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212 lines
5.8 KiB
212 lines
5.8 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================
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#include "bsplib.h"
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#include "vbsp.h"
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#include "tier1/UtlBuffer.h"
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#include "tier1/utlvector.h"
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#include "KeyValues.h"
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#include "materialpatch.h"
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struct entitySideList_t
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{
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int firstBrushSide;
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int brushSideCount;
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};
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static bool SideIsNotDispAndHasDispMaterial( int iSide )
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{
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side_t *pSide = &g_MainMap->brushsides[iSide];
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// If it's a displacement, then it's fine to have a displacement-only material.
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if ( pSide->pMapDisp )
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{
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return false;
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}
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pSide->texinfo;
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return true;
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}
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static void BackSlashToForwardSlash( char *pname )
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{
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while ( *pname ) {
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if ( *pname == '\\' )
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*pname = '/';
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pname++;
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}
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}
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//-----------------------------------------------------------------------------
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// Generate patched material name
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//-----------------------------------------------------------------------------
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static void GeneratePatchedMaterialName( const char *pMaterialName, char *pBuffer, int nMaxLen )
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{
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int nLen = Q_snprintf( pBuffer, nMaxLen, "maps/%s/%s_wvt_patch", mapbase, pMaterialName );
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Assert( nLen < TEXTURE_NAME_LENGTH - 1 );
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if ( nLen >= TEXTURE_NAME_LENGTH - 1 )
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{
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Error( "Generated worldvertextransition patch name : %s too long! (max = %d)\n", pBuffer, TEXTURE_NAME_LENGTH );
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}
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BackSlashToForwardSlash( pBuffer );
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Q_strlower( pBuffer );
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}
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static void RemoveKey( KeyValues *kv, const char *pSubKeyName )
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{
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KeyValues *pSubKey = kv->FindKey( pSubKeyName );
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if( pSubKey )
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{
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kv->RemoveSubKey( pSubKey );
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pSubKey->deleteThis();
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}
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}
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void CreateWorldVertexTransitionPatchedMaterial( const char *pOriginalMaterialName, const char *pPatchedMaterialName )
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{
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KeyValues *kv = LoadMaterialKeyValues( pOriginalMaterialName, 0 );
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if( kv )
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{
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// change shader to Lightmappedgeneric (from worldvertextransition*)
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kv->SetName( "LightmappedGeneric" );
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// don't need no stinking $basetexture2 or any other second texture vars
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RemoveKey( kv, "$basetexture2" );
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RemoveKey( kv, "$bumpmap2" );
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RemoveKey( kv, "$bumpframe2" );
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RemoveKey( kv, "$basetexture2noenvmap" );
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RemoveKey( kv, "$blendmodulatetexture" );
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RemoveKey( kv, "$maskedblending" );
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RemoveKey( kv, "$surfaceprop2" );
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// If we didn't want a basetexture on the first texture in the blend, we don't want an envmap at all.
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KeyValues *basetexturenoenvmap = kv->FindKey( "$BASETEXTURENOENVMAP" );
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if( basetexturenoenvmap->GetInt() )
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{
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RemoveKey( kv, "$envmap" );
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}
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Warning( "Patching WVT material: %s\n", pPatchedMaterialName );
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WriteMaterialKeyValuesToPak( pPatchedMaterialName, kv );
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}
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}
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int CreateBrushVersionOfWorldVertexTransitionMaterial( int originalTexInfo )
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{
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// Don't make cubemap tex infos for nodes
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if ( originalTexInfo == TEXINFO_NODE )
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return originalTexInfo;
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texinfo_t *pTexInfo = &texinfo[originalTexInfo];
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dtexdata_t *pTexData = GetTexData( pTexInfo->texdata );
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const char *pOriginalMaterialName = TexDataStringTable_GetString( pTexData->nameStringTableID );
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// Get out of here if the originalTexInfo is already a patched wvt material
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if ( Q_stristr( pOriginalMaterialName, "_wvt_patch" ) )
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return originalTexInfo;
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char patchedMaterialName[1024];
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GeneratePatchedMaterialName( pOriginalMaterialName, patchedMaterialName, 1024 );
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// Warning( "GeneratePatchedMaterialName: %s %s\n", pMaterialName, patchedMaterialName );
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// Make sure the texdata doesn't already exist.
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int nTexDataID = FindTexData( patchedMaterialName );
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bool bHasTexData = (nTexDataID != -1);
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if( !bHasTexData )
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{
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// Create the new vmt material file
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CreateWorldVertexTransitionPatchedMaterial( pOriginalMaterialName, patchedMaterialName );
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// Make a new texdata
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nTexDataID = AddCloneTexData( pTexData, patchedMaterialName );
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}
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Assert( nTexDataID != -1 );
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texinfo_t newTexInfo;
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newTexInfo = *pTexInfo;
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newTexInfo.texdata = nTexDataID;
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int nTexInfoID = -1;
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// See if we need to make a new texinfo
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bool bHasTexInfo = false;
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if( bHasTexData )
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{
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nTexInfoID = FindTexInfo( newTexInfo );
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bHasTexInfo = (nTexInfoID != -1);
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}
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// Make a new texinfo if we need to.
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if( !bHasTexInfo )
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{
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nTexInfoID = texinfo.AddToTail( newTexInfo );
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}
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Assert( nTexInfoID != -1 );
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return nTexInfoID;
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}
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const char *GetShaderNameForTexInfo( int iTexInfo )
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{
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texinfo_t *pTexInfo = &texinfo[iTexInfo];
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dtexdata_t *pTexData = GetTexData( pTexInfo->texdata );
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const char *pMaterialName = TexDataStringTable_GetString( pTexData->nameStringTableID );
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MaterialSystemMaterial_t hMaterial = FindMaterial( pMaterialName, NULL, false );
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const char *pShaderName = GetMaterialShaderName( hMaterial );
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return pShaderName;
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}
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void WorldVertexTransitionFixup( void )
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{
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CUtlVector<entitySideList_t> sideList;
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sideList.SetCount( g_MainMap->num_entities );
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int i;
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for ( i = 0; i < g_MainMap->num_entities; i++ )
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{
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sideList[i].firstBrushSide = 0;
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sideList[i].brushSideCount = 0;
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}
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for ( i = 0; i < g_MainMap->nummapbrushes; i++ )
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{
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sideList[g_MainMap->mapbrushes[i].entitynum].brushSideCount += g_MainMap->mapbrushes[i].numsides;
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}
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int curSide = 0;
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for ( i = 0; i < g_MainMap->num_entities; i++ )
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{
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sideList[i].firstBrushSide = curSide;
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curSide += sideList[i].brushSideCount;
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}
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int currentEntity = 0;
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for ( int iSide = 0; iSide < g_MainMap->nummapbrushsides; ++iSide )
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{
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side_t *pSide = &g_MainMap->brushsides[iSide];
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// skip displacments
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if ( pSide->pMapDisp )
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continue;
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if( pSide->texinfo < 0 )
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continue;
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const char *pShaderName = GetShaderNameForTexInfo( pSide->texinfo );
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if ( !pShaderName || !Q_stristr( pShaderName, "worldvertextransition" ) )
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{
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continue;
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}
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while ( currentEntity < g_MainMap->num_entities-1 &&
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iSide > sideList[currentEntity].firstBrushSide + sideList[currentEntity].brushSideCount )
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{
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currentEntity++;
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}
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pSide->texinfo = CreateBrushVersionOfWorldVertexTransitionMaterial( pSide->texinfo );
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}
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}
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