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, "\t*MATERIAL_REF\t%d\r\n", lightmapsAsTexcoord ? ds->lightmapNum : ds->shaderNum );
fprintf( f, "}\r\n" );
}
fprintf( f, "\t}\r\n" );
}
+static void ConvertLightmap( FILE *f, const char *base, int lightmapNum )
+{
+ shaderInfo_t *si;
+ char *c, filename[ 1024 ];
+
+ /* print shader info */
+ fprintf( f, "\t*MATERIAL\t%d\t{\r\n", lightmapNum );
+ fprintf( f, "\t\t*MATERIAL_NAME\t\"lm_%04d\"\r\n", lightmapNum );
+ fprintf( f, "\t\t*MATERIAL_CLASS\t\"Standard\"\r\n" );
+ fprintf( f, "\t\t*MATERIAL_DIFFUSE\t1\t1\t1\r\n");
+ 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\"lm_%04d\"\r\n", lightmapNum );
+ 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, "\t\t\t*BITMAP\t\"%s\\lm_%04d.tga\"\r\n", base, lightmapNum );
+ fprintf( f, "\t\t\t*BITMAP_FILTER\tPyramidal\r\n" );
+ fprintf( f, "\t\t}\r\n" );
+
+ fprintf( f, "\t}\r\n" );
+}
/* print materials */
fprintf( f, "*MATERIAL_LIST\t{\r\n" );
- fprintf( f, "\t*MATERIAL_COUNT\t%d\r\n", numBSPShaders );
- for( i = 0; i < numBSPShaders; i++ )
+ if(lightmapsAsTexcoord)
{
- shader = &bspShaders[ i ];
- ConvertShader( f, shader, i );
+ int lightmapCount;
+ for( lightmapCount = 0; lightmapCount < numBSPLightmaps; lightmapCount++ )
+ ;
+ for( ; ; lightmapCount++ )
+ {
+ char buf[1024];
+ FILE *tmp;
+ snprintf(buf, sizeof(buf), "%s/lm_%04d.tga", base, lightmapCount);
+ buf[sizeof(buf) - 1] = 0;
+ tmp = fopen(buf, "rb");
+ if(!tmp)
+ break;
+ fclose(tmp);
+ }
+ fprintf( f, "\t*MATERIAL_COUNT\t%d\r\n", lightmapCount );
+ for( i = 0; i < lightmapCount; i++ )
+ ConvertLightmap( f, base, i );
+ }
+ else
+ {
+ fprintf( f, "\t*MATERIAL_COUNT\t%d\r\n", numBSPShaders );
+ for( i = 0; i < numBSPShaders; i++ )
+ {
+ shader = &bspShaders[ i ];
+ ConvertShader( f, shader, i );
+ }
}
fprintf( f, "}\r\n" );
--- /dev/null
+/* -------------------------------------------------------------------------------
+
+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 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;
+
+ /* 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)
+ {
+ if(objLastShaderNum != ds->lightmapNum[0])
+ {
+ fprintf(f, "usemtl lm_%04d\r\n", ds->lightmapNum[0]);
+ objLastShaderNum = ds->lightmapNum[0];
+ }
+ }
+ 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[ 1 ], dv->xyz[ 2 ]);
+ fprintf(f, "vn %f %f %f\r\n", dv->normal[ 0 ], dv->normal[ 1 ], dv->normal[ 2 ]);
+ if(lightmapsAsTexcoord)
+ fprintf(f, "vt %f %f\r\n", dv->lightmap[0][0], 1.0 - dv->lightmap[0][1]);
+ 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 )
+ {
+ face = (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 )
+{
+ 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 );
+ }
+}
+
+
+
+/*
+ConvertShader()
+exports a bsp shader to an ase chunk
+*/
+
+static void ConvertShaderToMTL( FILE *f, bspShader_t *shader, int shaderNum )
+{
+ shaderInfo_t *si;
+ char *c, filename[ 1024 ];
+
+
+ /* get shader */
+ si = ShaderInfoForShader( shader->shader );
+ if( si == NULL )
+ {
+ Sys_Printf( "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 );
+ for( c = filename; *c != '\0'; 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
+ 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 );
+ fprintf( f, "map_Kd %s\\lm_%04d.tga\r\n", base, lightmapNum );
+}
+
+
+
+/*
+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;
+ vec3_t origin;
+ const char *key;
+ char name[ 1024 ], base[ 1024 ], mtlname[ 1024 ];
+
+
+ /* note it */
+ Sys_Printf( "--- Convert BSP to OBJ ---\n" );
+
+ /* create the ase filename from the bsp name */
+ strcpy( name, bspName );
+ StripExtension( name );
+ strcat( name, ".obj" );
+ Sys_Printf( "writing %s\n", name );
+ strcpy( mtlname, bspName );
+ StripExtension( mtlname );
+ strcat( mtlname, ".mtl" );
+ Sys_Printf( "writing %s\n", mtlname );
+
+ ExtractFileBase( bspName, base );
+ strcat( base, ".bsp" );
+
+ /* 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\r\n", mtlname );
+
+ fprintf( fmtl, "# Generated by Q3Map2 (ydnar) -convert -format obj\r\n" );
+ if(lightmapsAsTexcoord)
+ {
+ int lightmapCount;
+ for( lightmapCount = 0; lightmapCount < numBSPLightmaps; lightmapCount++ )
+ ;
+ for( ; ; lightmapCount++ )
+ {
+ char buf[1024];
+ FILE *tmp;
+ snprintf(buf, sizeof(buf), "%s/lm_%04d.tga", base, lightmapCount);
+ buf[sizeof(buf) - 1] = 0;
+ tmp = fopen(buf, "rb");
+ if(!tmp)
+ break;
+ fclose(tmp);
+ }
+ for( i = 0; i < lightmapCount; i++ )
+ ConvertLightmapToMTL( fmtl, base, i );
+ }
+ 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 */
+ key = ValueForKey( e, "origin" );
+ if( key[ 0 ] == '\0' )
+ VectorClear( origin );
+ else
+ GetVectorForKey( e, "origin", origin );
+
+ /* convert model */
+ ConvertModelToOBJ( f, model, modelNum, origin );
+ }
+
+ /* close the file and return */
+ fclose( f );
+ fclose( fmtl );
+
+ /* return to sender */
+ return 0;
+}
+
+
+