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author | Aki <please@ignore.pl> | 2024-04-04 02:16:26 +0200 |
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committer | Aki <please@ignore.pl> | 2024-04-04 02:16:26 +0200 |
commit | 56f76f4d524ca12bef5c775da6e7282e8322a951 (patch) | |
tree | fce3656dd3048df2c2eb61236a53b0972e9abc17 /MagicEx | |
parent | e0f9f411056c235947b809cb21c477aa5acca1b4 (diff) | |
download | starshatter-56f76f4d524ca12bef5c775da6e7282e8322a951.zip starshatter-56f76f4d524ca12bef5c775da6e7282e8322a951.tar.gz starshatter-56f76f4d524ca12bef5c775da6e7282e8322a951.tar.bz2 |
Extracted ModelFile related functionality out of Magic2 to a library
Diffstat (limited to 'MagicEx')
-rw-r--r-- | MagicEx/CMakeLists.txt | 10 | ||||
-rw-r--r-- | MagicEx/MagicLoad.cpp | 178 | ||||
-rw-r--r-- | MagicEx/MagicLoad.h | 18 | ||||
-rw-r--r-- | MagicEx/ModelFile3DS.cpp | 281 | ||||
-rw-r--r-- | MagicEx/ModelFile3DS.h | 27 | ||||
-rw-r--r-- | MagicEx/ModelFileMAG.cpp | 823 | ||||
-rw-r--r-- | MagicEx/ModelFileMAG.h | 31 | ||||
-rw-r--r-- | MagicEx/ModelFileOBJ.cpp | 788 | ||||
-rw-r--r-- | MagicEx/ModelFileOBJ.h | 27 | ||||
-rw-r--r-- | MagicEx/l3ds.cpp | 1790 | ||||
-rw-r--r-- | MagicEx/l3ds.h | 457 |
11 files changed, 4430 insertions, 0 deletions
diff --git a/MagicEx/CMakeLists.txt b/MagicEx/CMakeLists.txt new file mode 100644 index 0000000..965312c --- /dev/null +++ b/MagicEx/CMakeLists.txt @@ -0,0 +1,10 @@ +project(MagicEx) +add_library( + ${PROJECT_NAME} STATIC + l3ds.cpp + MagicLoad.cpp + ModelFile3DS.cpp + ModelFileMAG.cpp + ModelFileOBJ.cpp) +target_include_directories(${PROJECT_NAME} PUBLIC ${CMAKE_CURRENT_SOURCE_DIR}) +target_link_libraries(${PROJECT_NAME} PUBLIC StarsEx) diff --git a/MagicEx/MagicLoad.cpp b/MagicEx/MagicLoad.cpp new file mode 100644 index 0000000..2b13a93 --- /dev/null +++ b/MagicEx/MagicLoad.cpp @@ -0,0 +1,178 @@ +/* Starshatter: The Open Source Project + Copyright (c) 2021-2022, Starshatter: The Open Source Project Contributors + Copyright (c) 2011-2012, Starshatter OpenSource Distribution Contributors + Copyright (c) 1997-2006, Destroyer Studios LLC. + + AUTHOR: John DiCamillo +*/ + +#include "MagicLoad.h" + +#include "Bitmap.h" +#include "Color.h" +#include "D3DXImage.h" +#include "Geometry.h" +#include "Pcx.h" + + +int LoadBuffer(const char* filename, BYTE*& buf, bool null_terminate) +{ + buf = 0; + + FILE* f = ::fopen(filename, "rb"); + + if (f) { + ::fseek(f, 0, SEEK_END); + int len = ftell(f); + ::fseek(f, 0, SEEK_SET); + + if (null_terminate) { + buf = new BYTE[len+1]; + if (buf) + buf[len] = 0; + } + + else { + buf = new BYTE[len]; + } + + if (buf) + ::fread(buf, len, 1, f); + + ::fclose(f); + + return len; + } + + return 0; +} + + +int LoadTexture(const char* fname, Bitmap*& bitmap, int type) +{ + int result = 0; + + if (!fname || !*fname) + return result; + + bitmap = Bitmap::CheckCache(fname); + + if (!bitmap) { + bool pcx_file = strstr(fname, ".pcx") || strstr(fname, ".PCX"); + + // handle PCX formats: + if (pcx_file) { + PcxImage pcx; + + if (pcx.Load((char*) fname) == PCX_OK) { + bitmap = new Bitmap; + + // 32-bit image + if (pcx.himap) { + bitmap->CopyHighColorImage(pcx.width, pcx.height, pcx.himap); + } + + // 8-bit image, check for 32-bit image as well + else if (pcx.bitmap) { + bitmap->CopyImage(pcx.width, pcx.height, pcx.bitmap); + + char tmp[256]; + int len = strlen(fname); + bool found = false; + + ZeroMemory(tmp, sizeof(tmp)); + + for (int i = 0; i < len && !found; i++) { + if (strstr(fname + i, ".pcx") == (fname+i)) { + found = true; + } + else { + tmp[i] = fname[i]; + } + } + + if (found) { + strcat_s(tmp, "+.pcx"); + if (pcx.Load(tmp) == PCX_OK && pcx.himap != 0) { + bitmap->CopyHighColorImage(pcx.width, pcx.height, pcx.himap); + } + } + } + } + } + + // for all other formats, use D3DX: + else { + D3DXImage d3dx; + if (d3dx.Load((char*) fname)) { + bitmap = new Bitmap; + bitmap->CopyHighColorImage(d3dx.width, d3dx.height, d3dx.image); + } + } + + if (bitmap) { + LoadAlpha(fname, *bitmap, type); + + bitmap->SetFilename(fname); + bitmap->SetType(type); + bitmap->MakeTexture(); + + Bitmap::AddToCache(bitmap); + } + } + + return result; +} + +int LoadAlpha(const char* name, Bitmap& bitmap, int type) +{ + PcxImage pcx; + D3DXImage d3dx; + bool pcx_file = strstr(name, ".pcx") || strstr(name, ".PCX"); + bool bmp_file = strstr(name, ".bmp") || strstr(name, ".BMP"); + bool jpg_file = strstr(name, ".jpg") || strstr(name, ".JPG"); + bool png_file = strstr(name, ".png") || strstr(name, ".PNG"); + bool tga_file = strstr(name, ".tga") || strstr(name, ".TGA"); + + // check for an associated alpha-only (grayscale) bitmap: + char filename[256]; + strcpy_s(filename, name); + + char* dot = strrchr(filename, '.'); + if (dot && pcx_file) + strcpy(dot, "@.pcx"); + else if (dot && bmp_file) + strcpy(dot, "@.bmp"); + else if (dot && jpg_file) + strcpy(dot, "@.jpg"); + else if (dot && png_file) + strcpy(dot, "@.png"); + else if (dot && tga_file) + strcpy(dot, "@.tga"); + else + return 0; + + // first try to load from current directory: + bool loaded = false; + + if (pcx_file) + loaded = pcx.Load(filename) == PCX_OK; + + else + loaded = d3dx.Load(filename); + + // now copy the alpha values into the bitmap: + if (loaded) { + if (pcx_file && pcx.bitmap) { + bitmap.CopyAlphaImage(pcx.width, pcx.height, pcx.bitmap); + } + else if (pcx_file && pcx.himap) { + bitmap.CopyAlphaRedChannel(pcx.width, pcx.height, pcx.himap); + } + else if (d3dx.image) { + bitmap.CopyAlphaRedChannel(d3dx.width, d3dx.height, d3dx.image); + } + } + + return 0; +} diff --git a/MagicEx/MagicLoad.h b/MagicEx/MagicLoad.h new file mode 100644 index 0000000..27b6380 --- /dev/null +++ b/MagicEx/MagicLoad.h @@ -0,0 +1,18 @@ +/* Starshatter: The Open Source Project + Copyright (c) 2021-2022, Starshatter: The Open Source Project Contributors + Copyright (c) 2011-2012, Starshatter OpenSource Distribution Contributors + Copyright (c) 1997-2006, Destroyer Studios LLC. + + AUTHOR: John DiCamillo +*/ + +#pragma once + +#include <windows.h> + +#include <Bitmap.h> + + +int LoadBuffer(const char* filename, BYTE*& buf, bool null_terminate=false); +int LoadTexture(const char* name, Bitmap*& bmp, int type=0); +int LoadAlpha(const char* name, Bitmap& bitmap, int type=0); diff --git a/MagicEx/ModelFile3DS.cpp b/MagicEx/ModelFile3DS.cpp new file mode 100644 index 0000000..4c4a157 --- /dev/null +++ b/MagicEx/ModelFile3DS.cpp @@ -0,0 +1,281 @@ +/* Starshatter: The Open Source Project + Copyright (c) 2021-2022, Starshatter: The Open Source Project Contributors + Copyright (c) 2011-2012, Starshatter OpenSource Distribution Contributors + Copyright (c) 1997-2006, Destroyer Studios LLC. + + AUTHOR: John DiCamillo + + + OVERVIEW + ======== + File loader for 3DStudio MAX 3DS format models +*/ + +#include "ModelFile3DS.h" + +#include <Bitmap.h> +#include <List.h> +#include <Polygon.h> +#include <Text.h> + +#include "MagicLoad.h" +#include "l3ds.h" + +// +--------------------------------------------------------------------+ + +ModelFile3DS::ModelFile3DS(const char* fname) + : ModelFile(fname) +{ +} + +ModelFile3DS::~ModelFile3DS() +{ +} + +// +--------------------------------------------------------------------+ + +static int mcomp(const void* a, const void* b) +{ + Poly* pa = (Poly*) a; + Poly* pb = (Poly*) b; + + if (pa->sortval == pb->sortval) + return 0; + + if (pa->sortval < pb->sortval) + return 1; + + return -1; +} + +bool +ModelFile3DS::Load(Model* model, double scale) +{ + if (model && scale > 0 && strlen(filename) > 0) { + ModelFile::Load(model, scale); + + L3DS loader; + + if (!loader.LoadFile(filename)) { + ::MessageBox(0, "3DS Import Failed: Magic could not open the file for reading", "ERROR", MB_OK); + return false; + } + + int ntex = 0; + int nsurfs = 0; + int nverts = 0; + int npolys = 0; + int nmatls = 0; + int nmeshs = loader.GetMeshCount(); + + int* mesh_verts = new int[nmeshs]; + + for (int m = 0; m < nmeshs; m++) { + LMesh& mesh = loader.GetMesh(m); + + mesh_verts[m] = nverts; + + // count verts and polys: + nverts += mesh.GetVertexCount(); + npolys += mesh.GetTriangleCount(); + } + + if (nverts > Model::MAX_VERTS || npolys > Model::MAX_POLYS) { + ::MessageBox(0, "3DS Import Failed: model is too complicated (too many vertices/polys)!", "ERROR", MB_OK); + delete [] mesh_verts; + return FALSE; + } + + // get materials: + nmatls = loader.GetMaterialCount(); + + for (int i = 0; i < nmatls; i++) { + LMaterial& matl = loader.GetMaterial(i); + LMap& tex_diff = matl.GetTextureMap1(); + LMap& tex_spec = matl.GetSpecularMap(); + LMap& tex_bump = matl.GetBumpMap(); + LMap& tex_glow = matl.GetTextureMap2(); + + Material* material = new Material; + + strncpy(material->name, matl.GetName().c_str(), Material::NAMELEN); + + material->Ka.Set( matl.GetAmbientColor().r, + matl.GetAmbientColor().g, + matl.GetAmbientColor().b ); + + material->ambient_value = 1.0f; + material->ambient_color = material->Ka.ToColor(); + + material->Kd.Set( matl.GetDiffuseColor().r, + matl.GetDiffuseColor().g, + matl.GetDiffuseColor().b ); + + material->diffuse_value = 1.0f; + material->diffuse_color = material->Kd.ToColor(); + + material->Ks.Set( matl.GetSpecularColor().r, + matl.GetSpecularColor().g, + matl.GetSpecularColor().b ); + + material->specular_value = 1.0f; + material->specular_color = material->Ks.ToColor(); + + material->power = matl.GetShininess() * 100; + + if (tex_diff.mapName[0]) + LoadTexture(tex_diff.mapName, material->tex_diffuse); + + if (tex_spec.mapName[0]) + LoadTexture(tex_spec.mapName, material->tex_specular); + + if (tex_bump.mapName[0]) + LoadTexture(tex_bump.mapName, material->tex_bumpmap); + + if (tex_glow.mapName[0]) + LoadTexture(tex_glow.mapName, material->tex_emissive); + + model->GetMaterials().append(material); + } + + Surface* surface = new Surface; + model->GetSurfaces().append(surface); + + surface->CreateVerts(nverts); + surface->CreatePolys(npolys); + + VertexSet* vset = surface->GetVertexSet(); + Poly* polys = surface->GetPolys(); + float radius = 0; + int v = 0; + + for (int m = 0; m < nmeshs && v < nverts; m++) { + LMesh& mesh = loader.GetMesh(m); + + // read vertex set: + for (int i = 0; i < mesh.GetVertexCount() && v < nverts; i++) { + vset->loc[v].x = mesh.GetVertex(i).x; + vset->loc[v].y = mesh.GetVertex(i).z; + vset->loc[v].z = mesh.GetVertex(i).y; + + vset->nrm[v].x = mesh.GetNormal(i).x; + vset->nrm[v].y = mesh.GetNormal(i).z; + vset->nrm[v].z = mesh.GetNormal(i).y; + + vset->tu[v] = mesh.GetUV(i).x; + vset->tv[v] = mesh.GetUV(i).y; + + float d = vset->loc[v].length(); + if (d > radius) + radius = d; + + v++; + } + } + + if (radius < 16) { + model->ScaleBy(256.0f / radius); + radius = 256.0f; + } + + int n = 0; + + for (int m = 0; m < nmeshs && n < npolys; m++) { + LMesh& mesh = loader.GetMesh(m); + + // read polys: + int mesh_tris = mesh.GetTriangleCount(); + for (int i = 0; i < mesh_tris && n < npolys; i++) { + Poly* p = surface->GetPolys() + n++; + const LTriangle& tri = mesh.GetTriangle(i); + LTriangle2 tri2 = mesh.GetTriangle2(i); + + p->nverts = 3; + + p->verts[0] = tri.a + mesh_verts[m]; + p->verts[1] = tri.b + mesh_verts[m]; + p->verts[2] = tri.c + mesh_verts[m]; + + if (p->verts[0] > nverts || p->verts[1] > nverts || p->verts[2] > nverts) { + p->verts[0] = 0; + p->verts[1] = 1; + p->verts[2] = 2; + } + + if (tri2.vertexNormals[0] == tri2.vertexNormals[1] && + tri2.vertexNormals[0] == tri2.vertexNormals[2]) + p->flatness = 1.0f; + else + p->flatness = 0.0f; + + p->vertex_set = vset; + p->material = model->GetMaterials()[ tri2.materialId ]; + p->sortval = tri2.materialId; + + p->plane = Plane(vset->loc[ p->verts[0] ], + vset->loc[ p->verts[2] ], + vset->loc[ p->verts[1] ]); + + surface->AddIndices(p->nverts); + } + } + + // sort the polys by material index: + qsort((void*) polys, npolys, sizeof(Poly), mcomp); + + // then assign them to cohesive segments: + Segment* segment = 0; + + for (int n = 0; n < npolys; n++) { + if (segment && segment->material == polys[n].material) { + segment->npolys++; + } + else { + segment = 0; + } + + if (!segment) { + segment = new Segment; + + segment->npolys = 1; + segment->polys = &polys[n]; + segment->material = segment->polys->material; + + surface->GetSegments().append(segment); + } + } + + *pnverts = nverts; + *pnpolys = npolys; + *pradius = radius; + + model->Normalize(); + return true; + } + + return false; +} + +// +--------------------------------------------------------------------+ + +bool +ModelFile3DS::Save(Model* m) +{ + if (m) { + ModelFile::Save(m); + + FILE* f = fopen(filename, "w"); + if (!f) { + ::MessageBox(0, "3DS Export Failed: Magic could not open the file for writing", "ERROR", MB_OK); + return false; + } + + fclose(f); + + return true; + } + + return false; +} + +// +--------------------------------------------------------------------+ diff --git a/MagicEx/ModelFile3DS.h b/MagicEx/ModelFile3DS.h new file mode 100644 index 0000000..3cac828 --- /dev/null +++ b/MagicEx/ModelFile3DS.h @@ -0,0 +1,27 @@ +/* Starshatter: The Open Source Project + Copyright (c) 2021-2022, Starshatter: The Open Source Project Contributors + Copyright (c) 2011-2012, Starshatter OpenSource Distribution Contributors + Copyright (c) 1997-2006, Destroyer Studios LLC. + + AUTHOR: John DiCamillo + + + OVERVIEW + ======== + File loader for 3DStudio MAX 3DS format models +*/ + +#pragma once + +#include <Solid.h> + + +class ModelFile3DS : public ModelFile +{ +public: + ModelFile3DS(const char* fname); + virtual ~ModelFile3DS(); + + virtual bool Load(Model* m, double scale=1.0); + virtual bool Save(Model* m); +}; diff --git a/MagicEx/ModelFileMAG.cpp b/MagicEx/ModelFileMAG.cpp new file mode 100644 index 0000000..fe076ed --- /dev/null +++ b/MagicEx/ModelFileMAG.cpp @@ -0,0 +1,823 @@ +/* Starshatter: The Open Source Project + Copyright (c) 2021-2022, Starshatter: The Open Source Project Contributors + Copyright (c) 2011-2012, Starshatter OpenSource Distribution Contributors + Copyright (c) 1997-2006, Destroyer Studios LLC. + + AUTHOR: John DiCamillo + + + OVERVIEW + ======== + File loader for MAG format models +*/ + +#include "ModelFileMAG.h" + +#include <Bitmap.h> +#include <List.h> +#include <Polygon.h> + +#include "MagicLoad.h" + +// +--------------------------------------------------------------------+ + +struct MaterialMag6 { + char name[Material::NAMELEN]; + char shader[Material::NAMELEN]; + float power; // highlight sharpness (big=shiny) + float brilliance; // diffuse power function + float bump; // bump level (0=none) + DWORD blend; // alpha blend type + bool shadow; // material casts shadow + bool luminous; // verts have their own lighting + + Color ambient_color; + Color diffuse_color; + Color specular_color; + Color emissive_color; + + float ambient_value; + float diffuse_value; + float specular_value; + float emissive_value; + + BYTE tex_diffuse; + BYTE tex_specular; + BYTE tex_bumpmap; + BYTE tex_emissive; +}; + +// +--------------------------------------------------------------------+ + +ModelFileMAG::ModelFileMAG(const char* fname) + : ModelFile(fname) +{ +} + +ModelFileMAG::~ModelFileMAG() +{ +} + +// +--------------------------------------------------------------------+ + +bool +ModelFileMAG::Load(Model* m, double scale) +{ + if (m && scale > 0 && strlen(filename) > 0) { + ModelFile::Load(m, scale); + + bool result = false; + FILE* fp = fopen(filename, "rb"); + + // check MAG file: + if (!fp) { + ::MessageBox(0, "File Open Failed:\nMagic could not open the requested file.", "ERROR", MB_OK); + return result; + } + + ZeroMemory(pname, 64); + strncpy(pname, filename, 63); + + char file_id[5]; + fread(file_id, 4, 1, fp); + file_id[4] = '\0'; + int version = 1; + + if (!strcmp(file_id, "MAG6")) { + version = 6; + } + else if (!strcmp(file_id, "MAG5")) { + version = 5; + } + else if (!strcmp(file_id, "MAG4")) { + version = 4; + } + else { + ::MessageBox(0, "File Open Failed:\nThe requested file uses an invalid format.", "ERROR", MB_OK); + fclose(fp); + return result; + } + + // get ready to load, delete existing model: + m->GetSurfaces().destroy(); + m->GetMaterials().destroy(); + *pnverts = 0; + *pnpolys = 0; + + // now load the model: + switch (version) { + case 4: + case 5: + result = LoadMag5(fp, m, scale); + break; + + case 6: + result = LoadMag6(fp, m, scale); + break; + + default: + break; + } + + fclose(fp); + return true; + } + + return false; +} + +// +--------------------------------------------------------------------+ + +bool +ModelFileMAG::Save(Model* m) +{ + if (m) { + ModelFile::Save(m); + + FILE* fp = fopen(filename, "wb"); + if (!fp) { + ::MessageBox(0, "Save Failed:\nMagic could not open the file for writing.", "ERROR", MB_OK); + return FALSE; + } + + fwrite("MAG6", 4, 1, fp); + + int i = 0; + int ntex = 0; + int nmtls = 0; + int nsurfs = m->NumSurfaces(); + List<Bitmap> textures; + + ListIter<Material> m_iter = m->GetMaterials(); + while (++m_iter) { + Material* mtl = m_iter.value(); + Bitmap* bmp = mtl->tex_diffuse; + + if (bmp && !textures.contains(bmp)) { + textures.append(bmp); + } + + bmp = mtl->tex_specular; + + if (bmp && !textures.contains(bmp)) { + textures.append(bmp); + } + + bmp = mtl->tex_emissive; + + if (bmp && !textures.contains(bmp)) { + textures.append(bmp); + } + + bmp = mtl->tex_bumpmap; + + if (bmp && !textures.contains(bmp)) { + textures.append(bmp); + } + + nmtls++; + } + + ListIter<Bitmap> t_iter = textures; + while (++t_iter) { + Bitmap* bmp = t_iter.value(); + ntex += strlen(bmp->GetFilename()) + 1; + } + + nsurfs = m->GetSurfaces().size(); + + fwrite(&ntex, 4, 1, fp); + fwrite(&nmtls, 4, 1, fp); + fwrite(&nsurfs, 4, 1, fp); + + if (ntex) { + t_iter.reset(); + while (++t_iter) { + Bitmap* bmp = t_iter.value(); + + fwrite(bmp->GetFilename(), + strlen(bmp->GetFilename()) + 1, + 1, + fp); + } + } + + if (nmtls) { + m_iter.reset(); + while (++m_iter) { + Material* mtl = m_iter.value(); + MaterialMag6 m6; + + ZeroMemory(&m6, sizeof(m6)); + + CopyMemory(m6.name, mtl->name, Material::NAMELEN); + CopyMemory(m6.shader, mtl->shader, Material::NAMELEN); + + m6.ambient_value = mtl->ambient_value; + m6.ambient_color = mtl->ambient_color; + m6.diffuse_value = mtl->diffuse_value; + m6.diffuse_color = mtl->diffuse_color; + m6.specular_value = mtl->specular_value; + m6.specular_color = mtl->specular_color; + m6.emissive_value = mtl->emissive_value; + m6.emissive_color = mtl->emissive_color; + + m6.power = mtl->power; + m6.brilliance = mtl->brilliance; + m6.bump = mtl->bump; + m6.blend = mtl->blend; + m6.shadow = mtl->shadow; + m6.luminous = mtl->luminous; + + if (mtl->tex_diffuse) + m6.tex_diffuse = textures.index(mtl->tex_diffuse) + 1; + + if (mtl->tex_specular) + m6.tex_specular = textures.index(mtl->tex_specular) + 1; + + if (mtl->tex_emissive) + m6.tex_emissive = textures.index(mtl->tex_emissive) + 1; + + if (mtl->tex_bumpmap) + m6.tex_bumpmap = textures.index(mtl->tex_bumpmap) + 1; + + fwrite(&m6, sizeof(m6), 1, fp); + } + } + + ListIter<Surface> s_iter = m->GetSurfaces(); + while (++s_iter) { + Surface* s = s_iter.value(); + + int nverts = s->NumVerts(); + int npolys = s->NumPolys(); + BYTE namelen = strlen(s->Name()) + 1; + + fwrite(&nverts, 4, 1, fp); + fwrite(&npolys, 4, 1, fp); + fwrite(&namelen, 1, 1, fp); + fwrite(s->Name(), 1, namelen, fp); + + VertexSet* vset = s->GetVertexSet(); + Poly* polys = s->GetPolys(); + + // write vertex set: + for (int v = 0; v < nverts; v++) { + fwrite(&vset->loc[v], sizeof(float), 3, fp); + fwrite(&vset->nrm[v], sizeof(float), 3, fp); + fwrite(&vset->tu[v], sizeof(float), 1, fp); + fwrite(&vset->tv[v], sizeof(float), 1, fp); + } + + // write polys: + for (int n = 0; n < npolys; n++) { + Poly& poly = polys[n]; + BYTE poly_nverts = (BYTE) poly.nverts; + BYTE material_index = 0; + WORD poly_verts[8]; + + m_iter.reset(); + while (++m_iter && !material_index) { + if (poly.material == m_iter.value()) + material_index = m_iter.index() + 1; + } + + for (int i = 0; i < poly_nverts; i++) { + poly_verts[i] = poly.verts[i]; + } + + fwrite(&poly_nverts, sizeof(BYTE), 1, fp); + fwrite(&material_index, sizeof(BYTE), 1, fp); + fwrite(&poly_verts[0], sizeof(WORD), poly_nverts, fp); + } + } + + return true; + } + + return false; +} + +// +--------------------------------------------------------------------+ + +struct HomogenousPlane +{ + double distance; + double normal_x; + double normal_y; + double normal_z; + double normal_w; +}; + +static void LoadPlane(Plane& p, FILE* fp) +{ + HomogenousPlane tmp; + fread(&tmp, sizeof(HomogenousPlane), 1, fp); +} + +static void LoadFlags(LPDWORD flags, FILE* fp) +{ + DWORD magic_flags; + fread(&magic_flags, sizeof(DWORD), 1, fp); + + /** MAGIC FLAGS + enum { FLAT_SHADED = 1, + LUMINOUS = 2, + TRANSLUCENT = 4, \\ must swap + CHROMAKEY = 8, // these two + FOREGROUND = 16, -- not used + WIREFRAME = 32, -- not used + SPECULAR1 = 64, + SPECULAR2 = 128 }; + ***/ + + const DWORD magic_mask = 0x0fc3; + + *flags = magic_flags & magic_mask; +} + +// +--------------------------------------------------------------------+ + +static int mcomp(const void* a, const void* b) +{ + Poly* pa = (Poly*) a; + Poly* pb = (Poly*) b; + + if (pa->sortval == pb->sortval) + return 0; + + if (pa->sortval < pb->sortval) + return -1; + + return 1; +} + +bool +ModelFileMAG::LoadMag5(FILE* fp, Model* m, double scale) +{ + bool result = false; + int ntex = 0; + int nsurfs = 0; + double radius = 0; + + fread(&ntex, sizeof(ntex), 1, fp); + fread(&nsurfs, sizeof(nsurfs), 1, fp); + + // create a default gray material: + Material* mtl = new Material; + + if (mtl) { + mtl->Ka = Color::DarkGray; + mtl->Kd = Color::LightGray; + mtl->Ks = ColorValue(0.1f,0.1f,0.1f); + mtl->power = 10.0f; + + mtl->ambient_value = 0.2f; + mtl->ambient_color = Color::DarkGray; + mtl->diffuse_value = 0.8f; + mtl->diffuse_color = Color::LightGray; + mtl->specular_value = 0.5f; + mtl->specular_color = Color::White; + strcpy_s(mtl->name, "(default)"); + + m->GetMaterials().append(mtl); + } + + // read texture list: + for (int i = 0; i < ntex; i++) { + Material* mtl = new Material; + char tname[32]; + + if (mtl) { + mtl->Ka = ColorValue(0.5f,0.5f,0.5f); + mtl->Kd = ColorValue(1.0f,1.0f,1.0f); + mtl->Ks = ColorValue(0.2f,0.2f,0.2f); + mtl->power = 20.0f; + + mtl->ambient_value = 1.0f; + mtl->ambient_color = Color::Gray; + mtl->diffuse_value = 1.0f; + mtl->diffuse_color = Color::White; + mtl->specular_value = 0.2f; + mtl->specular_color = Color::White; + + fread(tname, 32, 1, fp); + LoadTexture(tname, mtl->tex_diffuse, Bitmap::BMP_SOLID); + strcpy_s(mtl->name, tname); + + char* dot = strrchr(mtl->name, '.'); + if (dot) + *dot = 0; + + char* plus = strrchr(mtl->name, '+'); + if (plus) + *plus = 0; + + m->GetMaterials().append(mtl); + } + } + + int nverts = 0; + int npolys = 0; + + fread(&nverts, 4, 1, fp); + fread(&npolys, 4, 1, fp); + + // plan on creating four verts per poly: + int mag_nverts = nverts; + int next_vert = nverts; + + nverts = npolys * 4; + Surface* s = new Surface; + VertexSet* vset = 0; + Poly* polys = 0; + + if (s) { + s->SetName("default"); + s->CreateVerts(nverts); + s->CreatePolys(npolys); + + vset = s->GetVertexSet(); + polys = s->GetPolys(); + + ZeroMemory(vset->loc, nverts * sizeof(Vec3)); + ZeroMemory(vset->diffuse, nverts * sizeof(DWORD)); + ZeroMemory(vset->specular, nverts * sizeof(DWORD)); + ZeroMemory(vset->tu, nverts * sizeof(float)); + ZeroMemory(vset->tv, nverts * sizeof(float)); + ZeroMemory(vset->rw, nverts * sizeof(float)); + + // read vertex set: + int v; + for (v = 0; v < mag_nverts; v++) { + Vec3 vert, norm; + DWORD vstate; + + fread(&vert, sizeof(Vec3), 1, fp); + fread(&norm, sizeof(Vec3), 1, fp); + fread(&vstate, sizeof(DWORD), 1, fp); + + vert.SwapYZ(); + vert *= (float) scale; + + norm.SwapYZ(); + + vset->loc[v] = vert; + vset->nrm[v] = norm; + + double d = vert.length(); + if (d > radius) + radius = (float) d; + } + + while (v < nverts) + vset->nrm[v++] = Vec3(1,0,0); + + // read polys: + Vec3 dummy_center; + DWORD dummy_flags; + DWORD dummy_color; + int texture_num; + int poly_nverts; + int vert_index_buffer[32]; + float texture_index_buffer[32]; + + for (int n = 0; n < npolys; n++) { + Poly& poly = polys[n]; + poly.vertex_set = vset; + + fread(&dummy_flags, sizeof(DWORD), 1, fp); + fread(&dummy_center, sizeof(Vec3), 1, fp); + LoadPlane(poly.plane, fp); + fread(&dummy_color, sizeof(DWORD), 1, fp); + fread(&texture_num, sizeof(int), 1, fp); + + if (texture_num >= 0 && texture_num < ntex) { + texture_num++; + + poly.material = m->GetMaterials()[texture_num]; + poly.sortval = texture_num; + + if (dummy_flags & 2) { // luminous + Material* mtl = m->GetMaterials()[texture_num]; + + mtl->ambient_value = 0.0f; + mtl->ambient_color = Color::Black; + mtl->diffuse_value = 0.0f; + mtl->diffuse_color = Color::Black; + mtl->specular_value = 0.0f; + mtl->specular_color = Color::Black; + mtl->emissive_value = 1.0f; + mtl->emissive_color = Color::White; + + mtl->Ka = ColorValue(0,0,0,0); + mtl->Kd = ColorValue(0,0,0,0); + mtl->Ks = ColorValue(0,0,0,0); + mtl->Ke = ColorValue(1,1,1,1); + + mtl->tex_emissive = mtl->tex_diffuse; + } + } + else { + poly.material = m->GetMaterials().first(); // default material + poly.sortval = 1000; + } + + // hack: store flat shaded flag in unused visible byte + poly.visible = (BYTE) (dummy_flags & 1); + + fread(&poly_nverts, sizeof(int), 1, fp); + fread(vert_index_buffer, sizeof(int), poly_nverts, fp); + + if (poly_nverts == 3) + s->AddIndices(3); + + else if (poly_nverts == 4) + s->AddIndices(6); + + poly.nverts = poly_nverts; + for (int vi = 0; vi < poly_nverts; vi++) { + int v = vert_index_buffer[vi]; + + if (vset->rw[v] > 0) { + vset->CopyVertex(next_vert, v); + v = next_vert++; + } + + vset->rw[v] = 1; + poly.verts[vi] = v; + } + + fread(texture_index_buffer, sizeof(float), poly_nverts, fp); // tu's + for (int vi = 0; vi < poly_nverts; vi++) { + int v = poly.verts[vi]; + vset->tu[v] = texture_index_buffer[vi]; + } + + fread(texture_index_buffer, sizeof(float), poly_nverts, fp); // tv's + for (int vi = 0; vi < poly_nverts; vi++) { + int v = poly.verts[vi]; + vset->tv[v] = texture_index_buffer[vi]; + } + + DWORD unused[32]; + fread(unused, 16, 1, fp); + } + + // pass 2 (adjust vertex normals for flat polys): + for (int n = 0; n < npolys; n++) { + Poly& poly = polys[n]; + + poly.plane = Plane(vset->loc[poly.verts[0]], + vset->loc[poly.verts[2]], + vset->loc[poly.verts[1]]); + + // hack: retrieve flat shaded flag from unused visible byte + if (poly.visible) { + int poly_nverts = poly.nverts; + + for (int vi = 0; vi < poly_nverts; vi++) { + int v = poly.verts[vi]; + vset->nrm[v] = poly.plane.normal; + } + } + } + + // sort the polys by material index: + qsort((void*) polys, npolys, sizeof(Poly), mcomp); + + // then assign them to cohesive segments: + Segment* segment = 0; + + for (int n = 0; n < npolys; n++) { + if (segment && segment->material == polys[n].material) { + segment->npolys++; + } + else { + segment = 0; + } + + if (!segment) { + segment = new Segment; + + segment->npolys = 1; + segment->polys = &polys[n]; + segment->material = segment->polys->material; + + s->GetSegments().append(segment); + } + } + + s->BuildHull(); + m->GetSurfaces().append(s); + + *pnverts = nverts; + *pnpolys = npolys; + *pradius = (float) radius; + + result = nverts && npolys; + } + + return result; +} + +// +--------------------------------------------------------------------+ + +bool +ModelFileMAG::LoadMag6(FILE* fp, Model* m, double scale) +{ + bool result = false; + int i = 0; + int ntex = 0; + int nmtls = 0; + int nsurfs = 0; + double radius = 0; + List<Bitmap> textures; + + fread(&ntex, sizeof(ntex), 1, fp); // size of texture block + fread(&nmtls, sizeof(nmtls), 1, fp); // number of materials + fread(&nsurfs, sizeof(nsurfs), 1, fp); // number of surfaces + + // read texture list: + if (ntex) { + char* buffer = new char[ntex]; + char* p = buffer; + Bitmap* bmp = 0; + + fread(buffer, ntex, 1, fp); + + while (p < buffer + ntex) { + LoadTexture(p, bmp, Bitmap::BMP_SOLID); + textures.append(bmp); + + p += strlen(p) + 1; + } + + delete [] buffer; + } + + for (i = 0; i < nmtls; i++) { + MaterialMag6 m6; + Material* mtl = new Material; + + fread(&m6, sizeof(m6), 1, fp); + + if (mtl) { + CopyMemory(mtl->name, m6.name, Material::NAMELEN); + CopyMemory(mtl->shader, m6.shader, Material::NAMELEN); + + mtl->ambient_value = m6.ambient_value; + mtl->ambient_color = m6.ambient_color; + mtl->diffuse_value = m6.diffuse_value; + mtl->diffuse_color = m6.diffuse_color; + mtl->specular_value = m6.specular_value; + mtl->specular_color = m6.specular_color; + mtl->emissive_value = m6.emissive_value; + mtl->emissive_color = m6.emissive_color; + + mtl->Ka = ColorValue(mtl->ambient_color) * mtl->ambient_value; + mtl->Kd = ColorValue(mtl->diffuse_color) * mtl->diffuse_value; + mtl->Ks = ColorValue(mtl->specular_color) * mtl->specular_value; + mtl->Ke = ColorValue(mtl->emissive_color) * mtl->emissive_value; + + mtl->power = m6.power; + mtl->brilliance = m6.brilliance; + mtl->bump = m6.bump; + mtl->blend = m6.blend; + mtl->shadow = m6.shadow; + mtl->luminous = m6.luminous; + + if (m6.tex_diffuse && m6.tex_diffuse <= textures.size()) + mtl->tex_diffuse = textures[m6.tex_diffuse - 1]; + + if (m6.tex_specular && m6.tex_specular <= textures.size()) + mtl->tex_specular = textures[m6.tex_specular - 1]; + + if (m6.tex_emissive && m6.tex_emissive <= textures.size()) + mtl->tex_emissive = textures[m6.tex_emissive - 1]; + + if (m6.tex_bumpmap && m6.tex_bumpmap <= textures.size()) + mtl->tex_bumpmap = textures[m6.tex_bumpmap - 1]; + + m->GetMaterials().append(mtl); + } + } + + for (i = 0; i < nsurfs; i++) { + int nverts = 0; + int npolys = 0; + BYTE namelen = 0; + char name[128]; + + fread(&nverts, 4, 1, fp); + fread(&npolys, 4, 1, fp); + fread(&namelen, 1, 1, fp); + fread(name, 1, namelen, fp); + + Surface* surface = new Surface; + surface->SetName(name); + surface->CreateVerts(nverts); + surface->CreatePolys(npolys); + + VertexSet* vset = surface->GetVertexSet(); + Poly* polys = surface->GetPolys(); + + ZeroMemory(polys, sizeof(Poly) * npolys); + + // read vertex set: + for (int v = 0; v < nverts; v++) { + fread(&vset->loc[v], sizeof(float), 3, fp); + fread(&vset->nrm[v], sizeof(float), 3, fp); + fread(&vset->tu[v], sizeof(float), 1, fp); + fread(&vset->tv[v], sizeof(float), 1, fp); + + double d = vset->loc[v].length(); + if (d > radius) + radius = d; + } + + // read polys: + for (int n = 0; n < npolys; n++) { + Poly& poly = polys[n]; + BYTE poly_nverts = 0; + BYTE material_index = 0; + WORD poly_verts[8]; + + fread(&poly_nverts, sizeof(BYTE), 1, fp); + fread(&material_index, sizeof(BYTE), 1, fp); + fread(&poly_verts[0], sizeof(WORD), poly_nverts, fp); + + if (poly_nverts >= 3) { + poly.nverts = poly_nverts; + + for (int i = 0; i < poly_nverts; i++) { + poly.verts[i] = poly_verts[i]; + } + } + else { + poly.sortval = 666; + } + + if (material_index > 0) { + poly.material = m->GetMaterials()[material_index-1]; + poly.sortval = material_index; + } + else if (m->NumMaterials()) { + poly.material = m->GetMaterials().first(); + poly.sortval = 1; + } + else { + poly.sortval = 1000; + } + + if (poly.nverts == 3) + surface->AddIndices(3); + + else if (poly.nverts == 4) + surface->AddIndices(6); + + poly.vertex_set = vset; + poly.plane = Plane(vset->loc[poly.verts[0]], + vset->loc[poly.verts[2]], + vset->loc[poly.verts[1]]); + } + + // sort the polys by material index: + qsort((void*) polys, npolys, sizeof(Poly), mcomp); + + // then assign them to cohesive segments: + Segment* segment = 0; + + for (int n = 0; n < npolys; n++) { + if (segment && segment->material == polys[n].material) { + segment->npolys++; + } + else { + segment = 0; + } + + if (!segment) { + segment = new Segment; + + segment->npolys = 1; + segment->polys = &polys[n]; + segment->material = segment->polys->material; + + surface->GetSegments().append(segment); + } + } + + surface->ComputeTangents(); + surface->BuildHull(); + m->GetSurfaces().append(surface); + + *pnverts = nverts; + *pnpolys = npolys; + *pradius = (float) radius; + + result = nverts && npolys; + } + + return result; +} + diff --git a/MagicEx/ModelFileMAG.h b/MagicEx/ModelFileMAG.h new file mode 100644 index 0000000..27466ae --- /dev/null +++ b/MagicEx/ModelFileMAG.h @@ -0,0 +1,31 @@ +/* Starshatter: The Open Source Project + Copyright (c) 2021-2022, Starshatter: The Open Source Project Contributors + Copyright (c) 2011-2012, Starshatter OpenSource Distribution Contributors + Copyright (c) 1997-2006, Destroyer Studios LLC. + + AUTHOR: John DiCamillo + + + OVERVIEW + ======== + File loader for MAG format models +*/ + +#pragma once + +#include <Solid.h> + + +class ModelFileMAG : public ModelFile +{ +public: + ModelFileMAG(const char* fname); + virtual ~ModelFileMAG(); + + virtual bool Load(Model* m, double scale=1.0); + virtual bool Save(Model* m); + +protected: + virtual bool LoadMag5(FILE* fp, Model* m, double scale); + virtual bool LoadMag6(FILE* fp, Model* m, double scale); +}; diff --git a/MagicEx/ModelFileOBJ.cpp b/MagicEx/ModelFileOBJ.cpp new file mode 100644 index 0000000..c682bff --- /dev/null +++ b/MagicEx/ModelFileOBJ.cpp @@ -0,0 +1,788 @@ +/* Starshatter: The Open Source Project + Copyright (c) 2021-2022, Starshatter: The Open Source Project Contributors + Copyright (c) 2011-2012, Starshatter OpenSource Distribution Contributors + Copyright (c) 1997-2006, Destroyer Studios LLC. + + AUTHOR: John DiCamillo + + + OVERVIEW + ======== + File loader for Wavefront/OBJ format models +*/ + +#include "ModelFileOBJ.h" + +#include <Bitmap.h> +#include <Polygon.h> +#include <List.h> +#include <Text.h> + +#include "MagicLoad.h" + +// +--------------------------------------------------------------------+ + +ModelFileOBJ::ModelFileOBJ(const char* fname) + : ModelFile(fname) +{ +} + +ModelFileOBJ::~ModelFileOBJ() +{ +} + +// +--------------------------------------------------------------------+ + +const int MAX_OBJ_FACE_VERTS = 32; + +struct ObjFace { + int v[MAX_OBJ_FACE_VERTS]; + int n[MAX_OBJ_FACE_VERTS]; + int t[MAX_OBJ_FACE_VERTS]; + + int nverts; + + ObjFace() { + nverts = 0; + + for (int i = 0; i < MAX_OBJ_FACE_VERTS; i++) + v[i] = n[i] = t[i] = 0; + } + + ObjFace(const ObjFace& f) { + nverts = f.nverts; + + for (int i = 0; i < MAX_OBJ_FACE_VERTS; i++) { + v[i] = f.v[i]; + n[i] = f.n[i]; + t[i] = f.t[i]; + } + } + + void ReverseOrder() { + int i, tmp[MAX_OBJ_FACE_VERTS]; + + for (i = 0; i < nverts; i++) tmp[i] = v[i]; + for (i = 0; i < nverts; i++) v[i] = tmp[nverts-1-i]; + + for (i = 0; i < nverts; i++) tmp[i] = n[i]; + for (i = 0; i < nverts; i++) n[i] = tmp[nverts-1-i]; + + for (i = 0; i < nverts; i++) tmp[i] = t[i]; + for (i = 0; i < nverts; i++) t[i] = tmp[nverts-1-i]; + } +}; + +static void ParsePoly(const char* line, ObjFace* face) +{ + int v[MAX_OBJ_FACE_VERTS]; + int n[MAX_OBJ_FACE_VERTS]; + int t[MAX_OBJ_FACE_VERTS]; + + for (int i = 0; i < MAX_OBJ_FACE_VERTS; i++) { + v[i] = n[i] = t[i] = 0; + } + + const char* p = line + 1; + + while (isspace(*p)) + p++; + + int i = 0; + while (*p && i < MAX_OBJ_FACE_VERTS) { + int factor = 1; + + if (*p == '-') { + factor = -1; + p++; + } + + while (isdigit(*p)) { + v[i] = v[i]*10 + *p - '0'; + p++; + } + v[i] *= factor; + + if (*p == '/') { p++; // slash one + + factor = 1; + + if (*p == '-') { + factor = -1; + p++; + } + + while (isdigit(*p)) { + t[i] = t[i]*10 + *p - '0'; + p++; + } + t[i] *= factor; + + if (*p == '/') { p++; // slash two + + factor = 1; + + if (*p == '-') { + factor = -1; + p++; + } + + while (isdigit(*p)) { + n[i] = n[i]*10 + *p - '0'; + p++; + } + n[i] *= factor; + }} + + while (isspace(*p)) p++; + i++; + } + + face->nverts = i; + + for (i = 0; i < MAX_OBJ_FACE_VERTS; i++) { + face->v[i] = v[i]; + face->n[i] = n[i]; + face->t[i] = t[i]; + } +} + +static int LoadMatls(const char* lpszPathName, Model* m) +{ + int nmatls = 0; + + FILE* fp = fopen(lpszPathName, "r"); + if (!fp) { + ::MessageBox(0, "Open Failed: could not open file", "ERROR", MB_OK); + return 0; + } + + Material* mtl = 0; + + while (!feof(fp)) { + char raw_line[512]; + char line[512]; + fgets(raw_line, 512, fp); + + strcpy(line, Text(raw_line).trim().data()); + + if (strstr(line, "newmtl")) { + mtl = new Material; + strncpy(mtl->name, line+7, Material::NAMELEN - 1); + + m->GetMaterials().append(mtl); + } + + else if (line[0] == 'K' && line[1] == 'a') { + float r,g,b; + sscanf(line, "Ka %f %f %f", &r, &g, &b); + mtl->Ka = ColorValue(r,g,b); + + mtl->ambient_value = 1.0f; + mtl->ambient_color = mtl->Ka.ToColor(); + } + + else if (line[0] == 'K' && line[1] == 'd') { + float r,g,b; + sscanf(line, "Kd %f %f %f", &r, &g, &b); + mtl->Kd = ColorValue(r,g,b); + + mtl->diffuse_value = 1.0f; + mtl->diffuse_color = mtl->Kd.ToColor(); + } + + else if (line[0] == 'K' && line[1] == 's') { + float r,g,b; + sscanf(line, "Ks %f %f %f", &r, &g, &b); + mtl->Ks = ColorValue(r,g,b); + + mtl->specular_value = 1.0f; + mtl->specular_color = mtl->Ks.ToColor(); + } + + else if (line[0] == 'N' && line[1] == 's') { + float ns; + sscanf(line, "Ns %f", &ns); + mtl->power = ns; + } + + else if (strstr(line, "map_Kd")) { + const char* src = strstr(line, "map_Kd") + 7; + while (!isalnum(*src)) src++; + + LoadTexture(src, mtl->tex_diffuse, Bitmap::BMP_SOLID); + } + } + + fclose(fp); + return nmatls; +} + +static Material* FindMatl(const char* mtl_name, Model* model) +{ + ListIter<Material> iter = model->GetMaterials(); + while (++iter) { + Material* m = iter.value(); + if (!strcmp(m->name, mtl_name)) + return m; + } + + return 0; +} + +// +--------------------------------------------------------------------+ + +static int mcomp(const void* a, const void* b) +{ + Poly* pa = (Poly*) a; + Poly* pb = (Poly*) b; + + if (pa->sortval == pb->sortval) + return 0; + + if (pa->sortval < pb->sortval) + return 1; + + return -1; +} + +bool +ModelFileOBJ::Load(Model* m, double scale) +{ + if (m && scale > 0 && strlen(filename) > 0) { + ModelFile::Load(m, scale); + + FILE* fp = fopen(filename, "rb"); + + if (fp == NULL) { + ::MessageBox(0, "Wavefront/OBJ Import Failed: Unable to open file", "ERROR", MB_OK); + return false; + } + + // ok, now start reading the data: + int ntex = 0; + int nverts = 0; + int npv = 0; + int npolys = 0; + int vi = 0; + int vn = 0; + int vt = 0; + + char root_path[256]; + ZeroMemory(root_path, 256); + + if (strrchr(filename, '\\')) { + strcpy(root_path, filename); + char* p = strrchr(root_path, '\\'); + if (p) + *(p+1) = 0; + } + + else if (strrchr(filename, '/')) { + strcpy(root_path, filename); + char* p = strrchr(root_path, '/'); + if (p) + *(p+1) = 0; + } + + // count verts and polys: + while (!feof(fp)) { + char line[256]; + fgets(line, 255, fp); + + if (line[0] == 'v') { + switch (line[1]) { + case ' ': vi++; break; + case 'n': vn++; break; + case 't': vt++; break; + } + } + + else if (line[0] == 'f' && line[1] == ' ') { + npolys++; + + ObjFace f; + ParsePoly(line, &f); + f.ReverseOrder(); + + npv += f.nverts; + } + + else if (strstr(line, "mtllib")) { + const char* libname = strstr(line, "mtllib"); + libname += 7; + while (isspace(*libname)) + libname++; + + char libpath[256]; + strcpy(libpath, root_path); + strcat(libpath, libname); + int n = strlen(libpath); + if (n > 0) { + char* p = &libpath[n-1]; + while (isspace(*p)) *p-- = 0; + } + + int nmatls = LoadMatls(libpath, model); + } + } + + nverts = npv; + if (vi > nverts) nverts = vi; + if (vn > nverts) nverts = vn; + if (vt > nverts) nverts = vt; + + if (nverts > Model::MAX_VERTS || npolys > Model::MAX_POLYS) { + ::MessageBox(0, "Wavefront/OBJ Import Failed: model is too complicated (too many vertices/polys)!", "ERROR", MB_OK); + return false; + } + + vi = 0; + vn = 0; + vt = 0; + + fseek(fp, 0, SEEK_SET); + + Surface* surface = new Surface; + m->GetSurfaces().append(surface); + + surface->CreateVerts(nverts); + surface->CreatePolys(npolys); + + VertexSet* vset = surface->GetVertexSet(); + Poly* polys = surface->GetPolys(); + + // read vertex set: + Vec3* vloc = new Vec3[nverts]; + Vec3* vnrm = new Vec3[nverts]; + float* vtu = new float[nverts]; + float* vtv = new float[nverts]; + + float radius = 0; + + while (!feof(fp)) { + char line[256]; + fgets(line, 255, fp); + + if (line[0] == 'v') { + if (line[1] == ' ') { + const char* p = line + 2; + + while (isspace(*p)) p++; + sscanf(p, "%f", &vloc[vi].x); + + while (!isspace(*p)) p++; + while (isspace(*p)) p++; + sscanf(p, "%f", &vloc[vi].y); + + while (!isspace(*p)) p++; + while (isspace(*p)) p++; + sscanf(p, "%f", &vloc[vi].z); + + float d = vloc[vi].length(); + if (d > radius) + radius = d; + + vi++; + } + + else if (line[1] == 'n') { + const char* p = line + 2; + + while (isspace(*p)) p++; + sscanf(p, "%f", &vnrm[vn].x); + + while (!isspace(*p)) p++; + while (isspace(*p)) p++; + sscanf(p, "%f", &vnrm[vn].y); + + while (!isspace(*p)) p++; + while (isspace(*p)) p++; + sscanf(p, "%f", &vnrm[vn].z); + + vn++; + } + + else if (line[1] == 't') { + const char* p = line + 2; + + while (isspace(*p)) p++; + sscanf(p, "%f", &vtu[vt]); + + while (!isspace(*p)) p++; + while (isspace(*p)) p++; + sscanf(p, "%f", &vtv[vt]); + + vtv[vt] = 1.0f - vtv[vt]; + + vt++; + } + } + } + + fseek(fp, 0, SEEK_SET); + + // read polys: + int poly = 0; + char line[256]; + ObjFace face; + Material* material = 0; + int mtl_index = 0; + + if (m->NumMaterials()) + material = m->GetMaterials().first(); + + int current_v = 1; + int current_vn = 1; + int current_vt = 1; + int v = 0; // vset index pointer + + while (!feof(fp)) { + char raw_line[256]; + fgets(raw_line, 256, fp); + + strcpy(line, Text(raw_line).trim().data()); + + if (strstr(line, "usemtl")) { + material = FindMatl(line + 7, model); + ListIter<Material> iter = model->GetMaterials(); + while (++iter) + if (material == iter.value()) + mtl_index = iter.index(); + } + + else if (line[0] == 'v') { + if (line[1] == ' ') current_v++; + else if (line[1] == 'n') current_vn++; + else if (line[1] == 't') current_vt++; + } + + else if (line[0] == 'f') { + ParsePoly(line, &face); + face.ReverseOrder(); + + for (int n = 0; n < face.nverts; n++) { + if (face.v[n] < 0) + face.v[n] += current_v; + + if (face.n[n] < 0) + face.n[n] += current_vn; + + if (face.t[n] < 0) + face.t[n] += current_vt; + } + + if (face.nverts > 4) { + npolys += face.nverts - 3; + + for (int tri = 2; tri < face.nverts; tri++) { + Poly* p = polys + poly; + poly++; + + p->nverts = 3; + + vset->loc[v+0] = vloc[face.v[ tri ] -1]; + vset->loc[v+1] = vloc[face.v[ tri-1 ] -1]; + vset->loc[v+2] = vloc[face.v[ 0] -1]; + + if (face.n[0] > 0) { + vset->nrm[v+0] = vnrm[face.n[ tri ] -1]; + vset->nrm[v+1] = vnrm[face.n[ tri-1 ] -1]; + vset->nrm[v+2] = vnrm[face.n[ 0] -1]; + } + else { + vset->nrm[v+0] = vloc[v+0]; vset->nrm[v+0].Normalize(); + vset->nrm[v+1] = vloc[v+1]; vset->nrm[v+1].Normalize(); + vset->nrm[v+2] = vloc[v+2]; vset->nrm[v+2].Normalize(); + } + + if (face.t[0] > 0) { + vset->tu[v+0] = vtu[face.t[ tri ] -1]; + vset->tv[v+0] = vtv[face.t[ tri ] -1]; + vset->tu[v+1] = vtu[face.t[ tri-1 ] -1]; + vset->tv[v+1] = vtv[face.t[ tri-1 ] -1]; + vset->tu[v+2] = vtu[face.t[ 0 ] -1]; + vset->tv[v+2] = vtv[face.t[ 0 ] -1]; + } + + p->verts[0] = v+0; + p->verts[1] = v+1; + p->verts[2] = v+2; + + p->material = material; + p->sortval = mtl_index; + p->vertex_set = vset; + + p->plane = Plane(vset->loc[p->verts[0]], + vset->loc[p->verts[2]], + vset->loc[p->verts[1]]); + + v += p->nverts; + } + } + + else if (face.nverts == 3 || face.nverts == 4) { + Poly* p = polys + poly; + poly++; + + p->nverts = face.nverts; + + bool flat = true; + int first = v; + + for (int i = 0; i < p->nverts; i++) { + int face_index = i; + + vset->loc[v] = vloc[face.v[face_index]-1]; + + if (face.n[face_index] > 0) + vset->nrm[v] = vnrm[face.n[face_index]-1]; + else + vset->nrm[v] = vset->loc[v]; + + vset->nrm[v].Normalize(); + + if (vset->nrm[v] != vset->nrm[first]) + flat = false; + + if (face.t[face_index] > 0) { + vset->tu[v] = vtu [face.t[face_index]-1]; + vset->tv[v] = vtv [face.t[face_index]-1]; + } + + p->verts[i] = v++; + } + + p->material = material; + p->sortval = mtl_index; + p->flatness = flat ? 1.0f : 0.0f; + + if (p->nverts == 3) + surface->AddIndices(3); + + else if (p->nverts == 4) + surface->AddIndices(6); + + p->vertex_set = vset; + p->plane = Plane(vset->loc[p->verts[0]], + vset->loc[p->verts[2]], + vset->loc[p->verts[1]]); + } + + if (poly >= npolys) + break; + } + } + + // sort the polys by material index: + qsort((void*) polys, npolys, sizeof(Poly), mcomp); + + // then assign them to cohesive segments: + Segment* segment = 0; + + for (int n = 0; n < npolys; n++) { + if (segment && segment->material == polys[n].material) { + segment->npolys++; + } + else { + segment = 0; + } + + if (!segment) { + segment = new Segment; + + segment->npolys = 1; + segment->polys = &polys[n]; + segment->material = segment->polys->material; + + surface->GetSegments().append(segment); + } + } + + delete [] vloc; + delete [] vnrm; + delete [] vtu; + delete [] vtv; + + *pnverts = nverts; + *pnpolys = npolys; + *pradius = radius; + + fclose(fp); + + m->Normalize(); + return true; + } + + return false; +} + +// +--------------------------------------------------------------------+ + +static bool +SaveWaveFrontMatLib(const char* path, const char* root, Model* model) +{ + char filename[256]; + sprintf(filename, "%s%s.mtl", path, root); + + FILE* f = fopen(filename, "w"); + if (f) { + fprintf(f, "#\n# %s Material Library exported by Magic 2.0\n#\n\n", root); + + ListIter<Material> iter = model->GetMaterials(); + while (++iter) { + Material* mtl = iter.value(); + + fprintf(f, "newmtl %s\n", mtl->name); + fprintf(f, "Ka %.5f %.5f %.5f\n", mtl->Ka.Red(), mtl->Ka.Green(), mtl->Ka.Blue()); + fprintf(f, "Kd %.5f %.5f %.5f\n", mtl->Kd.Red(), mtl->Kd.Green(), mtl->Kd.Blue()); + fprintf(f, "Ks %.5f %.5f %.5f\n", mtl->Ks.Red(), mtl->Ks.Green(), mtl->Ks.Blue()); + fprintf(f, "Ns %.5f\n", mtl->power); + fprintf(f, "illum 2\n"); + if (mtl->tex_diffuse) + fprintf(f, "map_Kd %s\n", mtl->tex_diffuse->GetFilename()); + fprintf(f, "\n"); + } + + fclose(f); + return true; + } + + return false; +} + +bool +ModelFileOBJ::Save(Model* m) +{ + if (m) { + ModelFile::Save(m); + char pathname[256]; + char rootname[256]; + + ZeroMemory(pathname, sizeof(pathname)); + ZeroMemory(rootname, sizeof(rootname)); + + const char* ext = strstr(filename, ".obj"); + if (!ext) + ext = strstr(filename, ".OBJ"); + + const char* sep = strrchr(filename, '/'); + if (!sep) + sep = strrchr(filename, '\\'); + + const char* src = filename; + char* dst = pathname; + + if (sep) { + while (src != sep) + *dst++ = *src++; + *dst++ = *src++; + } + + if (ext) { + dst = rootname; + while (src != ext) + *dst++ = *src++; + } + else { + strcpy(rootname, src); + } + + strcpy(filename, pathname); + strcat(filename, rootname); + strcat(filename, ".obj"); + + FILE* f = fopen(filename, "w"); + if (!f) { + ::MessageBox(0, "Export Failed: Magic could not open the file for writing", "ERROR", MB_OK); + return false; + } + + fprintf(f, "# Wavefront OBJ exported by Magic 2.0\n\n"); + fprintf(f, "mtllib %s.mtl\n", rootname); + + ListIter<Surface> s_iter = m->GetSurfaces(); + + // vertex locations + fprintf(f, "\n# VERTEX LOCATIONS: %d\n", m->NumVerts()); + while (++s_iter) { + Surface* s = s_iter.value(); + VertexSet* vset = s->GetVertexSet(); + + for (int n = 0; n < vset->nverts; n++) { + fprintf(f, "v %12.5f %12.5f %12.5f\n", + vset->loc[n].x, + vset->loc[n].y, + vset->loc[n].z); + } + } + + s_iter.reset(); + + // vertex normals + fprintf(f, "\n# VERTEX NORMALS: %d\n", m->NumVerts()); + while (++s_iter) { + Surface* s = s_iter.value(); + VertexSet* vset = s->GetVertexSet(); + + for (int n = 0; n < vset->nverts; n++) { + fprintf(f, "vn %8.3f %8.3f %8.3f\n", + vset->nrm[n].x, + vset->nrm[n].y, + vset->nrm[n].z); + } + } + + s_iter.reset(); + + // texture coordinates + fprintf(f, "\n# TEXTURE COORDINATES: %d\n", m->NumVerts()); + while (++s_iter) { + Surface* s = s_iter.value(); + VertexSet* vset = s->GetVertexSet(); + + for (int n = 0; n < vset->nverts; n++) { + fprintf(f, "vt %8.3f %8.3f\n", + vset->tu[n], 1 - vset->tv[n]); + } + } + + s_iter.reset(); + + // faces + Material* current_material = 0; + + fprintf(f, "\n# FACES: %d\n", m->NumPolys()); + while (++s_iter) { + Surface* s = s_iter.value(); + + for (int n = 0; n < s->NumPolys(); n++) { + const Poly* p = s->GetPolys() + n; + int nv = p->nverts; + Material* mtl = p->material; + + if (current_material != mtl) { + fprintf(f, "\n\nusemtl %s\n", mtl->name); + current_material = mtl; + } + + fprintf(f, "\nf "); + for (int v = nv-1; v >= 0; v--) { + fprintf(f, "%d/%d/%d ", + p->verts[v] + 1, + p->verts[v] + 1, + p->verts[v] + 1); + } + } + } + + fprintf(f, "\n\n\n# END OF FILE.\n"); + fclose(f); + + return SaveWaveFrontMatLib(pathname, rootname, m); + } + + return false; +} + +// +--------------------------------------------------------------------+ diff --git a/MagicEx/ModelFileOBJ.h b/MagicEx/ModelFileOBJ.h new file mode 100644 index 0000000..dcffc7d --- /dev/null +++ b/MagicEx/ModelFileOBJ.h @@ -0,0 +1,27 @@ +/* Starshatter: The Open Source Project + Copyright (c) 2021-2022, Starshatter: The Open Source Project Contributors + Copyright (c) 2011-2012, Starshatter OpenSource Distribution Contributors + Copyright (c) 1997-2006, Destroyer Studios LLC. + + AUTHOR: John DiCamillo + + + OVERVIEW + ======== + File loader for Wavefront/OBJ format models +*/ + +#pragma once + +#include <Solid.h> + + +class ModelFileOBJ : public ModelFile +{ +public: + ModelFileOBJ(const char* fname); + virtual ~ModelFileOBJ(); + + virtual bool Load(Model* m, double scale=1.0); + virtual bool Save(Model* m); +}; diff --git a/MagicEx/l3ds.cpp b/MagicEx/l3ds.cpp new file mode 100644 index 0000000..4c34ab5 --- /dev/null +++ b/MagicEx/l3ds.cpp @@ -0,0 +1,1790 @@ +// copyright (c) 2001 Lev Povalahev + +#include "l3ds.h" + +#include <stdio.h> +#include <stdlib.h> +#include <string.h> +#include <math.h> + +//using namespace std; + +//------------------------------------------------------- +// generic stuff +//------------------------------------------------------- + +typedef unsigned long ulong; + +#define SEEK_START 1900 +#define SEEK_CURSOR 1901 + +// common chunks +// colors +#define COLOR_F 0x0010 +#define COLOR_24 0x0011 +#define LIN_COLOR_24 0x0012 +#define LIN_COLOR_F 0x0013 +// percentage +#define INT_PERCENTAGE 0x0030 +#define FLOAT_PERCENTAGE 0x0031 +// ambient light +#define AMBIENT_LIGHT 0x2100 + + +#define MAIN3DS 0x4D4D +#define EDIT3DS 0x3D3D // this is the start of the editor config + +// keyframer chunk ids +#define KFDATA 0xB000 // the keyframer section +#define KFHDR 0xB00A +#define OBJECT_NODE_TAG 0xB002 +#define NODE_HDR 0xB010 +#define PIVOT 0xB013 +#define POS_TRACK_TAG 0xB020 +#define ROT_TRACK_TAG 0xB021 +#define SCL_TRACK_TAG 0xB022 + +// material entries +#define MAT_ENTRY 0xAFFF +#define MAT_NAME 0xA000 +#define MAT_AMBIENT 0xA010 +#define MAT_DIFFUSE 0xA020 +#define MAT_SPECULAR 0xA030 +#define MAT_SHININESS 0xA040 +#define MAT_SHIN2PCT 0xA041 +#define MAT_TRANSPARENCY 0xA050 +#define MAT_SHADING 0xA100 +#define MAT_TWO_SIDE 0xA081 +#define MAT_ADDITIVE 0xA083 +#define MAT_WIRE 0xA085 +#define MAT_FACEMAP 0xA088 +#define MAT_WIRESIZE 0xA087 +#define MAT_DECAL 0xA082 +#define MAT_TEXMAP 0xA200 +#define MAT_MAPNAME 0xA300 +#define MAT_MAP_TILING 0xA351 +#define MAT_MAP_USCALE 0xA354 +#define MAT_MAP_VSCALE 0xA356 +#define MAT_MAP_UOFFSET 0xA358 +#define MAT_MAP_VOFFSET 0xA35A +#define MAT_MAP_ANG 0xA35C +#define MAT_TEX2MAP 0xA33A +#define MAT_OPACMAP 0xA210 +#define MAT_BUMPMAP 0xA230 +#define MAT_SPECMAP 0xA204 +#define MAT_SHINMAP 0xA33C +#define MAT_REFLMAP 0xA220 +#define MAT_ACUBIC 0xA310 + +#define EDIT_OBJECT 0x4000 +#define OBJ_TRIMESH 0x4100 +#define OBJ_LIGHT 0x4600 +#define OBJ_CAMERA 0x4700 +#define LIT_OFF 0x4620 +#define LIT_SPOT 0x4610 +#define TRI_VERTEXLIST 0x4110 +#define TRI_VERTEXOPTIONS 0x4111 + +#define TRI_FACELIST 0x4120 + #define TRI_MAT_GROUP 0x4130 + #define TRI_SMOOTH_GROUP 0x4150 + +#define TRI_FACEMAPPING 0x4140 +#define TRI_MATRIX 0x4160 + +#define SPOTLIGHT 0x4610 + +//---------------------------------- + +#define MAX_SHARED_TRIS 100 + +// the error reporting routine + +void ErrorMsg(const char *msg) +{ + +} + +struct LChunk +{ + unsigned short id; + uint start; + uint end; +}; + +struct LTri +{ + unsigned short a; + unsigned short b; + unsigned short c; + ulong smoothingGroups; + LVector3 normal; + LVector3 tangent; + LVector3 binormal; + uint materialId; +}; + +// globals + +LColor3 black = {0, 0, 0}; + +LVector3 zero3 = {0, 0, 0}; + +LVector4 zero4 = {0, 0, 0, 0}; + +LMap emptyMap = {0, "", 1, 1, 0, 0, 0}; + +LVector3 _4to3(const LVector4 &vec) +{ + LVector3 t; + t.x = vec.x; + t.y = vec.y; + t.z = vec.z; + return t; +} + +LVector3 AddVectors(const LVector3 &a, const LVector3 &b) +{ + LVector3 t; + t.x = a.x+b.x; + t.y = a.y+b.y; + t.z = a.z+b.z; + return t; +} + +LVector3 SubtractVectors(const LVector3 &a, const LVector3 &b) +{ + LVector3 t; + t.x = a.x-b.x; + t.y = a.y-b.y; + t.z = a.z-b.z; + return t; +} + +float VectorLength(const LVector3 &vec) +{ + return (float)sqrt(vec.x*vec.x + vec.y*vec.y+vec.z*vec.z); +} + +LVector3 NormalizeVector(const LVector3 &vec) +{ + float a = VectorLength(vec); + if (a == 0) + return vec; + float b = 1/a; + LVector3 v; + v.x = vec.x*b; + v.y = vec.y*b; + v.z = vec.z*b; + return v; +} + +LVector3 CrossProduct(const LVector3 &a, const LVector3 &b) +{ + LVector3 v; + v.x = a.y*b.z - a.z*b.y; + v.y = a.z*b.x - a.x*b.z; + v.z = a.x*b.y - a.y*b.x; + return v; +} + +void LoadIdentityMatrix(LMatrix4 &m) +{ + for (int i = 0; i < 4; i++) + for (int j = 0; j < 4; j++) + m.m[i][j] = (i==j) ? 1.0f : 0.0f; +} + +LVector4 VectorByMatrix(const LMatrix4 &m, const LVector4 &vec) +{ + LVector4 res; + + res.x = m.m[0][0]*vec.x + m.m[1][0]*vec.y + m.m[2][0]*vec.z + m.m[3][0]*vec.w; + res.y = m.m[0][1]*vec.x + m.m[1][1]*vec.y + m.m[2][1]*vec.z + m.m[3][1]*vec.w; + res.z = m.m[0][2]*vec.x + m.m[1][2]*vec.y + m.m[2][2]*vec.z + m.m[3][2]*vec.w; + res.w = m.m[0][3]*vec.x + m.m[1][3]*vec.y + m.m[2][3]*vec.z + m.m[3][3]*vec.w; + + if (res.w != 0) { + float b = 1/res.w; + res.x *= b; + res.y *= b; + res.z *= b; + res.w = 1; + } + else { + res.w = 1; + } + + return res; +} + +void QuatToMatrix(const LVector4 &quat, LMatrix4 &m) +{ + +} + +//------------------------------------------------------- +// LObject implementation +//------------------------------------------------------- + +LObject::LObject() +{ + m_name = "";//.clear(); +} + +LObject::~LObject() +{ + // nothing here +} + +void LObject::SetName(const std::string& value) +{ + m_name = value; +} + +const std::string& LObject::GetName() +{ + return m_name; +} + +bool LObject::IsObject(const std::string &name) +{ + return (m_name == name); +} + + +//------------------------------------------------------- +// LMaterial implementation +//------------------------------------------------------- + +LMaterial::LMaterial() +: LObject() +{ + m_id = 0; + m_texMap1 = emptyMap; + m_texMap2 = emptyMap; + m_opacMap = emptyMap; + m_bumpMap = emptyMap; + m_reflMap = emptyMap; + m_specMap = emptyMap; + m_ambient = black; + m_diffuse = black; + m_specular = black; + m_shading = sGouraud; + m_shininess = 0; + m_transparency = 0; +} + +LMaterial::~LMaterial() +{ + +} + +uint LMaterial::GetID() +{ + return m_id; +} + +LMap& LMaterial::GetTextureMap1() +{ + return m_texMap1; +} + +LMap& LMaterial::GetTextureMap2() +{ + return m_texMap2; +} + +LMap& LMaterial::GetOpacityMap() +{ + return m_opacMap; +} + +LMap& LMaterial::GetSpecularMap() +{ + return m_specMap; +} + +LMap& LMaterial::GetBumpMap() +{ + return m_bumpMap; +} + +LMap& LMaterial::GetReflectionMap() +{ + return m_reflMap; +} + +LColor3 LMaterial::GetAmbientColor() +{ + return m_ambient; +} + +LColor3 LMaterial::GetDiffuseColor() +{ + return m_diffuse; +} + +LColor3 LMaterial::GetSpecularColor() +{ + return m_specular; +} + +float LMaterial::GetShininess() +{ + return m_shininess; +} + +float LMaterial::GetTransparency() +{ + return m_transparency; +} + +LShading LMaterial::GetShadingType() +{ + return m_shading; +} + +void LMaterial::SetID(uint value) +{ + m_id = value; +} + +void LMaterial::SetAmbientColor(const LColor3 &color) +{ + m_ambient = color; +} + +void LMaterial::SetDiffuseColor(const LColor3 &color) +{ + m_diffuse = color; +} + +void LMaterial::SetSpecularColor(const LColor3 &color) +{ + m_specular = color; +} + +void LMaterial::SetShininess(float value) +{ + m_shininess = value; + if (m_shininess < 0) + m_shininess = 0; + if (m_shininess > 1) + m_shininess = 1; +} + +void LMaterial::SetTransparency(float value) +{ + m_transparency = value; + if (m_transparency < 0) + m_transparency = 0; + if (m_transparency > 1) + m_transparency = 1; +} + +void LMaterial::SetShadingType(LShading shading) +{ + m_shading = shading; +} + +//------------------------------------------------------- +// LMesh implementation +//------------------------------------------------------- + +LMesh::LMesh() +: LObject() +{ + Clear(); +} + +LMesh::~LMesh() +{ + Clear(); +} + +void LMesh::Clear() +{ + m_vertices.clear(); + m_normals.clear(); + m_uv.clear(); + m_tangents.clear(); + m_binormals.clear(); + m_triangles.clear(); + m_tris.clear(); + m_materials.clear(); + LoadIdentityMatrix(m_matrix); +} + +uint LMesh::GetVertexCount() +{ + return m_vertices.size(); +} + +void LMesh::SetVertexArraySize(uint value) +{ + m_vertices.resize(value); + m_normals.resize(value); + m_uv.resize(value); + m_tangents.resize(value); + m_binormals.resize(value); +} + +uint LMesh::GetTriangleCount() +{ + return m_triangles.size(); +} + +void LMesh::SetTriangleArraySize(uint value) +{ + m_triangles.resize(value); + m_tris.resize(value); +} + +const LVector4& LMesh::GetVertex(uint index) +{ + return m_vertices[index]; +} + +const LVector3& LMesh::GetNormal(uint index) +{ + return m_normals[index]; +} + +const LVector2& LMesh::GetUV(uint index) +{ + return m_uv[index]; +} + +const LVector3& LMesh::GetTangent(uint index) +{ + return m_tangents[index]; +} + +const LVector3& LMesh::GetBinormal(uint index) +{ + return m_binormals[index]; +} + +void LMesh::SetVertex(const LVector4 &vec, uint index) +{ + if (index >= m_vertices.size()) + return; + m_vertices[index] = vec; +} + +void LMesh::SetNormal(const LVector3 &vec, uint index) +{ + if (index >= m_vertices.size()) + return; + m_normals[index] = vec; +} + +void LMesh::SetUV(const LVector2 &vec, uint index) +{ + if (index >= m_vertices.size()) + return; + m_uv[index] = vec; +} + +void LMesh::SetTangent(const LVector3 &vec, uint index) +{ + if (index >= m_vertices.size()) + return; + m_tangents[index] = vec; +} + +void LMesh::SetBinormal(const LVector3 &vec, uint index) +{ + if (index >= m_vertices.size()) + return; + m_binormals[index] = vec; +} + +const LTriangle& LMesh::GetTriangle(uint index) +{ + return m_triangles[index]; +} + +LTriangle2 LMesh::GetTriangle2(uint index) +{ + LTriangle2 f; + LTriangle t = GetTriangle(index); + f.vertices[0] = GetVertex(t.a); + f.vertices[1] = GetVertex(t.b); + f.vertices[2] = GetVertex(t.c); + + f.vertexNormals[0] = GetNormal(t.a); + f.vertexNormals[1] = GetNormal(t.b); + f.vertexNormals[2] = GetNormal(t.c); + + f.textureCoords[0] = GetUV(t.a); + f.textureCoords[1] = GetUV(t.b); + f.textureCoords[2] = GetUV(t.c); + + LVector3 a, b; + + a = SubtractVectors(_4to3(f.vertices[1]), _4to3(f.vertices[0])); + b = SubtractVectors(_4to3(f.vertices[1]), _4to3(f.vertices[2])); + + f.faceNormal = CrossProduct(b, a); + + f.faceNormal = NormalizeVector(f.faceNormal); + + f.materialId = m_tris[index].materialId; + + return f; +} + +LMatrix4 LMesh::GetMatrix() +{ + return m_matrix; +} + +void LMesh::SetMatrix(LMatrix4 m) +{ + m_matrix = m; +} + +void LMesh::TransformVertices() +{ + for (uint i=0; i<m_vertices.size(); i++) + m_vertices[i] = VectorByMatrix(m_matrix, m_vertices[i]); + + LoadIdentityMatrix(m_matrix); +} + +void LMesh::CalcNormals(bool useSmoothingGroups) +{ + uint i; + // first calculate the face normals + for (i=0; i<m_triangles.size(); i++) + { + LVector3 a, b; + a = SubtractVectors(_4to3(m_vertices[m_tris[i].b]), _4to3(m_vertices[m_tris[i].a])); + b = SubtractVectors(_4to3(m_vertices[m_tris[i].b]), _4to3(m_vertices[m_tris[i].c])); + m_tris[i].normal = NormalizeVector(CrossProduct(b, a)); + } + + std::vector< std::vector<int> > array; + array.resize(m_vertices.size()); + for (i=0; i<m_triangles.size(); i++) + { + uint k = m_tris[i].a; + array[k].push_back(i); + + k = m_tris[i].b; + array[k].push_back(i); + + k = m_tris[i].c; + array[k].push_back(i); + } + + LVector3 temp; + + if (!useSmoothingGroups) + { + // now calculate the normals without using smoothing groups + for (i=0; i<m_vertices.size(); i++) + { + temp = zero3; + int t = array[i].size(); + + for (int k=0; k<t; k++) + { + temp.x += m_tris[array[i][k]].normal.x; + temp.y += m_tris[array[i][k]].normal.y; + temp.z += m_tris[array[i][k]].normal.z; + } + m_normals[i] = NormalizeVector(temp); + } + } + else + { + // now calculate the normals _USING_ smoothing groups + // I'm assuming a triangle can only belong to one smoothing group at a time! + std::vector<ulong> smGroups; + std::vector< std::vector <uint> > smList; + + uint loop_size = m_vertices.size(); + + for (i=0; i<loop_size; i++) + { + int t = array[i].size(); + + if (t == 0) + continue; + + smGroups.clear(); + smList.clear(); + smGroups.push_back(m_tris[array[i][0]].smoothingGroups); + smList.resize(smGroups.size()); + smList[smGroups.size()-1].push_back(array[i][0]); + + // first build a list of smoothing groups for the vertex + for (int k=0; k<t; k++) + { + bool found = false; + for (uint j=0; j<smGroups.size(); j++) + { + if (m_tris[array[i][k]].smoothingGroups == smGroups[j]) + { + smList[j].push_back(array[i][k]); + found = true; + } + } + if (!found) + { + smGroups.push_back(m_tris[array[i][k]].smoothingGroups); + smList.resize(smGroups.size()); + smList[smGroups.size()-1].push_back(array[i][k]); + } + } + // now we have the list of faces for the vertex sorted by smoothing groups + + + // now duplicate the vertices so that there's only one smoothing group "per vertex" + if (smGroups.size() > 1) + for (uint j=1; j< smGroups.size(); j++) + { + m_vertices.push_back(m_vertices[i]); + m_normals.push_back(m_normals[i]); + m_uv.push_back(m_uv[i]); + m_tangents.push_back(m_tangents[i]); + m_binormals.push_back(m_binormals[i]); + + uint t = m_vertices.size()-1; + for (uint h=0; h<smList[j].size(); h++) + { + if (m_tris[smList[j][h]].a == i) + m_tris[smList[j][h]].a = t; + if (m_tris[smList[j][h]].b == i) + m_tris[smList[j][h]].b = t; + if (m_tris[smList[j][h]].c == i) + m_tris[smList[j][h]].c = t; + } + } + } + + // now rebuild a face list for each vertex, since the old one is invalidated + for (i=0; i<array.size(); i++) + array[i].clear(); + array.clear(); + array.resize(m_vertices.size()); + for (i=0; i<m_triangles.size(); i++) + { + uint k = m_tris[i].a; + array[k].push_back(i); + + k = m_tris[i].b; + array[k].push_back(i); + + k = m_tris[i].c; + array[k].push_back(i); + } + + // now compute the normals + for (i=0; i<m_vertices.size(); i++) + { + temp = zero3; + int t = array[i].size(); + + for (int k=0; k<t; k++) + { + temp.x += m_tris[array[i][k]].normal.x; + temp.y += m_tris[array[i][k]].normal.y; + temp.z += m_tris[array[i][k]].normal.z; + } + m_normals[i] = NormalizeVector(temp); + } + + } + + // copy m_tris to m_triangles + for (i=0; i<m_triangles.size(); i++) + { + m_triangles[i].a = m_tris[i].a; + m_triangles[i].b = m_tris[i].b; + m_triangles[i].c = m_tris[i].c; + } + +} + +void LMesh::CalcTextureSpace() +{ + // a understandable description of how to do that can be found here: + // http://members.rogers.com/deseric/tangentspace.htm + // first calculate the tangent for each triangle + LVector3 x_vec, + y_vec, + z_vec; + LVector3 v1, v2; + for (uint i=0; i<m_triangles.size(); i++) + { + v1.x = m_vertices[m_tris[i].b].x - m_vertices[m_tris[i].a].x; + v1.y = m_uv[m_tris[i].b].x - m_uv[m_tris[i].a].x; + v1.z = m_uv[m_tris[i].b].y - m_uv[m_tris[i].a].y; + + v2.x = m_vertices[m_tris[i].c].x - m_vertices[m_tris[i].a].x; + v2.y = m_uv[m_tris[i].c].x - m_uv[m_tris[i].a].x; + v2.z = m_uv[m_tris[i].c].y - m_uv[m_tris[i].a].y; + + x_vec = CrossProduct(v1, v2); + + v1.x = m_vertices[m_tris[i].b].y - m_vertices[m_tris[i].a].y; + v1.y = m_uv[m_tris[i].b].x - m_uv[m_tris[i].a].x; + v1.z = m_uv[m_tris[i].b].y - m_uv[m_tris[i].a].y; + + v2.x = m_vertices[m_tris[i].c].y - m_vertices[m_tris[i].a].y; + v2.y = m_uv[m_tris[i].c].x - m_uv[m_tris[i].a].x; + v2.z = m_uv[m_tris[i].c].y - m_uv[m_tris[i].a].y; + + y_vec = CrossProduct(v1, v2); + + v1.x = m_vertices[m_tris[i].b].z - m_vertices[m_tris[i].a].z; + v1.y = m_uv[m_tris[i].b].x - m_uv[m_tris[i].a].x; + v1.z = m_uv[m_tris[i].b].y - m_uv[m_tris[i].a].y; + + v2.x = m_vertices[m_tris[i].c].z - m_vertices[m_tris[i].a].z; + v2.y = m_uv[m_tris[i].c].x - m_uv[m_tris[i].a].x; + v2.z = m_uv[m_tris[i].c].y - m_uv[m_tris[i].a].y; + + z_vec = CrossProduct(v1, v2); + + m_tris[i].tangent.x = -(x_vec.y/x_vec.x); + m_tris[i].tangent.y = -(y_vec.y/y_vec.x); + m_tris[i].tangent.z = -(z_vec.y/z_vec.x); + + m_tris[i].binormal.x = -(x_vec.z/x_vec.x); + m_tris[i].binormal.y = -(y_vec.z/y_vec.x); + m_tris[i].binormal.z = -(z_vec.z/z_vec.x); + + } + + // now for each vertex build a list of face that share this vertex + std::vector< std::vector<int> > array; + array.resize(m_vertices.size()); + for (int i=0; i<(int)m_triangles.size(); i++) + { + uint k = m_tris[i].a; + array[k].push_back(i); + + k = m_tris[i].b; + array[k].push_back(i); + + k = m_tris[i].c; + array[k].push_back(i); + } + + // now average the tangents and compute the binormals as (tangent X normal) + for (int i=0; i<(int)m_vertices.size(); i++) + { + v1 = zero3; + v2 = zero3; + int t = array[i].size(); + + for (int k=0; k<t; k++) + { + v1.x += m_tris[array[i][k]].tangent.x; + v1.y += m_tris[array[i][k]].tangent.y; + v1.z += m_tris[array[i][k]].tangent.z; + + v2.x += m_tris[array[i][k]].binormal.x; + v2.y += m_tris[array[i][k]].binormal.y; + v2.z += m_tris[array[i][k]].binormal.z; + } + m_tangents[i] = NormalizeVector(v1); + //m_binormals[i] = NormalizeVector(v2); + + m_binormals[i] = NormalizeVector(CrossProduct(m_tangents[i], m_normals[i])); + } +} + +void LMesh::Optimize(LOptimizationLevel value) +{ + switch (value) + { + case oNone: + TransformVertices(); + break; + case oSimple: + TransformVertices(); + CalcNormals(false); + break; + case oFull: + TransformVertices(); + CalcNormals(true); + CalcTextureSpace(); + break; + } +} + +void LMesh::SetTri(const LTri &tri, uint index) +{ + if (index >= m_triangles.size()) + return; + m_tris[index] = tri; +} + +LTri& LMesh::GetTri(uint index) +{ + return m_tris[index]; +} + +uint LMesh::GetMaterial(uint index) +{ + return m_materials[index]; +} + +uint LMesh::AddMaterial(uint id) +{ + m_materials.push_back(id); + return m_materials.size()-1; +} + +uint LMesh::GetMaterialCount() +{ + return m_materials.size(); +} + +//------------------------------------------------------- +// LLight implementation +//------------------------------------------------------- + +LLight::LLight() +: LObject() +{ + Clear(); +} + +LLight::~LLight() +{ + +} + +void LLight::Clear() +{ + m_pos.x = m_pos.y = m_pos.z = 0.0f; + m_color.r = m_color.g = m_color.b = 0.0f; + m_spotlight = false; +} + +void LLight::SetPosition(LVector3 vec) +{ + m_pos = vec; +} + +LVector3 LLight::GetPosition() +{ + return m_pos; +} + +void LLight::SetColor(LColor3 color) +{ + m_color = color; +} + +LColor3 LLight::GetColor() +{ + return m_color; +} + +void LLight::SetSpotlight(bool value) +{ + m_spotlight = value; +} + +bool LLight::GetSpotlight() +{ + return m_spotlight; +} + +void LLight::SetTarget(LVector3 target) +{ + m_target = target; +} + +LVector3 LLight::GetTarget() +{ + return m_target; +} + +void LLight::SetHotspot(float value) +{ + m_hotspot = value; +} + +float LLight::GetHotspot() +{ + return m_hotspot; +} + +void LLight::SetFalloff(float value) +{ + m_falloff = value; +} + +float LLight::GetFalloff() +{ + return m_falloff; +} + +//------------------------------------------------------- +// LImporter implementation +//------------------------------------------------------- + +LImporter::LImporter() +{ + Clear(); +} + +LImporter::~LImporter() +{ + Clear(); +} + +uint LImporter::GetMeshCount() +{ + return m_meshes.size(); +} + +uint LImporter::GetLightCount() +{ + return m_lights.size(); +} + +uint LImporter::GetMaterialCount() +{ + return m_materials.size(); +} + +LMesh& LImporter::GetMesh(uint index) +{ + return m_meshes[index]; +} + +LLight& LImporter::GetLight(uint index) +{ + return m_lights[index]; +} + +LMaterial& LImporter::GetMaterial(uint index) +{ + return m_materials[index]; +} + +LMaterial* LImporter::FindMaterial(const std::string& name) +{ + for (uint i=0; i<m_materials.size(); i++) + if (m_materials[i].IsObject(name)) + return &m_materials[i]; + return 0; +} + +LMesh* LImporter::FindMesh(const std::string& name) +{ + for (uint i=0; i<m_meshes.size(); i++) + if (m_meshes[i].IsObject(name)) + return &m_meshes[i]; + return 0; +} + +LLight* LImporter::FindLight(const std::string& name) +{ + for (uint i=0; i<m_lights.size(); i++) + if (m_lights[i].IsObject(name)) + return &m_lights[i]; + return 0; +} + +void LImporter::Clear() +{ + m_meshes.clear(); + m_lights.clear(); + m_materials.clear(); + m_optLevel = oFull; +} + +void LImporter::SetOptimizationLevel(LOptimizationLevel value) +{ + m_optLevel = value; +} + +LOptimizationLevel LImporter::GetOptimizationLevel() +{ + return m_optLevel; +} + +//------------------------------------------------------- +// L3DS implementation +//------------------------------------------------------- + +L3DS::L3DS() +: LImporter() +{ + m_buffer = 0; + m_bufferSize = 0; + m_pos = 0; + m_eof = false; +} + +L3DS::L3DS(const char *filename) +: LImporter() +{ + m_buffer = 0; + m_bufferSize = 0; + m_pos = 0; + m_eof = false; + LoadFile(filename); +} + +L3DS::~L3DS() +{ + if (m_bufferSize > 0) + free(m_buffer); +} + +bool L3DS::LoadFile(const char *filename) +{ + FILE *f; + f = fopen(filename, "rb"); + if (f == 0) + { + ErrorMsg("L3DS::LoadFile - cannot open file"); + return false; + } + fseek(f, 0, SEEK_END); + m_bufferSize = ftell(f); + fseek(f, 0, SEEK_SET); + m_buffer = (unsigned char*) calloc(m_bufferSize, 1); + if (m_buffer == 0) + { + ErrorMsg("L3DS::LoadFile - not enough memory (malloc failed)"); + return false; + } + if (fread(m_buffer, m_bufferSize, 1, f) != 1) + { + fclose(f); + free(m_buffer); + m_bufferSize = 0; + ErrorMsg("L3DS::LoadFile - error reading from file"); + return false; + } + fclose(f); + Clear(); + bool res = Read3DS(); + free(m_buffer); + m_buffer = 0; + m_bufferSize = 0; + return res; +} + +short L3DS::ReadShort() +{ + if ((m_buffer!=0) && (m_bufferSize != 0) && ((m_pos+2)<m_bufferSize)) + { + short *w = (short*)(m_buffer+m_pos); + short s = *w;//(short)*(m_buffer+m_pos); + m_pos += 2; + return s; + } + m_eof = true; + return 0; +} + +int L3DS::ReadInt() +{ + if ((m_buffer!=0) && (m_bufferSize != 0) && ((m_pos+4)<m_bufferSize)) + { + int *w = (int*)(m_buffer+m_pos); + int s = *w;//(int)*(m_buffer+m_pos); + m_pos += 4; + return s; + } + m_eof = true; + return 0; +} + +char L3DS::ReadChar() +{ + if ((m_buffer!=0) && (m_bufferSize != 0) && ((m_pos+1)<m_bufferSize)) + { + char s = (char)*(m_buffer+m_pos); + m_pos += 1; + return s; + } + m_eof = true; + return 0; +} + +float L3DS::ReadFloat() +{ + if ((m_buffer!=0) && (m_bufferSize != 0) && ((m_pos+4)<m_bufferSize)) + { + float *w = (float*)(m_buffer+m_pos); + float s = *w;//(float)*(m_buffer+m_pos); + m_pos += 4; + return s; + } + m_eof = true; + return 0.0; +} + +byte L3DS::ReadByte() +{ + if ((m_buffer!=0) && (m_bufferSize != 0) && ((m_pos+1)<m_bufferSize)) + { + byte s = (byte)*(m_buffer+m_pos); + m_pos += 1; + return s; + } + m_eof = true; + return 0; +} + +int L3DS::ReadASCIIZ(char *buf, int max_count) +{ + int count; + if ((m_buffer==0) || (m_bufferSize == 0) || (m_pos>=m_bufferSize)) + { + count = 0; + m_eof = true; + return count; + } + count = 0; + char c = ReadChar(); + while ((c!=0) && (count<max_count-1)) + { + buf[count] = c; + count ++; + c = ReadChar(); + } + buf[count] = 0; + return count; +} + +void L3DS::Seek(int offset, int origin) +{ + if (origin == SEEK_START) + m_pos = offset; + if (origin == SEEK_CURSOR) + m_pos += offset; + if (m_pos >= m_bufferSize) + m_pos = m_bufferSize-1; + m_eof = false; +} + +uint L3DS::Pos() +{ + return m_pos; +} + +LChunk L3DS::ReadChunk() +{ + LChunk chunk; + chunk.id = ReadShort(); + int a = ReadInt(); + chunk.start = Pos(); + chunk.end = chunk.start+a-6; + return chunk; +} + +bool L3DS::FindChunk(LChunk &target, const LChunk &parent) +{ + if (Pos() >= parent.end) + return false; + LChunk chunk; + chunk = ReadChunk(); + while (( chunk.id != target.id) && (chunk.end <= parent.end)) + { + SkipChunk(chunk); + if (chunk.end >= parent.end) + break; + chunk = ReadChunk(); + } + if (chunk.id == target.id) + { + target.start = chunk.start; + target.end = chunk.end; + return true; + } + return false; +} + +void L3DS::SkipChunk(const LChunk &chunk) +{ + Seek(chunk.end, SEEK_START); +} + +void L3DS::GotoChunk(const LChunk &chunk) +{ + Seek(chunk.start, SEEK_START); +} + +LColor3 L3DS::ReadColor(const LChunk &chunk) +{ + LColor3 col = black; + GotoChunk(chunk); + switch (chunk.id) + { + case COLOR_F: + col.r = ReadFloat(); + col.g = ReadFloat(); + col.b = ReadFloat(); + break; + case COLOR_24: + col.r = ReadByte()/255.0f; + col.g = ReadByte()/255.0f; + col.b = ReadByte()/255.0f; + break; + case LIN_COLOR_F: + col.r = ReadFloat(); + col.g = ReadFloat(); + col.b = ReadFloat(); + break; + case LIN_COLOR_24: + col.r = ReadByte()/255.0f; + col.g = ReadByte()/255.0f; + col.b = ReadByte()/255.0f; + break; + default: + ErrorMsg("L3DS::ReadColor - error this is not a color chunk"); + } + return col; +} + +float L3DS::ReadPercentage(const LChunk &chunk) +{ + GotoChunk(chunk); + switch (chunk.id) + { + case INT_PERCENTAGE: + return (ReadShort()/100.0f); + case FLOAT_PERCENTAGE: + return ReadFloat(); + } + ErrorMsg("L3DS::ReadPercentage - error, the chunk is not a percentage chunk"); + return 0; +} + +bool L3DS::Read3DS() +{ + LChunk mainchunk; + LChunk edit; + edit.id = EDIT3DS; + mainchunk = ReadChunk(); + if (mainchunk.id != MAIN3DS) + { + ErrorMsg("L3DS::Read3DS - wrong file format"); + return false; + } + if (!FindChunk(edit, mainchunk)) + return false; + LChunk obj; + LChunk ml; + + GotoChunk(edit); + obj.id = MAT_ENTRY; + while (FindChunk(obj, edit)) + { + ReadMaterial(obj); + SkipChunk(obj); + } + GotoChunk(edit); + + obj.id = EDIT_OBJECT; + { + while (FindChunk(obj, edit)) + { + ReadASCIIZ(m_objName, 99); + ml = ReadChunk(); + if (ml.id == OBJ_TRIMESH) + ReadMesh(ml); + if (ml.id == OBJ_LIGHT) + ReadLight(ml); + SkipChunk(obj); + } + } + + // read the keyframer data here to find out correct object orientation + + LChunk keyframer; + keyframer.id = KFDATA; + + LChunk objtrack; + objtrack.id = OBJECT_NODE_TAG; + + GotoChunk(mainchunk); + if (FindChunk(keyframer, mainchunk)) + { // keyframer chunk is present + GotoChunk(keyframer); + while (FindChunk(objtrack, keyframer)) + { + ReadKeyframeData(objtrack); + SkipChunk(objtrack); + } + } + + for (uint i=0; i<m_meshes.size(); i++) { + m_meshes[i].Optimize(m_optLevel); + } + + m_pos = 0; + strcpy(m_objName, ""); + return true; +} + +void L3DS::ReadLight(const LChunk &parent) +{ + float t; + LVector3 v; + LLight light; + light.SetName(m_objName); + GotoChunk(parent); + LChunk chunk = ReadChunk(); + if (chunk.id == OBJ_LIGHT) + { + v.x = ReadFloat(); + v.y = ReadFloat(); + v.z = ReadFloat(); + if (chunk.end < parent.end) + chunk = ReadChunk(); + while (chunk.end <= parent.end) + { + switch (chunk.id) + { + case COLOR_24: + case COLOR_F: + case LIN_COLOR_F: + case LIN_COLOR_24: + light.SetColor(ReadColor(chunk)); + break; + case SPOTLIGHT: + v.x = ReadFloat(); + v.y = ReadFloat(); + v.z = ReadFloat(); + light.SetTarget(v); + t = ReadFloat(); + light.SetHotspot(t); + t = ReadFloat(); + light.SetFalloff(t); + break; + default: + break; + } + SkipChunk(chunk); + if (chunk.end >= parent.end) + break; + chunk = ReadChunk(); + + } + } + m_lights.push_back(light); +} + +void L3DS::ReadMesh(const LChunk &parent) +{ + unsigned short count, i; + LVector4 p; + LMatrix4 m; + LVector2 t; + p.w = 1.0f; + LMesh mesh; + mesh.SetName(m_objName); + GotoChunk(parent); + LChunk chunk = ReadChunk(); + while (chunk.end <= parent.end) + { + switch (chunk.id) + { + case TRI_VERTEXLIST: + count = ReadShort(); + mesh.SetVertexArraySize(count); + for (i=0; i < count; i++) + { + p.x = ReadFloat(); + p.y = ReadFloat(); + p.z = ReadFloat(); + mesh.SetVertex(p, i); + } + break; + case TRI_FACEMAPPING: + count = ReadShort(); + if (mesh.GetVertexCount() == 0) + mesh.SetVertexArraySize(count); + for (i=0; i < count; i++) + { + t.x = ReadFloat(); + t.y = ReadFloat(); + mesh.SetUV(t, i); + } + break; + case TRI_FACELIST: + ReadFaceList(chunk, mesh); + break; + case TRI_MATRIX: + { + for (int i = 0; i < 4; i++) + for (int j = 0; j < 3; j++) + m.m[i][j] = ReadFloat(); + + m.m[0][3] = 0.0f; + m.m[1][3] = 0.0f; + m.m[2][3] = 0.0f; + m.m[3][3] = 1.0f; + + mesh.SetMatrix(m); + } + break; + default: + break; + } + SkipChunk(chunk); + if (chunk.end >= parent.end) + break; + chunk = ReadChunk(); + } + m_meshes.push_back(mesh); +} + +void L3DS::ReadFaceList(const LChunk &chunk, LMesh &mesh) +{ + // variables + unsigned short count, t; + uint i; + LTri tri; + LChunk ch; + char str[20]; + //uint mat; + + // consistency checks + if (chunk.id != TRI_FACELIST) + { + ErrorMsg("L3DS::ReadFaceList - internal error: wrong chunk passed as parameter"); + return; + } + GotoChunk(chunk); + tri.smoothingGroups = 1; + // read the number of faces + count = ReadShort(); + mesh.SetTriangleArraySize(count); + for (i=0; i<count; i++) + { + tri.a = ReadShort(); + tri.b = ReadShort(); + tri.c = ReadShort(); + ReadShort(); + mesh.SetTri(tri, i); + } + // now read the optional chunks + ch = ReadChunk(); + while (ch.end <= chunk.end) + { + switch (ch.id) + { + case TRI_MAT_GROUP: { + ReadASCIIZ(str, 20); + int mat_id = FindMaterial(str)->GetID(); + mesh.AddMaterial(mat_id); + count = ReadShort(); + for (i=0; i<count; i++) { + t = ReadShort(); + mesh.GetTri(t).materialId = mat_id; + } + } + break; + + case TRI_SMOOTH_GROUP: + for (i=0; i<mesh.GetTriangleCount(); i++) + mesh.GetTri(i).smoothingGroups = (ulong) ReadInt(); + break; + } + SkipChunk(ch); + ch = ReadChunk(); + } +} + +void L3DS::ReadMaterial(const LChunk &parent) +{ + // variables + LChunk chunk; + LChunk child; + char str[30]; + LMaterial mat; + short sh; + + GotoChunk(parent); + + chunk = ReadChunk(); + while (chunk.end <= parent.end) + { + switch (chunk.id) + { + case MAT_NAME: + ReadASCIIZ(str, 30); + mat.SetName(str); + break; + case MAT_AMBIENT: + child = ReadChunk(); + mat.SetAmbientColor(ReadColor(child)); + break; + case MAT_DIFFUSE: + child = ReadChunk(); + mat.SetDiffuseColor(ReadColor(child)); + break; + case MAT_SPECULAR: + child = ReadChunk(); + mat.SetSpecularColor(ReadColor(child)); + break; + case MAT_SHININESS: + child = ReadChunk(); + mat.SetShininess(ReadPercentage(child)); + break; + case MAT_TRANSPARENCY: + child = ReadChunk(); + mat.SetTransparency(ReadPercentage(child)); + break; + case MAT_SHADING: + sh = ReadShort(); + switch (sh) + { + case 0: + mat.SetShadingType(sWireframe); + break; + case 1: + mat.SetShadingType(sFlat); + break; + case 2: + mat.SetShadingType(sGouraud); + break; + case 3: + mat.SetShadingType(sPhong); + break; + case 4: + mat.SetShadingType(sMetal); + break; + } + break; + case MAT_WIRE: + mat.SetShadingType(sWireframe); + break; + case MAT_TEXMAP: + ReadMap(chunk, mat.GetTextureMap1()); + break; + case MAT_TEX2MAP: + ReadMap(chunk, mat.GetTextureMap2()); + break; + case MAT_OPACMAP: + ReadMap(chunk, mat.GetOpacityMap()); + break; + case MAT_BUMPMAP: + ReadMap(chunk, mat.GetBumpMap()); + break; + case MAT_SPECMAP: + ReadMap(chunk, mat.GetSpecularMap()); + break; + case MAT_REFLMAP: + child = ReadChunk(); + mat.GetReflectionMap().strength = ReadPercentage(child); + SkipChunk(child); + child = ReadChunk(); + if (child.id != MAT_MAPNAME) + { + ErrorMsg("L3DS::ReadMaterial - error, expected chunk not found"); + return; + } + ReadASCIIZ(str, 30); + if (strcmp(str, "") == 0) + strcpy(mat.GetReflectionMap().mapName, "auto"); + break; + } + + SkipChunk(chunk); + chunk = ReadChunk(); + } + m_materials.push_back(mat); + m_materials[m_materials.size()-1].SetID(m_materials.size()-1); +} + +void L3DS::ReadMap(const LChunk &chunk, LMap& map) +{ + LChunk child; + char str[20]; + GotoChunk(chunk); + child = ReadChunk(); + while (child.end <= chunk.end) + { + switch (child.id) + { + case INT_PERCENTAGE: + map.strength = ReadPercentage(child); + break; + case MAT_MAPNAME: + ReadASCIIZ(str, 20); + strcpy(map.mapName, str); + break; + case MAT_MAP_USCALE: + map.uScale = ReadFloat(); + break; + case MAT_MAP_VSCALE: + map.vScale = ReadFloat(); + break; + case MAT_MAP_UOFFSET: + map.uOffset = ReadFloat(); + break; + case MAT_MAP_VOFFSET: + map.vOffset = ReadFloat(); + break; + case MAT_MAP_ANG: + map.angle = ReadFloat(); + break; + } + SkipChunk(child); + child = ReadChunk(); + } +} + +void L3DS::ReadKeyframeData(const LChunk &parent) +{ + uint frames = 0; + + LChunk node_hdr; + node_hdr.id = NODE_HDR; + + char str[20]; + LMesh *mesh; + + GotoChunk(parent); + if (!FindChunk(node_hdr, parent)) + return; + GotoChunk(node_hdr); + ReadASCIIZ(str, 19); + mesh = FindMesh(str); + if (mesh == 0) + return; + GotoChunk(parent); + + // read the pivot + LVector3 pivot = zero3; + + LChunk pivotchunk; + pivotchunk.id = PIVOT; + if (FindChunk(pivotchunk, parent)) + { + GotoChunk(pivotchunk); + pivot.x = ReadFloat(); + pivot.y = ReadFloat(); + pivot.z = ReadFloat(); + } + GotoChunk(parent); + + // read frame 0 from the position track + LVector3 pos = zero3; + + frames = 0; + + LChunk poschunk; + poschunk.id = POS_TRACK_TAG; + if (FindChunk(poschunk, parent)) + { + GotoChunk(poschunk); + // read the trackheader structure + ReadShort(); + ReadInt(); + ReadInt(); + frames = ReadInt(); + if (frames > 0) + { + ReadKeyheader(); + pos.x = ReadFloat(); + pos.y = ReadFloat(); + pos.z = ReadFloat(); + } + } + GotoChunk(parent); + + // now read the rotation track + LVector4 rot = zero4; + + LChunk rotchunk; + rotchunk.id = ROT_TRACK_TAG; + + frames = 0; + if (FindChunk(rotchunk, parent)) + { + GotoChunk(rotchunk); + // read the trackheader structure + ReadShort(); + ReadInt(); + ReadInt(); + frames = ReadInt(); + if (frames > 0) + { + ReadKeyheader(); + rot.x = ReadFloat(); + rot.y = ReadFloat(); + rot.z = ReadFloat(); + rot.w = ReadFloat(); + } + } + GotoChunk(parent); + + // now read the scaling chunk + LVector3 scale; + scale.x = 1; + scale.y = 1; + scale.z = 1; + + LChunk scalechunk; + scalechunk.id = SCL_TRACK_TAG; + + frames = 0; + + if (FindChunk(scalechunk, parent)) + { + GotoChunk(scalechunk); + // read the trackheader structure + ReadShort(); + ReadInt(); + ReadInt(); + frames = ReadInt(); + if (frames > 0) + { + ReadKeyheader(); + scale.x = ReadFloat(); + scale.y = ReadFloat(); + scale.z = ReadFloat(); + } + } + GotoChunk(parent); + + +} + +long L3DS::ReadKeyheader() +{ + long frame; + frame = ReadInt(); + short opts = ReadShort(); + if (opts & 32768) // 32768 is 1000000000000000 binary + { // tension is present + ReadFloat(); + } + if (opts & 16384) // 16384 is 0100000000000000 binary + { // continuity is present + ReadFloat(); + } + if (opts & 8192) + { // bias info present + ReadFloat(); + } + if (opts & 4096) + { // "ease to" present + ReadFloat(); + } + if (opts & 2048) + { // "ease from" present + ReadFloat(); + } + return frame; +}
\ No newline at end of file diff --git a/MagicEx/l3ds.h b/MagicEx/l3ds.h new file mode 100644 index 0000000..ea0a032 --- /dev/null +++ b/MagicEx/l3ds.h @@ -0,0 +1,457 @@ +// copyright (c) 2001-2002 Lev Povalahev +// this is a 3ds importer version 2 + +#ifndef L3DS_H +#define L3DS_H + +// includes +#include <vector> +#include <string> + +//--------------------------------------------------------- + +typedef unsigned int uint; +typedef unsigned char byte; + +enum LShading {sWireframe, sFlat, sGouraud, sPhong, sMetal}; + +enum LOptimizationLevel {oNone, oSimple, oFull}; + +// for internal use +struct LChunk; +struct LTri; + +//------------------------------------------------ + +struct LVector4 +{ + float x; + float y; + float z; + float w; + + int operator==(const LVector4& v) const { return x==v.x && y==v.y && z==v.z && w==v.w; } +}; + +struct LVector3 +{ + float x; + float y; + float z; + + int operator==(const LVector3& v) const { return x==v.x && y==v.y && z==v.z; } +}; + +struct LVector2 +{ + float x; + float y; + + int operator==(const LVector2& v) const { return x==v.x && y==v.y; } +}; + +struct LColor3 +{ + float r; + float g; + float b; + + int operator==(const LColor3& v) const { return r==v.r && g==v.g && b==v.b; } +}; + +//------------------------------------------------ + +struct LTriangle +{ + unsigned short a; + unsigned short b; + unsigned short c; +}; + +struct LMatrix4 +{ + float m[4][4]; +}; + +struct LTriangle2 +{ + LVector4 vertices[3]; + LVector3 vertexNormals[3]; + LVector2 textureCoords[3]; + LVector3 faceNormal; + uint materialId; +}; + +// a structure for a texture map +struct LMap +{ + // the strength of the texture map + float strength; + // the file name of the map. only 8.3 format in 3ds files :( + char mapName[255]; + float uScale; + float vScale; + float uOffset; + float vOffset; + float angle; +}; + +//------------------------------------------------ + +class LObject +{ +public: + // the default constructor, initilializes the m_name here + LObject(); + // the destructor frees memory (m_name) + virtual ~LObject(); + // call this to get the name of the object + virtual const std::string& GetName(); + + // this methods should not be used by the "user", they're used internally to fill the class + // with valid data when reading from file. If you're about to add an importer for another format you'LL + // have to use these methods + // call this to set the name of the object + virtual void SetName(const std::string& value); + // returns true if the object's name is the name passed as parameter + bool IsObject(const std::string &name); +protected: + // the name of the object + std::string m_name; +}; + +//------------------------------------------------ + +class LMaterial : public LObject +{ +public: + // the default constructor, does the initialization + LMaterial(); + // the destructor + virtual ~LMaterial(); + // returns the material ID + uint GetID(); + // returns the pointer to teh texture map 1 + LMap& GetTextureMap1(); + // returns the pointer to the texture map 2 + LMap& GetTextureMap2(); + // returns the pointer to teh opacity map + LMap& GetOpacityMap(); + // returns the pointer to the specular (gloss) map + LMap& GetSpecularMap(); + // returns the pointer to the bump map + LMap& GetBumpMap(); + // returns the pointer to the reflection map + LMap& GetReflectionMap(); + // returns the ambient color of the material + LColor3 GetAmbientColor(); + // returns the diffuse color of the material + LColor3 GetDiffuseColor(); + // returns the specular color of the material + LColor3 GetSpecularColor(); + // returns the shininess of the material, ranging from 0(matte) to 1(shiny) + float GetShininess(); + // returns the transparency of the material, ranging from 1(fully transparent) to 0(opaque) + float GetTransparency(); + // returns the type of shading, see LShading type + LShading GetShadingType(); + + // this methods should not be used by the "user", they're used internally to fill the class + // with valid data when reading from file. If you're about to add an importer for another format you'LL + // have to use these methods + // sets the material ID to "value" + void SetID(uint value); + // call this to set the ambient color of the material + void SetAmbientColor(const LColor3 &color); + // sets the diffuse color of the material + void SetDiffuseColor(const LColor3 &color); + // sets the specular color of the material + void SetSpecularColor(const LColor3 &color); + // sets the shininess of the material + void SetShininess(float value); + // sets the transparency of the material + void SetTransparency(float value); + // sets the shading type + void SetShadingType(LShading shading); +protected: + // the unique material ID + int m_id; + // the first texture map + LMap m_texMap1; + // the second texture map + LMap m_texMap2; + // the opacity map + LMap m_opacMap; + // the reflection map + LMap m_reflMap; + // the bump map + LMap m_bumpMap; + // specular map + LMap m_specMap; + // material ambient color + LColor3 m_ambient; + // material diffuse color + LColor3 m_diffuse; + // material specular color + LColor3 m_specular; + // shininess + float m_shininess; + // transparency + float m_transparency; + // the shading type for the material + LShading m_shading; +}; + +//------------------------------------------------ + +class LMesh : public LObject +{ +public: + // the default constructor + LMesh(); + // the destructor + virtual ~LMesh(); + // clears the mesh, deleteing all data + void Clear(); + // returns the number of vertices in the mesh + uint GetVertexCount(); + // sets the the size fo the vertex array - for internal use + void SetVertexArraySize(uint value); + // returns the number of triangles in the mesh + uint GetTriangleCount(); + // sets the size of the triangle array - for internal use + void SetTriangleArraySize(uint value); + // returns given vertex + const LVector4& GetVertex(uint index); + // returns the given normal + const LVector3& GetNormal(uint index); + // returns the given texture coordinates vector + const LVector2& GetUV(uint index); + // returns the pointer to the array of tangents + const LVector3& GetTangent(uint index); + // returns the pointer to the array of binormals + const LVector3& GetBinormal(uint index); + // sets the vertex at a given index to "vec" - for internal use + void SetVertex(const LVector4 &vec, uint index); + // sets the normal at a given index to "vec" - for internal use + void SetNormal(const LVector3 &vec, uint index); + // sets the texture coordinates vector at a given index to "vec" - for internal use + void SetUV(const LVector2 &vec, uint index); + // sets the tangent at a given index to "vec" - for internal use + void SetTangent(const LVector3 &vec, uint index); + // sets the binormal at a given index to "vec" - for internal use + void SetBinormal(const LVector3 &vec, uint index); + // returns the triangle with a given index + const LTriangle& GetTriangle(uint index); + // returns the triangle with a given index, see LTriangle2 structure description + LTriangle2 GetTriangle2(uint index); + // returns the mesh matrix, should be identity matrix after loading + LMatrix4 GetMatrix(); + // sets the mesh matrix to a given matrix - for internal use + void SetMatrix(LMatrix4 m); + // optimizises the mesh using a given optimization level + void Optimize(LOptimizationLevel value); + // sets an internal triangle structure with index "index" - for internal use only + void SetTri(const LTri &tri, uint index); + // returns the pointer to the internal triangle structure - for internal use only + LTri& GetTri(uint index); + // returns the material id with a given index for the mesh + uint GetMaterial(uint index); + // adds a material to the mesh and returns its index - for internal use + uint AddMaterial(uint id); + // returns the number of materials used in the mesh + uint GetMaterialCount(); +protected: + // the vertices, normals, etc. + std::vector<LVector4> m_vertices; + std::vector<LVector3> m_normals; + std::vector<LVector3> m_binormals; + std::vector<LVector3> m_tangents; + std::vector<LVector2> m_uv; + + // triangles + std::vector<LTriangle> m_triangles; + + //used internally + std::vector<LTri> m_tris; + + // the transformation matrix. + LMatrix4 m_matrix; + + // the material ID array + std::vector<uint> m_materials; + + // calculates the normals, either using the smoothing groups information or not + void CalcNormals(bool useSmoothingGroups); + // calculates the texture(tangent) space for each vertex + void CalcTextureSpace(); + // transforms the vertices by the mesh matrix + void TransformVertices(); +}; + +//------------------------------------------------ + +class LLight : public LObject +{ +public: + // the default constructor + LLight(); + // the destructor + virtual ~LLight(); + // clears the data the class holds + void Clear(); + // sets the position of the light source - for internal use + void SetPosition(LVector3 vec); + // returns the position of the light source + LVector3 GetPosition(); + // sets the color of the light - for internal use + void SetColor(LColor3 color); + // returns the color of the light + LColor3 GetColor(); + // sets whether the light is a spotlight or not - internal use + void SetSpotlight(bool value); + // returns true if the light is a spotlight + bool GetSpotlight(); + // sets the target of the light - internal use + void SetTarget(LVector3 target); + // returns the target of the spotlight + LVector3 GetTarget(); + // sets the hotspot - internal use + void SetHotspot(float value); + // returns the hotspot + float GetHotspot(); + // sets falloff - internal use + void SetFalloff(float value); + // returns falloff + float GetFalloff(); +protected: + LVector3 m_pos; + LColor3 m_color; + bool m_spotlight; + LVector3 m_target; + float m_hotspot; + float m_falloff; +}; + +//------------------------------------------------ + +class LImporter +{ +public: + // the default constructor + LImporter(); + // the destructor + virtual ~LImporter(); + // reads the model from a file, must be overriden by the child classes + virtual bool LoadFile(const char *filename) = 0; + // returns the number of meshes in the scene + uint GetMeshCount(); + // returns the number of lights in the scene + uint GetLightCount(); + // returns the number of materials in the scene + uint GetMaterialCount(); + // returns a pointer to a mesh + LMesh& GetMesh(uint index); + // returns a pointer to a light at a given index + LLight& GetLight(uint index); + // returns the pointer to the material + LMaterial& GetMaterial(uint index); + // returns the pointer to the material with a given name, or NULL if the material was not found + LMaterial* FindMaterial(const std::string &name); + // returns the pointer to the mesh with a given name, or NULL if the mesh with such name + // is not present in the scene + LMesh* FindMesh(const std::string &name); + // returns the pointer to the light with a given name, or NULL if not found + LLight* FindLight(const std::string &name); + // sets the optimization level to a given value + void SetOptimizationLevel(LOptimizationLevel value); + // returns the current optimization level + LOptimizationLevel GetOptimizationLevel(); +protected: + // the lights found in the scene + std::vector<LLight> m_lights; + // triangular meshes + std::vector<LMesh> m_meshes; + // the materials in the scene + std::vector<LMaterial> m_materials; + // level of optimization to perform on the meshes + LOptimizationLevel m_optLevel; + // clears all data. + virtual void Clear(); +}; +//------------------------------------------------ + +class L3DS : public LImporter +{ +public: + // the default contructor + L3DS(); + // constructs the object and loads the file + L3DS(const char *filename); + // destructor + virtual ~L3DS(); + // load 3ds file + virtual bool LoadFile(const char *filename); +protected: + // used internally for reading + char m_objName[100]; + // true if end of file is reached + bool m_eof; + // buffer for loading, used for speedup + unsigned char *m_buffer; + // the size of the buffer + uint m_bufferSize; + // the current cursor position in the buffer + uint m_pos; + + // reads a short value from the buffer + short ReadShort(); + // reads an int value from the buffer + int ReadInt(); + // reads a char from the buffer + char ReadChar(); + //reada a floatvalue from the buffer + float ReadFloat(); + //reads an unsigned byte from the buffer + byte ReadByte(); + //reads an asciiz string + int ReadASCIIZ(char *buf, int max_count); + // seek wihtin the buffer + void Seek(int offset, int origin); + // returns the position of the cursor + uint Pos(); + + // read the chunk and return it. + LChunk ReadChunk(); + // read until given chunk is found + bool FindChunk(LChunk &target, const LChunk &parent); + // skip to the end of chunk "chunk" + void SkipChunk(const LChunk &chunk); + // goes to the beginning of the data in teh given chunk + void GotoChunk(const LChunk &chunk); + + // the function read the color chunk (any of the color chunks) + LColor3 ReadColor(const LChunk &chunk); + // the function that read the percentage chunk and returns a float from 0 to 1 + float ReadPercentage(const LChunk &chunk); + // this is where 3ds file is being read + bool Read3DS(); + // read a light chunk + void ReadLight(const LChunk &parent); + // read a trimesh chunk + void ReadMesh(const LChunk &parent); + // reads the face list, face materials, smoothing groups... and fill rthe information into the mesh + void ReadFaceList(const LChunk &chunk, LMesh &mesh); + // reads the material + void ReadMaterial(const LChunk &parent); + // reads the map info and fills the given map with this information + void ReadMap(const LChunk &chunk, LMap& map); + // reads keyframer data of the OBJECT_NODE_TAG chunk + void ReadKeyframeData(const LChunk &parent); + // reads the keyheader structure from the current offset and returns the frame number + long ReadKeyheader(); +}; + +//--------------------------------------------------------- + +#endif
\ No newline at end of file |