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doom3-bfg/neo/renderer/Model_obj.cpp

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C++

/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
Copyright (C) 2019 Justin Marshall (IcedTech)
Copyright (C) 2021 Robert Beckebans
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition Source Code 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 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code 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 Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#include "precompiled.h"
#pragma hdrstop
#include "Model_obj.h"
/*
======================================================================
Parses Wavefront export files. This parser is designed to work with Blender and 3D Studio Max
The goal is to parse the information into memory exactly as it is
represented in the file. Users of the data will then move it
into a form that is more convenient for them.
======================================================================
*/
/*
=================
OBJ_Parse
=================
*/
objModel_t* OBJ_Parse( const char* fileName, const char* objFileBuffer, int length )
{
objModel_t* model = new( TAG_MODEL ) objModel_t;
idLexer src;
idToken token, token2;
// total
idList<idVec3> vertexes;
idList<idVec2> texCoords;
idList<idVec3> normals;
int numCollectedVerts = 0;
// current object or group
//idList<idDrawVert> drawVerts;
idList<idVec3> objVertexes;
idList<idVec2> objTexCoords;
idList<idVec3> objNormals;
idList<triIndex_t> objIndices;
idStrStatic< MAX_OSPATH > material;
src.LoadMemory( objFileBuffer, length, fileName, 0 );
while( true )
{
if( !src.ReadToken( &token ) )
{
break;
}
if( token == "v" )
{
idVec3 vertex;
#if 0
vertex.x = src.ParseFloat();
vertex.z = src.ParseFloat();
vertex.y = -src.ParseFloat();
#else
vertex.x = src.ParseFloat();
vertex.y = src.ParseFloat();
vertex.z = src.ParseFloat();
#endif
vertexes.Append( vertex );
}
else if( token == "vt" )
{
idVec2 st;
st.x = src.ParseFloat();
st.y = 1.0f - src.ParseFloat();
texCoords.Append( st );
}
else if( token == "#" )
{
idStr line;
// Skip comments
src.ReadRestOfLine( line );
}
else if( token == "mtllib" )
{
idStr line;
// We don't use obj materials.
src.ReadRestOfLine( line );
}
else if( token == "s" )
{
idStr line;
src.ReadRestOfLine( line );
}
else if( token == "o" || token == "g" )
{
idStr line;
src.ReadRestOfLine( line );
if( objVertexes.Num() )
{
objObject_t* obj = new objObject_t;
obj->material = material;
obj->vertexes = objVertexes;
obj->texcoords = objTexCoords;
obj->normals = objNormals;
obj->indexes = objIndices;
numCollectedVerts += objVertexes.Num();
objVertexes.Clear();
objTexCoords.Clear();
objNormals.Clear();
objIndices.Clear();
model->objects.Append( obj );
}
}
else if( token == "usemtl" )
{
idStr line;
src.ReadRestOfLine( line );
material = line;
}
else if( token == "vn" )
{
idVec3 normal;
normal.x = src.ParseFloat();
normal.y = src.ParseFloat();
normal.z = src.ParseFloat();
normals.Append( normal );
}
else if( token == "f" )
{
idStr line;
int vertexIndex[3];
int uvIndex[3];
int normalIndex[3];
src.ReadRestOfLine( line );
int matches = sscanf( line.c_str(), "%d/%d/%d %d/%d/%d %d/%d/%d", &vertexIndex[0], &uvIndex[0], &normalIndex[0], &vertexIndex[1], &uvIndex[1], &normalIndex[1], &vertexIndex[2], &uvIndex[2], &normalIndex[2] );
if( matches != 9 )
{
common->FatalError( "Failed to parse face line" );
}
for( int i = 0; i < 3; i++ )
{
idDrawVert drawVert;
int vertidx = vertexIndex[i] - 1;
int texidx = uvIndex[i] - 1;
int normalidx = normalIndex[i] - 1;
//drawVert.xyz = vertexes[vertidx];
//drawVert.SetTexCoord( texCoords[texidx] );
//drawVert.SetNormal( normals[normalidx] );
objVertexes.Append( vertexes[vertidx] );
objTexCoords.Append( texCoords[texidx] );
objNormals.Append( normals[normalidx] );
//objIndices.Append( vertidx - numCollectedVerts );
objIndices.Append( objIndices.Num() );
}
}
else
{
common->FatalError( "idRenderModelStatic::ParseOBJ: Unknown or unexpected token %s", token.c_str() );
}
}
if( objVertexes.Num() )
{
objObject_t* obj = new objObject_t;
obj->material = material;
obj->vertexes = objVertexes;
obj->texcoords = objTexCoords;
obj->normals = objNormals;
obj->indexes = objIndices;
model->objects.Append( obj );
}
return model;
}
/*
=================
OBJ_Load
=================
*/
objModel_t* OBJ_Load( const char* fileName )
{
char* objBuffer;
ID_TIME_T timeStamp;
objModel_t* obj;
int objBufferLen = fileSystem->ReadFile( fileName, ( void** )&objBuffer, &timeStamp );
if( objBufferLen <= 0 || objBuffer == nullptr )
{
return NULL;
}
obj = OBJ_Parse( fileName, objBuffer, objBufferLen );
obj->timeStamp = timeStamp;
fileSystem->FreeFile( objBuffer );
return obj;
}
/*
=================
OBJ_Free
=================
*/
void OBJ_Free( objModel_t* model )
{
if( !model )
{
return;
}
for( int i = 0; i < model->objects.Num(); i++ )
{
objObject_t* obj = model->objects[i];
delete obj;
}
model->objects.Clear();
delete model;
}