add AI_CONFIG_IMPORT_MD3_LOAD_SHADERS bool option

the purpose is use of this loader with idtech3 FS
this requires full original material name, which euqals to Q3 shader path
result of deduction is not usable inside Q3 FS at all
option in general is "do not tinker with the path"
This commit is contained in:
Garux
2021-05-01 08:14:44 +03:00
parent 55abc49d6d
commit eab1c9c3c0
3 changed files with 26 additions and 4 deletions
+12 -2
View File
@@ -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, ""));
@@ -781,7 +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;
@@ -863,7 +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;