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diff --git a/libs/assimp/code/AssetLib/MDL/MDLMaterialLoader.cpp b/libs/assimp/code/AssetLib/MDL/MDLMaterialLoader.cpp
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+/*
+---------------------------------------------------------------------------
+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