Commit 0c748cb1 authored by Thomas Debesse's avatar Thomas Debesse

load notex textures from a builtin vfs

- allow gamepack to override it (example: smokinguns has custom ones)
- it's not required anymore to compute paths from bitmaps from them
- we can use textures/radian/notex as a default texture (and we need to)
parent 4ed852ec
/*
Copyright (C) 1999-2006 Id Software, Inc. and contributors.
For a list of contributors, see the accompanying CONTRIBUTORS file.
This file is part of GtkRadiant.
GtkRadiant 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.
GtkRadiant 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 GtkRadiant; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*/
#if !defined( INCLUDED_DEFAULTS_H )
#define INCLUDED_DEFAULTS_H
#define DEFAULT_EDITORVFS_DIRNAME "base/"
#define DEFAULT_TEXTURE_DIRNAME "textures/"
#define DEFAULT_NOTEX_DIRNAME DEFAULT_TEXTURE_DIRNAME "radiant/"
#define DEFAULT_NOTEX_BASENAME "notex"
#define DEFAULT_SHADERNOTEX_BASENAME "shadernotex"
#define DEFAULT_NOTEX_NAME DEFAULT_NOTEX_DIRNAME DEFAULT_NOTEX_BASENAME
#define DEFAULT_SHADERNOTEX_NAME DEFAULT_NOTEX_DIRNAME DEFAULT_SHADERNOTEX_BASENAME
#endif // INCLUDED_DEFAULTS_H
......@@ -80,7 +80,6 @@ virtual float alphaTest() const = 0;
typedef Callback<void(const ShaderLayer&)> ShaderLayerCallback;
class IShader
{
public:
......@@ -183,7 +182,6 @@ inline ShaderSystem& GlobalShaderSystem(){
return GlobalShadersModule::getTable();
}
#define QERApp_Shader_ForName GlobalShaderSystem().getShaderForName
#define QERApp_ActiveShaders_IteratorBegin GlobalShaderSystem().beginActiveShadersIterator
#define QERApp_ActiveShaders_IteratorAtEnd GlobalShaderSystem().endActiveShadersIterator
......
......@@ -22,6 +22,7 @@
#if !defined ( INCLUDED_SHADERLIB_H )
#define INCLUDED_SHADERLIB_H
#include "defaults.h"
#include "string/string.h"
#include "character.h"
#include "ishaders.h"
......@@ -80,5 +81,4 @@ inline const char* texdef_name_default(){
return GlobalTexturePrefix_get();
}
#endif
......@@ -34,6 +34,7 @@
// Leonardo Zide (leo@lokigames.com)
//
#include "defaults.h"
#include "shaders.h"
#include "globaldefs.h"
......@@ -76,7 +77,7 @@ bool g_enableDefaultShaders = true;
ShaderLanguage g_shaderLanguage = SHADERLANGUAGE_QUAKE3;
bool g_useShaderList = true;
_QERPlugImageTable *g_bitmapModule = 0;
const char *g_texturePrefix = "textures/";
const char *g_texturePrefix = DEFAULT_TEXTURE_DIRNAME;
void ActiveShaders_IteratorBegin();
......@@ -995,9 +996,7 @@ public:
m_notfound = m_pTexture;
{
StringOutputStream name(256);
name << GlobalRadiant().getAppPath() << "bitmaps/" << (IsDefault() ? "notex.png" : "shadernotex.png");
m_pTexture = GlobalTexturesCache().capture(LoadImageCallback(0, loadBitmap), name.c_str());
m_pTexture = GlobalTexturesCache().capture(IsDefault() ? DEFAULT_NOTEX_NAME : DEFAULT_SHADERNOTEX_NAME);
}
}
......
......@@ -32,6 +32,7 @@
// Leonardo Zide (leo@lokigames.com)
//
#include "defaults.h"
#include "qe3.h"
#include "globaldefs.h"
......@@ -84,6 +85,11 @@ void QE_InitVFS()
const char *userRoot = g_qeglobals.m_userEnginePath.c_str();
const char *globalRoot = EnginePath_get();
// editor builtin VFS
StringOutputStream editorGamePath(256);
editorGamePath << GlobalRadiant().getAppPath() << DEFAULT_EDITORVFS_DIRNAME;
GlobalFileSystem().initDirectory(editorGamePath.c_str());
// if we have a mod dir
if (!string_equal(gamename, basegame)) {
// ~/.<gameprefix>/<fs_game>
......
......@@ -31,7 +31,8 @@
#include "debugging/debugging.h"
#include "warnings.h"
#include "defaults.h"
#include "ifilesystem.h"
#include "iundo.h"
#include "igl.h"
......@@ -86,9 +87,6 @@
#include "shaders.h"
#include "commands.h"
#define NOTEX_BASENAME "notex"
#define SHADERNOTEX_BASENAME "shadernotex"
bool TextureBrowser_showWads()
{
return !string_empty(g_pGameDescription->getKeyValue("show_wads"));
......@@ -145,10 +143,10 @@ bool isMissing(const char *name)
bool isNotex(const char *name)
{
if (string_equal_suffix(name, "/" NOTEX_BASENAME)) {
if (string_equal_suffix(name, "/" DEFAULT_NOTEX_BASENAME)) {
return true;
}
if (string_equal_suffix(name, "/" SHADERNOTEX_BASENAME)) {
if (string_equal_suffix(name, "/" DEFAULT_SHADERNOTEX_BASENAME)) {
return true;
}
return false;
......@@ -2091,13 +2089,14 @@ void TextureBrowser_checkTagFile()
void TextureBrowser_SetNotex()
{
StringOutputStream name(256);
name << GlobalRadiant().getAppPath() << "bitmaps/" NOTEX_BASENAME ".png";
g_notex = name.c_str();
IShader *notex = QERApp_Shader_ForName(DEFAULT_NOTEX_NAME);
IShader *shadernotex = QERApp_Shader_ForName(DEFAULT_SHADERNOTEX_NAME);
g_notex = notex->getTexture()->name;
g_shadernotex = shadernotex->getTexture()->name;
name = StringOutputStream(256);
name << GlobalRadiant().getAppPath() << "bitmaps/" SHADERNOTEX_BASENAME " .png";
g_shadernotex = name.c_str();
notex->DecRef();
shadernotex->DecRef();
}
ui::Widget TextureBrowser_constructWindow(ui::Window toplevel)
......
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