#include "p3dlib.h" #include #include #include #include #define MAX_POLYSETS 64 typedef struct { long len; int numPairs; char polysetNames[MAX_POLYSETS][256]; char shaders[MAX_POLYSETS][256]; char *buffer, *curpos; } p3d_t; static p3d_t p3d; static int P3DProcess(); static int P3DGetToken( int restOfLine ); static char s_token[1024]; static int s_curpair; /* ** P3DLoad ** */ int P3DLoad( const char *filename ) { FILE *fp = fopen( filename, "rb" ); if ( !fp ) return 0; memset( &p3d, 0, sizeof( p3d ) ); p3d.len = filelength( fileno( fp ) ); p3d.curpos = p3d.buffer = malloc( p3d.len ); if ( fread( p3d.buffer, p3d.len, 1, fp ) != 1 ) { fclose( fp ); return 0; } fclose( fp ); return P3DProcess(); } /* ** P3DClose ** */ void P3DClose() { if ( p3d.buffer ) { free( p3d.buffer ); p3d.buffer = 0; } } int CharIsTokenDelimiter( int ch ) { if ( ch <= 32 ) return 1; return 0; } int P3DSkipToToken( const char *name ) { while ( P3DGetToken( 0 ) ) { if ( !_strcmpi( s_token, name ) ) return 1; } return 0; } /* ** P3DGetToken ** */ int P3DGetToken( int restOfLine ) { int i = 0; if ( p3d.buffer == 0 ) return 0; if ( ( p3d.curpos - p3d.buffer ) == p3d.len ) return 0; // skip over crap while ( ( ( p3d.curpos - p3d.buffer ) < p3d.len ) && ( *p3d.curpos <= 32 ) ) { p3d.curpos++; } while ( ( p3d.curpos - p3d.buffer ) < p3d.len ) { s_token[i] = *p3d.curpos; p3d.curpos++; i++; if ( ( CharIsTokenDelimiter( s_token[i-1] ) && !restOfLine ) || ( ( s_token[i-1] == '\n' ) ) ) { s_token[i-1] = 0; break; } } s_token[i] = 0; return 1; } int P3DGetNextPair( char **psetName, char **associatedShader ) { if ( s_curpair < p3d.numPairs ) { *psetName = p3d.polysetNames[s_curpair]; *associatedShader = p3d.shaders[s_curpair]; s_curpair++; return 1; } return 0; } int P3DSkipToTokenInBlock( const char *name ) { int iLevel = 0; while ( P3DGetToken( 0 ) ) { if ( !_strcmpi( s_token, "}" ) ) iLevel--; else if ( !_strcmpi( s_token, "{" ) ) iLevel++; if ( !_strcmpi( s_token, name ) ) return 1; if ( iLevel == 0 ) { return 0; } } return 0; } /* ** P3DProcess ** ** Nothing fancy here. */ int P3DProcess() { s_curpair = 0; // first token should be a string P3DGetToken( 1 ); // Voodoo Ascii File // skip to the first Obj declaration while ( P3DGetToken( 0 ) ) { if ( !_strcmpi( s_token, "Obj" ) ) { int j = 0, k = 0; if ( P3DSkipToToken( "Text" ) ) { if ( P3DSkipToTokenInBlock( "TMap" ) ) { char *p; if ( !P3DSkipToToken( "Path" ) ) return 0; if ( !P3DGetToken( 1 ) ) return 0; while ( s_token[j] != 0 ) { if ( s_token[j] == '\\' ) { j++; p3d.shaders[p3d.numPairs][k] = '/'; } else { p3d.shaders[p3d.numPairs][k] = s_token[j]; } j++; k++; } p3d.shaders[p3d.numPairs][k] = 0; // // strip off any explicit extensions // if ( ( p = strrchr( p3d.shaders[p3d.numPairs], '/' ) ) != 0 ) { while ( *p ) { if ( *p == '.' ) { *p = 0; break; } p++; } } // // skip to the end of the Object and grab its name // if ( !P3DSkipToToken( "Name" ) ) return 0; if ( P3DGetToken( 0 ) ) { // strip off leading 'Obj_' if it exists if ( strstr( s_token, "Obj_" ) == s_token ) strcpy( p3d.polysetNames[p3d.numPairs], s_token + strlen( "Obj_" ) ); else strcpy( p3d.polysetNames[p3d.numPairs], s_token ); // strip off trailing unused color information // if ( strrchr( p3d.polysetNames[p3d.numPairs], '_' ) != 0 ) // *strrchr( p3d.polysetNames[p3d.numPairs], '_' ) = 0; p3d.numPairs++; } else { return 0; } } } } } s_curpair = 0; return 1; } #if 0 void SkinFromP3D( const char *file ) { char filename[1024]; char *psetName, *associatedShader; /* ** a P3D file contains a list of polysets, each with a list of associated ** texture names that constitute it's ** ** Thus: ** ** P3D file -> skin ** polyset -> polyset ** texture -> texture.SHADER becomes polyset's shader */ sprintf( filename, "%s/%s", g_cddir, file ); if ( !P3DLoad( filename ) ) Error( "unable to load '%s'", filename ); while ( P3DGetNextPair( &psetName, &associatedShader ) ) { int i; // find the polyset in the object that this particular pset/shader pair // corresponds to and append the shader to it for ( i = 0; i < g_data.model.numSurfaces; i++ ) { if ( !_strcmpi( g_data.surfData[i].header.name, psetName) ) { char *p; if ( strstr( associatedShader, gamedir + 1 ) ) { p = strstr( associatedShader, gamedir + 1 ) + strlen( gamedir ) - 1; } else { p = associatedShader; } strcpy( g_data.surfData[i].shaders[g_data.surfData[i].header.numShaders].name, p ); g_data.surfData[i].header.numShaders++; } } } P3DClose(); } #endif