mirror of
https://github.com/ioquake/ioq3.git
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310 lines
6.6 KiB
C
310 lines
6.6 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, 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 Foobar; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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/*
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============================================================================
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SKINS
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============================================================================
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*/
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#include "tr_local.h"
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#include "tr_globals.h"
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#include "ref_import.h"
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#include "tr_shader.h"
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/*
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==================
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CommaParse
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This is unfortunate, but the skin files aren't
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compatable with our normal parsing rules.
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==================
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*/
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static char *CommaParse( char **data_p )
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{
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int c = 0, len;
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char *data;
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static char com_token[MAX_TOKEN_CHARS];
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data = *data_p;
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len = 0;
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com_token[0] = 0;
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// make sure incoming data is valid
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if ( !data ) {
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*data_p = NULL;
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return com_token;
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}
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while ( 1 ) {
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// skip whitespace
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while( (c = *data) <= ' ') {
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if( !c ) {
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break;
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}
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data++;
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}
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c = *data;
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// skip double slash comments
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if ( c == '/' && data[1] == '/' )
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{
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while (*data && *data != '\n')
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data++;
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}
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// skip /* */ comments
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else if ( c=='/' && data[1] == '*' )
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{
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while ( *data && ( *data != '*' || data[1] != '/' ) )
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{
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data++;
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}
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if ( *data )
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{
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data += 2;
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}
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}
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else
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{
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break;
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}
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}
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if ( c == 0 ) {
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return "";
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}
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// handle quoted strings
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if (c == '\"')
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{
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data++;
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while (1)
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{
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c = *data++;
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if (c=='\"' || !c)
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{
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com_token[len] = 0;
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*data_p = ( char * ) data;
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return com_token;
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}
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if (len < MAX_TOKEN_CHARS)
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{
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com_token[len] = c;
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len++;
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}
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}
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}
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// parse a regular word
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do
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{
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if (len < MAX_TOKEN_CHARS)
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{
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com_token[len] = c;
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len++;
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}
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data++;
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c = *data;
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} while (c>32 && c != ',' );
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if (len == MAX_TOKEN_CHARS)
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{
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ri.Printf (PRINT_ALL, "Token exceeded %i chars, discarded.\n", MAX_TOKEN_CHARS);
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len = 0;
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}
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com_token[len] = 0;
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*data_p = ( char * ) data;
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return com_token;
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}
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qhandle_t RE_RegisterSkin( const char *name )
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{
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skinSurface_t parseSurfaces[MAX_SKIN_SURFACES];
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qhandle_t hSkin;
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skin_t *skin;
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skinSurface_t *surf;
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char *text, *text_p;
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char *token;
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char surfName[MAX_QPATH];
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if ( !name || !name[0] ) {
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ri.Printf(PRINT_ALL, "Empty name passed to RE_RegisterSkin\n" );
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return 0;
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}
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if ( (int)strlen( name ) >= MAX_QPATH ) {
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ri.Printf(PRINT_ALL, "Skin name exceeds MAX_QPATH\n" );
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return 0;
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}
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// see if the skin is already loaded
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for ( hSkin = 1; hSkin < tr.numSkins ; hSkin++ ) {
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skin = tr.skins[hSkin];
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if ( !Q_stricmp( skin->name, name ) ) {
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if( skin->numSurfaces == 0 ) {
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return 0; // default skin
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}
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return hSkin;
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}
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}
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// allocate a new skin
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if ( tr.numSkins == MAX_SKINS ) {
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ri.Printf( PRINT_WARNING, "WARNING: RE_RegisterSkin( '%s' ) MAX_SKINS hit\n", name );
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return 0;
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}
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tr.numSkins++;
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skin = (skin_t*) ri.Hunk_Alloc( sizeof( skin_t ), h_low );
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tr.skins[hSkin] = skin;
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Q_strncpyz( skin->name, name, sizeof( skin->name ) );
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skin->numSurfaces = 0;
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// If not a .skin file, load as a single shader
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if ( strcmp( name + (int)strlen( name ) - 5, ".skin" ) ) {
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skin->numSurfaces = 1;
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skin->pSurfaces = (skinSurface_t *) ri.Hunk_Alloc( sizeof(skinSurface_t), h_low );
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skin->pSurfaces[0].shader = R_FindShader( name, LIGHTMAP_NONE, qtrue );
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return hSkin;
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}
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// load and parse the skin file
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ri.FS_ReadFile( name, (void**)&text );
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if ( !text ) {
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return 0;
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}
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text_p = text;
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while ( text_p && *text_p ) {
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// get surface name
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token = CommaParse( &text_p );
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Q_strncpyz( surfName, token, sizeof( surfName ) );
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if ( !token[0] ) {
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break;
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}
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// lowercase the surface name so skin compares are faster
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Q_strlwr( surfName );
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if ( *text_p == ',' ) {
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text_p++;
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}
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if ( strstr( token, "tag_" ) ) {
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continue;
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}
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// parse the shader name
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token = CommaParse( &text_p );
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// surf = skin->surfaces[ skin->numSurfaces ] = (skinSurface_t*) ri.Hunk_Alloc( sizeof( *skin->surfaces[0] ), h_low );
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surf = &parseSurfaces[skin->numSurfaces];
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Q_strncpyz( surf->name, surfName, sizeof( surf->name ) );
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surf->shader = R_FindShader( token, LIGHTMAP_NONE, qtrue );
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skin->numSurfaces++;
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}
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ri.FS_FreeFile( text );
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// never let a skin have 0 shaders
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if ( skin->numSurfaces == 0 ) {
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return 0; // use default skin
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}
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// copy surfaces to skin
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skin->pSurfaces = ri.Hunk_Alloc( skin->numSurfaces * sizeof( skinSurface_t ), h_low );
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memcpy( skin->pSurfaces, parseSurfaces, skin->numSurfaces * sizeof( skinSurface_t ) );
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return hSkin;
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}
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/*
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===============
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R_InitSkins
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===============
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*/
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void R_InitSkins( void )
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{
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skin_t *skin;
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tr.numSkins = 1;
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// make the default skin have all default shaders
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skin = tr.skins[0] = (skin_t*) ri.Hunk_Alloc( sizeof( skin_t ), h_low );
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Q_strncpyz( skin->name, "<default skin>", sizeof( skin->name ) );
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skin->numSurfaces = 1;
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// skin->surfaces[0] = (skinSurface_t*) ri.Hunk_Alloc( sizeof( *skin->surfaces ), h_low );
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// skin->surfaces[0]->shader = tr.defaultShader;
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skin->pSurfaces = ri.Hunk_Alloc( sizeof( skinSurface_t ), h_low );
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skin->pSurfaces[0].shader = tr.defaultShader;
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}
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/*
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===============
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R_GetSkinByHandle
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===============
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*/
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skin_t* R_GetSkinByHandle( qhandle_t hSkin )
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{
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if ( hSkin < 1 || hSkin >= tr.numSkins ) {
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return tr.skins[0];
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}
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return tr.skins[ hSkin ];
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}
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/*
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===============
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R_SkinList_f
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===============
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*/
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void R_SkinList_f( void )
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{
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int i, j;
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skin_t *skin;
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ri.Printf (PRINT_ALL, "------------------\n");
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for ( i = 0 ; i < tr.numSkins ; i++ ) {
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skin = tr.skins[i];
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// ri.Printf( PRINT_ALL, "%3i:%s\n", i, skin->name );
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ri.Printf( PRINT_ALL, "%3i:%s (%d surfaces)\n", i, skin->name, skin->numSurfaces );
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for ( j = 0 ; j < skin->numSurfaces ; j++ ) {
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ri.Printf( PRINT_ALL, " %s = %s\n",
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skin->pSurfaces[j].name, skin->pSurfaces[j].shader->name );
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}
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}
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ri.Printf (PRINT_ALL, "------------------\n");
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}
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