warzone2100/tools/conversion/pie23ds.c

334 lines
8.3 KiB
C

/*
This file is part of Warzone 2100.
Copyright (C) 2007-2009 Warzone Resurrection Project
Warzone 2100 is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
Warzone 2100 is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Warzone 2100; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*/
#include <assert.h>
#include <stdlib.h>
#include <string.h>
#include <ctype.h>
#include <errno.h>
#ifndef WIN32
#include <stdbool.h>
#include <limits.h>
#else
typedef int bool;
#define PATH_MAX 255
#define true 1
#define false 0
#endif
#include <lib3ds/file.h>
#include <lib3ds/mesh.h>
#include <lib3ds/vector.h>
#include <lib3ds/material.h>
// gcc -o pie23ds pie23ds.c -Wall -g -O0 `pkg-config --cflags --libs lib3ds`
#define iV_IMD_TEX 0x00000200
#define iV_IMD_TEXANIM 0x00004000
#define MAX_POLYGON_SIZE 16
static bool swapYZ = true;
static bool invertUV = true;
static bool reverseWinding = true;
static char *input = "";
static char *output = "";
typedef struct {
int index[MAX_POLYGON_SIZE];
int texCoord[MAX_POLYGON_SIZE][2];
int vertices;
} WZ_FACE;
typedef struct {
int x, y, z;
} WZ_POSITION;
static void parse_args(int argc, char **argv)
{
unsigned int i = 1;
for (i = 1; argc >= 2 + i && argv[i][0] == '-'; i++)
{
if (argv[i][1] == 'y')
{
swapYZ = false; // exporting program used Y-axis as "up", like we do, don't switch
}
if (argv[i][1] == 'i')
{
invertUV = true;
}
if (argv[i][1] == 'r')
{
reverseWinding = true;
}
}
if (argc < 2 + i)
{
fprintf(stderr, "Syntax: pie23ds [-y|-r|-t] input_filename output_filename\n");
fprintf(stderr, " -y Exporter uses Y-axis as \"up\", so do not switch Y and Z axis.\n");
fprintf(stderr, " -r Reverse winding of all polygons.\n");
fprintf(stderr, " -i Invert the vertical texture coordinates (for 3DS MAX etc.).\n");
exit(1);
}
input = argv[i++];
output = argv[i++];
}
static void dump_to_3ds(Lib3dsFile *f, FILE *fp)
{
Lib3dsMesh *m = lib3ds_mesh_new("Warzone Mesh");
Lib3dsMaterial *material = lib3ds_material_new("Warzone texture");
Lib3dsTextureMap *texture = &material->texture1_map;
int i, num, x, y, levels;
char s[200];
num = fscanf(fp, "PIE %d\n", &i);
if (num != 1)
{
fprintf(stderr, "Bad PIE file %s\n", input);
exit(1);
}
fprintf(stdout, "PIE version %d\n", i);
num = fscanf(fp, "TYPE %d\n", &i); // ignore
if (num != 1)
{
fprintf(stderr, "Bad TYPE directive in %s\n", input);
exit(1);
}
num = fscanf(fp, "TEXTURE %d %s %d %d\n", &i, s, &x, &y);
if (num != 4)
{
fprintf(stderr, "Bad TEXTURE directive in %s\n", input);
exit(1);
}
strcpy(texture->name, s);
num = fscanf(fp, "LEVELS %d\n", &levels);
if (num != 1)
{
fprintf(stderr, "Bad LEVELS directive in %s\n", input);
exit(1);
}
f->frames = levels;
f->meshes = m;
f->materials = material;
for (i = 0; i < levels; i++)
{
int j, points, faces, faces3DS, faceCount, points3DS, pointCount;
WZ_FACE *faceList;
WZ_POSITION *posList;
num = fscanf(fp, "LEVEL %d\n", &x);
if (num != 1 || (i + 1) != x)
{
fprintf(stderr, "Bad LEVEL directive in %s, was %d should be %d\n", input, x, i + 1);
exit(1);
}
num = fscanf(fp, "POINTS %d\n", &points);
if (num != 1)
{
fprintf(stderr, "Bad POINTS directive in %s frame %d\n", input, i);
exit(1);
}
posList = malloc(sizeof(WZ_POSITION) * points);
for (j = 0; j < points; j++)
{
if (swapYZ)
{
num = fscanf(fp, "%d %d %d\n", &posList[j].x, &posList[j].z, &posList[j].y);
}
else
{
num = fscanf(fp, "%d %d %d\n", &posList[j].x, &posList[j].y, &posList[j].z);
}
if (num != 3)
{
fprintf(stderr, "Bad POINTS entry frame %d, number %d\n", i, j);
exit(1);
}
}
num = fscanf(fp, "POLYGONS %d", &faces);
if (num != 1)
{
fprintf(stderr, "Bad POLYGONS directive in %s frame %d\n", input, i);
exit(1);
}
faces3DS = faces; // for starters
faceList = malloc(sizeof(WZ_FACE) * faces);
points3DS = 0;
for (j = 0; j < faces; ++j)
{
int k;
unsigned int flags;
num = fscanf(fp, "\n%x", &flags);
if (num != 1)
{
fprintf(stderr, "Bad POLYGONS texture flag entry frame %d, number %d\n", i, j);
exit(1);
}
if (!(flags & iV_IMD_TEX))
{
fprintf(stderr, "Bad texture flag entry frame %d, number %d - no texture flag!\n", i, j);
exit(1);
}
num = fscanf(fp, "%d", &faceList[j].vertices);
if (num != 1)
{
fprintf(stderr, "Bad POLYGONS vertices entry frame %d, number %d\n", i, j);
exit(1);
}
assert(faceList[j].vertices <= MAX_POLYGON_SIZE); // larger polygons not supported
assert(faceList[j].vertices >= 3); // points and lines not supported
if (faceList[j].vertices > 3)
{
// since they are triangle fans already, we get to do easy tessellation
faces3DS += (faceList[j].vertices - 3);
}
points3DS += faceList[j].vertices;
// Read in vertex indices and texture coordinates
for (k = 0; k < faceList[j].vertices; k++)
{
num = fscanf(fp, "%d", &faceList[j].index[k]);
if (num != 1)
{
fprintf(stderr, "Bad vertex position entry frame %d, number %d\n", i, j);
exit(1);
}
}
if (flags & iV_IMD_TEXANIM)
{
// read in and discard animation values for now
int frames, rate, width, height;
num = fscanf(fp, "%d %d %d %d", &frames, &rate, &width, &height);
if (num != 4)
{
fprintf(stderr, "Bad texture animation entry frame %d, number %d\n", i, j);
exit(1);
}
}
for (k = 0; k < faceList[j].vertices; k++)
{
num = fscanf(fp, "%d %d", &faceList[j].texCoord[k][0], &faceList[j].texCoord[k][1]);
if (num != 2)
{
fprintf(stderr, "Bad texture coordinate entry frame %d, number %d\n", i, j);
exit(1);
}
}
}
// Calculate position list. Since positions hold texture coordinates in 3DS, unlike in Warzone,
// we need to use some black magic to transfer them over here.
lib3ds_mesh_new_point_list(m, points3DS);
lib3ds_mesh_new_texel_list(m, points3DS);
pointCount = 0;
for (j = 0; j < faces; j++)
{
int k;
for (k = 0; k < faceList[j].vertices; k++)
{
Lib3dsVector pos;
pos[0] = posList[faceList[j].index[k]].x;
pos[1] = posList[faceList[j].index[k]].y;
pos[2] = posList[faceList[j].index[k]].z;
lib3ds_vector_copy(m->pointL[pointCount].pos, pos);
faceList[j].index[k] = pointCount; // use new position list
if (invertUV)
{
m->texelL[pointCount][0] = ((float)faceList[j].texCoord[k][0] / 256.0f);
m->texelL[pointCount][1] = 1.0f - ((float)faceList[j].texCoord[k][1] / 256.0f);
}
else
{
m->texelL[pointCount][0] = ((float)faceList[j].texCoord[k][0] / 256.0f);
m->texelL[pointCount][1] = ((float)faceList[j].texCoord[k][1] / 256.0f);
}
pointCount++;
}
}
lib3ds_mesh_new_face_list(m, faces3DS);
faceCount = 0;
// TODO reverse winding afterwards
for (j = 0; j < faces; j++)
{
int k, key, previous;
key = m->faceL[faceCount].points[0] = faceList[j].index[0];
m->faceL[faceCount].points[1] = faceList[j].index[1];
previous = m->faceL[faceCount].points[2] = faceList[j].index[2];
faceCount++;
// Generate triangles from the Warzone triangle fans (PIEs, get it?)
for (k = 3; k < faceList[j].vertices; k++)
{
m->faceL[faceCount].points[0] = key;
m->faceL[faceCount].points[1] = previous;
previous = m->faceL[faceCount].points[0] = faceList[j].index[k];
}
// Since texture coordinates are properties of positions, not indices,
// we do not need a similar expansion of these
}
free(faceList);
free(posList);
}
if (!lib3ds_file_save(f, output))
{
fprintf(stderr, "Cannot open \"%s\" for writing: %s", output, strerror(errno));
exit(1);
}
}
int main(int argc, char **argv)
{
Lib3dsFile *f = NULL;
FILE *p;
parse_args(argc, argv);
f = lib3ds_file_new();
p = fopen(input, "r");
if (!p)
{
fprintf(stderr, "Cannot open \"%s\" for reading: %s", output, strerror(errno));
exit(1);
}
dump_to_3ds(f, p);
fclose(p);
lib3ds_file_free(f);
return 0;
}