patch from mattn2 (of the UFO: Alien Invasion team) which adds support

for relative skin paths used in the ufo:ai md2 models (these take the form of ./blah.tga
and such, and refer to files in the same directory as the model)


git-svn-id: svn://svn.icculus.org/gtkradiant/GtkRadiant/trunk@122 8a3a26a2-13c4-0310-b231-cf6edde360e5
This commit is contained in:
Forest Hale 2006-11-23 16:55:50 +00:00
parent e1a1f5d17f
commit 7174c79dc2

View file

@ -194,8 +194,9 @@ ArbitraryMeshVertex MD2Vertex_construct(const md2Header_t* pHeader, const md2Fra
);
}
void MD2Surface_read(Surface& surface, const byte* buffer)
void MD2Surface_read(Model& model, const byte* buffer, ArchiveFile& file)
{
Surface& surface = model.newSurface();
md2Header_t header;
{
PointerInputStream inputStream(buffer);
@ -239,22 +240,46 @@ void MD2Surface_read(Surface& surface, const byte* buffer)
}
char skinname[MD2_MAX_SKINNAME];
char skinnameRelative[MD2_MAX_SKINNAME];
char path[MD2_MAX_SKINNAME];
int i = MD2_MAX_SKINNAME;
PointerInputStream inputStream(buffer + header.ofs_skins);
inputStream.read(reinterpret_cast<byte*>(skinname), MD2_MAX_SKINNAME);
inputStream.read(reinterpret_cast<byte*>(skinnameRelative), MD2_MAX_SKINNAME);
// relative texture path - allows moving of models in game dir structure without changing the skinpath
// e.g. used in ufo:ai
if (skinnameRelative[0] == '.')
{
strncpy(path, file.getName(), MD2_MAX_SKINNAME);
for (; i--;)
{
// skip filename
if (path[i] == '/' || path[i] == '\\')
break;
path[i] = '\0';
}
// globalErrorStream() << "modified skinname: " << path << " (path) and " << skinnameRelative << " (texture)" << "\n";
// TODO: search for tga, png, jpg (this order)
snprintf(skinname, MD2_MAX_SKINNAME, "%s%s.jpg", path, &skinnameRelative[1]);
// globalErrorStream() << skinname << "\n";
}
else
{
strcpy(skinname, skinnameRelative);
}
surface.setShader(skinname);
surface.updateAABB();
}
void MD2Model_read(Model& model, const byte* buffer)
void MD2Model_read(Model& model, const byte* buffer, ArchiveFile& file)
{
MD2Surface_read(model.newSurface(), buffer);
MD2Surface_read(model, buffer, file);
model.updateAABB();
}
scene::Node& MD2Model_new(const byte* buffer)
scene::Node& MD2Model_new(const byte* buffer, ArchiveFile& file)
{
ModelNode* modelNode = new ModelNode();
MD2Model_read(modelNode->model(), buffer);
MD2Model_read(modelNode->model(), buffer, file);
return modelNode->node();
}
@ -265,7 +290,7 @@ scene::Node& MD2Model_default()
return modelNode->node();
}
scene::Node& MD2Model_fromBuffer(unsigned char* buffer)
scene::Node& MD2Model_fromBuffer(unsigned char* buffer, ArchiveFile& file)
{
if (!ident_equal(buffer, MD2_IDENT))
{
@ -274,12 +299,12 @@ scene::Node& MD2Model_fromBuffer(unsigned char* buffer)
}
else
{
return MD2Model_new(buffer);
return MD2Model_new(buffer, file);
}
}
scene::Node& loadMD2Model(ArchiveFile& file)
{
ScopedArchiveBuffer buffer(file);
return MD2Model_fromBuffer(buffer.buffer);
return MD2Model_fromBuffer(buffer.buffer, file);
}