gtkradiant/tools/quake3/q3data/3dslib.c
Forest Hale 88cea027e6 ported over the 1.5 branch version of q3map2 which is newer
made Visual Studio files work in VS2005 Express
fixed a ton of warnings in VS2005 Express
fixed some compile problems on OpenSUSE 11.0


git-svn-id: svn://svn.icculus.org/gtkradiant/GtkRadiant/trunk@302 8a3a26a2-13c4-0310-b231-cf6edde360e5
2008-07-25 07:31:37 +00:00

651 lines
17 KiB
C

/*
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
*/
#include <assert.h>
#include "q3data.h"
static void Load3DS( const char *filename, _3DS_t *p3DS, qboolean verbose );
static qboolean s_verbose;
#define MAX_MATERIALS 100
#define MAX_NAMED_OBJECTS 100
#define MAX_MESH_MATERIAL_GROUPS 100
#define MAX_TRI_OBJECTS 512
static char s_buffer[1000000];
static int ReadString( FILE *fp, char *buffer )
{
int i = 0;
int bytesRead = 0;
do
{
fread( &buffer[i], 1, sizeof( char ), fp );
bytesRead++;
} while ( buffer[i++] != 0 );
buffer[i] = 0;
return bytesRead;
}
static int ReadChunkAndLength( FILE *fp, short *chunk, long *len )
{
if ( fread( chunk, sizeof( short ), 1, fp ) != 1 )
return 0;
if ( fread( len, sizeof( long ), 1, fp ) != 1 )
Error( "Unexpected EOF found" );
return 1;
}
static void LoadMapName( FILE *fp, char *buffer, int thisChunkLen )
{
unsigned short chunkID;
long chunkLen;
long bytesRead = 0;
while ( ReadChunkAndLength( fp, &chunkID, &chunkLen ) )
{
switch ( chunkID )
{
case _3DS_CHUNK_MAT_MAPNAME:
fread( buffer, chunkLen - 6, 1, fp );
break;
default:
fread( s_buffer, chunkLen - 6, 1, fp );
break;
}
bytesRead += chunkLen;
if ( bytesRead >= thisChunkLen )
return;
}
}
static void LoadMaterialList( FILE *fp, long thisChunkLen, _3DSMaterial_t *pMat )
{
long chunkLen;
unsigned short chunkID;
long bytesRead = 0;
_3DSMaterial_t mat;
char curdir[1024];
char buffer[2048];
memset( &mat, 0, sizeof( mat ) );
if ( s_verbose )
printf( " >>> MATERIAL LIST\n" );
while ( ReadChunkAndLength( fp, &chunkID, &chunkLen ) )
{
switch ( chunkID )
{
case _3DS_CHUNK_MAT_NAME:
fread( mat.name, chunkLen - 6, 1, fp );
if ( s_verbose )
printf( " found mat name '%s'\n", mat.name );
break;
case _3DS_CHUNK_TEXMAP:
LoadMapName( fp, mat.texture, chunkLen - 6 );
if ( s_verbose )
printf( " found texture '%s'\n", mat.texture );
break;
case _3DS_CHUNK_SPECMAP:
LoadMapName( fp, mat.specular, chunkLen - 6 );
if ( s_verbose )
printf( " found specular map '%s'\n", mat.specular );
break;
case _3DS_CHUNK_OPACMAP:
LoadMapName( fp, mat.opacity, chunkLen - 6 );
if ( s_verbose )
printf( " found opacity map '%s'\n", mat.opacity );
break;
case _3DS_CHUNK_REFLMAP:
LoadMapName( fp, mat.reflection, chunkLen - 6 );
if ( s_verbose )
printf( " found reflection map '%s'\n", mat.reflection );
break;
case _3DS_CHUNK_BUMPMAP:
LoadMapName( fp, mat.bump, chunkLen - 6 );
if ( s_verbose )
printf( " found bump map '%s'\n", mat.bump );
break;
default:
fread( s_buffer, chunkLen - 6, 1, fp );
break;
}
bytesRead += chunkLen;
if ( bytesRead >= thisChunkLen )
break;
}
Q_getwd( curdir );
if ( mat.texture[0] )
{
sprintf( buffer, "%s%s", curdir, mat.texture );
if ( strstr( buffer, gamedir + 1 ) )
strcpy( mat.texture, strstr( buffer, gamedir + 1 ) + strlen( gamedir ) - 1 );
else
strcpy( mat.texture, buffer );
}
if ( mat.specular[0] )
{
sprintf( buffer, "%s%s", curdir, mat.specular );
if ( strstr( buffer, gamedir + 1 ) )
strcpy( mat.specular, strstr( buffer, gamedir + 1 ) + strlen( gamedir ) - 1 );
else
strcpy( mat.specular, buffer );
}
if ( mat.bump[0] )
{
sprintf( buffer, "%s%s", curdir, mat.bump );
if ( strstr( buffer, gamedir + 1 ) )
strcpy( mat.bump, strstr( buffer, gamedir + 1 ) + strlen( gamedir ) - 1 );
else
strcpy( mat.bump, buffer );
}
if ( mat.reflection[0] )
{
sprintf( buffer, "%s%s", curdir, mat.reflection );
if ( strstr( buffer, gamedir + 1 ) )
strcpy( mat.reflection, strstr( buffer, gamedir + 1 ) + strlen( gamedir ) - 1 );
else
strcpy( mat.reflection, buffer );
}
if ( mat.opacity[0] )
{
sprintf( buffer, "%s%s", curdir, mat.opacity );
if ( strstr( buffer, gamedir + 1 ) )
strcpy( mat.opacity, strstr( buffer, gamedir + 1 ) + strlen( gamedir ) - 1 );
else
strcpy( mat.opacity, buffer );
}
*pMat = mat;
}
static void LoadMeshMaterialGroup( FILE *fp, long thisChunkLen, _3DSMeshMaterialGroup_t *pMMG )
{
_3DSMeshMaterialGroup_t mmg;
memset( &mmg, 0, sizeof( mmg ) );
ReadString( fp, mmg.name );
fread( &mmg.numFaces, sizeof( mmg.numFaces ), 1, fp );
mmg.pFaces = malloc( sizeof( mmg.pFaces[0] ) * mmg.numFaces );
fread( mmg.pFaces, sizeof( mmg.pFaces[0] ), mmg.numFaces, fp );
if ( s_verbose )
{
printf( " >>> MESH MATERIAL GROUP '%s' (%d faces)\n", mmg.name, mmg.numFaces );
{
int i;
for ( i = 0; i < mmg.numFaces; i++ )
{
printf( " %d\n", mmg.pFaces[i] );
}
}
}
*pMMG = mmg;
}
static void LoadNamedTriObject( FILE *fp, long thisChunkLen, _3DSTriObject_t *pTO )
{
long chunkLen;
unsigned short chunkID;
int i = 0;
long bytesRead = 0;
_3DSTriObject_t triObj;
_3DSMeshMaterialGroup_t meshMaterialGroups[MAX_MESH_MATERIAL_GROUPS];
int numMeshMaterialGroups = 0;
memset( &triObj, 0, sizeof( triObj ) );
if ( s_verbose )
printf( " >>> NAMED TRI OBJECT\n" );
while ( ReadChunkAndLength( fp, &chunkID, &chunkLen ) )
{
switch ( chunkID )
{
case _3DS_CHUNK_MSH_MAT_GROUP:
LoadMeshMaterialGroup( fp, chunkLen - 6, &meshMaterialGroups[numMeshMaterialGroups] );
bytesRead += chunkLen;
numMeshMaterialGroups++;
break;
case _3DS_CHUNK_FACE_ARRAY:
fread( &triObj.numFaces, sizeof( triObj.numFaces ), 1, fp );
assert( triObj.pFaces == 0 );
triObj.pFaces = malloc( sizeof( triObj.pFaces[0] ) * triObj.numFaces );
fread( triObj.pFaces, sizeof( triObj.pFaces[0] ), triObj.numFaces, fp );
bytesRead += sizeof( triObj.numFaces ) + triObj.numFaces * sizeof( triObj.pFaces[0] ) + 6;
if ( s_verbose )
{
printf( " found face array with %d faces\n", triObj.numFaces );
for ( i = 0; i < triObj.numFaces; i++ )
{
printf( " %d: %d,%d,%d\n", i, triObj.pFaces[i].a, triObj.pFaces[i].b, triObj.pFaces[i].c );
}
}
break;
case _3DS_CHUNK_POINT_ARRAY:
fread( &triObj.numPoints, sizeof( triObj.numPoints ), 1, fp );
triObj.pPoints = malloc( sizeof( triObj.pPoints[0] ) * triObj.numPoints );
fread( triObj.pPoints, sizeof( triObj.pPoints[0] ), triObj.numPoints, fp );
bytesRead += sizeof( triObj.numPoints ) + triObj.numPoints * sizeof( triObj.pPoints[0] ) + 6;
// flip points around into our coordinate system
for ( i = 0; i < triObj.numPoints; i++ )
{
float x, y, z;
x = triObj.pPoints[i].x;
y = triObj.pPoints[i].y;
z = triObj.pPoints[i].z;
triObj.pPoints[i].x = -y;
triObj.pPoints[i].y = x;
triObj.pPoints[i].z = z;
}
if ( s_verbose )
{
printf( " found point array with %d points\n", triObj.numPoints );
for ( i = 0; i < triObj.numPoints; i++ )
{
printf( " %d: %f,%f,%f\n", i, triObj.pPoints[i].x, triObj.pPoints[i].y, triObj.pPoints[i].z );
}
}
break;
case _3DS_CHUNK_TEX_VERTS:
fread( &triObj.numTexVerts, sizeof( triObj.numTexVerts ), 1, fp );
triObj.pTexVerts = malloc( sizeof( triObj.pTexVerts[0] ) * triObj.numTexVerts );
fread( triObj.pTexVerts, sizeof( triObj.pTexVerts[0] ), triObj.numTexVerts, fp );
bytesRead += sizeof( triObj.numTexVerts ) + sizeof( triObj.pTexVerts[0] ) * triObj.numTexVerts + 6;
if ( s_verbose )
{
printf( " found tex vert array with %d tex verts\n", triObj.numTexVerts );
for ( i = 0; i < triObj.numTexVerts; i++ )
{
printf( " %d: %f,%f\n", i, triObj.pTexVerts[i].s, triObj.pTexVerts[i].t );
}
}
break;
default:
fread( s_buffer, chunkLen - 6, 1, fp );
bytesRead += chunkLen;
break;
}
if ( bytesRead >= thisChunkLen )
break;
}
*pTO = triObj;
if ( numMeshMaterialGroups == 0 )
{
numMeshMaterialGroups = 1;
strcpy( meshMaterialGroups[0].name, "(null)" );
if ( pTO->numTexVerts ) {
printf( "Warning: assigning (null) skin to tri object\n" );
}
}
else
{
assert( pTO->numFaces == meshMaterialGroups[0].numFaces );
}
pTO->pMeshMaterialGroups = malloc( sizeof( _3DSMeshMaterialGroup_t ) * numMeshMaterialGroups );
memcpy( pTO->pMeshMaterialGroups, meshMaterialGroups, numMeshMaterialGroups * sizeof( meshMaterialGroups[0] ) );
pTO->numMeshMaterialGroups = numMeshMaterialGroups;
//
// sanity checks
//
assert( numMeshMaterialGroups <= 1 );
}
static void LoadNamedObject( FILE *fp, long thisChunkLen, _3DSNamedObject_t *pNO )
{
long chunkLen;
unsigned short chunkID;
int i = 0;
long bytesRead = 0;
char name[100];
_3DSTriObject_t triObj[MAX_TRI_OBJECTS];
int numTriObjects = 0;
memset( triObj, 0, sizeof( triObj ) );
bytesRead += ReadString( fp, name );
if ( s_verbose )
printf( " >>> NAMED OBJECT '%s'\n", name );
while ( ReadChunkAndLength( fp, &chunkID, &chunkLen ) )
{
switch ( chunkID )
{
case _3DS_CHUNK_NAMED_TRI_OBJECT:
LoadNamedTriObject( fp, chunkLen - 6, &triObj[numTriObjects] );
numTriObjects++;
break;
default:
fread( s_buffer, chunkLen - 6, 1, fp );
break;
}
bytesRead += chunkLen;
if ( bytesRead >= thisChunkLen )
break;
}
strcpy( pNO->name, name );
pNO->pTriObjects = malloc( sizeof( _3DSTriObject_t ) * numTriObjects );
memcpy( pNO->pTriObjects, triObj, sizeof( triObj[0] ) * numTriObjects );
pNO->numTriObjects = numTriObjects;
assert( numTriObjects <= 1 );
}
static void LoadEditChunk( FILE *fp, long thisChunkLen, _3DSEditChunk_t *pEC )
{
unsigned short chunkID;
long chunkLen;
long bytesRead = 0;
_3DSEditChunk_t editChunk;
_3DSMaterial_t mat[MAX_MATERIALS];
_3DSNamedObject_t namedObjects[MAX_NAMED_OBJECTS];
int numMaterials = 0, numNamedObjects = 0;
memset( &editChunk, 0, sizeof( editChunk ) );
if ( s_verbose )
printf( ">>> EDIT CHUNK\n" );
while ( ReadChunkAndLength( fp, &chunkID, &chunkLen ) )
{
switch ( chunkID )
{
case _3DS_CHUNK_MAT_LIST:
LoadMaterialList( fp, chunkLen - 6, &mat[numMaterials] );
numMaterials++;
break;
case _3DS_CHUNK_NAMED_OBJECT:
LoadNamedObject( fp, chunkLen - 6, &namedObjects[numNamedObjects] );
if ( namedObjects[numNamedObjects].numTriObjects != 0 )
++numNamedObjects;
break;
case _3DS_CHUNK_MESH_VERSION:
default:
fread( s_buffer, chunkLen - 6, 1, fp );
break;
}
bytesRead += chunkLen;
if ( bytesRead >= thisChunkLen )
break;
}
if ( numMaterials == 0 )
{
numMaterials = 1;
strcpy( mat[0].name, "(null)" );
printf( "Warning: no material definitions found\n" );
}
pEC->numNamedObjects = numNamedObjects;
pEC->pMaterials = malloc( sizeof( _3DSMaterial_t ) * numMaterials );
pEC->pNamedObjects = malloc( sizeof( _3DSNamedObject_t ) * numNamedObjects );
memcpy( pEC->pMaterials, mat, numMaterials * sizeof( mat[0] ) );
memcpy( pEC->pNamedObjects, namedObjects, numNamedObjects * sizeof( namedObjects[0] ) );
}
static void Load3DS( const char *filename, _3DS_t *p3DS, qboolean verbose )
{
FILE *fp;
unsigned short chunkID;
long chunkLen;
_3DSEditChunk_t editChunk;
s_verbose = verbose;
if ( ( fp = fopen( filename, "rb" ) ) == 0 )
Error( "Unable to open '%s'", filename );
// read magic number
if ( ( fread( &chunkID, sizeof( short ), 1, fp ) != 1 ) ||
( LittleShort( chunkID ) != _3DS_CHUNK_MAGIC ) )
{
Error( "Missing or incorrect magic number in '%s'", filename );
}
if ( fread( &chunkLen, sizeof( chunkLen ), 1, fp ) != 1 )
Error( "Unexpected EOF encountered in '%s'", filename );
// version number
if ( !ReadChunkAndLength( fp, &chunkID, &chunkLen ) )
Error( "Missing version number in '%s'", filename );
if ( fread( s_buffer, chunkLen - 6, 1, fp ) != 1 )
Error( "Unexpected EOF encountered in '%s'", filename );
while ( ReadChunkAndLength( fp, &chunkID, &chunkLen ) )
{
switch ( chunkID )
{
case _3DS_CHUNK_EDIT:
LoadEditChunk( fp, chunkLen - 6, &editChunk );
break;
case _3DS_CHUNK_KEYFRAME_DATA:
fread( s_buffer, chunkLen - 6, 1, fp );
break;
default:
fread( s_buffer, chunkLen - 6, 1, fp );
break;
}
}
fclose( fp );
p3DS->editChunk = editChunk;
}
static void ComputeNormals( _3DSTriObject_t *pTO, triangle_t *pTris )
{
vec3_t faceNormals[POLYSET_MAXTRIANGLES];
vec3_t vertexNormals[POLYSET_MAXTRIANGLES*3];
vec3_t side0, side1, facenormal;
int f, v;
memset( faceNormals, 0, sizeof( faceNormals ) );
memset( vertexNormals, 0, sizeof( vertexNormals ) );
//
// compute face normals
//
for ( f = 0; f < pTO->numFaces; f++ )
{
VectorSubtract( pTris[f].verts[0], pTris[f].verts[1], side0 );
VectorSubtract( pTris[f].verts[2], pTris[f].verts[1], side1 );
CrossProduct( side0, side1, facenormal );
VectorNormalize( facenormal, faceNormals[f] );
}
//
// sum vertex normals
//
for ( v = 0; v < pTO->numPoints; v++ )
{
for ( f = 0; f < pTO->numFaces; f++ )
{
if ( ( pTO->pFaces[f].a == v ) ||
( pTO->pFaces[f].b == v ) ||
( pTO->pFaces[f].c == v ) )
{
vertexNormals[v][0] += faceNormals[f][0];
vertexNormals[v][1] += faceNormals[f][1];
vertexNormals[v][2] += faceNormals[f][2];
}
}
VectorNormalize( vertexNormals[v], vertexNormals[v] );
}
//
// copy vertex normals into triangles
//
for ( f = 0; f < pTO->numFaces; f++ )
{
int i0 = pTO->pFaces[f].c;
int i1 = pTO->pFaces[f].b;
int i2 = pTO->pFaces[f].a;
VectorCopy( vertexNormals[i0], pTris[f].normals[0] );
VectorCopy( vertexNormals[i1], pTris[f].normals[1] );
VectorCopy( vertexNormals[i2], pTris[f].normals[2] );
}
}
/*
** void _3DS_LoadPolysets
*/
void _3DS_LoadPolysets( const char *filename, polyset_t **ppPSET, int *numpsets, qboolean verbose )
{
_3DS_t _3ds;
int numPolysets;
polyset_t *pPSET;
triangle_t *ptri, *triangles;
int i;
// load the 3DS
memset( &_3ds, 0, sizeof( _3ds ) );
Load3DS( filename, &_3ds, verbose );
// compute information
numPolysets = _3ds.editChunk.numNamedObjects;
// allocate memory
pPSET = calloc( 1, numPolysets * sizeof( polyset_t ) );
triangles = ptri = calloc( 1, POLYSET_MAXTRIANGLES * sizeof( triangle_t ) );
// copy the data over
for ( i = 0; i < numPolysets; i++ )
{
char matnamebuf[1024];
int j;
triangle_t *tri;
_3DSTriObject_t *pTO = &_3ds.editChunk.pNamedObjects[i].pTriObjects[0];
pPSET[i].triangles = ptri;
pPSET[i].numtriangles = pTO->numFaces;
strcpy( pPSET[i].name, _3ds.editChunk.pNamedObjects[i].name );
strcpy( matnamebuf, filename );
if ( strrchr( matnamebuf, '/' ) )
*( strrchr( matnamebuf, '/' ) + 1 )= 0;
strcat( matnamebuf, pTO->pMeshMaterialGroups[0].name );
if ( strstr( matnamebuf, gamedir ) )
strcpy( pPSET[i].materialname, strstr( matnamebuf, gamedir ) + strlen( gamedir ) );
else
strcpy( pPSET[i].materialname, pTO->pMeshMaterialGroups[0].name );
assert( pPSET[i].numtriangles < POLYSET_MAXTRIANGLES );
for ( tri = ptri, j = 0; j < pPSET[i].numtriangles; j++ )
{
int i0 = pTO->pFaces[j].c;
int i1 = pTO->pFaces[j].b;
int i2 = pTO->pFaces[j].a;
tri->verts[0][0] = pTO->pPoints[i0].x;
tri->verts[0][1] = pTO->pPoints[i0].y;
tri->verts[0][2] = pTO->pPoints[i0].z;
tri->verts[1][0] = pTO->pPoints[i1].x;
tri->verts[1][1] = pTO->pPoints[i1].y;
tri->verts[1][2] = pTO->pPoints[i1].z;
tri->verts[2][0] = pTO->pPoints[i2].x;
tri->verts[2][1] = pTO->pPoints[i2].y;
tri->verts[2][2] = pTO->pPoints[i2].z;
/*
for ( k = 0; k < 3; k++ )
{
tri->colors[0][k] = 1;
tri->colors[1][k] = 1;
tri->colors[2][k] = 1;
}
*/
if ( pTO->pTexVerts )
{
tri->texcoords[0][0] = pTO->pTexVerts[i0].s;
tri->texcoords[0][1] = 1.0f - pTO->pTexVerts[i0].t;
tri->texcoords[1][0] = pTO->pTexVerts[i1].s;
tri->texcoords[1][1] = 1.0f - pTO->pTexVerts[i1].t;
tri->texcoords[2][0] = pTO->pTexVerts[i2].s;
tri->texcoords[2][1] = 1.0f - pTO->pTexVerts[i2].t;
}
tri++;
}
ptri += pPSET[i].numtriangles;
assert( ptri - triangles < POLYSET_MAXTRIANGLES );
}
// compute normal data
#if 0
for ( i = 0; i < numPolysets; i++ )
{
// unique vertices based solely on vertex position
ComputeNormals( &_3ds.editChunk.pNamedObjects[i].pTriObjects[0],
pPSET[i].triangles );
}
#endif
free( _3ds.editChunk.pMaterials );
free( _3ds.editChunk.pNamedObjects );
*ppPSET = pPSET;
*numpsets = numPolysets;
}