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