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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 texture.h
+ * @brief Defines texture helper structures for the library
+ *
+ * Used for file formats which embed their textures into the model file.
+ * Supported are both normal textures, which are stored as uncompressed
+ * pixels, and "compressed" textures, which are stored in a file format
+ * such as PNG or TGA.
+ */
+#pragma once
+#ifndef AI_TEXTURE_H_INC
+#define AI_TEXTURE_H_INC
+
+#ifdef __GNUC__
+# pragma GCC system_header
+#endif
+
+#include <assimp/types.h>
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+// --------------------------------------------------------------------------------
+
+/** \def AI_EMBEDDED_TEXNAME_PREFIX
+ * \ref AI_MAKE_EMBEDDED_TEXNAME
+ */
+#ifndef AI_EMBEDDED_TEXNAME_PREFIX
+# define AI_EMBEDDED_TEXNAME_PREFIX "*"
+#endif
+
+/** @def AI_MAKE_EMBEDDED_TEXNAME
+ * Used to build the reserved path name used by the material system to
+ * reference textures that are embedded into their corresponding
+ * model files. The parameter specifies the index of the texture
+ * (zero-based, in the aiScene::mTextures array)
+ */
+#if (!defined AI_MAKE_EMBEDDED_TEXNAME)
+# define AI_MAKE_EMBEDDED_TEXNAME(_n_) AI_EMBEDDED_TEXNAME_PREFIX # _n_
+#endif
+
+#include "./Compiler/pushpack1.h"
+
+// --------------------------------------------------------------------------------
+/** @brief Helper structure to represent a texel in a ARGB8888 format
+*
+* Used by aiTexture.
+*/
+struct aiTexel {
+ unsigned char b,g,r,a;
+
+#ifdef __cplusplus
+ //! Comparison operator
+ bool operator== (const aiTexel& other) const {
+ return b == other.b && r == other.r &&
+ g == other.g && a == other.a;
+ }
+
+ //! Inverse comparison operator
+ bool operator!= (const aiTexel& other) const {
+ return b != other.b || r != other.r ||
+ g != other.g || a != other.a;
+ }
+
+ //! Conversion to a floating-point 4d color
+ operator aiColor4D() const {
+ return aiColor4D(r/255.f,g/255.f,b/255.f,a/255.f);
+ }
+#endif // __cplusplus
+
+} PACK_STRUCT;
+
+#include "./Compiler/poppack1.h"
+
+#define HINTMAXTEXTURELEN 9
+
+// --------------------------------------------------------------------------------
+/** Helper structure to describe an embedded texture
+ *
+ * Normally textures are contained in external files but some file formats embed
+ * them directly in the model file. There are two types of embedded textures:
+ * 1. Uncompressed textures. The color data is given in an uncompressed format.
+ * 2. Compressed textures stored in a file format like png or jpg. The raw file
+ * bytes are given so the application must utilize an image decoder (e.g. DevIL) to
+ * get access to the actual color data.
+ *
+ * Embedded textures are referenced from materials using strings like "*0", "*1", etc.
+ * as the texture paths (a single asterisk character followed by the
+ * zero-based index of the texture in the aiScene::mTextures array).
+ */
+struct aiTexture {
+ /** Width of the texture, in pixels
+ *
+ * If mHeight is zero the texture is compressed in a format
+ * like JPEG. In this case mWidth specifies the size of the
+ * memory area pcData is pointing to, in bytes.
+ */
+ unsigned int mWidth;
+
+ /** Height of the texture, in pixels
+ *
+ * If this value is zero, pcData points to an compressed texture
+ * in any format (e.g. JPEG).
+ */
+ unsigned int mHeight;
+
+ /** A hint from the loader to make it easier for applications
+ * to determine the type of embedded textures.
+ *
+ * If mHeight != 0 this member is show how data is packed. Hint will consist of
+ * two parts: channel order and channel bitness (count of the bits for every
+ * color channel). For simple parsing by the viewer it's better to not omit
+ * absent color channel and just use 0 for bitness. For example:
+ * 1. Image contain RGBA and 8 bit per channel, achFormatHint == "rgba8888";
+ * 2. Image contain ARGB and 8 bit per channel, achFormatHint == "argb8888";
+ * 3. Image contain RGB and 5 bit for R and B channels and 6 bit for G channel, achFormatHint == "rgba5650";
+ * 4. One color image with B channel and 1 bit for it, achFormatHint == "rgba0010";
+ * If mHeight == 0 then achFormatHint is set set to '\\0\\0\\0\\0' if the loader has no additional
+ * information about the texture file format used OR the
+ * file extension of the format without a trailing dot. If there
+ * are multiple file extensions for a format, the shortest
+ * extension is chosen (JPEG maps to 'jpg', not to 'jpeg').
+ * E.g. 'dds\\0', 'pcx\\0', 'jpg\\0'. All characters are lower-case.
+ * The fourth character will always be '\\0'.
+ */
+ char achFormatHint[ HINTMAXTEXTURELEN ];// 8 for string + 1 for terminator.
+
+ /** Data of the texture.
+ *
+ * Points to an array of mWidth * mHeight aiTexel's.
+ * The format of the texture data is always ARGB8888 to
+ * make the implementation for user of the library as easy
+ * as possible. If mHeight = 0 this is a pointer to a memory
+ * buffer of size mWidth containing the compressed texture
+ * data. Good luck, have fun!
+ */
+ C_STRUCT aiTexel* pcData;
+
+ /** Texture original filename
+ *
+ * Used to get the texture reference
+ */
+ C_STRUCT aiString mFilename;
+
+#ifdef __cplusplus
+
+ //! For compressed textures (mHeight == 0): compare the
+ //! format hint against a given string.
+ //! @param s Input string. 3 characters are maximally processed.
+ //! Example values: "jpg", "png"
+ //! @return true if the given string matches the format hint
+ bool CheckFormat(const char* s) const {
+ if (nullptr == s) {
+ return false;
+ }
+
+ return (0 == ::strncmp(achFormatHint, s, sizeof(achFormatHint)));
+ }
+
+ // Construction
+ aiTexture() AI_NO_EXCEPT :
+ mWidth(0),
+ mHeight(0),
+ pcData(nullptr),
+ mFilename() {
+ memset(achFormatHint, 0, sizeof(achFormatHint));
+ }
+
+ // Destruction
+ ~aiTexture () {
+ delete[] pcData;
+ }
+#endif
+};
+
+
+#ifdef __cplusplus
+}
+#endif
+
+#endif // AI_TEXTURE_H_INC