/* Starshatter OpenSource Distribution Copyright (c) 1997-2004, Destroyer Studios LLC. All Rights Reserved. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: * Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. * Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. * Neither the name "Destroyer Studios" nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission. 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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_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 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; }