diff options
| author | Joe Ludwig <[email protected]> | 2013-06-26 15:22:04 -0700 |
|---|---|---|
| committer | Joe Ludwig <[email protected]> | 2013-06-26 15:22:04 -0700 |
| commit | 39ed87570bdb2f86969d4be821c94b722dc71179 (patch) | |
| tree | abc53757f75f40c80278e87650ea92808274aa59 /mp/src/utils/vbsp/textures.cpp | |
| download | source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.tar.xz source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.zip | |
First version of the SOurce SDK 2013
Diffstat (limited to 'mp/src/utils/vbsp/textures.cpp')
| -rw-r--r-- | mp/src/utils/vbsp/textures.cpp | 737 |
1 files changed, 737 insertions, 0 deletions
diff --git a/mp/src/utils/vbsp/textures.cpp b/mp/src/utils/vbsp/textures.cpp new file mode 100644 index 00000000..fc2034eb --- /dev/null +++ b/mp/src/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();
+}
+
+
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