471 lines
10 KiB
C
471 lines
10 KiB
C
#include <stdio.h>
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#include <stdlib.h>
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#include <stdarg.h>
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#include <string.h>
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#include <math.h>
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// we need BSPIMD defined if we want to read & use the BSP imd files
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// Define this if we are compile ivis for the BSP generating tool, also for PIEBIN tool
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//#define PIETOOL
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#ifdef PIETOOL
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#define BSPIMD
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#define SAVEIMD
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#endif
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#include "ivisdef.h"
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#include "imd.h"
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#include "bug.h"
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#include "tex.h"
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#include "ivispatch.h"
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#ifdef PIETOOL
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#include "bspimd.h"
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#endif
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//*************************************************************************
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//*************************************************************************
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#define MAX_SHAPE_RADIUS 160
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//*************************************************************************
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//*************************************************************************
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// Output BSP Tree to a file
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// This stuff saves out the BSP tree as generated by the BSP tool
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//
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// Because of the complexities of the BSP generation tool. The IMD is stored in a different
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// format when it is generated compared to when it is loaded and used in the game.
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// This means that when saving out a BSP tree from the tool other functions need to be included
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// most of them are in ptrlist.c which is no longer included in ivis. See the source for BSPIMD
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// for this file. Becareful not to confuse this with the same named file in deliverance/src which
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// might or might not be the same.
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//
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#ifdef PIETOOL
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// Prototypes for the linked list handling
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void *list_GetFirst(PSBSPPTRLIST pList);
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void *list_GetNext(PSBSPPTRLIST pList, void *pData);
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int BSPPolys, BSPNodes;
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PSBSPTREENODE BSPNodeTable[iV_IMD_MAX_POLYS];
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iIMDPoly *BSPPolyTable[iV_IMD_MAX_POLYS];
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void OutputTriangleList(FILE *fp, PSBSPPTRLIST TriList)
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{
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iIMDPoly *Triangle;
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int TriNum=0;
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int d;
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if (TriList == NULL) return;
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Triangle = list_GetFirst(TriList);
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while (Triangle != NULL) {
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fprintf(fp,"\t%8x %d",Triangle->flags,Triangle->npnts);
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for (d=0; d<Triangle->npnts; d++)
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fprintf(fp," %d",Triangle->pindex[d]);
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if (Triangle->flags & iV_IMD_TEXANIM) {
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if (Triangle->pTexAnim == NULL) {
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debug( LOG_NEVER, "No TexAnim pointer!\n" );
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} else {
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fprintf(fp," %d %d %d %d",
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Triangle->pTexAnim->nFrames,
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Triangle->pTexAnim->playbackRate,
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Triangle->pTexAnim->textureWidth,
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Triangle->pTexAnim->textureHeight);
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}
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}
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// if textured write texture uv's
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if (Triangle->flags & (iV_IMD_TEX | iV_IMD_PSXTEX)) {
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for (d = 0; d < Triangle->npnts; d++) {
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fprintf(fp," %d %d",Triangle->vrt[d].u,Triangle->vrt[d].v);
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}
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}
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fprintf(fp, "\n");
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Triangle = list_GetNext(TriList, Triangle);
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}
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}
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void CountTriangleList(PSBSPPTRLIST TriList)
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{
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iIMDPoly *Triangle;
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assert(BSPPolys<iV_IMD_MAX_POLYS);
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if (TriList == NULL) return;
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if (TriList->iNumNodes == 0) return;
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Triangle=list_GetFirst(TriList);
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while (Triangle != NULL) {
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BSPPolyTable[BSPPolys] = Triangle;
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BSPPolys++;
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Triangle = list_GetNext(TriList, Triangle);
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}
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}
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void CountBSPPolys(PSBSPTREENODE psNode)
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{
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if (psNode == NULL) {
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return;
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}
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BSPNodeTable[BSPNodes] = psNode;
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BSPNodes++;
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CountBSPPolys(psNode->link[LEFT]);
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CountTriangleList(psNode->psTriSameDir);
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CountTriangleList(psNode->psTriOppoDir);
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CountBSPPolys(psNode->link[RIGHT]);
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}
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void OutputBSPPolys(FILE *fp, PSBSPTREENODE psNode)
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{
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if (psNode == NULL) {
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return;
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}
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OutputBSPPolys(fp, psNode->link[LEFT]);
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OutputTriangleList(fp, psNode->psTriSameDir);
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OutputTriangleList(fp, psNode->psTriOppoDir);
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OutputBSPPolys(fp, psNode->link[RIGHT]);
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}
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int HuntNodeList(PSBSPTREENODE psNode)
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{
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int i;
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for (i = 0; i < BSPNodes; i++) {
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if (BSPNodeTable[i] == psNode) {
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return i;
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}
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}
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return -1;
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}
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int HuntPolyList(iIMDPoly *Poly)
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{
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int i;
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for (i = 0; i < BSPPolys; i++) {
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if (BSPPolyTable[i] == Poly) {
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return i;
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}
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}
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return 999;
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}
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void DumpTriangleList(FILE *fp,PSBSPPTRLIST TriList)
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{
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iIMDPoly *Triangle;
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assert(BSPPolys<iV_IMD_MAX_POLYS);
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// DBPRINTF(("Dumping TriList %p\n",TriList));
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if (TriList==NULL) return;
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Triangle = list_GetFirst(TriList);
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while (Triangle != NULL) {
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fprintf(fp,"%d ",HuntPolyList(Triangle));
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Triangle=list_GetNext(TriList,Triangle);
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}
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fprintf(fp,"-1 ");
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}
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void OutputBSPNodes(FILE *fp, PSBSPTREENODE psNode)
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{
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if (psNode == NULL) {
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return;
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}
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fprintf(fp,"\t%d ",HuntNodeList(psNode->link[LEFT]));
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DumpTriangleList( fp, psNode->psTriSameDir );
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DumpTriangleList( fp, psNode->psTriOppoDir );
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fprintf(fp,"%d\n",HuntNodeList(psNode->link[RIGHT]));
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OutputBSPNodes( fp, psNode->link[LEFT]);
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OutputBSPNodes( fp, psNode->link[RIGHT]);
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}
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/*
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Count Polys & Nodes in bsp - also makes a table of them
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*/
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int GetBSPPolyCount(PSBSPTREENODE psNode, int *NodeCount)
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{
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BSPPolys=0;
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BSPNodes=0;
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CountBSPPolys(psNode);
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*NodeCount=BSPNodes;
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return BSPPolys;
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}
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#endif
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#ifdef SAVEIMD
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// new code the write out the connectors !
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void _imd_save_connectors(FILE *fp, iIMDShape *s)
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{
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iVector *p;
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int i;
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if (s->nconnectors != 0) {
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fprintf(fp,"CONNECTORS %d\n",s->nconnectors);
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p = s->connectors;
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for (i=0; i<s->nconnectors; i++, p++) {
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fprintf(fp,"\t%d %d %d\n", p->x,p->y,p->z);
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}
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}
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}
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//*************************************************************************
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//*** save IMD file
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//*
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//* pre shape successfully loaded
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//*
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//* params filename = name of file to save to including .IMD extention
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//* s = pointer to IMD shape
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//*
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//* returns TRUE -> ok, FLASE -> error
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//*
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//******
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iBool iV_IMDSave(STRING *filename, iIMDShape *s, BOOL PieIMD)
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{
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FILE *fp;
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iIMDShape *sp;
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iIMDPoly *poly;
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int nlevel, i, j, d;
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if ((fp = fopen(filename,"w")) == NULL) {
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return FALSE;
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}
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if (PieIMD==TRUE) {
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fprintf(fp,"%s %d\n",PIE_NAME,PIE_VER);
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} else {
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fprintf(fp,"%s %d\n",IMD_NAME,IMD_VER);
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}
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fprintf(fp,"TYPE %x\n",s->flags);
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// if textured write tex page file info
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if (s->flags & iV_IMD_XTEX) {
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fprintf(fp,"TEXTURE %d %s %d %d\n",iV_TEXTYPE(s->texpage),
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iV_TEXNAME(s->texpage),iV_TEXWIDTH(s->texpage),
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iV_TEXHEIGHT(s->texpage));
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}
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// find number of levels in shape
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for (nlevel=0, sp = s; sp != NULL; sp = sp->next, nlevel++)
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;
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fprintf(fp,"LEVELS %d\n",nlevel);
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for (sp = s, i=0; i<nlevel; sp = sp->next, i++) {
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fprintf(fp,"LEVEL %d\n",(i+1));
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fprintf(fp,"POINTS %d\n",sp->npoints);
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// write shape points
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for (j = 0; j < sp->npoints; j++) {
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fprintf(fp,"\t%d %d %d\n",sp->points[j].x,sp->points[j].y,
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sp->points[j].z);
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}
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// write shape polys
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#ifdef PIETOOL
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if (sp->BSPNode==NULL)
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#endif
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{
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fprintf(fp,"POLYGONS %d\n",sp->npolys);
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for (poly = sp->polys, j=0; j<sp->npolys; j++, poly++) {
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fprintf(fp,"\t%8x %d",poly->flags,poly->npnts);
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for (d=0; d<poly->npnts; d++) {
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fprintf(fp," %d",poly->pindex[d]);
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}
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if (poly->flags & iV_IMD_TEXANIM) {
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if (poly->pTexAnim == NULL) {
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debug( LOG_3D, "No TexAnim pointer!\n" );
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} else {
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fprintf(fp," %d %d %d %d",
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poly->pTexAnim->nFrames,
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poly->pTexAnim->playbackRate,
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poly->pTexAnim->textureWidth,
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poly->pTexAnim->textureHeight);
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}
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}
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// if textured write texture uv's
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if (poly->flags & (iV_IMD_TEX | iV_IMD_PSXTEX)) {
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for (d=0; d<poly->npnts; d++) {
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fprintf(fp," %d %d",poly->vrt[d].u,poly->vrt[d].v);
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}
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}
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fprintf(fp,"\n");
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}
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}
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#ifdef PIETOOL
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else
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{
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int NodeCount;
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fprintf(fp,"POLYGONS %d\n",GetBSPPolyCount(sp->BSPNode,&NodeCount) );
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OutputBSPPolys(fp,sp->BSPNode); //
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fprintf(fp,"BSP %d\n",NodeCount );
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OutputBSPNodes(fp,sp->BSPNode);
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}
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#endif
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}
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_imd_save_connectors(fp,s); // Write out the connectors if they exist
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fclose(fp);
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return TRUE;
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}
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#endif
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//*************************************************************************
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//*** print IMD file info
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//*
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//* pre shape successfully loaded
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//*
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//* params s = pointer to IMD shape
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//*
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//******
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void iV_IMDDebug(iIMDShape *s)
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{
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iIMDShape *sp;
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iIMDPoly *poly;
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int nlevel, i, j, d;
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iV_DEBUG0("iV_IMDSave = file info *****************************\n");
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iV_DEBUG1("SHAPE\nflags\t%x\n",s->flags);
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iV_DEBUG1("texpage\t%d\n",s->texpage);
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iV_DEBUG1("oradius\t%d\n",s->oradius);
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iV_DEBUG1("sradius\t%d\n",s->sradius);
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iV_DEBUG1("radius\t%d\n",s->radius);
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iV_DEBUG2("xmin, xmax\t%d, %d\n",s->xmin,s->xmax);
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iV_DEBUG2("ymin, ymax\t%d, %d\n",s->ymin,s->ymax);
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iV_DEBUG2("zmin, zmax\t%d, %d\n",s->zmin,s->zmax);
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iV_DEBUG3("ocen\t%d %d %d\n",s->ocen.x,s->ocen.y,s->ocen.z);
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iV_DEBUG1("npoints\t%d\n",s->npoints);
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iV_DEBUG1("npolys\t%d\n",s->npolys);
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iV_DEBUG1("points\t%p\n",s->points);
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iV_DEBUG1("polys\t%p\n",s->polys);
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iV_DEBUG1("ntexanims\t%d\n",s->ntexanims);
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iV_DEBUG1("texanims\t%p\n",s->ntexanims);
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iV_DEBUG1("next\t%p\n",s->next);
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// find number of levels in shape
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for (nlevel=0, sp = s; sp != NULL; sp = sp->next, nlevel++)
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;
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iV_DEBUG1("nlevels\t%d\n",nlevel);
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for (sp = s, i=0; i<nlevel; sp = sp->next, i++) {
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iV_DEBUG1("POINTS %d\n",sp->npoints);
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for (j=0; j<sp->npoints; j++)
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iV_DEBUG3("\t%d %d %d\n",sp->points[j].x,sp->points[j].y,
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sp->points[j].z);
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iV_DEBUG1("POLYGONS %d\n",sp->npolys);
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// write shape polys
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for (poly = sp->polys, j=0; j<sp->npolys; j++, poly++) {
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iV_DEBUG2("\t%8x %d",poly->flags,poly->npnts);
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for (d=0; d<poly->npnts; d++)
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iV_DEBUG1(" %d",poly->pindex[d]);
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// if textured write texture uv's
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if (poly->flags & iV_IMD_TEX) {
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for (d=0; d<poly->npnts; d++)
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iV_DEBUG2(" %d %d",poly->vrt[d].u,poly->vrt[d].v);
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}
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iV_DEBUG0("\n");
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}
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}
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}
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//*************************************************************************
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//*** free IMD shape memory
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//*
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//* pre shape successfully allocated
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//*
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//* params shape = pointer to IMD shape
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//*
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//******
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void iV_IMDRelease(iIMDShape *s)
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{
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int i;
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iIMDShape *d;
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if (s) {
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if (s->flags & iV_IMD_BINARY) {
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iV_HeapFree(s,0);
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return;
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}
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if (s->points) {
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iV_HeapFree(s->points,s->npoints * sizeof(iVector));
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}
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if (s->connectors) {
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iV_HeapFree(s->connectors,s->nconnectors * sizeof(iVector));
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}
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if (s->BSPNode) {
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FREE(s->BSPNode); // I used MALLOC() so i'm going to use FREE()
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}
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if (s->polys) {
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for (i = 0; i < s->npolys; i++) {
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if (s->polys[i].pindex) {
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iV_HeapFree(s->polys[i].pindex,s->polys[i].npnts * sizeof(int));
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}
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if (s->polys[i].pTexAnim) {
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iV_HeapFree(s->polys[i].pTexAnim,sizeof(iTexAnim));
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}
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if (s->polys[i].vrt) {
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iV_HeapFree(s->polys[i].vrt,s->polys[i].npnts * sizeof(iVertex));
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}
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}
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iV_HeapFree(s->polys,s->npolys * sizeof(iIMDPoly));
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}
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iV_DEBUG0("imd[IMDRelease] = release successful\n");
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d = s->next;
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iV_HeapFree(s,sizeof(iIMDShape));
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iV_IMDRelease(d);
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}
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}
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