initial obj support

This commit is contained in:
Rudolf Polzer 2010-12-23 09:38:40 +01:00
parent 780e5b6e21
commit c19e7448fa

View File

@ -43,127 +43,65 @@ ConvertSurface()
converts a bsp drawsurface to an obj chunk
*/
int objVertexCount = 0;
int objLastShaderNum = -1;
static void ConvertSurfaceToOBJ( FILE *f, bspModel_t *model, int modelNum, bspDrawSurface_t *ds, int surfaceNum, vec3_t origin )
{
int i, v, face, a, b, c;
bspDrawVert_t *dv;
vec3_t normal;
char name[ 1024 ];
int startVert = objVertexCount;
/* ignore patches for now */
if( ds->surfaceType != MST_PLANAR && ds->surfaceType != MST_TRIANGLE_SOUP )
return;
/* print object header for each dsurf */
sprintf( name, "mat%dmodel%dsurf%d", ds->shaderNum, modelNum, surfaceNum );
fprintf( f, "*GEOMOBJECT\t{\r\n" );
fprintf( f, "\t*NODE_NAME\t\"%s\"\r\n", name );
fprintf( f, "\t*NODE_TM\t{\r\n" );
fprintf( f, "\t\t*NODE_NAME\t\"%s\"\r\n", name );
fprintf( f, "\t\t*INHERIT_POS\t0\t0\t0\r\n" );
fprintf( f, "\t\t*INHERIT_ROT\t0\t0\t0\r\n" );
fprintf( f, "\t\t*INHERIT_SCL\t0\t0\t0\r\n" );
fprintf( f, "\t\t*TM_ROW0\t1.0\t0\t0\r\n" );
fprintf( f, "\t\t*TM_ROW1\t0\t1.0\t0\r\n" );
fprintf( f, "\t\t*TM_ROW2\t0\t0\t1.0\r\n" );
fprintf( f, "\t\t*TM_ROW3\t0\t0\t0\r\n" );
fprintf( f, "\t\t*TM_POS\t%f\t%f\t%f\r\n", origin[ 0 ], origin[ 1 ], origin[ 2 ] );
fprintf( f, "\t}\r\n" );
/* print mesh header */
fprintf( f, "\t*MESH\t{\r\n" );
fprintf( f, "\t\t*TIMEVALUE\t0\r\n" );
fprintf( f, "\t\t*MESH_NUMVERTEX\t%d\r\n", ds->numVerts );
fprintf( f, "\t\t*MESH_NUMFACES\t%d\r\n", ds->numIndexes / 3 );
fprintf(f, "g mat%dmodel%dsurf%d\r\n", ds->shaderNum, modelNum, surfaceNum);
switch( ds->surfaceType )
{
case MST_PLANAR:
fprintf( f, "\t\t*COMMENT\t\"SURFACETYPE\tMST_PLANAR\"\r\n" );
fprintf( f, "# SURFACETYPE MST_PLANAR\r\n" );
break;
case MST_TRIANGLE_SOUP:
fprintf( f, "\t\t*COMMENT\t\"SURFACETYPE\tMST_TRIANGLE_SOUP\"\r\n" );
fprintf( f, "# SURFACETYPE MST_TRIANGLE_SOUP\r\n" );
break;
}
/* export vertex xyz */
fprintf( f, "\t\t*MESH_VERTEX_LIST\t{\r\n" );
for( i = 0; i < ds->numVerts; i++ )
/* export shader */
if(objLastShaderNum != ds->shaderNum)
{
v = i + ds->firstVert;
dv = &bspDrawVerts[ v ];
fprintf( f, "\t\t\t*MESH_VERTEX\t%d\t%f\t%f\t%f\r\n", i, dv->xyz[ 0 ], dv->xyz[ 1 ], dv->xyz[ 2 ] );
fprintf(f, "usemtl %s\r\n", bspShaders[ds->shaderNum].shader);
objLastShaderNum = ds->shaderNum;
}
fprintf( f, "\t\t}\r\n" );
/* export vertex normals */
fprintf( f, "\t\t*MESH_NORMALS\t{\r\n" );
for( i = 0; i < ds->numIndexes; i += 3 )
{
face = (i / 3);
a = bspDrawIndexes[ i + ds->firstIndex ];
b = bspDrawIndexes[ i + ds->firstIndex + 1 ];
c = bspDrawIndexes[ i + ds->firstIndex + 2 ];
VectorCopy( bspDrawVerts[ a ].normal, normal );
VectorAdd( normal, bspDrawVerts[ b ].normal, normal );
VectorAdd( normal, bspDrawVerts[ c ].normal, normal );
if( VectorNormalize( normal, normal ) )
fprintf( f, "\t\t\t*MESH_FACENORMAL\t%d\t%f\t%f\t%f\r\n", face, normal[ 0 ], normal[ 1 ], normal[ 2 ] );
}
/* export vertex */
for( i = 0; i < ds->numVerts; i++ )
{
v = i + ds->firstVert;
dv = &bspDrawVerts[ v ];
fprintf( f, "\t\t\t*MESH_VERTEXNORMAL\t%d\t%f\t%f\t%f\r\n", i, dv->normal[ 0 ], dv->normal[ 1 ], dv->normal[ 2 ] );
fprintf(f, "# vertex %d\r\n", i + objVertexCount + 1);
fprintf(f, "v %f %f %f\r\n", dv->xyz[ 0 ], dv->xyz[ 1 ], dv->xyz[ 2 ]);
fprintf(f, "vn %f %f %f\r\n", dv->normal[ 0 ], dv->normal[ 1 ], dv->normal[ 2 ]);
fprintf(f, "vt %f %f\r\n", dv->st[ 0 ], dv->st[ 1 ]);
fprintf(f, "# vt %f %f\r\n", dv->lightmap[0][0], dv->lightmap[0][1]);
}
fprintf( f, "\t\t}\r\n" );
/* export faces */
fprintf( f, "\t\t*MESH_FACE_LIST\t{\r\n" );
for( i = 0; i < ds->numIndexes; i += 3 )
{
face = (i / 3);
a = bspDrawIndexes[ i + ds->firstIndex ];
c = bspDrawIndexes[ i + ds->firstIndex + 1 ];
b = bspDrawIndexes[ i + ds->firstIndex + 2 ];
fprintf( f, "\t\t\t*MESH_FACE\t%d\tA:\t%d\tB:\t%d\tC:\t%d\tAB:\t1\tBC:\t1\tCA:\t1\t*MESH_SMOOTHING\t0\t*MESH_MTLID\t0\r\n",
face, a, b, c );
fprintf(f, "f %d/%d/%d %d/%d/%d %d/%d/%d\r\n",
a + objVertexCount + 1, a + objVertexCount + 1, a + objVertexCount + 1,
b + objVertexCount + 1, b + objVertexCount + 1, b + objVertexCount + 1,
c + objVertexCount + 1, c + objVertexCount + 1, c + objVertexCount + 1
);
}
fprintf( f, "\t\t}\r\n" );
/* export vertex st */
fprintf( f, "\t\t*MESH_NUMTVERTEX\t%d\r\n", ds->numVerts );
fprintf( f, "\t\t*MESH_TVERTLIST\t{\r\n" );
for( i = 0; i < ds->numVerts; i++ )
{
v = i + ds->firstVert;
dv = &bspDrawVerts[ v ];
fprintf( f, "\t\t\t*MESH_TVERT\t%d\t%f\t%f\t%f\r\n", i, dv->st[ 0 ], (1.0 - dv->st[ 1 ]), 1.0f );
}
fprintf( f, "\t\t}\r\n" );
/* export texture faces */
fprintf( f, "\t\t*MESH_NUMTVFACES\t%d\r\n", ds->numIndexes / 3 );
fprintf( f, "\t\t*MESH_TFACELIST\t{\r\n" );
for( i = 0; i < ds->numIndexes; i += 3 )
{
face = (i / 3);
a = bspDrawIndexes[ i + ds->firstIndex ];
c = bspDrawIndexes[ i + ds->firstIndex + 1 ];
b = bspDrawIndexes[ i + ds->firstIndex + 2 ];
fprintf( f, "\t\t\t*MESH_TFACE\t%d\t%d\t%d\t%d\r\n", face, a, b, c );
}
fprintf( f, "\t\t}\r\n" );
/* print mesh footer */
fprintf( f, "\t}\r\n" );
/* print object footer */
fprintf( f, "\t*PROP_MOTIONBLUR\t0\r\n" );
fprintf( f, "\t*PROP_CASTSHADOW\t1\r\n" );
fprintf( f, "\t*PROP_RECVSHADOW\t1\r\n" );
fprintf( f, "\t*MATERIAL_REF\t%d\r\n", ds->shaderNum );
fprintf( f, "}\r\n" );
objVertexCount += ds->numVerts;
}
@ -195,45 +133,6 @@ ConvertShader()
exports a bsp shader to an ase chunk
*/
/*
*MATERIAL 0 {
*MATERIAL_NAME "models/test/rock16l"
*MATERIAL_CLASS "Standard"
*MATERIAL_AMBIENT 0.5882 0.5882 0.5882
*MATERIAL_DIFFUSE 0.5882 0.5882 0.5882
*MATERIAL_SPECULAR 0.5882 0.5882 0.5882
*MATERIAL_SHINE 0.0000
*MATERIAL_SHINESTRENGTH 0.0000
*MATERIAL_TRANSPARENCY 0.0000
*MATERIAL_WIRESIZE 1.0000
*MATERIAL_SHADING Phong
*MATERIAL_XP_FALLOFF 0.0000
*MATERIAL_SELFILLUM 0.0000
*MATERIAL_FALLOFF In
*MATERIAL_XP_TYPE Filter
*MAP_DIFFUSE {
*MAP_NAME "Map #2"
*MAP_CLASS "Bitmap"
*MAP_SUBNO 1
*MAP_AMOUNT 1.0000
*BITMAP "models/test/rock16l"
*MAP_TYPE Screen
*UVW_U_OFFSET 0.0000
*UVW_V_OFFSET 0.0000
*UVW_U_TILING 1.0000
*UVW_V_TILING 1.0000
*UVW_ANGLE 0.0000
*UVW_BLUR 1.0000
*UVW_BLUR_OFFSET 0.0000
*UVW_NOUSE_AMT 1.0000
*UVW_NOISE_SIZE 1.0000
*UVW_NOISE_LEVEL 1
*UVW_NOISE_PHASE 0.0000
*BITMAP_FILTER Pyramidal
}
}
*/
static void ConvertShaderToMTL( FILE *f, bspShader_t *shader, int shaderNum )
{
shaderInfo_t *si;
@ -258,27 +157,12 @@ static void ConvertShaderToMTL( FILE *f, bspShader_t *shader, int shaderNum )
*c = '\\';
/* print shader info */
fprintf( f, "\t*MATERIAL\t%d\t{\r\n", shaderNum );
fprintf( f, "\t\t*MATERIAL_NAME\t\"%s\"\r\n", shader->shader );
fprintf( f, "\t\t*MATERIAL_CLASS\t\"Standard\"\r\n" );
fprintf( f, "\t\t*MATERIAL_DIFFUSE\t%f\t%f\t%f\r\n", si->color[ 0 ], si->color[ 1 ], si->color[ 2 ] );
fprintf( f, "\t\t*MATERIAL_SHADING Phong\r\n" );
/* print map info */
fprintf( f, "\t\t*MAP_DIFFUSE\t{\r\n" );
fprintf( f, "\t\t\t*MAP_NAME\t\"%s\"\r\n", shader->shader );
fprintf( f, "\t\t\t*MAP_CLASS\t\"Bitmap\"\r\n");
fprintf( f, "\t\t\t*MAP_SUBNO\t1\r\n" );
fprintf( f, "\t\t\t*MAP_AMOUNT\t1.0\r\n" );
fprintf( f, "\t\t\t*MAP_TYPE\tScreen\r\n" );
fprintf( f, "newmtl %s\r\n", shader->shader );
fprintf( f, "Kd %f %f %f\r\n", si->color[ 0 ], si->color[ 1 ], si->color[ 2 ] );
if(shadersAsBitmap)
fprintf( f, "\t\t\t*BITMAP\t\"%s\"\r\n", shader->shader );
fprintf( f, "map_Kd %s\r\n", shader->shader );
else
fprintf( f, "\t\t\t*BITMAP\t\"..\\%s\"\r\n", filename );
fprintf( f, "\t\t\t*BITMAP_FILTER\tPyramidal\r\n" );
fprintf( f, "\t\t}\r\n" );
fprintf( f, "\t}\r\n" );
fprintf( f, "map_Kd %s\r\n", filename );
}
@ -325,27 +209,16 @@ int ConvertBSPToOBJ( char *bspName )
Error( "Open failed on %s\n", mtlname );
/* print header */
fprintf( f, "*3DSMAX_ASCIIEXPORT\t200\r\n" );
fprintf( f, "*COMMENT\t\"Generated by Q3Map2 (ydnar) -convert -format ase\"\r\n" );
fprintf( f, "*SCENE\t{\r\n" );
fprintf( f, "\t*SCENE_FILENAME\t\"%s\"\r\n", base );
fprintf( f, "\t*SCENE_FIRSTFRAME\t0\r\n" );
fprintf( f, "\t*SCENE_LASTFRAME\t100\r\n" );
fprintf( f, "\t*SCENE_FRAMESPEED\t30\r\n" );
fprintf( f, "\t*SCENE_TICKSPERFRAME\t160\r\n" );
fprintf( f, "\t*SCENE_BACKGROUND_STATIC\t0.0000\t0.0000\t0.0000\r\n" );
fprintf( f, "\t*SCENE_AMBIENT_STATIC\t0.0000\t0.0000\t0.0000\r\n" );
fprintf( f, "}\r\n" );
fprintf( f, "o %s\r\n", base );
fprintf( f, "# Generated by Q3Map2 (ydnar) -convert -format obj\r\n" );
fprintf( f, "mtllib %s\r\n", mtlname );
/* print materials */
fprintf( f, "*MATERIAL_LIST\t{\r\n" );
fprintf( f, "\t*MATERIAL_COUNT\t%d\r\n", numBSPShaders );
fprintf( fmtl, "# Generated by Q3Map2 (ydnar) -convert -format obj\r\n" );
for( i = 0; i < numBSPShaders; i++ )
{
shader = &bspShaders[ i ];
ConvertShaderToMTL( fmtl, shader, i );
}
fprintf( f, "}\r\n" );
/* walk entity list */
for( i = 0; i < numEntities; i++ )