1 /* -------------------------------------------------------------------------------
2
3 Copyright (C) 1999-2007 id Software, Inc. and contributors.
4 For a list of contributors, see the accompanying CONTRIBUTORS file.
5
6 This file is part of GtkRadiant.
7
8 GtkRadiant is free software; you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or
11 (at your option) any later version.
12
13 GtkRadiant is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details.
17
18 You should have received a copy of the GNU General Public License
19 along with GtkRadiant; if not, write to the Free Software
20 Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
21
22 ----------------------------------------------------------------------------------
23
24 This code has been altered significantly from its original form, to support
25 several games based on the Quake III Arena engine, in the form of "Q3Map2."
26
27 ------------------------------------------------------------------------------- */
28
29
30
31 /* marker */
32 #define CONVERT_ASE_C
33
34
35
36 /* dependencies */
37 #include "q3map2.h"
38
39
40
41 /*
42 ConvertSurface()
43 converts a bsp drawsurface to an obj chunk
44 */
45
46 int firstLightmap = 0;
47 int lastLightmap = -1;
48 static void ConvertLightmapToMTL( FILE *f, const char *base, int lightmapNum );
49
50 int objVertexCount = 0;
51 int objLastShaderNum = -1;
ConvertSurfaceToOBJ(FILE * f,bspModel_t * model,int modelNum,bspDrawSurface_t * ds,int surfaceNum,vec3_t origin)52 static void ConvertSurfaceToOBJ( FILE *f, bspModel_t *model, int modelNum, bspDrawSurface_t *ds, int surfaceNum, vec3_t origin ){
53 int i, v, a, b, c;
54 bspDrawVert_t *dv;
55
56 /* ignore patches for now */
57 if ( ds->surfaceType != MST_PLANAR && ds->surfaceType != MST_TRIANGLE_SOUP ) {
58 return;
59 }
60
61 fprintf( f, "g mat%dmodel%dsurf%d\r\n", ds->shaderNum, modelNum, surfaceNum );
62 switch ( ds->surfaceType )
63 {
64 case MST_PLANAR:
65 fprintf( f, "# SURFACETYPE MST_PLANAR\r\n" );
66 break;
67 case MST_TRIANGLE_SOUP:
68 fprintf( f, "# SURFACETYPE MST_TRIANGLE_SOUP\r\n" );
69 break;
70 }
71
72 /* export shader */
73 if ( lightmapsAsTexcoord ) {
74 if ( objLastShaderNum != ds->lightmapNum[0] ) {
75 fprintf( f, "usemtl lm_%04d\r\n", ds->lightmapNum[0] + deluxemap );
76 objLastShaderNum = ds->lightmapNum[0] + deluxemap;
77 }
78 if ( ds->lightmapNum[0] + (int)deluxemap < firstLightmap ) {
79 Sys_Printf( "WARNING: lightmap %d out of range (exporting anyway)\n", ds->lightmapNum[0] + deluxemap );
80 firstLightmap = ds->lightmapNum[0] + deluxemap;
81 }
82 if ( ds->lightmapNum[0] > lastLightmap ) {
83 Sys_Printf( "WARNING: lightmap %d out of range (exporting anyway)\n", ds->lightmapNum[0] + deluxemap );
84 lastLightmap = ds->lightmapNum[0] + deluxemap;
85 }
86 }
87 else
88 {
89 if ( objLastShaderNum != ds->shaderNum ) {
90 fprintf( f, "usemtl %s\r\n", bspShaders[ds->shaderNum].shader );
91 objLastShaderNum = ds->shaderNum;
92 }
93 }
94
95 /* export vertex */
96 for ( i = 0; i < ds->numVerts; i++ )
97 {
98 v = i + ds->firstVert;
99 dv = &bspDrawVerts[ v ];
100 fprintf( f, "# vertex %d\r\n", i + objVertexCount + 1 );
101 fprintf( f, "v %f %f %f\r\n", dv->xyz[ 0 ], dv->xyz[ 1 ], dv->xyz[ 2 ] );
102 fprintf( f, "vn %f %f %f\r\n", dv->normal[ 0 ], dv->normal[ 1 ], dv->normal[ 2 ] );
103 if ( lightmapsAsTexcoord ) {
104 fprintf( f, "vt %f %f\r\n", dv->lightmap[0][0], 1.0 - dv->lightmap[0][1] );
105 }
106 else{
107 fprintf( f, "vt %f %f\r\n", dv->st[ 0 ], 1.0 - dv->st[ 1 ] );
108 }
109 }
110
111 /* export faces */
112 for ( i = 0; i < ds->numIndexes; i += 3 )
113 {
114 a = bspDrawIndexes[ i + ds->firstIndex ];
115 c = bspDrawIndexes[ i + ds->firstIndex + 1 ];
116 b = bspDrawIndexes[ i + ds->firstIndex + 2 ];
117 fprintf( f, "f %d/%d/%d %d/%d/%d %d/%d/%d\r\n",
118 a + objVertexCount + 1, a + objVertexCount + 1, a + objVertexCount + 1,
119 b + objVertexCount + 1, b + objVertexCount + 1, b + objVertexCount + 1,
120 c + objVertexCount + 1, c + objVertexCount + 1, c + objVertexCount + 1
121 );
122 }
123
124 objVertexCount += ds->numVerts;
125 }
126
127
128
129 /*
130 ConvertModel()
131 exports a bsp model to an ase chunk
132 */
133
ConvertModelToOBJ(FILE * f,bspModel_t * model,int modelNum,vec3_t origin)134 static void ConvertModelToOBJ( FILE *f, bspModel_t *model, int modelNum, vec3_t origin ){
135 int i, s;
136 bspDrawSurface_t *ds;
137
138
139 /* go through each drawsurf in the model */
140 for ( i = 0; i < model->numBSPSurfaces; i++ )
141 {
142 s = i + model->firstBSPSurface;
143 ds = &bspDrawSurfaces[ s ];
144 ConvertSurfaceToOBJ( f, model, modelNum, ds, s, origin );
145 }
146 }
147
148
149
150 /*
151 ConvertShader()
152 exports a bsp shader to an ase chunk
153 */
154
ConvertShaderToMTL(FILE * f,bspShader_t * shader,int shaderNum)155 static void ConvertShaderToMTL( FILE *f, bspShader_t *shader, int shaderNum ){
156 shaderInfo_t *si;
157 char filename[ 1024 ];
158
159
160 /* get shader */
161 si = ShaderInfoForShader( shader->shader );
162 if ( si == NULL ) {
163 Sys_Printf( "WARNING: NULL shader in BSP\n" );
164 return;
165 }
166
167 /* set bitmap filename */
168 if ( si->shaderImage->filename[ 0 ] != '*' ) {
169 strcpy( filename, si->shaderImage->filename );
170 }
171 else{
172 sprintf( filename, "%s.tga", si->shader );
173 }
174
175 /* blender hates this, so let's not do it
176 for( c = filename; *c != '\0'; c++ )
177 if( *c == '/' )
178 *c = '\\';
179 */
180
181 /* print shader info */
182 fprintf( f, "newmtl %s\r\n", shader->shader );
183 fprintf( f, "Kd %f %f %f\r\n", si->color[ 0 ], si->color[ 1 ], si->color[ 2 ] );
184 if ( shadersAsBitmap ) {
185 fprintf( f, "map_Kd %s\r\n", shader->shader );
186 }
187 else{
188 /* blender hates this, so let's not do it
189 fprintf( f, "map_Kd ..\\%s\r\n", filename );
190 */
191 fprintf( f, "map_Kd ../%s\r\n", filename );
192 }
193 }
194
ConvertLightmapToMTL(FILE * f,const char * base,int lightmapNum)195 static void ConvertLightmapToMTL( FILE *f, const char *base, int lightmapNum ){
196 /* print shader info */
197 fprintf( f, "newmtl lm_%04d\r\n", lightmapNum );
198 if ( lightmapNum >= 0 ) {
199 /* blender hates this, so let's not do it
200 fprintf( f, "map_Kd %s\\lm_%04d.tga\r\n", base, lightmapNum );
201 */
202 fprintf( f, "map_Kd %s/lm_%04d.tga\r\n", base, lightmapNum );
203 }
204 }
205
206
207
208 /*
209 ConvertBSPToASE()
210 exports an 3d studio ase file from the bsp
211 */
212
ConvertBSPToOBJ(char * bspName)213 int ConvertBSPToOBJ( char *bspName ){
214 int i, modelNum;
215 FILE *f, *fmtl;
216 bspShader_t *shader;
217 bspModel_t *model;
218 entity_t *e;
219 vec3_t origin;
220 const char *key;
221 char name[ 1024 ], base[ 1024 ], mtlname[ 1024 ], dirname[ 1024 ];
222
223
224 /* note it */
225 Sys_Printf( "--- Convert BSP to OBJ ---\n" );
226
227 /* create the ase filename from the bsp name */
228 strcpy( dirname, bspName );
229 StripExtension( dirname );
230 strcpy( name, bspName );
231 StripExtension( name );
232 strcat( name, ".obj" );
233 Sys_Printf( "writing %s\n", name );
234 strcpy( mtlname, bspName );
235 StripExtension( mtlname );
236 strcat( mtlname, ".mtl" );
237 Sys_Printf( "writing %s\n", mtlname );
238
239 ExtractFileBase( bspName, base );
240
241 /* open it */
242 f = fopen( name, "wb" );
243 if ( f == NULL ) {
244 Error( "Open failed on %s\n", name );
245 }
246 fmtl = fopen( mtlname, "wb" );
247 if ( fmtl == NULL ) {
248 Error( "Open failed on %s\n", mtlname );
249 }
250
251 /* print header */
252 fprintf( f, "o %s\r\n", base );
253 fprintf( f, "# Generated by Q3Map2 (ydnar) -convert -format obj\r\n" );
254 fprintf( f, "mtllib %s.mtl\r\n", base );
255
256 fprintf( fmtl, "# Generated by Q3Map2 (ydnar) -convert -format obj\r\n" );
257 if ( lightmapsAsTexcoord ) {
258 int lightmapCount;
259 for ( lightmapCount = 0; lightmapCount < numBSPLightmaps; lightmapCount++ )
260 ;
261 for ( ; ; lightmapCount++ )
262 {
263 char buf[1024];
264 FILE *tmp;
265 snprintf( buf, sizeof( buf ), "%s/lm_%04d.tga", dirname, lightmapCount );
266 buf[sizeof( buf ) - 1] = 0;
267 tmp = fopen( buf, "rb" );
268 if ( !tmp ) {
269 break;
270 }
271 fclose( tmp );
272 }
273 lastLightmap = lightmapCount - 1;
274 }
275 else
276 {
277 for ( i = 0; i < numBSPShaders; i++ )
278 {
279 shader = &bspShaders[ i ];
280 ConvertShaderToMTL( fmtl, shader, i );
281 }
282 }
283
284 /* walk entity list */
285 for ( i = 0; i < numEntities; i++ )
286 {
287 /* get entity and model */
288 e = &entities[ i ];
289 if ( i == 0 ) {
290 modelNum = 0;
291 }
292 else
293 {
294 key = ValueForKey( e, "model" );
295 if ( key[ 0 ] != '*' ) {
296 continue;
297 }
298 modelNum = atoi( key + 1 );
299 }
300 model = &bspModels[ modelNum ];
301
302 /* get entity origin */
303 key = ValueForKey( e, "origin" );
304 if ( key[ 0 ] == '\0' ) {
305 VectorClear( origin );
306 }
307 else{
308 GetVectorForKey( e, "origin", origin );
309 }
310
311 /* convert model */
312 ConvertModelToOBJ( f, model, modelNum, origin );
313 }
314
315 if ( lightmapsAsTexcoord ) {
316 for ( i = firstLightmap; i <= lastLightmap; i++ )
317 ConvertLightmapToMTL( fmtl, base, i );
318 }
319
320 /* close the file and return */
321 fclose( f );
322 fclose( fmtl );
323
324 /* return to sender */
325 return 0;
326 }
327