* auto split big model meshes to <= maxSurfaceVerts chunks (avoids excess meta process for vertexlit ones)
50 lines
1.5 KiB
C++
50 lines
1.5 KiB
C++
/*
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Copyright (C) 2001-2006, William Joseph.
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All Rights Reserved.
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This file is part of GtkRadiant.
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GtkRadiant is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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GtkRadiant is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with GtkRadiant; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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*/
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#include "mdlimage.h"
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#include "imagelib.h"
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#include "assimp/Importer.hpp"
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#include "assimp/scene.h"
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Image* LoadMDLImage( Assimp::Importer& importer, ArchiveFile& file ){
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const aiScene *scene = importer.GetScene();
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if( scene != nullptr && scene->HasTextures() ){
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const aiTexture *tex = scene->mTextures[0];
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if( tex->mWidth != 0 ){ // not compressed
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RGBAImage* image = new RGBAImage( tex->mWidth, tex->mHeight );
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unsigned char* pRGBA = image->getRGBAPixels();
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const aiTexel *texel = tex->pcData;
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for( size_t i = 0; i < tex->mWidth * tex->mHeight; ++i, ++texel ){
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*pRGBA++ = texel->r;
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*pRGBA++ = texel->g;
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*pRGBA++ = texel->b;
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*pRGBA++ = texel->a;
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}
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return image;
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}
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}
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return nullptr;
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}
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