mirror of
https://github.com/nillerusr/source-engine.git
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1361 lines
35 KiB
C++
1361 lines
35 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Texture management functions. Exposes a list of available textures,
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// texture groups, and Most Recently Used textures.
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//
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// There is one texture context per game configuration in GameCfg.ini.
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//
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//=============================================================================//
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#include "stdafx.h"
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#include <process.h>
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#include <io.h>
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#include <sys\stat.h>
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#include <fcntl.h>
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#include "DummyTexture.h" // Specific IEditorTexture implementation
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#include "GlobalFunctions.h"
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#include "MainFrm.h"
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#include "MapDoc.h"
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#include "Material.h" // Specific IEditorTexture implementation
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#include "Options.h"
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#include "TextureSystem.h"
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#include "WADTexture.h" // Specific IEditorTexture implementation
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#include "WADTypes.h"
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#include "hammer.h"
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#include "filesystem.h"
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#include "materialsystem/itexture.h"
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#include "tier1/utldict.h"
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#include "FaceEditSheet.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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#pragma warning(disable:4244)
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#define _GraphicCacheAllocate(n) malloc(n)
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#define IsSortChr(ch) ((ch == '-') || (ch == '+'))
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//-----------------------------------------------------------------------------
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// Stuff for loading WAD3 files.
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//-----------------------------------------------------------------------------
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typedef struct
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{
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int filepos;
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int disksize;
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int size; // uncompressed
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char type;
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char compression;
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char pad1, pad2;
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char name[16]; // must be null terminated
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} WAD3lumpinfo_t;
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//-----------------------------------------------------------------------------
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// List of global graphics
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//-----------------------------------------------------------------------------
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CTextureSystem g_Textures;
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//-----------------------------------------------------------------------------
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// CMaterialFileChangeWatcher implementation.
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//-----------------------------------------------------------------------------
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void CMaterialFileChangeWatcher::Init( CTextureSystem *pSystem, intp context )
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{
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m_pTextureSystem = pSystem;
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m_Context = context;
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m_Watcher.Init( this );
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char searchPaths[1024 * 16];
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if ( g_pFullFileSystem->GetSearchPath( "GAME", false, searchPaths, sizeof( searchPaths ) ) > 0 )
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{
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CUtlVector<char*> searchPathList;
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V_SplitString( searchPaths, ";", searchPathList );
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for ( int i=0; i < searchPathList.Count(); i++ )
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{
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m_Watcher.AddDirectory( searchPathList[i], "materials", true );
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}
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searchPathList.PurgeAndDeleteElements();
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}
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else
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{
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Warning( "Error in GetSearchPath. Dynamic material list updating will not be available." );
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}
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}
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void CMaterialFileChangeWatcher::OnFileChange( const char *pRelativeFilename, const char *pFullFilename )
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{
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//Msg( "OnNewFile: %s\n", pRelativeFilename );
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CTextureSystem::EFileType eFileType;
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if ( CTextureSystem::GetFileTypeFromFilename( pRelativeFilename, &eFileType ) )
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m_pTextureSystem->OnFileChange( pRelativeFilename, m_Context, eFileType );
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}
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void CMaterialFileChangeWatcher::Update()
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{
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m_Watcher.Update();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Constructor. Creates the "All" group and sets it as the active group.
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//-----------------------------------------------------------------------------
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CTextureSystem::CTextureSystem(void)
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{
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m_pLastTex = NULL;
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m_nLastIndex = 0;
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m_pActiveContext = NULL;
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m_pActiveGroup = NULL;
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m_pCubemapTexture = NULL;
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m_pNoDrawTexture = NULL;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Destructor. Frees the list of groups and dummy textures.
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//-----------------------------------------------------------------------------
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CTextureSystem::~CTextureSystem(void)
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTextureSystem::FreeAllTextures()
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{
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if ( m_pCubemapTexture )
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{
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m_pCubemapTexture->DecrementReferenceCount();
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m_pCubemapTexture = NULL;
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}
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int nContextCount = m_TextureContexts.Count();
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for (int nContext = 0; nContext < nContextCount; nContext++)
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{
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TextureContext_t *pContext = &m_TextureContexts.Element(nContext);
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//
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// Delete all the texture groups for this context.
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//
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int nGroupCount = pContext->Groups.Count();
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for (int nGroup = 0; nGroup < nGroupCount; nGroup++)
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{
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delete pContext->Groups.Element(nGroup);
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}
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//
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// Delete dummy textures.
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//
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int nDummyCount = pContext->Dummies.Count();
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for (int nDummy = 0; nDummy < nDummyCount; nDummy++)
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{
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IEditorTexture *pTex = pContext->Dummies.Element(nDummy);
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delete pTex;
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}
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}
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//
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// Delete all the textures from the master list.
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//
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for (int i = 0; i < m_Textures.Count(); i++)
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{
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IEditorTexture *pTex = m_Textures[i];
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delete pTex;
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}
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m_Textures.RemoveAll();
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m_pLastTex = NULL;
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m_nLastIndex = -1;
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// Delete the keywords.
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m_Keywords.PurgeAndDeleteElements();
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m_ChangeWatchers.PurgeAndDeleteElements();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Adds a texture to the master list of textures.
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// Input : pTexture - Pointer to texture to add.
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// Output : Returns the index of the texture in the master texture list.
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//-----------------------------------------------------------------------------
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int CTextureSystem::AddTexture(IEditorTexture *pTexture)
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{
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return m_Textures.AddToTail(pTexture);
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}
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//-----------------------------------------------------------------------------
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// Purpose: Begins iterating the list of texture/material keywords.
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//-----------------------------------------------------------------------------
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int CTextureSystem::GetNumKeywords(void)
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{
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return(m_Keywords.Count());
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}
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//-----------------------------------------------------------------------------
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// Purpose: Continues iterating the list of texture/material keywords.
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//-----------------------------------------------------------------------------
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const char *CTextureSystem::GetKeyword(int pos)
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{
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return(m_Keywords.Element(pos));
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *piIndex -
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// bUseMRU -
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// Output :
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//-----------------------------------------------------------------------------
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IEditorTexture *CTextureSystem::EnumActiveTextures(int *piIndex, TEXTUREFORMAT eDesiredFormat) const
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{
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Assert(piIndex != NULL);
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if (piIndex != NULL)
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{
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if (m_pActiveGroup != NULL)
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{
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IEditorTexture *pTex = NULL;
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do
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{
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pTex = m_pActiveGroup->GetTexture(*piIndex);
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if (pTex != NULL)
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{
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(*piIndex)++;
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if ((eDesiredFormat == tfNone) || (pTex->GetTextureFormat() == eDesiredFormat))
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{
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return(pTex);
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}
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}
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} while (pTex != NULL);
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}
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}
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return(NULL);
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}
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//-----------------------------------------------------------------------------
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// Purpose: Initializes the texture system.
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool CTextureSystem::Initialize(HWND hwnd)
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{
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bool bWAD = CWADTexture::Initialize();
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bool bMaterial = CMaterial::Initialize(hwnd);
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return(bWAD && bMaterial);
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}
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//-----------------------------------------------------------------------------
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// Purpose: Shuts down the texture system.
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//-----------------------------------------------------------------------------
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void CTextureSystem::ShutDown(void)
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{
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CWADTexture::ShutDown();
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CMaterial::ShutDown();
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FreeAllTextures();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : pszName -
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// piIndex -
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// bDummy -
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// Output :
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//-----------------------------------------------------------------------------
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IEditorTexture *CTextureSystem::FindActiveTexture(LPCSTR pszInputName, int *piIndex, BOOL bDummy)
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{
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// The .vmf file format gets confused if there are backslashes in material names,
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// so make sure they're all using forward slashes here.
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char szName[MAX_PATH];
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Q_StrSubst( pszInputName, "\\", "/", szName, sizeof( szName ) );
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const char *pszName = szName;
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IEditorTexture *pTex = NULL;
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//
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// Check the cache first.
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//
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if (m_pLastTex && !stricmp(pszName, m_pLastTex->GetName()))
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{
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if (piIndex)
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{
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*piIndex = m_nLastIndex;
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}
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return m_pLastTex;
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}
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int iIndex = 0;
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// We're finding by name, so we don't care what the format is as long as the name matches.
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if ( m_pActiveGroup )
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{
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pTex = m_pActiveGroup->FindTextureByName( pszName, &iIndex, tfNone );
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if ( pTex )
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{
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if ( piIndex )
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*piIndex = iIndex;
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m_pLastTex = pTex;
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m_nLastIndex = iIndex;
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return pTex;
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}
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}
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//
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// Let's try again, this time with \textures\ decoration
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// TODO: remove this?
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//
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{
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iIndex = 0;
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char szBuf[512];
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sprintf(szBuf, "textures\\%s", pszName);
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for (int i = strlen(szBuf) -1; i >= 0; i--)
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{
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if (szBuf[i] == '/')
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szBuf[i] = '\\';
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}
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strlwr(szBuf);
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if ( m_pActiveGroup )
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{
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pTex = m_pActiveGroup->FindTextureByName( szBuf, &iIndex, tfNone );
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if ( pTex )
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{
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if ( piIndex )
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*piIndex = iIndex;
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m_pLastTex = pTex;
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m_nLastIndex = iIndex;
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return pTex;
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}
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}
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}
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//
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// Caller doesn't want dummies.
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//
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if (!bDummy)
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{
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return(NULL);
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}
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Assert(!piIndex);
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//
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// Check the list of dummies for a texture with the same name and texture format.
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//
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if (m_pActiveContext)
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{
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int nDummyCount = m_pActiveContext->Dummies.Count();
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for (int nDummy = 0; nDummy < nDummyCount; nDummy++)
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{
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IEditorTexture *pTexDummy = m_pActiveContext->Dummies.Element(nDummy);
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if (!strcmpi(pszName, pTexDummy->GetName()))
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{
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m_pLastTex = pTexDummy;
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m_nLastIndex = -1;
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return(pTexDummy);
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}
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}
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//
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// Not found; add a dummy as a placeholder for the missing texture.
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//
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pTex = AddDummy(pszName, g_pGameConfig->GetTextureFormat());
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}
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if (pTex != NULL)
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{
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m_pLastTex = pTex;
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m_nLastIndex = -1;
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}
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return(pTex);
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *pTex -
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//-----------------------------------------------------------------------------
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void CTextureSystem::AddMRU(IEditorTexture *pTex)
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{
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if (!m_pActiveContext)
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return;
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int nIndex = m_pActiveContext->MRU.Find(pTex);
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if (nIndex != -1)
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{
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m_pActiveContext->MRU.Remove(nIndex);
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}
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else if (m_pActiveContext->MRU.Count() == 8)
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{
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m_pActiveContext->MRU.Remove(7);
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}
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m_pActiveContext->MRU.AddToHead(pTex);
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}
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//-----------------------------------------------------------------------------
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// Purpose: Change palette on all textures.
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// Input :
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// dvs: need to handle a palette change for Quake support
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//-----------------------------------------------------------------------------
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void CTextureSystem::InformPaletteChanged()
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{
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// int nGraphics = GetCount();
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//
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// for (int i = 0; i < nGraphics; i++)
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// {
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// IEditorTexture *pTex = &GetAt(i);
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// }
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}
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//-----------------------------------------------------------------------------
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// Purpose: Returns the texture context that corresponds to the given game config.
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//-----------------------------------------------------------------------------
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TextureContext_t *CTextureSystem::FindTextureContextForConfig(CGameConfig *pConfig)
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{
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for (int i = 0; i < m_TextureContexts.Count(); i++)
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{
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if (m_TextureContexts.Element(i).pConfig == pConfig)
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{
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return &m_TextureContexts.Element(i);
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}
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}
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return NULL;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTextureSystem::SetActiveConfig(CGameConfig *pConfig)
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{
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TextureContext_t *pContext = FindTextureContextForConfig(pConfig);
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if (pContext)
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{
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m_pActiveContext = pContext;
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m_pActiveGroup = m_pActiveContext->pAllGroup;
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}
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else
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{
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m_pActiveContext = NULL;
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : char *pcszName -
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//-----------------------------------------------------------------------------
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void CTextureSystem::SetActiveGroup(const char *pcszName)
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{
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if (!m_pActiveContext)
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return;
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char szBuf[MAX_PATH];
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sprintf(szBuf, "textures\\%s", pcszName);
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int iCount = m_pActiveContext->Groups.Count();
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for (int i = 0; i < iCount; i++)
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{
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CTextureGroup *pGroup = m_pActiveContext->Groups.Element(i);
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if (!strcmpi(pGroup->GetName(), pcszName))
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{
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m_pActiveGroup = pGroup;
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return;
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}
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if (strstr(pGroup->GetName(), pcszName))
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{
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m_pActiveGroup = pGroup;
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return;
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}
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}
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TRACE0("No Group Found!");
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}
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void HammerFileSystem_ReportSearchPath( const char *szPathID )
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{
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char szSearchPath[ 4096 ];
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g_pFullFileSystem->GetSearchPath( szPathID, true, szSearchPath, sizeof( szSearchPath ) );
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Msg( mwStatus, "------------------------------------------------------------------" );
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char *pszOnePath = strtok( szSearchPath, ";" );
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while ( pszOnePath )
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{
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Msg( mwStatus, "Search Path (%s): %s", szPathID, pszOnePath );
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pszOnePath = strtok( NULL, ";" );
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}
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}
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//-----------------------------------------------------------------------------
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// FIXME: Make this work correctly, using the version in filesystem_tools.cpp
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// (it doesn't work currently owing to filesystem setup issues)
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//-----------------------------------------------------------------------------
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void HammerFileSystem_SetGame( const char *pExeDir, const char *pModDir )
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{
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static bool s_bOnce = false;
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Assert( !s_bOnce );
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s_bOnce = true;
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char buf[MAX_PATH];
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Q_snprintf( buf, MAX_PATH, "%s\\hl2", pExeDir );
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g_pFullFileSystem->AddSearchPath( buf, "GAME", PATH_ADD_TO_HEAD );
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if ( pModDir && *pModDir != '\0' )
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{
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g_pFullFileSystem->AddSearchPath( pModDir, "GAME", PATH_ADD_TO_HEAD );
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}
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HammerFileSystem_ReportSearchPath( "GAME" );
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}
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//-----------------------------------------------------------------------------
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// Purpose: Loads textures from all texture files.
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//-----------------------------------------------------------------------------
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void CTextureSystem::LoadAllGraphicsFiles(void)
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{
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FreeAllTextures();
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// For each game config...
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// dvs: Disabled for single-config running.
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//for (int nConfig = 0; nConfig < Options.configs.GetGameConfigCount(); nConfig++)
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{
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//CGameConfig *pConfig = Options.configs.GetGameConfig(nConfig);
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CGameConfig *pConfig = g_pGameConfig;
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// Create a new texture context with the WADs and materials for that config.
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TextureContext_t *pContext = AddTextureContext();
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// Bind it to this config.
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pContext->pConfig = pConfig;
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// Create a group to hold all the textures for this context.
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pContext->pAllGroup = new CTextureGroup("All Textures");
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pContext->Groups.AddToTail(pContext->pAllGroup);
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HammerFileSystem_SetGame(pConfig->m_szGameExeDir, pConfig->m_szModDir);
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// Set the new context as the active context.
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m_pActiveContext = pContext;
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// Load the textures for all WAD files set in this config.
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// Only do this for configs that use WAD textures.
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if (pConfig->GetTextureFormat() == tfWAD3)
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{
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LoadWADFiles(pConfig);
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}
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// Load the materials for this config.
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// Do this unconditionally so that we get necessary editor materials.
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LoadMaterials(pConfig);
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m_pActiveContext->pAllGroup->Sort();
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}
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}
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//-----------------------------------------------------------------------------
|
|
// Purpose: Loads all WAD files for the given game config.
|
|
//-----------------------------------------------------------------------------
|
|
void CTextureSystem::LoadWADFiles(CGameConfig *pConfig)
|
|
{
|
|
// dvs: FIXME: WADs are not currently per-config
|
|
for (int i = 0; i < Options.textures.nTextureFiles; i++)
|
|
{
|
|
LoadGraphicsFile(Options.textures.TextureFiles[i]);
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Loads all the materials for the given game config.
|
|
//-----------------------------------------------------------------------------
|
|
void CTextureSystem::LoadMaterials(CGameConfig *pConfig)
|
|
{
|
|
CTextureGroup *pGroup = new CTextureGroup("Materials");
|
|
pGroup->SetTextureFormat(tfVMT);
|
|
m_pActiveContext->Groups.AddToTail(pGroup);
|
|
|
|
// Add all the materials to the group.
|
|
CMaterial::EnumerateMaterials( this, "materials", (int)pGroup, INCLUDE_WORLD_MATERIALS );
|
|
|
|
// Watch the materials directory recursively...
|
|
CMaterialFileChangeWatcher *pWatcher = new CMaterialFileChangeWatcher;
|
|
pWatcher->Init( this, (int)pGroup );
|
|
m_ChangeWatchers.AddToTail( pWatcher );
|
|
|
|
Assert( m_pCubemapTexture == NULL );
|
|
|
|
m_pCubemapTexture = MaterialSystemInterface()->FindTexture( "editor/cubemap", NULL, true );
|
|
|
|
if ( m_pCubemapTexture )
|
|
{
|
|
m_pCubemapTexture->IncrementReferenceCount();
|
|
CMatRenderContextPtr pRenderContext( MaterialSystemInterface() );
|
|
pRenderContext->BindLocalCubemap( m_pCubemapTexture );
|
|
}
|
|
|
|
// Get the nodraw texture.
|
|
m_pNoDrawTexture = NULL;
|
|
for ( int i=0; i < m_Textures.Count(); i++ )
|
|
{
|
|
if ( V_stricmp( m_Textures[i]->GetName(), "tools/toolsnodraw" ) == 0 || V_stricmp( m_Textures[i]->GetName(), "tools/toolsnodraw" ) == 0 )
|
|
{
|
|
m_pNoDrawTexture = m_Textures[i];
|
|
break;
|
|
}
|
|
}
|
|
if ( !m_pNoDrawTexture )
|
|
m_pNoDrawTexture = CMaterial::CreateMaterial( "tools/toolsnodraw", true );
|
|
}
|
|
|
|
void CTextureSystem::RebindDefaultCubeMap()
|
|
{
|
|
// rebind with the default cubemap
|
|
|
|
if ( m_pCubemapTexture )
|
|
{
|
|
CMatRenderContextPtr pRenderContext( MaterialSystemInterface() );
|
|
pRenderContext->BindLocalCubemap( m_pCubemapTexture );
|
|
}
|
|
}
|
|
|
|
|
|
void CTextureSystem::UpdateFileChangeWatchers()
|
|
{
|
|
for ( int i=0; i < m_ChangeWatchers.Count(); i++ )
|
|
m_ChangeWatchers[i]->Update();
|
|
}
|
|
|
|
|
|
void CTextureSystem::OnFileChange( const char *pFilename, intp context, CTextureSystem::EFileType eFileType )
|
|
{
|
|
// It requires the forward slashes later...
|
|
char fixedSlashes[MAX_PATH];
|
|
V_StrSubst( pFilename, "\\", "/", fixedSlashes, sizeof( fixedSlashes ) );
|
|
|
|
// Get rid of the extension.
|
|
if ( V_strlen( fixedSlashes ) < 5 )
|
|
{
|
|
Assert( false );
|
|
return;
|
|
}
|
|
fixedSlashes[ V_strlen( fixedSlashes ) - 4 ] = 0;
|
|
|
|
|
|
// Handle it based on what type of file we've got.
|
|
if ( eFileType == k_eFileTypeVMT )
|
|
{
|
|
IEditorTexture *pTex = FindActiveTexture( fixedSlashes, NULL, FALSE );
|
|
if ( pTex )
|
|
{
|
|
pTex->Reload( true );
|
|
}
|
|
else
|
|
{
|
|
EnumMaterial( fixedSlashes, context );
|
|
IEditorTexture *pTexFixed = FindActiveTexture( fixedSlashes, NULL, FALSE );
|
|
if ( pTexFixed )
|
|
{
|
|
GetMainWnd()->m_TextureBar.NotifyNewMaterial( pTexFixed );
|
|
GetMainWnd()->GetFaceEditSheet()->NotifyNewMaterial( pTexFixed );
|
|
}
|
|
}
|
|
}
|
|
else if ( eFileType == k_eFileTypeVTF )
|
|
{
|
|
// Whether a VTF was added, removed, or modified, we do the same thing.. refresh it and any materials that reference it.
|
|
ITexture *pTexture = materials->FindTexture( fixedSlashes, TEXTURE_GROUP_UNACCOUNTED, false );
|
|
if ( pTexture )
|
|
{
|
|
pTexture->Download( NULL );
|
|
ReloadMaterialsUsingTexture( pTexture );
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Load any materials that reference this texture. Used so we can refresh a
|
|
// material's preview image if a relevant .vtf changes.
|
|
//-----------------------------------------------------------------------------
|
|
void CTextureSystem::ReloadMaterialsUsingTexture( ITexture *pTestTexture )
|
|
{
|
|
for ( int i=0; i < m_Textures.Count(); i++ )
|
|
{
|
|
IEditorTexture *pEditorTex = m_Textures[i];
|
|
IMaterial *pMat = pEditorTex->GetMaterial( false );
|
|
if ( !pMat )
|
|
continue;
|
|
|
|
IMaterialVar **pParams = pMat->GetShaderParams();
|
|
int nParams = pMat->ShaderParamCount();
|
|
for ( int iParam=0; iParam < nParams; iParam++ )
|
|
{
|
|
if ( pParams[iParam]->GetType() != MATERIAL_VAR_TYPE_TEXTURE )
|
|
continue;
|
|
|
|
ITexture *pTex = pParams[iParam]->GetTextureValue();
|
|
if ( !pTex )
|
|
continue;
|
|
|
|
if ( pTex == pTestTexture )
|
|
{
|
|
pEditorTex->Reload( true );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Figure out the file type from its extension. Returns false if we don't have an enum for that extension.
|
|
//-----------------------------------------------------------------------------
|
|
bool CTextureSystem::GetFileTypeFromFilename( const char *pFilename, CTextureSystem::EFileType *pFileType )
|
|
{
|
|
char strRight[16];
|
|
V_StrRight( pFilename, 4, strRight, sizeof( strRight ) );
|
|
if ( V_stricmp( strRight, ".vmt" ) == 0 )
|
|
{
|
|
*pFileType = CTextureSystem::k_eFileTypeVMT;
|
|
return true;
|
|
}
|
|
else if ( V_stricmp( strRight, ".vtf" ) == 0 )
|
|
{
|
|
*pFileType = CTextureSystem::k_eFileTypeVTF;
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Loads textures from all texture files.
|
|
//-----------------------------------------------------------------------------
|
|
void CTextureSystem::ReloadTextures( const char *pFilterName )
|
|
{
|
|
MaterialSystemInterface()->ReloadMaterials( pFilterName );
|
|
|
|
for ( int i = 0; i < m_Textures.Count(); i++ )
|
|
{
|
|
if ( !Q_stristr( pFilterName, m_Textures[i]->GetName() ) )
|
|
continue;
|
|
|
|
m_Textures[i]->Reload( false );
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Adds a placeholder texture for a texture that exists in the map, but
|
|
// was not found on disk.
|
|
// Input : pszName - Name of missing texture.
|
|
// Output : Returns a pointer to the new dummy texture.
|
|
//-----------------------------------------------------------------------------
|
|
IEditorTexture *CTextureSystem::AddDummy(LPCTSTR pszName, TEXTUREFORMAT eFormat)
|
|
{
|
|
if (!m_pActiveContext)
|
|
return NULL;
|
|
|
|
IEditorTexture *pTex = new CDummyTexture(pszName, eFormat);
|
|
m_pActiveContext->Dummies.AddToTail(pTex);
|
|
|
|
return(pTex);
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : elem1 -
|
|
// elem2 -
|
|
// Output : static int __cdecl
|
|
//-----------------------------------------------------------------------------
|
|
static int __cdecl SortTexturesProc(IEditorTexture * const *elem1, IEditorTexture * const *elem2)
|
|
{
|
|
IEditorTexture *pElem1 = *((IEditorTexture **)elem1);
|
|
IEditorTexture *pElem2 = *((IEditorTexture **)elem2);
|
|
|
|
Assert((pElem1 != NULL) && (pElem2 != NULL));
|
|
if ((pElem1 == NULL) || (pElem2 == NULL))
|
|
{
|
|
return(0);
|
|
}
|
|
|
|
const char *pszName1 = pElem1->GetName();
|
|
const char *pszName2 = pElem2->GetName();
|
|
|
|
char ch1 = pszName1[0];
|
|
char ch2 = pszName2[0];
|
|
|
|
if (IsSortChr(ch1) && !IsSortChr(ch2))
|
|
{
|
|
int iFamilyLen = strlen(pszName1+2);
|
|
int iFamily = strnicmp(pszName1+2, pszName2, iFamilyLen);
|
|
if (!iFamily)
|
|
{
|
|
return(-1); // same family - put elem1 before elem2
|
|
}
|
|
return(iFamily); // sort normally
|
|
}
|
|
else if (!IsSortChr(ch1) && IsSortChr(ch2))
|
|
{
|
|
int iFamilyLen = strlen(pszName2+2);
|
|
int iFamily = strnicmp(pszName1, pszName2+2, iFamilyLen);
|
|
if (!iFamily)
|
|
{
|
|
return(1); // same family - put elem2 before elem1
|
|
}
|
|
return(iFamily); // sort normally
|
|
}
|
|
else if (IsSortChr(ch1) && IsSortChr(ch2))
|
|
{
|
|
// do family name sorting
|
|
int iFamily = strcmpi(pszName1+2, pszName2+2);
|
|
|
|
if (!iFamily)
|
|
{
|
|
// same family - sort by number
|
|
return pszName1[1] - pszName2[1];
|
|
}
|
|
|
|
// different family
|
|
return(iFamily);
|
|
}
|
|
|
|
return(strcmpi(pszName1, pszName2));
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : sizeSrc -
|
|
// sizeDest -
|
|
// *src -
|
|
// *dest -
|
|
//-----------------------------------------------------------------------------
|
|
void ScaleBitmap(CSize sizeSrc, CSize sizeDest, char *src, char *dest)
|
|
{
|
|
int i;
|
|
int e_y = (sizeSrc.cy << 1) - sizeDest.cy;
|
|
int sizeDest2_y = (sizeDest.cy << 1);
|
|
int sizeSrc2_y = sizeSrc.cy << 1;
|
|
int srcline = 0, destline = 0;
|
|
char *srclinep, *destlinep;
|
|
int e_x = (sizeSrc.cx << 1) - sizeDest.cx;
|
|
int sizeDest2_x = (sizeDest.cx << 1);
|
|
int sizeSrc2_x = sizeSrc.cx << 1;
|
|
|
|
for( i = 0; i < sizeDest.cy; i++ )
|
|
{
|
|
// scale by X
|
|
{
|
|
srclinep = src + (srcline * sizeSrc.cx);
|
|
destlinep = dest + (destline * sizeDest.cx);
|
|
|
|
for( int j = 0; j < sizeDest.cx; j++ )
|
|
{
|
|
*destlinep = *srclinep;
|
|
|
|
while( e_x >= 0 )
|
|
{
|
|
++srclinep;
|
|
e_x -= sizeDest2_x;
|
|
}
|
|
|
|
++destlinep;
|
|
e_x += sizeSrc2_x;
|
|
}
|
|
}
|
|
|
|
while( e_y >= 0 )
|
|
{
|
|
++srcline;
|
|
e_y -= sizeDest2_y;
|
|
}
|
|
|
|
++destline;
|
|
e_y += sizeSrc2_y;
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : id -
|
|
// *piIndex -
|
|
// Output : GRAPHICSFILESTRUCT *
|
|
//-----------------------------------------------------------------------------
|
|
bool CTextureSystem::FindGraphicsFile(GRAPHICSFILESTRUCT *pFileInfo, DWORD id, int *piIndex)
|
|
{
|
|
for (int i = 0; i < m_GraphicsFiles.Count(); i++)
|
|
{
|
|
if (m_GraphicsFiles[i].id == id)
|
|
{
|
|
if (piIndex)
|
|
{
|
|
piIndex[0] = i;
|
|
}
|
|
|
|
if (pFileInfo != NULL)
|
|
{
|
|
*pFileInfo = m_GraphicsFiles[i];
|
|
}
|
|
|
|
return(true);
|
|
}
|
|
}
|
|
|
|
return(false);
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : pFile -
|
|
// fd -
|
|
// pGroup -
|
|
//-----------------------------------------------------------------------------
|
|
void CTextureSystem::LoadGraphicsFileWAD3(GRAPHICSFILESTRUCT *pFile, int fd, CTextureGroup *pGroup)
|
|
{
|
|
// read wad header
|
|
wadinfo_t hdr;
|
|
_lseek(fd, 0, SEEK_SET);
|
|
_read(fd, (char*)&hdr, sizeof hdr);
|
|
|
|
_lseek(fd, hdr.infotableofs, SEEK_SET);
|
|
|
|
// allocate directory memory.
|
|
WAD3lumpinfo_t *dir = new WAD3lumpinfo_t[hdr.numlumps];
|
|
|
|
// read entries.
|
|
_read(fd, dir, sizeof(WAD3lumpinfo_t) * hdr.numlumps);
|
|
|
|
// load graphics!
|
|
for (int i = 0; i < hdr.numlumps; i++)
|
|
{
|
|
if (dir[i].type == TYP_MIPTEX)
|
|
{
|
|
_lseek(fd, dir[i].filepos, SEEK_SET);
|
|
|
|
CWADTexture *pNew = new CWADTexture;
|
|
if (pNew != NULL)
|
|
{
|
|
if (pNew->Init(fd, pFile->id, FALSE, dir[i].name))
|
|
{
|
|
pNew->SetTextureFormat(pFile->format);
|
|
|
|
//
|
|
// Add the texture to master list of textures.
|
|
//
|
|
AddTexture(pNew);
|
|
|
|
//
|
|
// Add the texture's index to the given group and to the "All" group.
|
|
//
|
|
pGroup->AddTexture(pNew);
|
|
if (pGroup != m_pActiveContext->pAllGroup)
|
|
{
|
|
m_pActiveContext->pAllGroup->AddTexture(pNew);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
delete pNew;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// free memory
|
|
delete[] dir;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Loads all textures in a given graphics file and returns an ID for
|
|
// the file.
|
|
// Input : filename - Full path of graphics file to load.
|
|
// Output : Returns the file ID.
|
|
//-----------------------------------------------------------------------------
|
|
DWORD CTextureSystem::LoadGraphicsFile(const char *pFilename)
|
|
{
|
|
static DWORD __GraphFileID = 1; // must start at 1.
|
|
|
|
//
|
|
// Make sure it's not already there.
|
|
//
|
|
int i = m_GraphicsFiles.Count() - 1;
|
|
while (i > -1)
|
|
{
|
|
if (!strcmp(m_GraphicsFiles[i].filename, pFilename))
|
|
{
|
|
return(m_GraphicsFiles[i].id);
|
|
}
|
|
|
|
i--;
|
|
}
|
|
|
|
//
|
|
// Is this a WAD file?
|
|
//
|
|
DWORD dwAttrib = GetFileAttributes(pFilename);
|
|
if (dwAttrib == 0xFFFFFFFF)
|
|
{
|
|
return(0);
|
|
}
|
|
|
|
GRAPHICSFILESTRUCT gf;
|
|
|
|
if (!(dwAttrib & FILE_ATTRIBUTE_DIRECTORY))
|
|
{
|
|
// open the file, and add it to the GraphicFileList array
|
|
gf.fd = _open(pFilename, _O_BINARY | _O_RDONLY);
|
|
if (gf.fd == -1)
|
|
{
|
|
// todo: if errno is "out of handles", close some other
|
|
// graphics files.
|
|
|
|
// StatusMsg(IDS_ERROPENGRAPHFILE, errno);
|
|
return 0; // could not open
|
|
}
|
|
|
|
char buf[4];
|
|
_read(gf.fd, buf, 4);
|
|
|
|
//
|
|
// Make sure the file is in a format that we can read.
|
|
//
|
|
if (!memcmp(buf, "WAD3", 4))
|
|
{
|
|
gf.format = tfWAD3;
|
|
}
|
|
else
|
|
{
|
|
char str[MAX_PATH*2];
|
|
Q_snprintf( str, sizeof(str), "The file \"%s\" is not a valid WAD3 file and will not be used.", pFilename);
|
|
AfxMessageBox(str, MB_ICONEXCLAMATION | MB_OK);
|
|
_close(gf.fd);
|
|
return(0);
|
|
}
|
|
}
|
|
|
|
// got it -- setup the rest of the gf structure
|
|
gf.id = __GraphFileID++;
|
|
Q_strncpy( gf.filename, pFilename, sizeof(gf.filename) );
|
|
gf.bLoaded = FALSE;
|
|
|
|
//
|
|
// Add file to list of texture files.
|
|
//
|
|
m_GraphicsFiles.AddToTail(gf);
|
|
|
|
//
|
|
// Create a new texture group for the file.
|
|
//
|
|
CTextureGroup *pGroup = new CTextureGroup(pFilename);
|
|
pGroup->SetTextureFormat(gf.format);
|
|
m_pActiveContext->Groups.AddToTail(pGroup);
|
|
|
|
//
|
|
// Load the textures from the file and place them in the texture group.
|
|
//
|
|
LoadGraphicsFileWAD3(&gf, gf.fd, pGroup);
|
|
gf.bLoaded = TRUE;
|
|
|
|
//
|
|
// Sort this group's list
|
|
//
|
|
pGroup->Sort();
|
|
|
|
return(gf.id);
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Determines whether or not there is at least one available texture
|
|
// group for a given texture format.
|
|
// Input : format - Texture format to look for.
|
|
// Output : Returns TRUE if textures of a given format are available, FALSE if not.
|
|
//-----------------------------------------------------------------------------
|
|
bool CTextureSystem::HasTexturesForConfig(CGameConfig *pConfig)
|
|
{
|
|
if (!pConfig)
|
|
return false;
|
|
|
|
TextureContext_t *pContext = FindTextureContextForConfig(pConfig);
|
|
if (!pContext)
|
|
return false;
|
|
|
|
int nCount = pContext->Groups.Count();
|
|
for (int i = 0; i < nCount; i++)
|
|
{
|
|
CTextureGroup *pGroup = pContext->Groups.Element(i);
|
|
if (pGroup->GetTextureFormat() == pConfig->GetTextureFormat())
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Used to add all the world materials into the material list
|
|
//-----------------------------------------------------------------------------
|
|
bool CTextureSystem::EnumMaterial( const char *pMaterialName, int nContext )
|
|
{
|
|
CTextureGroup *pGroup = (CTextureGroup *)nContext;
|
|
CMaterial *pMaterial = CMaterial::CreateMaterial(pMaterialName, false);
|
|
if (pMaterial != NULL)
|
|
{
|
|
// Add it to the master list of textures.
|
|
AddTexture(pMaterial);
|
|
|
|
// Add the texture's index to the given group and to the "All" group.
|
|
pGroup->AddTexture(pMaterial);
|
|
if (pGroup != m_pActiveContext->pAllGroup)
|
|
{
|
|
m_pActiveContext->pAllGroup->AddTexture(pMaterial);
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Registers the keywords as existing in a particular material
|
|
//-----------------------------------------------------------------------------
|
|
void CTextureSystem::RegisterTextureKeywords( IEditorTexture *pTexture )
|
|
{
|
|
//
|
|
// Add any new keywords from this material to the list of keywords.
|
|
//
|
|
char szKeywords[MAX_PATH];
|
|
pTexture->GetKeywords(szKeywords);
|
|
if (szKeywords[0] != '\0')
|
|
{
|
|
char *pch = strtok(szKeywords, " ,;");
|
|
while (pch != NULL)
|
|
{
|
|
// dvs: hide in a Find function
|
|
bool bFound = false;
|
|
|
|
for( int pos=0; pos < m_Keywords.Count(); pos++ )
|
|
{
|
|
const char *pszTest = m_Keywords.Element(pos);
|
|
if (!stricmp(pszTest, pch))
|
|
{
|
|
bFound = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (!bFound)
|
|
{
|
|
char *pszKeyword = new char[strlen(pch) + 1];
|
|
strcpy(pszKeyword, pch);
|
|
m_Keywords.AddToTail(pszKeyword);
|
|
}
|
|
|
|
pch = strtok(NULL, " ,;");
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Used to lazily load in all the textures
|
|
//-----------------------------------------------------------------------------
|
|
void CTextureSystem::LazyLoadTextures()
|
|
{
|
|
if ( m_pActiveContext && m_pActiveContext->pAllGroup && !IsRunningInEngine() )
|
|
{
|
|
m_pActiveContext->pAllGroup->LazyLoadTextures();
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Output : TextureContext_t
|
|
//-----------------------------------------------------------------------------
|
|
TextureContext_t *CTextureSystem::AddTextureContext()
|
|
{
|
|
// Allocate a new texture context.
|
|
int nIndex = m_TextureContexts.AddToTail();
|
|
|
|
// Add the group to this config's list of texture groups.
|
|
TextureContext_t *pContext = &m_TextureContexts.Element(nIndex);
|
|
return pContext;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Opens the source file associated with a material
|
|
//-----------------------------------------------------------------------------
|
|
void CTextureSystem::OpenSource( const char *pMaterialName )
|
|
{
|
|
if ( !pMaterialName )
|
|
return;
|
|
|
|
char pRelativePath[MAX_PATH];
|
|
Q_snprintf( pRelativePath, MAX_PATH, "materials/%s.vmt", pMaterialName );
|
|
|
|
char pFullPath[MAX_PATH];
|
|
if ( g_pFullFileSystem->GetLocalPath( pRelativePath, pFullPath, MAX_PATH ) )
|
|
{
|
|
ShellExecute( NULL, "open", pFullPath, NULL, NULL, SW_SHOWNORMAL );
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Constructor.
|
|
// Input : pszName - Name of group, ie "Materials" or "u:\hl\tfc\tfc.wad".
|
|
//-----------------------------------------------------------------------------
|
|
CTextureGroup::CTextureGroup(const char *pszName)
|
|
{
|
|
strcpy(m_szName, pszName);
|
|
m_eTextureFormat = tfNone;
|
|
m_nTextureToLoad = 0;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Adds a texture to this group.
|
|
// Input : pTexture - Texture to add.
|
|
//-----------------------------------------------------------------------------
|
|
void CTextureGroup::AddTexture(IEditorTexture *pTexture)
|
|
{
|
|
int index = m_Textures.AddToTail(pTexture);
|
|
m_TextureNameMap.Insert( pTexture->GetName(), index );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Sorts the group.
|
|
//-----------------------------------------------------------------------------
|
|
void CTextureGroup::Sort(void)
|
|
{
|
|
m_Textures.Sort(SortTexturesProc);
|
|
|
|
// Redo the name map.
|
|
m_TextureNameMap.RemoveAll();
|
|
for ( int i=0; i < m_Textures.Count(); i++ )
|
|
{
|
|
IEditorTexture *pTex = m_Textures[i];
|
|
m_TextureNameMap.Insert( pTex->GetName(), i );
|
|
}
|
|
|
|
// Changing the order means we don't know where we should be loading from
|
|
m_nTextureToLoad = 0;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Retrieves a texture by index.
|
|
// Input : nIndex - Index of the texture in this group.
|
|
//-----------------------------------------------------------------------------
|
|
IEditorTexture *CTextureGroup::GetTexture(int nIndex)
|
|
{
|
|
if ((nIndex >= m_Textures.Count()) || (nIndex < 0))
|
|
{
|
|
return(NULL);
|
|
}
|
|
|
|
return(m_Textures[nIndex]);
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// finds a texture by name
|
|
//-----------------------------------------------------------------------------
|
|
IEditorTexture *CTextureGroup::GetTexture( char const* pName )
|
|
{
|
|
for (int i = 0; i < m_Textures.Count(); i++)
|
|
{
|
|
if (!strcmp(pName, m_Textures[i]->GetName()))
|
|
return m_Textures[i];
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Quickly find a texture by name.
|
|
//-----------------------------------------------------------------------------
|
|
IEditorTexture* CTextureGroup::FindTextureByName( const char *pName, int *piIndex, TEXTUREFORMAT eDesiredFormat )
|
|
{
|
|
int iMapEntry = m_TextureNameMap.Find( pName );
|
|
if ( iMapEntry == m_TextureNameMap.InvalidIndex() )
|
|
{
|
|
return NULL;
|
|
}
|
|
else
|
|
{
|
|
IEditorTexture *pTex = m_Textures[ m_TextureNameMap[iMapEntry] ];
|
|
if ((eDesiredFormat == tfNone) || (pTex->GetTextureFormat() == eDesiredFormat))
|
|
return pTex;
|
|
else
|
|
return NULL;
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Used to lazily load in all the textures
|
|
//-----------------------------------------------------------------------------
|
|
void CTextureGroup::LazyLoadTextures()
|
|
{
|
|
// Load at most once per call
|
|
while (m_nTextureToLoad < m_Textures.Count())
|
|
{
|
|
if (!m_Textures[m_nTextureToLoad]->IsLoaded())
|
|
{
|
|
m_Textures[m_nTextureToLoad]->Load();
|
|
++m_nTextureToLoad;
|
|
return;
|
|
}
|
|
|
|
// This one was already loaded; skip it
|
|
++m_nTextureToLoad;
|
|
}
|
|
}
|
|
|