Added AC-loader, WIP version. PLY loader is now able to load models from blender, test model added. Refactoring. Added FindInvalidData step. Added support for precompiled headers, the release builds in VC8 are configued to use PCH now. Added separate makefile for mingw, no -FPic warning anymore, -clear works now. git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@176 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
779 lines
23 KiB
C++
779 lines
23 KiB
C++
/*
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---------------------------------------------------------------------------
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Open Asset Import Library (ASSIMP)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2008, ASSIMP Development Team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the following
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conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the ASSIMP team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the ASSIMP Development Team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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/** @file Implementation of the material part of the MDL importer class */
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#include "AssimpPCH.h"
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// internal headers
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#include "MDLLoader.h"
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#include "MDLDefaultColorMap.h"
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using namespace Assimp;
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// ------------------------------------------------------------------------------------------------
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void MDLImporter::SearchPalette(const unsigned char** pszColorMap)
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{
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// now try to find the color map in the current directory
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IOStream* pcStream = this->pIOHandler->Open(configPalette,"rb");
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const unsigned char* szColorMap = (const unsigned char*)::g_aclrDefaultColorMap;
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if(pcStream)
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{
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if (pcStream->FileSize() >= 768)
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{
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szColorMap = new unsigned char[256*3];
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pcStream->Read(const_cast<unsigned char*>(szColorMap),256*3,1);
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DefaultLogger::get()->info("Found valid colormap.lmp in directory. "
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"It will be used to decode embedded textures in palletized formats.");
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}
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delete pcStream;
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pcStream = NULL;
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}
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*pszColorMap = szColorMap;
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return;
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}
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// ------------------------------------------------------------------------------------------------
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void MDLImporter::FreePalette(const unsigned char* szColorMap)
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{
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if (szColorMap != (const unsigned char*)::g_aclrDefaultColorMap)
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{
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delete[] szColorMap;
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}
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return;
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}
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// ------------------------------------------------------------------------------------------------
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aiColor4D MDLImporter::ReplaceTextureWithColor(const aiTexture* pcTexture)
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{
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ai_assert(NULL != pcTexture);
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aiColor4D clrOut;
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clrOut.r = std::numeric_limits<float>::quiet_NaN();
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if (!pcTexture->mHeight || !pcTexture->mWidth)return clrOut;
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const unsigned int iNumPixels = pcTexture->mHeight*pcTexture->mWidth;
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const aiTexel* pcTexel = pcTexture->pcData+1;
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const aiTexel* const pcTexelEnd = &pcTexture->pcData[iNumPixels];
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while (pcTexel != pcTexelEnd)
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{
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if (*pcTexel != *(pcTexel-1))
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{
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pcTexel = NULL;break;
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}
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++pcTexel;
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}
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if (pcTexel)
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{
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clrOut.r = pcTexture->pcData->r / 255.0f;
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clrOut.g = pcTexture->pcData->g / 255.0f;
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clrOut.b = pcTexture->pcData->b / 255.0f;
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clrOut.a = pcTexture->pcData->a / 255.0f;
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}
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return clrOut;
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}
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// ------------------------------------------------------------------------------------------------
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void MDLImporter::CreateTextureARGB8_3DGS_MDL3(const unsigned char* szData)
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{
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const MDL::Header* pcHeader = (const MDL::Header*)this->mBuffer;
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VALIDATE_FILE_SIZE(szData + pcHeader->skinwidth *
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pcHeader->skinheight);
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// allocate a new texture object
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aiTexture* pcNew = new aiTexture();
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pcNew->mWidth = pcHeader->skinwidth;
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pcNew->mHeight = pcHeader->skinheight;
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pcNew->pcData = new aiTexel[pcNew->mWidth * pcNew->mHeight];
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const unsigned char* szColorMap;
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this->SearchPalette(&szColorMap);
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// copy texture data
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for (unsigned int i = 0; i < pcNew->mWidth*pcNew->mHeight;++i)
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{
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const unsigned char val = szData[i];
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const unsigned char* sz = &szColorMap[val*3];
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pcNew->pcData[i].a = 0xFF;
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pcNew->pcData[i].r = *sz++;
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pcNew->pcData[i].g = *sz++;
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pcNew->pcData[i].b = *sz;
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}
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this->FreePalette(szColorMap);
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// store the texture
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aiTexture** pc = this->pScene->mTextures;
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this->pScene->mTextures = new aiTexture*[this->pScene->mNumTextures+1];
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for (unsigned int i = 0; i < this->pScene->mNumTextures;++i)
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this->pScene->mTextures[i] = pc[i];
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this->pScene->mTextures[this->pScene->mNumTextures] = pcNew;
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this->pScene->mNumTextures++;
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delete[] pc;
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return;
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}
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// ------------------------------------------------------------------------------------------------
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void MDLImporter::CreateTexture_3DGS_MDL4(const unsigned char* szData,
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unsigned int iType,
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unsigned int* piSkip)
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{
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const MDL::Header* pcHeader = (const MDL::Header*)this->mBuffer;
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ai_assert(NULL != piSkip);
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if (iType == 1 || iType > 3)
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{
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DefaultLogger::get()->error("Unsupported texture file format");
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return;
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}
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bool bNoRead = *piSkip == 0xffffffff;
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// allocate a new texture object
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aiTexture* pcNew = new aiTexture();
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pcNew->mWidth = pcHeader->skinwidth;
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pcNew->mHeight = pcHeader->skinheight;
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if (bNoRead)pcNew->pcData = (aiTexel*)0xffffffff;
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this->ParseTextureColorData(szData,iType,piSkip,pcNew);
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// store the texture
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if (!bNoRead)
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{
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if (!this->pScene->mNumTextures)
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{
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this->pScene->mNumTextures = 1;
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this->pScene->mTextures = new aiTexture*[1];
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this->pScene->mTextures[0] = pcNew;
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}
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else
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{
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aiTexture** pc = this->pScene->mTextures;
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this->pScene->mTextures = new aiTexture*[this->pScene->mNumTextures+1];
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for (unsigned int i = 0; i < this->pScene->mNumTextures;++i)
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this->pScene->mTextures[i] = pc[i];
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this->pScene->mTextures[this->pScene->mNumTextures] = pcNew;
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this->pScene->mNumTextures++;
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delete[] pc;
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}
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}
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else delete pcNew;
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return;
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}
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// ------------------------------------------------------------------------------------------------
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void MDLImporter::ParseTextureColorData(const unsigned char* szData,
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unsigned int iType,
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unsigned int* piSkip,
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aiTexture* pcNew)
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{
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// allocate storage for the texture image
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if ((aiTexel*)0xffffffff != pcNew->pcData)
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pcNew->pcData = new aiTexel[pcNew->mWidth * pcNew->mHeight];
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// R5G6B5 format (with or without MIPs)
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// ****************************************************************
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if (2 == iType || 10 == iType)
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{
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VALIDATE_FILE_SIZE(szData + pcNew->mWidth*pcNew->mHeight*2);
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// copy texture data
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unsigned int i;
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if ((aiTexel*)0xffffffff != pcNew->pcData)
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{
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for (i = 0; i < pcNew->mWidth*pcNew->mHeight;++i)
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{
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MDL::RGB565 val = ((MDL::RGB565*)szData)[i];
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pcNew->pcData[i].a = 0xFF;
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pcNew->pcData[i].r = (unsigned char)val.b << 3;
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pcNew->pcData[i].g = (unsigned char)val.g << 2;
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pcNew->pcData[i].b = (unsigned char)val.r << 3;
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}
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}
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else i = pcNew->mWidth*pcNew->mHeight;
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*piSkip = i * 2;
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// apply MIP maps
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if (10 == iType)
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{
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*piSkip += ((i >> 2) + (i >> 4) + (i >> 6)) << 1;
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VALIDATE_FILE_SIZE(szData + *piSkip);
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}
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}
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// ARGB4 format (with or without MIPs)
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// ****************************************************************
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else if (3 == iType || 11 == iType)
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{
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VALIDATE_FILE_SIZE(szData + pcNew->mWidth*pcNew->mHeight*4);
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// copy texture data
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unsigned int i;
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if ((aiTexel*)0xffffffff != pcNew->pcData)
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{
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for (i = 0; i < pcNew->mWidth*pcNew->mHeight;++i)
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{
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MDL::ARGB4 val = ((MDL::ARGB4*)szData)[i];
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pcNew->pcData[i].a = (unsigned char)val.a << 4;
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pcNew->pcData[i].r = (unsigned char)val.r << 4;
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pcNew->pcData[i].g = (unsigned char)val.g << 4;
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pcNew->pcData[i].b = (unsigned char)val.b << 4;
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}
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}
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else i = pcNew->mWidth*pcNew->mHeight;
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*piSkip = i * 2;
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// apply MIP maps
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if (11 == iType)
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{
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*piSkip += ((i >> 2) + (i >> 4) + (i >> 6)) << 1;
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VALIDATE_FILE_SIZE(szData + *piSkip);
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}
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}
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// RGB8 format (with or without MIPs)
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// ****************************************************************
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else if (4 == iType || 12 == iType)
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{
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VALIDATE_FILE_SIZE(szData + pcNew->mWidth*pcNew->mHeight*3);
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// copy texture data
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unsigned int i;
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if ((aiTexel*)0xffffffff != pcNew->pcData)
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{
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for (i = 0; i < pcNew->mWidth*pcNew->mHeight;++i)
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{
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const unsigned char* _szData = &szData[i*3];
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pcNew->pcData[i].a = 0xFF;
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pcNew->pcData[i].b = *_szData++;
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pcNew->pcData[i].g = *_szData++;
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pcNew->pcData[i].r = *_szData;
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}
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}
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else i = pcNew->mWidth*pcNew->mHeight;
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// apply MIP maps
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*piSkip = i * 3;
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if (12 == iType)
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{
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*piSkip += ((i >> 2) + (i >> 4) + (i >> 6)) *3;
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VALIDATE_FILE_SIZE(szData + *piSkip);
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}
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}
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// ARGB8 format (with ir without MIPs)
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// ****************************************************************
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else if (5 == iType || 13 == iType)
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{
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VALIDATE_FILE_SIZE(szData + pcNew->mWidth*pcNew->mHeight*4);
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// copy texture data
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unsigned int i;
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if ((aiTexel*)0xffffffff != pcNew->pcData)
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{
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for (i = 0; i < pcNew->mWidth*pcNew->mHeight;++i)
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{
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const unsigned char* _szData = &szData[i*4];
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pcNew->pcData[i].b = *_szData++;
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pcNew->pcData[i].g = *_szData++;
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pcNew->pcData[i].r = *_szData++;
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pcNew->pcData[i].a = *_szData;
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}
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}
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else i = pcNew->mWidth*pcNew->mHeight;
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// apply MIP maps
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*piSkip = i << 2;
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if (13 == iType)
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{
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*piSkip += ((i >> 2) + (i >> 4) + (i >> 6)) << 2;
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}
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}
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// palletized 8 bit texture. As for Quake 1
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// ****************************************************************
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else if (0 == iType)
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{
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VALIDATE_FILE_SIZE(szData + pcNew->mWidth*pcNew->mHeight);
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// copy texture data
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unsigned int i;
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if ((aiTexel*)0xffffffff != pcNew->pcData)
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{
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const unsigned char* szColorMap;
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this->SearchPalette(&szColorMap);
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for (i = 0; i < pcNew->mWidth*pcNew->mHeight;++i)
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{
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const unsigned char val = szData[i];
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const unsigned char* sz = &szColorMap[val*3];
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pcNew->pcData[i].a = 0xFF;
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pcNew->pcData[i].r = *sz++;
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pcNew->pcData[i].g = *sz++;
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pcNew->pcData[i].b = *sz;
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}
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this->FreePalette(szColorMap);
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}
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else i = pcNew->mWidth*pcNew->mHeight;
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*piSkip = i;
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// FIXME: Also support for MIP maps?
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}
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return;
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}
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// ------------------------------------------------------------------------------------------------
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void MDLImporter::CreateTexture_3DGS_MDL5(const unsigned char* szData,
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unsigned int iType,
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unsigned int* piSkip)
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{
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ai_assert(NULL != piSkip);
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bool bNoRead = *piSkip == 0xffffffff;
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// allocate a new texture object
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aiTexture* pcNew = new aiTexture();
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VALIDATE_FILE_SIZE(szData+8);
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// first read the size of the texture
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pcNew->mWidth = *((uint32_t*)szData);
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szData += sizeof(uint32_t);
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pcNew->mHeight = *((uint32_t*)szData);
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szData += sizeof(uint32_t);
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if (bNoRead)pcNew->pcData = (aiTexel*)0xffffffff;
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// this should not occur - at least the docs say it shouldn't
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// however, you can easily try out what MED does if you have
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// a model with a DDS texture and export it to MDL5 ...
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// yes, you're right. It embedds the DDS texture ... :cry:
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if (6 == iType)
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{
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// this is a compressed texture in DDS format
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*piSkip = pcNew->mWidth;
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VALIDATE_FILE_SIZE(szData + *piSkip);
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if (!bNoRead)
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{
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// place a hint and let the application know that it's
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// a DDS file
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pcNew->mHeight = 0;
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pcNew->achFormatHint[0] = 'd';
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pcNew->achFormatHint[1] = 'd';
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pcNew->achFormatHint[2] = 's';
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pcNew->achFormatHint[3] = '\0';
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pcNew->pcData = (aiTexel*) new unsigned char[pcNew->mWidth];
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::memcpy(pcNew->pcData,szData,pcNew->mWidth);
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}
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}
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else
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{
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// parse the color data of the texture
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this->ParseTextureColorData(szData,iType,
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piSkip,pcNew);
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}
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*piSkip += sizeof(uint32_t) * 2;
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if (!bNoRead)
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{
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// store the texture
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if (!this->pScene->mNumTextures)
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{
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this->pScene->mNumTextures = 1;
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this->pScene->mTextures = new aiTexture*[1];
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this->pScene->mTextures[0] = pcNew;
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}
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else
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{
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aiTexture** pc = this->pScene->mTextures;
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this->pScene->mTextures = new aiTexture*[this->pScene->mNumTextures+1];
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for (unsigned int i = 0; i < this->pScene->mNumTextures;++i)
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this->pScene->mTextures[i] = pc[i];
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this->pScene->mTextures[this->pScene->mNumTextures] = pcNew;
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this->pScene->mNumTextures++;
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delete[] pc;
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}
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}
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else delete pcNew;
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return;
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}
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// ------------------------------------------------------------------------------------------------
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void MDLImporter::ParseSkinLump_3DGS_MDL7(
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const unsigned char* szCurrent,
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const unsigned char** szCurrentOut,
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MaterialHelper* pcMatOut,
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unsigned int iType,
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unsigned int iWidth,
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unsigned int iHeight)
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{
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aiTexture* pcNew = NULL;
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// get the type of the skin
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unsigned int iMasked = (unsigned int)(iType & 0xF);
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if (0x1 == iMasked)
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{
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// ***** REFERENCE TO ANOTHER SKIN INDEX *****
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// NOTE: Documentation - if you can call it a documentation, I prefer
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// the expression "rubbish" - states it is currently unused. However,
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// I don't know what ideas the terrible developers of Conitec will
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// have tomorrow, so Im going to implement it.
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int referrer = (int)iWidth;
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pcMatOut->AddProperty<int>(&referrer,1,AI_MDL7_REFERRER_MATERIAL);
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}
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else if (0x6 == iMasked)
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{
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// ***** EMBEDDED DDS FILE *****
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if (1 != iHeight)
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{
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DefaultLogger::get()->warn("Found a reference to an embedded DDS texture, "
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"but texture height is not equal to 1, which is not supported by MED");
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}
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pcNew = new aiTexture();
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pcNew->mHeight = 0;
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pcNew->mWidth = iWidth;
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pcNew->achFormatHint[0] = 'd';
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pcNew->achFormatHint[1] = 'd';
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pcNew->achFormatHint[2] = 's';
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pcNew->achFormatHint[3] = '\0';
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pcNew->pcData = (aiTexel*) new unsigned char[pcNew->mWidth];
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memcpy(pcNew->pcData,szCurrent,pcNew->mWidth);
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szCurrent += iWidth;
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}
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if (0x7 == iMasked)
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{
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// ***** REFERENCE TO EXTERNAL FILE *****
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if (1 != iHeight)
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{
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DefaultLogger::get()->warn("Found a reference to an external texture, "
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"but texture height is not equal to 1, which is not supported by MED");
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}
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aiString szFile;
|
|
const size_t iLen = strlen((const char*)szCurrent);
|
|
size_t iLen2 = iLen+1;
|
|
iLen2 = iLen2 > MAXLEN ? MAXLEN : iLen2;
|
|
memcpy(szFile.data,(const char*)szCurrent,iLen2);
|
|
szFile.length = iLen;
|
|
|
|
szCurrent += iLen2;
|
|
|
|
// place this as diffuse texture
|
|
pcMatOut->AddProperty(&szFile,AI_MATKEY_TEXTURE_DIFFUSE(0));
|
|
}
|
|
else if (iMasked || !iType || (iType && iWidth && iHeight))
|
|
{
|
|
// ***** STANDARD COLOR TEXTURE *****
|
|
pcNew = new aiTexture();
|
|
if (!iHeight || !iWidth)
|
|
{
|
|
DefaultLogger::get()->warn("Found embedded texture, but its width "
|
|
"an height are both 0. Is this a joke?");
|
|
|
|
// generate an empty chess pattern
|
|
pcNew->mWidth = pcNew->mHeight = 8;
|
|
pcNew->pcData = new aiTexel[64];
|
|
for (unsigned int x = 0; x < 8;++x)
|
|
{
|
|
for (unsigned int y = 0; y < 8;++y)
|
|
{
|
|
bool bSet = false;
|
|
if (0 == x % 2 && 0 != y % 2 ||
|
|
0 != x % 2 && 0 == y % 2)bSet = true;
|
|
|
|
aiTexel* pc = &pcNew->pcData[y * 8 + x];
|
|
if (bSet)pc->r = pc->b = pc->g = 0xFF;
|
|
else pc->r = pc->b = pc->g = 0;
|
|
pc->a = 0xFF;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// it is a standard color texture. Fill in width and height
|
|
// and call the same function we used for loading MDL5 files
|
|
|
|
pcNew->mWidth = iWidth;
|
|
pcNew->mHeight = iHeight;
|
|
|
|
unsigned int iSkip = 0;
|
|
this->ParseTextureColorData(szCurrent,iMasked,&iSkip,pcNew);
|
|
|
|
// skip length of texture data
|
|
szCurrent += iSkip;
|
|
}
|
|
}
|
|
|
|
// sometimes there are MDL7 files which have a monochrome
|
|
// texture instead of material colors ... posssible they have
|
|
// been converted to MDL7 from other formats, such as MDL5
|
|
aiColor4D clrTexture;
|
|
if (pcNew)clrTexture = this->ReplaceTextureWithColor(pcNew);
|
|
else clrTexture.r = std::numeric_limits<float>::quiet_NaN();
|
|
|
|
// check whether a material definition is contained in the skin
|
|
if (iType & AI_MDL7_SKINTYPE_MATERIAL)
|
|
{
|
|
const MDL::Material_MDL7* pcMatIn = (const MDL::Material_MDL7*)szCurrent;
|
|
szCurrent = (unsigned char*)(pcMatIn+1);
|
|
VALIDATE_FILE_SIZE(szCurrent);
|
|
|
|
aiColor3D clrTemp;
|
|
|
|
#define COLOR_MULTIPLY_RGB() \
|
|
if (is_not_qnan(clrTexture.r)) \
|
|
{ \
|
|
clrTemp.r *= clrTexture.r; \
|
|
clrTemp.g *= clrTexture.g; \
|
|
clrTemp.b *= clrTexture.b; \
|
|
}
|
|
|
|
// read diffuse color
|
|
clrTemp.r = pcMatIn->Diffuse.r;
|
|
clrTemp.g = pcMatIn->Diffuse.g;
|
|
clrTemp.b = pcMatIn->Diffuse.b;
|
|
COLOR_MULTIPLY_RGB();
|
|
pcMatOut->AddProperty<aiColor3D>(&clrTemp,1,AI_MATKEY_COLOR_DIFFUSE);
|
|
|
|
// read specular color
|
|
clrTemp.r = pcMatIn->Specular.r;
|
|
clrTemp.g = pcMatIn->Specular.g;
|
|
clrTemp.b = pcMatIn->Specular.b;
|
|
COLOR_MULTIPLY_RGB();
|
|
pcMatOut->AddProperty<aiColor3D>(&clrTemp,1,AI_MATKEY_COLOR_SPECULAR);
|
|
|
|
// read ambient color
|
|
clrTemp.r = pcMatIn->Ambient.r;
|
|
clrTemp.g = pcMatIn->Ambient.g;
|
|
clrTemp.b = pcMatIn->Ambient.b;
|
|
COLOR_MULTIPLY_RGB();
|
|
pcMatOut->AddProperty<aiColor3D>(&clrTemp,1,AI_MATKEY_COLOR_AMBIENT);
|
|
|
|
// read emissive color
|
|
clrTemp.r = pcMatIn->Emissive.r;
|
|
clrTemp.g = pcMatIn->Emissive.g;
|
|
clrTemp.b = pcMatIn->Emissive.b;
|
|
pcMatOut->AddProperty<aiColor3D>(&clrTemp,1,AI_MATKEY_COLOR_EMISSIVE);
|
|
|
|
// FIX: Take the opacity from the ambient color
|
|
// the doc says something else, but it is fact that MED exports the
|
|
// opacity like this .... ARRRGGHH!
|
|
clrTemp.r = pcMatIn->Ambient.a;
|
|
if (is_not_qnan(clrTexture.r))clrTemp.r *= clrTexture.a;
|
|
pcMatOut->AddProperty<float>(&clrTemp.r,1,AI_MATKEY_OPACITY);
|
|
|
|
// read phong power
|
|
int iShadingMode = (int)aiShadingMode_Gouraud;
|
|
if (0.0f != pcMatIn->Power)
|
|
{
|
|
iShadingMode = (int)aiShadingMode_Phong;
|
|
pcMatOut->AddProperty<float>(&pcMatIn->Power,1,AI_MATKEY_SHININESS);
|
|
}
|
|
pcMatOut->AddProperty<int>(&iShadingMode,1,AI_MATKEY_SHADING_MODEL);
|
|
}
|
|
else if (is_not_qnan(clrTexture.r))
|
|
{
|
|
pcMatOut->AddProperty<aiColor4D>(&clrTexture,1,AI_MATKEY_COLOR_DIFFUSE);
|
|
pcMatOut->AddProperty<aiColor4D>(&clrTexture,1,AI_MATKEY_COLOR_SPECULAR);
|
|
}
|
|
// if the texture could be replaced by a single material color
|
|
// we don't need the texture anymore
|
|
if (is_not_qnan(clrTexture.r))
|
|
{
|
|
delete pcNew;
|
|
pcNew = NULL;
|
|
}
|
|
|
|
// if an ASCII effect description (HLSL?) is contained in the file,
|
|
// we can simply ignore it ...
|
|
if (iType & AI_MDL7_SKINTYPE_MATERIAL_ASCDEF)
|
|
{
|
|
VALIDATE_FILE_SIZE(szCurrent);
|
|
int32_t iMe = *((int32_t*)szCurrent);
|
|
szCurrent += sizeof(char) * iMe + sizeof(int32_t);
|
|
VALIDATE_FILE_SIZE(szCurrent);
|
|
}
|
|
|
|
// if an embedded texture has been loaded setup the corresponding
|
|
// data structures in the aiScene instance
|
|
if (pcNew && this->pScene->mNumTextures <= 999)
|
|
{
|
|
|
|
// place this as diffuse texture
|
|
char szCurrent[5];
|
|
::sprintf(szCurrent,"*%i",this->pScene->mNumTextures);
|
|
|
|
aiString szFile;
|
|
const size_t iLen = strlen((const char*)szCurrent);
|
|
::memcpy(szFile.data,(const char*)szCurrent,iLen+1);
|
|
szFile.length = iLen;
|
|
|
|
pcMatOut->AddProperty(&szFile,AI_MATKEY_TEXTURE_DIFFUSE(0));
|
|
|
|
// store the texture
|
|
if (!this->pScene->mNumTextures)
|
|
{
|
|
this->pScene->mNumTextures = 1;
|
|
this->pScene->mTextures = new aiTexture*[1];
|
|
this->pScene->mTextures[0] = pcNew;
|
|
}
|
|
else
|
|
{
|
|
aiTexture** pc = this->pScene->mTextures;
|
|
this->pScene->mTextures = new aiTexture*[this->pScene->mNumTextures+1];
|
|
for (unsigned int i = 0; i < this->pScene->mNumTextures;++i)
|
|
this->pScene->mTextures[i] = pc[i];
|
|
|
|
this->pScene->mTextures[this->pScene->mNumTextures] = pcNew;
|
|
this->pScene->mNumTextures++;
|
|
delete[] pc;
|
|
}
|
|
}
|
|
VALIDATE_FILE_SIZE(szCurrent);
|
|
*szCurrentOut = szCurrent;
|
|
}
|
|
// ------------------------------------------------------------------------------------------------
|
|
void MDLImporter::SkipSkinLump_3DGS_MDL7(
|
|
const unsigned char* szCurrent,
|
|
const unsigned char** szCurrentOut,
|
|
unsigned int iType,
|
|
unsigned int iWidth,
|
|
unsigned int iHeight)
|
|
{
|
|
// get the type of the skin
|
|
unsigned int iMasked = (unsigned int)(iType & 0xF);
|
|
|
|
if (0x6 == iMasked)
|
|
{
|
|
szCurrent += iWidth;
|
|
}
|
|
if (0x7 == iMasked)
|
|
{
|
|
const size_t iLen = ::strlen((const char*)szCurrent);
|
|
szCurrent += iLen+1;
|
|
}
|
|
else if (iMasked || !iType)
|
|
{
|
|
if (iMasked || !iType || (iType && iWidth && iHeight))
|
|
{
|
|
// ParseTextureColorData(..., aiTexture::pcData == 0xffffffff) will simply
|
|
// return the size of the color data in bytes in iSkip
|
|
unsigned int iSkip = 0;
|
|
|
|
aiTexture tex;
|
|
tex.pcData = reinterpret_cast<aiTexel*>(0xffffffff);
|
|
tex.mHeight = iHeight;
|
|
tex.mWidth = iWidth;
|
|
this->ParseTextureColorData(szCurrent,iMasked,&iSkip,&tex);
|
|
|
|
// FIX: Important, otherwise the destructor will crash
|
|
tex.pcData = NULL;
|
|
|
|
// skip length of texture data
|
|
szCurrent += iSkip;
|
|
}
|
|
}
|
|
|
|
// check whether a material definition is contained in the skin
|
|
if (iType & AI_MDL7_SKINTYPE_MATERIAL)
|
|
{
|
|
const MDL::Material_MDL7* pcMatIn = (const MDL::Material_MDL7*)szCurrent;
|
|
szCurrent = (unsigned char*)(pcMatIn+1);
|
|
}
|
|
|
|
// if an ASCII effect description (HLSL?) is contained in the file,
|
|
// we can simply ignore it ...
|
|
if (iType & AI_MDL7_SKINTYPE_MATERIAL_ASCDEF)
|
|
{
|
|
int32_t iMe = *((int32_t*)szCurrent);
|
|
szCurrent += sizeof(char) * iMe + sizeof(int32_t);
|
|
}
|
|
*szCurrentOut = szCurrent;
|
|
}
|
|
// ------------------------------------------------------------------------------------------------
|
|
void MDLImporter::ParseSkinLump_3DGS_MDL7(
|
|
const unsigned char* szCurrent,
|
|
const unsigned char** szCurrentOut,
|
|
std::vector<MaterialHelper*>& pcMats)
|
|
{
|
|
ai_assert(NULL != szCurrent);
|
|
ai_assert(NULL != szCurrentOut);
|
|
|
|
*szCurrentOut = szCurrent;
|
|
const MDL::Skin_MDL7* pcSkin = (const MDL::Skin_MDL7*)szCurrent;
|
|
szCurrent += 12;
|
|
|
|
// allocate an output material
|
|
MaterialHelper* pcMatOut = new MaterialHelper();
|
|
pcMats.push_back(pcMatOut);
|
|
|
|
// skip length of file name
|
|
szCurrent += AI_MDL7_MAX_TEXNAMESIZE;
|
|
|
|
this->ParseSkinLump_3DGS_MDL7(szCurrent,szCurrentOut,pcMatOut,
|
|
pcSkin->typ,pcSkin->width,pcSkin->height);
|
|
|
|
// place the name of the skin in the material
|
|
if (pcSkin->texture_name[0])
|
|
{
|
|
// the 0 termination could be there or not - we can't know
|
|
aiString szFile;
|
|
::memcpy(szFile.data,pcSkin->texture_name,sizeof(pcSkin->texture_name));
|
|
szFile.data[sizeof(pcSkin->texture_name)] = '\0';
|
|
szFile.length = ::strlen(szFile.data);
|
|
|
|
pcMatOut->AddProperty(&szFile,AI_MATKEY_NAME);
|
|
}
|
|
return;
|
|
}
|