ViewerAssetMgr.cpp 4.1 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118
  1. /*
  2. ** Command & Conquer Renegade(tm)
  3. ** Copyright 2025 Electronic Arts Inc.
  4. **
  5. ** This program is free software: you can redistribute it and/or modify
  6. ** it under the terms of the GNU General Public License as published by
  7. ** the Free Software Foundation, either version 3 of the License, or
  8. ** (at your option) any later version.
  9. **
  10. ** This program is distributed in the hope that it will be useful,
  11. ** but WITHOUT ANY WARRANTY; without even the implied warranty of
  12. ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  13. ** GNU General Public License for more details.
  14. **
  15. ** You should have received a copy of the GNU General Public License
  16. ** along with this program. If not, see <http://www.gnu.org/licenses/>.
  17. */
  18. /***********************************************************************************************
  19. *** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
  20. ***********************************************************************************************
  21. * *
  22. * Project Name : LevelEdit *
  23. * *
  24. * $Archive:: /Commando/Code/Tools/W3DView/ViewerAssetMgr.cpp $*
  25. * *
  26. * Author:: Patrick Smith *
  27. * *
  28. * $Modtime:: 6/27/01 1:39p $*
  29. * *
  30. * $Revision:: 10 $*
  31. * *
  32. *---------------------------------------------------------------------------------------------*
  33. * Functions: *
  34. * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
  35. #include "StdAfx.h"
  36. #include "ViewerAssetMgr.H"
  37. #include "texture.h"
  38. #include "ww3d.h"
  39. #include "Utils.H"
  40. ////////////////////////////////////////////////////////////////////////
  41. //
  42. // Load_3D_Assets
  43. //
  44. ////////////////////////////////////////////////////////////////////////
  45. bool
  46. ViewerAssetMgrClass::Load_3D_Assets (FileClass &w3dfile)
  47. {
  48. //
  49. // Allow the base class to process
  50. //
  51. bool retval = WW3DAssetManager::Load_3D_Assets (w3dfile);
  52. if (retval) {
  53. }
  54. return retval;
  55. }
  56. ////////////////////////////////////////////////////////////////////////
  57. //
  58. // Get_Texture
  59. //
  60. ////////////////////////////////////////////////////////////////////////
  61. TextureClass *
  62. ViewerAssetMgrClass::Get_Texture (const char * tga_filename, TextureClass::MipCountType mip_level_count)
  63. {
  64. //
  65. // See if the texture has already been loaded.
  66. //
  67. StringClass lower_case_name(tga_filename,true);
  68. _strlwr(lower_case_name.Peek_Buffer());
  69. TextureClass* tex = TextureHash.Get(lower_case_name);
  70. //
  71. // Check to see if this texture is "missing"
  72. //
  73. if (!tex) {
  74. Find_Missing_Textures (m_MissingTextureList, tga_filename);
  75. }
  76. //
  77. // Create the texture
  78. //
  79. TextureClass * texture = WW3DAssetManager::Get_Texture(tga_filename, mip_level_count);
  80. return texture;
  81. }
  82. ////////////////////////////////////////////////////////////////////////
  83. //
  84. // Open_Texture_File_Cache
  85. //
  86. ////////////////////////////////////////////////////////////////////////
  87. void
  88. ViewerAssetMgrClass::Open_Texture_File_Cache (const char * /*prefix*/)
  89. {
  90. return ;
  91. }
  92. ////////////////////////////////////////////////////////////////////////
  93. //
  94. // Close_Texture_File_Cache
  95. //
  96. ////////////////////////////////////////////////////////////////////////
  97. void
  98. ViewerAssetMgrClass::Close_Texture_File_Cache (void)
  99. {
  100. return ;
  101. }