/* Open Asset Import Library (assimp) ---------------------------------------------------------------------- Copyright (c) 2006-2017, 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. ---------------------------------------------------------------------- */ #include "EmbedTexturesProcess.h" #include "ParsingUtils.h" #include "ProcessHelper.h" #include using namespace Assimp; EmbedTexturesProcess::EmbedTexturesProcess() : BaseProcess() { } EmbedTexturesProcess::~EmbedTexturesProcess() { } bool EmbedTexturesProcess::IsActive(unsigned int pFlags) const { return (pFlags & aiProcess_EmbedTextures) != 0; } void EmbedTexturesProcess::SetupProperties(const Importer* pImp) { mRootPath = pImp->GetPropertyString("sourceFilePath"); mRootPath = mRootPath.substr(0, mRootPath.find_last_of("\\/") + 1u); } void EmbedTexturesProcess::Execute(aiScene* pScene) { if (pScene == nullptr || pScene->mRootNode == nullptr) return; aiString path; uint32_t embeddedTexturesCount = 0u; for (auto matId = 0u; matId < pScene->mNumMaterials; ++matId) { auto material = pScene->mMaterials[matId]; for (auto ttId = 1u; ttId < AI_TEXTURE_TYPE_MAX; ++ttId) { auto tt = static_cast(ttId); auto texturesCount = material->GetTextureCount(tt); for (auto texId = 0u; texId < texturesCount; ++texId) { material->GetTexture(tt, texId, &path); if (path.data[0] == '*') continue; // Already embedded // Indeed embed if (addTexture(pScene, path.data)) { auto embeddedTextureId = pScene->mNumTextures - 1u; ::ai_snprintf(path.data, 1024, "*%u", embeddedTextureId); material->AddProperty(&path, AI_MATKEY_TEXTURE(tt, texId)); embeddedTexturesCount++; } } } } char stringBuffer[128]; ::ai_snprintf(stringBuffer, 128, "EmbedTexturesProcess finished. Embedded %u textures.", embeddedTexturesCount); DefaultLogger::get()->info(stringBuffer); } bool EmbedTexturesProcess::addTexture(aiScene* pScene, std::string path) const { uint32_t imageSize = 0; std::string imagePath = path; // Test path directly std::ifstream file(imagePath, std::ios::binary | std::ios::ate); if ((imageSize = file.tellg()) == -1u) { DefaultLogger::get()->warn("EmbedTexturesProcess: Cannot find image: " + imagePath + ". Will try to find it in root folder."); // Test path in root path imagePath = mRootPath + path; file.open(imagePath, std::ios::binary | std::ios::ate); if ((imageSize = file.tellg()) == -1u) { // Test path basename in root path imagePath = mRootPath + path.substr(path.find_last_of("\\/") + 1u); file.open(imagePath, std::ios::binary | std::ios::ate); if ((imageSize = file.tellg()) == -1u) { DefaultLogger::get()->error("EmbedTexturesProcess: Unable to embed texture: " + path + "."); return false; } } } aiTexel* imageContent = new aiTexel[1u + imageSize / sizeof(aiTexel)]; file.seekg(0, std::ios::beg); file.read(reinterpret_cast(imageContent), imageSize); // Enlarging the textures table auto textureId = pScene->mNumTextures++; auto oldTextures = pScene->mTextures; pScene->mTextures = new aiTexture*[pScene->mNumTextures]; memmove(pScene->mTextures, oldTextures, sizeof(aiTexture*) * (pScene->mNumTextures - 1u)); // Add the new texture auto pTexture = new aiTexture(); pTexture->mHeight = 0; // Means that this is still compressed pTexture->mWidth = imageSize; pTexture->pcData = imageContent; auto extension = path.substr(path.find_last_of('.') + 1u); std::transform(extension.begin(), extension.end(), extension.begin(), ::tolower); if (extension == "jpeg") extension = "jpg"; strcpy(pTexture->achFormatHint, extension.c_str()); pScene->mTextures[textureId] = pTexture; return true; }