mirror of
https://github.com/nillerusr/source-engine.git
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376 lines
9.8 KiB
C++
376 lines
9.8 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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//=============================================================================//
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#ifndef TEXTURESYSTEM_H
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#define TEXTURESYSTEM_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "IEditorTexture.h"
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#include "Material.h"
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#include "utlvector.h"
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#include "utldict.h"
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#include "FileChangeWatcher.h"
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class CGameConfig;
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class CTextureSystem;
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//-----------------------------------------------------------------------------
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// Purpose: Defines the interface to a set of textures of a given texture format.
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// The textures are stored as an index into the global array of textures.
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//-----------------------------------------------------------------------------
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class CTextureGroup
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{
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public:
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CTextureGroup(const char *pszName);
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inline const char *GetName()
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{
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return(m_szName);
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}
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inline int GetCount(void)
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{
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return m_Textures.Count();
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}
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inline TEXTUREFORMAT GetTextureFormat(void)
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{
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return(m_eTextureFormat);
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}
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inline void SetTextureFormat(TEXTUREFORMAT eTextureFormat)
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{
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m_eTextureFormat = eTextureFormat;
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}
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void AddTexture(IEditorTexture *pTexture);
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void Sort(void);
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IEditorTexture *GetTexture(int nIndex);
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IEditorTexture* GetTexture( char const* pName );
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// Fast find texture..
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IEditorTexture* FindTextureByName( const char *pName, int *piIndex, TEXTUREFORMAT eDesiredFormat );
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// Used to lazily load in all the textures
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void LazyLoadTextures();
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protected:
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char m_szName[MAX_PATH];
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TEXTUREFORMAT m_eTextureFormat;
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CUtlVector<IEditorTexture *> m_Textures;
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CUtlDict<int,int> m_TextureNameMap; // Maps the texture name to an index into m_Textures (the key is IEditorTexture::GetName).
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// Used to lazily load the textures in the group
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int m_nTextureToLoad;
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};
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typedef CUtlVector<CTextureGroup *> TextureGroupList_t;
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typedef struct tagGF
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{
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char filename[MAX_PATH];
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DWORD id;
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int fd;
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TEXTUREFORMAT format;
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BOOL bLoaded;
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} GRAPHICSFILESTRUCT;
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//
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// When the user switches game configs, all the textures and materials are switched.
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// This structure holds all the context necessary to accomplish this.
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//
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struct TextureContext_t
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{
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CGameConfig *pConfig; // The game config that this texture context corresponds to.
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CTextureGroup *pAllGroup;
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TextureGroupList_t Groups;
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EditorTextureList_t MRU; // List of Most Recently Used textures, first is the most recent.
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EditorTextureList_t Dummies; // List of Dummy textures - textures that were created to hold the place of missing textures.
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};
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class CMaterialFileChangeWatcher : private CFileChangeWatcher::ICallbacks
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{
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public:
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void Init( CTextureSystem *pSystem, intp context );
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void Update(); // Call this periodically to update.
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private:
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// CFileChangeWatcher::ICallbacks..
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virtual void OnFileChange( const char *pRelativeFilename, const char *pFullFilename );
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private:
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CFileChangeWatcher m_Watcher;
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CTextureSystem *m_pTextureSystem;
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int m_Context;
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};
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class CTextureSystem : public IMaterialEnumerator
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{
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public:
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friend class CMaterialFileChangeWatcher;
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CTextureSystem(void);
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virtual ~CTextureSystem(void);
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bool Initialize(HWND hwnd);
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void ShutDown(void);
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void SetActiveConfig(CGameConfig *pConfig);
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//
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// Exposes a list of all texture (WAD) files.
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//
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inline int FilesGetCount(void) const;
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inline void FilesGetInfo(GRAPHICSFILESTRUCT *pFileInfo, int nIndex) const;
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bool FindGraphicsFile(GRAPHICSFILESTRUCT *pFileInfo, DWORD id, int *piIndex = NULL);
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//
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// Exposes a list of texture groups (sets of textures of a given format).
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//
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void SetActiveGroup(const char *pcszName);
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inline int GroupsGetCount() const;
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inline CTextureGroup *GroupsGet(int nIndex) const;
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//
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// Exposes a list of active textures based on the currently active texture group.
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//
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inline int GetActiveTextureCount(void) const;
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inline IEditorTexture *GetActiveTexture(int nIndex) const;
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IEditorTexture *EnumActiveTextures(int *piIndex, TEXTUREFORMAT eDesiredFormat) const;
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IEditorTexture *FindActiveTexture(LPCSTR pszName, int *piIndex = NULL, BOOL bDummy = TRUE);
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bool HasTexturesForConfig(CGameConfig *pConfig);
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//
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// Exposes a list of Most Recently Used textures.
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//
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void AddMRU(IEditorTexture *pTex);
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inline int MRUGetCount() const;
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inline IEditorTexture *MRUGet(int nIndex) const;
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//
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// Exposes a list of all unique keywords found in the master texture list.
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//
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int GetNumKeywords();
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const char *GetKeyword(int index);
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//
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// Holds a list of placeholder textures used when a map refers to missing textures.
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//
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IEditorTexture *AddDummy(LPCTSTR pszName, TEXTUREFORMAT eFormat);
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//
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// Load graphics files from options list.
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//
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void LoadAllGraphicsFiles(void);
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void InformPaletteChanged(void);
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// IMaterialEnumerator interface, Used to add all the world materials into the material list.
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bool EnumMaterial( const char *pMaterialName, int nContext );
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// Used to lazily load in all the textures during app idle.
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void LazyLoadTextures();
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// Registers the keywords as existing in a particular material.
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void RegisterTextureKeywords( IEditorTexture *pTexture );
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// Opens the source file associated with a material.
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void OpenSource( const char *pMaterialName );
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// Reload individual textures.
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void ReloadTextures( const char *pFilterName );
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// bind local cubemap again
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void RebindDefaultCubeMap();
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void UpdateFileChangeWatchers();
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// Gets tools/toolsnodraw
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IEditorTexture* GetNoDrawTexture() { return m_pNoDrawTexture; }
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int AddTexture( IEditorTexture *pTexture );
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protected:
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// CMaterialFileChangeWatcher stuff - watches for changes to VMTs or VTFs and handles them.
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enum EFileType
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{
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k_eFileTypeVMT,
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k_eFileTypeVTF
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};
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void OnFileChange( const char *pFilename, intp context, EFileType eFileType );
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void ReloadMaterialsUsingTexture( ITexture *pTestTexture );
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static bool GetFileTypeFromFilename( const char *pFilename, CTextureSystem::EFileType *pFileType );
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CUtlVector<CMaterialFileChangeWatcher*> m_ChangeWatchers;
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// Internal stuff.
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void FreeAllTextures();
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TextureContext_t *AddTextureContext();
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TextureContext_t *FindTextureContextForConfig(CGameConfig *pConfig);
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void LoadMaterials(CGameConfig *pConfig);
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void LoadWADFiles(CGameConfig *pConfig);
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DWORD LoadGraphicsFile(const char *pFilename);
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void LoadGraphicsFileWAD3(GRAPHICSFILESTRUCT *pFile, int fd, CTextureGroup *pGroup);
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//
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// Array of open graphics files.
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//
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CUtlVector<GRAPHICSFILESTRUCT> m_GraphicsFiles;
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//
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// Master array of textures.
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//
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CUtlVector<IEditorTexture *> m_Textures;
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IEditorTexture *m_pLastTex;
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int m_nLastIndex;
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//
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// List of groups (sets of textures of a given texture format). Only one
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// group can be active at a time, based on the game configuration.
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//
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CUtlVector<TextureContext_t> m_TextureContexts; // One per game config.
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TextureContext_t *m_pActiveContext; // Points to the active entry in m_TextureContexts.
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CTextureGroup *m_pActiveGroup; // Points to the active entry in m_TextureContexts.
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//
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// List of keywords found in all textures.
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//
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CUtlVector<const char *> m_Keywords;
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// default cubemap
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ITexture *m_pCubemapTexture;
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// tools/toolsnodraw
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IEditorTexture* m_pNoDrawTexture;
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};
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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int CTextureSystem::FilesGetCount(void) const
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{
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return(m_GraphicsFiles.Count());
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : pFileInfo -
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// nIndex -
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//-----------------------------------------------------------------------------
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void CTextureSystem::FilesGetInfo(GRAPHICSFILESTRUCT *pFileInfo, int nIndex) const
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{
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if (pFileInfo != NULL)
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{
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*pFileInfo = m_GraphicsFiles[nIndex];
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Returns the number of textures in the active group.
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//-----------------------------------------------------------------------------
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int CTextureSystem::GetActiveTextureCount(void) const
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{
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if (m_pActiveGroup != NULL)
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{
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return m_pActiveGroup->GetCount();
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}
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return(0);
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}
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IEditorTexture *CTextureSystem::GetActiveTexture(int nIndex) const
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{
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if (m_pActiveGroup != NULL)
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{
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return m_pActiveGroup->GetTexture(nIndex);
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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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int CTextureSystem::GroupsGetCount() const
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{
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if (!m_pActiveContext)
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return 0;
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return m_pActiveContext->Groups.Count();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CTextureGroup *CTextureSystem::GroupsGet(int nIndex) const
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{
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if (!m_pActiveContext)
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return NULL;
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return m_pActiveContext->Groups.Element(nIndex);
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}
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//-----------------------------------------------------------------------------
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// Purpose: Initiates an iteration of the MRU list.
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//-----------------------------------------------------------------------------
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int CTextureSystem::MRUGetCount() const
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{
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if (!m_pActiveContext)
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return NULL;
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return m_pActiveContext->MRU.Count();
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}
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//-----------------------------------------------------------------------------
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// Purpose: Returns the next texture in the MRU of the given format.
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// Input : pos - Iterator.
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// eDesiredFormat - Texture format to return.
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// Output : Pointer to the texture.
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//-----------------------------------------------------------------------------
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IEditorTexture *CTextureSystem::MRUGet(int nIndex) const
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{
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if (!m_pActiveContext)
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return NULL;
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return m_pActiveContext->MRU.Element(nIndex);
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}
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extern CTextureSystem g_Textures;
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#endif // TEXTURESYSTEM_H
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