diff options
author | sanine <sanine.not@pm.me> | 2022-03-04 10:47:15 -0600 |
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committer | sanine <sanine.not@pm.me> | 2022-03-04 10:47:15 -0600 |
commit | 058f98a63658dc1a2579826ba167fd61bed1e21f (patch) | |
tree | bcba07a1615a14d943f3af3f815a42f3be86b2f3 /src/mesh/assimp-master/code/AssetLib/MDL/MDLMaterialLoader.cpp | |
parent | 2f8028ac9e0812cb6f3cbb08f0f419e4e717bd22 (diff) |
add assimp submodule
Diffstat (limited to 'src/mesh/assimp-master/code/AssetLib/MDL/MDLMaterialLoader.cpp')
-rw-r--r-- | src/mesh/assimp-master/code/AssetLib/MDL/MDLMaterialLoader.cpp | 765 |
1 files changed, 765 insertions, 0 deletions
diff --git a/src/mesh/assimp-master/code/AssetLib/MDL/MDLMaterialLoader.cpp b/src/mesh/assimp-master/code/AssetLib/MDL/MDLMaterialLoader.cpp new file mode 100644 index 0000000..eebb9d1 --- /dev/null +++ b/src/mesh/assimp-master/code/AssetLib/MDL/MDLMaterialLoader.cpp @@ -0,0 +1,765 @@ +/* +--------------------------------------------------------------------------- +Open Asset Import Library (assimp) +--------------------------------------------------------------------------- + +Copyright (c) 2006-2022, assimp team + +All rights reserved. + +Redistribution and use of this software in source and binary forms, +with or without modification, are permitted provided that the following +conditions are met: + +* Redistributions of source code must retain the above + copyright notice, this list of conditions and the + following disclaimer. + +* Redistributions in binary form must reproduce the above + copyright notice, this list of conditions and the + following disclaimer in the documentation and/or other + materials provided with the distribution. + +* Neither the name of the assimp team, nor the names of its + contributors may be used to endorse or promote products + derived from this software without specific prior + written permission of the assimp team. + +THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR +A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT +OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, +SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT +LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, +DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY +THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE +OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. +--------------------------------------------------------------------------- +*/ + +/** @file Implementation of the material part of the MDL importer class */ + +#ifndef ASSIMP_BUILD_NO_MDL_IMPORTER + +#include "MDLDefaultColorMap.h" +#include "MDLLoader.h" + +#include <assimp/StringUtils.h> +#include <assimp/qnan.h> +#include <assimp/scene.h> +#include <assimp/texture.h> +#include <assimp/DefaultLogger.hpp> +#include <assimp/IOSystem.hpp> + +#include <memory> + +using namespace Assimp; + +static aiTexel *const bad_texel = reinterpret_cast<aiTexel *>(SIZE_MAX); + +// ------------------------------------------------------------------------------------------------ +// Find a suitable palette file or take the default one +void MDLImporter::SearchPalette(const unsigned char **pszColorMap) { + // now try to find the color map in the current directory + IOStream *pcStream = mIOHandler->Open(configPalette, "rb"); + + const unsigned char *szColorMap = (const unsigned char *)::g_aclrDefaultColorMap; + if (pcStream) { + if (pcStream->FileSize() >= 768) { + size_t len = 256 * 3; + unsigned char *colorMap = new unsigned char[len]; + szColorMap = colorMap; + pcStream->Read(colorMap, len, 1); + ASSIMP_LOG_INFO("Found valid colormap.lmp in directory. " + "It will be used to decode embedded textures in palletized formats."); + } + delete pcStream; + pcStream = nullptr; + } + *pszColorMap = szColorMap; +} + +// ------------------------------------------------------------------------------------------------ +// Free the palette again +void MDLImporter::FreePalette(const unsigned char *szColorMap) { + if (szColorMap != (const unsigned char *)::g_aclrDefaultColorMap) { + delete[] szColorMap; + } +} + +// ------------------------------------------------------------------------------------------------ +// Check whether we can replace a texture with a single color +aiColor4D MDLImporter::ReplaceTextureWithColor(const aiTexture *pcTexture) { + ai_assert(nullptr != pcTexture); + + aiColor4D clrOut; + clrOut.r = get_qnan(); + if (!pcTexture->mHeight || !pcTexture->mWidth) + return clrOut; + + const unsigned int iNumPixels = pcTexture->mHeight * pcTexture->mWidth; + const aiTexel *pcTexel = pcTexture->pcData + 1; + const aiTexel *const pcTexelEnd = &pcTexture->pcData[iNumPixels]; + + while (pcTexel != pcTexelEnd) { + if (*pcTexel != *(pcTexel - 1)) { + pcTexel = nullptr; + break; + } + ++pcTexel; + } + if (pcTexel) { + clrOut.r = pcTexture->pcData->r / 255.0f; + clrOut.g = pcTexture->pcData->g / 255.0f; + clrOut.b = pcTexture->pcData->b / 255.0f; + clrOut.a = pcTexture->pcData->a / 255.0f; + } + return clrOut; +} + +// ------------------------------------------------------------------------------------------------ +// Read a texture from a MDL3 file +void MDLImporter::CreateTextureARGB8_3DGS_MDL3(const unsigned char *szData) { + const MDL::Header *pcHeader = (const MDL::Header *)mBuffer; //the endianness is already corrected in the InternReadFile_3DGS_MDL345 function + + VALIDATE_FILE_SIZE(szData + pcHeader->skinwidth * + pcHeader->skinheight); + + // allocate a new texture object + aiTexture *pcNew = new aiTexture(); + pcNew->mWidth = pcHeader->skinwidth; + pcNew->mHeight = pcHeader->skinheight; + + if(pcNew->mWidth != 0 && pcNew->mHeight > UINT_MAX/pcNew->mWidth) { + throw DeadlyImportError("Invalid MDL file. A texture is too big."); + } + pcNew->pcData = new aiTexel[pcNew->mWidth * pcNew->mHeight]; + + const unsigned char *szColorMap; + this->SearchPalette(&szColorMap); + + // copy texture data + for (unsigned int i = 0; i < pcNew->mWidth * pcNew->mHeight; ++i) { + const unsigned char val = szData[i]; + const unsigned char *sz = &szColorMap[val * 3]; + + pcNew->pcData[i].a = 0xFF; + pcNew->pcData[i].r = *sz++; + pcNew->pcData[i].g = *sz++; + pcNew->pcData[i].b = *sz; + } + + FreePalette(szColorMap); + + // store the texture + aiTexture **pc = this->pScene->mTextures; + this->pScene->mTextures = new aiTexture *[pScene->mNumTextures + 1]; + for (unsigned int i = 0; i < pScene->mNumTextures; ++i) + pScene->mTextures[i] = pc[i]; + + pScene->mTextures[this->pScene->mNumTextures] = pcNew; + pScene->mNumTextures++; + delete[] pc; +} + +// ------------------------------------------------------------------------------------------------ +// Read a texture from a MDL4 file +void MDLImporter::CreateTexture_3DGS_MDL4(const unsigned char *szData, + unsigned int iType, + unsigned int *piSkip) { + ai_assert(nullptr != piSkip); + + const MDL::Header *pcHeader = (const MDL::Header *)mBuffer; //the endianness is already corrected in the InternReadFile_3DGS_MDL345 function + + if (iType == 1 || iType > 3) { + ASSIMP_LOG_ERROR("Unsupported texture file format"); + return; + } + + const bool bNoRead = *piSkip == UINT_MAX; + + // allocate a new texture object + aiTexture *pcNew = new aiTexture(); + pcNew->mWidth = pcHeader->skinwidth; + pcNew->mHeight = pcHeader->skinheight; + + if (bNoRead) pcNew->pcData = bad_texel; + ParseTextureColorData(szData, iType, piSkip, pcNew); + + // store the texture + if (!bNoRead) { + if (!this->pScene->mNumTextures) { + pScene->mNumTextures = 1; + pScene->mTextures = new aiTexture *[1]; + pScene->mTextures[0] = pcNew; + } else { + aiTexture **pc = pScene->mTextures; + pScene->mTextures = new aiTexture *[pScene->mNumTextures + 1]; + for (unsigned int i = 0; i < this->pScene->mNumTextures; ++i) + pScene->mTextures[i] = pc[i]; + pScene->mTextures[pScene->mNumTextures] = pcNew; + pScene->mNumTextures++; + delete[] pc; + } + } else { + pcNew->pcData = nullptr; + delete pcNew; + } + return; +} + +// ------------------------------------------------------------------------------------------------ +// Load color data of a texture and convert it to our output format +void MDLImporter::ParseTextureColorData(const unsigned char *szData, + unsigned int iType, + unsigned int *piSkip, + aiTexture *pcNew) { + const bool do_read = bad_texel != pcNew->pcData; + + // allocate storage for the texture image + if (do_read) { + if(pcNew->mWidth != 0 && pcNew->mHeight > UINT_MAX/pcNew->mWidth) { + throw DeadlyImportError("Invalid MDL file. A texture is too big."); + } + pcNew->pcData = new aiTexel[pcNew->mWidth * pcNew->mHeight]; + } + + // R5G6B5 format (with or without MIPs) + // **************************************************************** + if (2 == iType || 10 == iType) { + VALIDATE_FILE_SIZE(szData + pcNew->mWidth * pcNew->mHeight * 2); + + // copy texture data + unsigned int i; + if (do_read) { + for (i = 0; i < pcNew->mWidth * pcNew->mHeight; ++i) { + MDL::RGB565 val = ((MDL::RGB565 *)szData)[i]; + AI_SWAP2(val); + + pcNew->pcData[i].a = 0xFF; + pcNew->pcData[i].r = (unsigned char)val.b << 3; + pcNew->pcData[i].g = (unsigned char)val.g << 2; + pcNew->pcData[i].b = (unsigned char)val.r << 3; + } + } else { + i = pcNew->mWidth * pcNew->mHeight; + } + *piSkip = i * 2; + + // apply MIP maps + if (10 == iType) { + *piSkip += ((i >> 2) + (i >> 4) + (i >> 6)) << 1; + VALIDATE_FILE_SIZE(szData + *piSkip); + } + } + // ARGB4 format (with or without MIPs) + // **************************************************************** + else if (3 == iType || 11 == iType) { + VALIDATE_FILE_SIZE(szData + pcNew->mWidth * pcNew->mHeight * 4); + + // copy texture data + unsigned int i; + if (do_read) { + for (i = 0; i < pcNew->mWidth * pcNew->mHeight; ++i) { + MDL::ARGB4 val = ((MDL::ARGB4 *)szData)[i]; + AI_SWAP2(val); + + pcNew->pcData[i].a = (unsigned char)val.a << 4; + pcNew->pcData[i].r = (unsigned char)val.r << 4; + pcNew->pcData[i].g = (unsigned char)val.g << 4; + pcNew->pcData[i].b = (unsigned char)val.b << 4; + } + } else + i = pcNew->mWidth * pcNew->mHeight; + *piSkip = i * 2; + + // apply MIP maps + if (11 == iType) { + *piSkip += ((i >> 2) + (i >> 4) + (i >> 6)) << 1; + VALIDATE_FILE_SIZE(szData + *piSkip); + } + } + // RGB8 format (with or without MIPs) + // **************************************************************** + else if (4 == iType || 12 == iType) { + VALIDATE_FILE_SIZE(szData + pcNew->mWidth * pcNew->mHeight * 3); + + // copy texture data + unsigned int i; + if (do_read) { + for (i = 0; i < pcNew->mWidth * pcNew->mHeight; ++i) { + const unsigned char *_szData = &szData[i * 3]; + + pcNew->pcData[i].a = 0xFF; + pcNew->pcData[i].b = *_szData++; + pcNew->pcData[i].g = *_szData++; + pcNew->pcData[i].r = *_szData; + } + } else + i = pcNew->mWidth * pcNew->mHeight; + + // apply MIP maps + *piSkip = i * 3; + if (12 == iType) { + *piSkip += ((i >> 2) + (i >> 4) + (i >> 6)) * 3; + VALIDATE_FILE_SIZE(szData + *piSkip); + } + } + // ARGB8 format (with ir without MIPs) + // **************************************************************** + else if (5 == iType || 13 == iType) { + VALIDATE_FILE_SIZE(szData + pcNew->mWidth * pcNew->mHeight * 4); + + // copy texture data + unsigned int i; + if (do_read) { + for (i = 0; i < pcNew->mWidth * pcNew->mHeight; ++i) { + const unsigned char *_szData = &szData[i * 4]; + + pcNew->pcData[i].b = *_szData++; + pcNew->pcData[i].g = *_szData++; + pcNew->pcData[i].r = *_szData++; + pcNew->pcData[i].a = *_szData; + } + } else { + i = pcNew->mWidth * pcNew->mHeight; + } + + // apply MIP maps + *piSkip = i << 2; + if (13 == iType) { + *piSkip += ((i >> 2) + (i >> 4) + (i >> 6)) << 2; + } + } + // palletized 8 bit texture. As for Quake 1 + // **************************************************************** + else if (0 == iType) { + VALIDATE_FILE_SIZE(szData + pcNew->mWidth * pcNew->mHeight); + + // copy texture data + unsigned int i; + if (do_read) { + + const unsigned char *szColorMap; + SearchPalette(&szColorMap); + + for (i = 0; i < pcNew->mWidth * pcNew->mHeight; ++i) { + const unsigned char val = szData[i]; + const unsigned char *sz = &szColorMap[val * 3]; + + pcNew->pcData[i].a = 0xFF; + pcNew->pcData[i].r = *sz++; + pcNew->pcData[i].g = *sz++; + pcNew->pcData[i].b = *sz; + } + this->FreePalette(szColorMap); + + } else + i = pcNew->mWidth * pcNew->mHeight; + *piSkip = i; + + // FIXME: Also support for MIP maps? + } +} + +// ------------------------------------------------------------------------------------------------ +// Get a texture from a MDL5 file +void MDLImporter::CreateTexture_3DGS_MDL5(const unsigned char *szData, + unsigned int iType, + unsigned int *piSkip) { + ai_assert(nullptr != piSkip); + bool bNoRead = *piSkip == UINT_MAX; + + // allocate a new texture object + aiTexture *pcNew = new aiTexture(); + + VALIDATE_FILE_SIZE(szData + 8); + + // first read the size of the texture + pcNew->mWidth = *((uint32_t *)szData); + AI_SWAP4(pcNew->mWidth); + szData += sizeof(uint32_t); + + pcNew->mHeight = *((uint32_t *)szData); + AI_SWAP4(pcNew->mHeight); + szData += sizeof(uint32_t); + + if (bNoRead) { + pcNew->pcData = bad_texel; + } + + // this should not occur - at least the docs say it shouldn't. + // however, one can easily try out what MED does if you have + // a model with a DDS texture and export it to MDL5 ... + // yeah, it embeds the DDS file. + if (6 == iType) { + // this is a compressed texture in DDS format + *piSkip = pcNew->mWidth; + VALIDATE_FILE_SIZE(szData + *piSkip); + + if (!bNoRead) { + // place a hint and let the application know that this is a DDS file + pcNew->mHeight = 0; + pcNew->achFormatHint[0] = 'd'; + pcNew->achFormatHint[1] = 'd'; + pcNew->achFormatHint[2] = 's'; + pcNew->achFormatHint[3] = '\0'; + + pcNew->pcData = (aiTexel *)new unsigned char[pcNew->mWidth]; + ::memcpy(pcNew->pcData, szData, pcNew->mWidth); + } + } else { + // parse the color data of the texture + ParseTextureColorData(szData, iType, piSkip, pcNew); + } + *piSkip += sizeof(uint32_t) * 2; + + if (!bNoRead) { + // store the texture + if (!this->pScene->mNumTextures) { + pScene->mNumTextures = 1; + pScene->mTextures = new aiTexture *[1]; + pScene->mTextures[0] = pcNew; + } else { + aiTexture **pc = pScene->mTextures; + pScene->mTextures = new aiTexture *[pScene->mNumTextures + 1]; + for (unsigned int i = 0; i < pScene->mNumTextures; ++i) + this->pScene->mTextures[i] = pc[i]; + + pScene->mTextures[pScene->mNumTextures] = pcNew; + pScene->mNumTextures++; + delete[] pc; + } + } else { + pcNew->pcData = nullptr; + delete pcNew; + } + return; +} + +// ------------------------------------------------------------------------------------------------ +// Get a skin from a MDL7 file - more complex than all other subformats +void MDLImporter::ParseSkinLump_3DGS_MDL7( + const unsigned char *szCurrent, + const unsigned char **szCurrentOut, + aiMaterial *pcMatOut, + unsigned int iType, + unsigned int iWidth, + unsigned int iHeight) { + std::unique_ptr<aiTexture> pcNew; + + // get the type of the skin + unsigned int iMasked = (unsigned int)(iType & 0xF); + + if (0x1 == iMasked) { + // ***** REFERENCE TO ANOTHER SKIN INDEX ***** + int referrer = (int)iWidth; + pcMatOut->AddProperty<int>(&referrer, 1, AI_MDL7_REFERRER_MATERIAL); + } else if (0x6 == iMasked) { + // ***** EMBEDDED DDS FILE ***** + if (1 != iHeight) { + ASSIMP_LOG_WARN("Found a reference to an embedded DDS texture, " + "but texture height is not equal to 1, which is not supported by MED"); + } + if (iWidth == 0) { + ASSIMP_LOG_ERROR("Found a reference to an embedded DDS texture, but texture width is zero, aborting import."); + return; + } + + pcNew.reset(new aiTexture); + pcNew->mHeight = 0; + pcNew->mWidth = iWidth; + + // place a proper format hint + pcNew->achFormatHint[0] = 'd'; + pcNew->achFormatHint[1] = 'd'; + pcNew->achFormatHint[2] = 's'; + pcNew->achFormatHint[3] = '\0'; + + pcNew->pcData = (aiTexel *)new unsigned char[pcNew->mWidth]; + memcpy(pcNew->pcData, szCurrent, pcNew->mWidth); + szCurrent += iWidth; + } else if (0x7 == iMasked) { + // ***** REFERENCE TO EXTERNAL FILE ***** + if (1 != iHeight) { + ASSIMP_LOG_WARN("Found a reference to an external texture, " + "but texture height is not equal to 1, which is not supported by MED"); + } + + 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 = (ai_uint32)iLen; + + szCurrent += iLen2; + + // place this as diffuse texture + pcMatOut->AddProperty(&szFile, AI_MATKEY_TEXTURE_DIFFUSE(0)); + } else if (iMasked || !iType || (iType && iWidth && iHeight)) { + pcNew.reset(new aiTexture()); + if (!iHeight || !iWidth) { + ASSIMP_LOG_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) { + const bool bSet = ((0 == x % 2 && 0 != y % 2) || + (0 != x % 2 && 0 == y % 2)); + + aiTexel *pc = &pcNew->pcData[y * 8 + x]; + pc->r = pc->b = pc->g = (bSet ? 0xFF : 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; + ParseTextureColorData(szCurrent, iMasked, &iSkip, pcNew.get()); + + // skip length of texture data + szCurrent += iSkip; + } + } + + // sometimes there are MDL7 files which have a monochrome + // texture instead of material colors ... possible they have + // been converted to MDL7 from other formats, such as MDL5 + aiColor4D clrTexture; + if (pcNew) + clrTexture = ReplaceTextureWithColor(pcNew.get()); + else + clrTexture.r = get_qnan(); + + // check whether a material definition is contained in the skin + if (iType & AI_MDL7_SKINTYPE_MATERIAL) { + BE_NCONST MDL::Material_MDL7 *pcMatIn = (BE_NCONST 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; + AI_SWAP4(clrTemp.r); + clrTemp.g = pcMatIn->Diffuse.g; + AI_SWAP4(clrTemp.g); + clrTemp.b = pcMatIn->Diffuse.b; + AI_SWAP4(clrTemp.b); + COLOR_MULTIPLY_RGB(); + pcMatOut->AddProperty<aiColor3D>(&clrTemp, 1, AI_MATKEY_COLOR_DIFFUSE); + + // read specular color + clrTemp.r = pcMatIn->Specular.r; + AI_SWAP4(clrTemp.r); + clrTemp.g = pcMatIn->Specular.g; + AI_SWAP4(clrTemp.g); + clrTemp.b = pcMatIn->Specular.b; + AI_SWAP4(clrTemp.b); + COLOR_MULTIPLY_RGB(); + pcMatOut->AddProperty<aiColor3D>(&clrTemp, 1, AI_MATKEY_COLOR_SPECULAR); + + // read ambient color + clrTemp.r = pcMatIn->Ambient.r; + AI_SWAP4(clrTemp.r); + clrTemp.g = pcMatIn->Ambient.g; + AI_SWAP4(clrTemp.g); + clrTemp.b = pcMatIn->Ambient.b; + AI_SWAP4(clrTemp.b); + COLOR_MULTIPLY_RGB(); + pcMatOut->AddProperty<aiColor3D>(&clrTemp, 1, AI_MATKEY_COLOR_AMBIENT); + + // read emissive color + clrTemp.r = pcMatIn->Emissive.r; + AI_SWAP4(clrTemp.r); + clrTemp.g = pcMatIn->Emissive.g; + AI_SWAP4(clrTemp.g); + clrTemp.b = pcMatIn->Emissive.b; + AI_SWAP4(clrTemp.b); + pcMatOut->AddProperty<aiColor3D>(&clrTemp, 1, AI_MATKEY_COLOR_EMISSIVE); + +#undef COLOR_MULITPLY_RGB + + // FIX: Take the opacity from the ambient color. + // The doc say something else, but it is fact that MED exports the + // opacity like this .... oh well. + clrTemp.r = pcMatIn->Ambient.a; + AI_SWAP4(clrTemp.r); + if (is_not_qnan(clrTexture.r)) { + clrTemp.r *= clrTexture.a; + } + pcMatOut->AddProperty<ai_real>(&clrTemp.r, 1, AI_MATKEY_OPACITY); + + // read phong power + int iShadingMode = (int)aiShadingMode_Gouraud; + AI_SWAP4(pcMatIn->Power); + if (0.0f != pcMatIn->Power) { + iShadingMode = (int)aiShadingMode_Phong; + // pcMatIn is packed, we can't form pointers to its members + float power = pcMatIn->Power; + pcMatOut->AddProperty<float>(&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)) { + pcNew.reset(); + } + + // 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); + AI_SWAP4(iMe); + 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 && pScene->mNumTextures <= 999) { + // place this as diffuse texture + char current[5]; + ai_snprintf(current, 5, "*%i", this->pScene->mNumTextures); + + aiString szFile; + const size_t iLen = strlen((const char *)current); + ::memcpy(szFile.data, (const char *)current, iLen + 1); + szFile.length = (ai_uint32)iLen; + + pcMatOut->AddProperty(&szFile, AI_MATKEY_TEXTURE_DIFFUSE(0)); + + // store the texture + if (!pScene->mNumTextures) { + pScene->mNumTextures = 1; + pScene->mTextures = new aiTexture *[1]; + pScene->mTextures[0] = pcNew.release(); + } else { + aiTexture **pc = pScene->mTextures; + pScene->mTextures = new aiTexture *[pScene->mNumTextures + 1]; + for (unsigned int i = 0; i < pScene->mNumTextures; ++i) { + pScene->mTextures[i] = pc[i]; + } + + pScene->mTextures[pScene->mNumTextures] = pcNew.release(); + pScene->mNumTextures++; + delete[] pc; + } + } + VALIDATE_FILE_SIZE(szCurrent); + *szCurrentOut = szCurrent; +} + +// ------------------------------------------------------------------------------------------------ +// Skip a skin lump +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 + const unsigned int iMasked = (unsigned int)(iType & 0xF); + + if (0x6 == iMasked) { + szCurrent += iWidth; + } + if (0x7 == iMasked) { + const size_t iLen = std::strlen((const char *)szCurrent); + szCurrent += iLen + 1; + } else if (iMasked || !iType) { + if (iMasked || !iType || (iType && iWidth && iHeight)) { + // ParseTextureColorData(..., aiTexture::pcData == bad_texel) will simply + // return the size of the color data in bytes in iSkip + unsigned int iSkip = 0; + + aiTexture tex; + tex.pcData = bad_texel; + tex.mHeight = iHeight; + tex.mWidth = iWidth; + ParseTextureColorData(szCurrent, iMasked, &iSkip, &tex); + + // FIX: Important, otherwise the destructor will crash + tex.pcData = nullptr; + + // skip length of texture data + szCurrent += iSkip; + } + } + + // check whether a material definition is contained in the skin + if (iType & AI_MDL7_SKINTYPE_MATERIAL) { + BE_NCONST MDL::Material_MDL7 *pcMatIn = (BE_NCONST 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); + AI_SWAP4(iMe); + szCurrent += sizeof(char) * iMe + sizeof(int32_t); + } + *szCurrentOut = szCurrent; +} + +// ------------------------------------------------------------------------------------------------ +void MDLImporter::ParseSkinLump_3DGS_MDL7( + const unsigned char *szCurrent, + const unsigned char **szCurrentOut, + std::vector<aiMaterial *> &pcMats) { + ai_assert(nullptr != szCurrent); + ai_assert(nullptr != szCurrentOut); + + *szCurrentOut = szCurrent; + BE_NCONST MDL::Skin_MDL7 *pcSkin = (BE_NCONST MDL::Skin_MDL7 *)szCurrent; + AI_SWAP4(pcSkin->width); + AI_SWAP4(pcSkin->height); + szCurrent += 12; + + // allocate an output material + aiMaterial *pcMatOut = new aiMaterial(); + pcMats.push_back(pcMatOut); + + // skip length of file name + szCurrent += AI_MDL7_MAX_TEXNAMESIZE; + + 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 = (ai_uint32)::strlen(szFile.data); + + pcMatOut->AddProperty(&szFile, AI_MATKEY_NAME); + } +} + +#endif // !! ASSIMP_BUILD_NO_MDL_IMPORTER |