123 lines
4.6 KiB
D
123 lines
4.6 KiB
D
/*
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---------------------------------------------------------------------------
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Open Asset Import Library (ASSIMP)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2020, ASSIMP Development Team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the following
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conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the ASSIMP team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the ASSIMP Development Team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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/**
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* Contains helper structures to handle textures in Assimp.
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*
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* Used for file formats which embed their textures into the model file.
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* Supported are both normal textures, which are stored as uncompressed pixels,
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* and "compressed" textures, which are stored in a file format such as PNG or
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* TGA.
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*/
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module assimp.texture;
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extern ( C ) {
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/**
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* Helper structure to represent a texel in a ARGB8888 format.
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*
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* Used by aiTexture.
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*/
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struct aiTexel {
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align ( 1 ):
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ubyte b, g, r, a;
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}
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/**
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* Helper structure to describe an embedded texture.
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*
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* Usually textures are contained in external files but some file formats
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* embed them directly in the model file. There are two types of
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* embedded textures:
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*
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* <em>1. Uncompressed textures</em>: The color data is given in an
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* uncompressed format.
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*
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* <em>2. Compressed textures</em> stored in a file format like PNG or JPEG.
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* The raw file bytes are given so the application must utilize an image
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* decoder (e.g. DevIL) to get access to the actual color data.
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*/
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struct aiTexture {
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/**
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* Width of the texture, in pixels.
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*
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* If <code>mHeight</code> is zero the texture is compressed in a format
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* like JPEG. In this case, this value specifies the size of the memory
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* area <code>pcData</code> is pointing to, in bytes.
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*/
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uint mWidth;
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/**
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* Height of the texture, in pixels.
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*
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* If this value is zero, <code>pcData</code> points to an compressed
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* texture in any format (e.g. JPEG).
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*/
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uint mHeight;
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/**
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* A hint from the loader to make it easier for applications to determine
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* the type of embedded compressed textures.
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*
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* If <code>mHeight</code> is not 0, this member is undefined. Otherwise
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* it is set set to '\0\0\0\0' if the loader has no additional
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* information about the texture file format used, or the file extension
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* of the format without a trailing dot. If there are multiple file
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* extensions for a format, the shortest extension is chosen (JPEG maps
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* to 'jpg', not to 'jpeg'). E.g. 'dds\0', 'pcx\0', 'jpg\0'. All
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* characters are lower-case. The fourth byte will always be '\0'.
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*/
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char achFormatHint[4];
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/**
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* Data of the texture.
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*
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* Points to an array of <code>mWidth * mHeight</code>
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* <code>aiTexel</code>s. The format of the texture data is always
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* ARGB8888 to make the implementation for user of the library as easy as
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* possible.
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*
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* If <code>mHeight</code> is 0, this is a pointer to a memory buffer of
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* size <code>mWidth</code> containing the compressed texture data.
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*/
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aiTexel* pcData;
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}
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}
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