assimp/code/LWOMaterial.cpp

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/*
---------------------------------------------------------------------------
Open Asset Import Library (ASSIMP)
---------------------------------------------------------------------------
Copyright (c) 2006-2010, ASSIMP Development 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 Development 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 oart of the LWO importer class */
#include "AssimpPCH.h"
#ifndef ASSIMP_BUILD_NO_LWO_IMPORTER
// internal headers
#include "LWOLoader.h"
#include "MaterialSystem.h"
#include "ByteSwap.h"
using namespace Assimp;
// ------------------------------------------------------------------------------------------------
template <class T>
T lerp(const T& one, const T& two, float val)
{
return one + (two-one)*val;
}
// ------------------------------------------------------------------------------------------------
// Convert a lightwave mapping mode to our's
inline aiTextureMapMode GetMapMode(LWO::Texture::Wrap in)
{
switch (in)
{
case LWO::Texture::REPEAT:
return aiTextureMapMode_Wrap;
case LWO::Texture::MIRROR:
return aiTextureMapMode_Mirror;
case LWO::Texture::RESET:
DefaultLogger::get()->warn("LWO2: Unsupported texture map mode: RESET");
// fall though here
case LWO::Texture::EDGE:
return aiTextureMapMode_Clamp;
}
return (aiTextureMapMode)0;
}
// ------------------------------------------------------------------------------------------------
bool LWOImporter::HandleTextures(MaterialHelper* pcMat, const TextureList& in, aiTextureType type)
{
ai_assert(NULL != pcMat);
unsigned int cur = 0, temp = 0;
aiString s;
bool ret = false;
for (TextureList::const_iterator it = in.begin(), end = in.end();it != end;++it) {
if (!(*it).enabled || !(*it).bCanUse)
continue;
ret = true;
// Convert lightwave's mapping modes to ours. We let them
// as they are, the GenUVcoords step will compute UV
// channels if they're not there.
aiTextureMapping mapping;
switch ((*it).mapMode)
{
case LWO::Texture::Planar:
mapping = aiTextureMapping_PLANE;
break;
case LWO::Texture::Cylindrical:
mapping = aiTextureMapping_CYLINDER;
break;
case LWO::Texture::Spherical:
mapping = aiTextureMapping_SPHERE;
break;
case LWO::Texture::Cubic:
mapping = aiTextureMapping_BOX;
break;
case LWO::Texture::FrontProjection:
DefaultLogger::get()->error("LWO2: Unsupported texture mapping: FrontProjection");
mapping = aiTextureMapping_OTHER;
break;
case LWO::Texture::UV:
{
if( UINT_MAX == (*it).mRealUVIndex ) {
// We have no UV index for this texture, so we can't display it
continue;
}
// add the UV source index
temp = (*it).mRealUVIndex;
pcMat->AddProperty<int>((int*)&temp,1,AI_MATKEY_UVWSRC(type,cur));
mapping = aiTextureMapping_UV;
}
break;
default:
ai_assert(false);
};
if (mapping != aiTextureMapping_UV) {
// Setup the main axis
aiVector3D v;
switch ((*it).majorAxis) {
case Texture::AXIS_X:
v = aiVector3D(1.f,0.f,0.f);
break;
case Texture::AXIS_Y:
v = aiVector3D(0.f,1.f,0.f);
break;
default: // case Texture::AXIS_Z:
v = aiVector3D(0.f,0.f,1.f);
break;
}
pcMat->AddProperty(&v,1,AI_MATKEY_TEXMAP_AXIS(type,cur));
// Setup UV scalings for cylindric and spherical projections
if (mapping == aiTextureMapping_CYLINDER || mapping == aiTextureMapping_SPHERE) {
aiUVTransform trafo;
trafo.mScaling.x = (*it).wrapAmountW;
trafo.mScaling.y = (*it).wrapAmountH;
BOOST_STATIC_ASSERT(sizeof(aiUVTransform)/sizeof(float) == 5);
pcMat->AddProperty(&trafo,1,AI_MATKEY_UVTRANSFORM(type,cur));
}
DefaultLogger::get()->debug("LWO2: Setting up non-UV mapping");
}
// The older LWOB format does not use indirect references to clips.
// The file name of a texture is directly specified in the tex chunk.
if (mIsLWO2) {
// find the corresponding clip
ClipList::iterator clip = mClips.begin();
temp = (*it).mClipIdx;
for (ClipList::iterator end = mClips.end(); clip != end; ++clip) {
if ((*clip).idx == temp)
break;
}
if (mClips.end() == clip) {
DefaultLogger::get()->error("LWO2: Clip index is out of bounds");
temp = 0;
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
// fixme: appearently some LWO files shipping with Doom3 don't
// have clips at all ... check whether that's true or whether
// it's a bug in the loader.
s.Set("$texture.png");
//continue;
}
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 {
if (Clip::UNSUPPORTED == (*clip).type) {
DefaultLogger::get()->error("LWO2: Clip type is not supported");
continue;
}
AdjustTexturePath((*clip).path);
s.Set((*clip).path);
// Additional image settings
int flags = 0;
if ((*clip).negate) {
flags |= aiTextureFlags_Invert;
}
pcMat->AddProperty(&flags,1,AI_MATKEY_TEXFLAGS(type,cur));
}
}
else
{
std::string ss = (*it).mFileName;
if (!ss.length()) {
DefaultLogger::get()->error("LWOB: Empty file name");
continue;
}
AdjustTexturePath(ss);
s.Set(ss);
}
pcMat->AddProperty(&s,AI_MATKEY_TEXTURE(type,cur));
// add the blend factor
pcMat->AddProperty<float>(&(*it).mStrength,1,AI_MATKEY_TEXBLEND(type,cur));
// add the blend operation
switch ((*it).blendType)
{
case LWO::Texture::Normal:
case LWO::Texture::Multiply:
temp = (unsigned int)aiTextureOp_Multiply;
break;
case LWO::Texture::Subtractive:
case LWO::Texture::Difference:
temp = (unsigned int)aiTextureOp_Subtract;
break;
case LWO::Texture::Divide:
temp = (unsigned int)aiTextureOp_Divide;
break;
case LWO::Texture::Additive:
temp = (unsigned int)aiTextureOp_Add;
break;
default:
temp = (unsigned int)aiTextureOp_Multiply;
DefaultLogger::get()->warn("LWO2: Unsupported texture blend mode: alpha or displacement");
}
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
// Setup texture operation
pcMat->AddProperty<int>((int*)&temp,1,AI_MATKEY_TEXOP(type,cur));
// setup the mapping mode
pcMat->AddProperty<int>((int*)&mapping,1,AI_MATKEY_MAPPING(type,cur));
// add the u-wrapping
temp = (unsigned int)GetMapMode((*it).wrapModeWidth);
pcMat->AddProperty<int>((int*)&temp,1,AI_MATKEY_MAPPINGMODE_U(type,cur));
// add the v-wrapping
temp = (unsigned int)GetMapMode((*it).wrapModeHeight);
pcMat->AddProperty<int>((int*)&temp,1,AI_MATKEY_MAPPINGMODE_V(type,cur));
++cur;
}
return ret;
}
// ------------------------------------------------------------------------------------------------
void LWOImporter::ConvertMaterial(const LWO::Surface& surf,MaterialHelper* pcMat)
{
// copy the name of the surface
aiString st;
st.Set(surf.mName);
pcMat->AddProperty(&st,AI_MATKEY_NAME);
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
const int i = surf.bDoubleSided ? 1 : 0;
pcMat->AddProperty(&i,1,AI_MATKEY_TWOSIDED);
// add the refraction index and the bump intensity
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
pcMat->AddProperty(&surf.mIOR,1,AI_MATKEY_REFRACTI);
pcMat->AddProperty(&surf.mBumpIntensity,1,AI_MATKEY_BUMPSCALING);
aiShadingMode m;
if (surf.mSpecularValue && surf.mGlossiness)
{
float fGloss;
if (mIsLWO2) {
fGloss = pow( surf.mGlossiness*10.0f+2.0f, 2.0f);
}
else
{
if (16.0f >= surf.mGlossiness)
fGloss = 6.0f;
else if (64.0f >= surf.mGlossiness)
fGloss = 20.0f;
else if (256.0f >= surf.mGlossiness)
fGloss = 50.0f;
else fGloss = 80.0f;
}
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
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pcMat->AddProperty(&surf.mSpecularValue,1,AI_MATKEY_SHININESS_STRENGTH);
pcMat->AddProperty(&fGloss,1,AI_MATKEY_SHININESS);
m = aiShadingMode_Phong;
}
else m = aiShadingMode_Gouraud;
// specular color
aiColor3D clr = lerp( aiColor3D(1.f,1.f,1.f), surf.mColor, surf.mColorHighlights );
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
pcMat->AddProperty(&clr,1,AI_MATKEY_COLOR_SPECULAR);
pcMat->AddProperty(&surf.mSpecularValue,1,AI_MATKEY_SHININESS_STRENGTH);
// emissive color
// luminosity is not really the same but it affects the surface in a similar way. Some scaling looks good.
clr.g = clr.b = clr.r = surf.mLuminosity*0.8f;
pcMat->AddProperty<aiColor3D>(&clr,1,AI_MATKEY_COLOR_EMISSIVE);
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
// opacity ... either additive or default-blended, please
if (0.f != surf.mAdditiveTransparency) {
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
const int add = aiBlendMode_Additive;
pcMat->AddProperty(&surf.mAdditiveTransparency,1,AI_MATKEY_OPACITY);
pcMat->AddProperty(&add,1,AI_MATKEY_BLEND_FUNC);
}
else if (10e10f != surf.mTransparency) {
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
const int def = aiBlendMode_Default;
const float f = 1.0f-surf.mTransparency;
pcMat->AddProperty(&f,1,AI_MATKEY_OPACITY);
pcMat->AddProperty(&def,1,AI_MATKEY_BLEND_FUNC);
}
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
// ADD TEXTURES to the material
// TODO: find out how we can handle COLOR textures correctly...
bool b = HandleTextures(pcMat,surf.mColorTextures,aiTextureType_DIFFUSE);
b = (b || HandleTextures(pcMat,surf.mDiffuseTextures,aiTextureType_DIFFUSE));
HandleTextures(pcMat,surf.mSpecularTextures,aiTextureType_SPECULAR);
HandleTextures(pcMat,surf.mGlossinessTextures,aiTextureType_SHININESS);
HandleTextures(pcMat,surf.mBumpTextures,aiTextureType_HEIGHT);
HandleTextures(pcMat,surf.mOpacityTextures,aiTextureType_OPACITY);
HandleTextures(pcMat,surf.mReflectionTextures,aiTextureType_REFLECTION);
// Now we need to know which shader to use .. iterate through the shader list of
// the surface and search for a name which we know ...
for (ShaderList::const_iterator it = surf.mShaders.begin(), end = surf.mShaders.end();it != end;++it) {
//if (!(*it).enabled)continue;
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
if ((*it).functionName == "LW_SuperCelShader" || (*it).functionName == "AH_CelShader") {
DefaultLogger::get()->info("LWO2: Mapping LW_SuperCelShader/AH_CelShader to aiShadingMode_Toon");
m = aiShadingMode_Toon;
break;
}
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 if ((*it).functionName == "LW_RealFresnel" || (*it).functionName == "LW_FastFresnel") {
DefaultLogger::get()->info("LWO2: Mapping LW_RealFresnel/LW_FastFresnel to aiShadingMode_Fresnel");
m = aiShadingMode_Fresnel;
break;
}
else
{
DefaultLogger::get()->warn("LWO2: Unknown surface shader: " + (*it).functionName);
}
}
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
if (surf.mMaximumSmoothAngle <= 0.0f)
m = aiShadingMode_Flat;
pcMat->AddProperty((int*)&m,1,AI_MATKEY_SHADING_MODEL);
// (the diffuse value is just a scaling factor)
// If a diffuse texture is set, we set this value to 1.0
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
clr = (b && false ? aiColor3D(1.f,1.f,1.f) : surf.mColor);
clr.r *= surf.mDiffuseValue;
clr.g *= surf.mDiffuseValue;
clr.b *= surf.mDiffuseValue;
pcMat->AddProperty<aiColor3D>(&clr,1,AI_MATKEY_COLOR_DIFFUSE);
}
// ------------------------------------------------------------------------------------------------
char LWOImporter::FindUVChannels(LWO::TextureList& list,
LWO::Layer& layer,LWO::UVChannel& uv, unsigned int next)
{
char ret = 0;
for (TextureList::iterator it = list.begin(), end = list.end();it != end;++it) {
// Ignore textures with non-UV mappings for the moment.
if (!(*it).enabled || !(*it).bCanUse || (*it).mapMode != LWO::Texture::UV) {
continue;
}
if ((*it).mUVChannelIndex == uv.name) {
ret = 1;
// got it.
if ((*it).mRealUVIndex == UINT_MAX || (*it).mRealUVIndex == next)
{
(*it).mRealUVIndex = next;
}
else {
// channel mismatch. need to duplicate the material.
DefaultLogger::get()->warn("LWO: Channel mismatch, would need to duplicate surface [design bug]");
// TODO
}
}
}
return ret;
}
// ------------------------------------------------------------------------------------------------
void LWOImporter::FindUVChannels(LWO::Surface& surf,
LWO::SortedRep& sorted,LWO::Layer& layer,
unsigned int out[AI_MAX_NUMBER_OF_TEXTURECOORDS])
{
unsigned int next = 0, extra = 0, num_extra = 0;
// Check whether we have an UV entry != 0 for one of the faces in 'sorted'
for (unsigned int i = 0; i < layer.mUVChannels.size();++i) {
LWO::UVChannel& uv = layer.mUVChannels[i];
for (LWO::SortedRep::const_iterator it = sorted.begin(); it != sorted.end(); ++it) {
LWO::Face& face = layer.mFaces[*it];
for (unsigned int n = 0; n < face.mNumIndices; ++n) {
unsigned int idx = face.mIndices[n];
if (uv.abAssigned[idx] && ((aiVector2D*)&uv.rawData[0])[idx] != aiVector2D()) {
if (extra >= AI_MAX_NUMBER_OF_TEXTURECOORDS) {
DefaultLogger::get()->error("LWO: Maximum number of UV channels for "
"this mesh reached. Skipping channel \'" + uv.name + "\'");
}
else {
// Search through all textures assigned to 'surf' and look for this UV channel
char had = 0;
had |= FindUVChannels(surf.mColorTextures,layer,uv,next);
had |= FindUVChannels(surf.mDiffuseTextures,layer,uv,next);
had |= FindUVChannels(surf.mSpecularTextures,layer,uv,next);
had |= FindUVChannels(surf.mGlossinessTextures,layer,uv,next);
had |= FindUVChannels(surf.mOpacityTextures,layer,uv,next);
had |= FindUVChannels(surf.mBumpTextures,layer,uv,next);
had |= FindUVChannels(surf.mReflectionTextures,layer,uv,next);
// We have a texture referencing this UV channel so we have to take special care
// and are willing to drop unreferenced channels in favour of it.
if (had != 0) {
if (num_extra) {
for (unsigned int a = next; a < std::min( extra, AI_MAX_NUMBER_OF_TEXTURECOORDS-1u ); ++a) {
out[a+1] = out[a];
}
}
++extra;
out[next++] = i;
}
// B<>h ... seems not to be used at all. Push to end if enough space is available.
else {
out[extra++] = i;
++num_extra;
}
}
it = sorted.end()-1;
break;
}
}
}
}
if (extra < AI_MAX_NUMBER_OF_TEXTURECOORDS) {
out[extra] = UINT_MAX;
}
}
// ------------------------------------------------------------------------------------------------
void LWOImporter::FindVCChannels(const LWO::Surface& surf, LWO::SortedRep& sorted, const LWO::Layer& layer,
unsigned int out[AI_MAX_NUMBER_OF_COLOR_SETS])
{
unsigned int next = 0;
// Check whether we have an vc entry != 0 for one of the faces in 'sorted'
for (unsigned int i = 0; i < layer.mVColorChannels.size();++i) {
const LWO::VColorChannel& vc = layer.mVColorChannels[i];
if (surf.mVCMap == vc.name) {
// The vertex color map is explicitely requested by the surface so we need to take special care of it
for (unsigned int a = 0; a < std::min(next,AI_MAX_NUMBER_OF_COLOR_SETS-1u); ++a) {
out[a+1] = out[a];
}
out[0] = i;
++next;
}
else {
for (LWO::SortedRep::iterator it = sorted.begin(); it != sorted.end(); ++it) {
const LWO::Face& face = layer.mFaces[*it];
for (unsigned int n = 0; n < face.mNumIndices; ++n) {
unsigned int idx = face.mIndices[n];
if (vc.abAssigned[idx] && ((aiColor4D*)&vc.rawData[0])[idx] != aiColor4D(0.f,0.f,0.f,1.f)) {
if (next >= AI_MAX_NUMBER_OF_COLOR_SETS) {
DefaultLogger::get()->error("LWO: Maximum number of vertex color channels for "
"this mesh reached. Skipping channel \'" + vc.name + "\'");
}
else {
out[next++] = i;
}
it = sorted.end()-1;
break;
}
}
}
}
}
if (next != AI_MAX_NUMBER_OF_COLOR_SETS) {
out[next] = UINT_MAX;
}
}
// ------------------------------------------------------------------------------------------------
void LWOImporter::LoadLWO2ImageMap(unsigned int size, LWO::Texture& tex )
{
LE_NCONST uint8_t* const end = mFileBuffer + size;
while (true)
{
if (mFileBuffer + 6 >= end)break;
LE_NCONST IFF::SubChunkHeader* const head = IFF::LoadSubChunk(mFileBuffer);
if (mFileBuffer + head->length > end)
throw DeadlyImportError("LWO2: Invalid SURF.BLOCK chunk length");
uint8_t* const next = mFileBuffer+head->length;
switch (head->type)
{
case AI_LWO_PROJ:
tex.mapMode = (Texture::MappingMode)GetU2();
break;
case AI_LWO_WRAP:
tex.wrapModeWidth = (Texture::Wrap)GetU2();
tex.wrapModeHeight = (Texture::Wrap)GetU2();
break;
case AI_LWO_AXIS:
tex.majorAxis = (Texture::Axes)GetU2();
break;
case AI_LWO_IMAG:
tex.mClipIdx = GetU2();
break;
case AI_LWO_VMAP:
GetS0(tex.mUVChannelIndex,head->length);
break;
case AI_LWO_WRPH:
tex.wrapAmountH = GetF4();
break;
case AI_LWO_WRPW:
tex.wrapAmountW = GetF4();
break;
}
mFileBuffer = next;
}
}
// ------------------------------------------------------------------------------------------------
void LWOImporter::LoadLWO2Procedural(unsigned int size, LWO::Texture& tex )
{
// --- not supported at the moment
DefaultLogger::get()->error("LWO2: Found procedural texture, this is not supported");
tex.bCanUse = false;
}
// ------------------------------------------------------------------------------------------------
void LWOImporter::LoadLWO2Gradient(unsigned int size, LWO::Texture& tex )
{
// --- not supported at the moment
DefaultLogger::get()->error("LWO2: Found gradient texture, this is not supported");
tex.bCanUse = false;
}
// ------------------------------------------------------------------------------------------------
void LWOImporter::LoadLWO2TextureHeader(unsigned int size, LWO::Texture& tex )
{
LE_NCONST uint8_t* const end = mFileBuffer + size;
// get the ordinal string
GetS0( tex.ordinal, size);
// we could crash later if this is an empty string ...
if (!tex.ordinal.length())
{
DefaultLogger::get()->error("LWO2: Ill-formed SURF.BLOK ordinal string");
tex.ordinal = "\x00";
}
while (true)
{
if (mFileBuffer + 6 >= end)break;
LE_NCONST IFF::SubChunkHeader* const head = IFF::LoadSubChunk(mFileBuffer);
if (mFileBuffer + head->length > end)
throw DeadlyImportError("LWO2: Invalid texture header chunk length");
uint8_t* const next = mFileBuffer+head->length;
switch (head->type)
{
case AI_LWO_CHAN:
tex.type = GetU4();
break;
case AI_LWO_ENAB:
tex.enabled = GetU2() ? true : false;
break;
case AI_LWO_OPAC:
tex.blendType = (Texture::BlendType)GetU2();
tex.mStrength = GetF4();
break;
}
mFileBuffer = next;
}
}
// ------------------------------------------------------------------------------------------------
void LWOImporter::LoadLWO2TextureBlock(LE_NCONST IFF::SubChunkHeader* head, unsigned int size )
{
ai_assert(!mSurfaces->empty());
LWO::Surface& surf = mSurfaces->back();
LWO::Texture tex;
// load the texture header
LoadLWO2TextureHeader(head->length,tex);
size -= head->length + 6;
// now get the exact type of the texture
switch (head->type)
{
case AI_LWO_PROC:
LoadLWO2Procedural(size,tex);
break;
case AI_LWO_GRAD:
LoadLWO2Gradient(size,tex);
break;
case AI_LWO_IMAP:
LoadLWO2ImageMap(size,tex);
}
// get the destination channel
TextureList* listRef = NULL;
switch (tex.type)
{
case AI_LWO_COLR:
listRef = &surf.mColorTextures;break;
case AI_LWO_DIFF:
listRef = &surf.mDiffuseTextures;break;
case AI_LWO_SPEC:
listRef = &surf.mSpecularTextures;break;
case AI_LWO_GLOS:
listRef = &surf.mGlossinessTextures;break;
case AI_LWO_BUMP:
listRef = &surf.mBumpTextures;break;
case AI_LWO_TRAN:
listRef = &surf.mOpacityTextures;break;
case AI_LWO_REFL:
listRef = &surf.mReflectionTextures;break;
default:
DefaultLogger::get()->warn("LWO2: Encountered unknown texture type");
return;
}
// now attach the texture to the parent surface - sort by ordinal string
for (TextureList::iterator it = listRef->begin();it != listRef->end(); ++it) {
if (::strcmp(tex.ordinal.c_str(),(*it).ordinal.c_str()) < 0) {
listRef->insert(it,tex);
return;
}
}
listRef->push_back(tex);
}
// ------------------------------------------------------------------------------------------------
void LWOImporter::LoadLWO2ShaderBlock(LE_NCONST IFF::SubChunkHeader* head, unsigned int size )
{
LE_NCONST uint8_t* const end = mFileBuffer + size;
ai_assert(!mSurfaces->empty());
LWO::Surface& surf = mSurfaces->back();
LWO::Shader shader;
// get the ordinal string
GetS0( shader.ordinal, size);
// we could crash later if this is an empty string ...
if (!shader.ordinal.length())
{
DefaultLogger::get()->error("LWO2: Ill-formed SURF.BLOK ordinal string");
shader.ordinal = "\x00";
}
// read the header
while (true)
{
if (mFileBuffer + 6 >= end)break;
LE_NCONST IFF::SubChunkHeader* const head = IFF::LoadSubChunk(mFileBuffer);
if (mFileBuffer + head->length > end)
throw DeadlyImportError("LWO2: Invalid shader header chunk length");
uint8_t* const next = mFileBuffer+head->length;
switch (head->type)
{
case AI_LWO_ENAB:
shader.enabled = GetU2() ? true : false;
break;
case AI_LWO_FUNC:
GetS0( shader.functionName, head->length );
}
mFileBuffer = next;
}
// now attach the shader to the parent surface - sort by ordinal string
for (ShaderList::iterator it = surf.mShaders.begin();it != surf.mShaders.end(); ++it) {
if (::strcmp(shader.ordinal.c_str(),(*it).ordinal.c_str()) < 0) {
surf.mShaders.insert(it,shader);
return;
}
}
surf.mShaders.push_back(shader);
}
// ------------------------------------------------------------------------------------------------
void LWOImporter::LoadLWO2Surface(unsigned int size)
{
LE_NCONST uint8_t* const end = mFileBuffer + size;
mSurfaces->push_back( LWO::Surface () );
LWO::Surface& surf = mSurfaces->back();
GetS0(surf.mName,size);
// check whether this surface was derived from any other surface
std::string derived;
GetS0(derived,(unsigned int)(end - mFileBuffer));
if (derived.length()) {
// yes, find this surface
for (SurfaceList::iterator it = mSurfaces->begin(), end = mSurfaces->end()-1; it != end; ++it) {
if ((*it).mName == derived) {
// we have it ...
surf = *it;
derived.clear();break;
}
}
if (derived.size())
DefaultLogger::get()->warn("LWO2: Unable to find source surface: " + derived);
}
while (true)
{
if (mFileBuffer + 6 >= end)
break;
LE_NCONST IFF::SubChunkHeader* const head = IFF::LoadSubChunk(mFileBuffer);
if (mFileBuffer + head->length > end)
throw DeadlyImportError("LWO2: Invalid surface chunk length");
uint8_t* const next = mFileBuffer+head->length;
switch (head->type)
{
// diffuse color
case AI_LWO_COLR:
{
AI_LWO_VALIDATE_CHUNK_LENGTH(head->length,COLR,12);
surf.mColor.r = GetF4();
surf.mColor.g = GetF4();
surf.mColor.b = GetF4();
break;
}
// diffuse strength ... hopefully
case AI_LWO_DIFF:
{
AI_LWO_VALIDATE_CHUNK_LENGTH(head->length,DIFF,4);
surf.mDiffuseValue = GetF4();
break;
}
// specular strength ... hopefully
case AI_LWO_SPEC:
{
AI_LWO_VALIDATE_CHUNK_LENGTH(head->length,SPEC,4);
surf.mSpecularValue = GetF4();
break;
}
// transparency
case AI_LWO_TRAN:
{
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
// transparency explicitly disabled?
if (surf.mTransparency == 10e10f)
break;
AI_LWO_VALIDATE_CHUNK_LENGTH(head->length,TRAN,4);
surf.mTransparency = GetF4();
break;
}
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
// additive transparency
case AI_LWO_ADTR:
{
AI_LWO_VALIDATE_CHUNK_LENGTH(head->length,ADTR,4);
surf.mAdditiveTransparency = GetF4();
break;
}
// wireframe mode
case AI_LWO_LINE:
{
AI_LWO_VALIDATE_CHUNK_LENGTH(head->length,LINE,2);
if (GetU2() & 0x1)
surf.mWireframe = true;
break;
}
// glossiness
case AI_LWO_GLOS:
{
AI_LWO_VALIDATE_CHUNK_LENGTH(head->length,GLOS,4);
surf.mGlossiness = GetF4();
break;
}
// bump intensity
case AI_LWO_BUMP:
{
AI_LWO_VALIDATE_CHUNK_LENGTH(head->length,BUMP,4);
surf.mBumpIntensity = GetF4();
break;
}
// color highlights
case AI_LWO_CLRH:
{
AI_LWO_VALIDATE_CHUNK_LENGTH(head->length,CLRH,4);
surf.mColorHighlights = GetF4();
break;
}
// index of refraction
case AI_LWO_RIND:
{
AI_LWO_VALIDATE_CHUNK_LENGTH(head->length,RIND,4);
surf.mIOR = GetF4();
break;
}
// polygon sidedness
case AI_LWO_SIDE:
{
AI_LWO_VALIDATE_CHUNK_LENGTH(head->length,SIDE,2);
surf.bDoubleSided = (3 == GetU2());
break;
}
// maximum smoothing angle
case AI_LWO_SMAN:
{
AI_LWO_VALIDATE_CHUNK_LENGTH(head->length,SMAN,4);
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
surf.mMaximumSmoothAngle = fabs( GetF4() );
break;
}
// vertex color channel to be applied to the surface
case AI_LWO_VCOL:
{
AI_LWO_VALIDATE_CHUNK_LENGTH(head->length,VCOL,12);
surf.mDiffuseValue *= GetF4(); // strength
ReadVSizedIntLWO2(mFileBuffer); // skip envelope
surf.mVCMapType = GetU4(); // type of the channel
// name of the channel
GetS0(surf.mVCMap, (unsigned int) (next - mFileBuffer ));
break;
}
// surface bock entry
case AI_LWO_BLOK:
{
AI_LWO_VALIDATE_CHUNK_LENGTH(head->length,BLOK,4);
LE_NCONST IFF::SubChunkHeader* head2 = IFF::LoadSubChunk(mFileBuffer);
switch (head2->type)
{
case AI_LWO_PROC:
case AI_LWO_GRAD:
case AI_LWO_IMAP:
LoadLWO2TextureBlock(head2, head->length);
break;
case AI_LWO_SHDR:
LoadLWO2ShaderBlock(head2, head->length);
break;
default:
DefaultLogger::get()->warn("LWO2: Found an unsupported surface BLOK");
};
break;
}
}
mFileBuffer = next;
}
}
#endif // !! ASSIMP_BUILD_NO_X_IMPORTER