static void EnterGoodRef(LPCSTR ps4LetterType, LPCSTR psReference, LPCSTR psPackageReference, LPCSTR psText) { EnterRef(psReference, psText, sCurrentMenu.c_str()); ReferencesAndPackage[psReference].insert(psPackageReference); MenusUsed.insert(psPackageReference); }
static void SkinSet_Validate_BuildList(StringSet_t &strUniqueSkinShaders, SkinSets_t::iterator itSkins, StringSet_t &MaterialsPresentInModel, SkinFileMaterialsMissing_t &SkinFileMaterialsMissing) { string strSkinName((*itSkins).first); // eg "thug1" // race variants... // for (SkinSet_t::iterator itEthnic = (*itSkins).second.begin(); itEthnic != (*itSkins).second.end(); ++itEthnic) { string strEthnicName((*itEthnic).first); // eg "white" map <string, int> MaterialsDefinedInThisEthnicVariant; // materials... // for (ShadersForMaterial_t::iterator itMaterial = (*itEthnic).second.begin(); itMaterial != (*itEthnic).second.end(); ++itMaterial) { string strMaterialName((*itMaterial).first); // eg "face" // keep a note of all materials defined in this file... // MaterialsDefinedInThisEthnicVariant[strMaterialName]=1; // 1 = whatever // available shader variants for this material... // for (int iShaderVariantIndex=0; iShaderVariantIndex<(*itMaterial).second.size(); iShaderVariantIndex++) { string strShaderVariantName((*itMaterial).second[iShaderVariantIndex]); // eg "models/characters/average_sleeves/face" strUniqueSkinShaders.insert(strUniqueSkinShaders.end(),strShaderVariantName); } } // now scan through the materials defined in this ethnic variant, and see if there were any materials // mentioned/referenced by the model which weren't defined here... // for (StringSet_t::iterator itMaterialsReferenced = MaterialsPresentInModel.begin(); itMaterialsReferenced != MaterialsPresentInModel.end(); ++itMaterialsReferenced) { string strModelMaterial = (*itMaterialsReferenced); if (!strModelMaterial.empty() && stricmp(strModelMaterial.c_str(),"[NoMaterial]")) { if (MaterialsDefinedInThisEthnicVariant.find(strModelMaterial) == MaterialsDefinedInThisEthnicVariant.end()) { SkinFileMaterialsMissing[strSkinName][strEthnicName].push_back(strModelMaterial); // // OutputDebugString(va("strModelMaterial = %s\n",strModelMaterial.c_str())); } } } } }
bool Skins_Validate( ModelContainer_t *pContainer, int iSkinNumber ) { bool bReturn = true; bool bPREV_bReportImageLoadErrors = g_bReportImageLoadErrors; g_bReportImageLoadErrors = false; bool bCheckMissingMaterials = true;//GetYesNo("Check for materials referenced by model but missing in skinfile(s)?\n\n( Note: This can give false alarms for skins which don't use (eg) \"scarf\" )"); // first, build up a list of all model materials... // StringSet_t MaterialsPresentInModel; for (int iSurface = 0; iSurface < pContainer->iNumSurfaces; iSurface++) { bool bOnOff = GLMModel_SurfaceIsON(pContainer->hModel, iSurface); if (bOnOff) { LPCSTR psMaterial = GLMModel_GetSurfaceShaderName( pContainer->hModel, iSurface); MaterialsPresentInModel.insert(MaterialsPresentInModel.end(),psMaterial); } } // build up a list of shaders used... // StringSet_t UniqueSkinShaders; SkinFileMaterialsMissing_t SkinFileMaterialsMissing; int iThisSkinIndex = 0; for (SkinSets_t::iterator itSkins = pContainer->SkinSets.begin(); itSkins != pContainer->SkinSets.end(); ++itSkins, iThisSkinIndex++) { if (iSkinNumber == iThisSkinIndex || iSkinNumber == -1) { SkinSet_Validate_BuildList(UniqueSkinShaders, itSkins, MaterialsPresentInModel, SkinFileMaterialsMissing); } } // now process the unique list we've just built... // CWaitCursor wait; string strFoundList; string strNotFoundList; int iUniqueIndex = 0; for (StringSet_t::iterator it = UniqueSkinShaders.begin(); it != UniqueSkinShaders.end(); ++it, iUniqueIndex++) { string strShader(*it); StatusMessage(va("Processing shader %d/%d: \"%s\"\n",iUniqueIndex,UniqueSkinShaders.size(),strShader.c_str())); OutputDebugString(va("Unique: \"%s\"... ",strShader.c_str())); int iTextureHandle = Texture_Load(strShader.c_str(), true); // bInhibitStatus GLuint uiGLBind = Texture_GetGLBind( iTextureHandle ); if (uiGLBind == 0) { OutputDebugString("NOT FOUND\n"); strNotFoundList += strShader; strNotFoundList += "\n"; } else { OutputDebugString("found\n"); strFoundList += strShader; strFoundList += "\n"; } } StatusMessage(NULL); // see if we were missing any model materials in these skins... // CString strModelMaterialsMissing; if (SkinFileMaterialsMissing.size()) { for (SkinFileMaterialsMissing_t::iterator itSkinFileMaterialsMissing = SkinFileMaterialsMissing.begin(); itSkinFileMaterialsMissing != SkinFileMaterialsMissing.end(); ++itSkinFileMaterialsMissing) { string strSkinFileName((*itSkinFileMaterialsMissing).first); if (iSkinNumber == -1) { strModelMaterialsMissing += va("\nSkin \"%s\":\n",strSkinFileName.c_str()); } for (EthnicMaterials_t::iterator itSkinFile = (*itSkinFileMaterialsMissing).second.begin(); itSkinFile != (*itSkinFileMaterialsMissing).second.end(); ++itSkinFile) { string strEthnicFileName((*itSkinFile).first); strModelMaterialsMissing += va("Ethnic \"%s\": ",strEthnicFileName.c_str()); StringVector_t& MaterialStrings = (*itSkinFile).second; for (int iMaterial = 0; iMaterial != MaterialStrings.size(); ++iMaterial) { string strMaterial(MaterialStrings[iMaterial]); strModelMaterialsMissing += va("%s\"%s\"",(iMaterial==0)?"":", ",strMaterial.c_str()); } strModelMaterialsMissing += "\n"; } } } if (!strModelMaterialsMissing.IsEmpty()) { if (iSkinNumber == -1) { strModelMaterialsMissing.Insert(0, "One or more skin files are missing some material definitions referenced by this model's currently-active surfaces.\nList follows...\n\n"); } else { strModelMaterialsMissing.Insert(0, "This skin file is missing one or more material definitions referenced by this model's currently-active surfaces.\nList follows...\n\n"); } } if (!strModelMaterialsMissing.IsEmpty()) { if (bCheckMissingMaterials) { WarningBox(va("Summary Part 1: Missing materials\n\n%s",(LPCSTR)strModelMaterialsMissing)); } } // Now output results... // If too many lines to fit on screen (which is now happening), send 'em to notepad instead... // // ( tacky way of counting lines...) CString strTackyCount(strNotFoundList.c_str()); strTackyCount += strFoundList.c_str(); int iLines = strTackyCount.Replace('\n','?'); // :-) #define MAX_BOX_LINES_HERE 50 if (strNotFoundList.empty()) { if (iLines > MAX_BOX_LINES_HERE) { if (GetYesNo(va("All shaders found... :-)\n\nList has > %d entries, send to Notepad?",MAX_BOX_LINES_HERE))) { SendStringToNotepad(va("All shaders found... :-)\n\nList follows:\n\n%s",strFoundList.c_str()),"found_shaders.txt"); } } else { InfoBox(va("All shaders found... :-)\n\nList follows:\n\n%s",strFoundList.c_str())); } } else { if (iLines > MAX_BOX_LINES_HERE) { if (GetYesNo(va("Some missing shader, some found, but list is > %d entries, send to Notepad?",MAX_BOX_LINES_HERE))) { SendStringToNotepad(va("Missing shaders:\n\n%s\n\nFound shaders:\n\n%s",strNotFoundList.c_str(),strFoundList.c_str()),"found_shaders.txt"); } } else { WarningBox(va("Missing shaders:\n\n%s\n\nFound shaders:\n\n%s",strNotFoundList.c_str(),strFoundList.c_str())); } bReturn = false; } g_bReportImageLoadErrors = bPREV_bReportImageLoadErrors; return bReturn; }