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__ )
35 #define _strcmpi Q_stricmp
36 #define strlwr strlower
37 #define filelength(f) Q_filelength(f)
39 #define filelength(f) filelength(fileno(f))
46 char polysetNames[MAX_POLYSETS][256];
47 char shaders[MAX_POLYSETS][256];
49 char *buffer, *curpos;
54 static int P3DProcess();
55 static int P3DGetToken( int restOfLine );
57 static char s_token[1024];
64 int P3DLoad( const char *filename ){
65 FILE *fp = fopen( filename, "rb" );
71 memset( &p3d, 0, sizeof( p3d ) );
73 p3d.len = filelength( fp );
75 p3d.curpos = p3d.buffer = malloc( p3d.len );
77 if ( fread( p3d.buffer, p3d.len, 1, fp ) != 1 ) {
98 int CharIsTokenDelimiter( int ch ){
105 int P3DSkipToToken( const char *name ){
106 while ( P3DGetToken( 0 ) )
108 if ( !_strcmpi( s_token, name ) ) {
120 int P3DGetToken( int restOfLine ){
123 if ( p3d.buffer == 0 ) {
127 if ( ( p3d.curpos - p3d.buffer ) == p3d.len ) {
132 while ( ( ( p3d.curpos - p3d.buffer ) < p3d.len ) &&
133 ( *p3d.curpos <= 32 ) )
138 while ( ( p3d.curpos - p3d.buffer ) < p3d.len )
140 s_token[i] = *p3d.curpos;
145 if ( ( CharIsTokenDelimiter( s_token[i - 1] ) && !restOfLine ) ||
146 ( ( s_token[i - 1] == '\n' ) ) ) {
157 int P3DGetNextPair( char **psetName, char **associatedShader ){
158 if ( s_curpair < p3d.numPairs ) {
159 *psetName = p3d.polysetNames[s_curpair];
160 *associatedShader = p3d.shaders[s_curpair];
168 int P3DSkipToTokenInBlock( const char *name ){
171 while ( P3DGetToken( 0 ) )
173 if ( !_strcmpi( s_token, "}" ) ) {
176 else if ( !_strcmpi( s_token, "{" ) ) {
180 if ( !_strcmpi( s_token, name ) ) {
195 ** Nothing fancy here.
201 // first token should be a string
202 P3DGetToken( 1 ); // Voodoo Ascii File
204 // skip to the first Obj declaration
205 while ( P3DGetToken( 0 ) )
207 if ( !_strcmpi( s_token, "Obj" ) ) {
210 if ( P3DSkipToToken( "Text" ) ) {
211 if ( P3DSkipToTokenInBlock( "TMap" ) ) {
214 if ( !P3DSkipToToken( "Path" ) ) {
218 if ( !P3DGetToken( 1 ) ) {
222 while ( s_token[j] != 0 )
224 if ( s_token[j] == '\\' ) {
226 p3d.shaders[p3d.numPairs][k] = '/';
230 p3d.shaders[p3d.numPairs][k] = s_token[j];
235 p3d.shaders[p3d.numPairs][k] = 0;
238 // strip off any explicit extensions
240 if ( ( p = strrchr( p3d.shaders[p3d.numPairs], '/' ) ) != 0 ) {
252 // skip to the end of the Object and grab its name
254 if ( !P3DSkipToToken( "Name" ) ) {
258 if ( P3DGetToken( 0 ) ) {
259 // strip off leading 'Obj_' if it exists
260 if ( strstr( s_token, "Obj_" ) == s_token ) {
261 strcpy( p3d.polysetNames[p3d.numPairs], s_token + strlen( "Obj_" ) );
264 strcpy( p3d.polysetNames[p3d.numPairs], s_token );
267 // strip off trailing unused color information
268 // if ( strrchr( p3d.polysetNames[p3d.numPairs], '_' ) != 0 )
269 // *strrchr( p3d.polysetNames[p3d.numPairs], '_' ) = 0;
288 void SkinFromP3D( const char *file ){
290 char *psetName, *associatedShader;
293 ** a P3D file contains a list of polysets, each with a list of associated
294 ** texture names that constitute it's
299 ** polyset -> polyset
300 ** texture -> texture.SHADER becomes polyset's shader
302 sprintf( filename, "%s/%s", g_cddir, file );
304 if ( !P3DLoad( filename ) ) {
305 Error( "unable to load '%s'", filename );
308 while ( P3DGetNextPair( &psetName, &associatedShader ) )
312 // find the polyset in the object that this particular pset/shader pair
313 // corresponds to and append the shader to it
314 for ( i = 0; i < g_data.model.numSurfaces; i++ )
316 if ( !_strcmpi( g_data.surfData[i].header.name, psetName ) ) {
319 if ( strstr( associatedShader, gamedir + 1 ) ) {
320 p = strstr( associatedShader, gamedir + 1 ) + strlen( gamedir ) - 1;
324 p = associatedShader;
327 strcpy( g_data.surfData[i].shaders[g_data.surfData[i].header.numShaders].name, p );
329 g_data.surfData[i].header.numShaders++;