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- /*
- ===========================================================================
- Doom 3 GPL Source Code
- Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
- This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
- Doom 3 Source Code is free software: you can redistribute it and/or modify
- it under the terms of the GNU General Public License as published by
- the Free Software Foundation, either version 3 of the License, or
- (at your option) any later version.
- Doom 3 Source Code is distributed in the hope that it will be useful,
- but WITHOUT ANY WARRANTY; without even the implied warranty of
- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- GNU General Public License for more details.
- You should have received a copy of the GNU General Public License
- along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
- In addition, the Doom 3 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 Source Code. If not, please request a copy in writing from id Software at the address below.
- 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.
- ===========================================================================
- */
- #include "../idlib/precompiled.h"
- #pragma hdrstop
- /*
- =================
- idDeclSkin::Size
- =================
- */
- size_t idDeclSkin::Size( void ) const {
- return sizeof( idDeclSkin );
- }
- /*
- ================
- idDeclSkin::FreeData
- ================
- */
- void idDeclSkin::FreeData( void ) {
- mappings.Clear();
- }
- /*
- ================
- idDeclSkin::Parse
- ================
- */
- bool idDeclSkin::Parse( const char *text, const int textLength ) {
- idLexer src;
- idToken token, token2;
- src.LoadMemory( text, textLength, GetFileName(), GetLineNum() );
- src.SetFlags( DECL_LEXER_FLAGS );
- src.SkipUntilString( "{" );
- associatedModels.Clear();
- while (1) {
- if ( !src.ReadToken( &token ) ) {
- break;
- }
- if ( !token.Icmp( "}" ) ) {
- break;
- }
- if ( !src.ReadToken( &token2 ) ) {
- src.Warning( "Unexpected end of file" );
- MakeDefault();
- return false;
- }
- if ( !token.Icmp( "model" ) ) {
- associatedModels.Append( token2 );
- continue;
- }
- skinMapping_t map;
- if ( !token.Icmp( "*" ) ) {
- // wildcard
- map.from = NULL;
- } else {
- map.from = declManager->FindMaterial( token );
- }
- map.to = declManager->FindMaterial( token2 );
- mappings.Append( map );
- }
- return false;
- }
- /*
- ================
- idDeclSkin::SetDefaultText
- ================
- */
- bool idDeclSkin::SetDefaultText( void ) {
- // if there exists a material with the same name
- if ( declManager->FindType( DECL_MATERIAL, GetName(), false ) ) {
- char generated[2048];
- idStr::snPrintf( generated, sizeof( generated ),
- "skin %s // IMPLICITLY GENERATED\n"
- "{\n"
- "_default %s\n"
- "}\n", GetName(), GetName() );
- SetText( generated );
- return true;
- } else {
- return false;
- }
- }
- /*
- ================
- idDeclSkin::DefaultDefinition
- ================
- */
- const char *idDeclSkin::DefaultDefinition( void ) const {
- return
- "{\n"
- "\t" "\"*\"\t\"_default\"\n"
- "}";
- }
- /*
- ================
- idDeclSkin::GetNumModelAssociations
- ================
- */
- const int idDeclSkin::GetNumModelAssociations(void ) const {
- return associatedModels.Num();
- }
- /*
- ================
- idDeclSkin::GetAssociatedModel
- ================
- */
- const char *idDeclSkin::GetAssociatedModel( int index ) const {
- if ( index >= 0 && index < associatedModels.Num() ) {
- return associatedModels[ index ];
- }
- return "";
- }
- /*
- ===============
- RemapShaderBySkin
- ===============
- */
- const idMaterial *idDeclSkin::RemapShaderBySkin( const idMaterial *shader ) const {
- int i;
- if ( !shader ) {
- return NULL;
- }
- // never remap surfaces that were originally nodraw, like collision hulls
- if ( !shader->IsDrawn() ) {
- return shader;
- }
- for ( i = 0; i < mappings.Num() ; i++ ) {
- const skinMapping_t *map = &mappings[i];
- // NULL = wildcard match
- if ( !map->from || map->from == shader ) {
- return map->to;
- }
- }
- // didn't find a match or wildcard, so stay the same
- return shader;
- }
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