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Load texture filenames out of a small config like text file.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@109 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
Spoike 2004-09-01 22:59:56 +00:00
parent 41b248e00d
commit d6b2210e12

View file

@ -676,6 +676,174 @@ extern qbyte *mod_base;
qbyte *mod_base; qbyte *mod_base;
#endif #endif
char *advtexturedesc;
char *mapsection;
char *defaultsection;
static char *GLMod_TD_LeaveSection(char *file)
{ //recursive routine to find the next }
while(file)
{
file = COM_ParseToken(file);
if (*com_token == '{')
file = GLMod_TD_LeaveSection(file);
else if (*com_token == '}')
return file;
}
return NULL;
}
static char *GLMod_TD_Section(char *file, char *sectionname)
{ //position within the open brace.
while(file)
{
while(*file <= ' ') //skip whitespace and new lines.
{
if (!*file)
return NULL;
file++;
}
file = COM_ParseToken(file);
if (!stricmp(com_token, sectionname))
{
file = COM_ParseToken(file);
if (*com_token != '{')
return NULL;
return file;
}
if (*com_token == '{')
file = GLMod_TD_LeaveSection(file);
}
return NULL;
}
void GLMod_InitTextureDescs(char *mapname)
{
if (advtexturedesc)
BZ_Free(advtexturedesc);
advtexturedesc = COM_LoadMallocFile(va("maps/shaders/%s.shaders", mapname));
if (advtexturedesc)
{
mapsection = advtexturedesc;
defaultsection = NULL;
}
else
{
advtexturedesc = COM_LoadMallocFile(va("map.shaders", mapname));
mapsection = GLMod_TD_Section(advtexturedesc, mapname);
defaultsection = GLMod_TD_Section(advtexturedesc, "default");
}
}
void GLMod_LoadAdvancedTextureSection(char *section, char *name, int *base, int *norm, int *luma, int *alphamode, qboolean *cull) //fixme: add gloss
{
char stdname[MAX_QPATH] = "";
char flatname[MAX_QPATH] = "";
char bumpname[MAX_QPATH] = "";
char normname[MAX_QPATH] = "";
char lumaname[MAX_QPATH] = "";
section = GLMod_TD_Section(section, name);
while(section)
{
section = COM_ParseToken(section);
if (*com_token == '}')
break;
while(*section <= ' ') //get rid of nasty whitespace.
{
if (!*section)
return;
section++;
}
if (*section == '=')
section++; //evil notation.
if (!stricmp(com_token, "texture") || !stricmp(com_token, "base"))
{
section = COM_ParseToken(section);
Q_strncpyz(stdname, com_token, sizeof(stdname));
}
else if (!stricmp(com_token, "flatmap") || !stricmp(com_token, "diffuse"))
{
section = COM_ParseToken(section);
Q_strncpyz(flatname, com_token, sizeof(flatname));
}
else if (!stricmp(com_token, "bumpmap"))
{
section = COM_ParseToken(section);
Q_strncpyz(bumpname, com_token, sizeof(bumpname));
}
else if (!stricmp(com_token, "normalmap"))
{
section = COM_ParseToken(section);
Q_strncpyz(normname, com_token, sizeof(normname));
}
else if (!stricmp(com_token, "luma") || !stricmp(com_token, "glow"))
{
section = COM_ParseToken(section);
Q_strncpyz(lumaname, com_token, sizeof(lumaname));
}
else
{
//best thing we can do is jump to the end of the line, and hope they were a good creator...
while(*section && *section != '\n')
section++;
}
}
//okay it's all parsed. Try and interpret the data now.
*base = 0;
if (norm)
*norm = 0;
if (luma)
*luma = 0;
if (!*stdname && !*flatname)
return;
if (norm && gl_bumpmappingpossible && cls.allow_bump)
{
*base = 0;
*norm = 0;
if (!*norm && *normname)
*norm = Mod_LoadHiResTexture(normname, true, false);
if (!*norm && *bumpname)
*norm = Mod_LoadBumpmapTexture(bumpname);
if (*norm && *flatname)
*base = Mod_LoadHiResTexture(flatname, true, false);
}
else
{
*base = 0;
if (norm)
*norm = 0;
}
if (!*base && *stdname)
*base = Mod_LoadHiResTexture(stdname, true, false);
if (!*base && *flatname)
*base = Mod_LoadHiResTexture(flatname, true, false);
if (luma && *lumaname)
*luma = Mod_LoadHiResTexture(lumaname, true, true);
}
void GLMod_LoadAdvancedTexture(char *name, int *base, int *norm, int *luma, int *alphamode, qboolean *cull) //fixme: add gloss
{
if (!gl_load24bit.value)
return;
if (mapsection)
{
GLMod_LoadAdvancedTextureSection(mapsection, name,base,norm,luma,alphamode,cull);
if (*base)
return;
}
if (defaultsection)
GLMod_LoadAdvancedTextureSection(defaultsection, name,base,norm,luma,alphamode,cull);
}
/* /*
================= =================
Mod_LoadTextures Mod_LoadTextures
@ -694,6 +862,8 @@ void GLMod_LoadTextures (lump_t *l)
qboolean alphaed; qboolean alphaed;
qbyte *base; qbyte *base;
GLMod_InitTextureDescs(loadname);
if (!l->filelen) if (!l->filelen)
{ {
loadmodel->textures = NULL; loadmodel->textures = NULL;
@ -750,7 +920,12 @@ void GLMod_LoadTextures (lump_t *l)
if (!R_AddBulleten(tx)) if (!R_AddBulleten(tx))
#endif #endif
{ {
GLMod_LoadAdvancedTexture(tx->name, &tx->gl_texturenum, &tx->gl_texturenumbumpmap, &tx->gl_texturenumfb, NULL, NULL);
if (tx->gl_texturenum)
continue;
base = (qbyte *)(mt+1); base = (qbyte *)(mt+1);
if (loadmodel->fromgame == fg_halflife) if (loadmodel->fromgame == fg_halflife)
{//external textures have already been filtered. {//external textures have already been filtered.
base = W_ConvertWAD3Texture(mt, &mt->width, &mt->height, &alphaed); //convert texture to 32 bit. base = W_ConvertWAD3Texture(mt, &mt->width, &mt->height, &alphaed); //convert texture to 32 bit.
@ -780,23 +955,23 @@ void GLMod_LoadTextures (lump_t *l)
tx->gl_texturenumfb = GL_LoadTextureFB(altname, tx->width, tx->height, base, true, true); tx->gl_texturenumfb = GL_LoadTextureFB(altname, tx->width, tx->height, base, true, true);
} }
} }
}
tx->gl_texturenumbumpmap = 0; tx->gl_texturenumbumpmap = 0;
if (gl_bumpmappingpossible && cls.allow_bump) if (gl_bumpmappingpossible && cls.allow_bump)
{
_snprintf(altname, sizeof(altname)-1, "%s_bump", mt->name);
if (gl_load24bit.value)
tx->gl_texturenumbumpmap = Mod_LoadBumpmapTexture(altname);
if (!(tx->gl_texturenumbumpmap) && loadmodel->fromgame != fg_halflife)
{ {
base = (qbyte *)(mt+1); //convert to greyscale. _snprintf(altname, sizeof(altname)-1, "%s_bump", mt->name);
for (j = 0; j < pixels; j++)
base[j] = (host_basepal[base[j]*3] + host_basepal[base[j]*3+1] + host_basepal[base[j]*3+2]) / 3;
tx->gl_texturenumbumpmap = GL_LoadTexture8Bump(altname, tx->width, tx->height, base, true); //normalise it and then bump it. if (gl_load24bit.value)
tx->gl_texturenumbumpmap = Mod_LoadBumpmapTexture(altname);
if (!(tx->gl_texturenumbumpmap) && loadmodel->fromgame != fg_halflife)
{
base = (qbyte *)(mt+1); //convert to greyscale.
for (j = 0; j < pixels; j++)
base[j] = (host_basepal[base[j]*3] + host_basepal[base[j]*3+1] + host_basepal[base[j]*3+2]) / 3;
tx->gl_texturenumbumpmap = GL_LoadTexture8Bump(altname, tx->width, tx->height, base, true); //normalise it and then bump it.
}
} }
} }
} }
@ -953,43 +1128,6 @@ void GLMod_NowLoadExternal(void)
} }
} }
void GLMod_ReloadTextures(void)
{
texture_t *tx;
model_t *mod;
int i;
int t;
Cache_Flush();
for (i = 0, mod=mod_known; i < mod_numknown; i++, mod++)
{
if (mod->needload)
continue;
if (mod->type == mod_brush) //make this reload bsp?
{
if (mod->textures)
for (t = 0; t < mod->numtextures; t++)
{
tx = mod->textures[t];
if (!Q_strncmp(tx->name,"sky",3))
R_InitSky (tx);
else
{
texture_mode = GL_LINEAR_MIPMAP_NEAREST; //_LINEAR;
if (!(tx->gl_texturenum = Mod_LoadReplacementTexture(tx->name, true, false)))
tx->gl_texturenum = GL_LoadTexture (tx->name, tx->width, tx->height, (qbyte *)(tx+1), true, false);
texture_mode = GL_LINEAR;
}
}
}
else if (mod->type == mod_sprite)
{
loadmodel = mod;
GLMod_LoadSpriteModel(mod, COM_LoadTempFile(mod->name));
}
}
}
qbyte lmgamma[256]; qbyte lmgamma[256];
void BuildLightMapGammaTable (float g, float c) void BuildLightMapGammaTable (float g, float c)
{ {