Added editor game info system, exporter now fetches game build version, merged asset name maps for all games, resource browser can now import/export names to/from a map XML, reworked asset name generation to more closely match Retro's organization scheme, bug fixes

This commit is contained in:
Aruki
2017-01-31 11:23:28 -07:00
parent 5ac292ebc5
commit 4f03c2431e
37 changed files with 28455 additions and 11098 deletions

View File

@@ -275,6 +275,22 @@ bool CModel::IsSurfaceTransparent(u32 Surface, u32 MatSet)
return (mMaterialSets[MatSet]->MaterialByIndex(matID)->Options() & CMaterial::eTransparent) != 0;
}
bool CModel::IsLightmapped() const
{
for (u32 iSet = 0; iSet < mMaterialSets.size(); iSet++)
{
CMaterialSet *pSet = mMaterialSets[iSet];
for (u32 iMat = 0; iMat < pSet->NumMaterials(); iMat++)
{
CMaterial *pMat = pSet->MaterialByIndex(iMat);
if (pMat->Options().HasFlag(CMaterial::eLightmap))
return true;
}
}
return false;
}
CIndexBuffer* CModel::InternalGetIBO(u32 Surface, EGXPrimitiveType Primitive)
{
std::vector<CIndexBuffer> *pIBOs = &mSurfaceIndexBuffers[Surface];

View File

@@ -41,6 +41,7 @@ public:
CMaterial* GetMaterialBySurface(u32 MatSet, u32 Surface);
bool HasTransparency(u32 MatSet);
bool IsSurfaceTransparent(u32 Surface, u32 MatSet);
bool IsLightmapped() const;
inline bool IsSkinned() const { return (mpSkin != nullptr); }