+ }
+
+ char* pBuff = NULL;
+ int nSize = vfsLoadFullPathFile( fullName, reinterpret_cast<void**>( &pBuff ) );
+ if ( nSize <= 0 ) {
+ Sys_FPrintf( SYS_ERR, "Failed to load shader file %s\n", fullName );
+ return;
+ }
+ // look for the shader declaration
+ int nStart;
+ CString strFind = pName;
+ CString strLook = pBuff;
+ strLook.MakeLower();
+ strFind.MakeLower();
+ // offset used when jumping over commented out definitions
+ int nOffset = 0;
+ while ( true )
+ {
+ nStart = strLook.Find( strFind, nOffset );
+ if ( nStart == -1 ) {
+ break;
+ }
+ // we have found something, maybe it's a commented out shader name?
+ char *strCheck = new char[strLook.GetLength() + 1];
+ strcpy( strCheck, strLook.GetBuffer() );
+ strCheck[nStart] = 0;
+ char *pCheck = strrchr( strCheck, '\n' );
+ // if there's a commentary sign in-between we'll continue
+ if ( pCheck && strstr( pCheck, "//" ) ) {
+ delete[] strCheck;
+ nOffset = nStart + 1;
+ continue;
+ }
+ delete[] strCheck;
+ nOffset = nStart;
+ break;
+ }
+ // now close the file
+ g_free( pBuff );
+
+ DoTextEditor( fullName, nOffset );
}
/*
-==============
-SelectTexture
-
- By mouse click
-==============
-*/
-void SelectTexture (int mx, int my, bool bShift, bool bFitScale)
-{
- int x, y;
- qtexture_t *q;
- texdef_t tex;
- brushprimit_texdef_t brushprimit_tex;
-
- my += g_qeglobals.d_texturewin.originy-g_qeglobals.d_texturewin.height;
-
- Texture_StartPos ();
- while (1)
- {
- // NOTE: return value is == pCurrentShader and pCurrentShader->getTexture == current_texture
- Texture_NextPos (&x, &y);
- q = current_texture;
- if (!q)
- break;
- int nWidth = (int)(q->width * ((float)g_PrefsDlg.m_nTextureScale / 100));
- int nHeight = (int)(q->height * ((float)g_PrefsDlg.m_nTextureScale / 100));
- if (mx > x && mx - x < nWidth
- && my < y && y - my < nHeight + FONT_HEIGHT)
- {
- if (bShift)
- {
- if (pCurrentShader->IsDefault())
- Sys_Printf("ERROR: %s is not a shader, it's a texture.\n", pCurrentShader->getName() );
- else
- ViewShader( pCurrentShader->getShaderFileName(), pCurrentShader->getName() );
- }
- else
- {
- memset (&tex, 0, sizeof(tex));
- memset (&brushprimit_tex, 0, sizeof(brushprimit_tex));
- if (g_qeglobals.m_bBrushPrimitMode)
- {
- // brushprimit fitted to a 2x2 texture
- brushprimit_tex.coords[0][0] = 1.0f;
- brushprimit_tex.coords[1][1] = 1.0f;
- }
- else
- {
- tex.scale[0] = g_pGameDescription->mTextureDefaultScale;
- tex.scale[1] = g_pGameDescription->mTextureDefaultScale;
- }
- tex.flags = pCurrentShader->getFlags();
- // TTimo - shader code cleanup
- // texdef.name is the name of the shader, not the name of the actual texture file
- tex.SetName(pCurrentShader->getName());
- // NOTE WARNING: Texture_SetTexture uses Texture_NextPos stuff to move the window position on to the texture
- // if there's some kind of fuckup in Texture_SetTexture you may end up with different pCurrentShader or even pCurrentShader == NULL
- // so we just consider pCurrentShader and current_texture are not valid after this point
- IShader *pAuxShader = pCurrentShader;
- Texture_SetTexture ( &tex, &brushprimit_tex, bFitScale, NULL); // Nurail
- CString strTex;
- CString strName;
- // if shader, print shader name, otherwise texture name
- //++timo FIXME: maybe CShader needs some properties between color / default / actual shader
+ ==============
+ SelectTexture
+
+ By mouse click
+ ==============
+ */
+void SelectTexture( int mx, int my, bool bShift, bool bFitScale ){
+ int x, y;
+ qtexture_t *q;
+ texdef_t tex;
+ brushprimit_texdef_t brushprimit_tex;
+
+ my += g_qeglobals.d_texturewin.originy - g_qeglobals.d_texturewin.height;
+
+ Texture_StartPos();
+ while ( 1 )
+ {
+ // NOTE: return value is == pCurrentShader and pCurrentShader->getTexture == current_texture
+ Texture_NextPos( &x, &y );
+ q = current_texture;
+ if ( !q ) {
+ break;
+ }
+ int nWidth = (int)( q->width * ( (float)g_PrefsDlg.m_nTextureScale / 100 ) );
+ int nHeight = (int)( q->height * ( (float)g_PrefsDlg.m_nTextureScale / 100 ) );
+ if ( mx > x && mx - x < nWidth
+ && my < y && y - my < nHeight + FONT_HEIGHT ) {
+ if ( bShift ) {
+ if ( pCurrentShader->IsDefault() ) {
+ Sys_Printf( "ERROR: %s is not a shader, it's a texture.\n", pCurrentShader->getName() );
+ }
+ else{
+ ViewShader( pCurrentShader->getShaderFileName(), pCurrentShader->getName() );
+ }
+ }
+ else
+ {
+ memset( &tex, 0, sizeof( tex ) );
+ memset( &brushprimit_tex, 0, sizeof( brushprimit_tex ) );
+ if ( g_qeglobals.m_bBrushPrimitMode ) {
+ // brushprimit fitted to a 2x2 texture
+ brushprimit_tex.coords[0][0] = 1.0f;
+ brushprimit_tex.coords[1][1] = 1.0f;
+ }
+ else
+ {
+ tex.scale[0] = g_PrefsDlg.m_fDefTextureScale;
+ tex.scale[1] = g_PrefsDlg.m_fDefTextureScale;
+ }
+ tex.flags = pCurrentShader->getFlags();
+ // TTimo - shader code cleanup
+ // texdef.name is the name of the shader, not the name of the actual texture file
+ tex.SetName( pCurrentShader->getName() );
+ // NOTE WARNING: Texture_SetTexture uses Texture_NextPos stuff to move the window position on to the texture
+ // if there's some kind of fuckup in Texture_SetTexture you may end up with different pCurrentShader or even pCurrentShader == NULL
+ // so we just consider pCurrentShader and current_texture are not valid after this point
+ IShader *pAuxShader = pCurrentShader;
+ Texture_SetTexture( &tex, &brushprimit_tex, bFitScale, NULL ); // Nurail
+ CString strTex;
+ CString strName;
+ // if shader, print shader name, otherwise texture name
+ //++timo FIXME: maybe CShader needs some properties between color / default / actual shader
#ifdef _DEBUG
- // this one is never supposed to be set as current one
- if (pAuxShader->IsColor())
- Sys_Printf("ERROR: unexpected pCurrentShader->IsColor() in SelectTexture\n");
+ // this one is never supposed to be set as current one
+ if ( pAuxShader->IsColor() ) {
+ Sys_Printf( "ERROR: unexpected pCurrentShader->IsColor() in SelectTexture\n" );
+ }
#endif
- // NOTE: IsColor is false, IsDefault the only remaining property
- if (pAuxShader->IsDefault())
- {
- strName = q->name;
- // remove the "textures/" if needed
- if (strName.Find("textures/")!=-1)
- strName = strName.Mid(9);
- }
- else
- {
- strName = pAuxShader->getName();
- }
- strTex.Format("%s W: %i H: %i", strName.GetBuffer(), q->width, q->height);
- g_pParentWnd->SetStatusText(3, strTex);
- }
- return;
- }
- }
-
- Sys_Status("Did not select a texture", 0);
+ // NOTE: IsColor is false, IsDefault the only remaining property
+ if ( pAuxShader->IsDefault() ) {
+ strName = q->name;
+ // remove the "textures/" if needed
+ if ( strName.Find( "textures/" ) != -1 ) {
+ strName = strName.Mid( 9 );
+ }
+ }
+ else
+ {
+ strName = pAuxShader->getName();
+ }
+ strTex.Format( "%s W: %i H: %i", strName.GetBuffer(), q->width, q->height );
+ g_pParentWnd->SetStatusText( 3, strTex );
+ }
+ return;
+ }
+ }
+
+ Sys_Status( "Did not select a texture", 0 );
}
/*
-==============
-Texture_MouseDown
-==============
-*/
-void Texture_MouseDown (int x, int y, int buttons)
-{
- Sys_GetCursorPos (&textures_cursorx, &textures_cursory);
-
- // lbutton = select texture
- if (buttons == MK_LBUTTON || buttons == (MK_LBUTTON | MK_SHIFT) || buttons == (MK_LBUTTON | MK_CONTROL))
- {
- SelectTexture (x, g_qeglobals.d_texturewin.height - 1 - y, buttons & MK_SHIFT, buttons & MK_CONTROL);
- UpdateSurfaceDialog();
- UpdatePatchInspector();
- }
+ ==============
+ Texture_MouseDown
+ ==============
+ */
+void Texture_MouseDown( int x, int y, int buttons ){
+ Sys_GetCursorPos( &textures_cursorx, &textures_cursory );
+
+ // lbutton = select texture
+ if ( buttons == MK_LBUTTON || buttons == ( MK_LBUTTON | MK_SHIFT ) || buttons == ( MK_LBUTTON | MK_CONTROL ) ) {
+ SelectTexture( x, g_qeglobals.d_texturewin.height - 1 - y, buttons & MK_SHIFT, buttons & MK_CONTROL );
+ UpdateSurfaceDialog();
+ UpdatePatchInspector();
+ }
}
/*
-==============
-Texture_MouseMoved
-==============
-*/
-
-void Texture_MouseMoved (int x, int y, int buttons)
-{
- int scale = 1;
-
- if ( buttons & MK_SHIFT )
- scale = 4;
-
- // rbutton = drag texture origin
- if (buttons & MK_RBUTTON)
- {
- Sys_GetCursorPos (&x, &y);
- if ( y != textures_cursory)
- {
- g_qeglobals.d_texturewin.originy += ( y-textures_cursory) * scale;
- if (g_qeglobals.d_texturewin.originy > 0)
- g_qeglobals.d_texturewin.originy = 0;
- Sys_SetCursorPos (textures_cursorx, textures_cursory);
-
- // (g_PrefsDlg.m_bTextureScrollbar && g_qeglobals_gui.d_texture_scroll != NULL)
- // fixes broken texture scrolling when scrollbar is disabled
- GtkAdjustment *vadjustment = gtk_range_get_adjustment (GTK_RANGE (g_qeglobals_gui.d_texture_scroll));
- gtk_adjustment_set_value (vadjustment, abs(g_qeglobals.d_texturewin.originy));
- //
- }
- return;
- }
+ ==============
+ Texture_MouseMoved
+ ==============
+ */
+
+void Texture_MouseMoved( int x, int y, int buttons ){
+ int scale = 1;
+
+ if ( buttons & MK_SHIFT ) {
+ scale = 4;
+ }
+
+ // rbutton = drag texture origin
+ if ( buttons & MK_RBUTTON ) {
+ Sys_GetCursorPos( &x, &y );
+ if ( y != textures_cursory ) {
+ g_qeglobals.d_texturewin.originy += ( y - textures_cursory ) * scale;
+ if ( g_qeglobals.d_texturewin.originy > 0 ) {
+ g_qeglobals.d_texturewin.originy = 0;
+ }
+ Sys_SetCursorPos( textures_cursorx, textures_cursory );
+
+ // (g_PrefsDlg.m_bTextureScrollbar && g_qeglobals_gui.d_texture_scroll != NULL)
+ // fixes broken texture scrolling when scrollbar is disabled
+ GtkAdjustment *vadjustment = gtk_range_get_adjustment( GTK_RANGE( g_qeglobals_gui.d_texture_scroll ) );
+ gtk_adjustment_set_value( vadjustment, abs( g_qeglobals.d_texturewin.originy ) );
+ //
+ }
+ return;
+ }
}
/*
-============================================================================
+ ============================================================================
-DRAWING
+ DRAWING
-============================================================================
-*/
+ ============================================================================
+ */
-int imax(int iFloor, int i) { if (i>iFloor) return iFloor;return i;}
+int imax( int iFloor, int i ) {
+ if ( i > iFloor ) {
+ return iFloor;
+ }
+ return i;
+}
/*
-============
-Texture_Draw
-TTimo: relying on the shaders list to display the textures
-we must query all qtexture_t* to manage and display through the IShaders interface
-this allows a plugin to completely override the texture system
-============
-*/
-void Texture_Draw (int width, int height)
-{
- int x, y, last_y = 0, last_height = 0, nWidth, nHeight;
- qtexture_t *q;
- char *name;
-
- qglClearColor (g_qeglobals.d_savedinfo.colors[COLOR_TEXTUREBACK][0],
- g_qeglobals.d_savedinfo.colors[COLOR_TEXTUREBACK][1],
- g_qeglobals.d_savedinfo.colors[COLOR_TEXTUREBACK][2], 0);
- qglViewport (0,0,width,height);
- qglMatrixMode(GL_PROJECTION);
- qglLoadIdentity ();
-
- qglClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- qglDisable (GL_DEPTH_TEST);
- qglDisable(GL_BLEND);
- qglOrtho (0, width, g_qeglobals.d_texturewin.originy-height, g_qeglobals.d_texturewin.originy, -100, 100);
- qglEnable (GL_TEXTURE_2D);
-
- qglPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
- g_qeglobals.d_texturewin.width = width;
- g_qeglobals.d_texturewin.height = height;
-
- Texture_StartPos();
- for (;;)
- {
- // NOTE: return value is == pCurrentShader and pCurrentShader->getTexture == current_texture
- Texture_NextPos (&x, &y);
- q = current_texture;
- if (!q)
- break;
-
- nWidth = (int)(q->width * ((float)g_PrefsDlg.m_nTextureScale / 100));
- nHeight = (int)(q->height * ((float)g_PrefsDlg.m_nTextureScale / 100));
-
- if (y != last_y)
- {
- last_y = y;
- last_height = 0;
- }
- last_height = MAX (nHeight, last_height);
-
- // Is this texture visible?
- if ((y-nHeight-FONT_HEIGHT < g_qeglobals.d_texturewin.originy)
- && (y > g_qeglobals.d_texturewin.originy - height))
- {
- // borders rules:
- // if it's the current texture, draw a thick red line, else:
- // shaders have a white border, simple textures don't
- // if !texture_showinuse: (some textures displayed may not be in use)
- // draw an additional square around with 0.5 1 0.5 color
- if (!strcmpi(g_qeglobals.d_texturewin.texdef.GetName(), pCurrentShader->getName()))
- {
- qglLineWidth (3);
- qglColor3f (1,0,0);
- qglDisable (GL_TEXTURE_2D);
-
- qglBegin (GL_LINE_LOOP);
- qglVertex2f (x-4,y-FONT_HEIGHT+4);
- qglVertex2f (x-4,y-FONT_HEIGHT-nHeight-4);
- qglVertex2f (x+4+nWidth,y-FONT_HEIGHT-nHeight-4);
- qglVertex2f (x+4+nWidth,y-FONT_HEIGHT+4);
- qglEnd ();
-
- qglEnable (GL_TEXTURE_2D);
- qglLineWidth (1);
- }
- else
- {
- qglLineWidth (1);
- // shader border:
- if (!pCurrentShader->IsDefault())
- {
- qglColor3f (1,1,1);
- qglDisable (GL_TEXTURE_2D);
-
- qglBegin (GL_LINE_LOOP);
- qglVertex2f (x-1,y+1-FONT_HEIGHT);
- qglVertex2f (x-1,y-nHeight-1-FONT_HEIGHT);
- qglVertex2f (x+1+nWidth,y-nHeight-1-FONT_HEIGHT);
- qglVertex2f (x+1+nWidth,y+1-FONT_HEIGHT);
- qglEnd ();
- qglEnable (GL_TEXTURE_2D);
- }
-
- // highlight in-use textures
- if (pCurrentShader->IsInUse())
- {
- qglColor3f (0.5,1,0.5);
- qglDisable (GL_TEXTURE_2D);
- qglBegin (GL_LINE_LOOP);
- qglVertex2f (x-3,y+3-FONT_HEIGHT);
- qglVertex2f (x-3,y-nHeight-3-FONT_HEIGHT);
- qglVertex2f (x+3+nWidth,y-nHeight-3-FONT_HEIGHT);
- qglVertex2f (x+3+nWidth,y+3-FONT_HEIGHT);
- qglEnd ();
- qglEnable (GL_TEXTURE_2D);
- }
- }
-
- // Draw the texture
- qglBindTexture (GL_TEXTURE_2D, q->texture_number);
- QE_CheckOpenGLForErrors();
- qglColor3f (1,1,1);
- qglBegin (GL_QUADS);
- qglTexCoord2f (0,0);
- qglVertex2f (x,y-FONT_HEIGHT);
- qglTexCoord2f (1,0);
- qglVertex2f (x+nWidth,y-FONT_HEIGHT);
- qglTexCoord2f (1,1);
- qglVertex2f (x+nWidth,y-FONT_HEIGHT-nHeight);
- qglTexCoord2f (0,1);
- qglVertex2f (x,y-FONT_HEIGHT-nHeight);
- qglEnd ();
-
- // draw the texture name
- qglDisable (GL_TEXTURE_2D);
- qglColor3f (1,1,1);
-
- qglRasterPos2f (x, y-FONT_HEIGHT+2);
-
- // don't draw the directory name
- name = (char*)pCurrentShader->getName();
- name += strlen(name);
- while(name != (char*)pCurrentShader->getName() && *(name-1) != '/' && *(name-1) != '\\')
- name--;
-
- gtk_glwidget_print_string(name);
- qglEnable (GL_TEXTURE_2D);
- }
- }
-
- g_qeglobals.d_texturewin.m_nTotalHeight = abs(y) + last_height + FONT_HEIGHT + 4;
-
- // reset the current texture
- qglBindTexture(GL_TEXTURE_2D, 0);
- qglFinish();
+ ============
+ Texture_Draw
+ TTimo: relying on the shaders list to display the textures
+ we must query all qtexture_t* to manage and display through the IShaders interface
+ this allows a plugin to completely override the texture system
+ ============
+ */
+void Texture_Draw( int width, int height ){
+ int x, y, last_y = 0, last_height = 0, nWidth, nHeight;
+ qtexture_t *q;
+ char *name;
+
+ qglClearColor( g_qeglobals.d_savedinfo.colors[COLOR_TEXTUREBACK][0],
+ g_qeglobals.d_savedinfo.colors[COLOR_TEXTUREBACK][1],
+ g_qeglobals.d_savedinfo.colors[COLOR_TEXTUREBACK][2], 0 );
+ qglViewport( 0,0,width,height );
+ qglMatrixMode( GL_PROJECTION );
+ qglLoadIdentity();
+
+ qglClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
+ qglDisable( GL_DEPTH_TEST );
+ qglDisable( GL_BLEND );
+ qglOrtho( 0, width, g_qeglobals.d_texturewin.originy - height, g_qeglobals.d_texturewin.originy, -100, 100 );
+ qglEnable( GL_TEXTURE_2D );
+
+ qglPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
+ g_qeglobals.d_texturewin.width = width;
+ g_qeglobals.d_texturewin.height = height;
+
+ Texture_StartPos();
+ for (;; )
+ {
+ // NOTE: return value is == pCurrentShader and pCurrentShader->getTexture == current_texture
+ Texture_NextPos( &x, &y );
+ q = current_texture;
+ if ( !q ) {
+ break;
+ }
+
+ nWidth = (int)( q->width * ( (float)g_PrefsDlg.m_nTextureScale / 100 ) );
+ nHeight = (int)( q->height * ( (float)g_PrefsDlg.m_nTextureScale / 100 ) );
+
+ if ( y != last_y ) {
+ last_y = y;
+ last_height = 0;
+ }
+ last_height = MAX( nHeight, last_height );
+
+ // Is this texture visible?
+ if ( ( y - nHeight - FONT_HEIGHT < g_qeglobals.d_texturewin.originy )
+ && ( y > g_qeglobals.d_texturewin.originy - height ) ) {
+ // borders rules:
+ // if it's the current texture, draw a thick red line, else:
+ // shaders have a white border, simple textures don't
+ // if !texture_showinuse: (some textures displayed may not be in use)
+ // draw an additional square around with 0.5 1 0.5 color
+ if ( !strcmpi( g_qeglobals.d_texturewin.texdef.GetName(), pCurrentShader->getName() ) ) {
+ qglLineWidth( 3 );
+ qglColor3f( 1,0,0 );
+ qglDisable( GL_TEXTURE_2D );
+
+ qglBegin( GL_LINE_LOOP );
+ qglVertex2f( x - 4,y - FONT_HEIGHT + 4 );
+ qglVertex2f( x - 4,y - FONT_HEIGHT - nHeight - 4 );
+ qglVertex2f( x + 4 + nWidth,y - FONT_HEIGHT - nHeight - 4 );
+ qglVertex2f( x + 4 + nWidth,y - FONT_HEIGHT + 4 );
+ qglEnd();
+
+ qglEnable( GL_TEXTURE_2D );
+ qglLineWidth( 1 );
+ }
+ else
+ {
+ qglLineWidth( 1 );
+ // shader border:
+ if ( !pCurrentShader->IsDefault() ) {
+ qglColor3f( 1,1,1 );
+ qglDisable( GL_TEXTURE_2D );
+
+ qglBegin( GL_LINE_LOOP );
+ qglVertex2f( x - 1,y + 1 - FONT_HEIGHT );
+ qglVertex2f( x - 1,y - nHeight - 1 - FONT_HEIGHT );
+ qglVertex2f( x + 1 + nWidth,y - nHeight - 1 - FONT_HEIGHT );
+ qglVertex2f( x + 1 + nWidth,y + 1 - FONT_HEIGHT );
+ qglEnd();
+ qglEnable( GL_TEXTURE_2D );
+ }
+
+ // highlight in-use textures
+ if ( pCurrentShader->IsInUse() ) {
+ qglColor3f( 0.5,1,0.5 );
+ qglDisable( GL_TEXTURE_2D );
+ qglBegin( GL_LINE_LOOP );
+ qglVertex2f( x - 3,y + 3 - FONT_HEIGHT );
+ qglVertex2f( x - 3,y - nHeight - 3 - FONT_HEIGHT );
+ qglVertex2f( x + 3 + nWidth,y - nHeight - 3 - FONT_HEIGHT );
+ qglVertex2f( x + 3 + nWidth,y + 3 - FONT_HEIGHT );
+ qglEnd();
+ qglEnable( GL_TEXTURE_2D );
+ }
+ }
+
+ // Draw the texture
+ qglBindTexture( GL_TEXTURE_2D, q->texture_number );
+ QE_CheckOpenGLForErrors();
+ qglColor3f( 1,1,1 );
+ qglBegin( GL_QUADS );
+ qglTexCoord2f( 0,0 );
+ qglVertex2f( x,y - FONT_HEIGHT );
+ qglTexCoord2f( 1,0 );
+ qglVertex2f( x + nWidth,y - FONT_HEIGHT );
+ qglTexCoord2f( 1,1 );
+ qglVertex2f( x + nWidth,y - FONT_HEIGHT - nHeight );
+ qglTexCoord2f( 0,1 );
+ qglVertex2f( x,y - FONT_HEIGHT - nHeight );
+ qglEnd();
+
+ // draw the texture name
+ qglDisable( GL_TEXTURE_2D );
+ qglColor3f( 1,1,1 );
+
+ qglRasterPos2f( x, y - FONT_HEIGHT + 2 );
+
+ // don't draw the directory name
+ name = (char*)pCurrentShader->getName();
+ name += strlen( name );
+ while ( name != (char*)pCurrentShader->getName() && *( name - 1 ) != '/' && *( name - 1 ) != '\\' )
+ name--;
+
+ gtk_glwidget_print_string( name );
+ qglEnable( GL_TEXTURE_2D );
+ }
+ }
+
+ g_qeglobals.d_texturewin.m_nTotalHeight = abs( y ) + last_height + FONT_HEIGHT + 4;
+
+ // reset the current texture
+ qglBindTexture( GL_TEXTURE_2D, 0 );
+ qglFinish();
}
//++timo seems we only know hard inits now..
//void Texture_Init (bool bHardInit)
-void Texture_Init()
-{
- g_qeglobals.d_qtextures = NULL;
- // initialize the qtexture map
- if (g_qeglobals.d_qtexmap)
- {
- Sys_FPrintf(SYS_ERR, "TODO: delete g_qeglobals.d_qtexmap in Texture_Init\n");
- }
- g_qeglobals.d_qtexmap = g_hash_table_new (g_str_hash, g_str_equal);
- // initialize .. in some cases if no default texture / project loaded it crashes
- memset( &g_qeglobals.d_texturewin.texdef, 0, sizeof(g_qeglobals.d_texturewin.texdef) );
- g_qeglobals.d_texturewin.texdef.SetName(SHADER_NOT_FOUND);
- g_qeglobals.d_texturewin.pShader = QERApp_Shader_ForName(SHADER_NOT_FOUND);
+void Texture_Init(){
+ g_qeglobals.d_qtextures = NULL;
+ // initialize the qtexture map
+ if ( g_qeglobals.d_qtexmap ) {
+ Sys_FPrintf( SYS_ERR, "TODO: delete g_qeglobals.d_qtexmap in Texture_Init\n" );
+ }
+ g_qeglobals.d_qtexmap = g_hash_table_new( g_str_hash, g_str_equal );
+ // initialize .. in some cases if no default texture / project loaded it crashes
+ memset( &g_qeglobals.d_texturewin.texdef, 0, sizeof( g_qeglobals.d_texturewin.texdef ) );
+ g_qeglobals.d_texturewin.texdef.SetName( SHADER_NOT_FOUND );
+ g_qeglobals.d_texturewin.pShader = QERApp_Shader_ForName( SHADER_NOT_FOUND );
}
// FIXME TTimo this needs to move to the shader module along with l_shaderlist move
// preload shader files that have been listed in shaderlist.txt
-void PreloadShaders()
-{
- GSList *lst = l_shaderfiles;
- Str shadername;
- while (lst)
- {
- shadername = g_pGameDescription->mShaderPath;
- shadername += (char*)lst->data;
- QERApp_LoadShaderFile(shadername.GetBuffer());
- lst = lst->next;
- }
+void PreloadShaders(){
+ GSList *lst = l_shaderfiles;
+ Str shadername;
+ while ( lst )
+ {
+ shadername = g_pGameDescription->mShaderPath;
+ shadername += (char*)lst->data;
+ QERApp_LoadShaderFile( shadername.GetBuffer() );
+ lst = lst->next;
+ }
}
// TTimo: modified to expect the reletive path to the skin as input
// the .md3 have bundled filetype extension, but they don't fit with the actual data
// ex: models/mapobjects/gargoyle.tga doesn't exist, but models/mapobjects/gargoyle.jpg can be used instead
// so we remove the extension before load attempt
-int WINAPI Texture_LoadSkin(char *pName, int *pnWidth, int *pnHeight)
-{
- // byte *pic = NULL;
- // byte *pic32 = NULL;
- int nTex = -1;
- qtexture_t *qtex;
- SkinInfo *pInfo;
- const char *pCleanName;
-
- int nSize = g_lstSkinCache.GetSize();
- pCleanName = QERApp_CleanTextureName( pName, false );
- for (int i = 0; i < nSize; i++)
- {
- SkinInfo *pInfo = reinterpret_cast<SkinInfo*>(g_lstSkinCache.GetAt(i));
- if (pInfo)
- {
- if (stricmp(pCleanName, pInfo->m_strName) == 0)
- {
- return pInfo->m_nTextureBind;
- }
- }
- }
-
- // if the load is successfull, we get back a qtexture_t
- // we don't need to free it, it's in g_qeglobals.d_qtextures
- // NOTE: we need to free the SkinInfo though..
- qtex = QERApp_Try_Texture_ForName( pCleanName );
- if (qtex)
- {
- nTex = qtex->texture_number;
- pInfo = new SkinInfo(qtex->name, nTex, qtex);
- } else
- {
- pInfo = new SkinInfo(pCleanName, -1, NULL);
- }
- g_lstSkinCache.Add(pInfo);
-
- return nTex;
+int WINAPI Texture_LoadSkin( char *pName, int *pnWidth, int *pnHeight ){
+ // byte *pic = NULL;
+ // byte *pic32 = NULL;
+ int nTex = -1;
+ qtexture_t *qtex;
+ SkinInfo *pInfo;
+ const char *pCleanName;
+
+ int nSize = g_lstSkinCache.GetSize();
+ pCleanName = QERApp_CleanTextureName( pName, false );
+ for ( int i = 0; i < nSize; i++ )
+ {
+ SkinInfo *pInfo = reinterpret_cast<SkinInfo*>( g_lstSkinCache.GetAt( i ) );
+ if ( pInfo ) {
+ if ( stricmp( pCleanName, pInfo->m_strName ) == 0 ) {
+ return pInfo->m_nTextureBind;
+ }
+ }
+ }
+
+ // if the load is successfull, we get back a qtexture_t
+ // we don't need to free it, it's in g_qeglobals.d_qtextures
+ // NOTE: we need to free the SkinInfo though..
+ qtex = QERApp_Try_Texture_ForName( pCleanName );
+ if ( qtex ) {
+ nTex = qtex->texture_number;
+ pInfo = new SkinInfo( qtex->name, nTex, qtex );
+ }
+ else
+ {
+ pInfo = new SkinInfo( pCleanName, -1, NULL );
+ }
+ g_lstSkinCache.Add( pInfo );
+
+ return nTex;
}
-bool TexWnd::CheckFilter( const char* name )
-{
- const char* buf = gtk_entry_get_text (GTK_ENTRY (m_pFilter));
- if (strstr( name, buf ) != 0)
- return true;
- return false;
+bool TexWnd::CheckFilter( const char* name ){
+ const char* buf = gtk_entry_get_text( GTK_ENTRY( m_pFilter ) );
+ if ( strstr( name, buf ) != 0 ) {
+ return true;
+ }
+ return false;
}
// =============================================================================
// static functions
-static void vertical_scroll (GtkWidget *widget, gpointer data)
-{
- ((TexWnd*)data)->OnVScroll ();
+static void vertical_scroll( GtkWidget *widget, gpointer data ){
+ ( (TexWnd*)data )->OnVScroll();
}
-static void filter_changed (GtkWidget *widget, gpointer data)
-{
- CString str;
- str = gtk_entry_get_text (GTK_ENTRY (widget));
- ((TexWnd*)data)->UpdateFilter (str);
+static void filter_changed( GtkWidget *widget, gpointer data ){
+ CString str;
+ str = gtk_entry_get_text( GTK_ENTRY( widget ) );
+ ( (TexWnd*)data )->UpdateFilter( str );
}
// =============================================================================
// TexWnd class
TexWnd::TexWnd()
-: GLWindow (FALSE)
-{
- m_pFilter = NULL;
- m_bNeedRange = true;
+ : GLWindow( FALSE ){
+ m_pFilter = NULL;
+ m_bNeedRange = true;
}
-TexWnd::~TexWnd()
-{
+TexWnd::~TexWnd(){
}
-void TexWnd::OnCreate ()
-{
- if (!MakeCurrent ())
- Error ("glMakeCurrent in TexWnd::OnCreate failed");
-
- g_qeglobals_gui.d_texture = m_pWidget;
- g_nTextureOffset = 0;
-
- GtkAdjustment *vadjustment = gtk_range_get_adjustment (GTK_RANGE (g_qeglobals_gui.d_texture_scroll));
- gtk_signal_connect (GTK_OBJECT (vadjustment), "value_changed", GTK_SIGNAL_FUNC (vertical_scroll), this);
-
- if (g_PrefsDlg.m_bTextureScrollbar)
- gtk_widget_show (g_qeglobals_gui.d_texture_scroll);
- else
- gtk_widget_hide (g_qeglobals_gui.d_texture_scroll);
- m_bNeedRange = true;
-
- gtk_signal_connect (GTK_OBJECT (m_pFilter), "changed", GTK_SIGNAL_FUNC (filter_changed), this);
- if (g_PrefsDlg.m_bTextureWindow)
- gtk_widget_show (m_pFilter);
+void TexWnd::OnCreate(){
+ if ( !MakeCurrent() ) {
+ Error( "glMakeCurrent in TexWnd::OnCreate failed" );
+ }
+
+ g_qeglobals_gui.d_texture = m_pWidget;
+ g_nTextureOffset = 0;
+
+ GtkAdjustment *vadjustment = gtk_range_get_adjustment( GTK_RANGE( g_qeglobals_gui.d_texture_scroll ) );
+ gtk_signal_connect( GTK_OBJECT( vadjustment ), "value_changed", GTK_SIGNAL_FUNC( vertical_scroll ), this );
+
+ if ( g_PrefsDlg.m_bTextureScrollbar ) {
+ gtk_widget_show( g_qeglobals_gui.d_texture_scroll );
+ }
+ else{
+ gtk_widget_hide( g_qeglobals_gui.d_texture_scroll );
+ }
+ m_bNeedRange = true;
+
+ gtk_signal_connect( GTK_OBJECT( m_pFilter ), "changed", GTK_SIGNAL_FUNC( filter_changed ), this );
+ if ( g_PrefsDlg.m_bTextureWindow ) {
+ gtk_widget_show( m_pFilter );
+ }
}
-void TexWnd::UpdateFilter(const char* pFilter)
-{
- g_bFilterEnabled = false;
- if (pFilter)
- {
- g_strFilter = pFilter;
- if (g_strFilter.GetLength() > 0)
- g_bFilterEnabled = true;
- QERApp_SortActiveShaders();
- }
- Sys_UpdateWindows (W_TEXTURE);
+void TexWnd::UpdateFilter( const char* pFilter ){
+ g_bFilterEnabled = false;
+ if ( pFilter ) {
+ g_strFilter = pFilter;
+ if ( g_strFilter.GetLength() > 0 ) {
+ g_bFilterEnabled = true;
+ }
+ QERApp_SortActiveShaders();
+ }
+ Sys_UpdateWindows( W_TEXTURE );
}
-void TexWnd::OnSize (int cx, int cy)
-{
- m_bNeedRange = true;
+void TexWnd::OnSize( int cx, int cy ){
+ m_bNeedRange = true;
}
-void TexWnd::OnExpose ()
-{
- int nOld = g_qeglobals.d_texturewin.m_nTotalHeight;
- if (!MakeCurrent ())
- {
- Sys_Printf("ERROR: glXMakeCurrent failed..\n ");
- Sys_Printf("Please restart Radiant if the Texture view is not working\n");
- } else
- {
- QE_CheckOpenGLForErrors();
- Texture_Draw (m_pWidget->allocation.width, m_pWidget->allocation.height - g_nTextureOffset);
- QE_CheckOpenGLForErrors();
- SwapBuffers ();
- }
- if (g_PrefsDlg.m_bTextureScrollbar && (m_bNeedRange || g_qeglobals.d_texturewin.m_nTotalHeight != nOld))
- {
- GtkAdjustment *vadjustment = gtk_range_get_adjustment (GTK_RANGE (g_qeglobals_gui.d_texture_scroll));
-
- vadjustment->value = -g_qeglobals.d_texturewin.originy;
- vadjustment->page_size = m_pWidget->allocation.height;
- vadjustment->page_increment = m_pWidget->allocation.height/2;
- vadjustment->step_increment = 20;
- vadjustment->lower = 0;
- vadjustment->upper = g_qeglobals.d_texturewin.m_nTotalHeight;
-
- gtk_signal_emit_by_name (GTK_OBJECT (vadjustment), "changed");
-
- m_bNeedRange = false;
- }
+void TexWnd::OnExpose(){
+ int nOld = g_qeglobals.d_texturewin.m_nTotalHeight;
+ if ( !MakeCurrent() ) {
+ Sys_Printf( "ERROR: glXMakeCurrent failed..\n " );
+ Sys_Printf( "Please restart Radiant if the Texture view is not working\n" );
+ }
+ else
+ {
+ QE_CheckOpenGLForErrors();
+ Texture_Draw( m_pWidget->allocation.width, m_pWidget->allocation.height - g_nTextureOffset );
+ QE_CheckOpenGLForErrors();
+ SwapBuffers();
+ }
+ if ( g_PrefsDlg.m_bTextureScrollbar && ( m_bNeedRange || g_qeglobals.d_texturewin.m_nTotalHeight != nOld ) ) {
+ GtkAdjustment *vadjustment = gtk_range_get_adjustment( GTK_RANGE( g_qeglobals_gui.d_texture_scroll ) );
+
+ vadjustment->value = -g_qeglobals.d_texturewin.originy;
+ vadjustment->page_size = m_pWidget->allocation.height;
+ vadjustment->page_increment = m_pWidget->allocation.height / 2;
+ vadjustment->step_increment = 20;
+ vadjustment->lower = 0;
+ vadjustment->upper = g_qeglobals.d_texturewin.m_nTotalHeight;
+
+ gtk_signal_emit_by_name( GTK_OBJECT( vadjustment ), "changed" );
+
+ m_bNeedRange = false;
+ }
}
-void TexWnd::OnLButtonDown (guint32 flags, int pointx, int pointy)
-{
- SetCapture ();
- Texture_MouseDown (pointx, pointy - g_nTextureOffset, flags);
+void TexWnd::OnLButtonDown( guint32 flags, int pointx, int pointy ){
+ SetCapture();
+ Texture_MouseDown( pointx, pointy - g_nTextureOffset, flags );
}
-void TexWnd::OnRButtonDown (guint32 flags, int pointx, int pointy)
-{
- SetCapture ();
- Texture_MouseDown (pointx, pointy - g_nTextureOffset, flags);
+void TexWnd::OnRButtonDown( guint32 flags, int pointx, int pointy ){
+ SetCapture();
+ Texture_MouseDown( pointx, pointy - g_nTextureOffset, flags );
}
-void TexWnd::OnMButtonDown (guint32 flags, int pointx, int pointy)
-{
- SetCapture ();
- Texture_MouseDown (pointx, pointy - g_nTextureOffset, flags);
+void TexWnd::OnMButtonDown( guint32 flags, int pointx, int pointy ){
+ SetCapture();
+ Texture_MouseDown( pointx, pointy - g_nTextureOffset, flags );
}
-void TexWnd::OnLButtonUp (guint32 flags, int pointx, int pointy)
-{
- ReleaseCapture ();
- // NOTE TTimo http://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=23
- DragDropTexture (flags, pointx, pointy);
+void TexWnd::OnLButtonUp( guint32 flags, int pointx, int pointy ){
+ ReleaseCapture();
+ DragDropTexture( flags, pointx, pointy );
}
-void TexWnd::OnRButtonUp (guint32 flags, int pointx, int pointy)
-{
- ReleaseCapture ();
+void TexWnd::OnRButtonUp( guint32 flags, int pointx, int pointy ){
+ ReleaseCapture();
}
-void TexWnd::OnMButtonUp (guint32 flags, int pointx, int pointy)
-{
- ReleaseCapture ();
+void TexWnd::OnMButtonUp( guint32 flags, int pointx, int pointy ){
+ ReleaseCapture();
}
-void TexWnd::OnMouseMove (guint32 flags, int pointx, int pointy)
-{
- Texture_MouseMoved (pointx, pointy - g_nTextureOffset, flags);
- // if scrollbar is hidden, we don't seem to get an update
- if( !g_PrefsDlg.m_bTextureScrollbar )
- RedrawWindow ();
+void TexWnd::OnMouseMove( guint32 flags, int pointx, int pointy ){
+ Texture_MouseMoved( pointx, pointy - g_nTextureOffset, flags );
+ // if scrollbar is hidden, we don't seem to get an update
+ if ( !g_PrefsDlg.m_bTextureScrollbar ) {
+ RedrawWindow();
+ }
}
-void TexWnd::OnVScroll ()
-{
- GtkAdjustment *vadjustment = gtk_range_get_adjustment (GTK_RANGE (g_qeglobals_gui.d_texture_scroll));
+void TexWnd::OnVScroll(){
+ GtkAdjustment *vadjustment = gtk_range_get_adjustment( GTK_RANGE( g_qeglobals_gui.d_texture_scroll ) );
- g_qeglobals.d_texturewin.originy = - (int)vadjustment->value;
- RedrawWindow ();
+ g_qeglobals.d_texturewin.originy = -(int)vadjustment->value;
+ RedrawWindow();
}
-void TexWnd::UpdatePrefs()
-{
- if (g_PrefsDlg.m_bTextureWindow)
- gtk_widget_show (m_pFilter);
- else
- gtk_widget_hide (m_pFilter);
-
- if (g_PrefsDlg.m_bTextureScrollbar)
- gtk_widget_show (g_qeglobals_gui.d_texture_scroll);
- else
- gtk_widget_hide (g_qeglobals_gui.d_texture_scroll);
- m_bNeedRange = true;
- RedrawWindow ();
+void TexWnd::UpdatePrefs(){
+ if ( g_PrefsDlg.m_bTextureWindow ) {
+ gtk_widget_show( m_pFilter );
+ }
+ else{
+ gtk_widget_hide( m_pFilter );
+ }
+
+ if ( g_PrefsDlg.m_bTextureScrollbar ) {
+ gtk_widget_show( g_qeglobals_gui.d_texture_scroll );
+ }
+ else{
+ gtk_widget_hide( g_qeglobals_gui.d_texture_scroll );
+ }
+ m_bNeedRange = true;
+ RedrawWindow();
}
-void TexWnd::FocusEdit()
-{
- if (GTK_WIDGET_VISIBLE (m_pFilter))
- gtk_window_set_focus (GTK_WINDOW (g_pParentWnd->m_pWidget), m_pFilter);
+void TexWnd::FocusEdit(){
+ if ( GTK_WIDGET_VISIBLE( m_pFilter ) ) {
+ gtk_window_set_focus( GTK_WINDOW( g_pParentWnd->m_pWidget ), m_pFilter );
+ }
}
-void TexWnd::OnMouseWheel(bool bUp)
-{
- if (bUp)
- {
- if(g_qeglobals.d_texturewin.originy < 0) {
- g_qeglobals.d_texturewin.originy += g_PrefsDlg.m_nWheelInc;
- // clamp so we don't get jiggle if moved by less than scrollwheel increment
- if(g_qeglobals.d_texturewin.originy > 0) {
- g_qeglobals.d_texturewin.originy = 0;
- }
- }
- }
- else
- {
- if(g_qeglobals.d_texturewin.originy > (-g_qeglobals.d_texturewin.m_nTotalHeight + g_qeglobals.d_texturewin.height))
- g_qeglobals.d_texturewin.originy -= g_PrefsDlg.m_nWheelInc;
- }
- GtkAdjustment *vadjustment = gtk_range_get_adjustment (GTK_RANGE (g_qeglobals_gui.d_texture_scroll));
- gtk_adjustment_set_value (vadjustment, abs(g_qeglobals.d_texturewin.originy));
-
- RedrawWindow();
+void TexWnd::OnMouseWheel( bool bUp ){
+ if ( bUp ) {
+ if ( g_qeglobals.d_texturewin.originy < 0 ) {
+ g_qeglobals.d_texturewin.originy += g_PrefsDlg.m_nWheelInc;
+ // clamp so we don't get jiggle if moved by less than scrollwheel increment
+ if ( g_qeglobals.d_texturewin.originy > 0 ) {
+ g_qeglobals.d_texturewin.originy = 0;
+ }
+ }
+ }
+ else
+ {
+ if ( g_qeglobals.d_texturewin.originy > ( -g_qeglobals.d_texturewin.m_nTotalHeight + g_qeglobals.d_texturewin.height ) ) {
+ g_qeglobals.d_texturewin.originy -= g_PrefsDlg.m_nWheelInc;
+ }
+ }
+ GtkAdjustment *vadjustment = gtk_range_get_adjustment( GTK_RANGE( g_qeglobals_gui.d_texture_scroll ) );
+ gtk_adjustment_set_value( vadjustment, abs( g_qeglobals.d_texturewin.originy ) );
+
+ RedrawWindow();
}
-// NOTE TTimo
-// http://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=23
-void TexWnd::DragDropTexture (guint32 flags, int pointx, int pointy)
-{
- // This gets called from leftmouse up event. We see if the mouseup is above
- // the camwindow. If this is the case do a trace for a surface. If we hit a
- // surface, texture it with the current texture.
-
- int m_ptXcheck, m_ptYcheck;
- int m_ptX, m_ptY;
- GtkWidget *widget;
- gint x, y;
- vec3_t dir;
- float f, r, u;
- int i;
-
- // we only want to catch a plain mouseevent
- if (flags)
- return;
-
- // see if we are above the camwindow
- Sys_GetCursorPos (&m_ptX, &m_ptY);
-
- if (g_pParentWnd->CurrentStyle() == MainFrame::eFloating)
- widget = g_pParentWnd->GetCamWnd()->m_pParent;
- else
- widget = g_pParentWnd->GetCamWnd()->GetWidget();
-
- get_window_pos (widget, &x, &y);
-
- if (m_ptX < x || m_ptY < y ||
- m_ptX > x + widget->allocation.width ||
- m_ptY > y + widget->allocation.height)
- return;
-
- // check if the camwindow isn't being partially hidden by another window at this point
- // http://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=187
- m_ptXcheck = m_ptX;
- m_ptYcheck = m_ptY;
-
- if( g_pParentWnd->GetCamWnd()->GetWidget()->window != gdk_window_at_pointer( &m_ptXcheck, &m_ptYcheck ) )
- return;
-
- // calc ray direction
- x = m_ptX - x;
- y = g_pParentWnd->GetCamWnd()->Camera()->height - 1 - (m_ptY - y);
- u = (float)( y - ( g_pParentWnd->GetCamWnd()->Camera()->height * .5f ) ) / ( g_pParentWnd->GetCamWnd()->Camera()->height * .5f );
- r = (float)( x - ( g_pParentWnd->GetCamWnd()->Camera()->width * .5f ) ) / ( g_pParentWnd->GetCamWnd()->Camera()->width * .5f );
- f = 1;
-
- for (i=0 ; i<3 ; i++)
- dir[i] = g_pParentWnd->GetCamWnd()->Camera()->vpn[i] * f +
- g_pParentWnd->GetCamWnd()->Camera()->vright[i] * r +
- g_pParentWnd->GetCamWnd()->Camera()->vup[i] * u;
- VectorNormalize (dir, dir);
-
- // do a trace for a surface
- trace_t t;
-
- t = Test_Ray (g_pParentWnd->GetCamWnd()->Camera()->origin, dir, SF_SINGLEFACE);
-
- if (t.brush)
- {
- texdef_t tex;
- brushprimit_texdef_t brushprimit_tex;
-
- memset (&tex, 0, sizeof(tex));
- memset (&brushprimit_tex, 0, sizeof(brushprimit_tex));
- if (g_qeglobals.m_bBrushPrimitMode)
- {
- // brushprimit fitted to a 2x2 texture
- brushprimit_tex.coords[0][0] = 1.0f;
- brushprimit_tex.coords[1][1] = 1.0f;
- } else
- {
- tex.scale[0] = g_pGameDescription->mTextureDefaultScale;
- tex.scale[1] = g_pGameDescription->mTextureDefaultScale;
- }
- tex.flags = g_qeglobals.d_texturewin.texdef.flags;
- tex.value = g_qeglobals.d_texturewin.texdef.value;
- tex.contents = g_qeglobals.d_texturewin.texdef.contents;
- // TTimo - shader code cleanup
- // texdef.name is the name of the shader, not the name of the actual texture file
- tex.SetName(g_qeglobals.d_texturewin.texdef.GetName());
-
- Undo_Start("set face textures");
- Undo_AddBrush(t.brush);
- SetFaceTexdef (t.face, &tex, &brushprimit_tex, false, NULL );
- Brush_Build(t.brush, false);
- Undo_EndBrush(t.brush);
- Undo_End();
-
- Sys_UpdateWindows (W_CAMERA);
- g_pParentWnd->OnTimer ();
- }
+void TexWnd::DragDropTexture( guint32 flags, int pointx, int pointy ){
+ // This gets called from leftmouse up event. We see if the mouseup is above
+ // the camwindow. If this is the case do a trace for a surface. If we hit a
+ // surface, texture it with the current texture.
+
+ int m_ptXcheck, m_ptYcheck;
+ int m_ptX, m_ptY;
+ GtkWidget *widget;
+ gint x, y;
+ vec3_t dir;
+ float f, r, u;
+ int i;
+
+ // we only want to catch a plain mouseevent
+ if ( flags ) {
+ return;
+ }
+
+ // see if we are above the camwindow
+ Sys_GetCursorPos( &m_ptX, &m_ptY );
+
+ if ( g_pParentWnd->CurrentStyle() == MainFrame::eFloating ) {
+ widget = g_pParentWnd->GetCamWnd()->m_pParent;
+ }
+ else{
+ widget = g_pParentWnd->GetCamWnd()->GetWidget();
+ }
+
+ get_window_pos( widget, &x, &y );
+
+ if ( m_ptX < x || m_ptY < y ||
+ m_ptX > x + widget->allocation.width ||
+ m_ptY > y + widget->allocation.height ) {
+ return;
+ }
+
+ // check if the camwindow isn't being partially hidden by another window at this point
+ m_ptXcheck = m_ptX;
+ m_ptYcheck = m_ptY;
+
+ if ( g_pParentWnd->GetCamWnd()->GetWidget()->window != gdk_window_at_pointer( &m_ptXcheck, &m_ptYcheck ) ) {
+ return;
+ }
+
+ // calc ray direction
+ x = m_ptX - x;
+ y = g_pParentWnd->GetCamWnd()->Camera()->height - 1 - ( m_ptY - y );
+ u = (float)( y - ( g_pParentWnd->GetCamWnd()->Camera()->height * .5f ) ) / ( g_pParentWnd->GetCamWnd()->Camera()->height * .5f );
+ r = (float)( x - ( g_pParentWnd->GetCamWnd()->Camera()->width * .5f ) ) / ( g_pParentWnd->GetCamWnd()->Camera()->width * .5f );
+ f = 1;
+
+ for ( i = 0 ; i < 3 ; i++ )
+ dir[i] = g_pParentWnd->GetCamWnd()->Camera()->vpn[i] * f +
+ g_pParentWnd->GetCamWnd()->Camera()->vright[i] * r +
+ g_pParentWnd->GetCamWnd()->Camera()->vup[i] * u;
+ VectorNormalize( dir, dir );
+
+ // do a trace for a surface
+ trace_t t;
+
+ t = Test_Ray( g_pParentWnd->GetCamWnd()->Camera()->origin, dir, SF_SINGLEFACE );
+
+ if ( t.brush ) {
+ texdef_t tex;
+ brushprimit_texdef_t brushprimit_tex;
+
+ memset( &tex, 0, sizeof( tex ) );
+ memset( &brushprimit_tex, 0, sizeof( brushprimit_tex ) );
+ if ( g_qeglobals.m_bBrushPrimitMode ) {
+ // brushprimit fitted to a 2x2 texture
+ brushprimit_tex.coords[0][0] = 1.0f;
+ brushprimit_tex.coords[1][1] = 1.0f;
+ }
+ else
+ {
+ tex.scale[0] = g_PrefsDlg.m_fDefTextureScale;
+ tex.scale[1] = g_PrefsDlg.m_fDefTextureScale;
+ }
+ tex.flags = g_qeglobals.d_texturewin.texdef.flags;
+ tex.value = g_qeglobals.d_texturewin.texdef.value;
+ tex.contents = g_qeglobals.d_texturewin.texdef.contents;
+ // TTimo - shader code cleanup
+ // texdef.name is the name of the shader, not the name of the actual texture file
+ tex.SetName( g_qeglobals.d_texturewin.texdef.GetName() );
+
+ Undo_Start( "set face textures" );
+ Undo_AddBrush( t.brush );
+ SetFaceTexdef( t.face, &tex, &brushprimit_tex, false, NULL );
+ Brush_Build( t.brush, false );
+ Undo_EndBrush( t.brush );
+ Undo_End();
+
+ Sys_UpdateWindows( W_CAMERA );
+ g_pParentWnd->OnTimer();
+ }
}