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| author | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
|---|---|---|
| committer | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
| commit | 3bf9df6b2785fa6d951086978a3e66f49427166a (patch) | |
| tree | 2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /utils/vbsp/textures.cpp | |
| download | archived-source-engine-2018-hl2-src-3bf9df6b2785fa6d951086978a3e66f49427166a.tar.xz archived-source-engine-2018-hl2-src-3bf9df6b2785fa6d951086978a3e66f49427166a.zip | |
Diffstat (limited to 'utils/vbsp/textures.cpp')
| -rw-r--r-- | utils/vbsp/textures.cpp | 737 |
1 files changed, 737 insertions, 0 deletions
diff --git a/utils/vbsp/textures.cpp b/utils/vbsp/textures.cpp new file mode 100644 index 0000000..4f49c5d --- /dev/null +++ b/utils/vbsp/textures.cpp @@ -0,0 +1,737 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +// +//=============================================================================// + +#include "vbsp.h" +#include "utilmatlib.h" +#include "physdll.h" +#include <assert.h> +#include <malloc.h> +#include "tier1/strtools.h" +#include "materialpatch.h" +#include "KeyValues.h" + +void LoadSurfaceProperties( void ); + +IPhysicsSurfaceProps *physprops = NULL; + +int nummiptex; +textureref_t textureref[MAX_MAP_TEXTURES]; + +bool g_bHasWater = false; + +extern qboolean onlyents; + +dtexdata_t *GetTexData( int index ) +{ + if ( index < 0 ) + return NULL; + Assert( !onlyents ); + return &dtexdata[ index ]; +} + +static qboolean StringIsTrue( const char *str ) +{ + if( Q_strcasecmp( str, "true" ) == 0 ) + { + return true; + } + if( Q_strcasecmp( str, "1" ) == 0 ) + { + return true; + } + return false; +} + +int FindMiptex (const char *name) +{ + int i; + MaterialSystemMaterial_t matID; + const char *propVal, *propVal2; + int opacity; + bool found; + + for (i=0 ; i<nummiptex ; i++) + { + if (!strcmp (name, textureref[i].name)) + { + return i; + } + } + if (nummiptex == MAX_MAP_TEXTURES) + Error ("Too many unique textures, max %d", MAX_MAP_TEXTURES); + strcpy (textureref[i].name, name); + + textureref[i].lightmapWorldUnitsPerLuxel = 0.0f; + textureref[i].flags = 0; + textureref[i].contents = 0; + + matID = FindOriginalMaterial( name, &found ); + if( matID == MATERIAL_NOT_FOUND ) + { + return 0; + } + + if (!found) + Warning("Material not found!: %s\n", name ); + + // HANDLE ALL OF THE STUFF THAT ISN'T RENDERED WITH THE MATERIAL THAT IS ONE IT. + + // handle sky + if( ( propVal = GetMaterialVar( matID, "%compileSky" ) ) && + StringIsTrue( propVal ) ) + { + textureref[i].flags |= SURF_SKY | SURF_NOLIGHT; + } + else if( ( propVal = GetMaterialVar( matID, "%compile2DSky" ) ) && + StringIsTrue( propVal ) ) + { + textureref[i].flags |= SURF_SKY | SURF_SKY2D | SURF_NOLIGHT; + } + // handle hint brushes + else if ( ( propVal = GetMaterialVar( matID, "%compileHint" ) ) && + StringIsTrue( propVal ) ) + { + textureref[i].flags |= SURF_NODRAW | SURF_NOLIGHT | SURF_HINT; + } + // handle skip faces + else if ( ( propVal = GetMaterialVar( matID, "%compileSkip" ) ) && + StringIsTrue( propVal ) ) + { + textureref[i].flags |= SURF_NODRAW | SURF_NOLIGHT | SURF_SKIP; + } + // handle origin brushes + else if ( ( propVal = GetMaterialVar( matID, "%compileOrigin" ) ) && + StringIsTrue( propVal ) ) + { + textureref[i].contents |= CONTENTS_ORIGIN | CONTENTS_DETAIL; + textureref[i].flags |= SURF_NODRAW | SURF_NOLIGHT; + } + // handle clip brushes + else if ( ( propVal = GetMaterialVar( matID, "%compileClip" ) ) && + StringIsTrue( propVal ) ) + { + textureref[i].contents |= CONTENTS_PLAYERCLIP | CONTENTS_MONSTERCLIP; + textureref[i].flags |= SURF_NODRAW | SURF_NOLIGHT; + } + else if ( ( propVal = GetMaterialVar( matID, "%playerClip" ) ) && + StringIsTrue( propVal ) ) + { + textureref[i].contents |= CONTENTS_PLAYERCLIP; + textureref[i].flags |= SURF_NODRAW | SURF_NOLIGHT; + } + // handle npc clip brushes + else if ( ( propVal = GetMaterialVar( matID, "%compileNpcClip" ) ) && + StringIsTrue( propVal ) ) + { + textureref[i].contents |= CONTENTS_MONSTERCLIP; + textureref[i].flags |= SURF_NODRAW | SURF_NOLIGHT; + } + // handle surface lights which are meant to + else if ( ( propVal = GetMaterialVar( matID, "%compileNoChop" ) ) && + StringIsTrue( propVal ) ) + { + textureref[i].flags |= SURF_NOCHOP; + } + // handle triggers + else if ( ( propVal = GetMaterialVar( matID, "%compileTrigger" ) ) && + StringIsTrue( propVal ) ) + { + textureref[i].flags |= ( SURF_NOLIGHT | SURF_TRIGGER ); + if ( g_NodrawTriggers ) + { + textureref[i].flags |= SURF_NODRAW; + } + } + // handle nolight surfs (except water) + else if ( (( propVal = GetMaterialVar( matID, "%compileNoLight" ) ) && StringIsTrue( propVal )) && + !(( propVal2 = GetMaterialVar( matID, "%compileWater" ) ) && StringIsTrue( propVal2 ) ) ) + { + textureref[i].flags |= SURF_NOLIGHT; + } + else + { + // HANDLE ALL OF THE STUFF THAT IS RENDERED WITH THE MATERIAL THAT IS ON IT. + + // Handle ladders. + if ( ( propVal = GetMaterialVar( matID, "%compileLadder" ) ) && StringIsTrue( propVal ) ) + { + textureref[i].contents |= CONTENTS_LADDER; + } + + // handle wet materials + if ( ( propVal = GetMaterialVar( matID, "%noPortal" ) ) && + StringIsTrue( propVal ) ) + { + textureref[i].flags |= SURF_NOPORTAL; + } + + if ( ( propVal = GetMaterialVar( matID, "%compilePassBullets" ) ) && StringIsTrue( propVal ) ) + { + // change contents to grate, so bullets pass through + // NOTE: This has effects on visibility too! + textureref[i].contents &= ~CONTENTS_SOLID; + textureref[i].contents |= CONTENTS_GRATE; + } + + if( g_BumpAll || GetMaterialShaderPropertyBool( matID, UTILMATLIB_NEEDS_BUMPED_LIGHTMAPS ) ) + { + textureref[i].flags |= SURF_BUMPLIGHT; + } + + if( GetMaterialShaderPropertyBool( matID, UTILMATLIB_NEEDS_LIGHTMAP ) ) + { + textureref[i].flags &= ~SURF_NOLIGHT; + } + else if( !g_bLightIfMissing ) + { + textureref[i].flags |= SURF_NOLIGHT; + } + // handle nodraw faces/brushes + if ( ( propVal = GetMaterialVar( matID, "%compileNoDraw" ) ) && StringIsTrue( propVal ) ) + { + // textureref[i].contents |= CONTENTS_DETAIL; + textureref[i].flags |= SURF_NODRAW | SURF_NOLIGHT; + } + + // Just a combination of nodraw + pass bullets, makes things easier + if ( ( propVal = GetMaterialVar( matID, "%compileInvisible" ) ) && StringIsTrue( propVal ) ) + { + // change contents to grate, so bullets pass through + // NOTE: This has effects on visibility too! + textureref[i].contents &= ~CONTENTS_SOLID; + textureref[i].contents |= CONTENTS_GRATE; + textureref[i].flags |= SURF_NODRAW | SURF_NOLIGHT; + } + + bool checkWindow = true; + // handle non solid + if ( ( propVal = GetMaterialVar( matID, "%compileNonsolid" ) ) && StringIsTrue( propVal ) ) + { + textureref[i].contents = CONTENTS_OPAQUE; + // Non-Solid can't be a window either! + checkWindow = false; + } + // handle block LOS + if ( ( propVal = GetMaterialVar( matID, "%compileBlockLOS" ) ) && StringIsTrue( propVal ) ) + { + textureref[i].contents = CONTENTS_BLOCKLOS; + + // BlockLOS can't be a window either! + checkWindow = false; + } + + if ( ( propVal = GetMaterialVar( matID, "%compileDetail" ) ) && + StringIsTrue( propVal ) ) + { + textureref[i].contents |= CONTENTS_DETAIL; + } + + bool bKeepLighting = ( ( propVal = GetMaterialVar( matID, "%compileKeepLight" ) ) && + StringIsTrue( propVal ) ); + + // handle materials that want to be treated as water. + if ( ( propVal = GetMaterialVar( matID, "%compileWater" ) ) && + StringIsTrue( propVal ) ) + { + textureref[i].contents &= ~(CONTENTS_SOLID|CONTENTS_DETAIL); + textureref[i].contents |= CONTENTS_WATER; + textureref[i].flags |= SURF_WARP | SURF_NOSHADOWS | SURF_NODECALS; + + if ( g_DisableWaterLighting && !bKeepLighting ) + { + textureref[i].flags |= SURF_NOLIGHT; + } + + // Set this so that we can check at the end of the process the presence of a a WaterLODControl entity. + g_bHasWater = true; + } + const char *pShaderName = GetMaterialShaderName(matID); + if ( !bKeepLighting && !Q_strncasecmp( pShaderName, "water", 5 ) || !Q_strncasecmp( pShaderName, "UnlitGeneric", 12 ) ) + { + //if ( !(textureref[i].flags & SURF_NOLIGHT) ) + // Warning("Forcing lit materal %s to nolight\n", name ); + textureref[i].flags |= SURF_NOLIGHT; + } + + if ( ( propVal = GetMaterialVar( matID, "%compileSlime" ) ) && + StringIsTrue( propVal ) ) + { + textureref[i].contents &= ~(CONTENTS_SOLID|CONTENTS_DETAIL); + textureref[i].contents |= CONTENTS_SLIME; + textureref[i].flags |= SURF_NODECALS; + // Set this so that we can check at the end of the process the presence of a a WaterLODControl entity. + g_bHasWater = true; + } + + opacity = GetMaterialShaderPropertyInt( matID, UTILMATLIB_OPACITY ); + + if ( checkWindow && opacity != UTILMATLIB_OPAQUE ) + { + // transparent *and solid* brushes that aren't grates or water must be windows + if ( !(textureref[i].contents & (CONTENTS_GRATE|CONTENTS_WATER)) ) + { + textureref[i].contents |= CONTENTS_WINDOW; + } + + textureref[i].contents &= ~CONTENTS_SOLID; + + // this affects engine primitive sorting, SURF_TRANS means sort as a translucent primitive + if ( opacity == UTILMATLIB_TRANSLUCENT ) + { + textureref[i].flags |= SURF_TRANS; + } + + } + if ( textureref[i].flags & SURF_NOLIGHT ) + { + textureref[i].flags &= ~SURF_BUMPLIGHT; + } + } + + nummiptex++; + + return i; +} + +/* +================== +textureAxisFromPlane +================== +*/ +Vector baseaxis[18] = +{ + Vector(0,0,1), Vector(1,0,0), Vector(0,-1,0), // floor + Vector(0,0,-1), Vector(1,0,0), Vector(0,-1,0), // ceiling + Vector(1,0,0), Vector(0,1,0), Vector(0,0,-1), // west wall + Vector(-1,0,0), Vector(0,1,0), Vector(0,0,-1), // east wall + Vector(0,1,0), Vector(1,0,0), Vector(0,0,-1), // south wall + Vector(0,-1,0), Vector(1,0,0), Vector(0,0,-1) // north wall +}; + +void TextureAxisFromPlane(plane_t *pln, Vector& xv, Vector& yv) +{ + int bestaxis; + vec_t dot,best; + int i; + + best = 0; + bestaxis = 0; + + for (i=0 ; i<6 ; i++) + { + dot = DotProduct (pln->normal, baseaxis[i*3]); + if (dot > best) + { + best = dot; + bestaxis = i; + } + } + + VectorCopy (baseaxis[bestaxis*3+1], xv); + VectorCopy (baseaxis[bestaxis*3+2], yv); +} + + + +int g_SurfaceProperties[MAX_MAP_TEXDATA]; + + +int GetSurfaceProperties( MaterialSystemMaterial_t matID, const char *pMatName ) +{ + const char *pPropString = NULL; + int surfaceIndex = -1; + + if ( physprops ) + { + pPropString = GetMaterialVar( matID, "$surfaceprop" ); + if ( pPropString ) + { + surfaceIndex = physprops->GetSurfaceIndex( pPropString ); + if ( surfaceIndex < 0 ) + { + Msg("Can't find surfaceprop %s for material %s, using default\n", pPropString, pMatName ); + surfaceIndex = physprops->GetSurfaceIndex( pPropString ); + surfaceIndex = physprops->GetSurfaceIndex( "default" ); + } + } + } + + return surfaceIndex; +} + +int GetSurfaceProperties2( MaterialSystemMaterial_t matID, const char *pMatName ) +{ + const char *pPropString = NULL; + int surfaceIndex = -1; + + if ( physprops ) + { + pPropString = GetMaterialVar( matID, "$surfaceprop2" ); + if ( pPropString ) + { + surfaceIndex = physprops->GetSurfaceIndex( pPropString ); + if ( surfaceIndex < 0 ) + { + Msg("Can't find surfacepropblend %s for material %s, using default\n", pPropString, pMatName ); + surfaceIndex = physprops->GetSurfaceIndex( "default" ); + } + } + else + { + // No surface property 2. + return -1; + } + } + + return surfaceIndex; +} + +//----------------------------------------------------------------------------- +// Purpose: Finds or adds a texdata for the specified name ( same as below except +// instead of finding the named texture, copies the settings from the passed +// in sourceTexture. ) +// Used for creation of one off .vmt files for water surface textures +// Input : *pName - texture name +// Output : int index into dtexdata array +//----------------------------------------------------------------------------- +int FindAliasedTexData( const char *pName_, dtexdata_t *sourceTexture ) +{ + char *pName = ( char * )_alloca( strlen( pName_ ) + 1 ); + strcpy( pName, pName_ ); + strlwr( pName ); + int i, output; + bool found; + dtexdata_t *pTexData; + MaterialSystemMaterial_t matID; + + for ( i = 0; i < numtexdata; i++ ) + { + if ( !strcmp( pName, TexDataStringTable_GetString( GetTexData( i )->nameStringTableID ) ) ) + return i; + } + + + output = numtexdata; + if ( numtexdata >= MAX_MAP_TEXDATA ) + { + Error( "Too many unique texture mappings, max = %d\n", MAX_MAP_TEXDATA ); + } + pTexData = GetTexData( output ); + numtexdata++; + + // Save the name of the material. + pTexData->nameStringTableID = TexDataStringTable_AddOrFindString( pName ); + + // Get the width, height, view_width, view_height, and reflectivity from the material system. + matID = FindOriginalMaterial( TexDataStringTable_GetString( sourceTexture->nameStringTableID ), &found, false ); + if( matID == MATERIAL_NOT_FOUND || (!found) ) + { + qprintf( "WARNING: material not found: \"%s\"\n", pName ); + return -1; + } + + GetMaterialDimensions( matID, &pTexData->width, &pTexData->height ); + pTexData->view_width = pTexData->width; // undone: what is this? + pTexData->view_height = pTexData->height; // undone: what is this? + + GetMaterialReflectivity( matID, pTexData->reflectivity.Base() ); + g_SurfaceProperties[output] = GetSurfaceProperties( matID, pName ); + + return output; +} + + +//----------------------------------------------------------------------------- +// Finds a texdata for the specified name, returns -1 if not found +//----------------------------------------------------------------------------- +int FindTexData( const char *pName ) +{ + // Make sure the texdata doesn't already exist. + for( int i = 0; i < numtexdata; i++ ) + { + char const *pTexDataName = TexDataStringTable_GetString( GetTexData( i )->nameStringTableID ); + if ( !Q_stricmp( pTexDataName, pName ) ) + return i; + } + return -1; +} + + + +//----------------------------------------------------------------------------- +// Purpose: Finds or adds a texdata for the specified name +// Input : *pName - texture name +// Output : int index into dtexdata array +//----------------------------------------------------------------------------- +int FindOrCreateTexData( const char *pName_ ) +{ + char *pName = ( char * )_alloca( strlen( pName_ ) + 1 ); + strcpy( pName, pName_ ); + + int nOutput = FindTexData( pName ); + if ( nOutput >= 0 ) + return nOutput; + + // Didn't find it, add a new one + nOutput = numtexdata; + if ( numtexdata >= MAX_MAP_TEXDATA ) + { + Error( "Too many unique texture mappings, max = %d\n", MAX_MAP_TEXDATA ); + } + dtexdata_t *pTexData = GetTexData( nOutput ); + numtexdata++; + + // Save the name of the material. + pTexData->nameStringTableID = TexDataStringTable_AddOrFindString( pName ); + + // Get the width, height, view_width, view_height, and reflectivity from the material system. + bool bFound; + MaterialSystemMaterial_t matID = FindOriginalMaterial( pName, &bFound ); + if ( matID == MATERIAL_NOT_FOUND || (!bFound) ) + { + qprintf( "WARNING: material not found: \"%s\"\n", pName ); + return nOutput; + } + + GetMaterialDimensions( matID, &pTexData->width, &pTexData->height ); + pTexData->view_width = pTexData->width; // undone: what is this? + pTexData->view_height = pTexData->height; // undone: what is this? + + GetMaterialReflectivity( matID, pTexData->reflectivity.Base() ); + g_SurfaceProperties[nOutput] = GetSurfaceProperties( matID, pName ); + +#if 0 + Msg( "reflectivity: %f %f %f\n", + pTexData->reflectivity[0], + pTexData->reflectivity[1], + pTexData->reflectivity[2] ); +#endif + + return nOutput; +} + +int AddCloneTexData( dtexdata_t *pExistingTexData, char const *cloneTexDataName ) +{ + int existingIndex = pExistingTexData - GetTexData( 0 ); + dtexdata_t *pNewTexData = GetTexData( numtexdata ); + int newIndex = numtexdata; + numtexdata++; + + *pNewTexData = *pExistingTexData; + pNewTexData->nameStringTableID = TexDataStringTable_AddOrFindString( cloneTexDataName ); + g_SurfaceProperties[newIndex] = g_SurfaceProperties[existingIndex]; + + return newIndex; +} + + +//----------------------------------------------------------------------------- +// Finds a texinfo that exactly matches the passed in texinfo +//----------------------------------------------------------------------------- +int FindTexInfo( const texinfo_t &searchTexInfo ) +{ + for( int i = 0; i < texinfo.Count(); i++ ) + { + // Just an early-out for performance + if ( texinfo[i].texdata != searchTexInfo.texdata ) + continue; + + if ( !memcmp( &texinfo[i], &searchTexInfo, sizeof( texinfo_t ) ) ) + return i; + } + + return -1; +} + + +//----------------------------------------------------------------------------- +// Finds or creates a texinfo that exactly matches the passed in texinfo +//----------------------------------------------------------------------------- +int FindOrCreateTexInfo( const texinfo_t &searchTexInfo ) +{ + int i = FindTexInfo( searchTexInfo ); + if ( i >= 0 ) + return i; + + i = texinfo.AddToTail( searchTexInfo ); + + if ( onlyents ) + { + Error( "FindOrCreateTexInfo: Tried to create new texinfo during -onlyents compile!\nMust compile without -onlyents" ); + } + + return i; +} + +int TexinfoForBrushTexture (plane_t *plane, brush_texture_t *bt, const Vector& origin) +{ + Vector vecs[2]; + int sv, tv; + vec_t ang, sinv, cosv; + vec_t ns, nt; + texinfo_t tx; + int i, j; + + if (!bt->name[0]) + return 0; + + memset (&tx, 0, sizeof(tx)); + + // HLTOOLS - add support for texture vectors stored in the map file + if (g_nMapFileVersion < 220) + { + TextureAxisFromPlane(plane, vecs[0], vecs[1]); + } + + if (!bt->textureWorldUnitsPerTexel[0]) + bt->textureWorldUnitsPerTexel[0] = 1; + if (!bt->textureWorldUnitsPerTexel[1]) + bt->textureWorldUnitsPerTexel[1] = 1; + + + float shiftScaleU = 1.0f / 16.0f; + float shiftScaleV = 1.0f / 16.0f; + + if (g_nMapFileVersion < 220) + { + // rotate axis + if (bt->rotate == 0) + { sinv = 0 ; cosv = 1; } + else if (bt->rotate == 90) + { sinv = 1 ; cosv = 0; } + else if (bt->rotate == 180) + { sinv = 0 ; cosv = -1; } + else if (bt->rotate == 270) + { sinv = -1 ; cosv = 0; } + else + { + ang = bt->rotate / 180 * M_PI; + sinv = sin(ang); + cosv = cos(ang); + } + + if (vecs[0][0]) + sv = 0; + else if (vecs[0][1]) + sv = 1; + else + sv = 2; + + if (vecs[1][0]) + tv = 0; + else if (vecs[1][1]) + tv = 1; + else + tv = 2; + + for (i=0 ; i<2 ; i++) + { + ns = cosv * vecs[i][sv] - sinv * vecs[i][tv]; + nt = sinv * vecs[i][sv] + cosv * vecs[i][tv]; + vecs[i][sv] = ns; + vecs[i][tv] = nt; + } + + for (i=0 ; i<2 ; i++) + { + for (j=0 ; j<3 ; j++) + { + tx.textureVecsTexelsPerWorldUnits[i][j] = vecs[i][j] / bt->textureWorldUnitsPerTexel[i]; + tx.lightmapVecsLuxelsPerWorldUnits[i][j] = tx.textureVecsTexelsPerWorldUnits[i][j] / 16.0f; + } + } + } + else + { + tx.textureVecsTexelsPerWorldUnits[0][0] = bt->UAxis[0] / bt->textureWorldUnitsPerTexel[0]; + tx.textureVecsTexelsPerWorldUnits[0][1] = bt->UAxis[1] / bt->textureWorldUnitsPerTexel[0]; + tx.textureVecsTexelsPerWorldUnits[0][2] = bt->UAxis[2] / bt->textureWorldUnitsPerTexel[0]; + + tx.textureVecsTexelsPerWorldUnits[1][0] = bt->VAxis[0] / bt->textureWorldUnitsPerTexel[1]; + tx.textureVecsTexelsPerWorldUnits[1][1] = bt->VAxis[1] / bt->textureWorldUnitsPerTexel[1]; + tx.textureVecsTexelsPerWorldUnits[1][2] = bt->VAxis[2] / bt->textureWorldUnitsPerTexel[1]; + + tx.lightmapVecsLuxelsPerWorldUnits[0][0] = bt->UAxis[0] / bt->lightmapWorldUnitsPerLuxel; + tx.lightmapVecsLuxelsPerWorldUnits[0][1] = bt->UAxis[1] / bt->lightmapWorldUnitsPerLuxel; + tx.lightmapVecsLuxelsPerWorldUnits[0][2] = bt->UAxis[2] / bt->lightmapWorldUnitsPerLuxel; + + tx.lightmapVecsLuxelsPerWorldUnits[1][0] = bt->VAxis[0] / bt->lightmapWorldUnitsPerLuxel; + tx.lightmapVecsLuxelsPerWorldUnits[1][1] = bt->VAxis[1] / bt->lightmapWorldUnitsPerLuxel; + tx.lightmapVecsLuxelsPerWorldUnits[1][2] = bt->VAxis[2] / bt->lightmapWorldUnitsPerLuxel; + + shiftScaleU = bt->textureWorldUnitsPerTexel[0] / bt->lightmapWorldUnitsPerLuxel; + shiftScaleV = bt->textureWorldUnitsPerTexel[1] / bt->lightmapWorldUnitsPerLuxel; + } + + tx.textureVecsTexelsPerWorldUnits[0][3] = bt->shift[0] + + DOT_PRODUCT( origin, tx.textureVecsTexelsPerWorldUnits[0] ); + tx.textureVecsTexelsPerWorldUnits[1][3] = bt->shift[1] + + DOT_PRODUCT( origin, tx.textureVecsTexelsPerWorldUnits[1] ); + + tx.lightmapVecsLuxelsPerWorldUnits[0][3] = shiftScaleU * bt->shift[0] + + DOT_PRODUCT( origin, tx.lightmapVecsLuxelsPerWorldUnits[0] ); + tx.lightmapVecsLuxelsPerWorldUnits[1][3] = shiftScaleV * bt->shift[1] + + DOT_PRODUCT( origin, tx.lightmapVecsLuxelsPerWorldUnits[1] ); + + tx.flags = bt->flags; + tx.texdata = FindOrCreateTexData( bt->name ); + + // find the texinfo + return FindOrCreateTexInfo( tx ); +} + + +void LoadSurfacePropFile( const char *pMaterialFilename ) +{ + FileHandle_t fp = g_pFileSystem->Open( pMaterialFilename, "rb" ); + + if ( fp == FILESYSTEM_INVALID_HANDLE ) + { + return; + } + + int len = g_pFileSystem->Size( fp ); + + char *pText = new char[len]; + g_pFileSystem->Read( pText, len, fp ); + g_pFileSystem->Close( fp ); + + physprops->ParseSurfaceData( pMaterialFilename, pText ); + + delete[] pText; +} +//----------------------------------------------------------------------------- +// Purpose: Loads the surface properties database into the physics DLL +//----------------------------------------------------------------------------- +void LoadSurfaceProperties( void ) +{ + CreateInterfaceFn physicsFactory = GetPhysicsFactory(); + if ( !physicsFactory ) + return; + + physprops = (IPhysicsSurfaceProps *)physicsFactory( VPHYSICS_SURFACEPROPS_INTERFACE_VERSION, NULL ); + + const char *SURFACEPROP_MANIFEST_FILE = "scripts/surfaceproperties_manifest.txt"; + KeyValues *manifest = new KeyValues( SURFACEPROP_MANIFEST_FILE ); + if ( manifest->LoadFromFile( g_pFileSystem, SURFACEPROP_MANIFEST_FILE, "GAME" ) ) + { + for ( KeyValues *sub = manifest->GetFirstSubKey(); sub != NULL; sub = sub->GetNextKey() ) + { + if ( !Q_stricmp( sub->GetName(), "file" ) ) + { + // Add + LoadSurfacePropFile( sub->GetString() ); + continue; + } + } + } + + manifest->deleteThis(); +} + + |