gtkradiant/radiant/texwindow.cpp
mattn 04c7eb042d * reactivated WXY_Print function to generate screenshots from the xy window
* removed all the references to the old bugzilla links (deadlinks - no longer useful)

git-svn-id: svn://svn.icculus.org/gtkradiant/GtkRadiant/trunk@289 8a3a26a2-13c4-0310-b231-cf6edde360e5
2008-06-27 15:09:36 +00:00

1958 lines
56 KiB
C++

/*
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.
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.
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
//
// Leonardo Zide (leo@lokigames.com)
//
/*!\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.
*/
#ifdef _WIN32
//#include <gdk/win32/gdkwin32.h>
#include <gdk/gdkwin32.h>
#endif
#if defined (__linux__) || defined (__APPLE__)
#include <gdk/gdkx.h>
#include <dirent.h>
#endif
#include <gtk/gtk.h>
#include <assert.h>
#include <sys/stat.h>
#include "stdafx.h"
#include "texwindow.h"
#include "str.h"
#include "missing.h"
#include "texmanip.h"
#define TYP_MIPTEX 68
static unsigned tex_palette[256];
#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 g_nTextureOffset = 0;
// current active texture directory
//++timo FIXME: I'm not sure this is used anymore
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;
bool g_bFilterEnabled = false;
CString g_strFilter;
// texture layout functions
// TTimo: now based on shaders
int nActiveShadersCount;
int nCurrentShader;
IShader* pCurrentShader;
qtexture_t *current_texture = NULL;
int current_x, current_y, current_row;
// globals for textures
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
// FIXME TTimo I get the feeling that those would need to move to the shaders module
// 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 Texture_MouseDown (int x, int y, int buttons);
void Texture_MouseMoved (int x, int y, int buttons);
CPtrArray g_lstSkinCache;
// TTimo: modifed to add a qtexture_t, Texture_LoadSkin loads using the shader API / QERApp_TryTexture_ForName
// 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(){};
};
// =============================================================================
// global functions
// gets active texture extension
//
// 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;
}
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;
}
}
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);
}
/*!
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;
}
}
}
/*!
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);
}
/*
==================
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);
}
}
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
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);
}
/*
==============
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");
#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);
}
/*
==============
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());
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;
}
// 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;
}
/*
============================================================================
MOUSE ACTIONS
============================================================================
*/
static int textures_cursorx, textures_cursory;
/*
============
Texture_SetTexture
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 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
#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");
#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);
}
/*
==============
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;
}
}
/*
============================================================================
DRAWING
============================================================================
*/
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();
}
//++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);
}
// 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;
}
}
// TTimo: modified to expect the reletive path to the skin as input
// will look into pak files if necessary
// uses the shader code to load the texture Try_Texture_ForName
// modified SkinInfo accordingly to store the qtexture_t and shader name (reletive version)
// 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;
}
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 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;
}
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::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::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::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::OnLButtonUp (guint32 flags, int pointx, int pointy)
{
ReleaseCapture ();
DragDropTexture (flags, pointx, pointy);
}
void TexWnd::OnRButtonUp (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::OnVScroll ()
{
GtkAdjustment *vadjustment = gtk_range_get_adjustment (GTK_RANGE (g_qeglobals_gui.d_texture_scroll));
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::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::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_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 ();
}
}