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# cgfxFindImage.cpp

    //
    // Copyright (C) 2002-2003 NVIDIA
    //
    // File: cgfxFindImage.cpp

    //-
    // ==========================================================================
    // Copyright 1995,2006,2008 Autodesk, Inc. All rights reserved.
    //
    // Use of this software is subject to the terms of the Autodesk
    // license agreement provided at the time of installation or download,
    // or which otherwise accompanies this software in either electronic
    // or hard copy form.
    // ==========================================================================
    //+

    #include "cgfxShaderCommon.h"
    #include "cgfxFindImage.h"

    #include <maya/MStringArray.h>
    #include <maya/MGlobal.h>
    #include <maya/MFileObject.h>

    #include <sys/types.h>
    #include <sys/stat.h>

    #ifdef _WIN32
    #else
    #   include <string.h>
    #   define  MAX_PATH 1024
    #endif

    MString cgfxFindFile(const MString& name, const MString &searchpath)
    {
        MString file = name;
        struct stat statBuf;
        char path[MAX_PATH];

        const char * psearchpath = searchpath.asChar();

        OutputDebugString("File = ");
        OutputDebugString(file.asChar());
        OutputDebugString("\n");

        // First we check if it is a fully qualified path...
        if (stat(file.asChar(), &statBuf) == -1)
        {
            bool found = false;

            while (found == false && psearchpath < searchpath.asChar() + searchpath.length())
            {
                const char * endpath = strchr(psearchpath,';');
                if (endpath)
                {
                    strncpy(path,psearchpath, endpath - psearchpath);
                    path[endpath - psearchpath] = '\0';
                }
                else
                {
                    strcpy(path,psearchpath);
                }

                psearchpath += strlen(path)+1;

                bool fullPath = (path[0] == '/' ||
                                 path[0] == '\\');

                if (strlen(path) > 2)
                {
                    fullPath = fullPath ||
                               (path[1] == ':' &&
                                (path[2] == '/' ||
                                 path[2] == '\\'));
                }

                // Add the path and the filename together to get the full path
                MString resolvedName ;//= name;
                if(name.index('/') == 0 || name.index('\\') == 0)
                    resolvedName = name.substring(1, name.length() - 1);
                else
                    resolvedName = name;
                if(path[strlen(path) - 1] != '/')
                    file = MString(path) + "/" + resolvedName;
                else
                    file = MString(path) + resolvedName;

                OutputDebugString("Try File = ");
                OutputDebugString(file.asChar());
                OutputDebugString("\n");

                if (stat(file.asChar(), &statBuf) != -1)
                    found = true;
                else
                    file = "";
            }
        }

        OutputDebugString("Returning: ");
        OutputDebugString(file.asChar());
        OutputDebugString("\n");

        return file;
    }

    MString cgfxFindFile(const MString& name, bool projectRelative)
    {
        // Our result
        MString fileName;

        // Do we have an image to look for?
        if (name.asChar() != NULL && strcmp(name.asChar(), ""))
        {
            // Build a list of places we'll look for textures
            // Start with the current working directory
            static MString texturePath( ".");

            // Add the standard Maya project paths
            MString workspace;
            MStatus status = MGlobal::executeCommand(MString("workspace -q -rd;"),
                                            workspace);
            if ( status == MS::kSuccess)
            {
                texturePath += ";";
                texturePath += workspace;
                texturePath += ";";
                texturePath += workspace;
                texturePath += "/textures;";
                texturePath += workspace;
                texturePath += "/images;";
                texturePath += workspace;
            }

            // Finally, see if any CgFX environment variable paths are set
            char * cgfxPath = getenv("CGFX_TEXTURE_PATH");
            if (cgfxPath)
            {
                texturePath += ";";
                texturePath += cgfxPath;
            }
            else
            {
                char * cgfxRoot = getenv("CGFX_ROOT");
                if (cgfxRoot)
                {
                    texturePath += ";";
                    texturePath += cgfxRoot;
                    texturePath += "/textures/2D;";
                    texturePath += cgfxRoot;
                    texturePath += "/textures/cubemaps;";
                    texturePath += cgfxRoot;
                    texturePath += "/textures/3D;";
                    texturePath += cgfxRoot;
                    texturePath += "/textures/rectangles;";
                    texturePath += cgfxRoot;
                    texturePath += "/CgFX_Textures;";
                    texturePath += cgfxRoot;
                    texturePath += "/CgFX";
                }
            }

            OutputDebugString("CgFX texture path is: ");
            OutputDebugString(texturePath.asChar());
            OutputDebugString("\n");

            fileName = cgfxFindFile(name, texturePath);

            int hasFile = fileName.asChar() != NULL && strcmp(fileName.asChar(), "");

            if (hasFile == 0)
            {
                // lets extract the filename and try it again...
                int idx = name.rindex('/');
                if (idx == -1)
                    idx = name.rindex('\\');
                if (idx != -1)
                {
                    MString filename = name.substring(idx+1,name.length()-1);
                    fileName = cgfxFindFile(filename, texturePath);
                    hasFile = fileName.asChar() != NULL && strcmp(fileName.asChar(), "");
                }
            }

            // If we found the file and the user wants project relative, try
            // to strip the project directory off the front of our result
            if( hasFile && projectRelative)
            {
                if( fileName.length() > workspace.length() &&
                    workspace.length() > 0 &&
                    fileName.substring( 0, workspace.length() - 1) == workspace)
                    // Strip the project path off the front INCLUDING the
                    // separating '/' (otherwise we'd create an absolute path)
                    fileName = fileName.substring( workspace.length(), fileName.length() - 1);
            }

            if (hasFile == 0)
                OutputDebugString("Error: file not found.\n");
        }
        return fileName;
    }

    void
    cgfxGetFxIncludePath( const MString &fxFile, MStringArray &pathOptions )
    {
        // Append the path of the cgfx file as a possible include search path
        //
        MString option;
        if (fxFile.length())
        {
            MFileObject fobject;
            fobject.setRawFullName( fxFile );
            option = MString("-I") + fobject.resolvedPath();
            pathOptions.append( option );
        }

        // Add in "standard" cgfx search for cgfx files as a possible include
        // search path
        //
        char * cgfxRoot = getenv("CGFX_ROOT");
        if (cgfxRoot)
        {
            option = MString("-I") + MString(cgfxRoot);
            pathOptions.append( option );
            option = MString("-I") + MString(cgfxRoot) + MString("/CgFX");
            pathOptions.append( option );
        }

        // Add in Maya's Cg directory
        char * mayaLocation = getenv("MAYA_LOCATION");
        if (mayaLocation)
        {
            MString mayaCgLocation(MString(mayaLocation) + MString("/bin/Cg/"));
            option = MString("-I") + mayaCgLocation;
            pathOptions.append( option );
        }
    }