]> de.git.xonotic.org Git - voretournament/voretournament.git/blobdiff - misc/mediasource/netradiant-src/tools/quake3/q3map2/convert_ase.c
Rename mediasource to source
[voretournament/voretournament.git] / misc / mediasource / netradiant-src / tools / quake3 / q3map2 / convert_ase.c
diff --git a/misc/mediasource/netradiant-src/tools/quake3/q3map2/convert_ase.c b/misc/mediasource/netradiant-src/tools/quake3/q3map2/convert_ase.c
deleted file mode 100644 (file)
index 5626231..0000000
+++ /dev/null
@@ -1,437 +0,0 @@
-/* -------------------------------------------------------------------------------
-
-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 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 )
-               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 );
-       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;
-       }
-       
-       /* export vertex xyz */
-       fprintf( f, "\t\t*MESH_VERTEX_LIST\t{\r\n" );
-       for( i = 0; i < ds->numVerts; i++ )
-       {
-               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, "\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 ] );
-       }
-       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 )
-       {
-               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, "\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" );
-       if(lightmapsAsTexcoord)
-       {
-               if(ds->lightmapNum[0] >= 0 && ds->lightmapNum[0] + 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;
-       
-       
-       /* go through each drawsurf in the model */
-       for( i = 0; i < model->numBSPSurfaces; i++ )
-       {
-               s = i + model->firstBSPSurface;
-               ds = &bspDrawSurfaces[ s ];
-               ConvertSurface( f, model, modelNum, ds, s, origin );
-       }
-}
-
-
-
-/*
-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 ];
-       
-       
-       /* 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, "\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" );
-       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 ], 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 );
-       
-       /* open it */
-       f = fopen( name, "wb" );
-       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.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" );
-       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" );
-       
-       /* print materials */
-       fprintf( f, "*MATERIAL_LIST\t{\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", 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
-       {
-               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++ )
-       {
-               /* 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 */
-               ConvertModel( f, model, modelNum, origin );
-       }
-       
-       /* close the file and return */
-       fclose( f );
-       
-       /* return to sender */
-       return 0;
-}
-
-
-