From: Rudolf Polzer Date: Thu, 23 Dec 2010 09:02:13 +0000 (+0100) Subject: option -lightmapsastexcoord to extract lightmap UV X-Git-Tag: xonotic-v0.5.0~98 X-Git-Url: https://git.xonotic.org/?a=commitdiff_plain;h=5097e3d49d5ce50f3faf61b94cfb1b330101182b;p=xonotic%2Fnetradiant.git option -lightmapsastexcoord to extract lightmap UV --- diff --git a/tools/quake3/q3map2/convert_ase.c b/tools/quake3/q3map2/convert_ase.c index 59cc3d9c..ca070630 100644 --- a/tools/quake3/q3map2/convert_ase.c +++ b/tools/quake3/q3map2/convert_ase.c @@ -162,7 +162,7 @@ static void ConvertSurface( FILE *f, bspModel_t *model, int modelNum, bspDrawSur 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, "\t*MATERIAL_REF\t%d\r\n", lightmapsAsTexcoord ? ds->lightmapNum : ds->shaderNum ); fprintf( f, "}\r\n" ); } @@ -280,6 +280,31 @@ static void ConvertShader( FILE *f, bspShader_t *shader, int shaderNum ) fprintf( f, "\t}\r\n" ); } +static void ConvertLightmap( FILE *f, const char *base, int lightmapNum ) +{ + shaderInfo_t *si; + char *c, filename[ 1024 ]; + + /* print shader info */ + fprintf( f, "\t*MATERIAL\t%d\t{\r\n", lightmapNum ); + fprintf( f, "\t\t*MATERIAL_NAME\t\"lm_%04d\"\r\n", lightmapNum ); + fprintf( f, "\t\t*MATERIAL_CLASS\t\"Standard\"\r\n" ); + fprintf( f, "\t\t*MATERIAL_DIFFUSE\t1\t1\t1\r\n"); + 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\"lm_%04d\"\r\n", lightmapNum ); + 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, "\t\t\t*BITMAP\t\"%s\\lm_%04d.tga\"\r\n", base, lightmapNum ); + fprintf( f, "\t\t\t*BITMAP_FILTER\tPyramidal\r\n" ); + fprintf( f, "\t\t}\r\n" ); + + fprintf( f, "\t}\r\n" ); +} @@ -332,11 +357,34 @@ int ConvertBSPToASE( char *bspName ) /* 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++ ) + 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", base, lightmapCount); + buf[sizeof(buf) - 1] = 0; + tmp = fopen(buf, "rb"); + if(!tmp) + break; + fclose(tmp); + } + fprintf( f, "\t*MATERIAL_COUNT\t%d\r\n", lightmapCount ); + for( i = 0; i < lightmapCount; i++ ) + ConvertLightmap( f, base, i ); + } + else + { + fprintf( f, "\t*MATERIAL_COUNT\t%d\r\n", numBSPShaders ); + for( i = 0; i < numBSPShaders; i++ ) + { + shader = &bspShaders[ i ]; + ConvertShader( f, shader, i ); + } } fprintf( f, "}\r\n" ); diff --git a/tools/quake3/q3map2/convert_obj.c b/tools/quake3/q3map2/convert_obj.c index e370f7d5..dd11537e 100644 --- a/tools/quake3/q3map2/convert_obj.c +++ b/tools/quake3/q3map2/convert_obj.c @@ -49,9 +49,6 @@ static void ConvertSurfaceToOBJ( FILE *f, bspModel_t *model, int modelNum, bspDr { int i, v, face, a, b, c; bspDrawVert_t *dv; - vec3_t normal; - char name[ 1024 ]; - int startVert = objVertexCount; /* ignore patches for now */ if( ds->surfaceType != MST_PLANAR && ds->surfaceType != MST_TRIANGLE_SOUP ) @@ -69,10 +66,21 @@ static void ConvertSurfaceToOBJ( FILE *f, bspModel_t *model, int modelNum, bspDr } /* export shader */ - if(objLastShaderNum != ds->shaderNum) + if(lightmapsAsTexcoord) { - fprintf(f, "usemtl %s\r\n", bspShaders[ds->shaderNum].shader); - objLastShaderNum = ds->shaderNum; + if(objLastShaderNum != ds->lightmapNum[0]) + { + fprintf(f, "usemtl lm_%04d\r\n", ds->lightmapNum[0]); + objLastShaderNum = ds->lightmapNum[0]; + } + } + else + { + if(objLastShaderNum != ds->shaderNum) + { + fprintf(f, "usemtl %s\r\n", bspShaders[ds->shaderNum].shader); + objLastShaderNum = ds->shaderNum; + } } /* export vertex */ @@ -83,8 +91,10 @@ static void ConvertSurfaceToOBJ( FILE *f, bspModel_t *model, int modelNum, bspDr 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 ]); - fprintf(f, "vt %f %f\r\n", dv->st[ 0 ], dv->st[ 1 ]); - fprintf(f, "# vt %f %f\r\n", dv->lightmap[0][0], dv->lightmap[0][1]); + 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 ]); } /* export faces */ @@ -162,7 +172,14 @@ static void ConvertShaderToMTL( FILE *f, bspShader_t *shader, int shaderNum ) if(shadersAsBitmap) fprintf( f, "map_Kd %s\r\n", shader->shader ); else - 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 ); + fprintf( f, "map_Kd %s\\lm_%04d.tga\r\n", base, lightmapNum ); } @@ -181,7 +198,7 @@ int ConvertBSPToOBJ( char *bspName ) entity_t *e; vec3_t origin; const char *key; - char name[ 1024 ], base[ 1024 ]; + char name[ 1024 ], base[ 1024 ], mtlname[ 1024 ]; /* note it */ @@ -214,10 +231,32 @@ int ConvertBSPToOBJ( char *bspName ) fprintf( f, "mtllib %s\r\n", mtlname ); fprintf( fmtl, "# Generated by Q3Map2 (ydnar) -convert -format obj\r\n" ); - for( i = 0; i < numBSPShaders; i++ ) + if(lightmapsAsTexcoord) { - shader = &bspShaders[ i ]; - ConvertShaderToMTL( fmtl, 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", base, lightmapCount); + buf[sizeof(buf) - 1] = 0; + tmp = fopen(buf, "rb"); + if(!tmp) + break; + fclose(tmp); + } + for( i = 0; i < lightmapCount; i++ ) + ConvertLightmapToMTL( fmtl, base, i ); + } + else + { + for( i = 0; i < numBSPShaders; i++ ) + { + shader = &bspShaders[ i ]; + ConvertShaderToMTL( fmtl, shader, i ); + } } /* walk entity list */ diff --git a/tools/quake3/q3map2/main.c b/tools/quake3/q3map2/main.c index aa3bcff2..325235fa 100644 --- a/tools/quake3/q3map2/main.c +++ b/tools/quake3/q3map2/main.c @@ -1602,6 +1602,8 @@ int ConvertBSPMain( int argc, char **argv ) } else if( !strcmp( argv[ i ], "-shadersasbitmap" ) ) shadersAsBitmap = qtrue; + else if( !strcmp( argv[ i ], "-lightmapsastexcoord" ) ) + lightmapsAsTexcoord = qtrue; else if( !strcmp( argv[ i ], "-forcereadbsp" ) ) force_bsp = qtrue; else if( !strcmp( argv[ i ], "-meta" ) ) diff --git a/tools/quake3/q3map2/q3map2.h b/tools/quake3/q3map2/q3map2.h index 4c421203..f01d353e 100644 --- a/tools/quake3/q3map2/q3map2.h +++ b/tools/quake3/q3map2/q3map2.h @@ -2275,6 +2275,7 @@ Q_EXTERN float linearScale Q_ASSIGN( 1.0f / 8000.0f ); // for .ase conversion Q_EXTERN qboolean shadersAsBitmap Q_ASSIGN( qfalse ); +Q_EXTERN qboolean lightmapsAsTexcoord Q_ASSIGN( qfalse ); Q_EXTERN light_t *lights; Q_EXTERN int numPointLights;