|
- /*
- ---------------------------------------------------------------------------
- Open Asset Import Library (assimp)
- ---------------------------------------------------------------------------
-
- Copyright (c) 2006-2012, 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 */
-
- #include "AssimpPCH.h"
- #ifndef ASSIMP_BUILD_NO_MDL_IMPORTER
-
- // internal headers
- #include "MDLLoader.h"
- #include "MDLDefaultColorMap.h"
-
- using namespace Assimp;
- static aiTexel* const bad_texel = reinterpret_cast<aiTexel*>(SIZE_MAX);
-
- // ------------------------------------------------------------------------------------------------
- // Find a suitable pallette file or take teh default one
- void MDLImporter::SearchPalette(const unsigned char** pszColorMap)
- {
- // now try to find the color map in the current directory
- IOStream* pcStream = pIOHandler->Open(configPalette,"rb");
-
- const unsigned char* szColorMap = (const unsigned char*)::g_aclrDefaultColorMap;
- if(pcStream)
- {
- if (pcStream->FileSize() >= 768)
- {
- unsigned char* colorMap = new unsigned char[256*3];
- szColorMap = colorMap;
- pcStream->Read(colorMap,256*3,1);
- DefaultLogger::get()->info("Found valid colormap.lmp in directory. "
- "It will be used to decode embedded textures in palletized formats.");
- }
- delete pcStream;
- pcStream = NULL;
- }
- *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(NULL != 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 = NULL;
- 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 endianess is allready 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;
-
- 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;
- return;
- }
-
- // ------------------------------------------------------------------------------------------------
- // Read a texture from a MDL4 file
- void MDLImporter::CreateTexture_3DGS_MDL4(const unsigned char* szData,
- unsigned int iType,
- unsigned int* piSkip)
- {
- ai_assert(NULL != piSkip);
-
- const MDL::Header *pcHeader = (const MDL::Header*)mBuffer; //the endianess is allready corrected in the InternReadFile_3DGS_MDL345 function
-
- if (iType == 1 || iType > 3)
- {
- DefaultLogger::get()->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 = NULL;
- 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) {
- 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(NULL != 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 embedds 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 = NULL;
- 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)
- {
- aiTexture* pcNew = NULL;
-
- // 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)
- {
- DefaultLogger::get()->warn("Found a reference to an embedded DDS texture, "
- "but texture height is not equal to 1, which is not supported by MED");
- }
-
- pcNew = 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;
- }
- if (0x7 == iMasked)
- {
- // ***** REFERENCE TO EXTERNAL FILE *****
- if (1 != iHeight)
- {
- DefaultLogger::get()->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 = 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)
- {
- 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);
-
- // 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 = ReplaceTextureWithColor(pcNew);
- 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<float>(&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;
- 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);
- 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 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 (!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) {
- pScene->mTextures[i] = pc[i];
- }
-
- pScene->mTextures[pScene->mNumTextures] = pcNew;
- 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 = ::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 = NULL;
-
- // 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(NULL != szCurrent);
- ai_assert(NULL != 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 = ::strlen(szFile.data);
-
- pcMatOut->AddProperty(&szFile,AI_MATKEY_NAME);
- }
- }
-
- #endif // !! ASSIMP_BUILD_NO_MDL_IMPORTER
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