X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=tools%2Fquake3%2Fq3map2%2Fconvert_ase.c;h=4a6c7258e24ec03b27b9180ac508b0bd2b6b242c;hb=d68faa1fc39c38df0c5fac2a85d7a6897dcb3cc4;hp=fab0ebe2c98802ed9a80add43229d8cc772de948;hpb=699b85f2fc6a16d5f3253237b8979ec59f6e2ef5;p=xonotic%2Fnetradiant.git diff --git a/tools/quake3/q3map2/convert_ase.c b/tools/quake3/q3map2/convert_ase.c index fab0ebe2..4a6c7258 100644 --- a/tools/quake3/q3map2/convert_ase.c +++ b/tools/quake3/q3map2/convert_ase.c @@ -1,30 +1,30 @@ /* ------------------------------------------------------------------------------- -Copyright (C) 1999-2007 id Software, Inc. and contributors. -For a list of contributors, see the accompanying CONTRIBUTORS file. + 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. + 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 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. + 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 + 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." + 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." -------------------------------------------------------------------------------- */ + ------------------------------------------------------------------------------- */ @@ -39,22 +39,23 @@ several games based on the Quake III Arena engine, in the form of "Q3Map2." /* -ConvertSurface() -converts a bsp drawsurface to an ase chunk -*/ - -static void ConvertSurface( 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 ]; - - + ConvertSurface() + converts a bsp drawsurface to an ase chunk + */ + +int numLightmapsASE = 0; +static void ConvertSurface( 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 ]; + + /* ignore patches for now */ - if( ds->surfaceType != MST_PLANAR && ds->surfaceType != MST_TRIANGLE_SOUP ) + 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" ); @@ -70,25 +71,25 @@ static void ConvertSurface( FILE *f, bspModel_t *model, int modelNum, bspDrawSur 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 ); - switch( ds->surfaceType ) + switch ( ds->surfaceType ) { - case MST_PLANAR: - fprintf( f, "\t\t*COMMENT\t\"SURFACETYPE\tMST_PLANAR\"\r\n" ); - break; - case MST_TRIANGLE_SOUP: - fprintf( f, "\t\t*COMMENT\t\"SURFACETYPE\tMST_TRIANGLE_SOUP\"\r\n" ); - break; + case MST_PLANAR: + fprintf( f, "\t\t*COMMENT\t\"SURFACETYPE\tMST_PLANAR\"\r\n" ); + break; + case MST_TRIANGLE_SOUP: + fprintf( f, "\t\t*COMMENT\t\"SURFACETYPE\tMST_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++ ) + for ( i = 0; i < ds->numVerts; i++ ) { v = i + ds->firstVert; dv = &bspDrawVerts[ v ]; @@ -98,63 +99,64 @@ static void ConvertSurface( FILE *f, bspModel_t *model, int modelNum, bspDrawSur /* export vertex normals */ fprintf( f, "\t\t*MESH_NORMALS\t{\r\n" ); - for( i = 0; i < ds->numIndexes; i += 3 ) + for ( i = 0; i < ds->numIndexes; i += 3 ) { - face = (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 ) ) + 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 ] ); + } } - for( i = 0; i < ds->numVerts; i++ ) + 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, "\t\t}\r\n" ); - + /* export faces */ fprintf( f, "\t\t*MESH_FACE_LIST\t{\r\n" ); - for( i = 0; i < ds->numIndexes; i += 3 ) + for ( i = 0; i < ds->numIndexes; i += 3 ) { - face = (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 ); + face, a, b, c ); } 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++ ) + 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\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 ) + for ( i = 0; i < ds->numIndexes; i += 3 ) { - face = (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" ); @@ -162,25 +164,34 @@ static void ConvertSurface( FILE *f, bspModel_t *model, int modelNum, bspDrawSur 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 ); + if ( lightmapsAsTexcoord ) { + if ( ds->lightmapNum[0] >= 0 && ds->lightmapNum[0] + (int)deluxemap < numLightmapsASE ) { + fprintf( f, "\t*MATERIAL_REF\t%d\r\n", ds->lightmapNum[0] + deluxemap ); + } + else{ + Sys_Printf( "WARNING: lightmap %d out of range, not exporting\n", ds->lightmapNum[0] + deluxemap ); + } + } + else{ + fprintf( f, "\t*MATERIAL_REF\t%d\r\n", ds->shaderNum ); + } fprintf( f, "}\r\n" ); } /* -ConvertModel() -exports a bsp model to an ase chunk -*/ - -static void ConvertModel( FILE *f, bspModel_t *model, int modelNum, vec3_t origin ) -{ - int i, s; - bspDrawSurface_t *ds; - - + ConvertModel() + exports a bsp model to an ase chunk + */ + +static void ConvertModel( 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++ ) + for ( i = 0; i < model->numBSPSurfaces; i++ ) { s = i + model->firstBSPSurface; ds = &bspDrawSurfaces[ s ]; @@ -191,137 +202,164 @@ static void ConvertModel( FILE *f, bspModel_t *model, int modelNum, vec3_t origi /* -ConvertShader() -exports a bsp shader to an ase chunk -*/ + 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 ConvertShader( FILE *f, bspShader_t *shader, int shaderNum ) -{ - shaderInfo_t *si; - char *c, filename[ 1024 ]; - - + *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 ConvertShader( FILE *f, bspShader_t *shader, int shaderNum ){ + shaderInfo_t *si; + char *c, filename[ 1024 ]; + + /* get shader */ si = ShaderInfoForShader( shader->shader ); - if( si == NULL ) - { + if ( si == NULL ) { Sys_Printf( "WARNING: NULL shader in BSP\n" ); return; } - + /* set bitmap filename */ - if( si->shaderImage->filename[ 0 ] != '*' ) + if ( si->shaderImage->filename[ 0 ] != '*' ) { strcpy( filename, si->shaderImage->filename ); - else + } + else{ sprintf( filename, "%s.tga", si->shader ); - for( c = filename; *c != '\0'; c++ ) - if( *c == '/' ) + } + for ( c = filename; *c != '\0'; c++ ) + if ( *c == '/' ) { *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_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" ); - if(...) - fprintf( f, "\t\t\t*BITMAP\t\"..\\%s\"\r\n", filename ); - else + if ( shadersAsBitmap ) { fprintf( f, "\t\t\t*BITMAP\t\"%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" ); +} +static void ConvertLightmap( FILE *f, const char *base, int lightmapNum ){ + /* 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 */ + if ( lightmapNum >= 0 ) { + 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" ); } /* -ConvertBSPToASE() -exports an 3d studio ase file from the bsp -*/ - -int ConvertBSPToASE( char *bspName ) -{ - int i, modelNum; - FILE *f; - bspShader_t *shader; - bspModel_t *model; - entity_t *e; - vec3_t origin; - const char *key; - char name[ 1024 ], base[ 1024 ]; - - + ConvertBSPToASE() + exports an 3d studio ase file from the bsp + */ + +int ConvertBSPToASE( char *bspName ){ + int i, modelNum; + FILE *f; + bspShader_t *shader; + bspModel_t *model; + entity_t *e; + vec3_t origin; + const char *key; + char name[ 1024 ], base[ 1024 ], dirname[ 1024 ]; + + /* note it */ Sys_Printf( "--- Convert BSP to ASE ---\n" ); /* create the ase filename from the bsp name */ + strcpy( dirname, bspName ); + StripExtension( dirname ); strcpy( name, bspName ); StripExtension( name ); strcat( name, ".ase" ); Sys_Printf( "writing %s\n", name ); - + ExtractFileBase( bspName, base ); - strcat( base, ".bsp" ); - + /* open it */ f = fopen( name, "wb" ); - if( f == NULL ) + if ( f == NULL ) { Error( "Open failed on %s\n", name ); - + } + /* 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_FILENAME\t\"%s.bsp\"\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" ); @@ -329,50 +367,75 @@ int ConvertBSPToASE( char *bspName ) 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" ); - + /* 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 ) { + int lightmapCount; + for ( lightmapCount = 0; lightmapCount < numBSPLightmaps; lightmapCount++ ) + ; + for ( ; ; lightmapCount++ ) + { + char buf[1024]; + FILE *tmp; + snprintf( buf, sizeof( buf ), "%s/lm_%04d.tga", dirname, 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 ); + numLightmapsASE = lightmapCount; + } + else { - shader = &bspShaders[ i ]; - ConvertShader( f, shader, i ); + 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" ); - + /* walk entity list */ - for( i = 0; i < numEntities; i++ ) + for ( i = 0; i < numEntities; i++ ) { /* get entity and model */ e = &entities[ i ]; - if( i == 0 ) + if ( i == 0 ) { modelNum = 0; + } else { key = ValueForKey( e, "model" ); - if( key[ 0 ] != '*' ) + if ( key[ 0 ] != '*' ) { continue; + } modelNum = atoi( key + 1 ); } model = &bspModels[ modelNum ]; - + /* get entity origin */ key = ValueForKey( e, "origin" ); - if( key[ 0 ] == '\0' ) + if ( key[ 0 ] == '\0' ) { VectorClear( origin ); - else + } + else{ GetVectorForKey( e, "origin", origin ); - + } + /* convert model */ ConvertModel( f, model, modelNum, origin ); } - + /* close the file and return */ fclose( f ); - + /* return to sender */ return 0; } - - -