fix AV when using material that didn't load because texture doesn't exist

This commit is contained in:
Chris Danford
2006-07-24 09:05:14 +00:00
parent ab978ef733
commit 567b4e8c6a
4 changed files with 49 additions and 22 deletions
+30 -14
View File
@@ -53,7 +53,7 @@ void Model::Clear()
DISPLAY->DeleteCompiledGeometry( m_pTempGeometry );
}
void Model::Load( RString sFile )
void Model::Load( const RString &sFile )
{
if( sFile == "" ) return;
@@ -65,12 +65,12 @@ void Model::Load( RString sFile )
#define THROW RageException::Throw( "Parse error in \"%s\" at line %d: '%s'", sPath.c_str(), iLineNum, sLine.c_str() )
void Model::LoadMilkshapeAscii( RString sPath )
void Model::LoadMilkshapeAscii( const RString &sPath )
{
LoadPieces( sPath, sPath, sPath );
}
void Model::LoadPieces( RString sMeshesPath, RString sMaterialsPath, RString sBonesPath )
void Model::LoadPieces( const RString &sMeshesPath, const RString &sMaterialsPath, const RString &sBonesPath )
{
Clear();
@@ -134,8 +134,10 @@ void Model::LoadFromNode( const RString& sDir, const XNode* pNode )
}
void Model::LoadMaterialsFromMilkshapeAscii( RString sPath )
void Model::LoadMaterialsFromMilkshapeAscii( const RString &_sPath )
{
RString sPath = _sPath;
FixSlashesInPlace(sPath);
const RString sDir = Dirname( sPath );
@@ -174,6 +176,7 @@ void Model::LoadMaterialsFromMilkshapeAscii( RString sPath )
{
m_Materials.resize( nNumMaterials );
// XXX: handle buffer overflow
char szName[256];
for( int i = 0; i < nNumMaterials; i++ )
@@ -183,6 +186,7 @@ void Model::LoadMaterialsFromMilkshapeAscii( RString sPath )
// name
if( f.GetLine( sLine ) <= 0 )
THROW;
// XXX: handle buffer overflow
if( sscanf(sLine, "\"%[^\"]\"", szName) != 1 )
THROW;
Material.sName = szName;
@@ -242,13 +246,19 @@ void Model::LoadMaterialsFromMilkshapeAscii( RString sPath )
sscanf( sLine, "\"%[^\"]\"", szName );
RString sDiffuseTexture = szName;
if( sDiffuseTexture != "" )
if( sDiffuseTexture == "" )
{
Material.diffuse.LoadBlank();
}
else
{
RString sTexturePath = sDir + sDiffuseTexture;
FixSlashesInPlace( sTexturePath );
CollapsePath( sTexturePath );
if( IsAFile(sTexturePath) )
{
Material.diffuse.Load( sTexturePath );
}
else
{
RString sError = ssprintf( "'%s' references a texture '%s' that does not exist", sPath.c_str(), sTexturePath.c_str() );
@@ -263,13 +273,19 @@ void Model::LoadMaterialsFromMilkshapeAscii( RString sPath )
sscanf( sLine, "\"%[^\"]\"", szName );
RString sAlphaTexture = szName;
if( sAlphaTexture != "" )
if( sAlphaTexture == "" )
{
Material.alpha.LoadBlank();
}
else
{
RString sTexturePath = sDir + sAlphaTexture;
FixSlashesInPlace( sTexturePath );
CollapsePath( sTexturePath );
if( IsAFile(sTexturePath) )
{
Material.alpha.Load( sTexturePath );
}
else
{
RString sError = ssprintf( "'%s' references a texture '%s' that does not exist", sPath.c_str(), sTexturePath.c_str() );
@@ -283,7 +299,7 @@ void Model::LoadMaterialsFromMilkshapeAscii( RString sPath )
f.Close();
}
bool Model::LoadMilkshapeAsciiBones( RString sAniName, RString sPath )
bool Model::LoadMilkshapeAsciiBones( const RString &sAniName, const RString &sPath )
{
m_mapNameToAnimation[sAniName] = msAnimation();
msAnimation &Animation = m_mapNameToAnimation[sAniName];
@@ -367,14 +383,14 @@ void Model::DrawPrimitives()
if( bUseMultitexture )
{
// render the diffuse texture with texture unit 1
DISPLAY->SetTexture( TextureUnit_1, mat.diffuse.GetCurrentTexture()->GetTexHandle() );
DISPLAY->SetTexture( TextureUnit_1, mat.diffuse.GetCurrentTexture() ? mat.diffuse.GetCurrentTexture()->GetTexHandle() : 0 );
Actor::SetTextureRenderStates(); // set Actor-specified render states
DISPLAY->SetSphereEnvironmentMapping( mat.diffuse.m_bSphereMapped );
// render the additive texture with texture unit 2
if( mat.alpha.GetCurrentTexture() )
{
DISPLAY->SetTexture( TextureUnit_2, mat.alpha.GetCurrentTexture()->GetTexHandle() );
DISPLAY->SetTexture( TextureUnit_2, mat.alpha.GetCurrentTexture() ? mat.alpha.GetCurrentTexture()->GetTexHandle() : 0 );
Actor::SetTextureRenderStates(); // set Actor-specified render states
DISPLAY->SetSphereEnvironmentMapping( mat.alpha.m_bSphereMapped );
DISPLAY->SetTextureModeAdd();
@@ -386,7 +402,7 @@ void Model::DrawPrimitives()
// set current texture back to 0 or else texture transform applied above
// isn't used. Why?!?
DISPLAY->SetTexture( TextureUnit_1, mat.diffuse.GetCurrentTexture()->GetTexHandle() );
DISPLAY->SetTexture( TextureUnit_1, mat.diffuse.GetCurrentTexture() ? mat.diffuse.GetCurrentTexture()->GetTexHandle() : 0 );
}
/* go */
@@ -399,7 +415,7 @@ void Model::DrawPrimitives()
else
{
// render the diffuse texture
DISPLAY->SetTexture( TextureUnit_1, mat.diffuse.GetCurrentTexture()->GetTexHandle() );
DISPLAY->SetTexture( TextureUnit_1, mat.diffuse.GetCurrentTexture() ? mat.diffuse.GetCurrentTexture()->GetTexHandle() : 0 );
Actor::SetTextureRenderStates(); // set Actor-specified render states
DISPLAY->SetSphereEnvironmentMapping( mat.diffuse.m_bSphereMapped );
DrawMesh( i );
@@ -407,7 +423,7 @@ void Model::DrawPrimitives()
// render the additive texture
if( mat.alpha.GetCurrentTexture() )
{
DISPLAY->SetTexture( TextureUnit_1, mat.alpha.GetCurrentTexture()->GetTexHandle() );
DISPLAY->SetTexture( TextureUnit_1, mat.alpha.GetCurrentTexture() ? mat.alpha.GetCurrentTexture()->GetTexHandle() : 0 );
Actor::SetTextureRenderStates(); // set Actor-specified render states
DISPLAY->SetSphereEnvironmentMapping( mat.alpha.m_bSphereMapped );
@@ -463,7 +479,7 @@ void Model::DrawPrimitives()
if( pMesh->nMaterialIndex != -1 )
{
msMaterial& mat = m_Materials[ pMesh->nMaterialIndex ];
DISPLAY->SetTexture( TextureUnit_1, mat.diffuse.GetCurrentTexture()->GetTexHandle() );
DISPLAY->SetTexture( TextureUnit_1, mat.diffuse.GetCurrentTexture() ? mat.diffuse.GetCurrentTexture()->GetTexHandle() : 0 );
Actor::SetTextureRenderStates(); // set Actor-specified render states
}
else
@@ -502,7 +518,7 @@ void Model::SetDefaultAnimation( RString sAnimation, float fPlayRate )
m_fDefaultAnimationRate = fPlayRate;
}
void Model::PlayAnimation( RString sAniName, float fPlayRate )
void Model::PlayAnimation( const RString &sAniName, float fPlayRate )
{
if( m_mapNameToAnimation.find(sAniName) == m_mapNameToAnimation.end() )
return;