irrlicht/source/Irrlicht/CMeshTextureLoader.cpp

131 lines
3.6 KiB
C++

#include "CMeshTextureLoader.h"
#include "IFileSystem.h"
#include "IVideoDriver.h"
#include "os.h"
namespace irr
{
namespace scene
{
CMeshTextureLoader::CMeshTextureLoader(irr::io::IFileSystem* fs, irr::video::IVideoDriver* driver)
: FileSystem(fs)
, VideoDriver(driver)
, MeshFile(0)
, MaterialFile(0)
{
}
//! Set a custom texture path.
void CMeshTextureLoader::setTexturePath(const irr::io::path& path)
{
TexturePath = path;
preparePath(TexturePath);
}
//! Get the current custom texture path.
const irr::io::path& CMeshTextureLoader::getTexturePath() const
{
return TexturePath;
}
bool CMeshTextureLoader::checkTextureName( const irr::io::path& filename)
{
//os::Printer::log("CheckTextureName:", core::stringc(filename).c_str(), ELL_DEBUG);
if (FileSystem->existFile(filename))
{
//os::Printer::log("file exists", ELL_DEBUG);
TextureName = filename;
return true;
}
return false;
}
//! Get the texture by searching for it in all paths that makes sense for the given textureName.
irr::video::ITexture* CMeshTextureLoader::getTexture(const irr::io::path& textureName)
{
if ( textureName.empty() || !FileSystem || !VideoDriver)
return NULL;
// Pre-process texture filename.
irr::io::path simplifiedTexName(textureName);
simplifiedTexName.replace(_IRR_TEXT('\\'),_IRR_TEXT('/'));
// user defined texture path
if ( !TexturePath.empty() )
{
if ( checkTextureName(TexturePath + simplifiedTexName) )
return VideoDriver->getTexture(TextureName);
if ( checkTextureName(TexturePath + FileSystem->getFileBasename(simplifiedTexName)) )
return VideoDriver->getTexture(TextureName);
}
// just the name itself
if ( checkTextureName(simplifiedTexName) )
return VideoDriver->getTexture(TextureName);
// look in files relative to the folder of the meshfile
if ( MeshFile )
{
if ( MeshPath.empty() )
{
MeshPath = FileSystem->getFileDir(MeshFile->getFileName());
preparePath(MeshPath);
}
if ( !MeshPath.empty() )
{
if ( checkTextureName(MeshPath + simplifiedTexName) )
return VideoDriver->getTexture(TextureName);
if ( checkTextureName(MeshPath + FileSystem->getFileBasename(simplifiedTexName)) )
return VideoDriver->getTexture(TextureName);
}
}
// look in files relative to the folder of the materialfile
if ( MaterialFile )
{
if ( MaterialPath.empty() )
{
MaterialPath = FileSystem->getFileDir(MaterialFile->getFileName());
preparePath(MaterialPath);
}
if ( !MaterialPath.empty() )
{
if ( checkTextureName(MaterialPath + simplifiedTexName) )
return VideoDriver->getTexture(TextureName);
if ( checkTextureName(MaterialPath + FileSystem->getFileBasename(simplifiedTexName)) )
return VideoDriver->getTexture(TextureName);
}
}
// check current working directory
if ( checkTextureName(FileSystem->getFileBasename(simplifiedTexName)) )
return VideoDriver->getTexture(TextureName);
TextureName = _IRR_TEXT("");
return NULL;
}
//! Meshloaders will search paths relative to the meshFile.
void CMeshTextureLoader::setMeshFile(const irr::io::IReadFile* meshFile)
{
// no grab (would need a weak_ptr)
MeshFile = meshFile;
MeshPath = _IRR_TEXT(""); // do a lazy evaluation later
}
//! Meshloaders will try to look relative to the path of the materialFile
void CMeshTextureLoader::setMaterialFile(const irr::io::IReadFile* materialFile)
{
// no grab (would need a weak_ptr)
MaterialFile = materialFile;
MaterialPath = _IRR_TEXT(""); // do a lazy evaluation later
}
} // end namespace scnene
} // end namespace irr