]> git.xonotic.org Git - xonotic/netradiant.git/blobdiff - tools/quake3/q3map2/convert_obj.c
more warning fixes
[xonotic/netradiant.git] / tools / quake3 / q3map2 / convert_obj.c
index 59cc3d9cc41aa7291ab07a6e814160d9bd0b938f..15c1e06c05be173cac9040002178b1042382a402 100644 (file)
@@ -40,130 +40,91 @@ several games based on the Quake III Arena engine, in the form of "Q3Map2."
 
 /*
 ConvertSurface()
-converts a bsp drawsurface to an ase chunk
+converts a bsp drawsurface to an obj chunk
 */
 
-static void ConvertSurface( FILE *f, bspModel_t *model, int modelNum, bspDrawSurface_t *ds, int surfaceNum, vec3_t origin )
+int firstLightmap = 0;
+int lastLightmap = -1;
+static void ConvertLightmapToMTL( FILE *f, const char *base, int lightmapNum );
+
+int objVertexCount = 0;
+int objLastShaderNum = -1;
+static void ConvertSurfaceToOBJ( FILE *f, bspModel_t *model, int modelNum, bspDrawSurface_t *ds, int surfaceNum, vec3_t origin )
 {
-       int                             i, v, face, a, b, c;
+       int                             i, v, a, b, c;
        bspDrawVert_t   *dv;
-       vec3_t                  normal;
-       char                    name[ 1024 ];
-       
        
        /* ignore patches for now */
        if( ds->surfaceType != MST_PLANAR && ds->surfaceType != MST_TRIANGLE_SOUP )
                return;
-       
-       /* print object header for each dsurf */
-       sprintf( name, "mat%dmodel%dsurf%d", ds->shaderNum, modelNum, surfaceNum );
-       fprintf( f, "*GEOMOBJECT\t{\r\n" );
-       fprintf( f, "\t*NODE_NAME\t\"%s\"\r\n", name );
-       fprintf( f, "\t*NODE_TM\t{\r\n" );
-       fprintf( f, "\t\t*NODE_NAME\t\"%s\"\r\n", name );
-       fprintf( f, "\t\t*INHERIT_POS\t0\t0\t0\r\n" );
-       fprintf( f, "\t\t*INHERIT_ROT\t0\t0\t0\r\n" );
-       fprintf( f, "\t\t*INHERIT_SCL\t0\t0\t0\r\n" );
-       fprintf( f, "\t\t*TM_ROW0\t1.0\t0\t0\r\n" );
-       fprintf( f, "\t\t*TM_ROW1\t0\t1.0\t0\r\n" );
-       fprintf( f, "\t\t*TM_ROW2\t0\t0\t1.0\r\n" );
-       fprintf( f, "\t\t*TM_ROW3\t0\t0\t0\r\n" );
-       fprintf( f, "\t\t*TM_POS\t%f\t%f\t%f\r\n", origin[ 0 ], origin[ 1 ], origin[ 2 ] );
-       fprintf( f, "\t}\r\n" );
-       
-       /* print mesh header */
-       fprintf( f, "\t*MESH\t{\r\n" );
-       fprintf( f, "\t\t*TIMEVALUE\t0\r\n" );
-       fprintf( f, "\t\t*MESH_NUMVERTEX\t%d\r\n", ds->numVerts );
-       fprintf( f, "\t\t*MESH_NUMFACES\t%d\r\n", ds->numIndexes / 3 );
+
+       fprintf(f, "g mat%dmodel%dsurf%d\r\n", ds->shaderNum, modelNum, surfaceNum);
        switch( ds->surfaceType )
        {
                case MST_PLANAR:
-                       fprintf( f, "\t\t*COMMENT\t\"SURFACETYPE\tMST_PLANAR\"\r\n" );
+                       fprintf( f, "# SURFACETYPE MST_PLANAR\r\n" );
                        break;
                case MST_TRIANGLE_SOUP:
-                       fprintf( f, "\t\t*COMMENT\t\"SURFACETYPE\tMST_TRIANGLE_SOUP\"\r\n" );
+                       fprintf( f, "# SURFACETYPE MST_TRIANGLE_SOUP\r\n" );
                        break;
        }
-       
-       /* export vertex xyz */
-       fprintf( f, "\t\t*MESH_VERTEX_LIST\t{\r\n" );
-       for( i = 0; i < ds->numVerts; i++ )
-       {
-               v = i + ds->firstVert;
-               dv = &bspDrawVerts[ v ];
-               fprintf( f, "\t\t\t*MESH_VERTEX\t%d\t%f\t%f\t%f\r\n", i, dv->xyz[ 0 ], dv->xyz[ 1 ], dv->xyz[ 2 ] );
-       }
-       fprintf( f, "\t\t}\r\n" );
 
-       /* export vertex normals */
-       fprintf( f, "\t\t*MESH_NORMALS\t{\r\n" );
-       for( i = 0; i < ds->numIndexes; i += 3 )
-       {
-               face = (i / 3);
-               a = bspDrawIndexes[ i + ds->firstIndex ];
-               b = bspDrawIndexes[ i + ds->firstIndex + 1 ];
-               c = bspDrawIndexes[ i + ds->firstIndex + 2 ];
-               VectorCopy( bspDrawVerts[ a ].normal, normal );
-               VectorAdd( normal, bspDrawVerts[ b ].normal, normal );
-               VectorAdd( normal, bspDrawVerts[ c ].normal, normal );
-               if( VectorNormalize( normal, normal ) )
-                       fprintf( f, "\t\t\t*MESH_FACENORMAL\t%d\t%f\t%f\t%f\r\n", face, normal[ 0 ], normal[ 1 ], normal[ 2 ] );
-       }
-       for( i = 0; i < ds->numVerts; i++ )
+       /* export shader */
+       if(lightmapsAsTexcoord)
        {
-               v = i + ds->firstVert;
-               dv = &bspDrawVerts[ v ];
-               fprintf( f, "\t\t\t*MESH_VERTEXNORMAL\t%d\t%f\t%f\t%f\r\n", i, dv->normal[ 0 ], dv->normal[ 1 ], dv->normal[ 2 ] );
+               if(objLastShaderNum != ds->lightmapNum[0])
+               {
+                       fprintf(f, "usemtl lm_%04d\r\n", ds->lightmapNum[0] + deluxemap);
+                       objLastShaderNum = ds->lightmapNum[0] + deluxemap;
+               }
+               if(ds->lightmapNum[0] + (int)deluxemap < firstLightmap)
+               {
+                       Sys_Printf( "WARNING: lightmap %d out of range (exporting anyway)\n", ds->lightmapNum[0] + deluxemap );
+                       firstLightmap = ds->lightmapNum[0] + deluxemap;
+               }
+               if(ds->lightmapNum[0] > lastLightmap)
+               {
+                       Sys_Printf( "WARNING: lightmap %d out of range (exporting anyway)\n", ds->lightmapNum[0] + deluxemap );
+                       lastLightmap = ds->lightmapNum[0] + deluxemap;
+               }
        }
-       fprintf( f, "\t\t}\r\n" );
-       
-       /* export faces */
-       fprintf( f, "\t\t*MESH_FACE_LIST\t{\r\n" );
-       for( i = 0; i < ds->numIndexes; i += 3 )
+       else
        {
-               face = (i / 3);
-               a = bspDrawIndexes[ i + ds->firstIndex ];
-               c = bspDrawIndexes[ i + ds->firstIndex + 1 ];
-               b = bspDrawIndexes[ i + ds->firstIndex + 2 ];
-               fprintf( f, "\t\t\t*MESH_FACE\t%d\tA:\t%d\tB:\t%d\tC:\t%d\tAB:\t1\tBC:\t1\tCA:\t1\t*MESH_SMOOTHING\t0\t*MESH_MTLID\t0\r\n",
-                       face, a, b, c );
+               if(objLastShaderNum != ds->shaderNum)
+               {
+                       fprintf(f, "usemtl %s\r\n", bspShaders[ds->shaderNum].shader);
+                       objLastShaderNum = ds->shaderNum;
+               }
        }
-       fprintf( f, "\t\t}\r\n" );
        
-       /* export vertex st */
-       fprintf( f, "\t\t*MESH_NUMTVERTEX\t%d\r\n", ds->numVerts );
-       fprintf( f, "\t\t*MESH_TVERTLIST\t{\r\n" );
+       /* export vertex */
        for( i = 0; i < ds->numVerts; i++ )
        {
                v = i + ds->firstVert;
                dv = &bspDrawVerts[ v ];
-               fprintf( f, "\t\t\t*MESH_TVERT\t%d\t%f\t%f\t%f\r\n", i, dv->st[ 0 ], (1.0 - dv->st[ 1 ]), 1.0f );
+               fprintf(f, "# vertex %d\r\n", i + objVertexCount + 1);
+               fprintf(f, "v %f %f %f\r\n", dv->xyz[ 0 ], dv->xyz[ 1 ], dv->xyz[ 2 ]);
+               fprintf(f, "vn %f %f %f\r\n", dv->normal[ 0 ], dv->normal[ 1 ], dv->normal[ 2 ]);
+               if(lightmapsAsTexcoord)
+                       fprintf(f, "vt %f %f\r\n", dv->lightmap[0][0], 1.0 - dv->lightmap[0][1]);
+               else
+                       fprintf(f, "vt %f %f\r\n", dv->st[ 0 ], 1.0 - dv->st[ 1 ]);
        }
-       fprintf( f, "\t\t}\r\n" );
-       
-       /* export texture faces */
-       fprintf( f, "\t\t*MESH_NUMTVFACES\t%d\r\n", ds->numIndexes / 3 );
-       fprintf( f, "\t\t*MESH_TFACELIST\t{\r\n" );
+
+       /* export faces */
        for( i = 0; i < ds->numIndexes; i += 3 )
        {
-               face = (i / 3);
                a = bspDrawIndexes[ i + ds->firstIndex ];
                c = bspDrawIndexes[ i + ds->firstIndex + 1 ];
                b = bspDrawIndexes[ i + ds->firstIndex + 2 ];
-               fprintf( f, "\t\t\t*MESH_TFACE\t%d\t%d\t%d\t%d\r\n", face, a, b, c );
+               fprintf(f, "f %d/%d/%d %d/%d/%d %d/%d/%d\r\n",
+                       a + objVertexCount + 1, a + objVertexCount + 1, a + objVertexCount + 1, 
+                       b + objVertexCount + 1, b + objVertexCount + 1, b + objVertexCount + 1, 
+                       c + objVertexCount + 1, c + objVertexCount + 1, c + objVertexCount + 1
+               );
        }
-       fprintf( f, "\t\t}\r\n" );
-       
-       /* print mesh footer */
-       fprintf( f, "\t}\r\n" );
-
-       /* print object footer */
-       fprintf( f, "\t*PROP_MOTIONBLUR\t0\r\n" );
-       fprintf( f, "\t*PROP_CASTSHADOW\t1\r\n" );
-       fprintf( f, "\t*PROP_RECVSHADOW\t1\r\n" );
-       fprintf( f, "\t*MATERIAL_REF\t%d\r\n", ds->shaderNum );
-       fprintf( f, "}\r\n" );
+
+       objVertexCount += ds->numVerts;
 }
 
 
@@ -173,7 +134,7 @@ ConvertModel()
 exports a bsp model to an ase chunk
 */
 
-static void ConvertModel( FILE *f, bspModel_t *model, int modelNum, vec3_t origin )
+static void ConvertModelToOBJ( FILE *f, bspModel_t *model, int modelNum, vec3_t origin )
 {
        int                                     i, s;
        bspDrawSurface_t        *ds;
@@ -184,7 +145,7 @@ static void ConvertModel( FILE *f, bspModel_t *model, int modelNum, vec3_t origi
        {
                s = i + model->firstBSPSurface;
                ds = &bspDrawSurfaces[ s ];
-               ConvertSurface( f, model, modelNum, ds, s, origin );
+               ConvertSurfaceToOBJ( f, model, modelNum, ds, s, origin );
        }
 }
 
@@ -195,49 +156,10 @@ ConvertShader()
 exports a bsp shader to an ase chunk
 */
 
-/*
-       *MATERIAL 0 {
-               *MATERIAL_NAME "models/test/rock16l"
-               *MATERIAL_CLASS "Standard"
-               *MATERIAL_AMBIENT 0.5882        0.5882  0.5882
-               *MATERIAL_DIFFUSE 0.5882        0.5882  0.5882
-               *MATERIAL_SPECULAR 0.5882       0.5882  0.5882
-               *MATERIAL_SHINE 0.0000
-               *MATERIAL_SHINESTRENGTH 0.0000
-               *MATERIAL_TRANSPARENCY 0.0000
-               *MATERIAL_WIRESIZE 1.0000
-               *MATERIAL_SHADING Phong
-               *MATERIAL_XP_FALLOFF 0.0000
-               *MATERIAL_SELFILLUM 0.0000
-               *MATERIAL_FALLOFF In
-               *MATERIAL_XP_TYPE Filter
-               *MAP_DIFFUSE {
-                       *MAP_NAME "Map #2"
-                       *MAP_CLASS "Bitmap"
-                       *MAP_SUBNO 1
-                       *MAP_AMOUNT 1.0000
-                       *BITMAP "models/test/rock16l"
-                       *MAP_TYPE Screen
-                       *UVW_U_OFFSET 0.0000
-                       *UVW_V_OFFSET 0.0000
-                       *UVW_U_TILING 1.0000
-                       *UVW_V_TILING 1.0000
-                       *UVW_ANGLE 0.0000
-                       *UVW_BLUR 1.0000
-                       *UVW_BLUR_OFFSET 0.0000
-                       *UVW_NOUSE_AMT 1.0000
-                       *UVW_NOISE_SIZE 1.0000
-                       *UVW_NOISE_LEVEL 1
-                       *UVW_NOISE_PHASE 0.0000
-                       *BITMAP_FILTER Pyramidal
-               }
-       }
-*/
-
-static void ConvertShader( FILE *f, bspShader_t *shader, int shaderNum )
+static void ConvertShaderToMTL( FILE *f, bspShader_t *shader, int shaderNum )
 {
        shaderInfo_t    *si;
-       char                    *c, filename[ 1024 ];
+       char                    filename[ 1024 ];
        
        
        /* get shader */
@@ -253,32 +175,34 @@ static void ConvertShader( FILE *f, bspShader_t *shader, int shaderNum )
                strcpy( filename, si->shaderImage->filename );
        else
                sprintf( filename, "%s.tga", si->shader );
+
+       /* blender hates this, so let's not do it
        for( c = filename; *c != '\0'; c++ )
                if( *c == '/' )
                        *c = '\\';
+       */
        
        /* print shader info */
-       fprintf( f, "\t*MATERIAL\t%d\t{\r\n", shaderNum );
-       fprintf( f, "\t\t*MATERIAL_NAME\t\"%s\"\r\n", shader->shader );
-       fprintf( f, "\t\t*MATERIAL_CLASS\t\"Standard\"\r\n" );
-       fprintf( f, "\t\t*MATERIAL_DIFFUSE\t%f\t%f\t%f\r\n", si->color[ 0 ], si->color[ 1 ], si->color[ 2 ] );
-       fprintf( f, "\t\t*MATERIAL_SHADING Phong\r\n" );
-       
-       /* print map info */
-       fprintf( f, "\t\t*MAP_DIFFUSE\t{\r\n" );
-       fprintf( f, "\t\t\t*MAP_NAME\t\"%s\"\r\n", shader->shader );
-       fprintf( f, "\t\t\t*MAP_CLASS\t\"Bitmap\"\r\n");
-       fprintf( f, "\t\t\t*MAP_SUBNO\t1\r\n" );
-       fprintf( f, "\t\t\t*MAP_AMOUNT\t1.0\r\n" );
-       fprintf( f, "\t\t\t*MAP_TYPE\tScreen\r\n" );
+       fprintf( f, "newmtl %s\r\n", shader->shader );
+       fprintf( f, "Kd %f %f %f\r\n", si->color[ 0 ], si->color[ 1 ], si->color[ 2 ] );
        if(shadersAsBitmap)
-               fprintf( f, "\t\t\t*BITMAP\t\"%s\"\r\n", shader->shader );
+               fprintf( f, "map_Kd %s\r\n", shader->shader );
        else
-               fprintf( f, "\t\t\t*BITMAP\t\"..\\%s\"\r\n", filename );
-       fprintf( f, "\t\t\t*BITMAP_FILTER\tPyramidal\r\n" );
-       fprintf( f, "\t\t}\r\n" );
-       
-       fprintf( f, "\t}\r\n" );
+       /* blender hates this, so let's not do it
+               fprintf( f, "map_Kd ..\\%s\r\n", filename );
+       */
+               fprintf( f, "map_Kd ../%s\r\n", filename );
+}
+
+static void ConvertLightmapToMTL( FILE *f, const char *base, int lightmapNum )
+{
+       /* print shader info */
+       fprintf( f, "newmtl lm_%04d\r\n", lightmapNum );
+       if(lightmapNum >= 0)
+       /* blender hates this, so let's not do it
+               fprintf( f, "map_Kd %s\\lm_%04d.tga\r\n", base, lightmapNum );
+       */
+               fprintf( f, "map_Kd %s/lm_%04d.tga\r\n", base, lightmapNum );
 }
 
 
@@ -288,57 +212,75 @@ ConvertBSPToASE()
 exports an 3d studio ase file from the bsp
 */
 
-int ConvertBSPToASE( char *bspName )
+int ConvertBSPToOBJ( char *bspName )
 {
        int                             i, modelNum;
-       FILE                    *f;
+       FILE                    *f, *fmtl;
        bspShader_t             *shader;
        bspModel_t              *model;
        entity_t                *e;
        vec3_t                  origin;
        const char              *key;
-       char                    name[ 1024 ], base[ 1024 ];
+       char                    name[ 1024 ], base[ 1024 ], mtlname[ 1024 ], dirname[ 1024 ];
        
        
        /* note it */
-       Sys_Printf( "--- Convert BSP to ASE ---\n" );
+       Sys_Printf( "--- Convert BSP to OBJ ---\n" );
 
        /* create the ase filename from the bsp name */
+       strcpy( dirname, bspName );
+       StripExtension( dirname );
        strcpy( name, bspName );
        StripExtension( name );
-       strcat( name, ".ase" );
+       strcat( name, ".obj" );
        Sys_Printf( "writing %s\n", name );
+       strcpy( mtlname, bspName );
+       StripExtension( mtlname );
+       strcat( mtlname, ".mtl" );
+       Sys_Printf( "writing %s\n", mtlname );
        
        ExtractFileBase( bspName, base );
-       strcat( base, ".bsp" );
        
        /* open it */
        f = fopen( name, "wb" );
        if( f == NULL )
                Error( "Open failed on %s\n", name );
+       fmtl = fopen( mtlname, "wb" );
+       if( fmtl == NULL )
+               Error( "Open failed on %s\n", mtlname );
        
        /* print header */
-       fprintf( f, "*3DSMAX_ASCIIEXPORT\t200\r\n" );
-       fprintf( f, "*COMMENT\t\"Generated by Q3Map2 (ydnar) -convert -format ase\"\r\n" );
-       fprintf( f, "*SCENE\t{\r\n" );
-       fprintf( f, "\t*SCENE_FILENAME\t\"%s\"\r\n", base );
-       fprintf( f, "\t*SCENE_FIRSTFRAME\t0\r\n" );
-       fprintf( f, "\t*SCENE_LASTFRAME\t100\r\n" );
-       fprintf( f, "\t*SCENE_FRAMESPEED\t30\r\n" );
-       fprintf( f, "\t*SCENE_TICKSPERFRAME\t160\r\n" );
-       fprintf( f, "\t*SCENE_BACKGROUND_STATIC\t0.0000\t0.0000\t0.0000\r\n" );
-       fprintf( f, "\t*SCENE_AMBIENT_STATIC\t0.0000\t0.0000\t0.0000\r\n" );
-       fprintf( f, "}\r\n" );
-       
-       /* print materials */
-       fprintf( f, "*MATERIAL_LIST\t{\r\n" );
-       fprintf( f, "\t*MATERIAL_COUNT\t%d\r\n", numBSPShaders );
-       for( i = 0; i < numBSPShaders; i++ )
+       fprintf( f, "o %s\r\n", base );
+       fprintf( f, "# Generated by Q3Map2 (ydnar) -convert -format obj\r\n" );
+       fprintf( f, "mtllib %s.mtl\r\n", base );
+
+       fprintf( fmtl, "# Generated by Q3Map2 (ydnar) -convert -format obj\r\n" );
+       if(lightmapsAsTexcoord)
        {
-               shader = &bspShaders[ i ];
-               ConvertShader( f, shader, i );
+               int lightmapCount;
+               for( lightmapCount = 0; lightmapCount < numBSPLightmaps; lightmapCount++ )
+                       ;
+               for( ; ; lightmapCount++ )
+               {
+                       char buf[1024];
+                       FILE *tmp;
+                       snprintf(buf, sizeof(buf), "%s/lm_%04d.tga", dirname, lightmapCount);
+                       buf[sizeof(buf) - 1] = 0;
+                       tmp = fopen(buf, "rb");
+                       if(!tmp)
+                               break;
+                       fclose(tmp);
+               }
+               lastLightmap = lightmapCount - 1;
+       }
+       else
+       {
+               for( i = 0; i < numBSPShaders; i++ )
+               {
+                       shader = &bspShaders[ i ];
+                       ConvertShaderToMTL( fmtl, shader, i );
+               }
        }
-       fprintf( f, "}\r\n" );
        
        /* walk entity list */
        for( i = 0; i < numEntities; i++ )
@@ -364,11 +306,18 @@ int ConvertBSPToASE( char *bspName )
                        GetVectorForKey( e, "origin", origin );
                
                /* convert model */
-               ConvertModel( f, model, modelNum, origin );
+               ConvertModelToOBJ( f, model, modelNum, origin );
        }
        
+       if(lightmapsAsTexcoord)
+       {
+               for( i = firstLightmap; i <= lastLightmap; i++ )
+                       ConvertLightmapToMTL( fmtl, base, i );
+       }
+
        /* close the file and return */
        fclose( f );
+       fclose( fmtl );
        
        /* return to sender */
        return 0;