warzone2100/tools/qwzm/wzmutils.c

626 lines
16 KiB
C

/*
This file is part of Warzone 2100.
Copyright (C) 2007-2010 Warzone 2100 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 "wzmutils.h"
#include <png.h>
#if (defined(WIN64) || defined(_WIN64) || defined(__WIN64__) || defined(WIN32) || defined(_WIN32) || defined(__WIN32__) || defined(__NT__))
# define strcasecmp _stricmp
# define strncasecmp _strnicmp
# define inline __inline
# define alloca _alloca
# define fileno _fileno
#endif
void prepareModel(MODEL *psModel)
{
if (!psModel || !psModel->pixmap || psModel->pixmap->w <= 0 || psModel->pixmap->h <= 0 || !psModel->pixmap->pixels)
{
printf("Bad model passed to prepareModel!\n");
exit(EXIT_FAILURE);
}
glGenTextures(1, &psModel->texture);
glBindTexture(GL_TEXTURE_2D, psModel->texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, psModel->pixmap->w, psModel->pixmap->h, 0, GL_RGBA,
GL_UNSIGNED_BYTE, psModel->pixmap->pixels);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
}
// Adjust the vector in vec1 with the vector to be in vec2 by fractional value in
// fraction which indicates how far we've come toward vec2. The result is put into
// the result vector.
static void interpolateVectors(Vector3f vec1, Vector3f vec2, Vector3f *result, double fraction)
{
result->x = vec1.x * (1.0 - fraction) + vec2.x * fraction;
result->y = vec1.y * (1.0 - fraction) + vec2.y * fraction;
result->z = vec1.z * (1.0 - fraction) + vec2.z * fraction;
}
static inline void drawMesh(MODEL *psModel, int now, int mesh)
{
MESH *psMesh = &psModel->mesh[mesh];
assert(psMesh);
if (psMesh->frameArray)
{
FRAME *psFrame = &psMesh->frameArray[psMesh->currentFrame];
FRAME *nextFrame = psFrame;
double fraction = 1.0f / (psFrame->timeSlice * 1000) * (now - psMesh->lastChange); // until next frame
Vector3f vec;
glPushMatrix(); // save matrix state
assert(psMesh->currentFrame < psMesh->frames);
if (psMesh->currentFrame == psMesh->frames - 1)
{
nextFrame = &psMesh->frameArray[0]; // wrap around
}
else
{
nextFrame = &psMesh->frameArray[psMesh->currentFrame + 1];
}
// Try to avoid crap drivers from taking down the entire system
assert(finitef(psFrame->translation.x) && finitef(psFrame->translation.y) && finitef(psFrame->translation.z));
assert(psFrame->rotation.x >= -360.0f && psFrame->rotation.y >= -360.0f && psFrame->rotation.z >= -360.0f);
assert(psFrame->rotation.x <= 360.0f && psFrame->rotation.y <= 360.0f && psFrame->rotation.z <= 360.0f);
// Translate
interpolateVectors(psFrame->translation, nextFrame->translation, &vec, fraction);
glTranslatef(vec.x, vec.z, vec.y); // z and y flipped
// Rotate
interpolateVectors(psFrame->rotation, nextFrame->rotation, &vec, fraction);
glRotatef(vec.x, 1, 0, 0);
glRotatef(vec.z, 0, 1, 0); // z and y flipped again...
glRotatef(vec.y, 0, 0, 1);
// Morph
if (!psMesh->teamColours)
{
psMesh->currentTextureArray = psFrame->textureArray;
}
}
glTexCoordPointer(2, GL_FLOAT, 0, psMesh->textureArray[psMesh->currentTextureArray]);
glVertexPointer(3, GL_FLOAT, 0, psMesh->vertexArray);
glDrawElements(GL_TRIANGLES, psMesh->faces * 3, GL_UNSIGNED_INT, psMesh->indexArray);
if (psMesh->frameArray)
{
glPopMatrix(); // restore position for next mesh
}
}
void drawModel(MODEL *psModel, int now, int selectedMesh)
{
int i;
assert(psModel && psModel->mesh);
// Update animation frames
for (i = 0; i < psModel->meshes; i++)
{
MESH *psMesh = &psModel->mesh[i];
FRAME *psFrame;
if (!psMesh->frameArray)
{
continue;
}
psFrame = &psMesh->frameArray[psMesh->currentFrame];
assert(psMesh->currentFrame < psMesh->frames && psMesh->currentFrame >= 0);
if (psFrame->timeSlice != 0 && psFrame->timeSlice * 1000 + psMesh->lastChange < now)
{
psMesh->lastChange = now;
psMesh->currentFrame++;
if (psMesh->currentFrame >= psMesh->frames)
{
psMesh->currentFrame = 0; // loop
}
}
}
// Draw model
glColor3f(1.0f, 1.0f, 1.0f);
if (selectedMesh >= 0 && selectedMesh < psModel->meshes)
{
drawMesh(psModel, now, selectedMesh);
}
else
{
for (i = 0; i < psModel->meshes; i++)
{
drawMesh(psModel, now, i);
}
}
}
MODEL *createModel(int meshes, int now)
{
MODEL *psModel = malloc(sizeof(MODEL));
int i;
psModel->meshes = meshes;
psModel->mesh = malloc(sizeof(MESH) * meshes);
psModel->texPath[0] = '\0';
psModel->pixmap = NULL;
for (i = 0; i < meshes; i++)
{
MESH *psMesh = &psModel->mesh[i];
int j;
psMesh->faces = 0;
psMesh->frames = 0;
psMesh->vertices = 0;
psMesh->textureArrays = 0;
psMesh->connectors = 0;
psMesh->teamColours = false;
psMesh->vertexArray = NULL;
psMesh->indexArray = NULL;
psMesh->connectorArray = NULL;
for (j = 0; j < MAX_TEXARRAYS; j++)
{
psMesh->textureArray[j] = NULL;
}
psMesh->frameArray = NULL;
psMesh->currentFrame = 0;
psMesh->lastChange = now;
psMesh->currentTextureArray = 0;
}
return psModel;
}
PIXMAP *readPixmap(const char *filename)
{
PIXMAP *gfx;
png_structp pngp;
png_infop infop;
png_uint_32 width, height;
png_int_32 y, stride;
int bit_depth, color_type, interlace_type;
FILE *fp;
png_bytep *row_pointers;
const unsigned int sig_length = 8;
unsigned char header[8];
unsigned char *image_data;
unsigned int result;
if (PNG_LIBPNG_VER_MAJOR != 1 || PNG_LIBPNG_VER_MINOR < 2)
{
printf("libpng 1.2.6 or higher required!\n");
exit(EXIT_FAILURE);
}
if (!(fp = fopen(filename, "rb")))
{
printf("%s won't open!\n", filename);
exit(EXIT_FAILURE);
}
result = fread(header, 1, sig_length, fp);
if (result != sig_length)
{
printf("Bad file %s\n", filename);
exit(EXIT_FAILURE);
}
if (png_sig_cmp(header, 0, sig_length))
{
printf("%s is not a PNG file!\n", filename);
exit(EXIT_FAILURE);
}
if (!(pngp = png_create_read_struct(PNG_LIBPNG_VER_STRING, NULL, NULL, NULL)))
{
printf("Failed creating PNG struct reading %s.\n", filename);
exit(EXIT_FAILURE);
}
if (!(infop = png_create_info_struct(pngp)))
{
printf("Failed creating PNG info struct reading %s.\n", filename);
exit(EXIT_FAILURE);
}
if (setjmp(pngp->jmpbuf))
{
printf("Failed while reading PNG file: %s\n", filename);
exit(EXIT_FAILURE);
}
png_init_io(pngp, fp);
png_set_sig_bytes(pngp, sig_length);
png_read_info(pngp, infop);
/* Transformations to ensure we end up with 32bpp, 4 channel RGBA */
png_set_strip_16(pngp);
png_set_gray_to_rgb(pngp);
png_set_packing(pngp);
png_set_palette_to_rgb(pngp);
png_set_tRNS_to_alpha(pngp);
png_set_filler(pngp, 0xFF, PNG_FILLER_AFTER);
png_set_gray_1_2_4_to_8(pngp);
png_read_update_info(pngp, infop);
png_get_IHDR(pngp, infop, &width, &height, &bit_depth, &color_type, &interlace_type, NULL, NULL);
stride = png_get_rowbytes(pngp, infop);
row_pointers = malloc(sizeof(png_bytep) * height);
image_data = malloc(height * width * 4);
for (y = 0; y < (int)height; y++)
{
row_pointers[y] = image_data + (y * width * 4);
}
png_read_image(pngp, row_pointers);
png_read_end(pngp, infop);
fclose(fp);
gfx = malloc(sizeof(*gfx));
gfx->w = width;
gfx->h = height;
gfx->pixels = (char *)image_data;
png_destroy_read_struct(&pngp, &infop, NULL);
free(row_pointers);
return gfx;
}
int saveModel(const char *filename, MODEL *psModel)
{
FILE *fp = fopen(filename, "w");
int mesh;
if (!fp)
{
fprintf(stderr, "Cannot open \"%s\" for writing: %s", filename, strerror(errno));
return -1;
}
fprintf(fp, "WZM %d\n", 1);
fprintf(fp, "TEXTURE %s\n", psModel->texPath);
fprintf(fp, "MESHES %d", psModel->meshes);
for (mesh = 0; mesh < psModel->meshes; mesh++)
{
MESH *psMesh = &psModel->mesh[mesh];
int j;
fprintf(fp, "\nMESH %d\n", mesh);
fprintf(fp, "TEAMCOLOURS %d\n", psMesh->teamColours);
fprintf(fp, "VERTICES %d\n", psMesh->vertices);
fprintf(fp, "FACES %d\n", psMesh->faces);
fprintf(fp, "VERTEXARRAY\n");
for (j = 0; j < psMesh->vertices; j++)
{
GLfloat *v = &psMesh->vertexArray[j * 3];
fprintf(fp, "\t%g %g %g\n", v[0], v[1], v[2]);
}
fprintf(fp, "TEXTUREARRAYS %d", psMesh->textureArrays);
for (j = 0; j < psMesh->textureArrays; j++)
{
int k;
fprintf(fp, "\nTEXTUREARRAY %d", j);
for (k = 0; k < psMesh->vertices; k++)
{
GLfloat *v = &psMesh->textureArray[j][k * 2];
fprintf(fp, "\n\t%g %g", v[0], v[1]);
}
}
fprintf(fp, "\nINDEXARRAY");
for (j = 0; j < psMesh->faces; j++)
{
GLuint *v = &psMesh->indexArray[j * 3];
fprintf(fp, "\n\t%u %u %u", v[0], v[1], v[2]);
}
fprintf(fp, "\nFRAMES %d", psMesh->frames);
// Read animation frames
for (j = 0; j < psMesh->frames; j++)
{
FRAME *psFrame = &psMesh->frameArray[j];
fprintf(fp, "\n\t%g %d %g %g %g %g %g %g", psFrame->timeSlice, psFrame->textureArray,
psFrame->translation.x, psFrame->translation.y, psFrame->translation.z,
psFrame->rotation.x, psFrame->rotation.y, psFrame->rotation.z);
}
fprintf(fp, "\nCONNECTORS %d", psMesh->connectors);
for (j = 0; j < psMesh->connectors; j++)
{
CONNECTOR *conn = &psMesh->connectorArray[j];
fprintf(fp, "\n\t%g %g %g 0", conn->pos.x, conn->pos.y, conn->pos.z);
}
}
fclose(fp);
return 0;
}
MODEL *readModel(const char *filename, int now)
{
FILE *fp = fopen(filename, "r");
int num, x, meshes, mesh, version;
char s[200];
MODEL *psModel;
if (!fp)
{
fprintf(stderr, "Cannot open \"%s\" for reading: %s", filename, strerror(errno));
return NULL;
}
num = fscanf(fp, "WZM %d\n", &version);
if (num != 1)
{
fprintf(stderr, "Bad WZM file or wrong version: %s\n", filename);
fclose(fp);
return NULL;
}
if (version != 1 && version != 2)
{
fprintf(stderr, "Bad WZM version %d in %s\n", version, filename);
fclose(fp);
return NULL;
}
num = fscanf(fp, "TEXTURE %s\n", s);
if (num != 1)
{
fprintf(stderr, "Bad TEXTURE directive in %s\n", filename);
fclose(fp);
return NULL;
}
num = fscanf(fp, "MESHES %d", &meshes);
if (num != 1)
{
fprintf(stderr, "Bad MESHES directive in %s\n", filename);
fclose(fp);
return NULL;
}
psModel = createModel(meshes, now);
strcpy(psModel->texPath, s);
for (mesh = 0; mesh < meshes; mesh++)
{
MESH *psMesh = &psModel->mesh[mesh];
int j;
num = fscanf(fp, "\nMESH %s\n", s);
if (num != 1)
{
fprintf(stderr, "Bad MESH directive in %s, was \"%s\".\n", filename, s);
fclose(fp);
freeModel(psModel);
return NULL;
}
num = fscanf(fp, "TEAMCOLOURS %d\n", &x);
if (num != 1 || x > 1 || x < 0)
{
fprintf(stderr, "Bad TEAMCOLOURS directive in %s, mesh %d.\n", filename, mesh);
fclose(fp);
freeModel(psModel);
return NULL;
}
psMesh->teamColours = x;
num = fscanf(fp, "VERTICES %d\n", &x);
if (num != 1 || x < 0)
{
fprintf(stderr, "Bad VERTICES directive in %s, mesh %d.\n", filename, mesh);
fclose(fp);
freeModel(psModel);
return NULL;
}
psMesh->vertices = x;
psMesh->vertexArray = malloc(sizeof(GLfloat) * x * 3);
num = fscanf(fp, "FACES %d\n", &x);
if (num != 1)
{
fprintf(stderr, "Bad VERTICES directive in %s, mesh %d.\n", filename, mesh);
fclose(fp);
freeModel(psModel);
return NULL;
}
psMesh->faces = x;
psMesh->indexArray = malloc(sizeof(GLuint) * x * 3);
num = fscanf(fp, "VERTEXARRAY");
if (num == EOF)
{
fprintf(stderr, "No VERTEXARRAY directive in %s, mesh %d.\n", filename, mesh);
fclose(fp);
freeModel(psModel);
return NULL;
}
for (j = 0; j < psMesh->vertices; j++)
{
GLfloat *v = &psMesh->vertexArray[j * 3];
num = fscanf(fp, "%f %f %f\n", &v[0], &v[1], &v[2]);
if (num != 3)
{
fprintf(stderr, "Bad VERTEXARRAY entry mesh %d, number %d\n", mesh, j);
fclose(fp);
freeModel(psModel);
return NULL;
}
}
num = fscanf(fp, "TEXTUREARRAYS %d", &x);
if (num != 1 || x < 0)
{
fprintf(stderr, "Bad TEXTUREARRAYS directive in %s, mesh %d.\n", filename, mesh);
fclose(fp);
freeModel(psModel);
return NULL;
}
psMesh->textureArrays = x;
for (j = 0; j < psMesh->textureArrays; j++)
{
int k;
num = fscanf(fp, "\nTEXTUREARRAY %d", &x);
if (num != 1 || x < 0 || x != j)
{
fprintf(stderr, "Bad TEXTUREARRAY directive in %s, mesh %d, array %d.\n", filename, mesh, j);
fclose(fp);
freeModel(psModel);
return NULL;
}
psMesh->textureArray[j] = malloc(sizeof(GLfloat) * psMesh->vertices * 2);
for (k = 0; k < psMesh->vertices; k++)
{
GLfloat *v = &psMesh->textureArray[j][k * 2];
num = fscanf(fp, "\n%f %f", &v[0], &v[1]);
if (num != 2)
{
fprintf(stderr, "Bad TEXTUREARRAY entry mesh %d, array %d, number %d\n", mesh, j, k);
fclose(fp);
freeModel(psModel);
return NULL;
}
}
}
num = fscanf(fp, "\nINDEXARRAY");
if (num == EOF)
{
fprintf(stderr, "No INDEXARRAY directive in %s, mesh %d.\n", filename, mesh);
fclose(fp);
freeModel(psModel);
return NULL;
}
for (j = 0; j < psMesh->faces; j++)
{
GLuint *v = &psMesh->indexArray[j * 3];
num = fscanf(fp, "\n%u %u %u", &v[0], &v[1], &v[2]);
if (num != 3)
{
fprintf(stderr, "Bad INDEXARRAY entry in mesh %d, number %d\n", mesh, j);
fclose(fp);
freeModel(psModel);
return NULL;
}
}
// Read animation frames
num = fscanf(fp, "\nFRAMES %d", &psMesh->frames);
if (num != 1 || psMesh->frames < 0)
{
fprintf(stderr, "Bad FRAMES directive in mesh %d\n", mesh);
fclose(fp);
freeModel(psModel);
return NULL;
}
if (psMesh->frames)
{
psMesh->frameArray = malloc(sizeof(FRAME) * psMesh->frames);
}
for (j = 0; j < psMesh->frames; j++)
{
FRAME *psFrame = &psMesh->frameArray[j];
num = fscanf(fp, "\n%f %d %f %f %f %f %f %f", &psFrame->timeSlice, &psFrame->textureArray,
&psFrame->translation.x, &psFrame->translation.y, &psFrame->translation.z,
&psFrame->rotation.x, &psFrame->rotation.y, &psFrame->rotation.z);
if (num != 8)
{
fprintf(stderr, "Bad FRAMES entry in mesh %d, number %d\n", mesh, j);
fclose(fp);
freeModel(psModel);
return NULL;
}
}
// Read connectors
num = fscanf(fp, "\nCONNECTORS %d", &psMesh->connectors);
if (num != 1 || psMesh->connectors < 0)
{
fprintf(stderr, "Bad CONNECTORS directive in mesh %d\n", mesh);
fclose(fp);
freeModel(psModel);
return NULL;
}
if (psMesh->connectors)
{
psMesh->connectorArray = malloc(sizeof(CONNECTOR) * psMesh->connectors);
}
for (j = 0; j < psMesh->connectors; j++)
{
CONNECTOR *conn = &psMesh->connectorArray[j];
int angle, angler1, angler2;
if (version == 1)
{
num = fscanf(fp, "\n%f %f %f %d", &conn->pos.x, &conn->pos.y, &conn->pos.z, &conn->type);
}
else if (version == 2)
{
num = fscanf(fp, "\n%s %f %f %f %d %d %d", s, &conn->pos.x, &conn->pos.y, &conn->pos.z, &angle, &angler1, &angler2);
conn->type = 0; // TODO
}
if (num != 4)
{
fprintf(stderr, "Bad CONNECTORS entry in mesh %d, number %d\n", mesh, j);
fclose(fp);
freeModel(psModel);
return NULL;
}
}
}
return psModel;
}
void freeModel(MODEL *psModel)
{
int i;
for (i = 0; i < psModel->meshes; i++)
{
MESH *psMesh = &psModel->mesh[i];
int j;
free(psMesh->vertexArray);
free(psMesh->indexArray);
for (j = 0; j < MAX_TEXARRAYS; j++)
{
free(psMesh->textureArray[j]);
}
free(psMesh->frameArray);
}
free(psModel->pixmap);
free(psModel->mesh);
free(psModel);
}