/* This file is part of Warzone 2100. Copyright (C) 1999-2004 Eidos Interactive Copyright (C) 2005-2007 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 */ /*! * \file imdload.c * * Load IMD (.pie) files * * - Changes at version 4: * - pcx name as string * - pcx filepath * - cut down vertex list * * - Changes at version 5_pre: * - float coordinate support * - ... */ #include "lib/framework/frame.h" #include "lib/framework/frameresource.h" #include "lib/ivis_opengl/piematrix.h" #include "ivisdef.h" // for imd structures #include "imd.h" // for imd structures #include "rendmode.h" #include "ivispatch.h" #include "tex.h" // texture page loading // Static variables static VERTEXID vertexTable[iV_IMD_MAX_POINTS]; static BOOL AtEndOfFile(const char *CurPos, const char *EndOfFile) { while ( *CurPos == 0x00 || *CurPos == 0x09 || *CurPos == 0x0a || *CurPos == 0x0d || *CurPos == 0x20 ) { CurPos++; if (CurPos >= EndOfFile) { return TRUE; } } if (CurPos >= EndOfFile) { return TRUE; } return FALSE; } /*! * Load shape level polygons * \param ppFileData Pointer to the data (usualy read from a file) * \param s Pointer to shape level * \return FALSE on error (memory allocation failure/bad file format), TRUE otherwise * \pre ppFileData loaded * \pre s allocated * \pre s->npolys set * \post s->polys allocated (iFSDPoly * s->npolys) * \post s->pindex allocated for each poly */ static BOOL _imd_load_polys( const char **ppFileData, iIMDShape *s ) { const char *pFileData = *ppFileData; int i, j, cnt; iIMDPoly *poly; s->numFrames = 0; s->animInterval = 0; s->polys = (iIMDPoly*)malloc(sizeof(iIMDPoly) * s->npolys); if (s->polys == NULL) { debug(LOG_ERROR, "(_load_polys) Out of memory (polys)"); return FALSE; } for (i = 0, poly = s->polys; i < s->npolys; i++, poly++) { UDWORD flags, npnts; if (sscanf(pFileData, "%x %d%n", &flags, &npnts, &cnt) != 2) { debug(LOG_ERROR, "(_load_polys) [poly %d] error loading flags and npoints", i); } pFileData += cnt; poly->flags = flags; poly->npnts = npnts; poly->pindex = (VERTEXID*)malloc(sizeof(VERTEXID) * poly->npnts); if (poly->pindex == NULL) { debug(LOG_ERROR, "(_load_polys) [poly %d] memory alloc fail (poly indices)", i); return FALSE; } poly->vrt = (fVertex*)malloc(sizeof(fVertex) * poly->npnts); if (poly->vrt == NULL) { debug(LOG_ERROR, "(_load_polys) [poly %d] memory alloc fail (vertex struct)", i); return FALSE; } for (j = 0; j < poly->npnts; j++) { int newID; if (sscanf(pFileData, "%d%n", &newID, &cnt) != 1) { debug(LOG_ERROR, "failed poly %d. point %d", i, j); return FALSE; } pFileData += cnt; poly->pindex[j] = vertexTable[newID]; } // calc poly normal if (poly->npnts > 2) { Vector3f p0, p1, p2; //assumes points already set p0.x = s->points[poly->pindex[0]].x; p0.y = s->points[poly->pindex[0]].y; p0.z = s->points[poly->pindex[0]].z; p1.x = s->points[poly->pindex[1]].x; p1.y = s->points[poly->pindex[1]].y; p1.z = s->points[poly->pindex[1]].z; p2.x = s->points[poly->pindex[poly->npnts-1]].x; p2.y = s->points[poly->pindex[poly->npnts-1]].y; p2.z = s->points[poly->pindex[poly->npnts-1]].z; pie_SurfaceNormal3fv(&p0, &p1, &p2, &poly->normal); } else { Vector3f_Set(&poly->normal, 0.0f, 0.0f, 0.0f); } if (poly->flags & iV_IMD_TEXANIM) { unsigned int nFrames, pbRate, tWidth, tHeight; poly->pTexAnim = (iTexAnim*)malloc(sizeof(iTexAnim)); if (poly->pTexAnim == NULL) { debug(LOG_ERROR, "(_load_polys) [poly %d] memory alloc fail (iTexAnim struct)", i); return FALSE; } // even the psx needs to skip the data if (sscanf(pFileData, "%d %d %d %d%n", &nFrames, &pbRate, &tWidth, &tHeight, &cnt) != 4) { debug(LOG_ERROR, "(_load_polys) [poly %d] error reading texanim data", i); return FALSE; } pFileData += cnt; ASSERT( tWidth > 0, "_imd_load_polys: texture width = %i", tWidth ); ASSERT( tHeight > 0, "_imd_load_polys: texture height = %i", tHeight ); /* Assumes same number of frames per poly */ s->numFrames = nFrames; poly->pTexAnim->nFrames = nFrames; poly->pTexAnim->playbackRate =pbRate; /* Uses Max metric playback rate */ s->animInterval = pbRate; poly->pTexAnim->textureWidth = tWidth; poly->pTexAnim->textureHeight = tHeight; } else { poly->pTexAnim = NULL; } // PC texture coord routine if (poly->flags & iV_IMD_TEX) { for (j = 0; j < poly->npnts; j++) { float VertexU, VertexV; if (sscanf(pFileData, "%f %f%n", &VertexU, &VertexV, &cnt) != 2) { debug(LOG_ERROR, "(_load_polys) [poly %d] error reading tex outline", i); return FALSE; } pFileData += cnt; poly->vrt[j].u = VertexU; poly->vrt[j].v = VertexV; poly->vrt[j].g = UINT8_MAX; } } } *ppFileData = pFileData; return TRUE; } static BOOL ReadPoints( const char **ppFileData, iIMDShape *s ) { const char *pFileData = *ppFileData; int cnt, i, j, lastPoint = 0, match = -1; Vector3f newVector = {0.0f, 0.0f, 0.0f}; for (i = 0; i < s->npoints; i++) { if (sscanf(pFileData, "%f %f %f%n", &newVector.x, &newVector.y, &newVector.z, &cnt) != 3) { debug(LOG_ERROR, "(_load_points) file corrupt -K"); return FALSE; } pFileData += cnt; //check for duplicate points match = -1; // scan through list upto the number of points added (lastPoint) ... not up to the number of points scanned in (i) (which will include duplicates) for (j = 0; j < lastPoint; j++) { if (Vector3f_compare(&newVector, &s->points[j])) { match = j; break; } } //check for duplicate points if (match == -1) { // new point s->points[lastPoint].x = newVector.x; s->points[lastPoint].y = newVector.y; s->points[lastPoint].z = newVector.z; vertexTable[i] = lastPoint; lastPoint++; } else { vertexTable[i] = match; } } //clear remaining table for (i = s->npoints; i < iV_IMD_MAX_POINTS; i++) { vertexTable[i] = -1; } s->npoints = lastPoint; *ppFileData = pFileData; return TRUE; } static BOOL _imd_load_points( const char **ppFileData, iIMDShape *s ) { Vector3f *p = NULL; Sint32 tempXMax, tempXMin, tempZMax, tempZMin, extremeX, extremeZ; Sint32 xmax, ymax, zmax; double dx, dy, dz, rad_sq, rad, old_to_p_sq, old_to_p, old_to_new; double xspan, yspan, zspan, maxspan; Vector3f dia1, dia2, cen; Vector3f vxmin = { 0, 0, 0 }, vymin = { 0, 0, 0 }, vzmin = { 0, 0, 0 }, vxmax = { 0, 0, 0 }, vymax = { 0, 0, 0 }, vzmax = { 0, 0, 0 }; //load the points then pass through a second time to setup bounding datavalues s->points = (Vector3f*)malloc(sizeof(Vector3f) * s->npoints); if (s->points == NULL) { return FALSE; } // Read in points and remove duplicates (!) if ( ReadPoints( ppFileData, s ) == FALSE ) { return FALSE; } s->xmax = s->ymax = s->zmax = tempXMax = tempZMax = -FP12_MULTIPLIER; s->xmin = s->ymin = s->zmin = tempXMin = tempZMin = FP12_MULTIPLIER; vxmax.x = vymax.y = vzmax.z = -FP12_MULTIPLIER; vxmin.x = vymin.y = vzmin.z = FP12_MULTIPLIER; // set up bounding data for minimum number of vertices for (p = s->points; p < s->points + s->npoints; p++) { if (p->x > s->xmax) s->xmax = p->x; if (p->x < s->xmin) s->xmin = p->x; /* Biggest x coord so far within our height window? */ if( p->x > tempXMax && p->y > DROID_VIS_LOWER && p->y < DROID_VIS_UPPER ) { tempXMax = p->x; } /* Smallest x coord so far within our height window? */ if( p->x < tempXMin && p->y > DROID_VIS_LOWER && p->y < DROID_VIS_UPPER ) { tempXMin = p->x; } if (p->y > s->ymax) s->ymax = p->y; if (p->y < s->ymin) s->ymin = p->y; if (p->z > s->zmax) s->zmax = p->z; if (p->z < s->zmin) s->zmin = p->z; /* Biggest z coord so far within our height window? */ if( p->z > tempZMax && p->y > DROID_VIS_LOWER && p->y < DROID_VIS_UPPER ) { tempZMax = p->z; } /* Smallest z coord so far within our height window? */ if( p->z < tempZMax && p->y > DROID_VIS_LOWER && p->y < DROID_VIS_UPPER ) { tempZMin = p->z; } // for tight sphere calculations if (p->x < vxmin.x) { vxmin.x = p->x; vxmin.y = p->y; vxmin.z = p->z; } if (p->x > vxmax.x) { vxmax.x = p->x; vxmax.y = p->y; vxmax.z = p->z; } if (p->y < vymin.y) { vymin.x = p->x; vymin.y = p->y; vymin.z = p->z; } if (p->y > vymax.y) { vymax.x = p->x; vymax.y = p->y; vymax.z = p->z; } if (p->z < vzmin.z) { vzmin.x = p->x; vzmin.y = p->y; vzmin.z = p->z; } if (p->z > vzmax.z) { vzmax.x = p->x; vzmax.y = p->y; vzmax.z = p->z; } } /* Centered about origin I can do the '-' thing below!! */ extremeX = MAX(tempXMax, -tempXMin); extremeZ = MAX(tempZMax, -tempZMin); s->visRadius = MAX(extremeX, extremeZ); // no need to scale an IMD shape (only FSD) xmax = MAX(s->xmax, -s->xmin); ymax = MAX(s->ymax, -s->ymin); zmax = MAX(s->zmax, -s->zmin); s->radius = MAX(xmax, (MAX(ymax, zmax))); s->sradius = sqrtf(xmax*xmax + ymax*ymax + zmax*zmax); // START: tight bounding sphere // set xspan = distance between 2 points xmin & xmax (squared) dx = vxmax.x - vxmin.x; dy = vxmax.y - vxmin.y; dz = vxmax.z - vxmin.z; xspan = dx*dx + dy*dy + dz*dz; // same for yspan dx = vymax.x - vymin.x; dy = vymax.y - vymin.y; dz = vymax.z - vymin.z; yspan = dx*dx + dy*dy + dz*dz; // and ofcourse zspan dx = vzmax.x - vzmin.x; dy = vzmax.y - vzmin.y; dz = vzmax.z - vzmin.z; zspan = dx*dx + dy*dy + dz*dz; // set points dia1 & dia2 to maximally seperated pair // assume xspan biggest dia1 = vxmin; dia2 = vxmax; maxspan = xspan; if (yspan > maxspan) { maxspan = yspan; dia1 = vymin; dia2 = vymax; } if (zspan > maxspan) { maxspan = zspan; dia1 = vzmin; dia2 = vzmax; } // dia1, dia2 diameter of initial sphere cen.x = (dia1.x + dia2.x) / 2.; cen.y = (dia1.y + dia2.y) / 2.; cen.z = (dia1.z + dia2.z) / 2.; // calc initial radius dx = dia2.x - cen.x; dy = dia2.y - cen.y; dz = dia2.z - cen.z; rad_sq = dx*dx + dy*dy + dz*dz; rad = sqrt(rad_sq); // second pass (find tight sphere) for (p = s->points; p < s->points + s->npoints; p++) { dx = p->x - cen.x; dy = p->y - cen.y; dz = p->z - cen.z; old_to_p_sq = dx*dx + dy*dy + dz*dz; // do r**2 first if (old_to_p_sq>rad_sq) { // this point outside current sphere old_to_p = sqrt(old_to_p_sq); // radius of new sphere rad = (rad + old_to_p) / 2.; // rad**2 for next compare rad_sq = rad*rad; old_to_new = old_to_p - rad; // centre of new sphere cen.x = (rad*cen.x + old_to_new*p->x) / old_to_p; cen.y = (rad*cen.y + old_to_new*p->y) / old_to_p; cen.z = (rad*cen.z + old_to_new*p->z) / old_to_p; debug(LOG_3D, "NEW SPHERE: cen,rad = %f %f %f, %f\n", cen.x, cen.y, cen.z, rad); } } s->ocen = cen; s->oradius = rad; debug(LOG_3D, "radius, sradius, %d, %d\n", s->radius, s->sradius); debug(LOG_3D, "SPHERE: cen,rad = %f %f %f, %d\n", s->ocen.x, s->ocen.y, s->ocen.z, s->oradius); // END: tight bounding sphere return TRUE; } /*! * Load shape level connectors * \param ppFileData Pointer to the data (usualy read from a file) * \param s Pointer to shape level * \return FALSE on error (memory allocation failure/bad file format), TRUE otherwise * \pre ppFileData loaded * \pre s allocated * \pre s->nconnectors set * \post s->connectors allocated */ static BOOL _imd_load_connectors(const char **ppFileData, iIMDShape *s) { const char *pFileData = *ppFileData; int cnt; Vector3f *p = NULL, newVector = {0.0f, 0.0f, 0.0f}; s->connectors = (Vector3f*)malloc(sizeof(Vector3f) * s->nconnectors); if (s->connectors == NULL) { debug(LOG_ERROR, "(_load_connectors) MALLOC fail"); return FALSE; } for (p = s->connectors; p < s->connectors + s->nconnectors; p++) { if (sscanf(pFileData, "%f %f %f%n", &newVector.x, &newVector.y, &newVector.z, &cnt) != 3) { debug(LOG_ERROR, "(_load_connectors) file corrupt -M"); return FALSE; } pFileData += cnt; *p = newVector; } *ppFileData = pFileData; return TRUE; } /*! * Load shape levels recursively * \param ppFileData Pointer to the data (usualy read from a file) * \param FileDataEnd ??? * \param nlevels Number of levels to load * \return pointer to iFSDShape structure (or NULL on error) * \pre ppFileData loaded * \post s allocated */ static iIMDShape *_imd_load_level(const char **ppFileData, const char *FileDataEnd, int nlevels) { const char *pFileData = *ppFileData; char buffer[MAX_PATH] = {'\0'}; int cnt = 0, n = 0; iIMDShape *s = NULL; if (nlevels == 0) return NULL; s = (iIMDShape*)malloc(sizeof(iIMDShape)); if (s == NULL) { /* Failed to allocate memory for s */ debug(LOG_ERROR, "_imd_load_level: Memory allocation error"); return NULL; } s->nconnectors = 0; // Default number of connectors must be 0 s->npoints = 0; s->npolys = 0; s->points = NULL; s->polys = NULL; s->connectors = NULL; s->texanims = NULL; s->next = NULL; s->shadowEdgeList = NULL; s->nShadowEdges = 0; s->texpage = -1; if (sscanf(pFileData, "%s %d%n", buffer, &s->npoints, &cnt) != 2) { debug(LOG_ERROR, "_imd_load_level(2): file corrupt"); return NULL; } pFileData += cnt; // load points if (strcmp(buffer, "POINTS") != 0) { debug(LOG_ERROR, "_imd_load_level: expecting 'POINTS' directive, got: %s", buffer); return NULL; } if (s->npoints > iV_IMD_MAX_POINTS) { debug(LOG_ERROR, "_imd_load_level: too many points in IMD"); return NULL; } _imd_load_points( &pFileData, s ); if (sscanf(pFileData, "%s %d%n", buffer, &s->npolys, &cnt) != 2) { debug(LOG_ERROR, "_imd_load_level(3): file corrupt"); return NULL; } pFileData += cnt; if (strcmp(buffer, "POLYGONS") != 0) { debug(LOG_ERROR,"_imd_load_level: expecting 'POLYGONS' directive"); return NULL; } _imd_load_polys( &pFileData, s ); // NOW load optional stuff while (!AtEndOfFile(pFileData, FileDataEnd)) // check for end of file (give or take white space) { // Scans in the line ... if we don't get 2 parameters then quit if (sscanf(pFileData, "%s %d%n", buffer, &n, &cnt) != 2) { break; } pFileData += cnt; // check for next level ... or might be a BSP - This should handle an imd if it has a BSP tree attached to it // might be "BSP" or "LEVEL" if (strcmp(buffer, "LEVEL") == 0) { debug(LOG_3D, "imd[_load_level] = npoints %d, npolys %d\n", s->npoints, s->npolys); s->next = _imd_load_level(&pFileData, FileDataEnd, nlevels - 1); } else if (strcmp(buffer, "CONNECTORS") == 0) { //load connector stuff s->nconnectors = n; _imd_load_connectors( &pFileData, s ); } else { debug(LOG_ERROR, "(_load_level) unexpected directive %s %d", buffer, n); break; } } *ppFileData = pFileData; return s; } /*! * Load ppFileData into a shape * \param ppFileData Data from the IMD file * \param FileDataEnd Endpointer * \return The shape, constructed from the data read */ // ppFileData is incremented to the end of the file on exit! iIMDShape *iV_ProcessIMD( const char **ppFileData, const char *FileDataEnd ) { const char *pFileName = GetLastResourceFilename(); // Last loaded texture page filename const char *pFileData = *ppFileData; char buffer[MAX_PATH], texfile[MAX_PATH]; int cnt, nlevels; iIMDShape *shape, *psShape; UDWORD level; Sint32 imd_version; Uint32 imd_flags; // FIXME UNUSED BOOL bTextured = FALSE; if (sscanf(pFileData, "%s %d%n", buffer, &imd_version, &cnt) != 2) { debug(LOG_ERROR, "iV_ProcessIMD %s bad version: (%s)", pFileName, buffer); assert(FALSE); return NULL; } pFileData += cnt; if (strcmp(IMD_NAME, buffer) != 0 && strcmp(PIE_NAME, buffer) !=0 ) { debug(LOG_ERROR, "iV_ProcessIMD %s not an IMD file (%s %d)", pFileName, buffer, imd_version); return NULL; } //Now supporting version 4 files if (imd_version < 2 || imd_version > 5) { debug(LOG_ERROR, "iV_ProcessIMD %s version %d not supported", pFileName, imd_version); return NULL; } /* Flags are ignored now. Reading them in just to pass the buffer. */ if (sscanf(pFileData, "%s %x%n", buffer, &imd_flags, &cnt) != 2) { debug(LOG_ERROR, "iV_ProcessIMD %s bad flags: %s", pFileName, buffer); return NULL; } pFileData += cnt; /* This can be either texture or levels */ if (sscanf(pFileData, "%s %d%n", buffer, &nlevels, &cnt) != 2) { debug(LOG_ERROR, "iV_ProcessIMD %s expecting TEXTURE or LEVELS: %s", pFileName, buffer); return NULL; } pFileData += cnt; // get texture page if specified if (strncmp(buffer, "TEXTURE", 7) == 0) { int i, pwidth, pheight; char ch, texType[MAX_PATH]; /* the first parameter for textures is always ignored; which is why we ignore * nlevels read in above */ ch = *pFileData++; // Run up to the dot or till the buffer is filled. Leave room for the extension. for( i = 0; i < MAX_PATH-5 && (ch = *pFileData++) != EOF && ch != '.'; i++ ) { texfile[i] = (char)ch; } texfile[i] = '\0'; if (sscanf(pFileData, "%s%n", texType, &cnt) != 1) { debug(LOG_ERROR, "iV_ProcessIMD %s texture info corrupt: %s", pFileName, buffer); return NULL; } pFileData += cnt; if (strcmp(texType, "png") != 0) { debug(LOG_ERROR, "iV_ProcessIMD %s: only png textures supported", pFileName); return NULL; } strcat(texfile, ".png"); pie_MakeTexPageName(texfile); if (sscanf(pFileData, "%d %d%n", &pwidth, &pheight, &cnt) != 2) { debug(LOG_ERROR, "iV_ProcessIMD %s bad texture size: %s", pFileName, buffer); return NULL; } pFileData += cnt; /* Now read in LEVELS directive */ if (sscanf(pFileData, "%s %d%n", buffer, &nlevels, &cnt) != 2) { debug(LOG_ERROR, "iV_ProcessIMD %s bad levels info: %s", pFileName, buffer); return NULL; } pFileData += cnt; bTextured = TRUE; } if (strncmp(buffer, "LEVELS", 6) != 0) { debug(LOG_ERROR, "iV_ProcessIMD: expecting 'LEVELS' directive (%s)", buffer); return NULL; } /* Read first LEVEL directive */ if (sscanf(pFileData, "%s %d%n", buffer, &level, &cnt) != 2) { debug(LOG_ERROR, "(_load_level) file corrupt -J"); return NULL; } pFileData += cnt; if (strncmp(buffer, "LEVEL", 5) != 0) { debug(LOG_ERROR, "iV_ProcessIMD(2): expecting 'LEVELS' directive (%s)", buffer); return NULL; } shape = _imd_load_level(&pFileData, FileDataEnd, nlevels); if (shape == NULL) { debug(LOG_ERROR, "iV_ProcessIMD %s unsuccessful", pFileName); return NULL; } // load texture page if specified if (bTextured) { int texpage = -1; texpage = iV_GetTexture(texfile); if (texpage < 0) { debug(LOG_ERROR, "iV_ProcessIMD %s could not load tex page %s", pFileName, texfile); return NULL; } /* assign tex page to levels */ for (psShape = shape; psShape != NULL; psShape = psShape->next) { psShape->texpage = texpage; } } *ppFileData = pFileData; return shape; }