コード例 #1
0
ファイル: textures.cpp プロジェクト: 0xFEEDC0DE64/UltraGame
int	FindMiptex (const char *name)
{
	int		i;
	MaterialSystemMaterial_t matID;
	const char *propVal, *propVal2;
	int opacity;
	bool found;
		
	for (i=0 ; i<nummiptex ; i++)
	{
		if (!strcmp (name, textureref[i].name))
		{
			return i;
		}
	}
	if (nummiptex == MAX_MAP_TEXTURES)
		Error ("Too many unique textures, max %d", MAX_MAP_TEXTURES);
	strcpy (textureref[i].name, name);

	textureref[i].lightmapWorldUnitsPerLuxel = 0.0f;
	textureref[i].flags = 0;
	textureref[i].contents = 0;

	matID = FindOriginalMaterial( name, &found );
	if( matID == MATERIAL_NOT_FOUND )
	{
		return 0;
	}

	if (!found)
		Warning("Material not found!: %s\n", name );

	// HANDLE ALL OF THE STUFF THAT ISN'T RENDERED WITH THE MATERIAL THAT IS ONE IT.
	
	// handle sky
	if( ( propVal = GetMaterialVar( matID, "%compileSky" ) ) &&
		StringIsTrue( propVal ) )
	{
		textureref[i].flags |= SURF_SKY | SURF_NOLIGHT;
	}
	else if( ( propVal = GetMaterialVar( matID, "%compile2DSky" ) ) &&
		StringIsTrue( propVal ) )
	{
		textureref[i].flags |= SURF_SKY | SURF_SKY2D | SURF_NOLIGHT;
	}
	// handle hint brushes
	else if ( ( propVal = GetMaterialVar( matID, "%compileHint" ) ) &&
		StringIsTrue( propVal ) )
	{
		textureref[i].flags |= SURF_NODRAW | SURF_NOLIGHT | SURF_HINT;
	}
	// handle skip faces
	else if ( ( propVal = GetMaterialVar( matID, "%compileSkip" ) ) &&
		StringIsTrue( propVal ) )
	{
		textureref[i].flags |= SURF_NODRAW | SURF_NOLIGHT | SURF_SKIP;
	}
	// handle origin brushes
	else if ( ( propVal = GetMaterialVar( matID, "%compileOrigin" ) ) &&
		StringIsTrue( propVal ) )
	{
		textureref[i].contents |= CONTENTS_ORIGIN | CONTENTS_DETAIL;
		textureref[i].flags |= SURF_NODRAW | SURF_NOLIGHT;
	}
	// handle clip brushes
	else if ( ( propVal = GetMaterialVar( matID, "%compileClip" ) ) &&
		StringIsTrue( propVal ) )
	{
		textureref[i].contents |= CONTENTS_PLAYERCLIP | CONTENTS_MONSTERCLIP;
		textureref[i].flags |= SURF_NODRAW | SURF_NOLIGHT;
	}
	else if ( ( propVal = GetMaterialVar( matID, "%playerClip" ) ) &&
		StringIsTrue( propVal ) )
	{
		textureref[i].contents |= CONTENTS_PLAYERCLIP;
		textureref[i].flags |= SURF_NODRAW | SURF_NOLIGHT;
	}
	// handle npc clip brushes
	else if ( ( propVal = GetMaterialVar( matID, "%compileNpcClip" ) ) &&
		StringIsTrue( propVal ) )
	{
		textureref[i].contents |= CONTENTS_MONSTERCLIP;
		textureref[i].flags |= SURF_NODRAW | SURF_NOLIGHT;
	}
	// handle surface lights which are meant to 
	else if ( ( propVal = GetMaterialVar( matID, "%compileNoChop" ) ) &&
		StringIsTrue( propVal ) )
	{
		textureref[i].flags |= SURF_NOCHOP;
	}
	// handle triggers
	else if ( ( propVal = GetMaterialVar( matID, "%compileTrigger" ) ) &&
		StringIsTrue( propVal ) )
	{
		textureref[i].flags |= ( SURF_NOLIGHT | SURF_TRIGGER );
		if ( g_NodrawTriggers )
		{
			textureref[i].flags |= SURF_NODRAW;
		}
	}
	// handle nolight surfs (except water)
	else if ( (( propVal = GetMaterialVar( matID, "%compileNoLight" ) ) && StringIsTrue( propVal )) && 
		!(( propVal2 = GetMaterialVar( matID, "%compileWater" ) ) && StringIsTrue( propVal2 ) ) )
	{
		textureref[i].flags |= SURF_NOLIGHT;
	}
	else
	{
		// HANDLE ALL OF THE STUFF THAT IS RENDERED WITH THE MATERIAL THAT IS ON IT.

		// Handle ladders.
		if ( ( propVal = GetMaterialVar( matID, "%compileLadder" ) ) &&	StringIsTrue( propVal ) )
		{
			textureref[i].contents |= CONTENTS_LADDER;
		}

		// handle wet materials
		if ( ( propVal = GetMaterialVar( matID, "%noPortal" ) ) &&
			StringIsTrue( propVal ) )
		{
			textureref[i].flags |= SURF_NOPORTAL;
		}

		if ( ( propVal = GetMaterialVar( matID, "%compilePassBullets" ) ) && StringIsTrue( propVal ) )
		{
			// change contents to grate, so bullets pass through
			// NOTE: This has effects on visibility too!
			textureref[i].contents &= ~CONTENTS_SOLID;
			textureref[i].contents |= CONTENTS_GRATE;
		}

		if( g_BumpAll || GetMaterialShaderPropertyBool( matID, UTILMATLIB_NEEDS_BUMPED_LIGHTMAPS ) )
		{
			textureref[i].flags |= SURF_BUMPLIGHT;
		}
		
		if( GetMaterialShaderPropertyBool( matID, UTILMATLIB_NEEDS_LIGHTMAP ) )
		{
			textureref[i].flags &= ~SURF_NOLIGHT;
		}
		else if( !g_bLightIfMissing )
		{
			textureref[i].flags |= SURF_NOLIGHT;
		}
		// handle nodraw faces/brushes
		if ( ( propVal = GetMaterialVar( matID, "%compileNoDraw" ) ) && StringIsTrue( propVal ) )
		{								    
			//		textureref[i].contents |= CONTENTS_DETAIL;
			textureref[i].flags |= SURF_NODRAW | SURF_NOLIGHT;
		}

		// Just a combination of nodraw + pass bullets, makes things easier
		if ( ( propVal = GetMaterialVar( matID, "%compileInvisible" ) ) && StringIsTrue( propVal ) )
		{								    
			// change contents to grate, so bullets pass through
			// NOTE: This has effects on visibility too!
			textureref[i].contents &= ~CONTENTS_SOLID;
			textureref[i].contents |= CONTENTS_GRATE;
			textureref[i].flags |= SURF_NODRAW | SURF_NOLIGHT;
		}

		bool checkWindow = true;
		// handle non solid
		if ( ( propVal = GetMaterialVar( matID, "%compileNonsolid" ) ) && StringIsTrue( propVal ) )
		{
			textureref[i].contents = CONTENTS_OPAQUE;
			// Non-Solid can't be a window either!
			checkWindow = false;
		}
		// handle block LOS
		if ( ( propVal = GetMaterialVar( matID, "%compileBlockLOS" ) ) && StringIsTrue( propVal ) )
		{
			textureref[i].contents = CONTENTS_BLOCKLOS;

			// BlockLOS can't be a window either!
			checkWindow = false;
		}

		if ( ( propVal = GetMaterialVar( matID, "%compileDetail" ) ) &&
			StringIsTrue( propVal ) )
		{
			textureref[i].contents |= CONTENTS_DETAIL;
		}

		bool bKeepLighting = ( ( propVal = GetMaterialVar( matID, "%compileKeepLight" ) ) &&
			StringIsTrue( propVal ) );

		// handle materials that want to be treated as water.
		if ( ( propVal = GetMaterialVar( matID, "%compileWater" ) ) &&
			StringIsTrue( propVal ) )
		{
			textureref[i].contents &= ~(CONTENTS_SOLID|CONTENTS_DETAIL);
			textureref[i].contents |= CONTENTS_WATER;
			textureref[i].flags |= SURF_WARP | SURF_NOSHADOWS | SURF_NODECALS;

			if ( g_DisableWaterLighting && !bKeepLighting )
			{
				textureref[i].flags |= SURF_NOLIGHT;
			}

			// Set this so that we can check at the end of the process the presence of a a WaterLODControl entity.
			g_bHasWater = true;
		}
		const char *pShaderName = GetMaterialShaderName(matID);
		if ( !bKeepLighting && !Q_strncasecmp( pShaderName, "water", 5 ) || !Q_strncasecmp( pShaderName, "UnlitGeneric", 12 ) )
		{
			//if ( !(textureref[i].flags & SURF_NOLIGHT) )
			//	Warning("Forcing lit materal %s to nolight\n", name );
			textureref[i].flags |= SURF_NOLIGHT;
		}

		if ( ( propVal = GetMaterialVar( matID, "%compileSlime" ) ) &&
			StringIsTrue( propVal ) )
		{
			textureref[i].contents &= ~(CONTENTS_SOLID|CONTENTS_DETAIL);
			textureref[i].contents |= CONTENTS_SLIME;
			textureref[i].flags |= SURF_NODECALS;
			// Set this so that we can check at the end of the process the presence of a a WaterLODControl entity.
			g_bHasWater = true;
		}
	
		opacity = GetMaterialShaderPropertyInt( matID, UTILMATLIB_OPACITY );
		
		if ( checkWindow && opacity != UTILMATLIB_OPAQUE )
		{
			// transparent *and solid* brushes that aren't grates or water must be windows
			if ( !(textureref[i].contents & (CONTENTS_GRATE|CONTENTS_WATER)) )
			{
				textureref[i].contents |= CONTENTS_WINDOW;
			}

			textureref[i].contents &= ~CONTENTS_SOLID;
			
			// this affects engine primitive sorting, SURF_TRANS means sort as a translucent primitive
			if ( opacity == UTILMATLIB_TRANSLUCENT )
			{
				textureref[i].flags |= SURF_TRANS;
			}
			
		}
		if ( textureref[i].flags & SURF_NOLIGHT )
		{
			textureref[i].flags &= ~SURF_BUMPLIGHT;
		}
	}

	nummiptex++;

	return i;
}
コード例 #2
0
int	FindMiptex (const char *name)
{
	int		i;
	MaterialSystemMaterial_t matID;
	const char *propVal;
	int opacity;
	bool found;
		
	for (i=0 ; i<nummiptex ; i++)
	{
		if (!strcmp (name, textureref[i].name))
		{
			return i;
		}
	}
	if (nummiptex == MAX_MAP_TEXTURES)
		Error ("MAX_MAP_TEXTURES");
	strcpy (textureref[i].name, name);

	textureref[i].lightmapWorldUnitsPerLuxel = 0.0f;
	textureref[i].flags = 0;
	textureref[i].contents = 0;

	matID = FindOriginalMaterial( name, &found );
	if( matID == MATERIAL_NOT_FOUND )
	{
		return 0;
	}

	if (!found)
		Warning("Material not found!: %s\n", name );

	// HANDLE ALL OF THE STUFF THAT ISN'T RENDERED WITH THE MATERIAL THAT IS ONE IT.
	
	// handle sky
	if( ( propVal = GetMaterialVar( matID, "%compileSky" ) ) &&
		StringIsTrue( propVal ) )
	{
		textureref[i].flags |= SURF_SKY | SURF_NOLIGHT;
	}
	// handle hint brushes
	else if ( ( propVal = GetMaterialVar( matID, "%compileHint" ) ) &&
		StringIsTrue( propVal ) )
	{
		textureref[i].flags |= SURF_NODRAW | SURF_NOLIGHT | SURF_HINT;
	}
	// handle skip faces
	else if ( ( propVal = GetMaterialVar( matID, "%compileSkip" ) ) &&
		StringIsTrue( propVal ) )
	{
		textureref[i].flags |= SURF_NODRAW | SURF_NOLIGHT | SURF_SKIP;
	}
	// handle origin brushes
	else if ( ( propVal = GetMaterialVar( matID, "%compileOrigin" ) ) &&
		StringIsTrue( propVal ) )
	{
		textureref[i].contents |= CONTENTS_ORIGIN | CONTENTS_DETAIL;
		textureref[i].flags |= SURF_NODRAW | SURF_NOLIGHT;
	}
	// handle clip brushes
	else if ( ( propVal = GetMaterialVar( matID, "%compileClip" ) ) &&
		StringIsTrue( propVal ) )
	{
		textureref[i].contents |= CONTENTS_PLAYERCLIP | CONTENTS_MONSTERCLIP;
		textureref[i].flags |= SURF_NODRAW | SURF_NOLIGHT;
	}
	// handle npc clip brushes
	else if ( ( propVal = GetMaterialVar( matID, "%compileNpcClip" ) ) &&
		StringIsTrue( propVal ) )
	{
		textureref[i].contents |= CONTENTS_MONSTERCLIP;
		textureref[i].flags |= SURF_NODRAW | SURF_NOLIGHT;
	}
	// handle triggers
	else if ( ( propVal = GetMaterialVar( matID, "%compileTrigger" ) ) &&
		StringIsTrue( propVal ) )
	{
		textureref[i].flags |= SURF_NOLIGHT;
	}
	else if ( ( propVal = GetMaterialVar( matID, "%compilePlayerControlClip" ) ) &&
		StringIsTrue( propVal ) )
	{
		textureref[i].contents |= CONTENTS_DETAIL | CONTENTS_MIST;
		textureref[i].flags |= SURF_NODRAW | SURF_NOLIGHT;
	}
	else
	{
		// HANDLE ALL OF THE STUFF THAT IS RENDERED WITH THE MATERIAL THAT IS ON IT.

		// Handle ladders.
		if ( ( propVal = GetMaterialVar( matID, "%compileLadder" ) ) &&	StringIsTrue( propVal ) )
		{
			textureref[i].contents |= CONTENTS_LADDER;
		}

		// handle wet materials
		if ( ( propVal = GetMaterialVar( matID, "%compileWet" ) ) &&
			StringIsTrue( propVal ) )
		{
			textureref[i].flags |= SURF_WET;
		}

		if ( ( propVal = GetMaterialVar( matID, "%compilePassBullets" ) ) && StringIsTrue( propVal ) )
		{
			// change contents to grate, so bullets pass through
			// NOTE: This has effects on visibility too!
			textureref[i].contents &= ~CONTENTS_SOLID;
			textureref[i].contents |= CONTENTS_GRATE;
		}

		if( g_BumpAll || GetMaterialShaderPropertyBool( matID, UTILMATLIB_NEEDS_BUMPED_LIGHTMAPS ) )
		{
			textureref[i].flags |= SURF_BUMPLIGHT;
		}
		
		if( GetMaterialShaderPropertyBool( matID, UTILMATLIB_NEEDS_LIGHTMAP ) )
		{
			textureref[i].flags &= ~SURF_NOLIGHT;
		}
		else if( !g_bLightIfMissing )
		{
			textureref[i].flags |= SURF_NOLIGHT;
		}

		// handle nodraw faces/brushes
		if ( ( propVal = GetMaterialVar( matID, "%compileNoDraw" ) ) && StringIsTrue( propVal ) )
		{								    
			//		textureref[i].contents |= CONTENTS_DETAIL;
			textureref[i].flags |= SURF_NODRAW | SURF_NOLIGHT;
		}

		// Just a combination of nodraw + pass bullets, makes things easier
		if ( ( propVal = GetMaterialVar( matID, "%compileInvisible" ) ) && StringIsTrue( propVal ) )
		{								    
			// change contents to grate, so bullets pass through
			// NOTE: This has effects on visibility too!
			textureref[i].contents &= ~CONTENTS_SOLID;
			textureref[i].contents |= CONTENTS_GRATE;
			textureref[i].flags |= SURF_NODRAW | SURF_NOLIGHT;
		}

		bool checkWindow = true;
		// handle non solid
		if ( ( propVal = GetMaterialVar( matID, "%compileNonsolid" ) ) &&
			StringIsTrue( propVal ) )
		{
			textureref[i].contents = CONTENTS_OPAQUE;
			
			// Non-Solid can't be a window either!
			checkWindow = false;
		}

		if ( ( propVal = GetMaterialVar( matID, "%compileDetail" ) ) &&
			StringIsTrue( propVal ) )
		{
			textureref[i].contents |= CONTENTS_DETAIL;
		}

		// handle materials that want to be treated as water.
		if ( ( propVal = GetMaterialVar( matID, "%compileWater" ) ) &&
			StringIsTrue( propVal ) )
		{
			textureref[i].contents &= ~(CONTENTS_SOLID|CONTENTS_DETAIL);
			textureref[i].contents |= CONTENTS_WATER;
			textureref[i].flags |= SURF_WARP;
		}
		if ( ( propVal = GetMaterialVar( matID, "%compileSlime" ) ) &&
			StringIsTrue( propVal ) )
		{
			textureref[i].contents &= ~(CONTENTS_SOLID|CONTENTS_DETAIL);
			textureref[i].contents |= CONTENTS_SLIME;
			//textureref[i].flags |= SURF_WARP;
		}
	
		opacity = GetMaterialShaderPropertyInt( matID, UTILMATLIB_OPACITY );
		
		if ( checkWindow && opacity != UTILMATLIB_OPAQUE )
		{
			// transparent *and solid* brushes that aren't grates or water must be windows
			if ( !(textureref[i].contents & (CONTENTS_GRATE|CONTENTS_WATER)) )
			{
				textureref[i].contents |= CONTENTS_WINDOW;
			}

			textureref[i].contents &= ~CONTENTS_SOLID;
			
			// this affects engine primitive sorting, SURF_TRANS means sort as a translucent primitive
			if ( opacity == UTILMATLIB_TRANSLUCENT )
			{
				textureref[i].flags |= SURF_TRANS;
			}
			
		}

	}

	nummiptex++;

	return i;
}