/* 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 #include #endif #if defined ( __linux__ ) || defined ( __APPLE__ ) #include #include #endif #include #include #include #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( &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( &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( &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( 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(); } }