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/* 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 "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<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;
}
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