jedi-outcast/utils/q3data/g2export.cpp

608 lines
20 KiB
C++
Raw Normal View History

2013-04-04 18:02:27 +00:00
// Filename:- g2export.cpp
//
#include "q3data.h"
#include <io.h>
/*
#include "system.h" // stuff needed for caller program, standar headers etc
#include "oddbits.h"
//
*/
#include "matrix4.h"
#include "mdx_format.h"
#include "matcomp.h"
//
#include "g2export_interface.h"
#include "g2export.h"
#define BASEDIRNAME "base"
static LPCSTR Filename_StripQuakeBase(LPCSTR psFullPathedName)
{
static char sTemp[1024];
int iQuakeLen = strlen(gamedir);
strcpy(sTemp,&psFullPathedName[iQuakeLen]);
return &sTemp[0];
}
static void ForwardSlash(char *psLocalName)
{
while (*psLocalName)
{
if (*psLocalName == '\\')
*psLocalName = '/';
psLocalName++;
}
}
// saves clogging the param stack...
//
static char *ExportGhoul2FromMD3_Main(FILE *fhGLM, /*FILE *fhGLA,*/ LPCSTR psFullPathedNameGLM)
{
char *psErrMess = NULL;
const int iMallocSize = 1024*1024*20; // 20MB should be enough for one model... :-)
byte *pbBuffer = (byte *) malloc(iMallocSize);
if (pbBuffer)
{
// filename used in both files...
//
// char sLocalNameGLA[MAX_QPATH];
// strcpy( sLocalNameGLA,Filename_WithoutExt(Filename_StripQuakeBase(psFullPathedNameGLM)));
// ForwardSlash(sLocalNameGLA);
// start writing...
//
byte *at = pbBuffer;
// write GLM Header...
//
mdxmHeader_t *pMDXMHeader = (mdxmHeader_t *) at;
at += sizeof(mdxmHeader_t);
{// GLM brace-match for skipping...
pMDXMHeader->ident = MDXM_IDENT;
pMDXMHeader->version = MDXM_VERSION;
strcpy( pMDXMHeader->name,Filename_StripQuakeBase(psFullPathedNameGLM));
strcpy( pMDXMHeader->animName,sDEFAULT_GLA_NAME);//sLocalNameGLA);
pMDXMHeader->animIndex = 0; // ingame use only
pMDXMHeader->numBones = 1; // ... and a fake one at that.
pMDXMHeader->numLODs = giNumLODs;
// pMDXMHeader->ofsLODs = ?????????????????????????????????????????????
pMDXMHeader->numSurfaces = giNumSurfaces + giNumTags;
// pMDXMHeader->ofsSurfHierarchy= ?????????????????????????????????????????????
// pMDXMHeader->ofsEnd = ?????????????????????????????????????????????
// for hierarchiy purposes, I'm going to just write out the first surface as the parent,
// then make every other surface a child of that one...
//
// G2 surfaces come from MD3 meshes first, then the MD3 tags (since G2 uses tag surfaces)
//
mdxmHierarchyOffsets_t *pHierarchyOffsets = (mdxmHierarchyOffsets_t *) at;
at += sizeof(mdxmHierarchyOffsets_t) * pMDXMHeader->numSurfaces;
pMDXMHeader->ofsSurfHierarchy = at - (byte *) pMDXMHeader;
for (int iSurfaceIndex = 0; iSurfaceIndex < pMDXMHeader->numSurfaces; iSurfaceIndex++)
{
// Note: bool bSurfaceIsTag == (iSurfaceIndex < giNumSurfaces)
//
mdxmSurfHierarchy_t *pSurfHierarchy = (mdxmSurfHierarchy_t *) at;
//
// store this offset...
//
pHierarchyOffsets->offsets[iSurfaceIndex] = (byte *)pSurfHierarchy - (byte *)pHierarchyOffsets;
// fill in surf hierarchy struct...
//
strcpy( pSurfHierarchy->name, G2Exporter_Surface_GetName(iSurfaceIndex));
pSurfHierarchy->flags = 0;
if ( iSurfaceIndex >= giNumSurfaces)
{
pSurfHierarchy->flags |= G2SURFACEFLAG_ISBOLT;
}
if (!strnicmp(&pSurfHierarchy->name[strlen(pSurfHierarchy->name)-4],"_off",4))
{
pSurfHierarchy->flags |= G2SURFACEFLAG_OFF;
}
strcpy( pSurfHierarchy->shader, G2Exporter_Surface_GetShaderName(iSurfaceIndex));
pSurfHierarchy->shaderIndex = 0; // ingame use only
pSurfHierarchy->parentIndex = iSurfaceIndex?0:-1;
pSurfHierarchy->numChildren = iSurfaceIndex?0:pMDXMHeader->numSurfaces-1;
if (!iSurfaceIndex)
{
for (int i=0; i<pSurfHierarchy->numChildren; i++)
{
pSurfHierarchy->childIndexes[i] = i+1;
}
}
int iThisHierarchySize = (int)( &((mdxmSurfHierarchy_t *)0)->childIndexes[ pSurfHierarchy->numChildren ] );
at += iThisHierarchySize;
}
// write out LODs...
//
pMDXMHeader->ofsLODs = at - (byte *) pMDXMHeader;
for (int iLODIndex = 0; iLODIndex < pMDXMHeader->numLODs; iLODIndex++)
{
mdxmLOD_t *pLOD = (mdxmLOD_t *) at;
at += sizeof(mdxmLOD_t);
mdxmLODSurfOffset_t *pLODSurfOffsets = (mdxmLODSurfOffset_t *) at;
at += sizeof(mdxmLODSurfOffset_t) * pMDXMHeader->numSurfaces;
for (int iSurfaceIndex = 0; iSurfaceIndex < pMDXMHeader->numSurfaces; iSurfaceIndex++)
{
mdxmSurface_t *pSurface = (mdxmSurface_t *) at;
at += sizeof(mdxmSurface_t);
//
// store this offset...
//
pLODSurfOffsets->offsets[iSurfaceIndex] = (byte *)pSurface - (byte *) pLODSurfOffsets;
//
// fill in this surface struct...
//
pSurface->ident = 0; // ingame-use only, defaulted to 0 here
pSurface->thisSurfaceIndex = iSurfaceIndex;
pSurface->ofsHeader = (byte *)pMDXMHeader - (byte *)pSurface; // offset back to main header
pSurface->numVerts = G2Exporter_Surface_GetNumVerts(iSurfaceIndex, iLODIndex);
pSurface->numTriangles = G2Exporter_Surface_GetNumTris (iSurfaceIndex, iLODIndex);
pSurface->maxVertBoneWeights= 1; // :-)
//
// write out triangles...
//
pSurface->ofsTriangles = at - (byte *)pSurface;
for (int iTriangleIndex = 0; iTriangleIndex < pSurface->numTriangles; iTriangleIndex++)
{
mdxmTriangle_t *pTriangle = (mdxmTriangle_t *) at;
at += sizeof(mdxmTriangle_t);
for (int i=0; i<3; i++)
{
pTriangle->indexes[i] = G2Exporter_Surface_GetTriIndex(iSurfaceIndex,iTriangleIndex,i, iLODIndex);
}
}
//
// write out verts...(when exporting from MD3 these are all weighted to only 1 bone)
//
pSurface->ofsVerts = at - (byte *)pSurface;
for (int iVertIndex = 0; iVertIndex < pSurface->numVerts; iVertIndex++)
{
mdxmVertex_t *pVert = (mdxmVertex_t *) at;
memcpy(pVert->normal, G2Exporter_Surface_GetVertNormal(iSurfaceIndex,iVertIndex,iLODIndex),sizeof(vec3_t));
memcpy(pVert->vertCoords,G2Exporter_Surface_GetVertCoords(iSurfaceIndex,iVertIndex,iLODIndex),sizeof(vec3_t));
memcpy(pVert->texCoords, G2Exporter_Surface_GetTexCoords (iSurfaceIndex,iVertIndex,iLODIndex),sizeof(vec2_t));
pVert->numWeights = 1; // force-weight every vert...
for (int iWeight=0; iWeight<pVert->numWeights; iWeight++)
{
pVert->weights[iWeight].boneIndex = 0;
pVert->weights[iWeight].boneWeight = 1.0f;
}
at = (byte *) &pVert->weights[pVert->numWeights];
}
// remaining surface struct fields...
//
pSurface->numBoneReferences = 1;
pSurface->ofsBoneReferences = at - (byte *) pSurface;
int *piBonesUsed = (int *) at;
at += pSurface->numBoneReferences * sizeof(int);
piBonesUsed[0] = 0; // the one and only bone ref
pSurface->ofsEnd = at - (byte *) pSurface;
}
pLOD->ofsEnd = at - (byte *) pLOD;
}
pMDXMHeader->ofsEnd = at - (byte *) pMDXMHeader;
}
/*
// now create GLA file...
//
mdxaHeader_t *pMDXAHeader = (mdxaHeader_t *) at;
at += sizeof(mdxaHeader_t);
{// for brace-skipping...
pMDXAHeader->ident = MDXA_IDENT;
pMDXAHeader->version = MDXA_VERSION;
strncpy(pMDXAHeader->name,sLocalNameGLA,sizeof(pMDXAHeader->name));
pMDXAHeader->name[sizeof(pMDXAHeader->name)-1]='\0';
pMDXAHeader->fScale = 1.0f;
pMDXAHeader->numFrames = 1; // inherently, when doing MD3 to G2 files
// pMDXAHeader->ofsFrames = ??????????????????
pMDXAHeader->numBones = 1; // inherently, when doing MD3 to G2 files
// pMDXAHeader->ofsCompBonePool= ??????????????????
// pMDXAHeader->ofsSkel = ??????????????????
// pMDXAHeader->ofsEnd = ??????????????????
// write out bone hierarchy...
//
mdxaSkelOffsets_t * pSkelOffsets = (mdxaSkelOffsets_t *) at;
at += (int)( &((mdxaSkelOffsets_t *)0)->offsets[ pMDXAHeader->numBones ] );
pMDXAHeader->ofsSkel = at - (byte *) pMDXAHeader;
for (int iSkelIndex = 0; iSkelIndex < pMDXAHeader->numBones; iSkelIndex++)
{
mdxaSkel_t *pSkel = (mdxaSkel_t *) at;
pSkelOffsets->offsets[iSkelIndex] = (byte *) pSkel - (byte *) pSkelOffsets;
// setup flags...
//
pSkel->flags = 0;
strcpy( pSkel->name, "Generated by Q3Data"); // doesn't matter what this is called I believe.
pSkel->parent= -1; // index of bone that is parent to this one, -1 = NULL/root
Matrix4 BasePose;
BasePose.Identity();
BasePose.To3x4(pSkel->BasePoseMat.matrix);
Matrix4 BasePoseInverse;
BasePoseInverse.Inverse(BasePose);
BasePoseInverse.To3x4(pSkel->BasePoseMatInv.matrix);
pSkel->numChildren = 0; // inherently, when doing MD3 to G2 files
int iThisSkelSize = (int)( &((mdxaSkel_t *)0)->children[ pSkel->numChildren ] );
at += iThisSkelSize;
}
// write out frames...
//
pMDXAHeader->ofsFrames = at - (byte *) pMDXAHeader;
int iFrameSize = (int)( &((mdxaFrame_t *)0)->boneIndexes[ pMDXAHeader->numBones ] );
for (int i=0; i<pMDXAHeader->numFrames; i++)
{
mdxaFrame_t *pFrame = (mdxaFrame_t *) at;
at += iFrameSize; // variable sized struct
pFrame->boneIndexes[0] = 0; // inherently, when doing MD3 to G2 files
}
// now write out compressed bone pool...
//
pMDXAHeader->ofsCompBonePool = at - (byte *) pMDXAHeader;
for (int iCompBoneIndex = 0; iCompBoneIndex < 1 //CompressedBones.size()
; iCompBoneIndex++)
{
mdxaCompBone_t *pCompBone = (mdxaCompBone_t *) at;
at += sizeof(mdxaCompBone_t);
float matThis[3][4];
Matrix4 Bone;
Bone.Identity();
Bone.To3x4(matThis);
byte Comp[sizeof(mdxaCompBone_t)];
MC_Compress(matThis,Comp);
memcpy(pCompBone->Comp,Comp,sizeof(Comp));
}
// int iPoolBytesUsed = (CompressedBones.size()*MC_COMP_BYTES) + (iStats_NumBoneRefs*sizeof(int));
// printf("( Compressed bone bytes: %d, using pool = %d. Saving = %d bytes )\n",iOldBoneSize,iPoolBytesUsed, iOldBoneSize - iPoolBytesUsed);
// done...
//
pMDXAHeader->ofsEnd = at - (byte *) pMDXAHeader;
}
*/
// write 'em out to disk...
//
int iGLMSize = fwrite(pMDXMHeader,1,/*(byte *)pMDXAHeader - (byte *)pMDXMHeader*/ pMDXMHeader->ofsEnd, fhGLM);
assert(iGLMSize == pMDXMHeader->ofsEnd);
// int iGLASize = fwrite(pMDXAHeader,1,at - (byte *)pMDXAHeader, fhGLA);
// assert(iGLASize == pMDXAHeader->ofsEnd);
// and finally...
//
free(pbBuffer);
}
else
{
psErrMess = va("Error! Unable to allocate %d bytes for workspace!\n",iMallocSize);
}
return psErrMess;
}
GLM_ImportModel_t ImportedModel;
// return = NULL for no error, else string of error for caller to display...
//
char *ExportGhoul2FromMD3_ImportExisting(LPCSTR psFullPathedFilename)
{
char *psErrorMess = NULL;
void *pvData = NULL;
ImportedModel.ImportedLODs.clear();
ImportedModel.SurfaceIndexRemaps.clear();
FILE *fhHandle = fopen( psFullPathedFilename, "rb" );
if (fhHandle)
{
long lLen = filelength( fileno( fhHandle ) );
pvData = malloc( lLen );
if (pvData)
{
long lBytesRead = fread( pvData, 1, lLen, fhHandle );
if (lBytesRead == lLen)
{
mdxmHeader_t *pMDXMHeader = (mdxmHeader_t *) pvData;
if (pMDXMHeader->ident == MDXM_IDENT)
{
if (pMDXMHeader->version == MDXM_VERSION)
{
if (!strcmp(pMDXMHeader->animName, sDEFAULT_GLA_NAME))
{
if (pMDXMHeader->numBones == 1) // actually we can skip this because of the sDEFAULT_GLA_NAME check, but wtf?
{
if (pMDXMHeader->numSurfaces == giNumSurfaces + giNumTags)
{
// now for the important stuff, let's read some data...
//
// setup remap tables so export code can query imported model transparently with same surface indexes as
// q3data version (they should be the same, but it's possible to not be and still be legal)...
//
mdxmHierarchyOffsets_t *pHierarchyOffsets = (mdxmHierarchyOffsets_t *) ((byte*)pMDXMHeader + sizeof(*pMDXMHeader));
//
// scan imported surface names...
//
for (int iSurface = 0; iSurface < pMDXMHeader->numSurfaces; iSurface++)
{
mdxmSurfHierarchy_t *pSurfHierarchy = (mdxmSurfHierarchy_t *) ((byte*)pHierarchyOffsets + pHierarchyOffsets->offsets[iSurface]);
LPCSTR psSurfaceName = pSurfHierarchy->name;
//
// ... to match current qdata surface names...
//
for (int iQ3Surface = 0; iQ3Surface < pMDXMHeader->numSurfaces/*the same at this point*/; iQ3Surface++)
{
LPCSTR psQ3SurfaceName = G2Exporter_Surface_GetName(iQ3Surface);
if (!stricmp(psSurfaceName,psQ3SurfaceName))
{
ImportedModel.SurfaceIndexRemaps[iQ3Surface] = iSurface; // new remap table entry
break;
}
}
if (iQ3Surface == pMDXMHeader->numSurfaces)
{
psErrorMess = va("Unable to find imported surface \"%s\" in current Q3data model\n",psSurfaceName);
break;
}
}
if (psErrorMess == NULL) // worth carrying on?
{
// now read the actual imported data...
//
ImportedModel.ImportedLODs.resize(pMDXMHeader->numLODs);
mdxmLOD_t *pLOD = (mdxmLOD_t *) ((byte*) pMDXMHeader + pMDXMHeader->ofsLODs);
for (int iLOD = 0; iLOD < pMDXMHeader->numLODs; iLOD++)
{
mdxmLODSurfOffset_t *pLODSurfOffset = (mdxmLODSurfOffset_t *) &pLOD[1];
for (iSurface = 0; iSurface < pMDXMHeader->numSurfaces; iSurface++)
{
GLM_ImportSurface_t GLM_ImportSurface;
mdxmSurface_t *pSurface = (mdxmSurface_t *) ((byte *) pLODSurfOffset + pLODSurfOffset->offsets[iSurface]);
// triangles...
//
mdxmTriangle_t *pTriangle = (mdxmTriangle_t *) ((byte*) pSurface + pSurface->ofsTriangles);
for (int iTriangle = 0; iTriangle < pSurface->numTriangles; iTriangle++, pTriangle++)
{
GLM_ImportSurface.ImportedTris.push_back(*pTriangle);
}
// verts...
//
mdxmVertex_t *pVert = (mdxmVertex_t *) ((byte*) pSurface + pSurface->ofsVerts);
for (int iVert = 0; iVert < pSurface->numVerts; iVert++)
{
GLM_ImportVertex_t GLM_ImportVertex;
memcpy(GLM_ImportVertex.normal, pVert->normal, sizeof(GLM_ImportVertex.normal));
memcpy(GLM_ImportVertex.vertCoords, pVert->vertCoords, sizeof(GLM_ImportVertex.vertCoords));
memcpy(GLM_ImportVertex.texCoords, pVert->texCoords, sizeof(GLM_ImportVertex.texCoords));
GLM_ImportSurface.ImportedVerts.push_back(GLM_ImportVertex);
pVert = (mdxmVertex_t *)&pVert->weights[/*pVert->numWeights*/pSurface->maxVertBoneWeights];
}
// done, so add this imported surface to the imported model...
//
ImportedModel.ImportedLODs[iLOD].ImportedSurfaces.push_back(GLM_ImportSurface);
}
pLOD = (mdxmLOD_t *)((byte *)pLOD + pLOD->ofsEnd);
}
// sanity...
//
assert(ImportedModel.SurfaceIndexRemaps.size() == pMDXMHeader->numSurfaces);
assert(ImportedModel.ImportedLODs.size() == pMDXMHeader->numLODs);
assert(ImportedModel.ImportedLODs[0].ImportedSurfaces.size() == pMDXMHeader->numSurfaces);
// and finally, tell the export q3data-query code how many LODS there now are,
// so it knows when to query this data as opposed to the current q3data model...
//
giNumLODs += pMDXMHeader->numLODs;
}
}
else
{
psErrorMess = va("ExportGhoul2FromMD3_ImportExisting(): found %d surfaces instead of %d\nFile:\n\"%s\"\n",pMDXMHeader->numSurfaces, giNumSurfaces + giNumTags, psFullPathedFilename);
}
}
else
{
psErrorMess = va("ExportGhoul2FromMD3_ImportExisting(): found %d bones instead of %d\nFile: \"%s\"\n",pMDXMHeader->numBones,1, psFullPathedFilename);
}
}
else
{
psErrorMess = va("ExportGhoul2FromMD3_ImportExisting(): File did not have \"%s\" as animName.\nFile:\"%s\"\n",sDEFAULT_GLA_NAME, psFullPathedFilename);
}
}
else
{
psErrorMess = va("ExportGhoul2FromMD3_ImportExisting(): Bad version (%d, expecting %d) on file:\n\"%s\"\n",pMDXMHeader->version, MDXM_VERSION, psFullPathedFilename);
}
}
else
{
psErrorMess = va("ExportGhoul2FromMD3_ImportExisting(): Bad ident on file \"%s\"\n",psFullPathedFilename);
}
}
else
{
psErrorMess = va("ExportGhoul2FromMD3_ImportExisting(): Short read (%d bytes instead of %d)\nFile = \"%s\"\n",lBytesRead,lLen,psFullPathedFilename);
}
}
else
{
psErrorMess = va("ExportGhoul2FromMD3_ImportExisting(): Unable to allocate %d bytes\n",lLen);
}
}
else
{
psErrorMess = va("ExportGhoul2FromMD3_ImportExisting():\nUnable to open file \"%s\" for append!\n",psFullPathedFilename);
}
if (fhHandle)
{
fclose(fhHandle);
// fhHandle = NULL;
}
if (pvData)
{
free(pvData);
pvData = NULL;
}
return psErrorMess;
}
// assumes 'psFullPathedFilename' is full-pathed filename with ".glm" on the end,
// ppsFullPathedNameGLA is optional feedback param if you want to know what the GLA name was.
//
// return = NULL for no error, else string of error for caller to display...
//
extern "C" void CreatePath (const char *path);
char *ExportGhoul2FromMD3(LPCSTR psFullPathedFilename, int iNumLODs, int iNumSurfaces, int iNumTags
// ,LPCSTR *ppsFullPathedNameGLA /* = NULL */
)
{
char *psErrorMess = NULL;
giNumLODs = iNumLODs;
giNumSurfaces = iNumSurfaces;
giNumTags = iNumTags;
CreatePath(psFullPathedFilename); // this has already been done earlier in q3data, but wtf?
// new, we need to work out if this file is to be an output, or a LOD append (ie are we "<modelname>_1.glm") ?
//
bool bAppending = false;
char sTemp[2048];
strcpy(sTemp, Filename_WithoutExt( psFullPathedFilename ));
char *psSuffixPos = &sTemp[strlen(sTemp)-2];
if (psSuffixPos[0] == '_' && isdigit(psSuffixPos[1]))
{
bAppending = true;
// since we're appending, we first of all need to get the data from the file already out there...
//
*psSuffixPos='\0'; // chop off trailing "_1" etc
strcat(sTemp, ".glm");
psErrorMess = ExportGhoul2FromMD3_ImportExisting( sTemp );
if (psErrorMess)
return psErrorMess; // which will cause an app-exit
}
FILE *fhGLM = fopen(bAppending?sTemp:psFullPathedFilename,"wb");
if ( fhGLM)
{
static char sNameGLA[MAX_QPATH];
// strcpy(sNameGLA, Filename_WithoutExt(psFullPathedFilename) );
// strcat(sNameGLA, ".gla");
strcpy(sNameGLA, sDEFAULT_GLA_NAME );
// CreatePath(sNameGLA);
// FILE *fhGLA = fopen(sNameGLA,"wb");
// if ( fhGLA)
{
// if ( ppsFullPathedNameGLA)
// {
// *ppsFullPathedNameGLA = &sNameGLA[0];
// }
psErrorMess = ExportGhoul2FromMD3_Main(fhGLM, /*fhGLA,*/ psFullPathedFilename);
// fclose(fhGLA);
}
// else
// {
// psErrorMess = va("Error: Unable to open file '%s'!\n");
// }
fclose(fhGLM);
}
else
{
psErrorMess = va("Error: Unable to open file '%s'!\n");
}
if (bAppending && !psErrorMess)
{
printf("\n( Appended LOD to \"%s\" )\n\n",sTemp);
}
return psErrorMess;
}
/////////////////// eof ////////////////////