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-rw-r--r--libs/assimp/code/AssetLib/MDL/MDLMaterialLoader.cpp765
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diff --git a/libs/assimp/code/AssetLib/MDL/MDLMaterialLoader.cpp b/libs/assimp/code/AssetLib/MDL/MDLMaterialLoader.cpp
deleted file mode 100644
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--- a/libs/assimp/code/AssetLib/MDL/MDLMaterialLoader.cpp
+++ /dev/null
@@ -1,765 +0,0 @@
-/*
----------------------------------------------------------------------------
-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