Added the ASSIMP library
Added the files provided for the tutorial Added the SplitMeshNode and SubMeshNode classes
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Assimp/include/assimp/texture.h
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Assimp/include/assimp/texture.h
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/*
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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 texture.h
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* @brief Defines texture helper structures for the library
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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
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* pixels, and "compressed" textures, which are stored in a file format
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* such as PNG or TGA.
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*/
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#pragma once
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#ifndef AI_TEXTURE_H_INC
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#define AI_TEXTURE_H_INC
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#include "types.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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// --------------------------------------------------------------------------------
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/** \def AI_EMBEDDED_TEXNAME_PREFIX
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* \ref AI_MAKE_EMBEDDED_TEXNAME
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*/
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#ifndef AI_EMBEDDED_TEXNAME_PREFIX
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# define AI_EMBEDDED_TEXNAME_PREFIX "*"
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#endif
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/** @def AI_MAKE_EMBEDDED_TEXNAME
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* Used to build the reserved path name used by the material system to
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* reference textures that are embedded into their corresponding
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* model files. The parameter specifies the index of the texture
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* (zero-based, in the aiScene::mTextures array)
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*/
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#if (!defined AI_MAKE_EMBEDDED_TEXNAME)
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# define AI_MAKE_EMBEDDED_TEXNAME(_n_) AI_EMBEDDED_TEXNAME_PREFIX # _n_
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#endif
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#include "./Compiler/pushpack1.h"
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// --------------------------------------------------------------------------------
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/** @brief 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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{
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unsigned char b,g,r,a;
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#ifdef __cplusplus
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//! Comparison operator
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bool operator== (const aiTexel& other) const
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{
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return b == other.b && r == other.r &&
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g == other.g && a == other.a;
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}
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//! Inverse comparison operator
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bool operator!= (const aiTexel& other) const
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{
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return b != other.b || r != other.r ||
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g != other.g || a != other.a;
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}
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//! Conversion to a floating-point 4d color
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operator aiColor4D() const
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{
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return aiColor4D(r/255.f,g/255.f,b/255.f,a/255.f);
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}
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#endif // __cplusplus
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} PACK_STRUCT;
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#include "./Compiler/poppack1.h"
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// --------------------------------------------------------------------------------
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/** Helper structure to describe an embedded texture
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*
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* Normally textures are contained in external files but some file formats embed
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* them directly in the model file. There are two types of embedded textures:
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* 1. Uncompressed textures. The color data is given in an uncompressed format.
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* 2. Compressed textures stored in a file format like png or jpg. The raw file
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* bytes are given so the application must utilize an image decoder (e.g. DevIL) to
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* get access to the actual color data.
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*
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* Embedded textures are referenced from materials using strings like "*0", "*1", etc.
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* as the texture paths (a single asterisk character followed by the
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* zero-based index of the texture in the aiScene::mTextures array).
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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 mHeight is zero the texture is compressed in a format
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* like JPEG. In this case mWidth specifies the size of the
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* memory area pcData is pointing to, in bytes.
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*/
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unsigned int mWidth;
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/** Height of the texture, in pixels
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*
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* If this value is zero, pcData points to an compressed texture
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* in any format (e.g. JPEG).
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*/
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unsigned int mHeight;
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/** A hint from the loader to make it easier for applications
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* to determine the type of embedded textures.
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*
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* If mHeight != 0 this member is show how data is packed. Hint will consist of
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* two parts: channel order and channel bitness (count of the bits for every
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* color channel). For simple parsing by the viewer it's better to not omit
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* absent color channel and just use 0 for bitness. For example:
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* 1. Image contain RGBA and 8 bit per channel, achFormatHint == "rgba8888";
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* 2. Image contain ARGB and 8 bit per channel, achFormatHint == "argb8888";
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* 3. Image contain RGB and 5 bit for R and B channels and 6 bit for G channel, achFormatHint == "rgba5650";
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* 4. One color image with B channel and 1 bit for it, achFormatHint == "rgba0010";
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* If mHeight == 0 then achFormatHint 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
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* file extension of the format without a trailing dot. If there
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* are multiple file extensions for a format, the shortest
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* extension is chosen (JPEG maps to 'jpg', not to 'jpeg').
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* E.g. 'dds\\0', 'pcx\\0', 'jpg\\0'. All characters are lower-case.
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* The fourth character will always be '\\0'.
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*/
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char achFormatHint[9];// 8 for string + 1 for terminator.
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/** Data of the texture.
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*
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* Points to an array of mWidth * mHeight aiTexel's.
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* The format of the texture data is always ARGB8888 to
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* make the implementation for user of the library as easy
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* as possible. If mHeight = 0 this is a pointer to a memory
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* buffer of size mWidth containing the compressed texture
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* data. Good luck, have fun!
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*/
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C_STRUCT aiTexel* pcData;
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#ifdef __cplusplus
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//! For compressed textures (mHeight == 0): compare the
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//! format hint against a given string.
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//! @param s Input string. 3 characters are maximally processed.
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//! Example values: "jpg", "png"
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//! @return true if the given string matches the format hint
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bool CheckFormat(const char* s) const
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{
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return (0 == ::strncmp(achFormatHint, s, sizeof(achFormatHint)));
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}
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// Construction
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aiTexture ()
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: mWidth (0)
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, mHeight (0)
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, pcData (NULL)
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{
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achFormatHint[0] = achFormatHint[1] = 0;
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achFormatHint[2] = achFormatHint[3] = 0;
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}
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// Destruction
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~aiTexture ()
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{
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delete[] pcData;
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}
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#endif
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};
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#ifdef __cplusplus
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}
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#endif
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#endif // AI_TEXTURE_H_INC
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