quake3/q3radiant/IShaders.cpp
2005-08-19 00:00:00 +00:00

86 lines
2.9 KiB
C++
Executable file

/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena source code 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.
Quake III Arena source code 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 Foobar; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
//-----------------------------------------------------------------------------
//
// $LogFile$
// $Revision: 1.1.2.2 $
// $Author: ttimo $
// $Date: 2000/02/24 22:24:45 $
// $Log: IShaders.cpp,v $
// Revision 1.1.2.2 2000/02/24 22:24:45 ttimo
// RC2
//
// Revision 1.1.2.1 2000/02/11 03:52:30 ttimo
// working on the IShader interface
//
//
// DESCRIPTION:
// implementation of the shaders / textures interface
//
#include "stdafx.h"
//++timo NOTE: this whole part is evolving on a seperate branch on SourceForge
// will eventually turn into a major rewrite of the shader / texture code
// this is a modified version of Texture_ForName
qtexture_t* WINAPI QERApp_TryTextureForName(const char* name)
{
qtexture_t *q;
char filename[1024];
for (q=g_qeglobals.d_qtextures ; q ; q=q->next)
{
if (!strcmp(name, q->filename))
return q;
}
// try loading from file .. this is a copy of the worst part of Texture_ForName
char cWork[1024];
sprintf (filename, "%s/%s.tga", ValueForKey (g_qeglobals.d_project_entity, "texturepath"), name);
QE_ConvertDOSToUnixName( cWork, filename );
strcpy(filename, cWork);
unsigned char* pPixels = NULL;
int nWidth;
int nHeight;
LoadImage(filename, &pPixels, &nWidth, &nHeight);
if (pPixels == NULL)
{
// try jpg
// blatant assumption of .tga should be fine since we sprintf'd it above
int nLen = strlen(filename);
filename[nLen-3] = 'j';
filename[nLen-2] = 'p';
filename[nLen-1] = 'g';
LoadImage(filename, &pPixels, &nWidth, &nHeight);
}
if (pPixels)
{
q = Texture_LoadTGATexture(pPixels, nWidth, nHeight, NULL, 0, 0, 0);
//++timo storing the filename .. will be removed by shader code cleanup
// this is dirty, and we sure miss some places were we should fill the filename info
strcpy( q->filename, name );
SetNameShaderInfo(q, filename, name);
Sys_Printf ("done.\n", name);
free(pPixels);
return q;
}
return NULL;
}