/* 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 #include #include #include #include #include #ifndef WIN32 #include #include #else typedef int bool; #define PATH_MAX 255 #define true 1 #define false 0 #endif // 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_XNOCUL 0x00002000 #define iV_IMD_TEXANIM 0x00004000 #define MAX_POLYGON_SIZE 16 static bool swapYZ = false; static bool invertUV = false; static bool reverseWinding = false; static bool assumeAnimation = false; static char *input = ""; static char output[PATH_MAX]; typedef struct { int index[MAX_POLYGON_SIZE]; int texCoord[MAX_POLYGON_SIZE][2]; int vertices; int frames, rate, width, height; // animation data bool cull; } WZ_FACE; typedef struct { int x, y, z; } WZ_POSITION; static void parse_args(int argc, char **argv) { unsigned int i = 1; char *dot; 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 (argv[i][1] == 'a') { assumeAnimation = true; } } if (argc < 1 + i) { fprintf(stderr, "Syntax: pie2wzm [-y|-r|-t] input_filename\n"); fprintf(stderr, " -y Swap the Y and Z axis.\n"); fprintf(stderr, " -r Reverse winding of all polygons.\n"); fprintf(stderr, " -i Invert the vertical texture coordinates (for 3DS MAX etc.).\n"); fprintf(stderr, " -a Do not make a guess about team colour usage. Assume animation.\n"); exit(1); } input = argv[i++]; strncpy(output, input, PATH_MAX); dot = strrchr(output, '.'); *dot = '\0'; strcat(output, ".wzm"); } 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 %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); } if (flags & iV_IMD_XNOCUL) { faceList[j].cull = true; facesWZM++; // must add additional face that is faced in the opposite direction } else { faceList[j].cull = false; } 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); if (faceList[j].cull) { facesWZM += (faceList[j].vertices - 3); // double the number of extra faces needed } } 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 = 1; // to avoid division by zero faceList[j].height = 1; } 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 && !assumeAnimation) // 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++) { // This works because wrap around is only permitted if you start the animation at the // left border of the texture. What a horrible hack this was. int framesPerLine = 256 / faceList[j].width; int frameH = z % framesPerLine; int frameV = z / framesPerLine; double width = faceList[j].texCoord[k][0] + faceList[j].width * frameH; double height = faceList[j].texCoord[k][1] + faceList[j].height * frameV; double u = width / 256.0f; double v = height / 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++; if (reverseWinding || faceList[j].cull) { fprintf(ctl, "\n\t%d %d %d", key, previous, faceList[j].index[1]); } if (!reverseWinding || faceList[j].cull) { 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++) { if (reverseWinding || faceList[j].cull) { fprintf(ctl, "\n\t%d %d %d", key, faceList[j].index[k], previous); } if (!reverseWinding || faceList[j].cull) { fprintf(ctl, "\n\t%d %d %d", key, previous, faceList[j].index[k]); } previous = faceList[j].index[k]; } } // We only handle texture animation here, so leave bone heap animation out of it for now. if (textureArrays == 1) { // none is just as good as one fprintf(ctl, "\nFRAMES 0"); } else { fprintf(ctl, "\nFRAMES %d", textureArrays); for (j = 0; j < textureArrays; j++) { fprintf(ctl, "\n\t%f %d 0 0 0 0 0 0", (float)faceList[j].rate, j); } } num = fscanf(fp, "\nCONNECTORS %d", &x); if (num == 1 && x > 0) { fprintf(ctl, "\nCONNECTORS %d", x); for (j = 0; j < x; ++j) { int a, b, c; num = fscanf(fp, "\n%d %d %d", &a, &b, &c); if (num != 3) { fprintf(stderr, "Bad CONNECTORS directive entry level %d, number %d\n", level, j); exit(1); } fprintf(ctl, "\n\t%d %d %d", a, b, c); } } else { fprintf(ctl, "\nCONNECTORS 0\n"); } 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\n", input, strerror(errno)); exit(1); } f = fopen(output, "w"); if (!f) { fprintf(stderr, "Cannot open \"%s\" for reading: %s\n", output, strerror(errno)); exit(1); } dump_to_wzm(f, p); fclose(f); fclose(p); return 0; }