mirror of
https://github.com/DrBeef/JKXR.git
synced 2024-11-23 20:43:09 +00:00
4597b03873
Opens in Android Studio but haven't even tried to build it yet (it won't.. I know that much!)
485 lines
11 KiB
C++
485 lines
11 KiB
C++
/*
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===========================================================================
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Copyright (C) 2000 - 2013, Raven Software, Inc.
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Copyright (C) 2001 - 2013, Activision, Inc.
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Copyright (C) 2013 - 2015, OpenJK contributors
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This file is part of the OpenJK source code.
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OpenJK is free software; you can redistribute it and/or modify it
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under the terms of the GNU General Public License version 2 as
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published by the Free Software Foundation.
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This program 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 this program; if not, see <http://www.gnu.org/licenses/>.
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===========================================================================
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*/
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#include "tr_local.h"
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#include <map>
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#include "../qcommon/sstring.h"
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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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/*
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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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compatible 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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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 = *(const unsigned char* /*eurofix*/)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 - 1)
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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 - 1)
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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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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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/*
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class CStringComparator
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{
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public:
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bool operator()(const char *s1, const char *s2) const { return(stricmp(s1, s2) < 0); }
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};
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*/
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typedef std::map<sstring_t,char * /*, CStringComparator*/ > AnimationCFGs_t;
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AnimationCFGs_t AnimationCFGs;
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// I added this function for development purposes (and it's VM-safe) so we don't have problems
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// with our use of cached models but uncached animation.cfg files (so frame sequences are out of sync
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// if someone rebuild the model while you're ingame and you change levels)...
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//
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// Usage: call with psDest == NULL for a size enquire (for malloc),
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// then with NZ ptr for it to copy to your supplied buffer...
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//
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int RE_GetAnimationCFG(const char *psCFGFilename, char *psDest, int iDestSize)
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{
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char *psText = NULL;
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AnimationCFGs_t::iterator it = AnimationCFGs.find(psCFGFilename);
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if (it != AnimationCFGs.end())
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{
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psText = (*it).second;
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}
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else
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{
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// not found, so load it...
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//
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fileHandle_t f;
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int iLen = ri.FS_FOpenFileRead( psCFGFilename, &f, qfalse );
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if (iLen <= 0)
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{
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return 0;
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}
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psText = (char *) R_Malloc( iLen+1, TAG_ANIMATION_CFG, qfalse );
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ri.FS_Read( psText, iLen, f );
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psText[iLen] = '\0';
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ri.FS_FCloseFile( f );
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AnimationCFGs[psCFGFilename] = psText;
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}
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if (psText) // sanity, but should always be NZ
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{
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if (psDest)
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{
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Q_strncpyz(psDest,psText,iDestSize);
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}
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return strlen(psText);
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}
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return 0;
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}
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// only called from devmapbsp, devmapall, or ...
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//
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void RE_AnimationCFGs_DeleteAll(void)
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{
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for (AnimationCFGs_t::iterator it = AnimationCFGs.begin(); it != AnimationCFGs.end(); ++it)
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{
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char *psText = (*it).second;
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R_Free(psText);
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}
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AnimationCFGs.clear();
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}
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/*
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===============
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RE_SplitSkins
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input = skinname, possibly being a macro for three skins
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return= true if three part skins found
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output= qualified names to three skins if return is true, undefined if false
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===============
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*/
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bool RE_SplitSkins(const char *INname, char *skinhead, char *skintorso, char *skinlower)
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{ //INname= "models/players/jedi_tf/|head01_skin1|torso01|lower01";
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if (strchr(INname, '|'))
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{
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char name[MAX_QPATH];
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strcpy(name, INname);
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char *p = strchr(name, '|');
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*p=0;
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p++;
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//fill in the base path
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strcpy (skinhead, name);
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strcpy (skintorso, name);
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strcpy (skinlower, name);
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//now get the the individual files
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//advance to second
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char *p2 = strchr(p, '|');
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if (!p2)
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{
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return false;
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}
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*p2=0;
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p2++;
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strcat (skinhead, p);
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strcat (skinhead, ".skin");
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//advance to third
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p = strchr(p2, '|');
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if (!p)
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{
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return false;
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}
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*p=0;
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p++;
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strcat (skintorso,p2);
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strcat (skintorso, ".skin");
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strcat (skinlower,p);
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strcat (skinlower, ".skin");
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return true;
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}
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return false;
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}
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// given a name, go get the skin we want and return
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qhandle_t RE_RegisterIndividualSkin( const char *name , qhandle_t hSkin)
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{
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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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// 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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ri.Printf( PRINT_WARNING, "WARNING: RE_RegisterSkin( '%s' ) failed to load!\n", name );
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return 0;
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}
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assert (tr.skins[hSkin]); //should already be setup, but might be an 3part append
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skin = tr.skins[hSkin];
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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 ( !strncmp( token, "tag_", 4 ) ) { //these aren't in there, but just in case you load an id style one...
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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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#ifndef JK2_MODE
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if ( !strcmp( &surfName[strlen(surfName)-4], "_off") )
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{
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if ( !strcmp( token ,"*off" ) )
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{
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continue; //don't need these double offs
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}
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surfName[strlen(surfName)-4] = 0; //remove the "_off"
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}
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#endif
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if ( (unsigned)skin->numSurfaces >= ARRAY_LEN( skin->surfaces ) )
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{
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assert( ARRAY_LEN( skin->surfaces ) > (unsigned)skin->numSurfaces );
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ri.Printf( PRINT_WARNING, "WARNING: RE_RegisterSkin( '%s' ) more than %u surfaces!\n", name, (unsigned int)ARRAY_LEN(skin->surfaces) );
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break;
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}
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surf = skin->surfaces[ skin->numSurfaces ] = (skinSurface_t *) R_Hunk_Alloc( sizeof( *skin->surfaces[0] ), qtrue );
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Q_strncpyz( surf->name, surfName, sizeof( surf->name ) );
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surf->shader = R_FindShader( token, lightmapsNone, stylesDefault, 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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return hSkin;
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}
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/*
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===============
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RE_RegisterSkin
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===============
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*/
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qhandle_t RE_RegisterSkin( const char *name) {
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qhandle_t hSkin;
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skin_t *skin;
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// if (!cls.cgameStarted && !cls.uiStarted)
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// {
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//rww - added uiStarted exception because we want ghoul2 models in the menus.
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// gwg well we need our skins to set surfaces on and off, so we gotta get em
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//return 1; // cope with Ghoul2's calling-the-renderer-before-its-even-started hackery, must be any NZ amount here to trigger configstring setting
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// }
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if (!tr.numSkins)
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{
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R_InitSkins(); //make sure we have numSkins set to at least one.
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}
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if ( !name || !name[0] ) {
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Com_Printf( "Empty name passed to RE_RegisterSkin\n" );
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return 0;
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}
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if ( strlen( name ) >= MAX_QPATH ) {
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Com_Printf( "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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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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// allocate a new skin
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tr.numSkins++;
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skin = (skin_t*) R_Hunk_Alloc( sizeof( skin_t ), qtrue );
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tr.skins[hSkin] = skin;
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Q_strncpyz( skin->name, name, sizeof( skin->name ) ); //always make one so it won't search for it again
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// If not a .skin file, load as a single shader - then return
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if ( strcmp( name + strlen( name ) - 5, ".skin" ) ) {
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#ifdef JK2_MODE
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skin->numSurfaces = 1;
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skin->surfaces[0] = (skinSurface_t *) R_Hunk_Alloc( sizeof(skin->surfaces[0]), qtrue );
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skin->surfaces[0]->shader = R_FindShader( name, lightmapsNone, stylesDefault, qtrue );
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return hSkin;
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#endif
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/* skin->numSurfaces = 1;
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skin->surfaces[0] = (skinSurface_t *) R_Hunk_Alloc( sizeof(skin->surfaces[0]), qtrue );
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skin->surfaces[0]->shader = R_FindShader( name, lightmapsNone, stylesDefault, qtrue );
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return hSkin;
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*/
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}
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char skinhead[MAX_QPATH]={0};
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char skintorso[MAX_QPATH]={0};
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char skinlower[MAX_QPATH]={0};
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if ( RE_SplitSkins(name, (char*)&skinhead, (char*)&skintorso, (char*)&skinlower ) )
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{//three part
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hSkin = RE_RegisterIndividualSkin(skinhead, hSkin);
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if (hSkin && strcmp(skinhead, skintorso))
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{
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hSkin = RE_RegisterIndividualSkin(skintorso, hSkin);
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}
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if (hSkin && strcmp(skinhead, skinlower) && strcmp(skintorso, skinlower))
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{
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hSkin = RE_RegisterIndividualSkin(skinlower, hSkin);
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}
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}
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else
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{//single skin
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hSkin = RE_RegisterIndividualSkin(name, hSkin);
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}
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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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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*) R_Hunk_Alloc( sizeof( skin_t ), qtrue );
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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 *) R_Hunk_Alloc( sizeof( *skin->surfaces[0] ), qtrue );
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skin->surfaces[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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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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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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for ( j = 0 ; j < skin->numSurfaces ; j++ ) {
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ri.Printf( PRINT_ALL, " %s = %s\n",
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skin->surfaces[j]->name, skin->surfaces[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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