mirror of
https://github.com/UberGames/GtkRadiant.git
synced 2024-12-01 16:12:18 +00:00
04c7eb042d
* removed all the references to the old bugzilla links (deadlinks - no longer useful) git-svn-id: svn://svn.icculus.org/gtkradiant/GtkRadiant/trunk@289 8a3a26a2-13c4-0310-b231-cf6edde360e5
1958 lines
56 KiB
C++
1958 lines
56 KiB
C++
/*
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Copyright (C) 1999-2007 id Software, Inc. and contributors.
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For a list of contributors, see the accompanying CONTRIBUTORS file.
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This file is part of GtkRadiant.
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GtkRadiant is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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GtkRadiant is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with GtkRadiant; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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*/
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//
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// Texture Window
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//
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// Leonardo Zide (leo@lokigames.com)
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//
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/*!\todo
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Clean up texture menu.
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- Remove all global variables and use some objects instead.
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- Create an interface for a plugin to add texture menu items.
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- Make sure the interface is not dependent on gtk.
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*/
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#ifdef _WIN32
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//#include <gdk/win32/gdkwin32.h>
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#include <gdk/gdkwin32.h>
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#endif
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#if defined (__linux__) || defined (__APPLE__)
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#include <gdk/gdkx.h>
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#include <dirent.h>
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#endif
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#include <gtk/gtk.h>
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#include <assert.h>
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#include <sys/stat.h>
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#include "stdafx.h"
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#include "texwindow.h"
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#include "str.h"
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#include "missing.h"
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#include "texmanip.h"
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#define TYP_MIPTEX 68
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static unsigned tex_palette[256];
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#define FONT_HEIGHT 10
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//int texture_mode = GL_NEAREST;
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//int texture_mode = GL_NEAREST_MIPMAP_NEAREST;
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//int texture_mode = GL_NEAREST_MIPMAP_LINEAR;
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//int texture_mode = GL_LINEAR;
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//int texture_mode = GL_LINEAR_MIPMAP_NEAREST;
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int texture_mode = GL_LINEAR_MIPMAP_LINEAR;
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int g_nTextureOffset = 0;
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// current active texture directory
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//++timo FIXME: I'm not sure this is used anymore
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char texture_directory[128];
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// if true, the texture window will only display in-use shaders
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// if false, all the shaders in memory are displayed
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qboolean g_bShowAllShaders;
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bool g_bFilterEnabled = false;
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CString g_strFilter;
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// texture layout functions
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// TTimo: now based on shaders
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int nActiveShadersCount;
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int nCurrentShader;
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IShader* pCurrentShader;
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qtexture_t *current_texture = NULL;
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int current_x, current_y, current_row;
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// globals for textures
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int texture_nummenus;
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char texture_menunames[MAX_TEXTUREDIRS][128];
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// the list of scripts/*.shader files we need to work with
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// those are listed in shaderlist file
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// FIXME TTimo I get the feeling that those would need to move to the shaders module
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// for now it's still more simple to just keep it here
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GSList *l_shaderfiles = NULL;
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void SelectTexture (int mx, int my, bool bShift, bool bFitScale=false);
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void Texture_MouseDown (int x, int y, int buttons);
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void Texture_MouseMoved (int x, int y, int buttons);
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CPtrArray g_lstSkinCache;
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// TTimo: modifed to add a qtexture_t, Texture_LoadSkin loads using the shader API / QERApp_TryTexture_ForName
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// m_strName is a copy of qtex->name
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struct SkinInfo
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{
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CString m_strName;
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int m_nTextureBind;
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qtexture_t *m_qtex;
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SkinInfo(const char *pName, int n, qtexture_t *qtex)
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{
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m_strName = pName;
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m_nTextureBind = n;
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m_qtex = qtex;
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};
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SkinInfo(){};
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};
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// =============================================================================
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// global functions
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// gets active texture extension
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//
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// FIXME: fix this to be generic from project file
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//
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int GetTextureExtensionCount()
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{
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// hardcoded hack for png support
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if (g_pGameDescription->mGameFile == "sof2.game")
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return 3;
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else
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return 2;
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}
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const char* GetTextureExtension(int nIndex)
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{
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switch(nIndex)
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{
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case 0:
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return "tga";
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break;
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case 1:
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return "jpg";
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break;
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case 2:
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return "png";
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break;
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default:
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return NULL;
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}
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}
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/*
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==============
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Texture_InitPalette
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==============
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*/
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void Texture_InitPalette (byte *pal)
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{
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int r,g,b;
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int i;
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int inf;
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byte gammatable[256];
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float gamma;
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gamma = g_qeglobals.d_savedinfo.fGamma;
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if (gamma == 1.0)
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{
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for (i=0 ; i<256 ; i++)
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gammatable[i] = i;
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} else
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{
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for (i=0 ; i<256 ; i++)
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{
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inf = (int)( 255.0f * pow( ( i + 0.5f ) / 255.5f , gamma ) + 0.5f );
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if (inf < 0)
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inf = 0;
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if (inf > 255)
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inf = 255;
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gammatable[i] = inf;
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}
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}
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for (i=0 ; i<256 ; i++)
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{
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r = gammatable[pal[0]];
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g = gammatable[pal[1]];
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b = gammatable[pal[2]];
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pal += 3;
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//v = (r<<24) + (g<<16) + (b<<8) + 255;
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//v = BigLong (v);
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//tex_palette[i] = v;
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tex_palette[i*3+0] = r;
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tex_palette[i*3+1] = g;
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tex_palette[i*3+2] = b;
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}
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}
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void SetTexParameters (void)
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{
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qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, texture_mode );
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switch ( texture_mode )
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{
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case GL_NEAREST:
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case GL_NEAREST_MIPMAP_NEAREST:
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case GL_NEAREST_MIPMAP_LINEAR:
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qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
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break;
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case GL_LINEAR:
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case GL_LINEAR_MIPMAP_NEAREST:
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case GL_LINEAR_MIPMAP_LINEAR:
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qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
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break;
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}
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}
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/*
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============
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Texture_SetMode
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============
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*/
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void Texture_SetMode(int iMenu)
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{
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int iMode;
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qboolean texturing = true;
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gpointer item = NULL;
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switch (iMenu)
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{
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case ID_VIEW_NEAREST:
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item = g_object_get_data (G_OBJECT (g_pParentWnd->m_pWidget), "menu_view_nearest");
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iMode = GL_NEAREST;
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break;
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case ID_VIEW_NEARESTMIPMAP:
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item = g_object_get_data (G_OBJECT (g_pParentWnd->m_pWidget), "menu_view_nearestmipmap");
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iMode = GL_NEAREST_MIPMAP_NEAREST;
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break;
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case ID_VIEW_LINEAR:
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item = g_object_get_data (G_OBJECT (g_pParentWnd->m_pWidget), "menu_view_linear");
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iMode = GL_LINEAR;
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break;
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case ID_VIEW_BILINEAR:
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item = g_object_get_data (G_OBJECT (g_pParentWnd->m_pWidget), "menu_view_bilinear");
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iMode = GL_NEAREST_MIPMAP_LINEAR;
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break;
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case ID_VIEW_BILINEARMIPMAP:
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item = g_object_get_data (G_OBJECT (g_pParentWnd->m_pWidget), "menu_view_bilinearmipmap");
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iMode = GL_LINEAR_MIPMAP_NEAREST;
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break;
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case ID_VIEW_TRILINEAR:
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item = g_object_get_data (G_OBJECT (g_pParentWnd->m_pWidget), "menu_view_trilinear");
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iMode = GL_LINEAR_MIPMAP_LINEAR;
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break;
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case ID_TEXTURES_WIREFRAME:
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item = g_object_get_data (G_OBJECT (g_pParentWnd->m_pWidget), "menu_view_wireframe");
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iMode = -1;
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texturing = false;
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break;
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case ID_TEXTURES_FLATSHADE:
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item = g_object_get_data (G_OBJECT (g_pParentWnd->m_pWidget), "menu_view_flatshade");
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iMode = -1;
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texturing = false;
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break;
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default:
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return;
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}
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g_qeglobals.d_savedinfo.iTexMenu = iMenu;
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// NOTE: texture_mode is a GLenum used directly in glTexParameter
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if(iMode!=-1) texture_mode = iMode;
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g_bIgnoreCommands++;
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if (item != NULL)
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gtk_check_menu_item_set_active (GTK_CHECK_MENU_ITEM (item), TRUE);
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g_bIgnoreCommands--;
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if (texturing)
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SetTexParameters ();
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if ( !texturing && iMenu == ID_TEXTURES_WIREFRAME)
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{
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g_pParentWnd->GetCamWnd()->Camera()->draw_mode = cd_wire;
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Map_BuildBrushData();
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Sys_UpdateWindows (W_ALL);
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return;
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} else if ( !texturing && iMenu == ID_TEXTURES_FLATSHADE)
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{
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g_pParentWnd->GetCamWnd()->Camera()->draw_mode = cd_solid;
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Map_BuildBrushData();
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Sys_UpdateWindows (W_ALL);
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return;
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}
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for (qtexture_t *q = g_qeglobals.d_qtextures; q; q = q->next)
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{
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qglBindTexture (GL_TEXTURE_2D, q->texture_number);
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SetTexParameters ();
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}
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// select the default texture
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qglBindTexture( GL_TEXTURE_2D, 0 );
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qglFinish();
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if (g_pParentWnd->GetCamWnd()->Camera()->draw_mode != cd_texture)
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{
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g_pParentWnd->GetCamWnd()->Camera()->draw_mode = cd_texture;
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Map_BuildBrushData();
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}
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Sys_UpdateWindows (W_ALL);
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}
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/*!
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gamma correction stuff
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took out of QERApp_LoadTextureRGBA for clarity
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*/
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byte g_gammatable[256];
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void ResampleGamma(float fGamma)
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{
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int i,inf;
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if (fGamma == 1.0)
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{
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for (i = 0; i < 256; i++)
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g_gammatable[i] = i;
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} else
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{
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for (i = 0; i < 256; i++)
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{
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inf = (int)( 255.0f * pow( (i + 0.5f) / 255.5f , fGamma ) + 0.5f );
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if (inf < 0)
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inf = 0;
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if (inf > 255)
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inf = 255;
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g_gammatable[i] = inf;
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}
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}
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}
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/*!
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this function does the actual processing of raw RGBA data into a GL texture
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it will also generate the mipmaps
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it looks like pPixels nWidth nHeight are the only relevant parameters
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*/
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qtexture_t *QERApp_LoadTextureRGBA(unsigned char* pPixels, int nWidth, int nHeight)
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{
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static float fGamma = -1;
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float total[3];
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byte *outpixels = NULL;
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int i, j, resampled, width2, height2, width3, height3;
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int max_tex_size = 0, mip = 0;
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int nCount = nWidth * nHeight;
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if (fGamma != g_qeglobals.d_savedinfo.fGamma)
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{
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fGamma = g_qeglobals.d_savedinfo.fGamma;
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ResampleGamma(fGamma);
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}
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qglGetIntegerv(GL_MAX_TEXTURE_SIZE, &max_tex_size);
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if (!max_tex_size)
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max_tex_size = 1024;
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qtexture_t *q = (qtexture_t*)g_malloc(sizeof(*q));
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q->width = nWidth;
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q->height = nHeight;
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total[0] = total[1] = total[2] = 0.0f;
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// resample texture gamma according to user settings
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for (i = 0; i < (nCount * 4); i += 4)
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{
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for (j = 0; j < 3; j++)
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{
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total[j] += (pPixels + i)[j];
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byte b = (pPixels + i)[j];
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(pPixels + i)[j] = g_gammatable[b];
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}
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}
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q->color[0] = total[0] / (nCount * 255);
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q->color[1] = total[1] / (nCount * 255);
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q->color[2] = total[2] / (nCount * 255);
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qglGenTextures (1, &q->texture_number);
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qglBindTexture( GL_TEXTURE_2D, q->texture_number );
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SetTexParameters();
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width2 = 1; while (width2 < nWidth) width2 <<= 1;
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height2 = 1; while (height2 < nHeight) height2 <<= 1;
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width3 = width2;
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height3 = height2;
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while (width3 > max_tex_size) width3 >>= 1;
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while (height3 > max_tex_size) height3 >>= 1;
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if (width3 < 1) width3 = 1;
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if (height3 < 1) height3 = 1;
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if (!(width2 == nWidth && height2 == nHeight)) {
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resampled = 1;
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outpixels = (byte *)malloc(width2 * height2 * 4);
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R_ResampleTexture(pPixels, nWidth, nHeight, outpixels, width2, height2, 4);
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} else {
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resampled = 0;
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outpixels = pPixels;
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}
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while (width2 > width3 || height2 > height3)
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{
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GL_MipReduce(outpixels, outpixels, width2, height2, width3, height3);
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if (width2 > width3)
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width2 >>= 1;
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if (height2 > height3)
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height2 >>= 1;
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}
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qglTexImage2D(GL_TEXTURE_2D, mip++, g_qeglobals.texture_components, width2, height2, 0, GL_RGBA, GL_UNSIGNED_BYTE, outpixels);
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while (width2 > 1 || height2 > 1)
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{
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GL_MipReduce(outpixels, outpixels, width2, height2, 1, 1);
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if (width2 > 1)
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width2 >>= 1;
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if (height2 > 1)
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height2 >>= 1;
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qglTexImage2D(GL_TEXTURE_2D, mip++, g_qeglobals.texture_components, width2, height2, 0, GL_RGBA, GL_UNSIGNED_BYTE, outpixels);
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}
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qglBindTexture(GL_TEXTURE_2D, 0);
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if (resampled)
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free(outpixels);
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return q;
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}
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/*
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==================
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DumpUnreferencedShaders
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usefull function: dumps the list of .shader files that are not referenced to the console
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==================
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*/
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void DumpUnreferencedShaders()
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{
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GSList *lst, *sh, *files;
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bool bFound = false;
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files = vfsGetFileList ("scripts", "shader");
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for (lst = files; lst; lst = lst->next)
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{
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bool listed = false;
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for (sh = l_shaderfiles; sh != NULL; sh = g_slist_next (sh))
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if (!strcmp ((char*)sh->data, (char*)lst->data))
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{
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listed = true;
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break;
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}
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if (!listed)
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{
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if (!bFound)
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{
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bFound = true;
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Sys_FPrintf (SYS_WRN, "Following shader files are not referenced in shaderlist.txt:\n");
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}
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Sys_FPrintf (SYS_WRN, "%s\n", (char*)lst->data);
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}
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}
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vfsClearFileDirList (&files);
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}
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/*
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==================
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BuildShaderList
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build a CStringList of shader names
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==================
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*/
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void BuildShaderList()
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{
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int count;
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char filename[1024];
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char *pBuff;
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char dirstring[NAME_MAX];
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int nLen;
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if (l_shaderfiles!=NULL)
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{
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g_slist_free(l_shaderfiles);
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l_shaderfiles = NULL;
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}
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if (g_pGameDescription->mGameFile != "hl.game")
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{
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strcpy(filename, g_pGameDescription->mShaderlist.GetBuffer());
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count = vfsGetFileCount(filename, 0 );
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if (count==0)
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{
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Sys_FPrintf(SYS_ERR, "Couldn't find '%s'\n", g_pGameDescription->mShaderlist.GetBuffer());
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return;
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}
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// NOTE TTimo we use vfsGetFullPath solely to get the full path of the shader list we are gonna load
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// but we actually send the relative path to vfsLoadFile
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// so let's hope there is no disparity between the two functions
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if (!vfsGetFullPath(filename, 0, 0))
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{
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Sys_FPrintf(SYS_ERR, "Couldn't find full path for '%s'\n", g_pGameDescription->mShaderlist.GetBuffer());
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return;
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}
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Sys_Printf("Parsing shader files from %s\n", vfsGetFullPath(filename, 0, 0));
|
|
nLen = vfsLoadFile (filename, reinterpret_cast<void**>(&pBuff), 0);
|
|
if (nLen > 0)
|
|
{
|
|
StartTokenParsing(pBuff);
|
|
nLen = 0;
|
|
while (GetToken(true))
|
|
{
|
|
GSList *tmp;
|
|
bool found = false;
|
|
|
|
// each token should be a shader filename
|
|
sprintf(dirstring, "%s.shader", token);
|
|
|
|
for (tmp = l_shaderfiles; tmp != NULL; tmp = tmp->next)
|
|
{
|
|
if (!strcmp (dirstring, (char*)tmp->data))
|
|
{
|
|
found = true;
|
|
Sys_FPrintf(SYS_WRN, "duplicate entry \"%s\" in shaderlist.txt\n", (char*)tmp->data);
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (!found)
|
|
{
|
|
l_shaderfiles = g_slist_append (l_shaderfiles, strdup (dirstring));
|
|
nLen++;
|
|
}
|
|
}
|
|
g_free(pBuff);
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
==================
|
|
FillTextureMenu
|
|
|
|
==================
|
|
*/
|
|
void ClearGSList (GSList* lst)
|
|
{
|
|
GSList *p = lst;
|
|
while (p)
|
|
{
|
|
free (p->data);
|
|
p = g_slist_remove (p, p->data);
|
|
}
|
|
}
|
|
|
|
void FillTextureMenu (GSList** pArray)
|
|
{
|
|
GtkWidget *menu, *sep, *item; // point to the Textures GtkMenu and to the last separator
|
|
GList *lst;
|
|
GSList *texdirs = NULL;
|
|
GSList *texdirs_tmp = NULL;
|
|
GSList *p;
|
|
char dirRoot[NAME_MAX];
|
|
|
|
// delete everything
|
|
menu = GTK_WIDGET (g_object_get_data (G_OBJECT (g_qeglobals_gui.d_main_window), "menu_textures"));
|
|
sep = GTK_WIDGET (g_object_get_data (G_OBJECT (g_qeglobals_gui.d_main_window), "menu_textures_separator"));
|
|
lst = g_list_find (gtk_container_children (GTK_CONTAINER (menu)), sep);
|
|
while (lst->next)
|
|
{
|
|
// these delete functions are recursive, it's gonna free all submenus
|
|
gtk_widget_destroy (GTK_WIDGET (lst->next->data));
|
|
// lst is no longer relevant, need to get it again
|
|
lst = g_list_find (gtk_container_children (GTK_CONTAINER (menu)), sep);
|
|
}
|
|
|
|
texture_nummenus = 0;
|
|
|
|
// add everything
|
|
if (!g_qeglobals.d_project_entity)
|
|
return;
|
|
|
|
// scan texture dirs and pak files only if not restricting to shaderlist
|
|
if (!g_PrefsDlg.m_bTexturesShaderlistOnly)
|
|
{
|
|
texdirs_tmp = vfsGetDirList ("textures/");
|
|
for (p=texdirs_tmp; p; p=g_slist_next(p))
|
|
{
|
|
// Hydra: erm, this didn't used to do anything except leak memory...
|
|
// For Halflife support this is required to work however.
|
|
// g_slist_append(texdirs, p->data);
|
|
texdirs = g_slist_append(texdirs, strdup((char *)p->data));
|
|
}
|
|
vfsClearFileDirList (&texdirs_tmp);
|
|
}
|
|
|
|
// scan the shaders in shaderlist.txt
|
|
BuildShaderList ();
|
|
PreloadShaders ();
|
|
DumpUnreferencedShaders ();
|
|
while (l_shaderfiles != NULL)
|
|
{
|
|
char shaderfile[PATH_MAX];
|
|
gboolean found = FALSE;
|
|
|
|
ExtractFileName ((char*)l_shaderfiles->data, shaderfile);
|
|
StripExtension (shaderfile);
|
|
g_strdown (shaderfile);
|
|
|
|
for (GSList *tmp = texdirs; tmp; tmp = g_slist_next (tmp))
|
|
if (!strcasecmp ((char*)tmp->data, shaderfile))
|
|
{
|
|
found = TRUE;
|
|
break;
|
|
}
|
|
|
|
if (!found)
|
|
texdirs = g_slist_prepend (texdirs, strdup (shaderfile));
|
|
|
|
free (l_shaderfiles->data);
|
|
l_shaderfiles = g_slist_remove (l_shaderfiles, l_shaderfiles->data);
|
|
}
|
|
|
|
// sort the list
|
|
texdirs = g_slist_sort (texdirs, (GCompareFunc)strcmp);
|
|
|
|
GSList *temp = texdirs;
|
|
while (temp)
|
|
{
|
|
char* ptr = strchr ((char*)temp->data, '_');
|
|
|
|
// do we shrink the menus?
|
|
if (ptr != NULL)
|
|
{
|
|
// extract the root
|
|
strcpy (dirRoot, (char*)temp->data);
|
|
dirRoot[ptr - (char*)temp->data + 1] = 0;
|
|
|
|
// we shrink only if we have at least two things to shrink :-)
|
|
if (temp->next && (strstr ((char*)temp->next->data, dirRoot) == (char*)temp->next->data))
|
|
{
|
|
GtkWidget *pSubMenu = gtk_menu_new ();
|
|
GtkWidget *pSubMenuRef = pSubMenu;
|
|
// keep going...
|
|
do
|
|
{
|
|
item = gtk_menu_item_new_with_label ((char*)temp->data);
|
|
gtk_widget_show (item);
|
|
CheckMenuSplitting (pSubMenu);
|
|
gtk_container_add (GTK_CONTAINER (pSubMenu), item);
|
|
gtk_signal_connect (GTK_OBJECT (item), "activate", GTK_SIGNAL_FUNC (HandleCommand),
|
|
GINT_TO_POINTER (CMD_TEXTUREWAD+texture_nummenus));
|
|
|
|
strcpy (texture_menunames[texture_nummenus], (char*)temp->data);
|
|
strcat (texture_menunames[texture_nummenus], "/");
|
|
if (pArray)
|
|
*pArray = g_slist_append (*pArray, strdup ((char*)temp->data));
|
|
if (++texture_nummenus == MAX_TEXTUREDIRS)
|
|
{
|
|
Sys_Printf("WARNING: max texture directories count has been reached!\n");
|
|
// push submenu and get out
|
|
item = gtk_menu_item_new_with_label (dirRoot);
|
|
gtk_widget_show (item);
|
|
gtk_container_add (GTK_CONTAINER (menu), item);
|
|
gtk_menu_item_set_submenu (GTK_MENU_ITEM (item), pSubMenu);
|
|
ClearGSList (texdirs);
|
|
return;
|
|
}
|
|
temp = temp->next;
|
|
}
|
|
while (temp && (strstr((char*)temp->data, dirRoot)==temp->data));
|
|
|
|
ptr = strchr (dirRoot, '_');
|
|
*ptr = 0;
|
|
item = gtk_menu_item_new_with_label (dirRoot);
|
|
gtk_widget_show (item);
|
|
CheckMenuSplitting (menu);
|
|
gtk_container_add (GTK_CONTAINER (menu), item);
|
|
gtk_menu_item_set_submenu (GTK_MENU_ITEM (item), pSubMenuRef);
|
|
continue;
|
|
}
|
|
}
|
|
|
|
item = gtk_menu_item_new_with_label ((char*)temp->data);
|
|
gtk_widget_show (item);
|
|
CheckMenuSplitting (menu);
|
|
gtk_container_add (GTK_CONTAINER (menu), item);
|
|
gtk_signal_connect (GTK_OBJECT (item), "activate", GTK_SIGNAL_FUNC (HandleCommand),
|
|
GINT_TO_POINTER (CMD_TEXTUREWAD+texture_nummenus));
|
|
|
|
strcpy (texture_menunames[texture_nummenus], (char*)temp->data);
|
|
strcat (texture_menunames[texture_nummenus], "/");
|
|
if (pArray)
|
|
*pArray = g_slist_append (*pArray, strdup ((char*)temp->data));
|
|
if (++texture_nummenus == MAX_TEXTUREDIRS)
|
|
{
|
|
Sys_Printf("WARNING: max texture directories count has been reached!\n");
|
|
ClearGSList (texdirs);
|
|
return;
|
|
}
|
|
|
|
temp = temp->next;
|
|
}
|
|
ClearGSList (texdirs);
|
|
}
|
|
|
|
/*
|
|
==============
|
|
Texture_ShowDirectory
|
|
relies on texture_directory global for the directory to use
|
|
called by
|
|
void Texture_ShowDirectory (int menunum, bool bLinked)
|
|
void Texture_ShowDirectory (char* pPath, bool bLinked)
|
|
1) Load the shaders for the given directory
|
|
2) Scan the remaining texture, load them and assign them a default shader (the "noshader" shader)
|
|
NOTE: when writing a texture plugin, or some texture extensions, this function may need to be overriden, and made
|
|
available through the IShaders interface
|
|
NOTE: for texture window layout:
|
|
all shaders are stored with alphabetical order after load
|
|
previously loaded and displayed stuff is hidden, only in-use and newly loaded is shown
|
|
( the GL textures are not flushed though)
|
|
==============
|
|
*/
|
|
void Texture_ShowDirectory ()
|
|
{
|
|
char name[1024];
|
|
char dirstring[1024];
|
|
CString strTemp;
|
|
int shaders_count = 0;
|
|
int textures_count = 0;
|
|
GSList *files = NULL, *temp;
|
|
|
|
g_bScreenUpdates = false;
|
|
|
|
// refresh the in-use textures: that will clear the IsDisplayed flag on unused stuff
|
|
// and leave it on in-use so they'll still be displayed
|
|
Texture_ShowInuse();
|
|
// and textures loaded in the following lines will be displayed as well...
|
|
// NOTE: shaders that are not in use but have been loaded previously are still in memory. But they don't get displayed.
|
|
|
|
g_qeglobals.d_texturewin.originy = 0;
|
|
// load texture_directory.shader
|
|
// NOTE: because of above call to Texture_ClearInuse, g_ActiveShaders will have the newly loaded shaders only
|
|
// we'll use that later to check if textures have a shader associated or not
|
|
// NOTE: all shaders loaded through QERApp_LoadShadersFromDir will get their InUse flag to True, we'll need a call to Texture_ShowInUse for later cleanup/adjustment
|
|
// NOTE: QERApp_LoadShadersFromDir has two criterions for loading a shader:
|
|
// the shaderfile is texture_directory (like "museum" will load everything in museum.shader)
|
|
// the shader name contains texture_directory (like "base_floor" will load museum.shader::base_floor/concfloor_rain)
|
|
shaders_count = QERApp_LoadShadersFromDir(texture_directory);
|
|
// load remaining texture files
|
|
// if a texture is already in use to represent a shader, ignore it
|
|
|
|
// need this function "GSList *lst SynapseServer::GetMinorList(char *major_name);"
|
|
|
|
sprintf (dirstring, "textures/%s", texture_directory);
|
|
g_ImageManager.BeginExtensionsScan();
|
|
const char* ext;
|
|
while((ext=g_ImageManager.GetNextExtension()) != NULL)
|
|
{
|
|
files = g_slist_concat(files, vfsGetFileList (dirstring, ext));
|
|
}
|
|
|
|
for (temp = files; temp; temp = temp->next)
|
|
{
|
|
sprintf(name, "%s%s", texture_directory, (char*)temp->data);
|
|
|
|
StripExtension (name);
|
|
strTemp = name;
|
|
strTemp.MakeLower();
|
|
|
|
if (strTemp.Find(".specular") >= 0 ||
|
|
strTemp.Find(".glow") >= 0 ||
|
|
strTemp.Find(".bump") >= 0 ||
|
|
strTemp.Find(".diffuse") >= 0 ||
|
|
strTemp.Find(".blend") >= 0 ||
|
|
strTemp.Find(".alpha") >= 0)
|
|
continue;
|
|
|
|
// avoid ever loading a texture name with spaces
|
|
if (strTemp.Find(" ") >= 0)
|
|
{
|
|
Sys_FPrintf(SYS_WRN, "WARNING: Skipping texture name with spaces [%s]\n", strTemp.GetBuffer());
|
|
continue;
|
|
}
|
|
|
|
// build a texture name that fits the conventions for qtexture_t::name
|
|
char stdName[1024];
|
|
sprintf( stdName, "textures/%s", name );
|
|
// check if this texture doesn't have a shader
|
|
if (!QERApp_ActiveShader_ForTextureName( stdName ))
|
|
{
|
|
QERApp_CreateShader_ForTextureName (stdName);
|
|
textures_count++;
|
|
}
|
|
}
|
|
|
|
Sys_Printf("Loaded %d shaders and created default shader for %d orphan textures.\n",
|
|
shaders_count, textures_count );
|
|
|
|
vfsClearFileDirList (&files);
|
|
|
|
// sort for displaying
|
|
QERApp_SortActiveShaders();
|
|
|
|
sprintf (name, "Textures: %s", texture_directory);
|
|
gtk_window_set_title (GTK_WINDOW (g_qeglobals_gui.d_entity), name);
|
|
|
|
// select the first texture in the list
|
|
if (!g_qeglobals.d_texturewin.texdef.GetName()[0])
|
|
SelectTexture (16, g_qeglobals.d_texturewin.height -16, false);
|
|
|
|
g_bScreenUpdates = true;
|
|
|
|
Sys_UpdateWindows (W_TEXTURE);
|
|
}
|
|
|
|
/*
|
|
==============
|
|
Texture_ShowDirectory
|
|
1) Load the shaders for the given directory
|
|
2) Scan the remaining texture, load them and assign them a default shader (the "noshader" shader)
|
|
NOTE: when writing a texture plugin, or some texture extensions, this function may need to be overriden, and made
|
|
available through the IShaders interface
|
|
==============
|
|
*/
|
|
void Texture_ShowDirectory (int menunum)
|
|
{
|
|
strcpy (texture_directory, texture_menunames[menunum-CMD_TEXTUREWAD]);
|
|
Texture_ShowDirectory();
|
|
}
|
|
|
|
// scroll origin so the current texture is completely on screen
|
|
// if current texture is not displayed, nothing is changed
|
|
void Texture_ResetPosition()
|
|
{
|
|
qtexture_t *q;
|
|
int x,y;
|
|
|
|
//this shouldn't ever happen, we startup with notex
|
|
if (!g_qeglobals.d_texturewin.texdef.GetName()[0]) {
|
|
return;
|
|
}
|
|
|
|
// otherwise position with current texture shown
|
|
// this used to be in Texture_SetTexture
|
|
Texture_StartPos ();
|
|
while (1)
|
|
{
|
|
// NOTE: return value is == pCurrentShader and pCurrentShader->getTexture == current_texture
|
|
Texture_NextPos (&x, &y);
|
|
q = current_texture;
|
|
// if the current texture never found (because // 'show shaders' is off,
|
|
// for example), do nothing
|
|
if (!q)
|
|
break;
|
|
|
|
int nHeight = (int)(q->height * ((float)g_PrefsDlg.m_nTextureScale / 100));
|
|
// we have found when texdef->name and the shader name match
|
|
// NOTE: as everywhere else for our comparisons, we are not case sensitive
|
|
if (!strcmpi( g_qeglobals.d_texturewin.texdef.GetName(), pCurrentShader->getName() ))
|
|
{
|
|
// take care of calls before initialized
|
|
if ( !g_qeglobals.d_texturewin.height) {
|
|
g_qeglobals.d_texturewin.originy = 0;
|
|
break;
|
|
}
|
|
// if the bottom of our selected texture will fit with origin 0, use that
|
|
// to prevent scrolling uglyness (stuff scrolled off screen when
|
|
// everything would fit)
|
|
if ( -(y -nHeight-2*FONT_HEIGHT) < g_qeglobals.d_texturewin.height) {
|
|
g_qeglobals.d_texturewin.originy = 0;
|
|
break;
|
|
}
|
|
// if current is off the top of the window, move it to the top
|
|
if (y > g_qeglobals.d_texturewin.originy)
|
|
{
|
|
g_qeglobals.d_texturewin.originy = y;
|
|
break;
|
|
}
|
|
|
|
// if current is off the bottom, put it on the bottom
|
|
if (y-nHeight-2*FONT_HEIGHT < g_qeglobals.d_texturewin.originy-g_qeglobals.d_texturewin.height)
|
|
{
|
|
g_qeglobals.d_texturewin.originy = y-nHeight-2*FONT_HEIGHT+g_qeglobals.d_texturewin.height;
|
|
break;
|
|
}
|
|
// if we made it here, it should already be in view
|
|
break;
|
|
}
|
|
}
|
|
Sys_UpdateWindows (W_TEXTURE);
|
|
}
|
|
|
|
/*
|
|
==============
|
|
Texture_ShowAll
|
|
will set the IsDisplayed flag on all the active shaders, so we see everything that's currently in memory
|
|
==============
|
|
*/
|
|
void Texture_ShowAll()
|
|
{
|
|
char name[1024];
|
|
|
|
#ifdef _DEBUG
|
|
if (g_bShowAllShaders)
|
|
Sys_Printf("WARNING: already showing all shaders\n");
|
|
#endif
|
|
QERApp_ActiveShaders_SetDisplayed(true);
|
|
g_bShowAllShaders = true;
|
|
// put some information in the texture window title?
|
|
sprintf (name, "Textures: in use");
|
|
gtk_window_set_title (GTK_WINDOW (g_qeglobals_gui.d_entity), name);
|
|
Sys_UpdateWindows (W_TEXTURE);
|
|
}
|
|
|
|
/*
|
|
==============
|
|
Texture_ShowInuse
|
|
clear all IsDisplayed flags
|
|
scan the map, set IsInUse (will set IsDisplayed on the way)
|
|
NOTE: don't sort the textures, don't update the windows (it's used in several contexts, not always necessary to do either)
|
|
==============
|
|
*/
|
|
void WINAPI Texture_ShowInuse (void)
|
|
{
|
|
face_t *f;
|
|
brush_t *b;
|
|
char name[1024];
|
|
|
|
g_qeglobals.d_texturewin.originy = 0;
|
|
|
|
// purge
|
|
QERApp_ActiveShaders_SetDisplayed(false);
|
|
// scan and only display in-use stuff
|
|
Sys_Status("Selecting active textures", 0);
|
|
|
|
for (b=active_brushes.next ; b != NULL && b != &active_brushes ; b=b->next)
|
|
{
|
|
if (b->patchBrush)
|
|
{
|
|
b->pPatch->pShader->SetInUse(true);
|
|
} else
|
|
{
|
|
for (f=b->brush_faces ; f ; f=f->next)
|
|
{
|
|
f->pShader->SetInUse(true);
|
|
}
|
|
}
|
|
}
|
|
for (b=selected_brushes.next ; b != NULL && b != &selected_brushes ; b=b->next)
|
|
{
|
|
if (b->patchBrush)
|
|
{
|
|
b->pPatch->pShader->SetInUse(true);
|
|
} else
|
|
{
|
|
for (f=b->brush_faces ; f ; f=f->next)
|
|
{
|
|
f->pShader->SetInUse(true);
|
|
}
|
|
}
|
|
}
|
|
|
|
// we are no longer showing everything
|
|
g_bShowAllShaders = false;
|
|
// put some information in the texture window title?
|
|
sprintf (name, "Textures: in use");
|
|
gtk_window_set_title (GTK_WINDOW (g_qeglobals_gui.d_entity), name);
|
|
|
|
|
|
// select the first texture in the list
|
|
if (!g_qeglobals.d_texturewin.texdef.GetName()[0])
|
|
{
|
|
SelectTexture (16, g_qeglobals.d_texturewin.height -16, false);
|
|
}
|
|
}
|
|
|
|
void Texture_ShowStartupShaders()
|
|
{
|
|
if (g_PrefsDlg.m_nShader == PrefsDlg::SHADER_COMMON)
|
|
{
|
|
// RIANT
|
|
// HACK FOR JK2 SUPPORT
|
|
if (g_pGameDescription->mGameFile == "jk2.game" || g_pGameDescription->mGameFile == "ja.game")
|
|
{
|
|
strcpy (texture_directory, "system/");
|
|
}
|
|
// RIANT
|
|
// HACK FOR SOF2 SUPPORT
|
|
else if (g_pGameDescription->mGameFile == "sof2.game")
|
|
{
|
|
strcpy (texture_directory, "tools/");
|
|
}
|
|
else strcpy (texture_directory, "common/");
|
|
Texture_ShowDirectory ();
|
|
}
|
|
|
|
if (g_PrefsDlg.m_nShader == PrefsDlg::SHADER_ALL) {
|
|
int count;
|
|
char filename[1024];
|
|
char *pBuff;
|
|
char dirstring[NAME_MAX];
|
|
int nLen;
|
|
GSList *shaderfiles = NULL;
|
|
|
|
strcpy(filename, g_pGameDescription->mShaderlist.GetBuffer());
|
|
count = vfsGetFileCount(filename, 0);
|
|
if (count == 0)
|
|
{
|
|
Sys_FPrintf(SYS_ERR, "Couldn't find '%s'\n", g_pGameDescription->mShaderlist.GetBuffer());
|
|
return;
|
|
}
|
|
|
|
if (!vfsGetFullPath(filename, 0, 0))
|
|
{
|
|
Sys_FPrintf(SYS_ERR, "Couldn't find full path for '%s'\n", g_pGameDescription->mShaderlist.GetBuffer());
|
|
return;
|
|
}
|
|
|
|
Sys_Printf("Parsing shader files from %s\n", vfsGetFullPath(filename, 0, 0));
|
|
nLen = vfsLoadFile (filename, reinterpret_cast<void**>(&pBuff), 0);
|
|
if (nLen > 0)
|
|
{
|
|
StartTokenParsing(pBuff);
|
|
nLen = 0;
|
|
while (GetToken(true))
|
|
{
|
|
GSList *tmp;
|
|
bool found = false;
|
|
|
|
// each token should be a shader filename
|
|
sprintf(dirstring, "%s.shader", token);
|
|
|
|
for (tmp = shaderfiles; tmp != NULL; tmp = tmp->next)
|
|
{
|
|
if (!strcmp (dirstring, (char*)tmp->data))
|
|
{
|
|
found = true;
|
|
Sys_FPrintf(SYS_WRN, "duplicate entry \"%s\" in shaderlist.txt\n", (char*)tmp->data);
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (!found)
|
|
{
|
|
shaderfiles = g_slist_append (l_shaderfiles, strdup (dirstring));
|
|
strcpy (texture_directory, dirstring);
|
|
Texture_ShowDirectory ();
|
|
nLen++;
|
|
}
|
|
}
|
|
g_free(pBuff);
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
============================================================================
|
|
|
|
TEXTURE LAYOUT
|
|
|
|
TTimo: now based on a rundown through all the shaders
|
|
nActiveShadersCount: number of shader that have a qtexture_t and may be displayed in the tex window
|
|
nCurrentShader: index of active shader that has the current_texture
|
|
pCurrentShader: IShader* for current shader
|
|
NOTE: we expect the Active shaders count doesn't change during a Texture_StartPos .. Texture_NextPos cycle
|
|
otherwise we may need to rely on a list instead of an array storage
|
|
============================================================================
|
|
*/
|
|
|
|
void Texture_StartPos (void)
|
|
{
|
|
//++timo TODO: check use of current_texture and current_row?
|
|
current_x = 8;
|
|
current_y = -8;
|
|
current_row = 0;
|
|
nActiveShadersCount = QERApp_GetActiveShaderCount();
|
|
nCurrentShader = -1;
|
|
current_texture = NULL;
|
|
pCurrentShader = NULL;
|
|
}
|
|
|
|
// if texture_showinuse jump over non in-use textures
|
|
// it's not very clear what should be done here and what in Texture_Draw .. maybe merging the two would do good
|
|
IShader* Texture_NextPos (int *x, int *y)
|
|
{
|
|
qtexture_t* q;
|
|
while (1)
|
|
{
|
|
if (nCurrentShader >= nActiveShadersCount - 1)
|
|
{
|
|
// no more shaders
|
|
current_texture = NULL;
|
|
pCurrentShader = NULL;
|
|
return NULL;
|
|
}
|
|
nCurrentShader++;
|
|
pCurrentShader = QERApp_ActiveShader_ForIndex(nCurrentShader);
|
|
if (pCurrentShader == NULL)
|
|
{
|
|
Sys_Printf("ERROR: unexpected pCurrentShader == NULL in Texture_NextPos\n");
|
|
return NULL;
|
|
}
|
|
current_texture = pCurrentShader->getTexture();
|
|
q = current_texture;
|
|
|
|
if (!q)
|
|
{
|
|
Sys_Printf("WARNING: found an IShader without qtexture_t in Texture_NextPos\n");
|
|
return NULL;
|
|
}
|
|
|
|
/*
|
|
Never show anything other than "textures/" path,
|
|
This is for q1/q2/q3 .map format, which expects "textures/" path on everything we apply
|
|
*/
|
|
if(strncmp(pCurrentShader->getName(), "textures/", 9) != 0)
|
|
continue;
|
|
|
|
// don't show shaders?
|
|
if (!(g_PrefsDlg.m_bShowShaders || pCurrentShader->IsDefault()))
|
|
continue;
|
|
|
|
if (g_PrefsDlg.m_bTextureWindow)
|
|
{
|
|
// some basic filtering
|
|
if (!g_pParentWnd->GetTexWnd()->CheckFilter( pCurrentShader->getName() ))
|
|
continue;
|
|
}
|
|
|
|
//++timo FIXME: texture_showinuse is useless? with the menu and reload we just refresh the IsDisplayed flag
|
|
// but the IsInUse is only relevant to draw the green outline
|
|
if (pCurrentShader->IsDisplayed())
|
|
break;
|
|
|
|
continue;
|
|
}
|
|
|
|
int nWidth = (int)(q->width * ((float)g_PrefsDlg.m_nTextureScale / 100));
|
|
int nHeight = (int)(q->height * ((float)g_PrefsDlg.m_nTextureScale / 100));
|
|
if (current_x + nWidth > g_qeglobals.d_texturewin.width-8 && current_row)
|
|
{ // go to the next row unless the texture is the first on the row
|
|
current_x = 8;
|
|
current_y -= current_row + FONT_HEIGHT + 4;
|
|
current_row = 0;
|
|
}
|
|
|
|
*x = current_x;
|
|
*y = current_y;
|
|
|
|
// Is our texture larger than the row? If so, grow the
|
|
// row height to match it
|
|
|
|
if (current_row < nHeight)
|
|
current_row = nHeight;
|
|
|
|
// never go less than 64, or the names get all crunched up
|
|
current_x += nWidth < 64 ? 64 : nWidth;
|
|
current_x += 8;
|
|
|
|
return pCurrentShader;
|
|
}
|
|
|
|
/*
|
|
============================================================================
|
|
|
|
MOUSE ACTIONS
|
|
|
|
============================================================================
|
|
*/
|
|
|
|
static int textures_cursorx, textures_cursory;
|
|
|
|
/*
|
|
============
|
|
Texture_SetTexture
|
|
|
|
brushprimit_texdef must be understood as a qtexture_t with width=2 height=2 ( the default one )
|
|
============
|
|
*/
|
|
|
|
//++timo NOTE: this is a mix of Shader module stuff and texture explorer
|
|
// it might need to be split in parts or moved out .. dunno
|
|
void WINAPI Texture_SetTexture (texdef_t *texdef, brushprimit_texdef_t *brushprimit_texdef, bool bFitScale, IPluginTexdef *pTexdef, bool bSetSelection )
|
|
{
|
|
if (texdef->GetName()[0] == '(')
|
|
{
|
|
Sys_Status("Can't select an entity texture", 0);
|
|
return;
|
|
}
|
|
g_qeglobals.d_texturewin.texdef = *texdef;
|
|
g_qeglobals.d_texturewin.texdef.flags &= ~SURF_KEEP;
|
|
g_qeglobals.d_texturewin.texdef.contents &= ~CONTENTS_KEEP;
|
|
// store the shader pointer
|
|
// NOTE: maybe passing the shader pointer would help?
|
|
g_qeglobals.d_texturewin.pShader->DecRef();
|
|
g_qeglobals.d_texturewin.pShader = QERApp_Shader_ForName(texdef->GetName());
|
|
g_qeglobals.d_texturewin.pShader->IncRef();
|
|
// set this shader as in use
|
|
g_qeglobals.d_texturewin.pShader->SetInUse( true );
|
|
// store the texture coordinates for new brush primitive mode
|
|
// be sure that all the callers are using the default 2x2 texture
|
|
if (g_qeglobals.m_bBrushPrimitMode)
|
|
{
|
|
g_qeglobals.d_texturewin.brushprimit_texdef = *brushprimit_texdef;
|
|
}
|
|
|
|
g_dlgFind.updateTextures(texdef->GetName());
|
|
if (!g_dlgFind.isOpen() && bSetSelection)
|
|
{
|
|
Select_SetTexture(texdef,brushprimit_texdef,bFitScale);
|
|
}
|
|
|
|
//plugins: send a message telling that the selected texture may have changed
|
|
DispatchRadiantMsg( RADIANT_TEXTURE );
|
|
|
|
// scroll origin so the texture is completely on screen
|
|
// takes texdef from g_qeglobals.d_texturewin.texdef, set above
|
|
Texture_ResetPosition();
|
|
}
|
|
|
|
void ViewShader(const char *pFile, const char *pName)
|
|
{
|
|
// ask the vfs to build the full path to the file
|
|
// (i.e. the first one found)
|
|
char *fullName = vfsGetFullPath(pFile,0,0);
|
|
if (fullName == NULL)
|
|
{
|
|
Sys_FPrintf (SYS_ERR, "Couldn't get a full path to the shader file: %s\n", pFile);
|
|
return;
|
|
}
|
|
|
|
char* pBuff = NULL;
|
|
int nSize = vfsLoadFullPathFile(fullName, reinterpret_cast<void**>(&pBuff));
|
|
if (nSize <= 0)
|
|
{
|
|
Sys_FPrintf (SYS_ERR, "Failed to load shader file %s\n", fullName);
|
|
return;
|
|
}
|
|
// look for the shader declaration
|
|
int nStart;
|
|
CString strFind = pName;
|
|
CString strLook = pBuff;
|
|
strLook.MakeLower();
|
|
strFind.MakeLower();
|
|
// offset used when jumping over commented out definitions
|
|
int nOffset = 0;
|
|
while (true)
|
|
{
|
|
nStart = strLook.Find(strFind, nOffset);
|
|
if (nStart == -1)
|
|
break;
|
|
// we have found something, maybe it's a commented out shader name?
|
|
char *strCheck = new char[strLook.GetLength()+1];
|
|
strcpy( strCheck, strLook.GetBuffer() );
|
|
strCheck[nStart] = 0;
|
|
char *pCheck = strrchr( strCheck, '\n' );
|
|
// if there's a commentary sign in-between we'll continue
|
|
if (pCheck && strstr( pCheck, "//" ))
|
|
{
|
|
delete[] strCheck;
|
|
nOffset = nStart + 1;
|
|
continue;
|
|
}
|
|
delete[] strCheck;
|
|
nOffset = nStart;
|
|
break;
|
|
}
|
|
// now close the file
|
|
g_free(pBuff);
|
|
|
|
DoTextEditor (fullName, nOffset);
|
|
}
|
|
|
|
/*
|
|
==============
|
|
SelectTexture
|
|
|
|
By mouse click
|
|
==============
|
|
*/
|
|
void SelectTexture (int mx, int my, bool bShift, bool bFitScale)
|
|
{
|
|
int x, y;
|
|
qtexture_t *q;
|
|
texdef_t tex;
|
|
brushprimit_texdef_t brushprimit_tex;
|
|
|
|
my += g_qeglobals.d_texturewin.originy-g_qeglobals.d_texturewin.height;
|
|
|
|
Texture_StartPos ();
|
|
while (1)
|
|
{
|
|
// NOTE: return value is == pCurrentShader and pCurrentShader->getTexture == current_texture
|
|
Texture_NextPos (&x, &y);
|
|
q = current_texture;
|
|
if (!q)
|
|
break;
|
|
int nWidth = (int)(q->width * ((float)g_PrefsDlg.m_nTextureScale / 100));
|
|
int nHeight = (int)(q->height * ((float)g_PrefsDlg.m_nTextureScale / 100));
|
|
if (mx > x && mx - x < nWidth
|
|
&& my < y && y - my < nHeight + FONT_HEIGHT)
|
|
{
|
|
if (bShift)
|
|
{
|
|
if (pCurrentShader->IsDefault())
|
|
Sys_Printf("ERROR: %s is not a shader, it's a texture.\n", pCurrentShader->getName() );
|
|
else
|
|
ViewShader( pCurrentShader->getShaderFileName(), pCurrentShader->getName() );
|
|
}
|
|
else
|
|
{
|
|
memset (&tex, 0, sizeof(tex));
|
|
memset (&brushprimit_tex, 0, sizeof(brushprimit_tex));
|
|
if (g_qeglobals.m_bBrushPrimitMode)
|
|
{
|
|
// brushprimit fitted to a 2x2 texture
|
|
brushprimit_tex.coords[0][0] = 1.0f;
|
|
brushprimit_tex.coords[1][1] = 1.0f;
|
|
}
|
|
else
|
|
{
|
|
tex.scale[0] = g_pGameDescription->mTextureDefaultScale;
|
|
tex.scale[1] = g_pGameDescription->mTextureDefaultScale;
|
|
}
|
|
tex.flags = pCurrentShader->getFlags();
|
|
// TTimo - shader code cleanup
|
|
// texdef.name is the name of the shader, not the name of the actual texture file
|
|
tex.SetName(pCurrentShader->getName());
|
|
// NOTE WARNING: Texture_SetTexture uses Texture_NextPos stuff to move the window position on to the texture
|
|
// if there's some kind of fuckup in Texture_SetTexture you may end up with different pCurrentShader or even pCurrentShader == NULL
|
|
// so we just consider pCurrentShader and current_texture are not valid after this point
|
|
IShader *pAuxShader = pCurrentShader;
|
|
Texture_SetTexture ( &tex, &brushprimit_tex, bFitScale, NULL); // Nurail
|
|
CString strTex;
|
|
CString strName;
|
|
// if shader, print shader name, otherwise texture name
|
|
//++timo FIXME: maybe CShader needs some properties between color / default / actual shader
|
|
#ifdef _DEBUG
|
|
// this one is never supposed to be set as current one
|
|
if (pAuxShader->IsColor())
|
|
Sys_Printf("ERROR: unexpected pCurrentShader->IsColor() in SelectTexture\n");
|
|
#endif
|
|
// NOTE: IsColor is false, IsDefault the only remaining property
|
|
if (pAuxShader->IsDefault())
|
|
{
|
|
strName = q->name;
|
|
// remove the "textures/" if needed
|
|
if (strName.Find("textures/")!=-1)
|
|
strName = strName.Mid(9);
|
|
}
|
|
else
|
|
{
|
|
strName = pAuxShader->getName();
|
|
}
|
|
strTex.Format("%s W: %i H: %i", strName.GetBuffer(), q->width, q->height);
|
|
g_pParentWnd->SetStatusText(3, strTex);
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
|
|
Sys_Status("Did not select a texture", 0);
|
|
}
|
|
|
|
/*
|
|
==============
|
|
Texture_MouseDown
|
|
==============
|
|
*/
|
|
void Texture_MouseDown (int x, int y, int buttons)
|
|
{
|
|
Sys_GetCursorPos (&textures_cursorx, &textures_cursory);
|
|
|
|
// lbutton = select texture
|
|
if (buttons == MK_LBUTTON || buttons == (MK_LBUTTON | MK_SHIFT) || buttons == (MK_LBUTTON | MK_CONTROL))
|
|
{
|
|
SelectTexture (x, g_qeglobals.d_texturewin.height - 1 - y, buttons & MK_SHIFT, buttons & MK_CONTROL);
|
|
UpdateSurfaceDialog();
|
|
UpdatePatchInspector();
|
|
}
|
|
}
|
|
|
|
/*
|
|
==============
|
|
Texture_MouseMoved
|
|
==============
|
|
*/
|
|
|
|
void Texture_MouseMoved (int x, int y, int buttons)
|
|
{
|
|
int scale = 1;
|
|
|
|
if ( buttons & MK_SHIFT )
|
|
scale = 4;
|
|
|
|
// rbutton = drag texture origin
|
|
if (buttons & MK_RBUTTON)
|
|
{
|
|
Sys_GetCursorPos (&x, &y);
|
|
if ( y != textures_cursory)
|
|
{
|
|
g_qeglobals.d_texturewin.originy += ( y-textures_cursory) * scale;
|
|
if (g_qeglobals.d_texturewin.originy > 0)
|
|
g_qeglobals.d_texturewin.originy = 0;
|
|
Sys_SetCursorPos (textures_cursorx, textures_cursory);
|
|
|
|
// (g_PrefsDlg.m_bTextureScrollbar && g_qeglobals_gui.d_texture_scroll != NULL)
|
|
// fixes broken texture scrolling when scrollbar is disabled
|
|
GtkAdjustment *vadjustment = gtk_range_get_adjustment (GTK_RANGE (g_qeglobals_gui.d_texture_scroll));
|
|
gtk_adjustment_set_value (vadjustment, abs(g_qeglobals.d_texturewin.originy));
|
|
//
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
|
|
/*
|
|
============================================================================
|
|
|
|
DRAWING
|
|
|
|
============================================================================
|
|
*/
|
|
|
|
int imax(int iFloor, int i) { if (i>iFloor) return iFloor;return i;}
|
|
|
|
/*
|
|
============
|
|
Texture_Draw
|
|
TTimo: relying on the shaders list to display the textures
|
|
we must query all qtexture_t* to manage and display through the IShaders interface
|
|
this allows a plugin to completely override the texture system
|
|
============
|
|
*/
|
|
void Texture_Draw (int width, int height)
|
|
{
|
|
int x, y, last_y = 0, last_height = 0, nWidth, nHeight;
|
|
qtexture_t *q;
|
|
char *name;
|
|
|
|
qglClearColor (g_qeglobals.d_savedinfo.colors[COLOR_TEXTUREBACK][0],
|
|
g_qeglobals.d_savedinfo.colors[COLOR_TEXTUREBACK][1],
|
|
g_qeglobals.d_savedinfo.colors[COLOR_TEXTUREBACK][2], 0);
|
|
qglViewport (0,0,width,height);
|
|
qglMatrixMode(GL_PROJECTION);
|
|
qglLoadIdentity ();
|
|
|
|
qglClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
qglDisable (GL_DEPTH_TEST);
|
|
qglDisable(GL_BLEND);
|
|
qglOrtho (0, width, g_qeglobals.d_texturewin.originy-height, g_qeglobals.d_texturewin.originy, -100, 100);
|
|
qglEnable (GL_TEXTURE_2D);
|
|
|
|
qglPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
|
|
g_qeglobals.d_texturewin.width = width;
|
|
g_qeglobals.d_texturewin.height = height;
|
|
|
|
Texture_StartPos();
|
|
for (;;)
|
|
{
|
|
// NOTE: return value is == pCurrentShader and pCurrentShader->getTexture == current_texture
|
|
Texture_NextPos (&x, &y);
|
|
q = current_texture;
|
|
if (!q)
|
|
break;
|
|
|
|
nWidth = (int)(q->width * ((float)g_PrefsDlg.m_nTextureScale / 100));
|
|
nHeight = (int)(q->height * ((float)g_PrefsDlg.m_nTextureScale / 100));
|
|
|
|
if (y != last_y)
|
|
{
|
|
last_y = y;
|
|
last_height = 0;
|
|
}
|
|
last_height = MAX (nHeight, last_height);
|
|
|
|
// Is this texture visible?
|
|
if ((y-nHeight-FONT_HEIGHT < g_qeglobals.d_texturewin.originy)
|
|
&& (y > g_qeglobals.d_texturewin.originy - height))
|
|
{
|
|
// borders rules:
|
|
// if it's the current texture, draw a thick red line, else:
|
|
// shaders have a white border, simple textures don't
|
|
// if !texture_showinuse: (some textures displayed may not be in use)
|
|
// draw an additional square around with 0.5 1 0.5 color
|
|
if (!strcmpi(g_qeglobals.d_texturewin.texdef.GetName(), pCurrentShader->getName()))
|
|
{
|
|
qglLineWidth (3);
|
|
qglColor3f (1,0,0);
|
|
qglDisable (GL_TEXTURE_2D);
|
|
|
|
qglBegin (GL_LINE_LOOP);
|
|
qglVertex2f (x-4,y-FONT_HEIGHT+4);
|
|
qglVertex2f (x-4,y-FONT_HEIGHT-nHeight-4);
|
|
qglVertex2f (x+4+nWidth,y-FONT_HEIGHT-nHeight-4);
|
|
qglVertex2f (x+4+nWidth,y-FONT_HEIGHT+4);
|
|
qglEnd ();
|
|
|
|
qglEnable (GL_TEXTURE_2D);
|
|
qglLineWidth (1);
|
|
}
|
|
else
|
|
{
|
|
qglLineWidth (1);
|
|
// shader border:
|
|
if (!pCurrentShader->IsDefault())
|
|
{
|
|
qglColor3f (1,1,1);
|
|
qglDisable (GL_TEXTURE_2D);
|
|
|
|
qglBegin (GL_LINE_LOOP);
|
|
qglVertex2f (x-1,y+1-FONT_HEIGHT);
|
|
qglVertex2f (x-1,y-nHeight-1-FONT_HEIGHT);
|
|
qglVertex2f (x+1+nWidth,y-nHeight-1-FONT_HEIGHT);
|
|
qglVertex2f (x+1+nWidth,y+1-FONT_HEIGHT);
|
|
qglEnd ();
|
|
qglEnable (GL_TEXTURE_2D);
|
|
}
|
|
|
|
// highlight in-use textures
|
|
if (pCurrentShader->IsInUse())
|
|
{
|
|
qglColor3f (0.5,1,0.5);
|
|
qglDisable (GL_TEXTURE_2D);
|
|
qglBegin (GL_LINE_LOOP);
|
|
qglVertex2f (x-3,y+3-FONT_HEIGHT);
|
|
qglVertex2f (x-3,y-nHeight-3-FONT_HEIGHT);
|
|
qglVertex2f (x+3+nWidth,y-nHeight-3-FONT_HEIGHT);
|
|
qglVertex2f (x+3+nWidth,y+3-FONT_HEIGHT);
|
|
qglEnd ();
|
|
qglEnable (GL_TEXTURE_2D);
|
|
}
|
|
}
|
|
|
|
// Draw the texture
|
|
qglBindTexture (GL_TEXTURE_2D, q->texture_number);
|
|
QE_CheckOpenGLForErrors();
|
|
qglColor3f (1,1,1);
|
|
qglBegin (GL_QUADS);
|
|
qglTexCoord2f (0,0);
|
|
qglVertex2f (x,y-FONT_HEIGHT);
|
|
qglTexCoord2f (1,0);
|
|
qglVertex2f (x+nWidth,y-FONT_HEIGHT);
|
|
qglTexCoord2f (1,1);
|
|
qglVertex2f (x+nWidth,y-FONT_HEIGHT-nHeight);
|
|
qglTexCoord2f (0,1);
|
|
qglVertex2f (x,y-FONT_HEIGHT-nHeight);
|
|
qglEnd ();
|
|
|
|
// draw the texture name
|
|
qglDisable (GL_TEXTURE_2D);
|
|
qglColor3f (1,1,1);
|
|
|
|
qglRasterPos2f (x, y-FONT_HEIGHT+2);
|
|
|
|
// don't draw the directory name
|
|
name = (char*)pCurrentShader->getName();
|
|
name += strlen(name);
|
|
while(name != (char*)pCurrentShader->getName() && *(name-1) != '/' && *(name-1) != '\\')
|
|
name--;
|
|
|
|
gtk_glwidget_print_string(name);
|
|
qglEnable (GL_TEXTURE_2D);
|
|
}
|
|
}
|
|
|
|
g_qeglobals.d_texturewin.m_nTotalHeight = abs(y) + last_height + FONT_HEIGHT + 4;
|
|
|
|
// reset the current texture
|
|
qglBindTexture(GL_TEXTURE_2D, 0);
|
|
qglFinish();
|
|
}
|
|
|
|
//++timo seems we only know hard inits now..
|
|
//void Texture_Init (bool bHardInit)
|
|
void Texture_Init()
|
|
{
|
|
g_qeglobals.d_qtextures = NULL;
|
|
// initialize the qtexture map
|
|
if (g_qeglobals.d_qtexmap)
|
|
{
|
|
Sys_FPrintf(SYS_ERR, "TODO: delete g_qeglobals.d_qtexmap in Texture_Init\n");
|
|
}
|
|
g_qeglobals.d_qtexmap = g_hash_table_new (g_str_hash, g_str_equal);
|
|
// initialize .. in some cases if no default texture / project loaded it crashes
|
|
memset( &g_qeglobals.d_texturewin.texdef, 0, sizeof(g_qeglobals.d_texturewin.texdef) );
|
|
g_qeglobals.d_texturewin.texdef.SetName(SHADER_NOT_FOUND);
|
|
g_qeglobals.d_texturewin.pShader = QERApp_Shader_ForName(SHADER_NOT_FOUND);
|
|
}
|
|
|
|
// FIXME TTimo this needs to move to the shader module along with l_shaderlist move
|
|
// preload shader files that have been listed in shaderlist.txt
|
|
void PreloadShaders()
|
|
{
|
|
GSList *lst = l_shaderfiles;
|
|
Str shadername;
|
|
while (lst)
|
|
{
|
|
shadername = g_pGameDescription->mShaderPath;
|
|
shadername += (char*)lst->data;
|
|
QERApp_LoadShaderFile(shadername.GetBuffer());
|
|
lst = lst->next;
|
|
}
|
|
}
|
|
|
|
// TTimo: modified to expect the reletive path to the skin as input
|
|
// will look into pak files if necessary
|
|
// uses the shader code to load the texture Try_Texture_ForName
|
|
// modified SkinInfo accordingly to store the qtexture_t and shader name (reletive version)
|
|
// the .md3 have bundled filetype extension, but they don't fit with the actual data
|
|
// ex: models/mapobjects/gargoyle.tga doesn't exist, but models/mapobjects/gargoyle.jpg can be used instead
|
|
// so we remove the extension before load attempt
|
|
int WINAPI Texture_LoadSkin(char *pName, int *pnWidth, int *pnHeight)
|
|
{
|
|
// byte *pic = NULL;
|
|
// byte *pic32 = NULL;
|
|
int nTex = -1;
|
|
qtexture_t *qtex;
|
|
SkinInfo *pInfo;
|
|
const char *pCleanName;
|
|
|
|
int nSize = g_lstSkinCache.GetSize();
|
|
pCleanName = QERApp_CleanTextureName( pName, false );
|
|
for (int i = 0; i < nSize; i++)
|
|
{
|
|
SkinInfo *pInfo = reinterpret_cast<SkinInfo*>(g_lstSkinCache.GetAt(i));
|
|
if (pInfo)
|
|
{
|
|
if (stricmp(pCleanName, pInfo->m_strName) == 0)
|
|
{
|
|
return pInfo->m_nTextureBind;
|
|
}
|
|
}
|
|
}
|
|
|
|
// if the load is successfull, we get back a qtexture_t
|
|
// we don't need to free it, it's in g_qeglobals.d_qtextures
|
|
// NOTE: we need to free the SkinInfo though..
|
|
qtex = QERApp_Try_Texture_ForName( pCleanName );
|
|
if (qtex)
|
|
{
|
|
nTex = qtex->texture_number;
|
|
pInfo = new SkinInfo(qtex->name, nTex, qtex);
|
|
} else
|
|
{
|
|
pInfo = new SkinInfo(pCleanName, -1, NULL);
|
|
}
|
|
g_lstSkinCache.Add(pInfo);
|
|
|
|
return nTex;
|
|
}
|
|
|
|
bool TexWnd::CheckFilter( const char* name )
|
|
{
|
|
const char* buf = gtk_entry_get_text (GTK_ENTRY (m_pFilter));
|
|
if (strstr( name, buf ) != 0)
|
|
return true;
|
|
return false;
|
|
}
|
|
|
|
// =============================================================================
|
|
// static functions
|
|
|
|
static void vertical_scroll (GtkWidget *widget, gpointer data)
|
|
{
|
|
((TexWnd*)data)->OnVScroll ();
|
|
}
|
|
|
|
static void filter_changed (GtkWidget *widget, gpointer data)
|
|
{
|
|
CString str;
|
|
str = gtk_entry_get_text (GTK_ENTRY (widget));
|
|
((TexWnd*)data)->UpdateFilter (str);
|
|
}
|
|
|
|
// =============================================================================
|
|
// TexWnd class
|
|
|
|
TexWnd::TexWnd()
|
|
: GLWindow (FALSE)
|
|
{
|
|
m_pFilter = NULL;
|
|
m_bNeedRange = true;
|
|
}
|
|
|
|
TexWnd::~TexWnd()
|
|
{
|
|
}
|
|
|
|
void TexWnd::OnCreate ()
|
|
{
|
|
if (!MakeCurrent ())
|
|
Error ("glMakeCurrent in TexWnd::OnCreate failed");
|
|
|
|
g_qeglobals_gui.d_texture = m_pWidget;
|
|
g_nTextureOffset = 0;
|
|
|
|
GtkAdjustment *vadjustment = gtk_range_get_adjustment (GTK_RANGE (g_qeglobals_gui.d_texture_scroll));
|
|
gtk_signal_connect (GTK_OBJECT (vadjustment), "value_changed", GTK_SIGNAL_FUNC (vertical_scroll), this);
|
|
|
|
if (g_PrefsDlg.m_bTextureScrollbar)
|
|
gtk_widget_show (g_qeglobals_gui.d_texture_scroll);
|
|
else
|
|
gtk_widget_hide (g_qeglobals_gui.d_texture_scroll);
|
|
m_bNeedRange = true;
|
|
|
|
gtk_signal_connect (GTK_OBJECT (m_pFilter), "changed", GTK_SIGNAL_FUNC (filter_changed), this);
|
|
if (g_PrefsDlg.m_bTextureWindow)
|
|
gtk_widget_show (m_pFilter);
|
|
}
|
|
|
|
void TexWnd::UpdateFilter(const char* pFilter)
|
|
{
|
|
g_bFilterEnabled = false;
|
|
if (pFilter)
|
|
{
|
|
g_strFilter = pFilter;
|
|
if (g_strFilter.GetLength() > 0)
|
|
g_bFilterEnabled = true;
|
|
QERApp_SortActiveShaders();
|
|
}
|
|
Sys_UpdateWindows (W_TEXTURE);
|
|
}
|
|
|
|
void TexWnd::OnSize (int cx, int cy)
|
|
{
|
|
m_bNeedRange = true;
|
|
}
|
|
|
|
void TexWnd::OnExpose ()
|
|
{
|
|
int nOld = g_qeglobals.d_texturewin.m_nTotalHeight;
|
|
if (!MakeCurrent ())
|
|
{
|
|
Sys_Printf("ERROR: glXMakeCurrent failed..\n ");
|
|
Sys_Printf("Please restart Radiant if the Texture view is not working\n");
|
|
} else
|
|
{
|
|
QE_CheckOpenGLForErrors();
|
|
Texture_Draw (m_pWidget->allocation.width, m_pWidget->allocation.height - g_nTextureOffset);
|
|
QE_CheckOpenGLForErrors();
|
|
SwapBuffers ();
|
|
}
|
|
if (g_PrefsDlg.m_bTextureScrollbar && (m_bNeedRange || g_qeglobals.d_texturewin.m_nTotalHeight != nOld))
|
|
{
|
|
GtkAdjustment *vadjustment = gtk_range_get_adjustment (GTK_RANGE (g_qeglobals_gui.d_texture_scroll));
|
|
|
|
vadjustment->value = -g_qeglobals.d_texturewin.originy;
|
|
vadjustment->page_size = m_pWidget->allocation.height;
|
|
vadjustment->page_increment = m_pWidget->allocation.height/2;
|
|
vadjustment->step_increment = 20;
|
|
vadjustment->lower = 0;
|
|
vadjustment->upper = g_qeglobals.d_texturewin.m_nTotalHeight;
|
|
|
|
gtk_signal_emit_by_name (GTK_OBJECT (vadjustment), "changed");
|
|
|
|
m_bNeedRange = false;
|
|
}
|
|
}
|
|
|
|
void TexWnd::OnLButtonDown (guint32 flags, int pointx, int pointy)
|
|
{
|
|
SetCapture ();
|
|
Texture_MouseDown (pointx, pointy - g_nTextureOffset, flags);
|
|
}
|
|
|
|
void TexWnd::OnRButtonDown (guint32 flags, int pointx, int pointy)
|
|
{
|
|
SetCapture ();
|
|
Texture_MouseDown (pointx, pointy - g_nTextureOffset, flags);
|
|
}
|
|
|
|
void TexWnd::OnMButtonDown (guint32 flags, int pointx, int pointy)
|
|
{
|
|
SetCapture ();
|
|
Texture_MouseDown (pointx, pointy - g_nTextureOffset, flags);
|
|
}
|
|
|
|
void TexWnd::OnLButtonUp (guint32 flags, int pointx, int pointy)
|
|
{
|
|
ReleaseCapture ();
|
|
DragDropTexture (flags, pointx, pointy);
|
|
}
|
|
|
|
void TexWnd::OnRButtonUp (guint32 flags, int pointx, int pointy)
|
|
{
|
|
ReleaseCapture ();
|
|
}
|
|
|
|
void TexWnd::OnMButtonUp (guint32 flags, int pointx, int pointy)
|
|
{
|
|
ReleaseCapture ();
|
|
}
|
|
|
|
void TexWnd::OnMouseMove (guint32 flags, int pointx, int pointy)
|
|
{
|
|
Texture_MouseMoved (pointx, pointy - g_nTextureOffset, flags);
|
|
// if scrollbar is hidden, we don't seem to get an update
|
|
if( !g_PrefsDlg.m_bTextureScrollbar )
|
|
RedrawWindow ();
|
|
}
|
|
|
|
void TexWnd::OnVScroll ()
|
|
{
|
|
GtkAdjustment *vadjustment = gtk_range_get_adjustment (GTK_RANGE (g_qeglobals_gui.d_texture_scroll));
|
|
|
|
g_qeglobals.d_texturewin.originy = - (int)vadjustment->value;
|
|
RedrawWindow ();
|
|
}
|
|
|
|
void TexWnd::UpdatePrefs()
|
|
{
|
|
if (g_PrefsDlg.m_bTextureWindow)
|
|
gtk_widget_show (m_pFilter);
|
|
else
|
|
gtk_widget_hide (m_pFilter);
|
|
|
|
if (g_PrefsDlg.m_bTextureScrollbar)
|
|
gtk_widget_show (g_qeglobals_gui.d_texture_scroll);
|
|
else
|
|
gtk_widget_hide (g_qeglobals_gui.d_texture_scroll);
|
|
m_bNeedRange = true;
|
|
RedrawWindow ();
|
|
}
|
|
|
|
void TexWnd::FocusEdit()
|
|
{
|
|
if (GTK_WIDGET_VISIBLE (m_pFilter))
|
|
gtk_window_set_focus (GTK_WINDOW (g_pParentWnd->m_pWidget), m_pFilter);
|
|
}
|
|
|
|
void TexWnd::OnMouseWheel(bool bUp)
|
|
{
|
|
if (bUp)
|
|
{
|
|
if(g_qeglobals.d_texturewin.originy < 0) {
|
|
g_qeglobals.d_texturewin.originy += g_PrefsDlg.m_nWheelInc;
|
|
// clamp so we don't get jiggle if moved by less than scrollwheel increment
|
|
if(g_qeglobals.d_texturewin.originy > 0) {
|
|
g_qeglobals.d_texturewin.originy = 0;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if(g_qeglobals.d_texturewin.originy > (-g_qeglobals.d_texturewin.m_nTotalHeight + g_qeglobals.d_texturewin.height))
|
|
g_qeglobals.d_texturewin.originy -= g_PrefsDlg.m_nWheelInc;
|
|
}
|
|
GtkAdjustment *vadjustment = gtk_range_get_adjustment (GTK_RANGE (g_qeglobals_gui.d_texture_scroll));
|
|
gtk_adjustment_set_value (vadjustment, abs(g_qeglobals.d_texturewin.originy));
|
|
|
|
RedrawWindow();
|
|
}
|
|
|
|
void TexWnd::DragDropTexture (guint32 flags, int pointx, int pointy)
|
|
{
|
|
// This gets called from leftmouse up event. We see if the mouseup is above
|
|
// the camwindow. If this is the case do a trace for a surface. If we hit a
|
|
// surface, texture it with the current texture.
|
|
|
|
int m_ptXcheck, m_ptYcheck;
|
|
int m_ptX, m_ptY;
|
|
GtkWidget *widget;
|
|
gint x, y;
|
|
vec3_t dir;
|
|
float f, r, u;
|
|
int i;
|
|
|
|
// we only want to catch a plain mouseevent
|
|
if (flags)
|
|
return;
|
|
|
|
// see if we are above the camwindow
|
|
Sys_GetCursorPos (&m_ptX, &m_ptY);
|
|
|
|
if (g_pParentWnd->CurrentStyle() == MainFrame::eFloating)
|
|
widget = g_pParentWnd->GetCamWnd()->m_pParent;
|
|
else
|
|
widget = g_pParentWnd->GetCamWnd()->GetWidget();
|
|
|
|
get_window_pos (widget, &x, &y);
|
|
|
|
if (m_ptX < x || m_ptY < y ||
|
|
m_ptX > x + widget->allocation.width ||
|
|
m_ptY > y + widget->allocation.height)
|
|
return;
|
|
|
|
// check if the camwindow isn't being partially hidden by another window at this point
|
|
m_ptXcheck = m_ptX;
|
|
m_ptYcheck = m_ptY;
|
|
|
|
if( g_pParentWnd->GetCamWnd()->GetWidget()->window != gdk_window_at_pointer( &m_ptXcheck, &m_ptYcheck ) )
|
|
return;
|
|
|
|
// calc ray direction
|
|
x = m_ptX - x;
|
|
y = g_pParentWnd->GetCamWnd()->Camera()->height - 1 - (m_ptY - y);
|
|
u = (float)( y - ( g_pParentWnd->GetCamWnd()->Camera()->height * .5f ) ) / ( g_pParentWnd->GetCamWnd()->Camera()->height * .5f );
|
|
r = (float)( x - ( g_pParentWnd->GetCamWnd()->Camera()->width * .5f ) ) / ( g_pParentWnd->GetCamWnd()->Camera()->width * .5f );
|
|
f = 1;
|
|
|
|
for (i=0 ; i<3 ; i++)
|
|
dir[i] = g_pParentWnd->GetCamWnd()->Camera()->vpn[i] * f +
|
|
g_pParentWnd->GetCamWnd()->Camera()->vright[i] * r +
|
|
g_pParentWnd->GetCamWnd()->Camera()->vup[i] * u;
|
|
VectorNormalize (dir, dir);
|
|
|
|
// do a trace for a surface
|
|
trace_t t;
|
|
|
|
t = Test_Ray (g_pParentWnd->GetCamWnd()->Camera()->origin, dir, SF_SINGLEFACE);
|
|
|
|
if (t.brush)
|
|
{
|
|
texdef_t tex;
|
|
brushprimit_texdef_t brushprimit_tex;
|
|
|
|
memset (&tex, 0, sizeof(tex));
|
|
memset (&brushprimit_tex, 0, sizeof(brushprimit_tex));
|
|
if (g_qeglobals.m_bBrushPrimitMode)
|
|
{
|
|
// brushprimit fitted to a 2x2 texture
|
|
brushprimit_tex.coords[0][0] = 1.0f;
|
|
brushprimit_tex.coords[1][1] = 1.0f;
|
|
} else
|
|
{
|
|
tex.scale[0] = g_pGameDescription->mTextureDefaultScale;
|
|
tex.scale[1] = g_pGameDescription->mTextureDefaultScale;
|
|
}
|
|
tex.flags = g_qeglobals.d_texturewin.texdef.flags;
|
|
tex.value = g_qeglobals.d_texturewin.texdef.value;
|
|
tex.contents = g_qeglobals.d_texturewin.texdef.contents;
|
|
// TTimo - shader code cleanup
|
|
// texdef.name is the name of the shader, not the name of the actual texture file
|
|
tex.SetName(g_qeglobals.d_texturewin.texdef.GetName());
|
|
|
|
Undo_Start("set face textures");
|
|
Undo_AddBrush(t.brush);
|
|
SetFaceTexdef (t.face, &tex, &brushprimit_tex, false, NULL );
|
|
Brush_Build(t.brush, false);
|
|
Undo_EndBrush(t.brush);
|
|
Undo_End();
|
|
|
|
Sys_UpdateWindows (W_CAMERA);
|
|
g_pParentWnd->OnTimer ();
|
|
}
|
|
}
|