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C++ has undefined behavior for identifiers starting with __ or with _ followed by an uppercase letter. We still have many more (in IrrCompileConfig.h and in all header-guards), will likely replace those later as well. As a workaround for users which might use irrlicht defines in their code, I've added the header irrLegacyDefines.h Including that allows to continue using old defines for a while - or make it easier to have code which compiles with old and new Irrlicht library versions. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6251 dfc29bdd-3216-0410-991c-e03cc46cb475
128 lines
3.4 KiB
C++
128 lines
3.4 KiB
C++
#include "CMeshTextureLoader.h"
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#include "IFileSystem.h"
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#include "IVideoDriver.h"
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namespace irr
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{
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namespace scene
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{
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CMeshTextureLoader::CMeshTextureLoader(irr::io::IFileSystem* fs, irr::video::IVideoDriver* driver)
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: FileSystem(fs)
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, VideoDriver(driver)
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, MeshFile(0)
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, MaterialFile(0)
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{
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}
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//! Set a custom texture path.
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void CMeshTextureLoader::setTexturePath(const irr::io::path& path)
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{
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TexturePath = path;
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preparePath(TexturePath);
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}
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//! Get the current custom texture path.
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const irr::io::path& CMeshTextureLoader::getTexturePath() const
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{
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return TexturePath;
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}
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bool CMeshTextureLoader::checkTextureName( const irr::io::path& filename)
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{
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if (FileSystem->existFile(filename))
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{
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TextureName = filename;
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return true;
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}
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return false;
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}
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//! Get the texture by searching for it in all paths that makes sense for the given textureName.
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irr::video::ITexture* CMeshTextureLoader::getTexture(const irr::io::path& textureName)
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{
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if ( textureName.empty() || !FileSystem || !VideoDriver)
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return NULL;
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// Pre-process texture filename.
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irr::io::path simplifiedTexName(textureName);
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simplifiedTexName.replace(IRR_TEXT('\\'),IRR_TEXT('/'));
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// user defined texture path
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if ( !TexturePath.empty() )
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{
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if ( checkTextureName(TexturePath + simplifiedTexName) )
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return VideoDriver->getTexture(TextureName);
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if ( checkTextureName(TexturePath + FileSystem->getFileBasename(simplifiedTexName)) )
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return VideoDriver->getTexture(TextureName);
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}
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// just the name itself
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if ( checkTextureName(simplifiedTexName) )
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return VideoDriver->getTexture(TextureName);
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// look in files relative to the folder of the meshfile
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if ( MeshFile )
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{
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if ( MeshPath.empty() )
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{
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MeshPath = FileSystem->getFileDir(MeshFile->getFileName());
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preparePath(MeshPath);
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}
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if ( !MeshPath.empty() )
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{
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if ( checkTextureName(MeshPath + simplifiedTexName) )
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return VideoDriver->getTexture(TextureName);
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if ( checkTextureName(MeshPath + FileSystem->getFileBasename(simplifiedTexName)) )
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return VideoDriver->getTexture(TextureName);
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}
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}
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// look in files relative to the folder of the materialfile
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if ( MaterialFile )
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{
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if ( MaterialPath.empty() )
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{
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MaterialPath = FileSystem->getFileDir(MaterialFile->getFileName());
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preparePath(MaterialPath);
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}
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if ( !MaterialPath.empty() )
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{
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if ( checkTextureName(MaterialPath + simplifiedTexName) )
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return VideoDriver->getTexture(TextureName);
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if ( checkTextureName(MaterialPath + FileSystem->getFileBasename(simplifiedTexName)) )
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return VideoDriver->getTexture(TextureName);
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}
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}
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// check current working directory
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if ( checkTextureName(FileSystem->getFileBasename(simplifiedTexName)) )
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return VideoDriver->getTexture(TextureName);
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TextureName = IRR_TEXT("");
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return NULL;
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}
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//! Meshloaders will search paths relative to the meshFile.
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void CMeshTextureLoader::setMeshFile(const irr::io::IReadFile* meshFile)
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{
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// no grab (would need a weak_ptr)
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MeshFile = meshFile;
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MeshPath = IRR_TEXT(""); // do a lazy evaluation later
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}
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//! Meshloaders will try to look relative to the path of the materialFile
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void CMeshTextureLoader::setMaterialFile(const irr::io::IReadFile* materialFile)
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{
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// no grab (would need a weak_ptr)
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MaterialFile = materialFile;
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MaterialPath = IRR_TEXT(""); // do a lazy evaluation later
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}
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} // end namespace scnene
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} // end namespace irr
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