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/*
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
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//#include <gdk/win32/gdkwin32.h>
# include <gdk/gdkwin32.h>
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# 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 ;
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default :
return ;
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}
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 ;
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// each token should be a shader filename
sprintf ( dirstring , " %s.shader " , token ) ;
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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 ;
}
}
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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);"
2008-06-26 07:52:02 +00:00
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sprintf ( dirstring , " textures/%s " , texture_directory ) ;
g_ImageManager . BeginExtensionsScan ( ) ;
const char * ext ;
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while ( ( ext = g_ImageManager . GetNextExtension ( ) ) ! = NULL )
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{
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
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if ( ! q )
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break ;
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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
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// to prevent scrolling uglyness (stuff scrolled off screen when
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// 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 ;
}
}
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2007-11-04 03:51:54 +00:00
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 ( ) ;
}
}