The Quake III Arena sources as originally released under the GPL license on August 20, 2005.
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q3radiant/IShaders.cpp
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q3radiant/IShaders.cpp
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/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Foobar; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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//-----------------------------------------------------------------------------
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//
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// $LogFile$
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// $Revision: 1.1.2.2 $
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// $Author: ttimo $
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// $Date: 2000/02/24 22:24:45 $
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// $Log: IShaders.cpp,v $
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// Revision 1.1.2.2 2000/02/24 22:24:45 ttimo
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// RC2
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//
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// Revision 1.1.2.1 2000/02/11 03:52:30 ttimo
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// working on the IShader interface
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//
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//
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// DESCRIPTION:
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// implementation of the shaders / textures interface
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//
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#include "stdafx.h"
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//++timo NOTE: this whole part is evolving on a seperate branch on SourceForge
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// will eventually turn into a major rewrite of the shader / texture code
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// this is a modified version of Texture_ForName
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qtexture_t* WINAPI QERApp_TryTextureForName(const char* name)
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{
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qtexture_t *q;
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char filename[1024];
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for (q=g_qeglobals.d_qtextures ; q ; q=q->next)
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{
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if (!strcmp(name, q->filename))
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return q;
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}
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// try loading from file .. this is a copy of the worst part of Texture_ForName
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char cWork[1024];
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sprintf (filename, "%s/%s.tga", ValueForKey (g_qeglobals.d_project_entity, "texturepath"), name);
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QE_ConvertDOSToUnixName( cWork, filename );
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strcpy(filename, cWork);
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unsigned char* pPixels = NULL;
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int nWidth;
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int nHeight;
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LoadImage(filename, &pPixels, &nWidth, &nHeight);
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if (pPixels == NULL)
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{
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// try jpg
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// blatant assumption of .tga should be fine since we sprintf'd it above
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int nLen = strlen(filename);
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filename[nLen-3] = 'j';
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filename[nLen-2] = 'p';
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filename[nLen-1] = 'g';
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LoadImage(filename, &pPixels, &nWidth, &nHeight);
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}
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if (pPixels)
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{
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q = Texture_LoadTGATexture(pPixels, nWidth, nHeight, NULL, 0, 0, 0);
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//++timo storing the filename .. will be removed by shader code cleanup
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// this is dirty, and we sure miss some places were we should fill the filename info
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strcpy( q->filename, name );
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SetNameShaderInfo(q, filename, name);
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Sys_Printf ("done.\n", name);
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free(pPixels);
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return q;
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}
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return NULL;
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}
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