From e33e19d0587146859d48a134ec9fd94e7b7ba5cd Mon Sep 17 00:00:00 2001 From: "FWoltermann@gmail.com" Date: Thu, 8 Dec 2011 14:53:40 +0000 Subject: Initial upload --- Magic2/ModelFileMAG.cpp | 824 ++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 824 insertions(+) create mode 100644 Magic2/ModelFileMAG.cpp (limited to 'Magic2/ModelFileMAG.cpp') diff --git a/Magic2/ModelFileMAG.cpp b/Magic2/ModelFileMAG.cpp new file mode 100644 index 0000000..829d5e1 --- /dev/null +++ b/Magic2/ModelFileMAG.cpp @@ -0,0 +1,824 @@ +/* Project Magic 2.0 + Destroyer Studios LLC + Copyright © 1997-2004. All Rights Reserved. + + SUBSYSTEM: Magic.exe + FILE: ModelFileMAG.cpp + AUTHOR: John DiCamillo + + + OVERVIEW + ======== + File loader for MAG format models +*/ + +#include "stdafx.h" +#include "Magic.h" +#include "MagicDoc.h" +#include "ModelFileMAG.h" + +#include "Bitmap.h" +#include "Polygon.h" +#include "List.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 textures; + + ListIter 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 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 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(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(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: + for (int 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 (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 (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 (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 (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 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 (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; +} + -- cgit v1.1