mirror of
https://github.com/UberGames/GtkRadiant.git
synced 2024-11-30 15:41:19 +00:00
1911 lines
55 KiB
C++
1911 lines
55 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 );
|
|
strlwr( 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_PrefsDlg.m_fDefTextureScale;
|
|
tex.scale[1] = g_PrefsDlg.m_fDefTextureScale;
|
|
}
|
|
tex.flags = pCurrentShader->getFlags();
|
|
// TTimo - shader code cleanup
|
|
// texdef.name is the name of the shader, not the name of the actual texture file
|
|
tex.SetName( pCurrentShader->getName() );
|
|
// NOTE WARNING: Texture_SetTexture uses Texture_NextPos stuff to move the window position on to the texture
|
|
// if there's some kind of fuckup in Texture_SetTexture you may end up with different pCurrentShader or even pCurrentShader == NULL
|
|
// so we just consider pCurrentShader and current_texture are not valid after this point
|
|
IShader *pAuxShader = pCurrentShader;
|
|
Texture_SetTexture( &tex, &brushprimit_tex, bFitScale, NULL ); // Nurail
|
|
CString strTex;
|
|
CString strName;
|
|
// if shader, print shader name, otherwise texture name
|
|
//++timo FIXME: maybe CShader needs some properties between color / default / actual shader
|
|
#ifdef _DEBUG
|
|
// this one is never supposed to be set as current one
|
|
if ( pAuxShader->IsColor() ) {
|
|
Sys_Printf( "ERROR: unexpected pCurrentShader->IsColor() in SelectTexture\n" );
|
|
}
|
|
#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_PrefsDlg.m_fDefTextureScale;
|
|
tex.scale[1] = g_PrefsDlg.m_fDefTextureScale;
|
|
}
|
|
tex.flags = g_qeglobals.d_texturewin.texdef.flags;
|
|
tex.value = g_qeglobals.d_texturewin.texdef.value;
|
|
tex.contents = g_qeglobals.d_texturewin.texdef.contents;
|
|
// TTimo - shader code cleanup
|
|
// texdef.name is the name of the shader, not the name of the actual texture file
|
|
tex.SetName( g_qeglobals.d_texturewin.texdef.GetName() );
|
|
|
|
Undo_Start( "set face textures" );
|
|
Undo_AddBrush( t.brush );
|
|
SetFaceTexdef( t.face, &tex, &brushprimit_tex, false, NULL );
|
|
Brush_Build( t.brush, false );
|
|
Undo_EndBrush( t.brush );
|
|
Undo_End();
|
|
|
|
Sys_UpdateWindows( W_CAMERA );
|
|
g_pParentWnd->OnTimer();
|
|
}
|
|
}
|