MD3
- shaders are now processed - multi-part player models are handled correctly Material system - added flags for 'usealpha' or 'ignorealpha' setting of textures LWO - fixed texture assignment bug due to invalid tag list 3DS - improved handling of dummy nodes Viewer: - lines&points are now displayed - improved animation control via slider (still some stuff missing) - skeleton is now displayed - some other minor fixes Validator: - some material issues are warnings now (no errors anymore) git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@349 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
This commit is contained in:
@@ -60,13 +60,36 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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using namespace Assimp;
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// ------------------------------------------------------------------------------------------------
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// Convert a Q3 shader blend function to the appropriate enum value
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Q3Shader::BlendFunc StringToBlendFunc(const std::string& m)
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{
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if (m == "GL_ONE") {
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return Q3Shader::BLEND_GL_ONE;
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}
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if (m == "GL_ZERO") {
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return Q3Shader::BLEND_GL_ZERO;
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}
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if (m == "GL_SRC_ALPHA") {
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return Q3Shader::BLEND_GL_SRC_ALPHA;
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}
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if (m == "GL_ONE_MINUS_SRC_ALPHA") {
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return Q3Shader::BLEND_GL_ONE_MINUS_SRC_ALPHA;
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}
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if (m == "GL_ONE_MINUS_DST_COLOR") {
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return Q3Shader::BLEND_GL_ONE_MINUS_DST_COLOR;
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}
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DefaultLogger::get()->error("Q3Shader: Unknown blend function: " + m);
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return Q3Shader::BLEND_NONE;
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}
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// ------------------------------------------------------------------------------------------------
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// Load a Quake 3 shader
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void Q3Shader::LoadShader(ShaderData& fill, const std::string& pFile,IOSystem* io)
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bool Q3Shader::LoadShader(ShaderData& fill, const std::string& pFile,IOSystem* io)
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{
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boost::scoped_ptr<IOStream> file( io->Open( pFile, "rt"));
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if (!file.get())
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return; // if we can't access the file, don't worry and return
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return false; // if we can't access the file, don't worry and return
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DefaultLogger::get()->info("Loading Quake3 shader file " + pFile);
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@@ -84,59 +107,93 @@ void Q3Shader::LoadShader(ShaderData& fill, const std::string& pFile,IOSystem* i
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Q3Shader::ShaderMapBlock* curMap = NULL;
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// read line per line
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for (;;SkipLine(&buff)) {
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for (;SkipSpacesAndLineEnd(&buff);SkipLine(&buff)) {
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if(!SkipSpacesAndLineEnd(&buff))
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break;
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if (*buff == '{') {
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++buff;
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// append to last section, if any
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if (!curData) {
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DefaultLogger::get()->error("Q3Shader: Unexpected shader section token \'{\'");
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return;
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return true; // still no failure, the file is there
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}
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// read this map section
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for (;;SkipLine(&buff)) {
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if(!SkipSpacesAndLineEnd(&buff))
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break;
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// read this data section
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for (;SkipSpacesAndLineEnd(&buff);SkipLine(&buff)) {
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if (*buff == '{') {
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++buff;
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// add new map section
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curData->maps.push_back(Q3Shader::ShaderMapBlock());
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curMap = &curData->maps.back();
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for (;SkipSpacesAndLineEnd(&buff);SkipLine(&buff)) {
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// 'map' - Specifies texture file name
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if (TokenMatchI(buff,"map",3) || TokenMatchI(buff,"clampmap",8)) {
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curMap->name = GetNextToken(buff);
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}
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// 'blendfunc' - Alpha blending mode
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else if (TokenMatchI(buff,"blendfunc",9)) {
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const std::string blend_src = GetNextToken(buff);
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if (blend_src == "add") {
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curMap->blend_src = Q3Shader::BLEND_GL_ONE;
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curMap->blend_dest = Q3Shader::BLEND_GL_ONE;
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}
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else if (blend_src == "filter") {
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curMap->blend_src = Q3Shader::BLEND_GL_DST_COLOR;
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curMap->blend_dest = Q3Shader::BLEND_GL_ZERO;
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}
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else if (blend_src == "blend") {
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curMap->blend_src = Q3Shader::BLEND_GL_SRC_ALPHA;
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curMap->blend_dest = Q3Shader::BLEND_GL_ONE_MINUS_SRC_ALPHA;
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}
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else {
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curMap->blend_src = StringToBlendFunc(blend_src);
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curMap->blend_dest = StringToBlendFunc(GetNextToken(buff));
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}
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}
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// 'alphafunc' - Alpha testing mode
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else if (TokenMatchI(buff,"alphafunc",9)) {
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const std::string at = GetNextToken(buff);
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if (at == "GT0") {
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curMap->alpha_test = Q3Shader::AT_GT0;
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}
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else if (at == "LT128") {
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curMap->alpha_test = Q3Shader::AT_LT128;
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}
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else if (at == "GE128") {
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curMap->alpha_test = Q3Shader::AT_GE128;
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}
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}
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else if (*buff == '}') {
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++buff;
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// close this map section
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curMap = NULL;
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break;
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}
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}
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}
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else if (*buff == '}') {
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// close this map section
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if (curMap)
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curMap = NULL;
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else {
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curData = NULL;
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break;
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}
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++buff;
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curData = NULL;
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break;
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}
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// 'map' - Specifies texture file name
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else if (TokenMatchI(buff,"map",3) || TokenMatchI(buff,"clampmap",8)) {
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curMap->name = GetNextToken(buff);
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}
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// 'blendfunc' - Alpha blending mode
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else if (TokenMatchI(buff,"blendfunc",9)) {
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// fixme
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}
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}
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}
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// 'cull' specifies culling behaviour for the model
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else if (TokenMatch(buff,"cull",4)) {
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SkipSpaces(&buff);
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if (!ASSIMP_strincmp(buff,"back",4)) {
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curData->cull = Q3Shader::CULL_CCW;
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// 'cull' specifies culling behaviour for the model
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else if (TokenMatchI(buff,"cull",4)) {
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SkipSpaces(&buff);
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if (!ASSIMP_strincmp(buff,"back",4)) {
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curData->cull = Q3Shader::CULL_CCW;
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}
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else if (!ASSIMP_strincmp(buff,"front",5)) {
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curData->cull = Q3Shader::CULL_CW;
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}
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else if (!ASSIMP_strincmp(buff,"none",4) || !ASSIMP_strincmp(buff,"disable",7)) {
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curData->cull = Q3Shader::CULL_NONE;
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}
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else DefaultLogger::get()->error("Q3Shader: Unrecognized cull mode");
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}
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}
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else if (!ASSIMP_strincmp(buff,"front",5)) {
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curData->cull = Q3Shader::CULL_CW;
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}
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//else curData->cull = Q3Shader::CULL_NONE;
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}
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else {
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@@ -148,15 +205,16 @@ void Q3Shader::LoadShader(ShaderData& fill, const std::string& pFile,IOSystem* i
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curData->name = GetNextToken(buff);
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}
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}
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return true;
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}
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// ------------------------------------------------------------------------------------------------
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// Load a Quake 3 skin
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void Q3Shader::LoadSkin(SkinData& fill, const std::string& pFile,IOSystem* io)
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bool Q3Shader::LoadSkin(SkinData& fill, const std::string& pFile,IOSystem* io)
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{
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boost::scoped_ptr<IOStream> file( io->Open( pFile, "rt"));
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if (!file.get())
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return; // if we can't access the file, don't worry and return
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return false; // if we can't access the file, don't worry and return
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DefaultLogger::get()->info("Loading Quake3 skin file " + pFile);
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@@ -177,7 +235,7 @@ void Q3Shader::LoadSkin(SkinData& fill, const std::string& pFile,IOSystem* io)
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std::string ss = GetNextToken(buff);
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// ignore tokens starting with tag_
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if (!::strncmp(&ss[0],"_tag",std::min((size_t)4, ss.length())))
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if (!::strncmp(&ss[0],"tag_",std::min((size_t)4, ss.length())))
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continue;
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fill.textures.push_back(SkinData::TextureEntry());
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@@ -186,6 +244,90 @@ void Q3Shader::LoadSkin(SkinData& fill, const std::string& pFile,IOSystem* io)
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s.first = ss;
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s.second = GetNextToken(buff);
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}
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return true;
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}
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// ------------------------------------------------------------------------------------------------
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// Convert Q3Shader to material
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void Q3Shader::ConvertShaderToMaterial(MaterialHelper* out, const ShaderDataBlock& shader)
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{
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ai_assert(NULL != out);
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/* IMPORTANT: This is not a real conversion. Actually we're just guessing and
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* hacking around to build an aiMaterial that looks nearly equal to the
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* original Quake 3 shader. We're missing some important features like
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* animatable material properties in our material system, but at least
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* multiple textures should be handled correctly.
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*/
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// Two-sided material?
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if (shader.cull == Q3Shader::CULL_NONE) {
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const int twosided = 1;
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out->AddProperty(&twosided,1,AI_MATKEY_TWOSIDED);
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}
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unsigned int cur_emissive = 0, cur_diffuse = 0, cur_lm =0;
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// Iterate through all textures
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for (std::list< Q3Shader::ShaderMapBlock >::const_iterator it = shader.maps.begin(); it != shader.maps.end();++it) {
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// CONVERSION BEHAVIOUR:
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//
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//
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// If the texture is additive
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// - if it is the first texture, assume additive blending for the whole material
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// - otherwise register it as emissive texture.
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//
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// If the texture is using standard blend (or if the blend mode is unknown)
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// - if first texture: assume default blending for material
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// - in any case: set it as diffuse texture
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//
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// If the texture is using 'filter' blending
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// - take as lightmap
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//
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// Textures with alpha funcs
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// - aiTextureFlags_UseAlpha is set (otherwise aiTextureFlags_NoAlpha is explicitly set)
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aiString s((*it).name);
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aiTextureType type; unsigned int index;
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if ((*it).blend_src == Q3Shader::BLEND_GL_ONE && (*it).blend_dest == Q3Shader::BLEND_GL_ONE) {
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if (it == shader.maps.begin()) {
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const int additive = aiBlendMode_Additive;
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out->AddProperty(&additive,1,AI_MATKEY_BLEND_FUNC);
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index = cur_diffuse++;
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type = aiTextureType_DIFFUSE;
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}
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else {
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index = cur_emissive++;
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type = aiTextureType_EMISSIVE;
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}
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}
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else if ((*it).blend_src == Q3Shader::BLEND_GL_DST_COLOR && Q3Shader::BLEND_GL_ZERO) {
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index = cur_lm++;
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type = aiTextureType_LIGHTMAP;
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}
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else {
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const int blend = aiBlendMode_Default;
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out->AddProperty(&blend,1,AI_MATKEY_BLEND_FUNC);
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index = cur_diffuse++;
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type = aiTextureType_DIFFUSE;
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}
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// setup texture
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out->AddProperty(&s,AI_MATKEY_TEXTURE(type,index));
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// setup texture flags
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const int use_alpha = ((*it).alpha_test != Q3Shader::AT_NONE ? aiTextureFlags_UseAlpha : aiTextureFlags_IgnoreAlpha);
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out->AddProperty(&use_alpha,1,AI_MATKEY_TEXFLAGS(type,index));
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}
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// If at least one emissive texture was set, set the emissive base color to 1 to ensure
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// the texture is actually displayed.
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if (0 != cur_emissive) {
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aiColor3D one(1.f,1.f,1.f);
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out->AddProperty(&one,1,AI_MATKEY_COLOR_EMISSIVE);
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}
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}
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// ------------------------------------------------------------------------------------------------
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@@ -291,11 +433,14 @@ void MD3Importer::SetupProperties(const Importer* pImp)
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// AI_CONFIG_IMPORT_MD3_SKIN_NAME
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configSkinFile = (pImp->GetPropertyString(AI_CONFIG_IMPORT_MD3_SKIN_NAME,"default"));
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// AI_CONFIG_IMPORT_MD3_SHADER_SRC
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configShaderFile = (pImp->GetPropertyString(AI_CONFIG_IMPORT_MD3_SHADER_SRC,""));
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}
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// ------------------------------------------------------------------------------------------------
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// Try to read the skin for a MD3 file
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void MD3Importer::ReadSkin(Q3Shader::SkinData& fill)
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void MD3Importer::ReadSkin(Q3Shader::SkinData& fill) const
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{
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// skip any postfixes (e.g. lower_1.md3)
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std::string::size_type s = filename.find_last_of('_');
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@@ -308,6 +453,39 @@ void MD3Importer::ReadSkin(Q3Shader::SkinData& fill)
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Q3Shader::LoadSkin(fill,skin_file,mIOHandler);
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}
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// ------------------------------------------------------------------------------------------------
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// Try to read the shader for a MD3 file
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void MD3Importer::ReadShader(Q3Shader::ShaderData& fill) const
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{
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// Determine Q3 model name from given path
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std::string::size_type s = path.find_last_of('\\',path.length()-2);
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if (s == std::string::npos)
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s = path.find_last_of('/',path.length()-2);
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const std::string model_file = path.substr(s+1,path.length()-(s+2));
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// If no specific dir or file is given, use our default search behaviour
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if (!configShaderFile.length()) {
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if(!Q3Shader::LoadShader(fill,path + "..\\..\\..\\scripts\\" + model_file + ".shader",mIOHandler)) {
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Q3Shader::LoadShader(fill,path + "..\\..\\..\\scripts\\" + filename + ".shader",mIOHandler);
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}
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}
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else {
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// If the given string specifies a file, load this file.
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// Otherwise it's a directory.
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std::string::size_type st = configShaderFile.find_last_of('.');
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if (st == std::string::npos) {
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if(!Q3Shader::LoadShader(fill,configShaderFile + model_file + ".shader",mIOHandler)) {
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Q3Shader::LoadShader(fill,configShaderFile + filename + ".shader",mIOHandler);
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}
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}
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else {
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Q3Shader::LoadShader(fill,configShaderFile,mIOHandler);
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}
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Read a multi-part Q3 player model
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bool MD3Importer::ReadMultipartFile()
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@@ -416,6 +594,45 @@ error_cleanup:
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return false;
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}
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// ------------------------------------------------------------------------------------------------
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// Convert a MD3 path to a proper value
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void MD3Importer::ConvertPath(const char* texture_name, const char* header_name, std::string& out) const
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{
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// If the MD3's internal path itself and the given path are using
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// the same directory, remove it completely to get right output paths.
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const char* end1 = ::strrchr(header_name,'\\');
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if (!end1)end1 = ::strrchr(header_name,'/');
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const char* end2 = ::strrchr(texture_name,'\\');
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if (!end2)end2 = ::strrchr(texture_name,'/');
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// HACK: If the paths starts with "models", ignore the
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// next two hierarchy levels, it specifies just the model name.
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// Ignored by Q3, it might be not equal to the real model location.
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if (end2) {
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size_t len2;
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const size_t len1 = (size_t)(end1 - header_name);
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if (!ASSIMP_strincmp(texture_name,"models",6) && (texture_name[6] == '/' || texture_name[6] == '\\')) {
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len2 = 6; // ignore the seventh - could be slash or backslash
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if (!header_name[0]) {
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// Use the file name only
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out = end2+1;
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return;
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}
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}
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else len2 = std::min (len1, (size_t)(end2 - texture_name ));
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if (!ASSIMP_strincmp(texture_name,header_name,len2)) {
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// Use the file name only
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out = end2+1;
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return;
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}
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}
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// Use the full path
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out = texture_name;
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}
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// ------------------------------------------------------------------------------------------------
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// Imports the given file into the given scene structure.
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void MD3Importer::InternReadFile( const std::string& pFile,
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@@ -504,12 +721,27 @@ void MD3Importer::InternReadFile( const std::string& pFile,
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Q3Shader::SkinData skins;
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ReadSkin(skins);
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// And check whether we can locate a shader file for this model
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Q3Shader::ShaderData shaders;
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ReadShader(shaders);
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// Adjust all texture paths in the shader
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const char* header_name = pcHeader->NAME;
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if (shaders.blocks.size()) {
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for (std::list< Q3Shader::ShaderDataBlock >::iterator dit = shaders.blocks.begin(); dit != shaders.blocks.end(); ++dit) {
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ConvertPath((*dit).name.c_str(),header_name,(*dit).name);
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for (std::list< Q3Shader::ShaderMapBlock >::iterator mit = (*dit).maps.begin(); mit != (*dit).maps.end(); ++mit) {
|
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ConvertPath((*mit).name.c_str(),header_name,(*mit).name);
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}
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||||
}
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||||
}
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||||
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// Read all surfaces from the file
|
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unsigned int iNum = pcHeader->NUM_SURFACES;
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||||
unsigned int iNumMaterials = 0;
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||||
unsigned int iDefaultMatIndex = 0xFFFFFFFF;
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||||
while (iNum-- > 0)
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||||
{
|
||||
while (iNum-- > 0) {
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||||
|
||||
// Ensure correct endianess
|
||||
#ifdef AI_BUILD_BIG_ENDIAN
|
||||
@@ -555,7 +787,96 @@ void MD3Importer::InternReadFile( const std::string& pFile,
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||||
continue;
|
||||
}
|
||||
|
||||
// Ensure correct endianess
|
||||
// Allocate output mesh
|
||||
pScene->mMeshes[iNum] = new aiMesh();
|
||||
aiMesh* pcMesh = pScene->mMeshes[iNum];
|
||||
|
||||
std::string _texture_name;
|
||||
const char* texture_name = NULL;
|
||||
|
||||
// Check whether we have a texture record for this surface in the .skin file
|
||||
std::list< Q3Shader::SkinData::TextureEntry >::iterator it = std::find(
|
||||
skins.textures.begin(), skins.textures.end(), pcSurfaces->NAME );
|
||||
|
||||
if (it != skins.textures.end()) {
|
||||
texture_name = &*( _texture_name = (*it).second).begin();
|
||||
DefaultLogger::get()->debug("MD3: Assigning skin texture " + (*it).second + " to surface " + pcSurfaces->NAME);
|
||||
(*it).resolved = true; // mark entry as resolved
|
||||
}
|
||||
|
||||
// Get the first shader (= texture?) assigned to the surface
|
||||
if (!texture_name && pcSurfaces->NUM_SHADER) {
|
||||
texture_name = pcShaders->NAME;
|
||||
}
|
||||
|
||||
std::string convertedPath;
|
||||
if (texture_name) {
|
||||
ConvertPath(texture_name,header_name,convertedPath);
|
||||
}
|
||||
|
||||
const Q3Shader::ShaderDataBlock* shader = NULL;
|
||||
|
||||
// Now search the current shader for a record with this name (
|
||||
// excluding texture file extension)
|
||||
if (shaders.blocks.size()) {
|
||||
|
||||
std::string::size_type s = convertedPath.find_last_of('.');
|
||||
if (s == std::string::npos)
|
||||
s = convertedPath.length();
|
||||
|
||||
const std::string without_ext = convertedPath.substr(0,s);
|
||||
std::list< Q3Shader::ShaderDataBlock >::const_iterator dit = std::find(shaders.blocks.begin(),shaders.blocks.end(),without_ext);
|
||||
if (dit != shaders.blocks.end()) {
|
||||
// Hurra, wir haben einen. Tolle Sache.
|
||||
shader = &*dit;
|
||||
DefaultLogger::get()->info("Found shader record for " +without_ext );
|
||||
}
|
||||
else DefaultLogger::get()->warn("Unable to find shader record for " +without_ext );
|
||||
}
|
||||
|
||||
MaterialHelper* pcHelper = new MaterialHelper();
|
||||
|
||||
const int iMode = (int)aiShadingMode_Gouraud;
|
||||
pcHelper->AddProperty<int>(&iMode, 1, AI_MATKEY_SHADING_MODEL);
|
||||
|
||||
// Add a small ambient color value - Quake 3 seems to have one
|
||||
aiColor3D clr;
|
||||
clr.b = clr.g = clr.r = 0.05f;
|
||||
pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_AMBIENT);
|
||||
|
||||
clr.b = clr.g = clr.r = 1.0f;
|
||||
pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_DIFFUSE);
|
||||
pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_SPECULAR);
|
||||
|
||||
// use surface name + skin_name as material name
|
||||
aiString name;
|
||||
name.Set("MD3_[" + configSkinFile + "][" + pcSurfaces->NAME + "]");
|
||||
pcHelper->AddProperty(&name,AI_MATKEY_NAME);
|
||||
|
||||
if (!shader) {
|
||||
// Setup dummy texture file name to ensure UV coordinates are kept during postprocessing
|
||||
aiString szString;
|
||||
if (convertedPath.length()) {
|
||||
szString.Set(convertedPath);
|
||||
}
|
||||
else {
|
||||
DefaultLogger::get()->warn("Texture file name has zero length. Using default name");
|
||||
szString.Set("dummy_texture.bmp");
|
||||
}
|
||||
pcHelper->AddProperty(&szString,AI_MATKEY_TEXTURE_DIFFUSE(0));
|
||||
|
||||
// prevent transparency by default
|
||||
int no_alpha = aiTextureFlags_IgnoreAlpha;
|
||||
pcHelper->AddProperty(&no_alpha,1,AI_MATKEY_TEXFLAGS_DIFFUSE(0));
|
||||
}
|
||||
else {
|
||||
Q3Shader::ConvertShaderToMaterial(pcHelper,*shader);
|
||||
}
|
||||
|
||||
pScene->mMaterials[iNumMaterials] = (aiMaterial*)pcHelper;
|
||||
pcMesh->mMaterialIndex = iNumMaterials++;
|
||||
|
||||
// Ensure correct endianess
|
||||
#ifdef AI_BUILD_BIG_ENDIAN
|
||||
|
||||
for (uint32_t i = 0; i < pcSurfaces->NUM_VERTICES;++i)
|
||||
@@ -577,9 +898,7 @@ void MD3Importer::InternReadFile( const std::string& pFile,
|
||||
|
||||
#endif
|
||||
|
||||
// Allocate the output mesh
|
||||
pScene->mMeshes[iNum] = new aiMesh();
|
||||
aiMesh* pcMesh = pScene->mMeshes[iNum];
|
||||
// Fill mesh information
|
||||
pcMesh->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
|
||||
|
||||
pcMesh->mNumVertices = pcSurfaces->NUM_TRIANGLES*3;
|
||||
@@ -600,6 +919,8 @@ void MD3Importer::InternReadFile( const std::string& pFile,
|
||||
unsigned int iTemp = iCurrent;
|
||||
for (unsigned int c = 0; c < 3;++c,++iCurrent)
|
||||
{
|
||||
pcMesh->mFaces[i].mIndices[c] = iCurrent;
|
||||
|
||||
// Read vertices
|
||||
pcMesh->mVertices[iCurrent].x = pcVertices[ pcTriangles->INDEXES[c]].X*AI_MD3_XYZ_SCALE;
|
||||
pcMesh->mVertices[iCurrent].y = pcVertices[ pcTriangles->INDEXES[c]].Y*AI_MD3_XYZ_SCALE;
|
||||
@@ -613,100 +934,14 @@ void MD3Importer::InternReadFile( const std::string& pFile,
|
||||
pcMesh->mTextureCoords[0][iCurrent].x = pcUVs[ pcTriangles->INDEXES[c]].U;
|
||||
pcMesh->mTextureCoords[0][iCurrent].y = 1.0f-pcUVs[ pcTriangles->INDEXES[c]].V;
|
||||
}
|
||||
// FIX: flip the face ordering for use with OpenGL
|
||||
pcMesh->mFaces[i].mIndices[0] = iTemp+2;
|
||||
pcMesh->mFaces[i].mIndices[1] = iTemp+1;
|
||||
pcMesh->mFaces[i].mIndices[2] = iTemp+0;
|
||||
// Flip face order if necessary
|
||||
if (!shader || shader->cull == Q3Shader::CULL_CCW) {
|
||||
pcMesh->mFaces[i].mIndices[0] = iTemp+2;
|
||||
pcMesh->mFaces[i].mIndices[1] = iTemp+1;
|
||||
pcMesh->mFaces[i].mIndices[2] = iTemp+0;
|
||||
}
|
||||
pcTriangles++;
|
||||
}
|
||||
|
||||
std::string _texture_name;
|
||||
const char* texture_name = NULL, *header_name = pcHeader->NAME;
|
||||
|
||||
// Check whether we have a texture record for this surface in the .skin file
|
||||
std::list< Q3Shader::SkinData::TextureEntry >::iterator it = std::find(
|
||||
skins.textures.begin(), skins.textures.end(), pcSurfaces->NAME );
|
||||
|
||||
if (it != skins.textures.end()) {
|
||||
texture_name = &*( _texture_name = (*it).second).begin();
|
||||
DefaultLogger::get()->debug("MD3: Assigning skin texture " + (*it).second + " to surface " + pcSurfaces->NAME);
|
||||
(*it).resolved = true; // mark entry as resolved
|
||||
}
|
||||
|
||||
// Get the first shader (= texture?) assigned to the surface
|
||||
if (!texture_name && pcSurfaces->NUM_SHADER) {
|
||||
texture_name = pcShaders->NAME;
|
||||
}
|
||||
|
||||
const char* end2 = NULL;
|
||||
if (texture_name) {
|
||||
|
||||
// If the MD3's internal path itself and the given path are using
|
||||
// the same directory, remove it completely to get right output paths.
|
||||
const char* end1 = ::strrchr(header_name,'\\');
|
||||
if (!end1)end1 = ::strrchr(header_name,'/');
|
||||
|
||||
end2 = ::strrchr(texture_name,'\\');
|
||||
if (!end2)end2 = ::strrchr(texture_name,'/');
|
||||
|
||||
// HACK: If the paths starts with "models/players", ignore the
|
||||
// next hierarchy level, it specifies just the model name.
|
||||
// Ignored by Q3, it might be not equal to the real model location.
|
||||
if (end1 && end2) {
|
||||
|
||||
size_t len2;
|
||||
const size_t len1 = (size_t)(end1 - header_name);
|
||||
if (!ASSIMP_strincmp(header_name,"models/players/",15)) {
|
||||
len2 = 15;
|
||||
}
|
||||
else len2 = std::min (len1, (size_t)(end2 - texture_name ));
|
||||
|
||||
if (!ASSIMP_strincmp(texture_name,header_name,len2)) {
|
||||
// Use the file name only
|
||||
end2++;
|
||||
}
|
||||
else {
|
||||
// Use the full path
|
||||
end2 = (const char*)texture_name;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
MaterialHelper* pcHelper = new MaterialHelper();
|
||||
|
||||
// Setup dummy texture file name to ensure UV coordinates are kept during postprocessing
|
||||
aiString szString;
|
||||
if (end2 && end2[0]) {
|
||||
const size_t iLen = ::strlen(end2);
|
||||
::memcpy(szString.data,end2,iLen);
|
||||
szString.data[iLen] = '\0';
|
||||
szString.length = iLen;
|
||||
}
|
||||
else {
|
||||
DefaultLogger::get()->warn("Texture file name has zero length. Using default name");
|
||||
szString.Set("dummy_texture.bmp");
|
||||
}
|
||||
pcHelper->AddProperty(&szString,AI_MATKEY_TEXTURE_DIFFUSE(0));
|
||||
|
||||
const int iMode = (int)aiShadingMode_Gouraud;
|
||||
pcHelper->AddProperty<int>(&iMode, 1, AI_MATKEY_SHADING_MODEL);
|
||||
|
||||
// Add a small ambient color value - Quake 3 seems to have one
|
||||
aiColor3D clr;
|
||||
clr.b = clr.g = clr.r = 0.05f;
|
||||
pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_AMBIENT);
|
||||
|
||||
clr.b = clr.g = clr.r = 1.0f;
|
||||
pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_DIFFUSE);
|
||||
pcHelper->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_SPECULAR);
|
||||
|
||||
// use surface name + skin_name as material name
|
||||
aiString name;
|
||||
name.Set("MD3_[" + configSkinFile + "][" + pcSurfaces->NAME + "]");
|
||||
pcHelper->AddProperty(&name,AI_MATKEY_NAME);
|
||||
|
||||
pScene->mMaterials[iNumMaterials] = (aiMaterial*)pcHelper;
|
||||
pcMesh->mMaterialIndex = iNumMaterials++;
|
||||
|
||||
// Go to the next surface
|
||||
pcSurfaces = (BE_NCONST MD3::Surface*)(((unsigned char*)pcSurfaces) + pcSurfaces->OFS_END);
|
||||
|
||||
Reference in New Issue
Block a user