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CnC_Renegade/Code/Tools/W3DView/ViewerAssetMgr.cpp

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/*
** Command & Conquer Renegade(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program 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 3 of the License, or
** (at your option) any later version.
**
** This program 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 this program. If not, see <http://www.gnu.org/licenses/>.
*/
/***********************************************************************************************
*** 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 ***
***********************************************************************************************
* *
* Project Name : LevelEdit *
* *
* $Archive:: /Commando/Code/Tools/W3DView/ViewerAssetMgr.cpp $*
* *
* Author:: Patrick Smith *
* *
* $Modtime:: 6/27/01 1:39p $*
* *
* $Revision:: 10 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "StdAfx.h"
#include "ViewerAssetMgr.H"
#include "texture.h"
#include "ww3d.h"
#include "Utils.H"
////////////////////////////////////////////////////////////////////////
//
// Load_3D_Assets
//
////////////////////////////////////////////////////////////////////////
bool
ViewerAssetMgrClass::Load_3D_Assets (FileClass &w3dfile)
{
//
// Allow the base class to process
//
bool retval = WW3DAssetManager::Load_3D_Assets (w3dfile);
if (retval) {
}
return retval;
}
////////////////////////////////////////////////////////////////////////
//
// Get_Texture
//
////////////////////////////////////////////////////////////////////////
TextureClass *
ViewerAssetMgrClass::Get_Texture (const char * tga_filename, TextureClass::MipCountType mip_level_count)
{
//
// See if the texture has already been loaded.
//
StringClass lower_case_name(tga_filename,true);
_strlwr(lower_case_name.Peek_Buffer());
TextureClass* tex = TextureHash.Get(lower_case_name);
//
// Check to see if this texture is "missing"
//
if (!tex) {
Find_Missing_Textures (m_MissingTextureList, tga_filename);
}
//
// Create the texture
//
TextureClass * texture = WW3DAssetManager::Get_Texture(tga_filename, mip_level_count);
return texture;
}
////////////////////////////////////////////////////////////////////////
//
// Open_Texture_File_Cache
//
////////////////////////////////////////////////////////////////////////
void
ViewerAssetMgrClass::Open_Texture_File_Cache (const char * /*prefix*/)
{
return ;
}
////////////////////////////////////////////////////////////////////////
//
// Close_Texture_File_Cache
//
////////////////////////////////////////////////////////////////////////
void
ViewerAssetMgrClass::Close_Texture_File_Cache (void)
{
return ;
}