442 lines
11 KiB
C
442 lines
11 KiB
C
/*
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This file is part of Warzone 2100.
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Copyright (C) 2007-2008 Warzone Resurrection Project
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Warzone 2100 is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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Warzone 2100 is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Warzone 2100; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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*/
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#include <assert.h>
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#include <stdlib.h>
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#include <string.h>
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#include <ctype.h>
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#include <stdio.h>
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#include <errno.h>
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#ifndef WIN32
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#include <stdbool.h>
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#include <limits.h>
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#else
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typedef int bool;
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#define PATH_MAX 255
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#define true 1
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#define false 0
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#endif
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// The WZM format is a proposed successor to the PIE format used by Warzone.
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// For an explanation of the WZM format, see http://wiki.wz2100.net/WZM_format
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// To compile: gcc -o pie2wzm pie2wzm.c -Wall -g -O0 -Wshadow
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#define iV_IMD_TEX 0x00000200
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#define iV_IMD_XNOCUL 0x00002000
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#define iV_IMD_TEXANIM 0x00004000
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#define MAX_POLYGON_SIZE 16
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static bool swapYZ = false;
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static bool invertUV = false;
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static bool reverseWinding = false;
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static bool assumeAnimation = false;
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static char *input = "";
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static char output[PATH_MAX];
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typedef struct {
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int index[MAX_POLYGON_SIZE];
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int texCoord[MAX_POLYGON_SIZE][2];
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int vertices;
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int frames, rate, width, height; // animation data
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bool cull;
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} WZ_FACE;
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typedef struct {
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int x, y, z;
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} WZ_POSITION;
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static void parse_args(int argc, char **argv)
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{
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unsigned int i = 1;
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char *dot;
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for (i = 1; argc >= 2 + i && argv[i][0] == '-'; i++)
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{
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if (argv[i][1] == 'y')
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{
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swapYZ = true; // exporting program used Y-axis as "up", like we do, don't switch
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}
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if (argv[i][1] == 'i')
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{
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invertUV = true;
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}
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if (argv[i][1] == 'r')
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{
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reverseWinding = true;
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}
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if (argv[i][1] == 'a')
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{
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assumeAnimation = true;
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}
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}
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if (argc < 1 + i)
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{
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fprintf(stderr, "Syntax: pie2wzm [-y|-r|-t] input_filename\n");
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fprintf(stderr, " -y Swap the Y and Z axis.\n");
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fprintf(stderr, " -r Reverse winding of all polygons.\n");
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fprintf(stderr, " -i Invert the vertical texture coordinates (for 3DS MAX etc.).\n");
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fprintf(stderr, " -a Do not make a guess about team colour usage. Assume animation.\n");
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exit(1);
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}
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input = argv[i++];
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strncpy(output, input, PATH_MAX);
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dot = strrchr(output, '.');
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*dot = '\0';
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strcat(output, ".wzm");
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}
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static void dump_to_wzm(FILE *ctl, FILE *fp)
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{
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int num, x, y, z, levels, level;
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char s[200];
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num = fscanf(fp, "PIE %d\n", &x);
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if (num != 1)
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{
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fprintf(stderr, "Bad PIE file %s\n", input);
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exit(1);
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}
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fprintf(ctl, "WZM 1\n");
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num = fscanf(fp, "TYPE %d\n", &x); // ignore
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if (num != 1)
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{
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fprintf(stderr, "Bad TYPE directive in %s\n", input);
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exit(1);
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}
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num = fscanf(fp, "TEXTURE %d %s %d %d\n", &z, s, &x, &y);
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if (num != 4)
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{
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fprintf(stderr, "Bad TEXTURE directive in %s\n", input);
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exit(1);
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}
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fprintf(ctl, "TEXTURE %s\n", s);
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num = fscanf(fp, "LEVELS %d\n", &levels);
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if (num != 1)
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{
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fprintf(stderr, "Bad LEVELS directive in %s\n", input);
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exit(1);
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}
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fprintf(ctl, "MESHES %d\n", levels);
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// WZM does not support multiple meshes, nor importing them from PIE
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for (level = 0; level < levels; level++)
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{
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int j, points, faces, facesWZM, faceCount, pointsWZM, pointCount, textureArrays = 1;
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WZ_FACE *faceList;
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WZ_POSITION *posList;
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num = fscanf(fp, "LEVEL %d\n", &x);
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if (num != 1 || level + 1 != x)
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{
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fprintf(stderr, "Bad LEVEL directive in %s, was %d should be %d.\n", input, x, level + 1);
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exit(1);
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}
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fprintf(ctl, "MESH %d\n", level);
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num = fscanf(fp, "POINTS %d\n", &points);
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if (num != 1)
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{
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fprintf(stderr, "Bad POINTS directive in %s, level %d.\n", input, level);
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exit(1);
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}
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posList = malloc(sizeof(WZ_POSITION) * points);
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for (j = 0; j < points; j++)
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{
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if (swapYZ)
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{
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num = fscanf(fp, "%d %d %d\n", &posList[j].x, &posList[j].z, &posList[j].y);
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}
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else
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{
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num = fscanf(fp, "%d %d %d\n", &posList[j].x, &posList[j].y, &posList[j].z);
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}
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if (num != 3)
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{
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fprintf(stderr, "Bad POINTS entry level %d, number %d\n", level, j);
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exit(1);
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}
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}
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num = fscanf(fp, "POLYGONS %d", &faces);
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if (num != 1)
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{
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fprintf(stderr, "Bad POLYGONS directive in %s, level %d.\n", input, level);
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exit(1);
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}
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facesWZM = faces; // for starters
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faceList = malloc(sizeof(WZ_FACE) * faces);
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pointsWZM = 0;
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for (j = 0; j < faces; ++j)
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{
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int k;
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unsigned int flags;
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num = fscanf(fp, "\n%x", &flags);
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if (num != 1)
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{
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fprintf(stderr, "Bad POLYGONS texture flag entry level %d, number %d\n", level, j);
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exit(1);
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}
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if (!(flags & iV_IMD_TEX))
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{
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fprintf(stderr, "Bad texture flag entry level %d, number %d - no texture flag!\n", level, j);
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exit(1);
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}
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if (flags & iV_IMD_XNOCUL)
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{
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faceList[j].cull = true;
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facesWZM++; // must add additional face that is faced in the opposite direction
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}
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else
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{
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faceList[j].cull = false;
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}
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num = fscanf(fp, "%d", &faceList[j].vertices);
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if (num != 1)
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{
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fprintf(stderr, "Bad POLYGONS vertices entry level %d, number %d\n", level, j);
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exit(1);
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}
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assert(faceList[j].vertices <= MAX_POLYGON_SIZE); // larger polygons not supported
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assert(faceList[j].vertices >= 3); // points and lines not supported
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if (faceList[j].vertices > 3)
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{
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// since they are triangle fans already, we get to do easy tessellation
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facesWZM += (faceList[j].vertices - 3);
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if (faceList[j].cull)
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{
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facesWZM += (faceList[j].vertices - 3); // double the number of extra faces needed
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}
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}
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pointsWZM += faceList[j].vertices;
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// Read in vertex indices and texture coordinates
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for (k = 0; k < faceList[j].vertices; k++)
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{
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num = fscanf(fp, "%d", &faceList[j].index[k]);
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if (num != 1)
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{
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fprintf(stderr, "Bad vertex position entry level %d, number %d\n", level, j);
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exit(1);
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}
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}
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if (flags & iV_IMD_TEXANIM)
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{
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num = fscanf(fp, "%d %d %d %d", &faceList[j].frames, &faceList[j].rate, &faceList[j].width, &faceList[j].height);
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if (num != 4)
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{
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fprintf(stderr, "Bad texture animation entry level %d, number %d.\n", level, j);
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exit(1);
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}
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if (faceList[j].frames <= 1)
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{
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fprintf(stderr, "Level %d, polygon %d has a single animation frame. That makes no sense.\n", level, j);
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}
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if (textureArrays < faceList[j].frames)
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{
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textureArrays = faceList[j].frames;
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}
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}
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else
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{
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faceList[j].frames = 0;
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faceList[j].rate = 0;
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faceList[j].width = 1; // to avoid division by zero
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faceList[j].height = 1;
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}
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for (k = 0; k < faceList[j].vertices; k++)
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{
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num = fscanf(fp, "%d %d", &faceList[j].texCoord[k][0], &faceList[j].texCoord[k][1]);
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if (num != 2)
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{
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fprintf(stderr, "Bad texture coordinate entry level %d, number %d\n", level, j);
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exit(1);
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}
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}
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}
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if (textureArrays == 8 && !assumeAnimation) // guesswork
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{
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fprintf(ctl, "TEAMCOLOURS 1\n");
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}
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else
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{
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fprintf(ctl, "TEAMCOLOURS 0\n");
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}
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// Calculate position list. Since positions hold texture coordinates in WZM, unlike in Warzone,
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// we need to use some black magic to transfer them over here.
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pointCount = 0;
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fprintf(ctl, "VERTICES %d\n", pointsWZM);
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fprintf(ctl, "FACES %d\n", facesWZM);
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fprintf(ctl, "VERTEXARRAY");
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for (j = 0; j < faces; j++)
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{
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int k;
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for (k = 0; k < faceList[j].vertices; k++, pointCount++)
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{
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int pos = faceList[j].index[k];
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// Generate new position
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fprintf(ctl, " \n\t%d %d %d", posList[pos].x, posList[pos].y, posList[pos].z);
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// Use the new position
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faceList[j].index[k] = pointCount;
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}
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}
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fprintf(ctl, "\nTEXTUREARRAYS %d", textureArrays);
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// Handle texture animation or team colours. In either case, add multiple texture arrays.
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for (z = 0; z < textureArrays; z++)
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{
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fprintf(ctl, "\nTEXTUREARRAY %d", z);
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for (j = 0; j < faces; j++)
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{
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int k;
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for (k = 0; k < faceList[j].vertices; k++)
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{
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// This works because wrap around is only permitted if you start the animation at the
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// left border of the texture. What a horrible hack this was.
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int framesPerLine = 256 / faceList[j].width;
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int frameH = z % framesPerLine;
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int frameV = z / framesPerLine;
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double width = faceList[j].texCoord[k][0] + faceList[j].width * frameH;
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double height = faceList[j].texCoord[k][1] + faceList[j].height * frameV;
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double u = width / 256.0f;
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double v = height / 256.0f;
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if (invertUV)
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{
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v = 1.0f - v;
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}
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fprintf(ctl, " \n\t%f %f", u, v);
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}
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}
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}
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faceCount = 0;
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fprintf(ctl, "\nINDEXARRAY");
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// TODO support reverse winding option?
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for (j = 0; j < faces; j++)
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{
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int k, key, previous;
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key = faceList[j].index[0];
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previous = faceList[j].index[2];
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faceCount++;
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if (reverseWinding || faceList[j].cull)
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{
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fprintf(ctl, "\n\t%d %d %d", key, previous, faceList[j].index[1]);
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}
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if (!reverseWinding || faceList[j].cull)
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{
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fprintf(ctl, "\n\t%d %d %d", key, faceList[j].index[1], previous);
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}
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// Generate triangles from the Warzone triangle fans (PIEs, get it?)
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for (k = 3; k < faceList[j].vertices; k++)
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{
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if (reverseWinding || faceList[j].cull)
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{
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fprintf(ctl, "\n\t%d %d %d", key, faceList[j].index[k], previous);
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}
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if (!reverseWinding || faceList[j].cull)
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{
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fprintf(ctl, "\n\t%d %d %d", key, previous, faceList[j].index[k]);
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}
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previous = faceList[j].index[k];
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}
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}
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// We only handle texture animation here, so leave bone heap animation out of it for now.
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if (textureArrays == 1)
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{
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// none is just as good as one
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fprintf(ctl, "\nFRAMES 0");
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}
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else
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{
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fprintf(ctl, "\nFRAMES %d", textureArrays);
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for (j = 0; j < textureArrays; j++)
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{
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fprintf(ctl, "\n\t%f %d 0 0 0 0 0 0", (float)faceList[j].rate, j);
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}
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}
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num = fscanf(fp, "\nCONNECTORS %d", &x);
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if (num == 1 && x > 0)
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{
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fprintf(ctl, "\nCONNECTORS %d", x);
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for (j = 0; j < x; ++j)
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{
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int a, b, c;
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num = fscanf(fp, "\n%d %d %d", &a, &b, &c);
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if (num != 3)
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{
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fprintf(stderr, "Bad CONNECTORS directive entry level %d, number %d\n", level, j);
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exit(1);
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}
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fprintf(ctl, "\n\t%d %d %d", a, b, c);
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}
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}
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else
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{
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fprintf(ctl, "\nCONNECTORS 0\n");
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}
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free(faceList);
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free(posList);
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}
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}
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int main(int argc, char **argv)
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{
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FILE *p, *f;
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parse_args(argc, argv);
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p = fopen(input, "r");
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if (!p)
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{
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fprintf(stderr, "Cannot open \"%s\" for reading: %s\n", input, strerror(errno));
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exit(1);
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}
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f = fopen(output, "w");
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if (!f)
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{
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fprintf(stderr, "Cannot open \"%s\" for reading: %s\n", output, strerror(errno));
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exit(1);
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}
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dump_to_wzm(f, p);
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fclose(f);
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fclose(p);
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return 0;
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}
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