mirror of
https://github.com/nillerusr/source-engine.git
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180 lines
4.2 KiB
C++
180 lines
4.2 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// Functionality common to wad and decal code in gl_draw.c and draw.c
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//
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//===========================================================================//
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#include "render_pch.h"
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#include "decal.h"
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#include "decal_private.h"
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#include "zone.h"
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#include "sys.h"
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#include "gl_matsysiface.h"
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#include "filesystem.h"
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#include "filesystem_engine.h"
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#include "materialsystem/imaterial.h"
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#ifdef OSX
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#include <malloc/malloc.h>
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#else
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#include <malloc.h>
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#endif
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#include "utldict.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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struct DecalEntry
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{
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#ifdef _DEBUG
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char *m_pDebugName; // only used in debug builds
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#endif
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IMaterial *material;
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int index;
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};
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// This stores the list of all decals
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CUtlMap< FileNameHandle_t, DecalEntry > g_DecalDictionary( 0, 0, DefLessFunc( FileNameHandle_t ) );
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// This is a list of indices into the dictionary.
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// This list is indexed by network id, so it maps network ids to decal dictionary entries
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CUtlVector< int > g_DecalLookup;
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : int
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//-----------------------------------------------------------------------------
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int Draw_DecalMax( void )
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{
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return g_nMaxDecals;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Sets the name of the bitmap from decals.wad to be used in a specific slot #
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// called from cl_parse.cpp twice
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// This sets the name of a decal prototype texture
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// Input : decal -
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// *name -
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//-----------------------------------------------------------------------------
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// called from gl_rsurf.cpp
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IMaterial *Draw_DecalMaterial( int index )
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{
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if ( index < 0 || index >= g_DecalLookup.Count() )
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return NULL;
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int slot = g_DecalLookup[index];
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if ( slot < 0 || slot >= (int)g_DecalDictionary.MaxElement() )
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return NULL;
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DecalEntry * entry = &g_DecalDictionary[slot];
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if ( entry )
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{
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return entry->material;
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}
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else
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{
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return NULL;
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}
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}
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#ifndef SWDS
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void Draw_DecalSetName( int decal, char *name )
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{
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while ( decal >= g_DecalLookup.Count() )
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{
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MEM_ALLOC_CREDIT();
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int idx = g_DecalLookup.AddToTail();
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g_DecalLookup[idx] = g_DecalDictionary.InvalidIndex();
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}
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FileNameHandle_t fnHandle = g_pFileSystem->FindOrAddFileName( name );
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int lookup = g_DecalDictionary.Find( fnHandle );
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if ( lookup == g_DecalDictionary.InvalidIndex() )
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{
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DecalEntry entry;
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#ifdef _DEBUG
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int len = strlen(name) + 1;
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entry.m_pDebugName = new char[len];
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memcpy( entry.m_pDebugName, name, len );
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#endif
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entry.material = GL_LoadMaterial( name, TEXTURE_GROUP_DECAL );
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entry.index = decal;
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lookup = g_DecalDictionary.Insert( fnHandle, entry );
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}
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else
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{
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g_DecalDictionary[lookup].index = decal;
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}
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g_DecalLookup[decal] = lookup;
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}
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// called from cl_parse.cpp
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// find the server side decal id given it's name.
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// used for save/restore
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int Draw_DecalIndexFromName( char *name, bool *found )
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{
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Assert( found );
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FileNameHandle_t fnHandle = g_pFileSystem->FindOrAddFileName( name );
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int lookup = g_DecalDictionary.Find( fnHandle );
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if ( lookup == g_DecalDictionary.InvalidIndex() )
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{
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if ( found )
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{
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*found = false;
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}
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return 0;
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}
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if ( found )
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{
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*found = true;
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}
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return g_DecalDictionary[lookup].index;
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}
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#endif
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const char *Draw_DecalNameFromIndex( int index )
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{
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#if !defined(SWDS)
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return g_DecalDictionary[index].material ? g_DecalDictionary[index].material->GetName() : "";
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#else
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return "";
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#endif
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}
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// This is called to reset all loaded decals
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// called from cl_parse.cpp and host.cpp
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void Decal_Init( void )
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{
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Decal_Shutdown();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void Decal_Shutdown( void )
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{
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for ( int index = g_DecalDictionary.FirstInorder(); index != g_DecalDictionary.InvalidIndex(); index = g_DecalDictionary.NextInorder(index) )
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{
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IMaterial *mat = g_DecalDictionary[index].material;
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if ( mat )
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{
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GL_UnloadMaterial( mat );
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}
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#ifdef _DEBUG
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delete[] g_DecalDictionary[index].m_pDebugName;
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#endif
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}
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g_DecalLookup.Purge();
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g_DecalDictionary.RemoveAll();
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}
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