fprintf( f, "\t*PROP_MOTIONBLUR\t0\r\n" );
fprintf( f, "\t*PROP_CASTSHADOW\t1\r\n" );
fprintf( f, "\t*PROP_RECVSHADOW\t1\r\n" );
- fprintf( f, "\t*MATERIAL_REF\t%d\r\n", ds->shaderNum );
+ fprintf( f, "\t*MATERIAL_REF\t%d\r\n", lightmapsAsTexcoord ? ds->lightmapNum : ds->shaderNum );
fprintf( f, "}\r\n" );
}
fprintf( f, "\t}\r\n" );
}
+static void ConvertLightmap( FILE *f, const char *base, int lightmapNum )
+{
+ shaderInfo_t *si;
+ char *c, filename[ 1024 ];
+
+ /* print shader info */
+ fprintf( f, "\t*MATERIAL\t%d\t{\r\n", lightmapNum );
+ fprintf( f, "\t\t*MATERIAL_NAME\t\"lm_%04d\"\r\n", lightmapNum );
+ fprintf( f, "\t\t*MATERIAL_CLASS\t\"Standard\"\r\n" );
+ fprintf( f, "\t\t*MATERIAL_DIFFUSE\t1\t1\t1\r\n");
+ fprintf( f, "\t\t*MATERIAL_SHADING Phong\r\n" );
+
+ /* print map info */
+ fprintf( f, "\t\t*MAP_DIFFUSE\t{\r\n" );
+ fprintf( f, "\t\t\t*MAP_NAME\t\"lm_%04d\"\r\n", lightmapNum );
+ fprintf( f, "\t\t\t*MAP_CLASS\t\"Bitmap\"\r\n");
+ fprintf( f, "\t\t\t*MAP_SUBNO\t1\r\n" );
+ fprintf( f, "\t\t\t*MAP_AMOUNT\t1.0\r\n" );
+ fprintf( f, "\t\t\t*MAP_TYPE\tScreen\r\n" );
+ fprintf( f, "\t\t\t*BITMAP\t\"%s\\lm_%04d.tga\"\r\n", base, lightmapNum );
+ fprintf( f, "\t\t\t*BITMAP_FILTER\tPyramidal\r\n" );
+ fprintf( f, "\t\t}\r\n" );
+
+ fprintf( f, "\t}\r\n" );
+}
/* print materials */
fprintf( f, "*MATERIAL_LIST\t{\r\n" );
- fprintf( f, "\t*MATERIAL_COUNT\t%d\r\n", numBSPShaders );
- for( i = 0; i < numBSPShaders; i++ )
+ if(lightmapsAsTexcoord)
{
- shader = &bspShaders[ i ];
- ConvertShader( f, shader, i );
+ int lightmapCount;
+ for( lightmapCount = 0; lightmapCount < numBSPLightmaps; lightmapCount++ )
+ ;
+ for( ; ; lightmapCount++ )
+ {
+ char buf[1024];
+ FILE *tmp;
+ snprintf(buf, sizeof(buf), "%s/lm_%04d.tga", base, lightmapCount);
+ buf[sizeof(buf) - 1] = 0;
+ tmp = fopen(buf, "rb");
+ if(!tmp)
+ break;
+ fclose(tmp);
+ }
+ fprintf( f, "\t*MATERIAL_COUNT\t%d\r\n", lightmapCount );
+ for( i = 0; i < lightmapCount; i++ )
+ ConvertLightmap( f, base, i );
+ }
+ else
+ {
+ fprintf( f, "\t*MATERIAL_COUNT\t%d\r\n", numBSPShaders );
+ for( i = 0; i < numBSPShaders; i++ )
+ {
+ shader = &bspShaders[ i ];
+ ConvertShader( f, shader, i );
+ }
}
fprintf( f, "}\r\n" );
{
int i, v, face, a, b, c;
bspDrawVert_t *dv;
- vec3_t normal;
- char name[ 1024 ];
- int startVert = objVertexCount;
/* ignore patches for now */
if( ds->surfaceType != MST_PLANAR && ds->surfaceType != MST_TRIANGLE_SOUP )
}
/* export shader */
- if(objLastShaderNum != ds->shaderNum)
+ if(lightmapsAsTexcoord)
{
- fprintf(f, "usemtl %s\r\n", bspShaders[ds->shaderNum].shader);
- objLastShaderNum = ds->shaderNum;
+ if(objLastShaderNum != ds->lightmapNum[0])
+ {
+ fprintf(f, "usemtl lm_%04d\r\n", ds->lightmapNum[0]);
+ objLastShaderNum = ds->lightmapNum[0];
+ }
+ }
+ else
+ {
+ if(objLastShaderNum != ds->shaderNum)
+ {
+ fprintf(f, "usemtl %s\r\n", bspShaders[ds->shaderNum].shader);
+ objLastShaderNum = ds->shaderNum;
+ }
}
/* export vertex */
fprintf(f, "# vertex %d\r\n", i + objVertexCount + 1);
fprintf(f, "v %f %f %f\r\n", dv->xyz[ 0 ], dv->xyz[ 1 ], dv->xyz[ 2 ]);
fprintf(f, "vn %f %f %f\r\n", dv->normal[ 0 ], dv->normal[ 1 ], dv->normal[ 2 ]);
- fprintf(f, "vt %f %f\r\n", dv->st[ 0 ], dv->st[ 1 ]);
- fprintf(f, "# vt %f %f\r\n", dv->lightmap[0][0], dv->lightmap[0][1]);
+ if(lightmapsAsTexcoord)
+ fprintf(f, "vt %f %f\r\n", dv->lightmap[0][0], 1.0 - dv->lightmap[0][1]);
+ else
+ fprintf(f, "vt %f %f\r\n", dv->st[ 0 ], 1.0 - dv->st[ 1 ]);
}
/* export faces */
if(shadersAsBitmap)
fprintf( f, "map_Kd %s\r\n", shader->shader );
else
- fprintf( f, "map_Kd %s\r\n", filename );
+ fprintf( f, "map_Kd ..\\%s\r\n", filename );
+}
+
+static void ConvertLightmapToMTL( FILE *f, const char *base, int lightmapNum )
+{
+ /* print shader info */
+ fprintf( f, "newmtl lm_%04d\r\n", lightmapNum );
+ fprintf( f, "map_Kd %s\\lm_%04d.tga\r\n", base, lightmapNum );
}
entity_t *e;
vec3_t origin;
const char *key;
- char name[ 1024 ], base[ 1024 ];
+ char name[ 1024 ], base[ 1024 ], mtlname[ 1024 ];
/* note it */
fprintf( f, "mtllib %s\r\n", mtlname );
fprintf( fmtl, "# Generated by Q3Map2 (ydnar) -convert -format obj\r\n" );
- for( i = 0; i < numBSPShaders; i++ )
+ if(lightmapsAsTexcoord)
{
- shader = &bspShaders[ i ];
- ConvertShaderToMTL( fmtl, shader, i );
+ int lightmapCount;
+ for( lightmapCount = 0; lightmapCount < numBSPLightmaps; lightmapCount++ )
+ ;
+ for( ; ; lightmapCount++ )
+ {
+ char buf[1024];
+ FILE *tmp;
+ snprintf(buf, sizeof(buf), "%s/lm_%04d.tga", base, lightmapCount);
+ buf[sizeof(buf) - 1] = 0;
+ tmp = fopen(buf, "rb");
+ if(!tmp)
+ break;
+ fclose(tmp);
+ }
+ for( i = 0; i < lightmapCount; i++ )
+ ConvertLightmapToMTL( fmtl, base, i );
+ }
+ else
+ {
+ for( i = 0; i < numBSPShaders; i++ )
+ {
+ shader = &bspShaders[ i ];
+ ConvertShaderToMTL( fmtl, shader, i );
+ }
}
/* walk entity list */