Add a tool to convert from the PIE format to the imaginary WZM format.

git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@3710 4a71c877-e1ca-e34f-864e-861f7616d084
master
Per Inge Mathisen 2008-02-07 14:59:53 +00:00
parent a1879f5818
commit 0207ceb4c1
1 changed files with 357 additions and 0 deletions

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tools/conversion/pie2wzm.c Normal file
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/*
This file is part of Warzone 2100.
Copyright (C) 2007-2008 Warzone Resurrection Project
Warzone 2100 is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
Warzone 2100 is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Warzone 2100; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*/
#include <assert.h>
#include <stdlib.h>
#include <string.h>
#include <ctype.h>
#include <stdbool.h>
#include <stdio.h>
#include <errno.h>
// The WZM format is a proposed successor to the PIE format used by Warzone.
// For an explanation of the WZM format, see http://wiki.wz2100.net/WZM_format
// To compile: gcc -o pie2wzm pie2wzm.c -Wall -g -O0 -Wshadow
#define iV_IMD_TEX 0x00000200
#define iV_IMD_TEXANIM 0x00004000
#define MAX_POLYGON_SIZE 16
static bool swapYZ = false;
static bool invertUV = false;
static bool reverseWinding = false;
static char *input = "";
static char *output = "";
typedef struct {
int index[MAX_POLYGON_SIZE];
int texCoord[MAX_POLYGON_SIZE][2];
int vertices;
int frames, rate, width, height; // animation data
} WZ_FACE;
typedef struct {
int x, y, z;
} WZ_POSITION;
static void parse_args(int argc, char **argv)
{
unsigned int i = 1;
for (i = 1; argc >= 2 + i && argv[i][0] == '-'; i++)
{
if (argv[i][1] == 'y')
{
swapYZ = true; // exporting program used Y-axis as "up", like we do, don't switch
}
if (argv[i][1] == 'i')
{
invertUV = true;
}
if (argv[i][1] == 'r')
{
reverseWinding = true;
}
}
if (argc < 2 + i)
{
fprintf(stderr, "Syntax: pie2wzm [-y|-r|-t] input_filename output_filename\n");
fprintf(stderr, " -y Swap the Y and Z axis.\n");
fprintf(stderr, " -r Reverse winding of all polygons. (DOES NOT WORK YET.)\n");
fprintf(stderr, " -i Invert the vertical texture coordinates (for 3DS MAX etc.).\n");
exit(1);
}
input = argv[i++];
output = argv[i++];
}
static void dump_to_wzm(FILE *ctl, FILE *fp)
{
int num, x, y, z, levels, level;
char s[200];
num = fscanf(fp, "PIE %d\n", &x);
if (num != 1)
{
fprintf(stderr, "Bad PIE file %s\n", input);
exit(1);
}
fprintf(ctl, "WZM 1\n");
num = fscanf(fp, "TYPE %d\n", &x); // ignore
if (num != 1)
{
fprintf(stderr, "Bad TYPE directive in %s\n", input);
exit(1);
}
num = fscanf(fp, "TEXTURE %d %s %d %d\n", &z, s, &x, &y);
if (num != 4)
{
fprintf(stderr, "Bad TEXTURE directive in %s\n", input);
exit(1);
}
fprintf(ctl, "TEXTURE 0 %s\n", s);
num = fscanf(fp, "LEVELS %d\n", &levels);
if (num != 1)
{
fprintf(stderr, "Bad LEVELS directive in %s\n", input);
exit(1);
}
fprintf(ctl, "MESHES %d\n", levels);
// WZM does not support multiple meshes, nor importing them from PIE
for (level = 0; level < levels; level++)
{
int j, points, faces, facesWZM, faceCount, pointsWZM, pointCount, textureArrays = 1;
WZ_FACE *faceList;
WZ_POSITION *posList;
num = fscanf(fp, "LEVEL %d\n", &x);
if (num != 1 || level + 1 != x)
{
fprintf(stderr, "Bad LEVEL directive in %s, was %d should be %d.\n", input, x, level + 1);
exit(1);
}
fprintf(ctl, "MESH %d\n", level);
num = fscanf(fp, "POINTS %d\n", &points);
if (num != 1)
{
fprintf(stderr, "Bad POINTS directive in %s, level %d.\n", input, level);
exit(1);
}
posList = malloc(sizeof(WZ_POSITION) * points);
for (j = 0; j < points; j++)
{
if (swapYZ)
{
num = fscanf(fp, "%d %d %d\n", &posList[j].x, &posList[j].z, &posList[j].y);
}
else
{
num = fscanf(fp, "%d %d %d\n", &posList[j].x, &posList[j].y, &posList[j].z);
}
if (num != 3)
{
fprintf(stderr, "Bad POINTS entry level %d, number %d\n", level, j);
exit(1);
}
}
num = fscanf(fp, "POLYGONS %d", &faces);
if (num != 1)
{
fprintf(stderr, "Bad POLYGONS directive in %s, level %d.\n", input, level);
exit(1);
}
facesWZM = faces; // for starters
faceList = malloc(sizeof(WZ_FACE) * faces);
pointsWZM = 0;
for (j = 0; j < faces; ++j)
{
int k;
unsigned int flags;
num = fscanf(fp, "\n%x", &flags);
if (num != 1)
{
fprintf(stderr, "Bad POLYGONS texture flag entry level %d, number %d\n", level, j);
exit(1);
}
if (!(flags & iV_IMD_TEX))
{
fprintf(stderr, "Bad texture flag entry level %d, number %d - no texture flag!\n", level, j);
exit(1);
}
num = fscanf(fp, "%d", &faceList[j].vertices);
if (num != 1)
{
fprintf(stderr, "Bad POLYGONS vertices entry level %d, number %d\n", level, j);
exit(1);
}
assert(faceList[j].vertices <= MAX_POLYGON_SIZE); // larger polygons not supported
assert(faceList[j].vertices >= 3); // points and lines not supported
if (faceList[j].vertices > 3)
{
// since they are triangle fans already, we get to do easy tessellation
facesWZM += (faceList[j].vertices - 3);
}
pointsWZM += faceList[j].vertices;
// Read in vertex indices and texture coordinates
for (k = 0; k < faceList[j].vertices; k++)
{
num = fscanf(fp, "%d", &faceList[j].index[k]);
if (num != 1)
{
fprintf(stderr, "Bad vertex position entry level %d, number %d\n", level, j);
exit(1);
}
}
if (flags & iV_IMD_TEXANIM)
{
num = fscanf(fp, "%d %d %d %d", &faceList[j].frames, &faceList[j].rate, &faceList[j].width, &faceList[j].height);
if (num != 4)
{
fprintf(stderr, "Bad texture animation entry level %d, number %d.\n", level, j);
exit(1);
}
if (faceList[j].frames <= 1)
{
fprintf(stderr, "Level %d, polygon %d has a single animation frame. That makes no sense.\n", level, j);
}
if (textureArrays < faceList[j].frames)
{
textureArrays = faceList[j].frames;
}
}
else
{
faceList[j].frames = 0;
faceList[j].rate = 0;
faceList[j].width = 0;
faceList[j].height = 0;
}
for (k = 0; k < faceList[j].vertices; k++)
{
num = fscanf(fp, "%d %d", &faceList[j].texCoord[k][0], &faceList[j].texCoord[k][1]);
if (num != 2)
{
fprintf(stderr, "Bad texture coordinate entry level %d, number %d\n", level, j);
exit(1);
}
}
}
if (textureArrays == 8) // guesswork
{
fprintf(ctl, "TEAMCOLOURS 1\n");
}
else
{
fprintf(ctl, "TEAMCOLOURS 0\n");
}
// Calculate position list. Since positions hold texture coordinates in WZM, unlike in Warzone,
// we need to use some black magic to transfer them over here.
pointCount = 0;
fprintf(ctl, "VERTICES %d\n", pointsWZM);
fprintf(ctl, "FACES %d\n", facesWZM);
fprintf(ctl, "VERTEXARRAY");
for (j = 0; j < faces; j++)
{
int k;
for (k = 0; k < faceList[j].vertices; k++, pointCount++)
{
int pos = faceList[j].index[k];
// Generate new position
fprintf(ctl, " \n\t%d %d %d", posList[pos].x, posList[pos].y, posList[pos].z);
// Use the new position
faceList[j].index[k] = pointCount;
}
}
fprintf(ctl, "\nTEXTUREARRAYS %d", textureArrays);
// Handle texture animation or team colours. In either case, add multiple texture arrays.
for (z = 0; z < textureArrays; z++)
{
fprintf(ctl, "\nTEXTUREARRAY %d", z);
for (j = 0; j < faces; j++)
{
int k;
for (k = 0; k < faceList[j].vertices; k++)
{
double u = (double)(faceList[j].texCoord[k][0] + faceList[j].width * z) / 256.0f;
double v = (double)(faceList[j].texCoord[k][1] + faceList[j].height * z) / 256.0f;
if (invertUV)
{
v = 1.0f - v;
}
fprintf(ctl, " \n\t%f %f", u, v);
}
}
}
faceCount = 0;
fprintf(ctl, "\nINDEXARRAY");
// TODO support reverse winding option?
for (j = 0; j < faces; j++)
{
int k, key, previous;
key = faceList[j].index[0];
previous = faceList[j].index[2];
faceCount++;
fprintf(ctl, "\n\t%d %d %d", key, faceList[j].index[1], previous);
// Generate triangles from the Warzone triangle fans (PIEs, get it?)
for (k = 3; k < faceList[j].vertices; k++)
{
previous = faceList[j].index[k];
fprintf(ctl, "\n\t%d %d %d", key, previous, faceList[j].index[k]);
}
}
// We only handle texture animation here, so leave bone heap animation out of it for now.
fprintf(ctl, "\nFRAMES %d", textureArrays);
for (j = 0; j < textureArrays; j++)
{
fprintf(ctl, "\n\t0 %d %d", j, faceList[j].rate);
}
fprintf(ctl, "\nCONNECTORS 0\n"); // TODO
free(faceList);
free(posList);
}
}
int main(int argc, char **argv)
{
FILE *p, *f;
parse_args(argc, argv);
p = fopen(input, "r");
if (!p)
{
fprintf(stderr, "Cannot open \"%s\" for reading: %s", input, strerror(errno));
exit(1);
}
f = fopen(output, "w");
if (!f)
{
fprintf(stderr, "Cannot open \"%s\" for reading: %s", output, strerror(errno));
exit(1);
}
dump_to_wzm(f, p);
fclose(f);
fclose(p);
return 0;
}