]> de.git.xonotic.org Git - voretournament/voretournament.git/blobdiff - misc/mediasource/netradiant-src/libs/picomodel/pm_ase.c
Move the netradiant and fteqcc sources
[voretournament/voretournament.git] / misc / mediasource / netradiant-src / libs / picomodel / pm_ase.c
diff --git a/misc/mediasource/netradiant-src/libs/picomodel/pm_ase.c b/misc/mediasource/netradiant-src/libs/picomodel/pm_ase.c
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+/* -----------------------------------------------------------------------------
+
+PicoModel Library
+
+Copyright (c) 2002, Randy Reddig & seaw0lf
+All rights reserved.
+
+Redistribution and use in source and binary forms, with or without modification,
+are permitted provided that the following conditions are met:
+
+Redistributions of source code must retain the above copyright notice, this list
+of conditions and the following disclaimer.
+
+Redistributions in binary form must reproduce the above copyright notice, this
+list of conditions and the following disclaimer in the documentation and/or
+other aseMaterialList provided with the distribution.
+
+Neither the names of the copyright holders nor the names of its contributors may
+be used to endorse or promote products derived from this software without
+specific prior written permission.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
+ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
+WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
+DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
+ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
+(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
+LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
+ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+
+----------------------------------------------------------------------------- */
+
+
+/* marker */
+#define PM_ASE_C
+
+/* uncomment when debugging this module */
+//#define DEBUG_PM_ASE 
+//#define DEBUG_PM_ASE_EX
+
+
+/* dependencies */
+#include "picointernal.h"
+
+#ifdef DEBUG_PM_ASE
+#include "time.h"
+#endif
+
+/* plain white */
+static picoColor_t white = { 255, 255, 255, 255 };
+
+/* jhefty - multi-subobject material support */
+
+/* Material/SubMaterial management */
+/* A material should have 1..n submaterials assigned to it */
+
+typedef struct aseSubMaterial_s
+{
+       struct aseSubMaterial_s* next;
+       int subMtlId;
+       picoShader_t* shader;
+       
+} aseSubMaterial_t;
+
+typedef struct aseMaterial_s
+{
+       struct aseMaterial_s* next;
+       struct aseSubMaterial_s* subMtls;
+       int mtlId;              
+} aseMaterial_t;
+
+/* Material/SubMaterial management functions */
+static aseMaterial_t* _ase_get_material ( aseMaterial_t* list , int mtlIdParent )
+{
+       aseMaterial_t* mtl = list;
+
+       while ( mtl )
+       {
+               if ( mtlIdParent == mtl->mtlId )
+               {
+                       break;
+               }
+               mtl = mtl->next;
+       }
+       return mtl;
+}
+
+static aseSubMaterial_t* _ase_get_submaterial ( aseMaterial_t* list, int  mtlIdParent , int subMtlId )
+{
+       aseMaterial_t* parent = _ase_get_material ( list , mtlIdParent );
+       aseSubMaterial_t* subMtl = NULL;
+
+       if ( !parent )
+       {
+               _pico_printf ( PICO_ERROR , "No ASE material exists with id %i\n" , mtlIdParent );
+               return NULL;
+       }
+
+       subMtl = parent->subMtls;
+       while ( subMtl )
+       {
+               if ( subMtlId == subMtl->subMtlId )
+               {
+                       break;
+               }
+               subMtl = subMtl->next;
+       }
+       return subMtl;
+}
+
+aseSubMaterial_t* _ase_get_submaterial_or_default ( aseMaterial_t* materials, int  mtlIdParent , int subMtlId )
+{
+       aseSubMaterial_t* subMtl = _ase_get_submaterial( materials, mtlIdParent, subMtlId );
+       if(subMtl != NULL)
+       {
+               return subMtl;
+       }
+
+       /* ydnar: trying default submaterial */
+       subMtl = _ase_get_submaterial( materials, mtlIdParent, 0 );
+       if( subMtl != NULL )
+       {
+               return subMtl;
+       }
+
+       _pico_printf( PICO_ERROR, "Could not find material/submaterial for id %d/%d\n", mtlIdParent, subMtlId );
+       return NULL;
+}
+
+
+
+
+static aseMaterial_t* _ase_add_material( aseMaterial_t **list, int mtlIdParent )
+{
+       aseMaterial_t *mtl = _pico_calloc( 1, sizeof( aseMaterial_t ) );
+       mtl->mtlId = mtlIdParent;
+       mtl->subMtls = NULL;
+       mtl->next = *list;
+       *list = mtl;
+
+       return mtl;
+}
+
+static aseSubMaterial_t* _ase_add_submaterial( aseMaterial_t **list, int mtlIdParent, int subMtlId, picoShader_t* shader )
+{
+       aseMaterial_t *parent = _ase_get_material( *list,  mtlIdParent );
+       aseSubMaterial_t *subMtl = _pico_calloc( 1, sizeof ( aseSubMaterial_t ) );
+
+       if ( !parent )
+       {
+               parent = _ase_add_material ( list , mtlIdParent );
+       }
+
+       subMtl->shader = shader;
+       subMtl->subMtlId = subMtlId;
+       subMtl->next = parent->subMtls;
+       parent->subMtls = subMtl;
+
+       return subMtl;
+}
+
+static void _ase_free_materials( aseMaterial_t **list )
+{
+       aseMaterial_t* mtl = *list;
+       aseSubMaterial_t* subMtl = NULL;
+
+       aseMaterial_t* mtlTemp = NULL;
+       aseSubMaterial_t* subMtlTemp = NULL;
+
+       while ( mtl )
+       {
+               subMtl = mtl->subMtls;
+               while ( subMtl )
+               {
+                       subMtlTemp = subMtl->next;
+                       _pico_free ( subMtl );
+                       subMtl = subMtlTemp;
+               }
+               mtlTemp = mtl->next;
+               _pico_free ( mtl );
+               mtl = mtlTemp;
+       }
+       (*list) = NULL;
+}
+
+#ifdef DEBUG_PM_ASE
+static void _ase_print_materials( aseMaterial_t *list )
+{
+       aseMaterial_t* mtl = list;
+       aseSubMaterial_t* subMtl = NULL;
+
+       while ( mtl )
+       {
+               _pico_printf ( PICO_NORMAL ,  "ASE Material %i" , mtl->mtlId );
+               subMtl = mtl->subMtls;
+               while ( subMtl )
+               {
+                       _pico_printf ( PICO_NORMAL ,  " -- ASE SubMaterial %i - %s\n" , subMtl->subMtlId , subMtl->shader->name );
+                       subMtl = subMtl->next;
+               }
+               mtl = mtl->next;
+       }
+}
+#endif //DEBUG_PM_ASE
+
+/* todo:
+ * - apply material specific uv offsets to uv coordinates
+ */
+
+/* _ase_canload:
+ *  validates a 3dsmax ase model file.
+ */
+static int _ase_canload( PM_PARAMS_CANLOAD )
+{
+       picoParser_t *p;
+       
+       
+       /* quick data length validation */
+       if( bufSize < 80 )
+               return PICO_PMV_ERROR_SIZE;
+       
+       /* create pico parser */
+       p = _pico_new_parser( (const picoByte_t*) buffer, bufSize );
+       if( p == NULL )
+               return PICO_PMV_ERROR_MEMORY;
+       
+       /* get first token */
+       if( _pico_parse_first( p ) == NULL)
+       {
+               return PICO_PMV_ERROR_IDENT;
+       }
+       
+       /* check first token */
+       if( _pico_stricmp( p->token, "*3dsmax_asciiexport" ) )
+       {
+               _pico_free_parser( p );
+               return PICO_PMV_ERROR_IDENT;
+       }
+       
+       /* free the pico parser object */
+       _pico_free_parser( p );
+       
+       /* file seems to be a valid ase file */
+       return PICO_PMV_OK;
+}
+
+typedef struct aseVertex_s aseVertex_t;
+struct aseVertex_s
+{
+       picoVec3_t xyz;
+       picoVec3_t normal;
+       picoIndex_t id;
+};
+
+typedef struct aseTexCoord_s aseTexCoord_t;
+struct aseTexCoord_s
+{
+       picoVec2_t texcoord;
+};
+
+typedef struct aseColor_s aseColor_t;
+struct aseColor_s
+{
+       picoColor_t color;
+};
+
+typedef struct aseFace_s aseFace_t;
+struct aseFace_s
+{
+       picoIndex_t indices[9];
+       picoIndex_t smoothingGroup;
+       picoIndex_t materialId;
+       picoIndex_t subMaterialId;
+};
+typedef aseFace_t* aseFacesIter_t;
+
+picoSurface_t* PicoModelFindOrAddSurface( picoModel_t *model, picoShader_t* shader )
+{
+       /* see if a surface already has the shader */
+       int i = 0;
+       for ( ; i < model->numSurfaces ; i++ )
+       {
+               picoSurface_t* workSurface = model->surface[i];
+               if ( workSurface->shader == shader )
+               {                       
+                       return workSurface;
+               }
+       }
+
+       /* no surface uses this shader yet, so create a new surface */
+
+       {
+               /* create a new surface in the model for the unique shader */
+               picoSurface_t* workSurface = PicoNewSurface(model);
+               if ( !workSurface )
+               {
+                       _pico_printf ( PICO_ERROR , "Could not allocate a new surface!\n" );
+                       return 0;
+               }
+
+               /* do surface setup */
+               PicoSetSurfaceType( workSurface, PICO_TRIANGLES );
+               PicoSetSurfaceName( workSurface, shader->name );
+               PicoSetSurfaceShader( workSurface, shader );
+
+               return workSurface;
+       }
+}
+
+/* _ase_submit_triangles - jhefty
+ use the surface and the current face list to look up material/submaterial IDs
+ and submit them to the model for proper processing
+
+The following still holds from ydnar's _ase_make_surface:
+ indexes 0 1 2 = vert indexes
+ indexes 3 4 5 = st indexes
+ indexes 6 7 8 = color indexes (new)
+*/
+
+#if 0
+typedef picoIndex_t* picoIndexIter_t;
+
+typedef struct aseUniqueIndices_s aseUniqueIndices_t;
+struct aseUniqueIndices_s
+{
+       picoIndex_t* data;
+       picoIndex_t* last;
+
+       aseFace_t* faces;
+};
+
+size_t aseUniqueIndices_size(aseUniqueIndices_t* self)
+{
+       return self->last - self->data;
+}
+
+void aseUniqueIndices_reserve(aseUniqueIndices_t* self, picoIndex_t size)
+{
+       self->data = self->last = (picoIndex_t*)_pico_calloc(size, sizeof(picoIndex_t));
+}
+
+void aseUniqueIndices_clear(aseUniqueIndices_t* self)
+{
+       _pico_free(self->data);
+}
+
+void aseUniqueIndices_pushBack(aseUniqueIndices_t* self, picoIndex_t index)
+{
+       *self->last++ = index;
+}
+
+picoIndex_t aseFaces_getVertexIndex(aseFace_t* faces, picoIndex_t index)
+{
+       return faces[index / 3].indices[index % 3];
+}
+
+picoIndex_t aseFaces_getTexCoordIndex(aseFace_t* faces, picoIndex_t index)
+{
+       return faces[index / 3].indices[(index % 3) + 3];
+}
+
+picoIndex_t aseFaces_getColorIndex(aseFace_t* faces, picoIndex_t index)
+{
+       return faces[index / 3].indices[(index % 3) + 6];
+}
+
+int aseUniqueIndex_equal(aseFace_t* faces, picoIndex_t index, picoIndex_t other)
+{
+       return aseFaces_getVertexIndex(faces, index) == aseFaces_getVertexIndex(faces, other)
+               && aseFaces_getTexCoordIndex(faces, index) == aseFaces_getTexCoordIndex(faces, other)
+               && aseFaces_getColorIndex(faces, index) == aseFaces_getColorIndex(faces, other);
+}
+
+picoIndex_t aseUniqueIndices_insertUniqueVertex(aseUniqueIndices_t* self, picoIndex_t index)
+{
+       picoIndexIter_t i = self->data;
+       for(; i != self->last; ++i)
+       {
+               picoIndex_t other = (picoIndex_t)(i - self->data);
+               if(aseUniqueIndex_equal(self->faces, index, other))
+               {
+                       return other;
+               }
+       }
+
+       aseUniqueIndices_pushBack(self, index);
+       return (picoIndex_t)(aseUniqueIndices_size(self) - 1);
+}
+
+static void _ase_submit_triangles_unshared ( picoModel_t* model , aseMaterial_t* materials , aseVertex_t* vertices, aseTexCoord_t* texcoords, aseColor_t* colors, aseFace_t* faces, int numFaces, int meshHasNormals )
+{
+       aseFacesIter_t i = faces, end = faces + numFaces;
+
+       aseUniqueIndices_t indices;
+       aseUniqueIndices_t remap;
+       aseUniqueIndices_reserve(&indices, numFaces * 3);
+       aseUniqueIndices_reserve(&remap, numFaces * 3);
+       indices.faces = faces;
+
+       for(; i != end; ++i)
+       {
+               /* look up the shader for the material/submaterial pair */
+               aseSubMaterial_t* subMtl = _ase_get_submaterial_or_default( materials, (*i).materialId, (*i).subMaterialId );
+               if( subMtl == NULL )
+               {
+                       return;
+               }
+
+               {
+                       picoSurface_t* surface = PicoModelFindOrAddSurface(model, subMtl->shader);
+                       int j;
+                       /* we pull the data from the vertex, color and texcoord arrays using the face index data */
+                       for ( j = 0 ; j < 3 ; j ++ )
+                       {
+                               picoIndex_t index = (picoIndex_t)(((i - faces) * 3) + j);
+                               picoIndex_t size = (picoIndex_t)aseUniqueIndices_size(&indices);
+                               picoIndex_t unique = aseUniqueIndices_insertUniqueVertex(&indices, index);
+
+                               picoIndex_t numVertexes = PicoGetSurfaceNumVertexes(surface);
+                               picoIndex_t numIndexes = PicoGetSurfaceNumIndexes(surface);
+
+                               aseUniqueIndices_pushBack(&remap, numIndexes);
+
+                               PicoSetSurfaceIndex(surface, numIndexes, remap.data[unique]);
+
+                               if(unique == size)
+                               {
+                                       PicoSetSurfaceXYZ(surface, numVertexes, vertices[(*i).indices[j]].xyz);
+                                       PicoSetSurfaceNormal(surface, numVertexes, vertices[(*i).indices[j]].normal);
+                                       PicoSetSurfaceST(surface, 0, numVertexes, texcoords[(*i).indices[j + 3]].texcoord);
+
+                                       if ( (*i).indices[j + 6] >= 0 )
+                                       {
+                                               PicoSetSurfaceColor(surface, 0, numVertexes, colors[(*i).indices[j + 6]].color);
+                                       }
+                                       else
+                                       {
+                                               PicoSetSurfaceColor(surface, 0, numVertexes, white);
+                                       }
+
+                                       PicoSetSurfaceSmoothingGroup(surface, numVertexes, (vertices[(*i).indices[j]].id * (1 << 16)) + (*i).smoothingGroup);
+                               }
+                       }
+               }
+       }
+
+       aseUniqueIndices_clear(&indices);
+       aseUniqueIndices_clear(&remap);
+}
+
+#endif
+
+static void _ase_submit_triangles( picoModel_t* model , aseMaterial_t* materials , aseVertex_t* vertices, aseTexCoord_t* texcoords, aseColor_t* colors, aseFace_t* faces, int numFaces )
+{
+       aseFacesIter_t i = faces, end = faces + numFaces;
+       for(; i != end; ++i)
+       {
+               /* look up the shader for the material/submaterial pair */
+               aseSubMaterial_t* subMtl = _ase_get_submaterial_or_default( materials, (*i).materialId, (*i).subMaterialId );
+               if( subMtl == NULL )
+               {
+                       return;
+               }
+
+               {
+                       picoVec3_t* xyz[3];
+                       picoVec3_t* normal[3];
+                       picoVec2_t* st[3];
+                       picoColor_t* color[3];
+                       picoIndex_t smooth[3];
+                       int j;
+                       /* we pull the data from the vertex, color and texcoord arrays using the face index data */
+                       for ( j = 0 ; j < 3 ; j ++ )
+                       {
+                               xyz[j]    = &vertices[(*i).indices[j]].xyz;
+                               normal[j] = &vertices[(*i).indices[j]].normal;
+                               st[j]     = &texcoords[(*i).indices[j + 3]].texcoord;
+                       
+                               if( colors != NULL && (*i).indices[j + 6] >= 0 )
+                               {
+                                       color[j] = &colors[(*i).indices[j + 6]].color;
+                               }
+                               else
+                               {
+                                       color[j] = &white;
+                               }
+
+                               smooth[j] = (vertices[(*i).indices[j]].id * (1 << 16)) + (*i).smoothingGroup; /* don't merge vertices */
+                               
+                       }
+
+                       /* submit the triangle to the model */
+                       PicoAddTriangleToModel ( model , xyz , normal , 1 , st , 1 , color , subMtl->shader, smooth );
+               }
+       }
+}
+
+static void shadername_convert(char* shaderName)
+{
+  /* unix-style path separators */
+  char* s = shaderName;
+  for(; *s != '\0'; ++s)
+  {
+    if(*s == '\\')
+    {
+      *s = '/';
+    }
+  }
+}
+
+
+/* _ase_load:
+ *  loads a 3dsmax ase model file.
+*/
+static picoModel_t *_ase_load( PM_PARAMS_LOAD )
+{
+       picoModel_t    *model;
+       picoParser_t   *p;
+       char                    lastNodeName[ 1024 ];
+
+       aseVertex_t* vertices = NULL;
+       aseTexCoord_t* texcoords = NULL;
+       aseColor_t* colors = NULL;
+       aseFace_t* faces = NULL;
+       int numVertices = 0;
+       int numFaces = 0;
+       int numTextureVertices = 0;
+       int numTextureVertexFaces = 0;
+       int numColorVertices = 0;
+       int numColorVertexFaces = 0;
+       int vertexId = 0;
+
+       aseMaterial_t* materials = NULL;
+
+#ifdef DEBUG_PM_ASE
+       clock_t start, finish;
+       double elapsed;
+       start = clock();
+#endif
+
+       /* helper */
+       #define _ase_error_return(m) \
+       { \
+               _pico_printf( PICO_ERROR,"%s in ASE, line %d.",m,p->curLine); \
+               _pico_free_parser( p ); \
+               PicoFreeModel( model ); \
+               return NULL; \
+       }
+       /* create a new pico parser */
+       p = _pico_new_parser( (const picoByte_t *)buffer,bufSize );
+       if (p == NULL) return NULL;
+
+       /* create a new pico model */
+       model = PicoNewModel();
+       if (model == NULL)
+       {
+               _pico_free_parser( p );
+               return NULL;
+       }
+       /* do model setup */
+       PicoSetModelFrameNum( model, frameNum );
+       PicoSetModelName( model, fileName );
+       PicoSetModelFileName( model, fileName );
+
+       /* initialize some stuff */
+       memset( lastNodeName,0,sizeof(lastNodeName) );
+
+       /* parse ase model file */
+       while( 1 )
+       {
+               /* get first token on line */
+               if (_pico_parse_first( p ) == NULL)
+                       break;
+
+               /* we just skip empty lines */
+               if (p->token == NULL || !strlen( p->token ))
+                       continue;
+
+               /* we skip invalid ase statements */
+               if (p->token[0] != '*' && p->token[0] != '{' && p->token[0] != '}')
+               {
+                       _pico_parse_skip_rest( p );
+                       continue;
+               }
+               /* remember node name */
+               if (!_pico_stricmp(p->token,"*node_name"))
+               {
+                       /* read node name */
+                       char *ptr = _pico_parse( p,0 );
+                       if (ptr == NULL)
+                               _ase_error_return("Node name parse error");
+
+                       /* remember node name */
+                       strncpy( lastNodeName,ptr,sizeof(lastNodeName) );
+               }
+               /* model mesh (originally contained within geomobject) */
+               else if (!_pico_stricmp(p->token,"*mesh"))
+               {
+                       /* finish existing surface */
+                       _ase_submit_triangles(model, materials, vertices, texcoords, colors, faces, numFaces);
+                       _pico_free(faces);
+                       _pico_free(vertices);
+                       _pico_free(texcoords);
+                       _pico_free(colors);
+               }
+               else if (!_pico_stricmp(p->token,"*mesh_numvertex"))
+               {
+                       if (!_pico_parse_int( p, &numVertices) )
+                               _ase_error_return("Missing MESH_NUMVERTEX value");
+
+                       vertices = _pico_calloc(numVertices, sizeof(aseVertex_t));
+               }
+               else if (!_pico_stricmp(p->token,"*mesh_numfaces"))
+               {
+                       if (!_pico_parse_int( p, &numFaces) )
+                               _ase_error_return("Missing MESH_NUMFACES value");
+
+                       faces = _pico_calloc(numFaces, sizeof(aseFace_t));
+               }
+               else if (!_pico_stricmp(p->token,"*mesh_numtvertex"))
+               {
+                       if (!_pico_parse_int( p, &numTextureVertices) )
+                               _ase_error_return("Missing MESH_NUMTVERTEX value");
+
+                       texcoords = _pico_calloc(numTextureVertices, sizeof(aseTexCoord_t));
+               }
+               else if (!_pico_stricmp(p->token,"*mesh_numtvfaces"))
+               {
+                       if (!_pico_parse_int( p, &numTextureVertexFaces) )
+                               _ase_error_return("Missing MESH_NUMTVFACES value");
+               }
+               else if (!_pico_stricmp(p->token,"*mesh_numcvertex"))
+               {
+                       if (!_pico_parse_int( p, &numColorVertices) )
+                               _ase_error_return("Missing MESH_NUMCVERTEX value");
+
+                       colors = _pico_calloc(numColorVertices, sizeof(aseColor_t));
+                       memset( colors, 255, numColorVertices * sizeof( aseColor_t ) ); /* ydnar: force colors to white initially */
+               }
+               else if (!_pico_stricmp(p->token,"*mesh_numcvfaces"))
+               {
+                       if (!_pico_parse_int( p, &numColorVertexFaces) )
+                               _ase_error_return("Missing MESH_NUMCVFACES value");
+               }
+               /* mesh material reference. this usually comes at the end of */
+               /* geomobjects after the mesh blocks. we must assume that the */
+               /* new mesh was already created so all we can do here is assign */
+               /* the material reference id (shader index) now. */
+               else if (!_pico_stricmp(p->token,"*material_ref"))
+               {
+                       int mtlId;
+
+                       /* get the material ref (0..n) */
+                       if (!_pico_parse_int( p,&mtlId) )
+                               _ase_error_return("Missing material reference ID");
+
+                       {
+                               int i = 0;
+                               /* fix up all of the aseFaceList in the surface to point to the parent material */
+                               /* we've already saved off their subMtl */
+                               for(; i < numFaces; ++i)
+                               {
+                                       faces[i].materialId = mtlId;
+                               }
+                       }
+               }
+               /* model mesh vertex */
+               else if (!_pico_stricmp(p->token,"*mesh_vertex"))
+               {
+                       int                     index;
+
+                       if( numVertices == 0 )
+                               _ase_error_return("Vertex parse error");
+
+                       /* get vertex data (orig: index +y -x +z) */
+                       if (!_pico_parse_int( p,&index ))
+                               _ase_error_return("Vertex parse error");
+                       if (!_pico_parse_vec( p,vertices[index].xyz ))
+                               _ase_error_return("Vertex parse error");
+
+                       vertices[index].id = vertexId++;
+               }
+               /* model mesh vertex normal */
+               else if (!_pico_stricmp(p->token,"*mesh_vertexnormal"))
+               {
+                       int                     index;
+
+                       if( numVertices == 0 )
+                               _ase_error_return("Vertex parse error");
+
+                       /* get vertex data (orig: index +y -x +z) */
+                       if (!_pico_parse_int( p,&index ))
+                               _ase_error_return("Vertex parse error");
+                       if (!_pico_parse_vec( p,vertices[index].normal ))
+                               _ase_error_return("Vertex parse error");
+               }
+               /* model mesh face */
+               else if (!_pico_stricmp(p->token,"*mesh_face"))
+               {
+                       picoIndex_t indexes[3];
+                       int index;
+                       
+                       if( numFaces == 0 )
+                               _ase_error_return("Face parse error");
+
+                       /* get face index */
+                       if (!_pico_parse_int( p,&index ))
+                               _ase_error_return("Face parse error");
+
+                       /* get 1st vertex index */
+                       _pico_parse( p,0 );
+                       if (!_pico_parse_int( p,&indexes[0] ))
+                               _ase_error_return("Face parse error");
+
+                       /* get 2nd vertex index */
+                       _pico_parse( p,0 );
+                       if (!_pico_parse_int( p,&indexes[1] ))
+                               _ase_error_return("Face parse error");
+
+                       /* get 3rd vertex index */
+                       _pico_parse( p,0 );
+                       if (!_pico_parse_int( p,&indexes[2] ))
+                               _ase_error_return("Face parse error");
+                       
+                       /* parse to the subMaterial ID */
+                       while ( 1 )
+                       {
+                               if (!_pico_parse (p,0)) /* EOL */
+                               {
+                                       break;
+                               }
+                               if (!_pico_stricmp (p->token,"*MESH_SMOOTHING" ))
+                               {
+                                       _pico_parse_int ( p , &faces[index].smoothingGroup );
+                               }
+                               if (!_pico_stricmp (p->token,"*MESH_MTLID" ))
+                               {
+                                       _pico_parse_int ( p , &faces[index].subMaterialId );
+                               }
+                       }
+                       
+                       faces[index].materialId = 0;
+                       faces[index].indices[0] = indexes[2];
+                       faces[index].indices[1] = indexes[1];
+                       faces[index].indices[2] = indexes[0];
+               }
+               /* model texture vertex */
+               else if (!_pico_stricmp(p->token,"*mesh_tvert"))
+               {
+                       int                     index;
+
+                       if( numVertices == 0 )
+                               _ase_error_return("Texture Vertex parse error");
+
+                       /* get uv vertex index */
+                       if (!_pico_parse_int( p,&index ) || index >= numTextureVertices)
+                               _ase_error_return("Texture vertex parse error");
+
+                       /* get uv vertex s */
+                       if (!_pico_parse_float( p,&texcoords[index].texcoord[0] ))
+                               _ase_error_return("Texture vertex parse error");
+
+                       /* get uv vertex t */
+                       if (!_pico_parse_float( p,&texcoords[index].texcoord[1] ))
+                               _ase_error_return("Texture vertex parse error");
+                       
+                       /* ydnar: invert t */
+                       texcoords[index].texcoord[ 1 ] = 1.0f - texcoords[index].texcoord[ 1 ];
+               }
+               /* ydnar: model mesh texture face */
+               else if( !_pico_stricmp( p->token, "*mesh_tface" ) )
+               {
+                       picoIndex_t indexes[3];
+                       int                     index;
+                       
+                       if( numFaces == 0 )
+                               _ase_error_return("Texture face parse error");
+                       
+                       /* get face index */
+                       if (!_pico_parse_int( p,&index ))
+                               _ase_error_return("Texture face parse error");
+                       
+                       /* get 1st vertex index */
+                       if (!_pico_parse_int( p,&indexes[0] ))
+                               _ase_error_return("Texture face parse error");
+                       
+                       /* get 2nd vertex index */
+                       if (!_pico_parse_int( p,&indexes[1] ))
+                               _ase_error_return("Texture face parse error");
+                       
+                       /* get 3rd vertex index */
+                       if (!_pico_parse_int( p,&indexes[2] ))
+                               _ase_error_return("Texture face parse error");
+
+                       faces[index].indices[3] = indexes[2];
+                       faces[index].indices[4] = indexes[1];
+                       faces[index].indices[5] = indexes[0];
+               }
+               /* model color vertex */
+               else if (!_pico_stricmp(p->token,"*mesh_vertcol"))
+               {
+                       int                     index;
+                       float           colorInput;
+
+                       if( numVertices == 0 )
+                               _ase_error_return("Color Vertex parse error");
+
+                       /* get color vertex index */
+                       if (!_pico_parse_int( p,&index ))
+                               _ase_error_return("Color vertex parse error");
+
+                       /* get R component */
+                       if (!_pico_parse_float( p,&colorInput ))
+                               _ase_error_return("Color vertex parse error");
+                       colors[index].color[0] = (picoByte_t)(colorInput * 255);
+
+                       /* get G component */
+                       if (!_pico_parse_float( p,&colorInput ))
+                               _ase_error_return("Color vertex parse error");
+                       colors[index].color[1] = (picoByte_t)(colorInput * 255);
+
+                       /* get B component */
+                       if (!_pico_parse_float( p,&colorInput ))
+                               _ase_error_return("Color vertex parse error");
+                       colors[index].color[2] = (picoByte_t)(colorInput * 255);
+                       
+                       /* leave alpha alone since we don't get any data from the ASE format */
+                       colors[index].color[3] = 255;
+               }
+               /* model color face */
+               else if (!_pico_stricmp(p->token,"*mesh_cface"))
+               {
+                       picoIndex_t indexes[3];
+                       int                     index;
+
+                       if( numFaces == 0 )
+                               _ase_error_return("Face parse error");
+
+                       /* get face index */
+                       if (!_pico_parse_int( p,&index ))
+                               _ase_error_return("Face parse error");
+
+                       /* get 1st cvertex index */
+                       //                      _pico_parse( p,0 );
+                       if (!_pico_parse_int( p,&indexes[0] ))
+                               _ase_error_return("Face parse error");
+
+                       /* get 2nd cvertex index */
+                       //                      _pico_parse( p,0 );
+                       if (!_pico_parse_int( p,&indexes[1] ))
+                               _ase_error_return("Face parse error");
+
+                       /* get 3rd cvertex index */
+                       //                      _pico_parse( p,0 );
+                       if (!_pico_parse_int( p,&indexes[2] ))
+                               _ase_error_return("Face parse error");
+
+                       faces[index].indices[6] = indexes[2];
+                       faces[index].indices[7] = indexes[1];
+                       faces[index].indices[8] = indexes[0];
+               }
+               /* model material */
+               else if( !_pico_stricmp( p->token, "*material" ) )
+               {
+                       aseSubMaterial_t*       subMaterial = NULL;
+                       picoShader_t            *shader = NULL;
+                       int                                     level = 1, index;
+                       char                            materialName[ 1024 ];
+                       float                           transValue = 0.0f, shineValue = 1.0f;
+                       picoColor_t                     ambientColor, diffuseColor, specularColor;
+                       char                            *mapname = NULL;
+                       int                                     subMtlId, subMaterialLevel = -1;
+                       
+                       
+                       /* get material index */
+                       _pico_parse_int( p,&index );
+                       
+                       /* check brace */
+                       if (!_pico_parse_check(p,1,"{"))
+                               _ase_error_return("Material missing opening brace");
+                       
+                       /* parse material block */
+                       while( 1 )
+                       {
+                               /* get next token */
+                               if (_pico_parse(p,1) == NULL) break;
+                               if (!strlen(p->token)) continue;
+
+                               /* handle levels */
+                               if (p->token[0] == '{') level++;
+                               if (p->token[0] == '}') level--;
+                               if (!level) break;
+
+                               if( level == subMaterialLevel )
+                               {
+                                       /* set material name */
+                                       _pico_first_token( materialName );
+          shadername_convert(materialName);
+                                       PicoSetShaderName( shader, materialName);
+
+                                       /* set shader's transparency */
+                                       PicoSetShaderTransparency( shader,transValue );
+
+                                       /* set shader's ambient color */
+                                       PicoSetShaderAmbientColor( shader,ambientColor );
+
+                                       /* set diffuse alpha to transparency */
+                                       diffuseColor[3] = (picoByte_t)( transValue * 255.0 );
+
+                                       /* set shader's diffuse color */
+                                       PicoSetShaderDiffuseColor( shader,diffuseColor );
+
+                                       /* set shader's specular color */
+                                       PicoSetShaderSpecularColor( shader,specularColor );
+
+                                       /* set shader's shininess */
+                                       PicoSetShaderShininess( shader,shineValue );
+
+                                       /* set material map name */
+                                       PicoSetShaderMapName( shader, mapname );
+
+                                       subMaterial = _ase_add_submaterial( &materials, index, subMtlId, shader );
+                                       subMaterialLevel = -1;
+                               }
+
+                               /* parse submaterial index */
+                               if (!_pico_stricmp(p->token,"*submaterial"))
+                               {                                                                                       
+                                       /* allocate new pico shader */
+                                       _pico_parse_int( p , &subMtlId );
+
+                                       shader = PicoNewShader( model );
+                                       if (shader == NULL)
+                                       {
+                                               PicoFreeModel( model );
+                                               return NULL;
+                                       }                       
+                                       subMaterialLevel = level;
+                               }
+                               /* parse material name */
+                               else if (!_pico_stricmp(p->token,"*material_name"))
+                               {
+                                       char* name = _pico_parse(p,0);
+                                       if ( name == NULL)
+                                               _ase_error_return("Missing material name");
+                                       
+                                       strcpy ( materialName , name );
+                                       /* skip rest and continue with next token */
+                                       _pico_parse_skip_rest( p );
+                                       continue;
+                               }
+                               /* parse material transparency */
+                               else if (!_pico_stricmp(p->token,"*material_transparency"))
+                               {
+                                       /* get transparency value from ase */
+                                       if (!_pico_parse_float( p,&transValue ))
+                                               _ase_error_return("Material transparency parse error");
+
+                                       /* skip rest and continue with next token */
+                                       _pico_parse_skip_rest( p );
+                                       continue;
+                               }
+                               /* parse material shininess */
+                               else if (!_pico_stricmp(p->token,"*material_shine"))
+                               {
+                                       /* remark:
+                                        * - not sure but instead of '*material_shine' i might
+                                        *   need to use '*material_shinestrength' */
+
+                                       /* get shine value from ase */
+                                       if (!_pico_parse_float( p,&shineValue ))
+                                               _ase_error_return("Material shine parse error");
+
+                                       /* scale ase shine range 0..1 to pico range 0..127 */
+                                       shineValue *= 128.0;
+
+                                       /* skip rest and continue with next token */
+                                       _pico_parse_skip_rest( p );
+                                       continue;
+                               }
+                               /* parse ambient material color */
+                               else if (!_pico_stricmp(p->token,"*material_ambient"))
+                               {
+                                       picoVec3_t  vec;
+                                       /* get r,g,b float values from ase */
+                                       if (!_pico_parse_vec( p,vec ))
+                                               _ase_error_return("Material color parse error");
+
+                                       /* setup 0..255 range color values */
+                                       ambientColor[ 0 ] = (int)( vec[ 0 ] * 255.0 );
+                                       ambientColor[ 1 ] = (int)( vec[ 1 ] * 255.0 );
+                                       ambientColor[ 2 ] = (int)( vec[ 2 ] * 255.0 );
+                                       ambientColor[ 3 ] = (int)( 255 );
+
+                                       /* skip rest and continue with next token */
+                                       _pico_parse_skip_rest( p );
+                                       continue;
+                               }
+                               /* parse diffuse material color */
+                               else if (!_pico_stricmp(p->token,"*material_diffuse"))
+                               {
+                                       picoVec3_t  vec;
+
+                                       /* get r,g,b float values from ase */
+                                       if (!_pico_parse_vec( p,vec ))
+                                               _ase_error_return("Material color parse error");
+
+                                       /* setup 0..255 range color */
+                                       diffuseColor[ 0 ] = (int)( vec[ 0 ] * 255.0 );
+                                       diffuseColor[ 1 ] = (int)( vec[ 1 ] * 255.0 );
+                                       diffuseColor[ 2 ] = (int)( vec[ 2 ] * 255.0 );
+                                       diffuseColor[ 3 ] = (int)( 255 );
+
+                                       /* skip rest and continue with next token */
+                                       _pico_parse_skip_rest( p );
+                                       continue;
+                               }
+                               /* parse specular material color */
+                               else if (!_pico_stricmp(p->token,"*material_specular"))
+                               {
+                                       picoVec3_t  vec;
+
+                                       /* get r,g,b float values from ase */
+                                       if (!_pico_parse_vec( p,vec ))
+                                               _ase_error_return("Material color parse error");
+
+                                       /* setup 0..255 range color */
+                                       specularColor[ 0 ] = (int)( vec[ 0 ] * 255 );
+                                       specularColor[ 1 ] = (int)( vec[ 1 ] * 255 );
+                                       specularColor[ 2 ] = (int)( vec[ 2 ] * 255 );
+                                       specularColor[ 3 ] = (int)( 255 );
+
+                                       /* skip rest and continue with next token */
+                                       _pico_parse_skip_rest( p );
+                                       continue;
+                               }
+                               /* material diffuse map */
+                               else if (!_pico_stricmp(p->token,"*map_diffuse") )
+                               {
+                                       int sublevel = 0;
+
+                                       /* parse material block */
+                                       while( 1 )
+                                       {
+                                               /* get next token */
+                                               if (_pico_parse(p,1) == NULL) break;
+                                               if (!strlen(p->token)) continue;
+                                               
+                                               /* handle levels */
+                                               if (p->token[0] == '{') sublevel++;
+                                               if (p->token[0] == '}') sublevel--;
+                                               if (!sublevel) break;
+                                               
+                                               /* parse diffuse map bitmap */
+                                               if (!_pico_stricmp(p->token,"*bitmap"))
+                                               {
+                                                       char* name = _pico_parse(p,0);
+                                                       if (name == NULL)
+                                                               _ase_error_return("Missing material map bitmap name");
+                                                       mapname = _pico_alloc ( strlen ( name ) + 1 );
+                                                       strcpy ( mapname, name );
+                                                       /* skip rest and continue with next token */
+                                                       _pico_parse_skip_rest( p );
+                                                       continue;
+                                               }
+                                       }
+                               }
+                               /* end map_diffuse block */
+                       }
+                       /* end material block */
+
+                       if( subMaterial == NULL )
+                       {
+                               /* allocate new pico shader */
+                               shader = PicoNewShader( model );
+                               if (shader == NULL)
+                               {
+                                       PicoFreeModel( model );
+                                       return NULL;
+                               }
+
+                               /* set material name */
+        shadername_convert(materialName);
+                               PicoSetShaderName( shader,materialName );
+
+                               /* set shader's transparency */
+                               PicoSetShaderTransparency( shader,transValue );
+
+                               /* set shader's ambient color */
+                               PicoSetShaderAmbientColor( shader,ambientColor );
+
+                               /* set diffuse alpha to transparency */
+                               diffuseColor[3] = (picoByte_t)( transValue * 255.0 );
+
+                               /* set shader's diffuse color */
+                               PicoSetShaderDiffuseColor( shader,diffuseColor );
+
+                               /* set shader's specular color */
+                               PicoSetShaderSpecularColor( shader,specularColor );
+
+                               /* set shader's shininess */
+                               PicoSetShaderShininess( shader,shineValue );
+
+                               /* set material map name */
+                               PicoSetShaderMapName( shader, mapname );
+
+        /* extract shadername from bitmap path */
+        if(mapname != NULL)
+        {
+          char* p = mapname;
+
+          /* convert to shader-name format */
+          shadername_convert(mapname);
+          {
+            /* remove extension */
+            char* last_period = strrchr(p, '.');
+            if(last_period != NULL)
+            {
+              *last_period = '\0';
+            }
+          }
+
+          /* find shader path */
+          for(; *p != '\0'; ++p)
+          {
+            if(_pico_strnicmp(p, "models/", 7) == 0 || _pico_strnicmp(p, "textures/", 9) == 0)
+            {
+              break;
+            }
+          }
+
+          if(*p != '\0')
+          {
+                                   /* set material name */
+                                   PicoSetShaderName( shader,p );
+          }
+        }
+
+        /* this is just a material with 1 submaterial */
+                               subMaterial = _ase_add_submaterial( &materials, index, 0, shader );
+                       }
+                       
+                       /* ydnar: free mapname */
+                       if( mapname != NULL )
+                               _pico_free( mapname );
+               }       // !_pico_stricmp ( "*material" )
+
+               /* skip unparsed rest of line and continue */
+               _pico_parse_skip_rest( p );
+       }
+       
+       /* ydnar: finish existing surface */
+       _ase_submit_triangles(model, materials, vertices, texcoords, colors, faces, numFaces);
+       _pico_free(faces);
+       _pico_free(vertices);
+       _pico_free(texcoords);
+       _pico_free(colors);
+
+#ifdef DEBUG_PM_ASE
+       _ase_print_materials(materials);
+       finish = clock();
+       elapsed = (double)(finish - start) / CLOCKS_PER_SEC;
+       _pico_printf( PICO_NORMAL, "Loaded model in in %-.2f second(s)\n", elapsed );
+#endif //DEBUG_PM_ASE
+
+       _ase_free_materials(&materials);
+
+  _pico_free_parser( p );
+
+       /* return allocated pico model */
+       return model;
+}
+
+/* pico file format module definition */
+const picoModule_t picoModuleASE =
+{
+       "1.0",                                  /* module version string */
+       "Autodesk 3DSMAX ASCII",        /* module display name */
+       "Jared Hefty, seaw0lf",                                 /* author's name */
+       "2003 Jared Hefty, 2002 seaw0lf",                               /* module copyright */
+       {
+               "ase",NULL,NULL,NULL    /* default extensions to use */
+       },
+       _ase_canload,                           /* validation routine */
+       _ase_load,                                      /* load routine */
+        NULL,                                          /* save validation routine */
+        NULL                                           /* save routine */
+};