mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-12 21:41:48 +00:00
209 lines
4.4 KiB
C++
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;
|
|
}
|