2 Copyright (C) 1999-2006 Id Software, Inc. and contributors.
3 For a list of contributors, see the accompanying CONTRIBUTORS file.
5 This file is part of GtkRadiant.
7 GtkRadiant is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
12 GtkRadiant is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
17 You should have received a copy of the GNU General Public License
18 along with GtkRadiant; if not, write to the Free Software
19 Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
31 #define MAX_POLYSETS 64
33 #if defined (__linux__) || defined (__APPLE__)
34 #define _strcmpi Q_stricmp
35 #define filelength Q_filelength
36 #define strlwr strlower
43 char polysetNames[MAX_POLYSETS][256];
44 char shaders[MAX_POLYSETS][256];
46 char *buffer, *curpos;
51 static int P3DProcess();
52 static int P3DGetToken( int restOfLine );
54 static char s_token[1024];
61 int P3DLoad( const char *filename )
63 FILE *fp = fopen( filename, "rb" );
68 memset( &p3d, 0, sizeof( p3d ) );
70 p3d.len = filelength( fileno( fp ) );
72 p3d.curpos = p3d.buffer = malloc( p3d.len );
74 if ( fread( p3d.buffer, p3d.len, 1, fp ) != 1 )
98 int CharIsTokenDelimiter( int ch )
105 int P3DSkipToToken( const char *name )
107 while ( P3DGetToken( 0 ) )
109 if ( !_strcmpi( s_token, name ) )
120 int P3DGetToken( int restOfLine )
124 if ( p3d.buffer == 0 )
127 if ( ( p3d.curpos - p3d.buffer ) == p3d.len )
131 while ( ( ( p3d.curpos - p3d.buffer ) < p3d.len ) &&
132 ( *p3d.curpos <= 32 ) )
137 while ( ( p3d.curpos - p3d.buffer ) < p3d.len )
139 s_token[i] = *p3d.curpos;
144 if ( ( CharIsTokenDelimiter( s_token[i-1] ) && !restOfLine ) ||
145 ( ( s_token[i-1] == '\n' ) ) )
157 int P3DGetNextPair( char **psetName, char **associatedShader )
159 if ( s_curpair < p3d.numPairs )
161 *psetName = p3d.polysetNames[s_curpair];
162 *associatedShader = p3d.shaders[s_curpair];
170 int P3DSkipToTokenInBlock( const char *name )
174 while ( P3DGetToken( 0 ) )
176 if ( !_strcmpi( s_token, "}" ) )
178 else if ( !_strcmpi( s_token, "{" ) )
181 if ( !_strcmpi( s_token, name ) )
196 ** Nothing fancy here.
203 // first token should be a string
204 P3DGetToken( 1 ); // Voodoo Ascii File
206 // skip to the first Obj declaration
207 while ( P3DGetToken( 0 ) )
209 if ( !_strcmpi( s_token, "Obj" ) )
213 if ( P3DSkipToToken( "Text" ) )
215 if ( P3DSkipToTokenInBlock( "TMap" ) )
219 if ( !P3DSkipToToken( "Path" ) )
222 if ( !P3DGetToken( 1 ) )
225 while ( s_token[j] != 0 )
227 if ( s_token[j] == '\\' )
230 p3d.shaders[p3d.numPairs][k] = '/';
234 p3d.shaders[p3d.numPairs][k] = s_token[j];
239 p3d.shaders[p3d.numPairs][k] = 0;
242 // strip off any explicit extensions
244 if ( ( p = strrchr( p3d.shaders[p3d.numPairs], '/' ) ) != 0 )
258 // skip to the end of the Object and grab its name
260 if ( !P3DSkipToToken( "Name" ) )
263 if ( P3DGetToken( 0 ) )
265 // strip off leading 'Obj_' if it exists
266 if ( strstr( s_token, "Obj_" ) == s_token )
267 strcpy( p3d.polysetNames[p3d.numPairs], s_token + strlen( "Obj_" ) );
269 strcpy( p3d.polysetNames[p3d.numPairs], s_token );
271 // strip off trailing unused color information
272 // if ( strrchr( p3d.polysetNames[p3d.numPairs], '_' ) != 0 )
273 // *strrchr( p3d.polysetNames[p3d.numPairs], '_' ) = 0;
292 void SkinFromP3D( const char *file )
295 char *psetName, *associatedShader;
298 ** a P3D file contains a list of polysets, each with a list of associated
299 ** texture names that constitute it's
304 ** polyset -> polyset
305 ** texture -> texture.SHADER becomes polyset's shader
307 sprintf( filename, "%s/%s", g_cddir, file );
309 if ( !P3DLoad( filename ) )
310 Error( "unable to load '%s'", filename );
312 while ( P3DGetNextPair( &psetName, &associatedShader ) )
316 // find the polyset in the object that this particular pset/shader pair
317 // corresponds to and append the shader to it
318 for ( i = 0; i < g_data.model.numSurfaces; i++ )
320 if ( !_strcmpi( g_data.surfData[i].header.name, psetName) )
324 if ( strstr( associatedShader, gamedir + 1 ) )
326 p = strstr( associatedShader, gamedir + 1 ) + strlen( gamedir ) - 1;
330 p = associatedShader;
333 strcpy( g_data.surfData[i].shaders[g_data.surfData[i].header.numShaders].name, p );
335 g_data.surfData[i].header.numShaders++;