doom3-bfg/neo/framework/DeclSkin.cpp

209 lines
4.4 KiB
C++

/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition Source Code 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.
Doom 3 BFG Edition Source Code 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 Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#include "../idlib/precompiled.h"
#pragma hdrstop
/*
=================
idDeclSkin::Size
=================
*/
size_t idDeclSkin::Size() const
{
return sizeof( idDeclSkin );
}
/*
================
idDeclSkin::FreeData
================
*/
void idDeclSkin::FreeData()
{
mappings.Clear();
}
/*
================
idDeclSkin::Parse
================
*/
bool idDeclSkin::Parse( const char* text, const int textLength, bool allowBinaryVersion )
{
idLexer src;
idToken token, token2;
src.LoadMemory( text, textLength, GetFileName(), GetLineNum() );
src.SetFlags( DECL_LEXER_FLAGS );
src.SkipUntilString( "{" );
associatedModels.Clear();
while( 1 )
{
if( !src.ReadToken( &token ) )
{
break;
}
if( !token.Icmp( "}" ) )
{
break;
}
if( !src.ReadToken( &token2 ) )
{
src.Warning( "Unexpected end of file" );
MakeDefault();
return false;
}
if( !token.Icmp( "model" ) )
{
associatedModels.Append( token2 );
continue;
}
skinMapping_t map;
if( !token.Icmp( "*" ) )
{
// wildcard
map.from = NULL;
}
else
{
map.from = declManager->FindMaterial( token );
}
map.to = declManager->FindMaterial( token2 );
mappings.Append( map );
}
return false;
}
/*
================
idDeclSkin::SetDefaultText
================
*/
bool idDeclSkin::SetDefaultText()
{
// if there exists a material with the same name
if( declManager->FindType( DECL_MATERIAL, GetName(), false ) )
{
char generated[2048];
idStr::snPrintf( generated, sizeof( generated ),
"skin %s // IMPLICITLY GENERATED\n"
"{\n"
"_default %s\n"
"}\n", GetName(), GetName() );
SetText( generated );
return true;
}
else
{
return false;
}
}
/*
================
idDeclSkin::DefaultDefinition
================
*/
const char* idDeclSkin::DefaultDefinition() const
{
return
"{\n"
"\t" "\"*\"\t\"_default\"\n"
"}";
}
/*
================
idDeclSkin::GetNumModelAssociations
================
*/
const int idDeclSkin::GetNumModelAssociations( void ) const
{
return associatedModels.Num();
}
/*
================
idDeclSkin::GetAssociatedModel
================
*/
const char* idDeclSkin::GetAssociatedModel( int index ) const
{
if( index >= 0 && index < associatedModels.Num() )
{
return associatedModels[ index ];
}
return "";
}
/*
===============
RemapShaderBySkin
===============
*/
const idMaterial* idDeclSkin::RemapShaderBySkin( const idMaterial* shader ) const
{
int i;
if( !shader )
{
return NULL;
}
// never remap surfaces that were originally nodraw, like collision hulls
if( !shader->IsDrawn() )
{
return shader;
}
for( i = 0; i < mappings.Num() ; i++ )
{
const skinMapping_t* map = &mappings[i];
// NULL = wildcard match
if( !map->from || map->from == shader )
{
return map->to;
}
}
// didn't find a match or wildcard, so stay the same
return shader;
}