csgo-2018-source/utils/vbsp/cubemap.cpp
2021-07-24 21:11:47 -07:00

796 lines
24 KiB
C++

//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "vbsp.h"
#include "bsplib.h"
#include "tier1/UtlBuffer.h"
#include "tier1/UtlVector.h"
#include "bitmap/imageformat.h"
#include <KeyValues.h>
#include "tier1/strtools.h"
#include "tier1/utlsymbol.h"
#include "vtf/vtf.h"
#include "materialpatch.h"
#include "materialsystem/imaterialsystem.h"
#include "materialsystem/imaterial.h"
#include "materialsystem/imaterialvar.h"
/*
Meager documentation for how the cubemaps are assigned.
While loading the map, it calls:
*** Cubemap_SaveBrushSides
Builds a list of what cubemaps manually were assigned to what faces
in s_EnvCubemapToBrushSides.
Immediately after loading the map, it calls:
*** Cubemap_FixupBrushSidesMaterials
Goes through s_EnvCubemapToBrushSides and does Cubemap_CreateTexInfo for each
side referenced by an env_cubemap manually.
Then it calls Cubemap_AttachDefaultCubemapToSpecularSides:
*** Cubemap_InitCubemapSideData:
Setup s_aCubemapSideData.bHasEnvMapInMaterial and bManuallyPickedByAnEnvCubemap for each side.
bHasEnvMapInMaterial is set if the side's material has $envmap.
bManuallyPickedByAnEnvCubemap is true if the side was in s_EnvCubemapToBrushSides.
Then, for each bHasEnvMapInMaterial and !bManuallyPickedByAnEnvCubemap (ie: every specular surface that wasn't
referenced by some env_cubemap), it does Cubemap_CreateTexInfo.
*/
struct PatchInfo_t
{
char *m_pMapName;
int m_pOrigin[3];
};
struct CubemapInfo_t
{
int m_nTableId;
bool m_bSpecular;
};
static bool CubemapLessFunc( const CubemapInfo_t &lhs, const CubemapInfo_t &rhs )
{
return ( lhs.m_nTableId < rhs.m_nTableId );
}
typedef CUtlVector<int> IntVector_t;
static CUtlVector<IntVector_t> s_EnvCubemapToBrushSides;
static CUtlVector<char *> s_DefaultCubemapNames;
static char g_IsCubemapTexData[MAX_MAP_TEXDATA];
struct CubemapSideData_t
{
bool bHasEnvMapInMaterial;
bool bManuallyPickedByAnEnvCubemap;
};
static CubemapSideData_t s_aCubemapSideData[MAX_MAP_BRUSHSIDES];
inline bool SideHasCubemapAndWasntManuallyReferenced( int iSide )
{
return s_aCubemapSideData[iSide].bHasEnvMapInMaterial && !s_aCubemapSideData[iSide].bManuallyPickedByAnEnvCubemap;
}
void Cubemap_InsertSample( const Vector& origin, int size )
{
dcubemapsample_t *pSample = &g_CubemapSamples[g_nCubemapSamples];
pSample->origin[0] = ( int )origin[0];
pSample->origin[1] = ( int )origin[1];
pSample->origin[2] = ( int )origin[2];
pSample->size = size;
g_nCubemapSamples++;
}
static const char *FindSkyboxMaterialName( void )
{
for( int i = 0; i < g_MainMap->num_entities; i++ )
{
char* pEntity = ValueForKey(&g_MainMap->entities[i], "classname");
if (!strcmp(pEntity, "worldspawn"))
{
return ValueForKey( &g_MainMap->entities[i], "skyname" );
}
}
return NULL;
}
static void BackSlashToForwardSlash( char *pname )
{
while ( *pname ) {
if ( *pname == '\\' )
*pname = '/';
pname++;
}
}
static void ForwardSlashToBackSlash( char *pname )
{
while ( *pname ) {
if ( *pname == '/' )
*pname = '\\';
pname++;
}
}
//-----------------------------------------------------------------------------
// Finds materials that are used by a particular material
//-----------------------------------------------------------------------------
#define MAX_MATERIAL_NAME 512
// This is the list of materialvars which are used in our codebase to look up dependent materials
static const char *s_pDependentMaterialVar[] =
{
"$bottommaterial", // Used by water materials
"$crackmaterial", // Used by shattered glass materials
"$fallbackmaterial", // Used by all materials
"", // Always must be last
};
static const char *FindDependentMaterial( const char *pMaterialName, const char **ppMaterialVar = NULL )
{
// FIXME: This is a terrible way of doing this! It creates a dependency
// between vbsp and *all* code which reads dependent materials from materialvars
// At the time of writing this function, that means the engine + studiorender.
// We need a better way of figuring out how to do this, but for now I'm trying to do
// the fastest solution possible since it's close to ship
static char pDependentMaterialName[MAX_MATERIAL_NAME];
for( int i = 0; s_pDependentMaterialVar[i][0]; ++i )
{
if ( !GetValueFromMaterial( pMaterialName, s_pDependentMaterialVar[i], pDependentMaterialName, MAX_MATERIAL_NAME - 1 ) )
continue;
if ( !Q_stricmp( pDependentMaterialName, pMaterialName ) )
{
Warning( "Material %s is depending on itself through materialvar %s! Ignoring...\n", pMaterialName, s_pDependentMaterialVar[i] );
continue;
}
// Return the material var that caused the dependency
if ( ppMaterialVar )
{
*ppMaterialVar = s_pDependentMaterialVar[i];
}
#ifdef _DEBUG
// FIXME: Note that this code breaks if a material has more than 1 dependent material
++i;
static char pDependentMaterialName2[MAX_MATERIAL_NAME];
while( s_pDependentMaterialVar[i][0] )
{
Assert( !GetValueFromMaterial( pMaterialName, s_pDependentMaterialVar[i], pDependentMaterialName2, MAX_MATERIAL_NAME - 1 ) );
++i;
}
#endif
return pDependentMaterialName;
}
return NULL;
}
void VTFNameToHDRVTFName( const char *pSrcName, char *pDest, int maxLen, bool bHDR )
{
Q_strncpy( pDest, pSrcName, maxLen );
if( !bHDR )
{
return;
}
char *pDot = Q_stristr( pDest, ".vtf" );
if( !pDot )
{
return;
}
Q_strncpy( pDot, ".hdr.vtf", maxLen - ( pDot - pDest ) );
}
#define DEFAULT_CUBEMAP_SIZE 32
void CreateDefaultCubemaps( bool bHDR )
{
memset( g_IsCubemapTexData, 0, sizeof(g_IsCubemapTexData) );
// Create the destination cubemap
IVTFTexture *pDstCubemap = CreateVTFTexture();
pDstCubemap->Init( DEFAULT_CUBEMAP_SIZE, DEFAULT_CUBEMAP_SIZE, 1,
IMAGE_FORMAT_DEFAULT, TEXTUREFLAGS_ENVMAP, 1 );
// First iterate over all frames
for (int iFrame = 0; iFrame < pDstCubemap->FrameCount(); ++iFrame)
{
// Next iterate over all normal cube faces (we know there's 6 cause it's an envmap)
for (int iFace = 0; iFace < 6; ++iFace )
{
// Finally, iterate over all mip levels in the *destination*
for (int iMip = 0; iMip < pDstCubemap->MipCount(); ++iMip )
{
unsigned char *pDstBits = pDstCubemap->ImageData( iFrame, iFace, iMip );
int iSize = pDstCubemap->ComputeMipSize( iMip );
// Make the default cubemap black
memset( pDstBits, 0, iSize );
}
}
}
// Now that the bits are in place, compute the spheremaps...
pDstCubemap->GenerateSpheremap();
// Convert the cubemap to the final format
pDstCubemap->ConvertImageFormat( bHDR ? IMAGE_FORMAT_RGBA16161616F : IMAGE_FORMAT_DXT5, false );
// Write the puppy out!
char dstVTFFileName[1024];
if( bHDR )
{
sprintf( dstVTFFileName, "materials/maps/%s/cubemapdefault.hdr.vtf", mapbase );
}
else
{
sprintf( dstVTFFileName, "materials/maps/%s/cubemapdefault.vtf", mapbase );
}
CUtlBuffer outputBuf;
if (!pDstCubemap->Serialize( outputBuf ))
{
Warning( "Error serializing default cubemap %s\n", dstVTFFileName );
return;
}
IZip *pak = GetPakFile();
// spit out the default one.
AddBufferToPak( pak, dstVTFFileName, outputBuf.Base(), outputBuf.TellPut(), false );
// spit out all of the ones that are attached to world geometry.
int i;
for( i = 0; i < s_DefaultCubemapNames.Count(); i++ )
{
char vtfName[MAX_PATH];
VTFNameToHDRVTFName( s_DefaultCubemapNames[i], vtfName, MAX_PATH, bHDR );
if( FileExistsInPak( pak, vtfName ) )
{
continue;
}
AddBufferToPak( pak, vtfName, outputBuf.Base(),outputBuf.TellPut(), false );
}
DestroyVTFTexture( pDstCubemap );
}
void Cubemap_CreateDefaultCubemaps( void )
{
CreateDefaultCubemaps( false );
CreateDefaultCubemaps( true );
}
// Builds a list of what cubemaps manually were assigned to what faces
// in s_EnvCubemapToBrushSides.
void Cubemap_SaveBrushSides( const char *pSideListStr )
{
IntVector_t &brushSidesVector = s_EnvCubemapToBrushSides[s_EnvCubemapToBrushSides.AddToTail()];
char *pTmp = ( char * )_alloca( strlen( pSideListStr ) + 1 );
strcpy( pTmp, pSideListStr );
const char *pScan = strtok( pTmp, " " );
if( !pScan )
{
return;
}
do
{
int brushSideID;
if( sscanf( pScan, "%d", &brushSideID ) == 1 )
{
brushSidesVector.AddToTail( brushSideID );
}
} while( ( pScan = strtok( NULL, " " ) ) );
}
//-----------------------------------------------------------------------------
// Generate patched material name
//-----------------------------------------------------------------------------
static void GeneratePatchedName( const char *pMaterialName, const PatchInfo_t &info, bool bMaterialName, char *pBuffer, int nMaxLen )
{
const char *pSeparator = bMaterialName ? "_" : "";
int nLen = Q_snprintf( pBuffer, nMaxLen, "maps/%s/%s%s%d_%d_%d", info.m_pMapName,
pMaterialName, pSeparator, info.m_pOrigin[0], info.m_pOrigin[1], info.m_pOrigin[2] );
if ( bMaterialName )
{
Assert( nLen < TEXTURE_NAME_LENGTH - 1 );
if ( nLen >= TEXTURE_NAME_LENGTH - 1 )
{
Error( "Generated env_cubemap patch name : %s too long! (max = %d)\n", pBuffer, TEXTURE_NAME_LENGTH );
}
}
BackSlashToForwardSlash( pBuffer );
Q_strlower( pBuffer );
}
//-----------------------------------------------------------------------------
// Patches the $envmap for a material and all its dependents, returns true if any patching happened
//-----------------------------------------------------------------------------
static bool PatchEnvmapForMaterialAndDependents( const char *pMaterialName, const PatchInfo_t &info, const char *pCubemapTexture )
{
// Do *NOT* patch the material if there is an $envmap specified and it's not 'env_cubemap'
// FIXME: It's theoretically ok to patch the material if $envmap is not specified,
// because we're using the 'replace' block, which will only add the env_cubemap if
// $envmap is specified in the source material. But it will fail if someone adds
// a specific non-env_cubemap $envmap to the source material at a later point. Bleah
// See if we have an $envmap to patch
bool bShouldPatchEnvCubemap = DoesMaterialHaveKeyValuePair( pMaterialName, "$envmap", "env_cubemap" );
// See if we have a dependent material to patch
bool bDependentMaterialPatched = false;
const char *pDependentMaterialVar = NULL;
const char *pDependentMaterial = FindDependentMaterial( pMaterialName, &pDependentMaterialVar );
if ( pDependentMaterial )
{
bDependentMaterialPatched = PatchEnvmapForMaterialAndDependents( pDependentMaterial, info, pCubemapTexture );
}
// If we have neither to patch, we're done
if ( !bShouldPatchEnvCubemap && !bDependentMaterialPatched )
return false;
// Otherwise we have to make a patched version of ourselves
char pPatchedMaterialName[1024];
GeneratePatchedName( pMaterialName, info, true, pPatchedMaterialName, 1024 );
MaterialPatchInfo_t pPatchInfo[2];
int nPatchCount = 0;
if ( bShouldPatchEnvCubemap )
{
pPatchInfo[nPatchCount].m_pKey = "$envmap";
pPatchInfo[nPatchCount].m_pRequiredOriginalValue = "env_cubemap";
pPatchInfo[nPatchCount].m_pValue = pCubemapTexture;
++nPatchCount;
}
char pDependentPatchedMaterialName[1024];
if ( bDependentMaterialPatched )
{
// FIXME: Annoying! I either have to pass back the patched dependent material name
// or reconstruct it. Both are sucky.
GeneratePatchedName( pDependentMaterial, info, true, pDependentPatchedMaterialName, 1024 );
pPatchInfo[nPatchCount].m_pKey = pDependentMaterialVar;
pPatchInfo[nPatchCount].m_pValue = pDependentPatchedMaterialName;
++nPatchCount;
}
CreateMaterialPatch( pMaterialName, pPatchedMaterialName, nPatchCount, pPatchInfo, PATCH_REPLACE );
return true;
}
//-----------------------------------------------------------------------------
// Finds a texinfo that has a particular
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Create a VMT to override the specified texinfo which references the cubemap entity at the specified origin.
// Returns the index of the new (or preexisting) texinfo referencing that VMT.
//
// Also adds the new cubemap VTF filename to s_DefaultCubemapNames so it can copy the
// default (skybox) cubemap into this file so the cubemap doesn't have the pink checkerboard at
// runtime before they run buildcubemaps.
//-----------------------------------------------------------------------------
static int Cubemap_CreateTexInfo( int originalTexInfo, int origin[3] )
{
// Don't make cubemap tex infos for nodes
if ( originalTexInfo == TEXINFO_NODE )
return originalTexInfo;
texinfo_t *pTexInfo = &texinfo[originalTexInfo];
dtexdata_t *pTexData = GetTexData( pTexInfo->texdata );
const char *pMaterialName = TexDataStringTable_GetString( pTexData->nameStringTableID );
if ( g_IsCubemapTexData[pTexInfo->texdata] )
{
Warning("Multiple references for cubemap on texture %s!!!\n", pMaterialName );
return originalTexInfo;
}
// Get out of here if the originalTexInfo is already a generated material for this position.
char pStringToSearchFor[512];
Q_snprintf( pStringToSearchFor, 512, "_%d_%d_%d", origin[0], origin[1], origin[2] );
if ( Q_stristr( pMaterialName, pStringToSearchFor ) )
return originalTexInfo;
// Package up information needed to generate patch names
PatchInfo_t info;
info.m_pMapName = mapbase;
info.m_pOrigin[0] = origin[0];
info.m_pOrigin[1] = origin[1];
info.m_pOrigin[2] = origin[2];
// Generate the name of the patched material
char pGeneratedTexDataName[1024];
GeneratePatchedName( pMaterialName, info, true, pGeneratedTexDataName, 1024 );
// Make sure the texdata doesn't already exist.
int nTexDataID = FindTexData( pGeneratedTexDataName );
bool bHasTexData = (nTexDataID != -1);
if( !bHasTexData )
{
// Generate the new "$envmap" texture name.
char pTextureName[1024];
GeneratePatchedName( "c", info, false, pTextureName, 1024 );
// Hook the texture into the material and all dependent materials
// but if no hooking was necessary, exit out
if ( !PatchEnvmapForMaterialAndDependents( pMaterialName, info, pTextureName ) )
return originalTexInfo;
// Store off the name of the cubemap that we need to create since we successfully patched
char pFileName[1024];
int nLen = Q_snprintf( pFileName, 1024, "materials/%s.vtf", pTextureName );
int id = s_DefaultCubemapNames.AddToTail();
s_DefaultCubemapNames[id] = new char[ nLen + 1 ];
strcpy( s_DefaultCubemapNames[id], pFileName );
// Make a new texdata
nTexDataID = AddCloneTexData( pTexData, pGeneratedTexDataName );
g_IsCubemapTexData[nTexDataID] = true;
}
Assert( nTexDataID != -1 );
texinfo_t newTexInfo;
newTexInfo = *pTexInfo;
newTexInfo.texdata = nTexDataID;
int nTexInfoID = -1;
// See if we need to make a new texinfo
bool bHasTexInfo = false;
if( bHasTexData )
{
nTexInfoID = FindTexInfo( newTexInfo );
bHasTexInfo = (nTexInfoID != -1);
}
// Make a new texinfo if we need to.
if( !bHasTexInfo )
{
nTexInfoID = texinfo.AddToTail( newTexInfo );
}
Assert( nTexInfoID != -1 );
return nTexInfoID;
}
static int SideIDToIndex( int brushSideID )
{
int i;
for( i = 0; i < g_MainMap->nummapbrushsides; i++ )
{
if( g_MainMap->brushsides[i].id == brushSideID )
{
return i;
}
}
return -1;
}
//-----------------------------------------------------------------------------
// Goes through s_EnvCubemapToBrushSides and does Cubemap_CreateTexInfo for each
// side referenced by an env_cubemap manually.
//-----------------------------------------------------------------------------
void Cubemap_FixupBrushSidesMaterials( void )
{
Msg( "fixing up env_cubemap materials on brush sides...\n" );
Assert( s_EnvCubemapToBrushSides.Count() == g_nCubemapSamples );
int cubemapID;
for( cubemapID = 0; cubemapID < g_nCubemapSamples; cubemapID++ )
{
IntVector_t &brushSidesVector = s_EnvCubemapToBrushSides[cubemapID];
int i;
for( i = 0; i < brushSidesVector.Count(); i++ )
{
int brushSideID = brushSidesVector[i];
int sideIndex = SideIDToIndex( brushSideID );
if( sideIndex < 0 )
{
Warning("env_cubemap pointing at deleted brushside near (%d, %d, %d)\n",
g_CubemapSamples[cubemapID].origin[0], g_CubemapSamples[cubemapID].origin[1], g_CubemapSamples[cubemapID].origin[2] );
continue;
}
side_t *pSide = &g_MainMap->brushsides[sideIndex];
#ifdef DEBUG
if ( pSide->pMapDisp )
{
Assert( pSide->texinfo == pSide->pMapDisp->face.texinfo );
}
#endif
pSide->texinfo = Cubemap_CreateTexInfo( pSide->texinfo, g_CubemapSamples[cubemapID].origin );
if ( pSide->pMapDisp )
{
pSide->pMapDisp->face.texinfo = pSide->texinfo;
}
}
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void Cubemap_ResetCubemapSideData( void )
{
for ( int iSide = 0; iSide < MAX_MAP_BRUSHSIDES; ++iSide )
{
s_aCubemapSideData[iSide].bHasEnvMapInMaterial = false;
s_aCubemapSideData[iSide].bManuallyPickedByAnEnvCubemap = false;
}
}
//-----------------------------------------------------------------------------
// Returns true if the material or any of its dependents use an $envmap
//-----------------------------------------------------------------------------
bool DoesMaterialOrDependentsUseEnvmap( const char *pPatchedMaterialName )
{
const char *pOriginalMaterialName = GetOriginalMaterialNameForPatchedMaterial( pPatchedMaterialName );
if( DoesMaterialHaveKey( pOriginalMaterialName, "$envmap" ) )
return true;
const char *pDependentMaterial = FindDependentMaterial( pOriginalMaterialName );
if ( !pDependentMaterial )
return false;
return DoesMaterialOrDependentsUseEnvmap( pDependentMaterial );
}
//-----------------------------------------------------------------------------
// Builds a list of all texdatas which need fixing up
//-----------------------------------------------------------------------------
void Cubemap_InitCubemapSideData( void )
{
// This tree is used to prevent re-parsing material vars multiple times
CUtlRBTree<CubemapInfo_t> lookup( 0, g_MainMap->nummapbrushsides, CubemapLessFunc );
// Fill in specular data.
for ( int iSide = 0; iSide < g_MainMap->nummapbrushsides; ++iSide )
{
side_t *pSide = &g_MainMap->brushsides[iSide];
if ( !pSide )
continue;
if ( pSide->texinfo == TEXINFO_NODE )
continue;
texinfo_t *pTex = &texinfo[pSide->texinfo];
if ( !pTex )
continue;
dtexdata_t *pTexData = GetTexData( pTex->texdata );
if ( !pTexData )
continue;
CubemapInfo_t info;
info.m_nTableId = pTexData->nameStringTableID;
// Have we encountered this materal? If so, then copy the data we cached off before
int i = lookup.Find( info );
if ( i != lookup.InvalidIndex() )
{
s_aCubemapSideData[iSide].bHasEnvMapInMaterial = lookup[i].m_bSpecular;
continue;
}
// First time we've seen this material. Figure out if it uses env_cubemap
const char *pPatchedMaterialName = TexDataStringTable_GetString( pTexData->nameStringTableID );
info.m_bSpecular = DoesMaterialOrDependentsUseEnvmap( pPatchedMaterialName );
s_aCubemapSideData[ iSide ].bHasEnvMapInMaterial = info.m_bSpecular;
lookup.Insert( info );
}
// Fill in cube map data.
for ( int iCubemap = 0; iCubemap < g_nCubemapSamples; ++iCubemap )
{
IntVector_t &sideList = s_EnvCubemapToBrushSides[iCubemap];
int nSideCount = sideList.Count();
for ( int iSide = 0; iSide < nSideCount; ++iSide )
{
int nSideID = sideList[iSide];
int nIndex = SideIDToIndex( nSideID );
if ( nIndex < 0 )
continue;
s_aCubemapSideData[nIndex].bManuallyPickedByAnEnvCubemap = true;
}
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
int Cubemap_FindClosestCubemap( const Vector &entityOrigin, side_t *pSide )
{
if ( !pSide )
return -1;
// Return a valid (if random) cubemap if there's no winding
if ( !pSide->winding )
return 0;
// Calculate the center point.
Vector vecCenter;
vecCenter.Init();
for ( int iPoint = 0; iPoint < pSide->winding->numpoints; ++iPoint )
{
VectorAdd( vecCenter, pSide->winding->p[iPoint], vecCenter );
}
VectorScale( vecCenter, 1.0f / pSide->winding->numpoints, vecCenter );
vecCenter += entityOrigin;
plane_t *pPlane = &g_MainMap->mapplanes[pSide->planenum];
// Find the closest cubemap.
int iMinCubemap = -1;
float flMinDist = FLT_MAX;
// Look for cubemaps in front of the surface first.
for ( int iCubemap = 0; iCubemap < g_nCubemapSamples; ++iCubemap )
{
dcubemapsample_t *pSample = &g_CubemapSamples[iCubemap];
Vector vecSampleOrigin( static_cast<float>( pSample->origin[0] ),
static_cast<float>( pSample->origin[1] ),
static_cast<float>( pSample->origin[2] ) );
Vector vecDelta;
VectorSubtract( vecSampleOrigin, vecCenter, vecDelta );
float flDist = vecDelta.NormalizeInPlace();
float flDot = DotProduct( vecDelta, pPlane->normal );
if ( ( flDot >= 0.0f ) && ( flDist < flMinDist ) )
{
flMinDist = flDist;
iMinCubemap = iCubemap;
}
}
// Didn't find anything in front search for closest.
if( iMinCubemap == -1 )
{
for ( int iCubemap = 0; iCubemap < g_nCubemapSamples; ++iCubemap )
{
dcubemapsample_t *pSample = &g_CubemapSamples[iCubemap];
Vector vecSampleOrigin( static_cast<float>( pSample->origin[0] ),
static_cast<float>( pSample->origin[1] ),
static_cast<float>( pSample->origin[2] ) );
Vector vecDelta;
VectorSubtract( vecSampleOrigin, vecCenter, vecDelta );
float flDist = vecDelta.Length();
if ( flDist < flMinDist )
{
flMinDist = flDist;
iMinCubemap = iCubemap;
}
}
}
return iMinCubemap;
}
//-----------------------------------------------------------------------------
// For every specular surface that wasn't referenced by some env_cubemap, call Cubemap_CreateTexInfo.
//-----------------------------------------------------------------------------
void Cubemap_AttachDefaultCubemapToSpecularSides( void )
{
Cubemap_ResetCubemapSideData();
Cubemap_InitCubemapSideData();
// build a mapping from side to entity id so that we can get the entity origin
CUtlVector<int> sideToEntityIndex;
sideToEntityIndex.SetCount(g_MainMap->nummapbrushsides);
int i;
for ( i = 0; i < g_MainMap->nummapbrushsides; i++ )
{
sideToEntityIndex[i] = -1;
}
for ( i = 0; i < g_MainMap->nummapbrushes; i++ )
{
int entityIndex = g_MainMap->mapbrushes[i].entitynum;
for ( int j = 0; j < g_MainMap->mapbrushes[i].numsides; j++ )
{
side_t *side = &g_MainMap->mapbrushes[i].original_sides[j];
int sideIndex = side - g_MainMap->brushsides;
sideToEntityIndex[sideIndex] = entityIndex;
}
}
for ( int iSide = 0; iSide < g_MainMap->nummapbrushsides; ++iSide )
{
side_t *pSide = &g_MainMap->brushsides[iSide];
if ( !SideHasCubemapAndWasntManuallyReferenced( iSide ) )
continue;
int currentEntity = sideToEntityIndex[iSide];
int iCubemap = Cubemap_FindClosestCubemap( g_MainMap->entities[currentEntity].origin, pSide );
if ( iCubemap == -1 )
continue;
#ifdef DEBUG
if ( pSide->pMapDisp )
{
Assert( pSide->texinfo == pSide->pMapDisp->face.texinfo );
}
#endif
pSide->texinfo = Cubemap_CreateTexInfo( pSide->texinfo, g_CubemapSamples[iCubemap].origin );
if ( pSide->pMapDisp )
{
pSide->pMapDisp->face.texinfo = pSide->texinfo;
}
}
}
// Populate with cubemaps that were skipped
void Cubemap_AddUnreferencedCubemaps()
{
char pTextureName[1024];
char pFileName[1024];
PatchInfo_t info;
dcubemapsample_t *pSample;
int i,j;
for ( i=0; i<g_nCubemapSamples; ++i )
{
pSample = &g_CubemapSamples[i];
// generate the formatted texture name based on cubemap origin
info.m_pMapName = mapbase;
info.m_pOrigin[0] = pSample->origin[0];
info.m_pOrigin[1] = pSample->origin[1];
info.m_pOrigin[2] = pSample->origin[2];
GeneratePatchedName( "c", info, false, pTextureName, 1024 );
// find or add
for ( j=0; j<s_DefaultCubemapNames.Count(); ++j )
{
if ( !stricmp( s_DefaultCubemapNames[j], pTextureName ) )
{
// already added
break;
}
}
if ( j == s_DefaultCubemapNames.Count() )
{
int nLen = Q_snprintf( pFileName, 1024, "materials/%s.vtf", pTextureName );
int id = s_DefaultCubemapNames.AddToTail();
s_DefaultCubemapNames[id] = new char[nLen + 1];
strcpy( s_DefaultCubemapNames[id], pFileName );
}
}
}