assimp/code/MDLMaterialLoader.cpp

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/*
---------------------------------------------------------------------------
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;
General - Added format auto-detection to most loaders - Simplified BaseImporter::CanRead() with some utility methods - improved fast_atof -> no overruns anymore. Fuck you, irrlicht. - added assimp_cmd tool to allow command line model processing. Mainly adebugging tool for internal purposes, but others might find it useful, too. - vc8/vc9: revision number is now written to DLL version header - mkutil: some batch scripts to simplify tagging & building of release versions - some API cleanup - fixing some doxygen markup (+now explicit use of @file <filename>) - Icon for assimp_view and assimp_cmd 3DS - Normal vectors are not anymore inverted in some cases - Improved pivot handling - Improved handling of x-flipped meshes Collada - fixed a minor bug (visual_scene element) LWS - WIP implementation. No animations yet, some bugs and crashes. - Animation system remains disabled, WIP code - many test files for LWS, but most of them test the anim support, which is, read above, currently disabled. STL - fixing a log warning which appears for every model - added binary&ascii test spider, exported from truespace MD3 - Cleaning up output tags for automatically joined player models. IRR - Fixing coordinate system issues. - Instance handling improved. - Some of the reported crashes not yet fixed. PretransformVertices - Numerous performance improvements. - Added config option to preserve the hierarchy during the step. RemoveRedundantMaterials - Added config option to specify a list of materials which are kept in every case. UNREAL - Added support for the old unreal data format (*.a,*.d,*.uc) - tested only with exports from Milkshape - more Unreal stuff to come soon git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@356 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2009-03-05 22:32:13 +00:00
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);
General - Added format auto-detection to most loaders - Simplified BaseImporter::CanRead() with some utility methods - improved fast_atof -> no overruns anymore. Fuck you, irrlicht. - added assimp_cmd tool to allow command line model processing. Mainly adebugging tool for internal purposes, but others might find it useful, too. - vc8/vc9: revision number is now written to DLL version header - mkutil: some batch scripts to simplify tagging & building of release versions - some API cleanup - fixing some doxygen markup (+now explicit use of @file <filename>) - Icon for assimp_view and assimp_cmd 3DS - Normal vectors are not anymore inverted in some cases - Improved pivot handling - Improved handling of x-flipped meshes Collada - fixed a minor bug (visual_scene element) LWS - WIP implementation. No animations yet, some bugs and crashes. - Animation system remains disabled, WIP code - many test files for LWS, but most of them test the anim support, which is, read above, currently disabled. STL - fixing a log warning which appears for every model - added binary&ascii test spider, exported from truespace MD3 - Cleaning up output tags for automatically joined player models. IRR - Fixing coordinate system issues. - Instance handling improved. - Some of the reported crashes not yet fixed. PretransformVertices - Numerous performance improvements. - Added config option to preserve the hierarchy during the step. RemoveRedundantMaterials - Added config option to specify a list of materials which are kept in every case. UNREAL - Added support for the old unreal data format (*.a,*.d,*.uc) - tested only with exports from Milkshape - more Unreal stuff to come soon git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@356 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2009-03-05 22:32:13 +00:00
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;
}
// ------------------------------------------------------------------------------------------------
// What the fuck does this function do? Can't remember
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