DOOM-3-BFG

DOOM 3 BFG Edition
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DeclSkin.cpp (4443B)


      1 /*
      2 ===========================================================================
      3 
      4 Doom 3 BFG Edition GPL Source Code
      5 Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. 
      6 
      7 This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").  
      8 
      9 Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
     10 it under the terms of the GNU General Public License as published by
     11 the Free Software Foundation, either version 3 of the License, or
     12 (at your option) any later version.
     13 
     14 Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
     15 but WITHOUT ANY WARRANTY; without even the implied warranty of
     16 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
     17 GNU General Public License for more details.
     18 
     19 You should have received a copy of the GNU General Public License
     20 along with Doom 3 BFG Edition Source Code.  If not, see <http://www.gnu.org/licenses/>.
     21 
     22 In addition, the Doom 3 BFG Edition 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 BFG Edition Source Code.  If not, please request a copy in writing from id Software at the address below.
     23 
     24 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.
     25 
     26 ===========================================================================
     27 */
     28 
     29 #include "../idlib/precompiled.h"
     30 #pragma hdrstop
     31 
     32 
     33 /*
     34 =================
     35 idDeclSkin::Size
     36 =================
     37 */
     38 size_t idDeclSkin::Size() const {
     39 	return sizeof( idDeclSkin );
     40 }
     41 
     42 /*
     43 ================
     44 idDeclSkin::FreeData
     45 ================
     46 */
     47 void idDeclSkin::FreeData() {
     48 	mappings.Clear();
     49 }
     50 
     51 /*
     52 ================
     53 idDeclSkin::Parse
     54 ================
     55 */
     56 bool idDeclSkin::Parse( const char *text, const int textLength, bool allowBinaryVersion ) {
     57 	idLexer src;
     58 	idToken	token, token2;
     59 
     60 	src.LoadMemory( text, textLength, GetFileName(), GetLineNum() );
     61 	src.SetFlags( DECL_LEXER_FLAGS );
     62 	src.SkipUntilString( "{" );
     63 
     64 	associatedModels.Clear();
     65 
     66 	while (1) {
     67 		if ( !src.ReadToken( &token ) ) {
     68 			break;
     69 		}
     70 
     71 		if ( !token.Icmp( "}" ) ) {
     72 			break;
     73 		}
     74 		if ( !src.ReadToken( &token2 ) ) {
     75 			src.Warning( "Unexpected end of file" );
     76 			MakeDefault();
     77 			return false;
     78 		}
     79 
     80 		if ( !token.Icmp( "model" ) ) {
     81 			associatedModels.Append( token2 );
     82 			continue;
     83 		}
     84 
     85 		skinMapping_t	map;
     86 
     87 		if ( !token.Icmp( "*" ) ) {
     88 			// wildcard
     89 			map.from = NULL;
     90 		} else {
     91 			map.from = declManager->FindMaterial( token );
     92 		}
     93 
     94 		map.to = declManager->FindMaterial( token2 );
     95 
     96 		mappings.Append( map );
     97 	}
     98 
     99 	return false;
    100 }
    101 
    102 /*
    103 ================
    104 idDeclSkin::SetDefaultText
    105 ================
    106 */
    107 bool idDeclSkin::SetDefaultText() {
    108 	// if there exists a material with the same name
    109 	if ( declManager->FindType( DECL_MATERIAL, GetName(), false ) ) {
    110 		char generated[2048];
    111 
    112 		idStr::snPrintf( generated, sizeof( generated ),
    113 						"skin %s // IMPLICITLY GENERATED\n"
    114 						"{\n"
    115 						"_default %s\n"
    116 						"}\n", GetName(), GetName() );
    117 		SetText( generated );
    118 		return true;
    119 	} else {
    120 		return false;
    121 	}
    122 }
    123 
    124 /*
    125 ================
    126 idDeclSkin::DefaultDefinition
    127 ================
    128 */
    129 const char *idDeclSkin::DefaultDefinition() const {
    130 	return
    131 		"{\n"
    132 	"\t"	"\"*\"\t\"_default\"\n"
    133 		"}";
    134 }
    135 
    136 /*
    137 ================
    138 idDeclSkin::GetNumModelAssociations
    139 ================
    140 */
    141 const int idDeclSkin::GetNumModelAssociations(void ) const {
    142 	return associatedModels.Num(); 
    143 }
    144 
    145 /*
    146 ================
    147 idDeclSkin::GetAssociatedModel
    148 ================
    149 */
    150 const char *idDeclSkin::GetAssociatedModel( int index ) const {
    151 	if ( index >= 0 && index < associatedModels.Num() ) {
    152 		return associatedModels[ index ];
    153 	}
    154 	return "";
    155 }
    156 
    157 /*
    158 ===============
    159 RemapShaderBySkin
    160 ===============
    161 */
    162 const idMaterial *idDeclSkin::RemapShaderBySkin( const idMaterial *shader ) const {
    163 	int		i;
    164 
    165 	if ( !shader ) {
    166 		return NULL;
    167 	}
    168 
    169 	// never remap surfaces that were originally nodraw, like collision hulls
    170 	if ( !shader->IsDrawn() ) {
    171 		return shader;
    172 	}
    173 
    174 	for ( i = 0; i < mappings.Num() ; i++ ) {
    175 		const skinMapping_t	*map = &mappings[i];
    176 
    177 		// NULL = wildcard match
    178 		if ( !map->from || map->from == shader ) {
    179 			return map->to;
    180 		}
    181 	}
    182 
    183 	// didn't find a match or wildcard, so stay the same
    184 	return shader;
    185 }