495 lines
19 KiB
C++
495 lines
19 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) 2006-2017, 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 MDC importer class */
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#ifndef ASSIMP_BUILD_NO_MDC_IMPORTER
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// internal headers
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#include "MDCLoader.h"
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#include "MD3FileData.h"
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#include "MDCNormalTable.h" // shouldn't be included by other units
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#include <assimp/DefaultLogger.hpp>
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#include <assimp/Importer.hpp>
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#include <assimp/IOSystem.hpp>
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#include <assimp/scene.h>
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#include <assimp/importerdesc.h>
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#include <memory>
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using namespace Assimp;
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using namespace Assimp::MDC;
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static const aiImporterDesc desc = {
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"Return To Castle Wolfenstein Mesh Importer",
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"",
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"",
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"",
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aiImporterFlags_SupportBinaryFlavour,
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0,
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0,
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0,
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0,
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"mdc"
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};
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// ------------------------------------------------------------------------------------------------
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void MDC::BuildVertex(const Frame& frame,
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const BaseVertex& bvert,
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const CompressedVertex& cvert,
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aiVector3D& vXYZOut,
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aiVector3D& vNorOut)
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{
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// compute the position
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const float xd = (cvert.xd - AI_MDC_CVERT_BIAS) * AI_MDC_DELTA_SCALING;
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const float yd = (cvert.yd - AI_MDC_CVERT_BIAS) * AI_MDC_DELTA_SCALING;
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const float zd = (cvert.zd - AI_MDC_CVERT_BIAS) * AI_MDC_DELTA_SCALING;
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vXYZOut.x = frame.localOrigin.x + AI_MDC_BASE_SCALING * (bvert.x + xd);
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vXYZOut.y = frame.localOrigin.y + AI_MDC_BASE_SCALING * (bvert.y + yd);
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vXYZOut.z = frame.localOrigin.z + AI_MDC_BASE_SCALING * (bvert.z + zd);
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// compute the normal vector .. ehm ... lookup it in the table :-)
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vNorOut.x = mdcNormals[cvert.nd][0];
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vNorOut.y = mdcNormals[cvert.nd][1];
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vNorOut.z = mdcNormals[cvert.nd][2];
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}
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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MDCImporter::MDCImporter()
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: configFrameID(),
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pcHeader(),
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mBuffer(),
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fileSize()
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{
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}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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MDCImporter::~MDCImporter()
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{
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}
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// ------------------------------------------------------------------------------------------------
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// Returns whether the class can handle the format of the given file.
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bool MDCImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
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{
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const std::string extension = GetExtension(pFile);
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if (extension == "mdc")
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return true;
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// if check for extension is not enough, check for the magic tokens
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if (!extension.length() || checkSig) {
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uint32_t tokens[1];
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tokens[0] = AI_MDC_MAGIC_NUMBER_LE;
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return CheckMagicToken(pIOHandler,pFile,tokens,1);
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}
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return false;
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}
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// ------------------------------------------------------------------------------------------------
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const aiImporterDesc* MDCImporter::GetInfo () const
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{
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return &desc;
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}
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// ------------------------------------------------------------------------------------------------
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// Validate the header of the given MDC file
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void MDCImporter::ValidateHeader()
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{
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AI_SWAP4( this->pcHeader->ulVersion );
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AI_SWAP4( this->pcHeader->ulFlags );
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AI_SWAP4( this->pcHeader->ulNumFrames );
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AI_SWAP4( this->pcHeader->ulNumTags );
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AI_SWAP4( this->pcHeader->ulNumSurfaces );
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AI_SWAP4( this->pcHeader->ulNumSkins );
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AI_SWAP4( this->pcHeader->ulOffsetBorderFrames );
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if (pcHeader->ulIdent != AI_MDC_MAGIC_NUMBER_BE &&
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pcHeader->ulIdent != AI_MDC_MAGIC_NUMBER_LE)
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{
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char szBuffer[5];
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szBuffer[0] = ((char*)&pcHeader->ulIdent)[0];
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szBuffer[1] = ((char*)&pcHeader->ulIdent)[1];
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szBuffer[2] = ((char*)&pcHeader->ulIdent)[2];
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szBuffer[3] = ((char*)&pcHeader->ulIdent)[3];
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szBuffer[4] = '\0';
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throw DeadlyImportError("Invalid MDC magic word: should be IDPC, the "
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"magic word found is " + std::string( szBuffer ));
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}
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if (pcHeader->ulVersion != AI_MDC_VERSION)
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DefaultLogger::get()->warn("Unsupported MDC file version (2 (AI_MDC_VERSION) was expected)");
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if (pcHeader->ulOffsetBorderFrames + pcHeader->ulNumFrames * sizeof(MDC::Frame) > this->fileSize ||
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pcHeader->ulOffsetSurfaces + pcHeader->ulNumSurfaces * sizeof(MDC::Surface) > this->fileSize)
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{
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throw DeadlyImportError("Some of the offset values in the MDC header are invalid "
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"and point to something behind the file.");
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}
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if (this->configFrameID >= this->pcHeader->ulNumFrames)
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throw DeadlyImportError("The requested frame is not available");
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}
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// ------------------------------------------------------------------------------------------------
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// Validate the header of a given MDC file surface
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void MDCImporter::ValidateSurfaceHeader(BE_NCONST MDC::Surface* pcSurf)
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{
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AI_SWAP4(pcSurf->ulFlags);
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AI_SWAP4(pcSurf->ulNumCompFrames);
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AI_SWAP4(pcSurf->ulNumBaseFrames);
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AI_SWAP4(pcSurf->ulNumShaders);
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AI_SWAP4(pcSurf->ulNumVertices);
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AI_SWAP4(pcSurf->ulNumTriangles);
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AI_SWAP4(pcSurf->ulOffsetTriangles);
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AI_SWAP4(pcSurf->ulOffsetTexCoords);
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AI_SWAP4(pcSurf->ulOffsetBaseVerts);
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AI_SWAP4(pcSurf->ulOffsetCompVerts);
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AI_SWAP4(pcSurf->ulOffsetFrameBaseFrames);
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AI_SWAP4(pcSurf->ulOffsetFrameCompFrames);
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AI_SWAP4(pcSurf->ulOffsetEnd);
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const unsigned int iMax = this->fileSize - (unsigned int)((int8_t*)pcSurf-(int8_t*)pcHeader);
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if (pcSurf->ulOffsetBaseVerts + pcSurf->ulNumVertices * sizeof(MDC::BaseVertex) > iMax ||
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(pcSurf->ulNumCompFrames && pcSurf->ulOffsetCompVerts + pcSurf->ulNumVertices * sizeof(MDC::CompressedVertex) > iMax) ||
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pcSurf->ulOffsetTriangles + pcSurf->ulNumTriangles * sizeof(MDC::Triangle) > iMax ||
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pcSurf->ulOffsetTexCoords + pcSurf->ulNumVertices * sizeof(MDC::TexturCoord) > iMax ||
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pcSurf->ulOffsetShaders + pcSurf->ulNumShaders * sizeof(MDC::Shader) > iMax ||
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pcSurf->ulOffsetFrameBaseFrames + pcSurf->ulNumBaseFrames * 2 > iMax ||
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(pcSurf->ulNumCompFrames && pcSurf->ulOffsetFrameCompFrames + pcSurf->ulNumCompFrames * 2 > iMax))
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{
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throw DeadlyImportError("Some of the offset values in the MDC surface header "
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"are invalid and point somewhere behind the file.");
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Setup configuration properties
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void MDCImporter::SetupProperties(const Importer* pImp)
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{
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// The AI_CONFIG_IMPORT_MDC_KEYFRAME option overrides the
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// AI_CONFIG_IMPORT_GLOBAL_KEYFRAME option.
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if(static_cast<unsigned int>(-1) == (configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_MDC_KEYFRAME,-1))){
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configFrameID = pImp->GetPropertyInteger(AI_CONFIG_IMPORT_GLOBAL_KEYFRAME,0);
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Imports the given file into the given scene structure.
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void MDCImporter::InternReadFile(
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const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler)
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{
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std::unique_ptr<IOStream> file( pIOHandler->Open( pFile));
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// Check whether we can read from the file
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if( file.get() == NULL)
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throw DeadlyImportError( "Failed to open MDC file " + pFile + ".");
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// check whether the mdc file is large enough to contain the file header
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fileSize = (unsigned int)file->FileSize();
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if( fileSize < sizeof(MDC::Header))
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throw DeadlyImportError( "MDC File is too small.");
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std::vector<unsigned char> mBuffer2(fileSize);
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file->Read( &mBuffer2[0], 1, fileSize);
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mBuffer = &mBuffer2[0];
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// validate the file header
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this->pcHeader = (BE_NCONST MDC::Header*)this->mBuffer;
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this->ValidateHeader();
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std::vector<std::string> aszShaders;
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// get a pointer to the frame we want to read
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BE_NCONST MDC::Frame* pcFrame = (BE_NCONST MDC::Frame*)(this->mBuffer+
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this->pcHeader->ulOffsetBorderFrames);
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// no need to swap the other members, we won't need them
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pcFrame += configFrameID;
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AI_SWAP4( pcFrame->localOrigin[0] );
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AI_SWAP4( pcFrame->localOrigin[1] );
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AI_SWAP4( pcFrame->localOrigin[2] );
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// get the number of valid surfaces
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BE_NCONST MDC::Surface* pcSurface, *pcSurface2;
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pcSurface = pcSurface2 = new (mBuffer + pcHeader->ulOffsetSurfaces) MDC::Surface;
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unsigned int iNumShaders = 0;
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for (unsigned int i = 0; i < pcHeader->ulNumSurfaces;++i)
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{
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// validate the surface header
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this->ValidateSurfaceHeader(pcSurface2);
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if (pcSurface2->ulNumVertices && pcSurface2->ulNumTriangles)++pScene->mNumMeshes;
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iNumShaders += pcSurface2->ulNumShaders;
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pcSurface2 = new ((int8_t*)pcSurface2 + pcSurface2->ulOffsetEnd) MDC::Surface;
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}
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aszShaders.reserve(iNumShaders);
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pScene->mMeshes = new aiMesh*[pScene->mNumMeshes];
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// necessary that we don't crash if an exception occurs
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for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
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pScene->mMeshes[i] = NULL;
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// now read all surfaces
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unsigned int iDefaultMatIndex = UINT_MAX;
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for (unsigned int i = 0, iNum = 0; i < pcHeader->ulNumSurfaces;++i)
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{
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if (!pcSurface->ulNumVertices || !pcSurface->ulNumTriangles)continue;
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aiMesh* pcMesh = pScene->mMeshes[iNum++] = new aiMesh();
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pcMesh->mNumFaces = pcSurface->ulNumTriangles;
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pcMesh->mNumVertices = pcMesh->mNumFaces * 3;
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// store the name of the surface for use as node name.
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// FIX: make sure there is a 0 termination
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const_cast<char&>(pcSurface->ucName[AI_MDC_MAXQPATH-1]) = '\0';
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pcMesh->mTextureCoords[3] = (aiVector3D*)pcSurface->ucName;
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// go to the first shader in the file. ignore the others.
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if (pcSurface->ulNumShaders)
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{
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const MDC::Shader* pcShader = (const MDC::Shader*)((int8_t*)pcSurface + pcSurface->ulOffsetShaders);
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pcMesh->mMaterialIndex = (unsigned int)aszShaders.size();
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// create a new shader
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aszShaders.push_back(std::string( pcShader->ucName, std::min(
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::strlen(pcShader->ucName),sizeof(pcShader->ucName)) ));
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}
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// need to create a default material
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else if (UINT_MAX == iDefaultMatIndex)
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{
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pcMesh->mMaterialIndex = iDefaultMatIndex = (unsigned int)aszShaders.size();
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aszShaders.push_back(std::string());
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}
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// otherwise assign a reference to the default material
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else pcMesh->mMaterialIndex = iDefaultMatIndex;
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// allocate output storage for the mesh
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aiVector3D* pcVertCur = pcMesh->mVertices = new aiVector3D[pcMesh->mNumVertices];
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aiVector3D* pcNorCur = pcMesh->mNormals = new aiVector3D[pcMesh->mNumVertices];
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aiVector3D* pcUVCur = pcMesh->mTextureCoords[0] = new aiVector3D[pcMesh->mNumVertices];
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aiFace* pcFaceCur = pcMesh->mFaces = new aiFace[pcMesh->mNumFaces];
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// create all vertices/faces
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BE_NCONST MDC::Triangle* pcTriangle = (BE_NCONST MDC::Triangle*)
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((int8_t*)pcSurface+pcSurface->ulOffsetTriangles);
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BE_NCONST MDC::TexturCoord* const pcUVs = (BE_NCONST MDC::TexturCoord*)
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((int8_t*)pcSurface+pcSurface->ulOffsetTexCoords);
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// get a pointer to the uncompressed vertices
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int16_t iOfs = *((int16_t*) ((int8_t*) pcSurface +
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pcSurface->ulOffsetFrameBaseFrames) + this->configFrameID);
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AI_SWAP2(iOfs);
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BE_NCONST MDC::BaseVertex* const pcVerts = (BE_NCONST MDC::BaseVertex*)
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((int8_t*)pcSurface+pcSurface->ulOffsetBaseVerts) +
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((int)iOfs * pcSurface->ulNumVertices * 4);
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// do the main swapping stuff ...
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#if (defined AI_BUILD_BIG_ENDIAN)
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// swap all triangles
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for (unsigned int i = 0; i < pcSurface->ulNumTriangles;++i)
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{
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AI_SWAP4( pcTriangle[i].aiIndices[0] );
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AI_SWAP4( pcTriangle[i].aiIndices[1] );
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AI_SWAP4( pcTriangle[i].aiIndices[2] );
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}
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// swap all vertices
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for (unsigned int i = 0; i < pcSurface->ulNumVertices*pcSurface->ulNumBaseFrames;++i)
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{
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AI_SWAP2( pcVerts->normal );
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AI_SWAP2( pcVerts->x );
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AI_SWAP2( pcVerts->y );
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AI_SWAP2( pcVerts->z );
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}
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// swap all texture coordinates
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for (unsigned int i = 0; i < pcSurface->ulNumVertices;++i)
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{
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AI_SWAP4( pcUVs->v );
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AI_SWAP4( pcUVs->v );
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}
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#endif
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const MDC::CompressedVertex* pcCVerts = NULL;
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int16_t* mdcCompVert = NULL;
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// access compressed frames for large frame numbers, but never for the first
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if( this->configFrameID && pcSurface->ulNumCompFrames > 0 )
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{
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mdcCompVert = (int16_t*) ((int8_t*)pcSurface+pcSurface->ulOffsetFrameCompFrames) + this->configFrameID;
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AI_SWAP2P(mdcCompVert);
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if( *mdcCompVert >= 0 )
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{
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pcCVerts = (const MDC::CompressedVertex*)((int8_t*)pcSurface +
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pcSurface->ulOffsetCompVerts) + *mdcCompVert * pcSurface->ulNumVertices;
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}
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else mdcCompVert = NULL;
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}
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// copy all faces
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for (unsigned int iFace = 0; iFace < pcSurface->ulNumTriangles;++iFace,
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++pcTriangle,++pcFaceCur)
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{
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const unsigned int iOutIndex = iFace*3;
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pcFaceCur->mNumIndices = 3;
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pcFaceCur->mIndices = new unsigned int[3];
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for (unsigned int iIndex = 0; iIndex < 3;++iIndex,
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++pcVertCur,++pcUVCur,++pcNorCur)
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{
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uint32_t quak = pcTriangle->aiIndices[iIndex];
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if (quak >= pcSurface->ulNumVertices)
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{
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DefaultLogger::get()->error("MDC vertex index is out of range");
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quak = pcSurface->ulNumVertices-1;
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}
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// compressed vertices?
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if (mdcCompVert)
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{
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MDC::BuildVertex(*pcFrame,pcVerts[quak],pcCVerts[quak],
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*pcVertCur,*pcNorCur);
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}
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else
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{
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// copy position
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pcVertCur->x = pcVerts[quak].x * AI_MDC_BASE_SCALING;
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pcVertCur->y = pcVerts[quak].y * AI_MDC_BASE_SCALING;
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pcVertCur->z = pcVerts[quak].z * AI_MDC_BASE_SCALING;
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// copy normals
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MD3::LatLngNormalToVec3( pcVerts[quak].normal, &pcNorCur->x );
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// copy texture coordinates
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pcUVCur->x = pcUVs[quak].u;
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pcUVCur->y = ai_real( 1.0 )-pcUVs[quak].v; // DX to OGL
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}
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pcVertCur->x += pcFrame->localOrigin[0] ;
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pcVertCur->y += pcFrame->localOrigin[1] ;
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pcVertCur->z += pcFrame->localOrigin[2] ;
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}
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// swap the face order - DX to OGL
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pcFaceCur->mIndices[0] = iOutIndex + 2;
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pcFaceCur->mIndices[1] = iOutIndex + 1;
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pcFaceCur->mIndices[2] = iOutIndex + 0;
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}
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pcSurface = new ((int8_t*)pcSurface + pcSurface->ulOffsetEnd) MDC::Surface;
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}
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// create a flat node graph with a root node and one child for each surface
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if (!pScene->mNumMeshes)
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throw DeadlyImportError( "Invalid MDC file: File contains no valid mesh");
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else if (1 == pScene->mNumMeshes)
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{
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pScene->mRootNode = new aiNode();
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pScene->mRootNode->mName.Set(std::string((const char*)pScene->mMeshes[0]->mTextureCoords[3]));
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pScene->mRootNode->mNumMeshes = 1;
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pScene->mRootNode->mMeshes = new unsigned int[1];
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pScene->mRootNode->mMeshes[0] = 0;
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}
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else
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{
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pScene->mRootNode = new aiNode();
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pScene->mRootNode->mNumChildren = pScene->mNumMeshes;
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pScene->mRootNode->mChildren = new aiNode*[pScene->mNumMeshes];
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pScene->mRootNode->mName.Set("<root>");
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for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
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{
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aiNode* pcNode = pScene->mRootNode->mChildren[i] = new aiNode();
|
|
pcNode->mParent = pScene->mRootNode;
|
|
pcNode->mName.Set(std::string((const char*)pScene->mMeshes[i]->mTextureCoords[3]));
|
|
pcNode->mNumMeshes = 1;
|
|
pcNode->mMeshes = new unsigned int[1];
|
|
pcNode->mMeshes[0] = i;
|
|
}
|
|
}
|
|
|
|
// make sure we invalidate the pointer to the mesh name
|
|
for (unsigned int i = 0; i < pScene->mNumMeshes;++i)
|
|
pScene->mMeshes[i]->mTextureCoords[3] = NULL;
|
|
|
|
// create materials
|
|
pScene->mNumMaterials = (unsigned int)aszShaders.size();
|
|
pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials];
|
|
for (unsigned int i = 0; i < pScene->mNumMaterials;++i)
|
|
{
|
|
aiMaterial* pcMat = new aiMaterial();
|
|
pScene->mMaterials[i] = pcMat;
|
|
|
|
const std::string& name = aszShaders[i];
|
|
|
|
int iMode = (int)aiShadingMode_Gouraud;
|
|
pcMat->AddProperty<int>(&iMode, 1, AI_MATKEY_SHADING_MODEL);
|
|
|
|
// add a small ambient color value - RtCW seems to have one
|
|
aiColor3D clr;
|
|
clr.b = clr.g = clr.r = 0.05f;
|
|
pcMat->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_AMBIENT);
|
|
|
|
if (name.length())clr.b = clr.g = clr.r = 1.0f;
|
|
else clr.b = clr.g = clr.r = 0.6f;
|
|
|
|
pcMat->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_DIFFUSE);
|
|
pcMat->AddProperty<aiColor3D>(&clr, 1,AI_MATKEY_COLOR_SPECULAR);
|
|
|
|
if (name.length())
|
|
{
|
|
aiString path;
|
|
path.Set(name);
|
|
pcMat->AddProperty(&path,AI_MATKEY_TEXTURE_DIFFUSE(0));
|
|
}
|
|
}
|
|
}
|
|
|
|
#endif // !! ASSIMP_BUILD_NO_MDC_IMPORTER
|