From c19e7448faf836c39807e763a6d8e7eb21c3cd54 Mon Sep 17 00:00:00 2001 From: Rudolf Polzer Date: Thu, 23 Dec 2010 09:38:40 +0100 Subject: [PATCH] initial obj support --- tools/quake3/q3map2/convert_obj.c | 197 ++++++------------------------ 1 file changed, 35 insertions(+), 162 deletions(-) diff --git a/tools/quake3/q3map2/convert_obj.c b/tools/quake3/q3map2/convert_obj.c index 04c4e9e8..e370f7d5 100644 --- a/tools/quake3/q3map2/convert_obj.c +++ b/tools/quake3/q3map2/convert_obj.c @@ -43,127 +43,65 @@ ConvertSurface() converts a bsp drawsurface to an obj chunk */ +int objVertexCount = 0; +int objLastShaderNum = -1; static void ConvertSurfaceToOBJ( FILE *f, bspModel_t *model, int modelNum, bspDrawSurface_t *ds, int surfaceNum, vec3_t origin ) { 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 ) return; - - /* print object header for each dsurf */ - sprintf( name, "mat%dmodel%dsurf%d", ds->shaderNum, modelNum, surfaceNum ); - fprintf( f, "*GEOMOBJECT\t{\r\n" ); - fprintf( f, "\t*NODE_NAME\t\"%s\"\r\n", name ); - fprintf( f, "\t*NODE_TM\t{\r\n" ); - fprintf( f, "\t\t*NODE_NAME\t\"%s\"\r\n", name ); - fprintf( f, "\t\t*INHERIT_POS\t0\t0\t0\r\n" ); - fprintf( f, "\t\t*INHERIT_ROT\t0\t0\t0\r\n" ); - fprintf( f, "\t\t*INHERIT_SCL\t0\t0\t0\r\n" ); - fprintf( f, "\t\t*TM_ROW0\t1.0\t0\t0\r\n" ); - fprintf( f, "\t\t*TM_ROW1\t0\t1.0\t0\r\n" ); - fprintf( f, "\t\t*TM_ROW2\t0\t0\t1.0\r\n" ); - fprintf( f, "\t\t*TM_ROW3\t0\t0\t0\r\n" ); - fprintf( f, "\t\t*TM_POS\t%f\t%f\t%f\r\n", origin[ 0 ], origin[ 1 ], origin[ 2 ] ); - fprintf( f, "\t}\r\n" ); - - /* print mesh header */ - fprintf( f, "\t*MESH\t{\r\n" ); - fprintf( f, "\t\t*TIMEVALUE\t0\r\n" ); - fprintf( f, "\t\t*MESH_NUMVERTEX\t%d\r\n", ds->numVerts ); - fprintf( f, "\t\t*MESH_NUMFACES\t%d\r\n", ds->numIndexes / 3 ); + + fprintf(f, "g mat%dmodel%dsurf%d\r\n", ds->shaderNum, modelNum, surfaceNum); switch( ds->surfaceType ) { case MST_PLANAR: - fprintf( f, "\t\t*COMMENT\t\"SURFACETYPE\tMST_PLANAR\"\r\n" ); + fprintf( f, "# SURFACETYPE MST_PLANAR\r\n" ); break; case MST_TRIANGLE_SOUP: - fprintf( f, "\t\t*COMMENT\t\"SURFACETYPE\tMST_TRIANGLE_SOUP\"\r\n" ); + fprintf( f, "# SURFACETYPE MST_TRIANGLE_SOUP\r\n" ); break; } - - /* export vertex xyz */ - fprintf( f, "\t\t*MESH_VERTEX_LIST\t{\r\n" ); - for( i = 0; i < ds->numVerts; i++ ) - { - v = i + ds->firstVert; - dv = &bspDrawVerts[ v ]; - fprintf( f, "\t\t\t*MESH_VERTEX\t%d\t%f\t%f\t%f\r\n", i, dv->xyz[ 0 ], dv->xyz[ 1 ], dv->xyz[ 2 ] ); - } - fprintf( f, "\t\t}\r\n" ); - /* export vertex normals */ - fprintf( f, "\t\t*MESH_NORMALS\t{\r\n" ); - for( i = 0; i < ds->numIndexes; i += 3 ) + /* export shader */ + if(objLastShaderNum != ds->shaderNum) { - face = (i / 3); - a = bspDrawIndexes[ i + ds->firstIndex ]; - b = bspDrawIndexes[ i + ds->firstIndex + 1 ]; - c = bspDrawIndexes[ i + ds->firstIndex + 2 ]; - VectorCopy( bspDrawVerts[ a ].normal, normal ); - VectorAdd( normal, bspDrawVerts[ b ].normal, normal ); - VectorAdd( normal, bspDrawVerts[ c ].normal, normal ); - if( VectorNormalize( normal, normal ) ) - fprintf( f, "\t\t\t*MESH_FACENORMAL\t%d\t%f\t%f\t%f\r\n", face, normal[ 0 ], normal[ 1 ], normal[ 2 ] ); - } - for( i = 0; i < ds->numVerts; i++ ) - { - v = i + ds->firstVert; - dv = &bspDrawVerts[ v ]; - fprintf( f, "\t\t\t*MESH_VERTEXNORMAL\t%d\t%f\t%f\t%f\r\n", i, dv->normal[ 0 ], dv->normal[ 1 ], dv->normal[ 2 ] ); + fprintf(f, "usemtl %s\r\n", bspShaders[ds->shaderNum].shader); + objLastShaderNum = ds->shaderNum; } - fprintf( f, "\t\t}\r\n" ); - /* export faces */ - fprintf( f, "\t\t*MESH_FACE_LIST\t{\r\n" ); - for( i = 0; i < ds->numIndexes; i += 3 ) - { - face = (i / 3); - a = bspDrawIndexes[ i + ds->firstIndex ]; - c = bspDrawIndexes[ i + ds->firstIndex + 1 ]; - b = bspDrawIndexes[ i + ds->firstIndex + 2 ]; - fprintf( f, "\t\t\t*MESH_FACE\t%d\tA:\t%d\tB:\t%d\tC:\t%d\tAB:\t1\tBC:\t1\tCA:\t1\t*MESH_SMOOTHING\t0\t*MESH_MTLID\t0\r\n", - face, a, b, c ); - } - fprintf( f, "\t\t}\r\n" ); - - /* export vertex st */ - fprintf( f, "\t\t*MESH_NUMTVERTEX\t%d\r\n", ds->numVerts ); - fprintf( f, "\t\t*MESH_TVERTLIST\t{\r\n" ); + /* export vertex */ for( i = 0; i < ds->numVerts; i++ ) { v = i + ds->firstVert; dv = &bspDrawVerts[ v ]; - fprintf( f, "\t\t\t*MESH_TVERT\t%d\t%f\t%f\t%f\r\n", i, dv->st[ 0 ], (1.0 - dv->st[ 1 ]), 1.0f ); + 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]); } - fprintf( f, "\t\t}\r\n" ); - - /* export texture faces */ - fprintf( f, "\t\t*MESH_NUMTVFACES\t%d\r\n", ds->numIndexes / 3 ); - fprintf( f, "\t\t*MESH_TFACELIST\t{\r\n" ); + + /* export faces */ for( i = 0; i < ds->numIndexes; i += 3 ) { face = (i / 3); a = bspDrawIndexes[ i + ds->firstIndex ]; c = bspDrawIndexes[ i + ds->firstIndex + 1 ]; b = bspDrawIndexes[ i + ds->firstIndex + 2 ]; - fprintf( f, "\t\t\t*MESH_TFACE\t%d\t%d\t%d\t%d\r\n", face, a, b, c ); + fprintf(f, "f %d/%d/%d %d/%d/%d %d/%d/%d\r\n", + a + objVertexCount + 1, a + objVertexCount + 1, a + objVertexCount + 1, + b + objVertexCount + 1, b + objVertexCount + 1, b + objVertexCount + 1, + c + objVertexCount + 1, c + objVertexCount + 1, c + objVertexCount + 1 + ); } - fprintf( f, "\t\t}\r\n" ); - - /* print mesh footer */ - fprintf( f, "\t}\r\n" ); - - /* print object footer */ - 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, "}\r\n" ); + + objVertexCount += ds->numVerts; } @@ -195,45 +133,6 @@ ConvertShader() exports a bsp shader to an ase chunk */ -/* - *MATERIAL 0 { - *MATERIAL_NAME "models/test/rock16l" - *MATERIAL_CLASS "Standard" - *MATERIAL_AMBIENT 0.5882 0.5882 0.5882 - *MATERIAL_DIFFUSE 0.5882 0.5882 0.5882 - *MATERIAL_SPECULAR 0.5882 0.5882 0.5882 - *MATERIAL_SHINE 0.0000 - *MATERIAL_SHINESTRENGTH 0.0000 - *MATERIAL_TRANSPARENCY 0.0000 - *MATERIAL_WIRESIZE 1.0000 - *MATERIAL_SHADING Phong - *MATERIAL_XP_FALLOFF 0.0000 - *MATERIAL_SELFILLUM 0.0000 - *MATERIAL_FALLOFF In - *MATERIAL_XP_TYPE Filter - *MAP_DIFFUSE { - *MAP_NAME "Map #2" - *MAP_CLASS "Bitmap" - *MAP_SUBNO 1 - *MAP_AMOUNT 1.0000 - *BITMAP "models/test/rock16l" - *MAP_TYPE Screen - *UVW_U_OFFSET 0.0000 - *UVW_V_OFFSET 0.0000 - *UVW_U_TILING 1.0000 - *UVW_V_TILING 1.0000 - *UVW_ANGLE 0.0000 - *UVW_BLUR 1.0000 - *UVW_BLUR_OFFSET 0.0000 - *UVW_NOUSE_AMT 1.0000 - *UVW_NOISE_SIZE 1.0000 - *UVW_NOISE_LEVEL 1 - *UVW_NOISE_PHASE 0.0000 - *BITMAP_FILTER Pyramidal - } - } -*/ - static void ConvertShaderToMTL( FILE *f, bspShader_t *shader, int shaderNum ) { shaderInfo_t *si; @@ -258,27 +157,12 @@ static void ConvertShaderToMTL( FILE *f, bspShader_t *shader, int shaderNum ) *c = '\\'; /* print shader info */ - fprintf( f, "\t*MATERIAL\t%d\t{\r\n", shaderNum ); - fprintf( f, "\t\t*MATERIAL_NAME\t\"%s\"\r\n", shader->shader ); - fprintf( f, "\t\t*MATERIAL_CLASS\t\"Standard\"\r\n" ); - fprintf( f, "\t\t*MATERIAL_DIFFUSE\t%f\t%f\t%f\r\n", si->color[ 0 ], si->color[ 1 ], si->color[ 2 ] ); - 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\"%s\"\r\n", shader->shader ); - 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, "newmtl %s\r\n", shader->shader ); + fprintf( f, "Kd %f %f %f\r\n", si->color[ 0 ], si->color[ 1 ], si->color[ 2 ] ); if(shadersAsBitmap) - fprintf( f, "\t\t\t*BITMAP\t\"%s\"\r\n", shader->shader ); + fprintf( f, "map_Kd %s\r\n", shader->shader ); else - fprintf( f, "\t\t\t*BITMAP\t\"..\\%s\"\r\n", filename ); - fprintf( f, "\t\t\t*BITMAP_FILTER\tPyramidal\r\n" ); - fprintf( f, "\t\t}\r\n" ); - - fprintf( f, "\t}\r\n" ); + fprintf( f, "map_Kd %s\r\n", filename ); } @@ -325,27 +209,16 @@ int ConvertBSPToOBJ( char *bspName ) Error( "Open failed on %s\n", mtlname ); /* print header */ - fprintf( f, "*3DSMAX_ASCIIEXPORT\t200\r\n" ); - fprintf( f, "*COMMENT\t\"Generated by Q3Map2 (ydnar) -convert -format ase\"\r\n" ); - fprintf( f, "*SCENE\t{\r\n" ); - fprintf( f, "\t*SCENE_FILENAME\t\"%s\"\r\n", base ); - fprintf( f, "\t*SCENE_FIRSTFRAME\t0\r\n" ); - fprintf( f, "\t*SCENE_LASTFRAME\t100\r\n" ); - fprintf( f, "\t*SCENE_FRAMESPEED\t30\r\n" ); - fprintf( f, "\t*SCENE_TICKSPERFRAME\t160\r\n" ); - fprintf( f, "\t*SCENE_BACKGROUND_STATIC\t0.0000\t0.0000\t0.0000\r\n" ); - fprintf( f, "\t*SCENE_AMBIENT_STATIC\t0.0000\t0.0000\t0.0000\r\n" ); - fprintf( f, "}\r\n" ); - - /* print materials */ - fprintf( f, "*MATERIAL_LIST\t{\r\n" ); - fprintf( f, "\t*MATERIAL_COUNT\t%d\r\n", numBSPShaders ); + fprintf( f, "o %s\r\n", base ); + fprintf( f, "# Generated by Q3Map2 (ydnar) -convert -format obj\r\n" ); + fprintf( f, "mtllib %s\r\n", mtlname ); + + fprintf( fmtl, "# Generated by Q3Map2 (ydnar) -convert -format obj\r\n" ); for( i = 0; i < numBSPShaders; i++ ) { shader = &bspShaders[ i ]; ConvertShaderToMTL( fmtl, shader, i ); } - fprintf( f, "}\r\n" ); /* walk entity list */ for( i = 0; i < numEntities; i++ ) -- 2.39.2