mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-11 13:11:47 +00:00
185 lines
4.3 KiB
C++
185 lines
4.3 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#include "../idlib/precompiled.h"
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#pragma hdrstop
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/*
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=================
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idDeclSkin::Size
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=================
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*/
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size_t idDeclSkin::Size() const {
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return sizeof( idDeclSkin );
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}
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/*
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================
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idDeclSkin::FreeData
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================
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*/
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void idDeclSkin::FreeData() {
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mappings.Clear();
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}
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/*
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================
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idDeclSkin::Parse
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================
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*/
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bool idDeclSkin::Parse( const char *text, const int textLength, bool allowBinaryVersion ) {
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idLexer src;
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idToken token, token2;
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src.LoadMemory( text, textLength, GetFileName(), GetLineNum() );
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src.SetFlags( DECL_LEXER_FLAGS );
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src.SkipUntilString( "{" );
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associatedModels.Clear();
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while (1) {
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if ( !src.ReadToken( &token ) ) {
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break;
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}
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if ( !token.Icmp( "}" ) ) {
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break;
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}
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if ( !src.ReadToken( &token2 ) ) {
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src.Warning( "Unexpected end of file" );
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MakeDefault();
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return false;
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}
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if ( !token.Icmp( "model" ) ) {
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associatedModels.Append( token2 );
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continue;
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}
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skinMapping_t map;
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if ( !token.Icmp( "*" ) ) {
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// wildcard
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map.from = NULL;
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} else {
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map.from = declManager->FindMaterial( token );
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}
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map.to = declManager->FindMaterial( token2 );
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mappings.Append( map );
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}
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return false;
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}
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/*
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================
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idDeclSkin::SetDefaultText
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================
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*/
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bool idDeclSkin::SetDefaultText() {
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// if there exists a material with the same name
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if ( declManager->FindType( DECL_MATERIAL, GetName(), false ) ) {
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char generated[2048];
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idStr::snPrintf( generated, sizeof( generated ),
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"skin %s // IMPLICITLY GENERATED\n"
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"{\n"
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"_default %s\n"
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"}\n", GetName(), GetName() );
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SetText( generated );
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return true;
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} else {
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return false;
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}
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}
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/*
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================
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idDeclSkin::DefaultDefinition
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================
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*/
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const char *idDeclSkin::DefaultDefinition() const {
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return
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"{\n"
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"\t" "\"*\"\t\"_default\"\n"
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"}";
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}
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/*
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================
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idDeclSkin::GetNumModelAssociations
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================
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*/
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const int idDeclSkin::GetNumModelAssociations(void ) const {
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return associatedModels.Num();
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}
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/*
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================
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idDeclSkin::GetAssociatedModel
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================
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*/
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const char *idDeclSkin::GetAssociatedModel( int index ) const {
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if ( index >= 0 && index < associatedModels.Num() ) {
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return associatedModels[ index ];
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}
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return "";
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}
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/*
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===============
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RemapShaderBySkin
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===============
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*/
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const idMaterial *idDeclSkin::RemapShaderBySkin( const idMaterial *shader ) const {
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int i;
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if ( !shader ) {
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return NULL;
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}
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// never remap surfaces that were originally nodraw, like collision hulls
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if ( !shader->IsDrawn() ) {
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return shader;
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}
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for ( i = 0; i < mappings.Num() ; i++ ) {
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const skinMapping_t *map = &mappings[i];
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// NULL = wildcard match
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if ( !map->from || map->from == shader ) {
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return map->to;
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}
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}
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// didn't find a match or wildcard, so stay the same
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return shader;
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}
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