netradiant-custom/tools/quake3/q3map2/convert_obj.c

396 lines
10 KiB
C

/* -------------------------------------------------------------------------------
Copyright (C) 1999-2007 id Software, Inc. and contributors.
For a list of contributors, see the accompanying CONTRIBUTORS file.
This file is part of GtkRadiant.
GtkRadiant is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
GtkRadiant is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with GtkRadiant; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
----------------------------------------------------------------------------------
This code has been altered significantly from its original form, to support
several games based on the Quake III Arena engine, in the form of "Q3Map2."
------------------------------------------------------------------------------- */
/* marker */
#define CONVERT_ASE_C
/* dependencies */
#include "q3map2.h"
/*
ConvertSurface()
converts a bsp drawsurface to an obj chunk
*/
int firstLightmap = 0;
int lastLightmap = -1;
int objVertexCount = 0;
int objLastShaderNum = -1;
static void ConvertSurfaceToOBJ( FILE *f, bspModel_t *model, int modelNum, bspDrawSurface_t *ds, int surfaceNum, vec3_t origin, const int* lmIndices ){
int i, v, a, b, c;
bspDrawVert_t *dv;
/* ignore patches for now */
if ( ds->surfaceType != MST_PLANAR && ds->surfaceType != MST_TRIANGLE_SOUP ) {
return;
}
fprintf( f, "g mat%dmodel%dsurf%d\r\n", ds->shaderNum, modelNum, surfaceNum );
switch ( ds->surfaceType )
{
case MST_PLANAR:
fprintf( f, "# SURFACETYPE MST_PLANAR\r\n" );
break;
case MST_TRIANGLE_SOUP:
fprintf( f, "# SURFACETYPE MST_TRIANGLE_SOUP\r\n" );
break;
}
/* export shader */
if ( lightmapsAsTexcoord ) {
const int lmNum = ds->lightmapNum[0] >= 0? ds->lightmapNum[0]: lmIndices[ds->shaderNum] >= 0? lmIndices[ds->shaderNum] : ds->lightmapNum[0];
if ( objLastShaderNum != lmNum ) {
fprintf( f, "usemtl lm_%04d\r\n", lmNum + deluxemap );
objLastShaderNum = lmNum + deluxemap;
}
if ( lmNum + (int)deluxemap < firstLightmap ) {
Sys_Warning( "lightmap %d out of range (exporting anyway)\n", lmNum + deluxemap );
firstLightmap = lmNum + deluxemap;
}
if ( lmNum > lastLightmap ) {
Sys_Warning( "lightmap %d out of range (exporting anyway)\n", lmNum + deluxemap );
lastLightmap = lmNum + deluxemap;
}
}
else
{
if ( objLastShaderNum != ds->shaderNum ) {
fprintf( f, "usemtl %s\r\n", bspShaders[ds->shaderNum].shader );
objLastShaderNum = ds->shaderNum;
}
}
/* export vertex */
for ( i = 0; i < ds->numVerts; i++ )
{
v = i + ds->firstVert;
dv = &bspDrawVerts[ v ];
fprintf( f, "# vertex %d\r\n", i + objVertexCount + 1 );
fprintf( f, "v %f %f %f\r\n", dv->xyz[ 0 ], dv->xyz[ 2 ], -dv->xyz[ 1 ] );
fprintf( f, "vn %f %f %f\r\n", dv->normal[ 0 ], dv->normal[ 2 ], -dv->normal[ 1 ] );
if ( lightmapsAsTexcoord ) {
fprintf( f, "vt %f %f\r\n", dv->lightmap[0][0], ( 1.0 - dv->lightmap[0][1] ) ); // dv->lightmap[0][1] internal, ( 1.0 - dv->lightmap[0][1] ) external
}
else{
fprintf( f, "vt %f %f\r\n", dv->st[ 0 ], ( 1.0 - dv->st[ 1 ] ) );
}
}
/* export faces */
for ( i = 0; i < ds->numIndexes; i += 3 )
{
a = bspDrawIndexes[ i + ds->firstIndex ];
c = bspDrawIndexes[ i + ds->firstIndex + 1 ];
b = bspDrawIndexes[ i + ds->firstIndex + 2 ];
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
);
}
objVertexCount += ds->numVerts;
}
/*
ConvertModel()
exports a bsp model to an ase chunk
*/
static void ConvertModelToOBJ( FILE *f, bspModel_t *model, int modelNum, vec3_t origin, const int* lmIndices ){
int i, s;
bspDrawSurface_t *ds;
/* go through each drawsurf in the model */
for ( i = 0; i < model->numBSPSurfaces; i++ )
{
s = i + model->firstBSPSurface;
ds = &bspDrawSurfaces[ s ];
ConvertSurfaceToOBJ( f, model, modelNum, ds, s, origin, lmIndices );
}
}
/*
ConvertShader()
exports a bsp shader to an ase chunk
*/
static void ConvertShaderToMTL( FILE *f, bspShader_t *shader, int shaderNum ){
shaderInfo_t *si;
char filename[ 1024 ];
/* get shader */
si = ShaderInfoForShader( shader->shader );
if ( si == NULL ) {
Sys_Warning( "NULL shader in BSP\n" );
return;
}
/* set bitmap filename */
if ( si->shaderImage->filename[ 0 ] != '*' ) {
strcpy( filename, si->shaderImage->filename );
}
else{
sprintf( filename, "%s.tga", si->shader );
}
/* blender hates this, so let's not do it
for( c = filename; *c; c++ )
if( *c == '/' )
*c = '\\';
*/
/* print shader info */
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, "map_Kd %s\r\n", shader->shader );
}
else{
/* blender hates this, so let's not do it
fprintf( f, "map_Kd ..\\%s\r\n", filename );
*/
fprintf( f, "map_Kd ../%s\r\n", filename );
}
}
static void ConvertLightmapToMTL( FILE *f, const char *base, int lightmapNum ){
/* print shader info */
fprintf( f, "newmtl lm_%04d\r\n", lightmapNum );
if ( lightmapNum >= 0 ) {
/* blender hates this, so let's not do it
fprintf( f, "map_Kd %s\\" EXTERNAL_LIGHTMAP "\r\n", base, lightmapNum );
*/
if( shadersAsBitmap )
fprintf( f, "map_Kd maps/%s/" EXTERNAL_LIGHTMAP "\r\n", base, lightmapNum );
else
fprintf( f, "map_Kd %s/" EXTERNAL_LIGHTMAP "\r\n", base, lightmapNum );
}
}
int Convert_CountLightmaps( const char* dirname ){
int lightmapCount;
//FIXME numBSPLightmaps is 0, must be bspLightBytes / ( game->lightmapSize * game->lightmapSize * 3 )
for ( lightmapCount = 0; lightmapCount < numBSPLightmaps; lightmapCount++ )
;
for ( ; ; lightmapCount++ )
{
char buf[1024];
snprintf( buf, sizeof( buf ), "%s/" EXTERNAL_LIGHTMAP, dirname, lightmapCount );
buf[sizeof( buf ) - 1] = 0;
if ( !FileExists( buf ) ) {
break;
}
}
return lightmapCount;
}
/* manage external lms, possibly referenced by q3map2_%mapname%.shader */
void Convert_ReferenceLightmaps( const char* base, int* lmIndices ){
for( int i = 0; i < numBSPShaders; ++i ) // initialize
lmIndices[i] = -1;
char shaderfile[256];
sprintf( shaderfile, "%s/q3map2_%s.shader", game->shaderPath, base );
LoadScriptFile( shaderfile, 0 );
/* tokenize it */
while ( 1 )
{
/* test for end of file */
if ( !GetToken( true ) )
break;
char shadername[256];
strcpy( shadername, token );
/* handle { } section */
if ( !GetToken( true ) )
break;
if ( !strEqual( token, "{" ) )
Error( "ParseShaderFile: %s, line %d: { not found!\nFound instead: %s\nFile location be: %s",
shaderfile, scriptline, token, g_strLoadedFileLocation );
while ( 1 )
{
/* get the next token */
if ( !GetToken( true ) )
break;
if ( strEqual( token, "}" ) )
break;
/* parse stage directives */
if ( strEqual( token, "{" ) ) {
while ( 1 )
{
if ( !GetToken( true ) )
break;
if ( strEqual( token, "}" ) )
break;
if ( strEqual( token, "{" ) )
Sys_FPrintf( SYS_WRN, "WARNING9: %s : line %d : opening brace inside shader stage\n", shaderfile, scriptline );
/* digest any images */
if ( striEqual( token, "map" ) ) {
/* get an image */
GetToken( false );
if ( *token != '*' && *token != '$' ) {
// map maps/bake_test_1/lm_0004.tga
int lmindex;
int okcount = 0;
if( sscanf( token + strlen( token ) - ( strlen( EXTERNAL_LIGHTMAP ) + 1 ), "/" EXTERNAL_LIGHTMAP "%n", &lmindex, &okcount )
&& okcount == ( strlen( EXTERNAL_LIGHTMAP ) + 1 ) ){
for ( int i = 0; i < numBSPShaders; ++i ){ // find bspShaders[i]<->lmindex pair
if( strEqual( bspShaders[i].shader, shadername ) ){
lmIndices[i] = lmindex;
break;
}
}
}
}
}
}
}
}
}
}
/*
ConvertBSPToASE()
exports an 3d studio ase file from the bsp
*/
int ConvertBSPToOBJ( char *bspName ){
int i, modelNum;
FILE *f, *fmtl;
bspShader_t *shader;
bspModel_t *model;
entity_t *e;
const char *key;
char name[ 1024 ], base[ 1024 ], mtlname[ 1024 ], dirname[ 1024 ];
int lmIndices[ numBSPShaders ];
/* note it */
Sys_Printf( "--- Convert BSP to OBJ ---\n" );
/* create the ase filename from the bsp name */
strcpy( dirname, bspName );
StripExtension( dirname );
strcpy( name, bspName );
path_set_extension( name, ".obj" );
Sys_Printf( "writing %s\n", name );
strcpy( mtlname, bspName );
path_set_extension( mtlname, ".mtl" );
Sys_Printf( "writing %s\n", mtlname );
ExtractFileBase( bspName, base );
/* open it */
f = fopen( name, "wb" );
if ( f == NULL ) {
Error( "Open failed on %s\n", name );
}
fmtl = fopen( mtlname, "wb" );
if ( fmtl == NULL ) {
Error( "Open failed on %s\n", mtlname );
}
/* print header */
fprintf( f, "o %s\r\n", base );
fprintf( f, "# Generated by Q3Map2 (ydnar) -convert -format obj\r\n" );
fprintf( f, "mtllib %s.mtl\r\n", base );
fprintf( fmtl, "# Generated by Q3Map2 (ydnar) -convert -format obj\r\n" );
if ( lightmapsAsTexcoord ) {
lastLightmap = Convert_CountLightmaps( dirname ) - 1;
Convert_ReferenceLightmaps( base, lmIndices );
}
else
{
for ( i = 0; i < numBSPShaders; i++ )
{
shader = &bspShaders[ i ];
ConvertShaderToMTL( fmtl, shader, i );
}
}
/* walk entity list */
for ( i = 0; i < numEntities; i++ )
{
/* get entity and model */
e = &entities[ i ];
if ( i == 0 ) {
modelNum = 0;
}
else
{
key = ValueForKey( e, "model" );
if ( key[ 0 ] != '*' ) {
continue;
}
modelNum = atoi( key + 1 );
}
model = &bspModels[ modelNum ];
/* get entity origin */
vec3_t origin;
GetVectorForKey( e, "origin", origin );
/* convert model */
ConvertModelToOBJ( f, model, modelNum, origin, lmIndices );
}
if ( lightmapsAsTexcoord ) {
for ( i = firstLightmap; i <= lastLightmap; i++ )
ConvertLightmapToMTL( fmtl, base, i );
}
/* close the file and return */
fclose( f );
fclose( fmtl );
/* return to sender */
return 0;
}