mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-21 13:14:46 +00:00
Added initial behavior for ImageAssets to hold a list of GFX resources of different texture profiles to avoid mem leaks with incorrect-typed usages Added function to ImageAsset to get best-fit asset, allowing for fallbacks if the requested assetID is not found Added function to ShapeAsset to get best-fit asset, allowing for fallbacks if the requested assetID is not found Disabled fields for dynamic and static shadowmap refresh rates Moved noShape model to core/rendering/shapes to place it in a more logical module position Added an include to avoid undefined type compile error and removed unneeded semicolon from zone code Added call to reload probe textures when a reloadTextures call is made Adjusted default directional light shadowmap settings to not be as extreme Added utility function to probe manager to allow any class to request a 'best fit' list of probes that would affect a given location, allowing other classes such as fog or particles to utilize IBL. Also updated probeManager's forward rendering to utilize same function to reduce code duplication. Shifted shape loader code to utilize assimp for loader consistency and testing Changed render bin used for SSAO postfx so it runs at the right time Made Core_Rendering module scan for assets Updated loose file references to a number of assets to follow proper formatting Refactored asset import code to follow a more consistent object heirarchy structure on importing assets, allowing more reliable cross-referencing between inbound items Updated asset import logic for materials/images so that they properly utilize ImageType. Images correctly save out the assigned image type, materials reference the images' type to know what map slot they should be used in. Importer logic also updated to better find-and-add associated images based on type. Cleaned up a bunch of old, outdated code in the asset importer Added initial handling for in-place importing of files without needing to process them through the UI. Added ability to edit module script from RMB context menu if torsion path is set Updated list field code for variable inspector to utilize correct ownerObject field
841 lines
27 KiB
C++
841 lines
27 KiB
C++
/*
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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 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 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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/** @file Implementation of the material part of the MDL importer class */
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#ifndef ASSIMP_BUILD_NO_MDL_IMPORTER
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// internal headers
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#include "MDLLoader.h"
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#include "MDLDefaultColorMap.h"
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#include <assimp/StringUtils.h>
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#include <assimp/texture.h>
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#include <assimp/IOSystem.hpp>
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#include <assimp/DefaultLogger.hpp>
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#include <assimp/scene.h>
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#include <assimp/Defines.h>
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#include <assimp/qnan.h>
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#include <memory>
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using namespace Assimp;
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static aiTexel* const bad_texel = reinterpret_cast<aiTexel*>(SIZE_MAX);
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// ------------------------------------------------------------------------------------------------
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// Find a suitable palette file or take the default one
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void MDLImporter::SearchPalette(const unsigned char** pszColorMap)
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{
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// now try to find the color map in the current directory
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IOStream* pcStream = pIOHandler->Open(configPalette,"rb");
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const unsigned char* szColorMap = (const unsigned char*)::g_aclrDefaultColorMap;
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if(pcStream)
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{
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if (pcStream->FileSize() >= 768)
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{
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size_t len = 256 * 3;
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unsigned char* colorMap = new unsigned char[len];
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szColorMap = colorMap;
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pcStream->Read(colorMap, len,1);
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ASSIMP_LOG_INFO("Found valid colormap.lmp in directory. "
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"It will be used to decode embedded textures in palletized formats.");
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}
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delete pcStream;
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pcStream = NULL;
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}
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*pszColorMap = szColorMap;
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}
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// ------------------------------------------------------------------------------------------------
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// Free the palette again
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void MDLImporter::FreePalette(const unsigned char* szColorMap)
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{
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if (szColorMap != (const unsigned char*)::g_aclrDefaultColorMap)
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delete[] szColorMap;
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}
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// ------------------------------------------------------------------------------------------------
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// Check whether we can replace a texture with a single color
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aiColor4D MDLImporter::ReplaceTextureWithColor(const aiTexture* pcTexture)
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{
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ai_assert(NULL != pcTexture);
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aiColor4D clrOut;
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clrOut.r = get_qnan();
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if (!pcTexture->mHeight || !pcTexture->mWidth)
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return clrOut;
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const unsigned int iNumPixels = pcTexture->mHeight*pcTexture->mWidth;
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const aiTexel* pcTexel = pcTexture->pcData+1;
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const aiTexel* const pcTexelEnd = &pcTexture->pcData[iNumPixels];
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while (pcTexel != pcTexelEnd)
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{
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if (*pcTexel != *(pcTexel-1))
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{
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pcTexel = NULL;
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break;
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}
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++pcTexel;
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}
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if (pcTexel)
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{
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clrOut.r = pcTexture->pcData->r / 255.0f;
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clrOut.g = pcTexture->pcData->g / 255.0f;
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clrOut.b = pcTexture->pcData->b / 255.0f;
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clrOut.a = pcTexture->pcData->a / 255.0f;
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}
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return clrOut;
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}
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// ------------------------------------------------------------------------------------------------
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// Read a texture from a MDL3 file
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void MDLImporter::CreateTextureARGB8_3DGS_MDL3(const unsigned char* szData)
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{
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const MDL::Header *pcHeader = (const MDL::Header*)mBuffer; //the endianness is already corrected in the InternReadFile_3DGS_MDL345 function
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VALIDATE_FILE_SIZE(szData + pcHeader->skinwidth *
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pcHeader->skinheight);
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// allocate a new texture object
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aiTexture* pcNew = new aiTexture();
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pcNew->mWidth = pcHeader->skinwidth;
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pcNew->mHeight = pcHeader->skinheight;
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pcNew->pcData = new aiTexel[pcNew->mWidth * pcNew->mHeight];
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const unsigned char* szColorMap;
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this->SearchPalette(&szColorMap);
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// copy texture data
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for (unsigned int i = 0; i < pcNew->mWidth*pcNew->mHeight;++i)
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{
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const unsigned char val = szData[i];
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const unsigned char* sz = &szColorMap[val*3];
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pcNew->pcData[i].a = 0xFF;
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pcNew->pcData[i].r = *sz++;
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pcNew->pcData[i].g = *sz++;
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pcNew->pcData[i].b = *sz;
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}
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FreePalette(szColorMap);
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// store the texture
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aiTexture** pc = this->pScene->mTextures;
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this->pScene->mTextures = new aiTexture*[pScene->mNumTextures+1];
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for (unsigned int i = 0; i <pScene->mNumTextures;++i)
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pScene->mTextures[i] = pc[i];
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pScene->mTextures[this->pScene->mNumTextures] = pcNew;
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pScene->mNumTextures++;
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delete[] pc;
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return;
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}
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// ------------------------------------------------------------------------------------------------
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// Read a texture from a MDL4 file
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void MDLImporter::CreateTexture_3DGS_MDL4(const unsigned char* szData,
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unsigned int iType,
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unsigned int* piSkip)
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{
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ai_assert(NULL != piSkip);
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const MDL::Header *pcHeader = (const MDL::Header*)mBuffer; //the endianness is already corrected in the InternReadFile_3DGS_MDL345 function
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if (iType == 1 || iType > 3)
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{
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ASSIMP_LOG_ERROR("Unsupported texture file format");
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return;
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}
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const bool bNoRead = *piSkip == UINT_MAX;
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// allocate a new texture object
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aiTexture* pcNew = new aiTexture();
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pcNew->mWidth = pcHeader->skinwidth;
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pcNew->mHeight = pcHeader->skinheight;
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if (bNoRead)pcNew->pcData = bad_texel;
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ParseTextureColorData(szData,iType,piSkip,pcNew);
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// store the texture
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if (!bNoRead)
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{
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if (!this->pScene->mNumTextures)
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{
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pScene->mNumTextures = 1;
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pScene->mTextures = new aiTexture*[1];
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pScene->mTextures[0] = pcNew;
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}
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else
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{
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aiTexture** pc = pScene->mTextures;
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pScene->mTextures = new aiTexture*[pScene->mNumTextures+1];
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for (unsigned int i = 0; i < this->pScene->mNumTextures;++i)
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pScene->mTextures[i] = pc[i];
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pScene->mTextures[pScene->mNumTextures] = pcNew;
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pScene->mNumTextures++;
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delete[] pc;
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}
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}
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else {
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pcNew->pcData = NULL;
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delete pcNew;
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}
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return;
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}
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// ------------------------------------------------------------------------------------------------
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// Load color data of a texture and convert it to our output format
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void MDLImporter::ParseTextureColorData(const unsigned char* szData,
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unsigned int iType,
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unsigned int* piSkip,
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aiTexture* pcNew)
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{
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const bool do_read = bad_texel != pcNew->pcData;
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// allocate storage for the texture image
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if (do_read) {
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pcNew->pcData = new aiTexel[pcNew->mWidth * pcNew->mHeight];
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}
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// R5G6B5 format (with or without MIPs)
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// ****************************************************************
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if (2 == iType || 10 == iType)
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{
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VALIDATE_FILE_SIZE(szData + pcNew->mWidth*pcNew->mHeight*2);
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// copy texture data
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unsigned int i;
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if (do_read)
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{
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for (i = 0; i < pcNew->mWidth*pcNew->mHeight;++i)
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{
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MDL::RGB565 val = ((MDL::RGB565*)szData)[i];
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AI_SWAP2(val);
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pcNew->pcData[i].a = 0xFF;
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pcNew->pcData[i].r = (unsigned char)val.b << 3;
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pcNew->pcData[i].g = (unsigned char)val.g << 2;
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pcNew->pcData[i].b = (unsigned char)val.r << 3;
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}
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}
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else i = pcNew->mWidth*pcNew->mHeight;
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*piSkip = i * 2;
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// apply MIP maps
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if (10 == iType)
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{
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*piSkip += ((i >> 2) + (i >> 4) + (i >> 6)) << 1;
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VALIDATE_FILE_SIZE(szData + *piSkip);
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}
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}
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// ARGB4 format (with or without MIPs)
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// ****************************************************************
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else if (3 == iType || 11 == iType)
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{
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VALIDATE_FILE_SIZE(szData + pcNew->mWidth*pcNew->mHeight*4);
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// copy texture data
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unsigned int i;
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if (do_read)
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{
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for (i = 0; i < pcNew->mWidth*pcNew->mHeight;++i)
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{
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MDL::ARGB4 val = ((MDL::ARGB4*)szData)[i];
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AI_SWAP2(val);
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pcNew->pcData[i].a = (unsigned char)val.a << 4;
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pcNew->pcData[i].r = (unsigned char)val.r << 4;
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pcNew->pcData[i].g = (unsigned char)val.g << 4;
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pcNew->pcData[i].b = (unsigned char)val.b << 4;
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}
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}
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else i = pcNew->mWidth*pcNew->mHeight;
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*piSkip = i * 2;
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// apply MIP maps
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if (11 == iType)
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{
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*piSkip += ((i >> 2) + (i >> 4) + (i >> 6)) << 1;
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VALIDATE_FILE_SIZE(szData + *piSkip);
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}
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}
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// RGB8 format (with or without MIPs)
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// ****************************************************************
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else if (4 == iType || 12 == iType)
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{
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VALIDATE_FILE_SIZE(szData + pcNew->mWidth*pcNew->mHeight*3);
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// copy texture data
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unsigned int i;
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if (do_read)
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{
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for (i = 0; i < pcNew->mWidth*pcNew->mHeight;++i)
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{
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const unsigned char* _szData = &szData[i*3];
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pcNew->pcData[i].a = 0xFF;
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pcNew->pcData[i].b = *_szData++;
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pcNew->pcData[i].g = *_szData++;
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pcNew->pcData[i].r = *_szData;
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}
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}
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else i = pcNew->mWidth*pcNew->mHeight;
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// apply MIP maps
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*piSkip = i * 3;
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if (12 == iType)
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{
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*piSkip += ((i >> 2) + (i >> 4) + (i >> 6)) *3;
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VALIDATE_FILE_SIZE(szData + *piSkip);
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}
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}
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// ARGB8 format (with ir without MIPs)
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// ****************************************************************
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else if (5 == iType || 13 == iType)
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{
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VALIDATE_FILE_SIZE(szData + pcNew->mWidth*pcNew->mHeight*4);
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// copy texture data
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unsigned int i;
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if (do_read)
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{
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for (i = 0; i < pcNew->mWidth*pcNew->mHeight;++i)
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{
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const unsigned char* _szData = &szData[i*4];
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pcNew->pcData[i].b = *_szData++;
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pcNew->pcData[i].g = *_szData++;
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pcNew->pcData[i].r = *_szData++;
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pcNew->pcData[i].a = *_szData;
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}
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}
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else i = pcNew->mWidth*pcNew->mHeight;
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// apply MIP maps
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*piSkip = i << 2;
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if (13 == iType)
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{
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*piSkip += ((i >> 2) + (i >> 4) + (i >> 6)) << 2;
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}
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}
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// palletized 8 bit texture. As for Quake 1
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// ****************************************************************
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else if (0 == iType)
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{
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VALIDATE_FILE_SIZE(szData + pcNew->mWidth*pcNew->mHeight);
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// copy texture data
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unsigned int i;
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if (do_read)
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{
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const unsigned char* szColorMap;
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SearchPalette(&szColorMap);
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for (i = 0; i < pcNew->mWidth*pcNew->mHeight;++i)
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{
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const unsigned char val = szData[i];
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const unsigned char* sz = &szColorMap[val*3];
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pcNew->pcData[i].a = 0xFF;
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pcNew->pcData[i].r = *sz++;
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pcNew->pcData[i].g = *sz++;
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pcNew->pcData[i].b = *sz;
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}
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this->FreePalette(szColorMap);
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}
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else i = pcNew->mWidth*pcNew->mHeight;
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*piSkip = i;
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// FIXME: Also support for MIP maps?
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Get a texture from a MDL5 file
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void MDLImporter::CreateTexture_3DGS_MDL5(const unsigned char* szData,
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unsigned int iType,
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unsigned int* piSkip)
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{
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ai_assert(NULL != piSkip);
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bool bNoRead = *piSkip == UINT_MAX;
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// allocate a new texture object
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aiTexture* pcNew = new aiTexture();
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VALIDATE_FILE_SIZE(szData+8);
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// first read the size of the texture
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pcNew->mWidth = *((uint32_t*)szData);
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AI_SWAP4(pcNew->mWidth);
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szData += sizeof(uint32_t);
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pcNew->mHeight = *((uint32_t*)szData);
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AI_SWAP4(pcNew->mHeight);
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szData += sizeof(uint32_t);
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if (bNoRead) {
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pcNew->pcData = bad_texel;
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}
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// this should not occur - at least the docs say it shouldn't.
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// however, one can easily try out what MED does if you have
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// a model with a DDS texture and export it to MDL5 ...
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// yeah, it embedds the DDS file.
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if (6 == iType)
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{
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// this is a compressed texture in DDS format
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*piSkip = pcNew->mWidth;
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VALIDATE_FILE_SIZE(szData + *piSkip);
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if (!bNoRead)
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{
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// place a hint and let the application know that this is a DDS file
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pcNew->mHeight = 0;
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pcNew->achFormatHint[0] = 'd';
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pcNew->achFormatHint[1] = 'd';
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pcNew->achFormatHint[2] = 's';
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pcNew->achFormatHint[3] = '\0';
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pcNew->pcData = (aiTexel*) new unsigned char[pcNew->mWidth];
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::memcpy(pcNew->pcData,szData,pcNew->mWidth);
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}
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}
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else
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{
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// parse the color data of the texture
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ParseTextureColorData(szData,iType,piSkip,pcNew);
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}
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*piSkip += sizeof(uint32_t) * 2;
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if (!bNoRead)
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{
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// store the texture
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if (!this->pScene->mNumTextures)
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{
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pScene->mNumTextures = 1;
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pScene->mTextures = new aiTexture*[1];
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pScene->mTextures[0] = pcNew;
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}
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else
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{
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aiTexture** pc = pScene->mTextures;
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pScene->mTextures = new aiTexture*[pScene->mNumTextures+1];
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for (unsigned int i = 0; i < pScene->mNumTextures;++i)
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this->pScene->mTextures[i] = pc[i];
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pScene->mTextures[pScene->mNumTextures] = pcNew;
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pScene->mNumTextures++;
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delete[] pc;
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}
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}
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else {
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pcNew->pcData = NULL;
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delete pcNew;
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}
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return;
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}
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// ------------------------------------------------------------------------------------------------
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// Get a skin from a MDL7 file - more complex than all other subformats
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void MDLImporter::ParseSkinLump_3DGS_MDL7(
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const unsigned char* szCurrent,
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const unsigned char** szCurrentOut,
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aiMaterial* pcMatOut,
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unsigned int iType,
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|
unsigned int iWidth,
|
|
unsigned int iHeight)
|
|
{
|
|
std::unique_ptr<aiTexture> pcNew;
|
|
|
|
// 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)
|
|
{
|
|
ASSIMP_LOG_WARN("Found a reference to an embedded DDS texture, "
|
|
"but texture height is not equal to 1, which is not supported by MED");
|
|
}
|
|
|
|
pcNew.reset(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;
|
|
}
|
|
else if (0x7 == iMasked)
|
|
{
|
|
// ***** REFERENCE TO EXTERNAL FILE *****
|
|
if (1 != iHeight)
|
|
{
|
|
ASSIMP_LOG_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 = (ai_uint32)iLen;
|
|
|
|
szCurrent += iLen2;
|
|
|
|
// place this as diffuse texture
|
|
pcMatOut->AddProperty(&szFile,AI_MATKEY_TEXTURE_DIFFUSE(0));
|
|
}
|
|
else if (iMasked || !iType || (iType && iWidth && iHeight))
|
|
{
|
|
pcNew.reset(new aiTexture());
|
|
if (!iHeight || !iWidth)
|
|
{
|
|
ASSIMP_LOG_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.get());
|
|
|
|
// 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.get());
|
|
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<ai_real>(&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;
|
|
// pcMatIn is packed, we can't form pointers to its members
|
|
float power = pcMatIn->Power;
|
|
pcMatOut->AddProperty<float>(&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))
|
|
{
|
|
pcNew.reset();
|
|
}
|
|
|
|
// 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];
|
|
ai_snprintf(szCurrent,5,"*%i",this->pScene->mNumTextures);
|
|
|
|
aiString szFile;
|
|
const size_t iLen = strlen((const char*)szCurrent);
|
|
::memcpy(szFile.data,(const char*)szCurrent,iLen+1);
|
|
szFile.length = (ai_uint32)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.release();
|
|
}
|
|
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.release();
|
|
pScene->mNumTextures++;
|
|
delete[] pc;
|
|
}
|
|
}
|
|
VALIDATE_FILE_SIZE(szCurrent);
|
|
*szCurrentOut = szCurrent;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
// Skip a skin lump
|
|
void MDLImporter::SkipSkinLump_3DGS_MDL7(
|
|
const unsigned char* szCurrent,
|
|
const unsigned char** szCurrentOut,
|
|
unsigned int iType,
|
|
unsigned int iWidth,
|
|
unsigned int iHeight)
|
|
{
|
|
// get the type of the skin
|
|
const unsigned int iMasked = (unsigned int)(iType & 0xF);
|
|
|
|
if (0x6 == iMasked)
|
|
{
|
|
szCurrent += iWidth;
|
|
}
|
|
if (0x7 == iMasked)
|
|
{
|
|
const size_t iLen = ::strlen((const char*)szCurrent);
|
|
szCurrent += iLen+1;
|
|
}
|
|
else if (iMasked || !iType)
|
|
{
|
|
if (iMasked || !iType || (iType && iWidth && iHeight))
|
|
{
|
|
// ParseTextureColorData(..., aiTexture::pcData == bad_texel) will simply
|
|
// return the size of the color data in bytes in iSkip
|
|
unsigned int iSkip = 0;
|
|
|
|
aiTexture tex;
|
|
tex.pcData = bad_texel;
|
|
tex.mHeight = iHeight;
|
|
tex.mWidth = iWidth;
|
|
ParseTextureColorData(szCurrent,iMasked,&iSkip,&tex);
|
|
|
|
// FIX: Important, otherwise the destructor will crash
|
|
tex.pcData = NULL;
|
|
|
|
// skip length of texture data
|
|
szCurrent += iSkip;
|
|
}
|
|
}
|
|
|
|
// check whether a material definition is contained in the skin
|
|
if (iType & AI_MDL7_SKINTYPE_MATERIAL)
|
|
{
|
|
BE_NCONST MDL::Material_MDL7* pcMatIn = (BE_NCONST MDL::Material_MDL7*)szCurrent;
|
|
szCurrent = (unsigned char*)(pcMatIn+1);
|
|
}
|
|
|
|
// if an ASCII effect description (HLSL?) is contained in the file,
|
|
// we can simply ignore it ...
|
|
if (iType & AI_MDL7_SKINTYPE_MATERIAL_ASCDEF)
|
|
{
|
|
int32_t iMe = *((int32_t*)szCurrent);
|
|
AI_SWAP4(iMe);
|
|
szCurrent += sizeof(char) * iMe + sizeof(int32_t);
|
|
}
|
|
*szCurrentOut = szCurrent;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void MDLImporter::ParseSkinLump_3DGS_MDL7(
|
|
const unsigned char* szCurrent,
|
|
const unsigned char** szCurrentOut,
|
|
std::vector<aiMaterial*>& pcMats)
|
|
{
|
|
ai_assert(NULL != szCurrent);
|
|
ai_assert(NULL != szCurrentOut);
|
|
|
|
*szCurrentOut = szCurrent;
|
|
BE_NCONST MDL::Skin_MDL7* pcSkin = (BE_NCONST MDL::Skin_MDL7*)szCurrent;
|
|
AI_SWAP4(pcSkin->width);
|
|
AI_SWAP4(pcSkin->height);
|
|
szCurrent += 12;
|
|
|
|
// allocate an output material
|
|
aiMaterial* pcMatOut = new aiMaterial();
|
|
pcMats.push_back(pcMatOut);
|
|
|
|
// skip length of file name
|
|
szCurrent += AI_MDL7_MAX_TEXNAMESIZE;
|
|
|
|
ParseSkinLump_3DGS_MDL7(szCurrent,szCurrentOut,pcMatOut,
|
|
pcSkin->typ,pcSkin->width,pcSkin->height);
|
|
|
|
// place the name of the skin in the material
|
|
if (pcSkin->texture_name[0])
|
|
{
|
|
// the 0 termination could be there or not - we can't know
|
|
aiString szFile;
|
|
::memcpy(szFile.data,pcSkin->texture_name,sizeof(pcSkin->texture_name));
|
|
szFile.data[sizeof(pcSkin->texture_name)] = '\0';
|
|
szFile.length = (ai_uint32)::strlen(szFile.data);
|
|
|
|
pcMatOut->AddProperty(&szFile,AI_MATKEY_NAME);
|
|
}
|
|
}
|
|
|
|
#endif // !! ASSIMP_BUILD_NO_MDL_IMPORTER
|