commit
92b8c02982
|
@ -196,11 +196,11 @@ bool Q3Shader::LoadShader(ShaderData &fill, const std::string &pFile, IOSystem *
|
|||
// 'cull' specifies culling behaviour for the model
|
||||
else if (TokenMatchI(buff, "cull", 4)) {
|
||||
SkipSpaces(&buff);
|
||||
if (!ASSIMP_strincmp(buff, "back", 4)) {
|
||||
if (!ASSIMP_strincmp(buff, "back", 4)) { // render face's backside, does not function in Q3 engine (bug)
|
||||
curData->cull = Q3Shader::CULL_CCW;
|
||||
} else if (!ASSIMP_strincmp(buff, "front", 5)) {
|
||||
} else if (!ASSIMP_strincmp(buff, "front", 5)) { // is not valid keyword in Q3, but occurs in shaders
|
||||
curData->cull = Q3Shader::CULL_CW;
|
||||
} else if (!ASSIMP_strincmp(buff, "none", 4) || !ASSIMP_strincmp(buff, "disable", 7)) {
|
||||
} else if (!ASSIMP_strincmp(buff, "none", 4) || !ASSIMP_strincmp(buff, "twosided", 8) || !ASSIMP_strincmp(buff, "disable", 7)) {
|
||||
curData->cull = Q3Shader::CULL_NONE;
|
||||
} else {
|
||||
ASSIMP_LOG_ERROR("Q3Shader: Unrecognized cull mode");
|
||||
|
@ -450,6 +450,9 @@ void MD3Importer::SetupProperties(const Importer *pImp) {
|
|||
// AI_CONFIG_IMPORT_MD3_SKIN_NAME
|
||||
configSkinFile = (pImp->GetPropertyString(AI_CONFIG_IMPORT_MD3_SKIN_NAME, "default"));
|
||||
|
||||
// AI_CONFIG_IMPORT_MD3_LOAD_SHADERS
|
||||
configLoadShaders = (pImp->GetPropertyBool(AI_CONFIG_IMPORT_MD3_LOAD_SHADERS, true));
|
||||
|
||||
// AI_CONFIG_IMPORT_MD3_SHADER_SRC
|
||||
configShaderFile = (pImp->GetPropertyString(AI_CONFIG_IMPORT_MD3_SHADER_SRC, ""));
|
||||
|
||||
|
@ -483,8 +486,9 @@ void MD3Importer::ReadShader(Q3Shader::ShaderData &fill) const {
|
|||
|
||||
// If no specific dir or file is given, use our default search behaviour
|
||||
if (!configShaderFile.length()) {
|
||||
if (!Q3Shader::LoadShader(fill, path + "..\\..\\..\\scripts\\" + model_file + ".shader", mIOHandler)) {
|
||||
Q3Shader::LoadShader(fill, path + "..\\..\\..\\scripts\\" + filename + ".shader", mIOHandler);
|
||||
const char sep = mIOHandler->getOsSeparator();
|
||||
if (!Q3Shader::LoadShader(fill, path + ".." + sep + ".." + sep + ".." + sep + "scripts" + sep + model_file + ".shader", mIOHandler)) {
|
||||
Q3Shader::LoadShader(fill, path + ".." + sep + ".." + sep + ".." + sep + "scripts" + sep + filename + ".shader", mIOHandler);
|
||||
}
|
||||
} else {
|
||||
// If the given string specifies a file, load this file.
|
||||
|
@ -780,7 +784,9 @@ void MD3Importer::InternReadFile(const std::string &pFile, aiScene *pScene, IOSy
|
|||
|
||||
// And check whether we can locate a shader file for this model
|
||||
Q3Shader::ShaderData shaders;
|
||||
ReadShader(shaders);
|
||||
if (configLoadShaders){
|
||||
ReadShader(shaders);
|
||||
}
|
||||
|
||||
// Adjust all texture paths in the shader
|
||||
const char *header_name = pcHeader->NAME;
|
||||
|
@ -862,7 +868,12 @@ void MD3Importer::InternReadFile(const std::string &pFile, aiScene *pScene, IOSy
|
|||
|
||||
std::string convertedPath;
|
||||
if (texture_name) {
|
||||
ConvertPath(texture_name, header_name, convertedPath);
|
||||
if (configLoadShaders){
|
||||
ConvertPath(texture_name, header_name, convertedPath);
|
||||
}
|
||||
else{
|
||||
convertedPath = texture_name;
|
||||
}
|
||||
}
|
||||
|
||||
const Q3Shader::ShaderDataBlock *shader = nullptr;
|
||||
|
@ -985,8 +996,8 @@ void MD3Importer::InternReadFile(const std::string &pFile, aiScene *pScene, IOSy
|
|||
pcMesh->mTextureCoords[0][iCurrent].x = pcUVs[index].U;
|
||||
pcMesh->mTextureCoords[0][iCurrent].y = 1.0f - pcUVs[index].V;
|
||||
}
|
||||
// Flip face order if necessary
|
||||
if (!shader || shader->cull == Q3Shader::CULL_CW) {
|
||||
// Flip face order normally, unless shader is backfacing
|
||||
if (!(shader && shader->cull == Q3Shader::CULL_CCW)) {
|
||||
std::swap(pcMesh->mFaces[i].mIndices[2], pcMesh->mFaces[i].mIndices[1]);
|
||||
}
|
||||
++pcTriangles;
|
||||
|
|
|
@ -297,6 +297,9 @@ protected:
|
|||
/** Configuration option: name of skin file to be read */
|
||||
std::string configSkinFile;
|
||||
|
||||
/** Configuration option: whether to load shaders */
|
||||
bool configLoadShaders;
|
||||
|
||||
/** Configuration option: name or path of shader */
|
||||
std::string configShaderFile;
|
||||
|
||||
|
|
|
@ -854,6 +854,15 @@ enum aiComponent
|
|||
#define AI_CONFIG_IMPORT_MD3_SKIN_NAME \
|
||||
"IMPORT_MD3_SKIN_NAME"
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** @brief Specify if to try load Quake 3 shader files. This also controls
|
||||
* original surface name handling: when disabled it will be used unchanged.
|
||||
*
|
||||
* Property type: bool. Default value: true.
|
||||
*/
|
||||
#define AI_CONFIG_IMPORT_MD3_LOAD_SHADERS \
|
||||
"IMPORT_MD3_LOAD_SHADERS"
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
/** @brief Specify the Quake 3 shader file to be used for a particular
|
||||
* MD3 file. This can also be a search path.
|
||||
|
|
Loading…
Reference in New Issue