/** * @file textures.c * @brief */ /* Copyright (C) 1997-2001 Id Software, Inc. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ #include "qbsp.h" static int nummiptex = 0; textureref_t textureref[MAX_MAP_TEXTURES]; /** * @brief */ extern int FindMiptex (char *name) { int i; char path[1024]; miptex_t *mt; 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); /* load the miptex to get the flags and values */ sprintf (path, "%stextures/%s.wal", gamedir, name); if (TryLoadFile (path, (void **)&mt) != -1) { textureref[i].value = LittleLong (mt->value); textureref[i].flags = LittleLong (mt->flags); textureref[i].contents = LittleLong (mt->contents); strcpy (textureref[i].animname, mt->animname); free (mt); } nummiptex++; if (textureref[i].animname[0]) FindMiptex (textureref[i].animname); return i; } /** * @brief */ static const vec3_t baseaxis[18] = { {0,0,1}, {1,0,0}, {0,-1,0}, /* floor */ {0,0,-1}, {1,0,0}, {0,-1,0}, /* ceiling */ {1,0,0}, {0,1,0}, {0,0,-1}, /* west wall */ {-1,0,0}, {0,1,0}, {0,0,-1}, /* east wall */ {0,1,0}, {1,0,0}, {0,0,-1}, /* south wall */ {0,-1,0}, {1,0,0}, {0,0,-1} /* north wall */ }; /** * @brief */ static void TextureAxisFromPlane (plane_t *pln, vec3_t xv, vec3_t yv, qboolean isTerrain) { int bestaxis; vec_t dot,best; int i; int numaxis; /* Knightmare- terrain support, use floor/ceiling axis only */ numaxis = (isTerrain) ? 2 : 6; best = 0; bestaxis = 0; for (i = 0; i < numaxis; i++) { dot = DotProduct(pln->normal, baseaxis[i*3]); if (dot > best) { best = dot; bestaxis = i; } } VectorCopy(baseaxis[bestaxis*3+1], xv); VectorCopy(baseaxis[bestaxis*3+2], yv); } /** * @brief */ extern int TexinfoForBrushTexture (plane_t *plane, brush_texture_t *bt, vec3_t origin, qboolean isTerrain) { vec3_t vecs[2]; int sv, tv; vec_t ang, sinv, cosv; vec_t ns, nt; texinfo_t tx, *tc; int i, j, k, mt; float shift[2]; brush_texture_t anim; if (!bt->name[0]) return 0; memset (&tx, 0, sizeof(tx)); strcpy (tx.texture, bt->name); TextureAxisFromPlane(plane, vecs[0], vecs[1], isTerrain); shift[0] = DotProduct (origin, vecs[0]); shift[1] = DotProduct (origin, vecs[1]); if (!bt->scale[0]) bt->scale[0] = 1; if (!bt->scale[1]) bt->scale[1] = 1; /* rotate axis */ if (bt->rotate == 0) { sinv = 0; cosv = 1; } else if (bt->rotate == 90) { sinv = 1; cosv = 0; } else if (bt->rotate == 180) { sinv = 0; cosv = -1; } else if (bt->rotate == 270) { sinv = -1; cosv = 0; } else { ang = bt->rotate / 180.0f * M_PI; sinv = sin(ang); cosv = cos(ang); } if (vecs[0][0]) sv = 0; else if (vecs[0][1]) sv = 1; else sv = 2; if (vecs[1][0]) tv = 0; else if (vecs[1][1]) tv = 1; else tv = 2; for (i = 0; i < 2; i++) { ns = cosv * vecs[i][sv] - sinv * vecs[i][tv]; nt = sinv * vecs[i][sv] + cosv * vecs[i][tv]; vecs[i][sv] = ns; vecs[i][tv] = nt; } for (i = 0; i < 2; i++) for (j = 0; j < 3; j++) tx.vecs[i][j] = vecs[i][j] / bt->scale[i]; tx.vecs[0][3] = bt->shift[0] + shift[0]; tx.vecs[1][3] = bt->shift[1] + shift[1]; tx.flags = bt->flags; tx.value = bt->value; /* find the texinfo */ tc = texinfo; for (i = 0; i < numtexinfo; i++, tc++) { if (tc->flags != tx.flags) continue; if (tc->value != tx.value) continue; for (j = 0; j < 2; j++) { if (strcmp (tc->texture, tx.texture)) goto skip; for (k = 0; k < 4; k++) { if (tc->vecs[j][k] != tx.vecs[j][k]) goto skip; } } return i; skip:; } *tc = tx; numtexinfo++; /* load the next animation */ mt = FindMiptex (bt->name); if (textureref[mt].animname[0]) { anim = *bt; strcpy (anim.name, textureref[mt].animname); tc->nexttexinfo = TexinfoForBrushTexture (plane, &anim, origin, isTerrain); } else tc->nexttexinfo = -1; return i; }