コード例 #1
0
ファイル: pm_ase.c プロジェクト: Garey27/urt-bumpy-q3map2
/* _ase_load:
 *  loads a 3dsmax ase model file.
*/
static picoModel_t *_ase_load( PM_PARAMS_LOAD )
{
	picoModel_t    *model;
	picoParser_t   *p;
	char			lastNodeName[ 1024 ];

	aseVertex_t* vertices = NULL;
	aseTexCoord_t* texcoords = NULL;
	aseColor_t* colors = NULL;
	aseFace_t* faces = NULL;
	int numVertices = 0;
	int numFaces = 0;
	int numTextureVertices = 0;
	int numTextureVertexFaces = 0;
	int numColorVertices = 0;
	int numColorVertexFaces = 0;
	int vertexId = 0;
   int currentVertexFace=0;
   int currentVertexIndex=0;
   int counter=0;
   int submodel=0;

	aseMaterial_t* materials = NULL;

#ifdef DEBUG_PM_ASE
	clock_t start, finish;
	double elapsed;
	start = clock();
#endif

	/* helper */
	#define _ase_error_return(m) \
	{ \
		_pico_printf( PICO_ERROR,"%s in ASE, line %d.",m,p->curLine); \
		_pico_free_parser( p ); \
		PicoFreeModel( model ); \
		return NULL; \
	}
	/* create a new pico parser */
	p = _pico_new_parser( (picoByte_t *)buffer,bufSize );
	if (p == NULL) return NULL;

	/* create a new pico model */
	model = PicoNewModel();
	if (model == NULL)
	{
		_pico_free_parser( p );
		return NULL;
	}
	/* do model setup */
	PicoSetModelFrameNum( model, frameNum );
	PicoSetModelName( model, fileName );
	PicoSetModelFileName( model, fileName );

	/* initialize some stuff */
	memset( lastNodeName,0,sizeof(lastNodeName) );

	/* parse ase model file */
	while( 1 )
	{
		/* get first token on line */
		if (_pico_parse_first( p ) == NULL)
			break;

		/* we just skip empty lines */
		if (p->token == NULL || !strlen( p->token ))
			continue;

		/* we skip invalid ase statements */
		if (p->token[0] != '*' && p->token[0] != '{' && p->token[0] != '}')
		{
			_pico_parse_skip_rest( p );
			continue;
		}
		/* remember node name */
		if (!_pico_stricmp(p->token,"*node_name"))
		{
			/* read node name */
			char *ptr = _pico_parse( p,0 );
			if (ptr == NULL)
				_ase_error_return("Node name parse error");

			/* remember node name */
			strncpy( lastNodeName,ptr,sizeof(lastNodeName) );
		}
		/* model mesh (originally contained within geomobject) */
		else if (!_pico_stricmp(p->token,"*mesh"))
		{
			/* finish existing surface */
			_ase_submit_triangles(model, materials, vertices, texcoords, colors, faces, numFaces,numVertices,submodel++);
			_pico_free(faces);
			_pico_free(vertices);
			_pico_free(texcoords);
			_pico_free(colors);
		}
		else if (!_pico_stricmp(p->token,"*mesh_numvertex"))
		{
  			if (!_pico_parse_int( p, &numVertices) )
				_ase_error_return("Missing MESH_NUMVERTEX value");

			vertices = _pico_calloc(numVertices, sizeof(aseVertex_t));
         currentVertexIndex=0;   
		}
		else if (!_pico_stricmp(p->token,"*mesh_numfaces"))
		{
			if (!_pico_parse_int( p, &numFaces) )
				_ase_error_return("Missing MESH_NUMFACES value");

			faces = _pico_calloc(numFaces, sizeof(aseFace_t));

		}
		else if (!_pico_stricmp(p->token,"*mesh_numtvertex"))
		{
			if (!_pico_parse_int( p, &numTextureVertices) )
				_ase_error_return("Missing MESH_NUMTVERTEX value");

			texcoords = _pico_calloc(numTextureVertices, sizeof(aseTexCoord_t));
		}
		else if (!_pico_stricmp(p->token,"*mesh_numtvfaces"))
		{
			if (!_pico_parse_int( p, &numTextureVertexFaces) )
				_ase_error_return("Missing MESH_NUMTVFACES value");
		}
		else if (!_pico_stricmp(p->token,"*mesh_numcvertex"))
		{
			if (!_pico_parse_int( p, &numColorVertices) )
				_ase_error_return("Missing MESH_NUMCVERTEX value");

			colors = _pico_calloc(numColorVertices, sizeof(aseColor_t));
			memset( colors, 255, numColorVertices * sizeof( aseColor_t ) );	/* ydnar: force colors to white initially */
		}
		else if (!_pico_stricmp(p->token,"*mesh_numcvfaces"))
		{
			if (!_pico_parse_int( p, &numColorVertexFaces) )
				_ase_error_return("Missing MESH_NUMCVFACES value");
		}
		/* mesh material reference. this usually comes at the end of */
		/* geomobjects after the mesh blocks. we must assume that the */
		/* new mesh was already created so all we can do here is assign */
		/* the material reference id (shader index) now. */
		else if (!_pico_stricmp(p->token,"*material_ref"))
		{
			int mtlId;

			/* get the material ref (0..n) */
			if (!_pico_parse_int( p,&mtlId) )
				_ase_error_return("Missing material reference ID");

			{
				int i = 0;
				/* fix up all of the aseFaceList in the surface to point to the parent material */
				/* we've already saved off their subMtl */
				for(; i < numFaces; ++i)
				{
					faces[i].materialId = mtlId;
				}
			}
		}
		/* model mesh vertex */
		else if (!_pico_stricmp(p->token,"*mesh_vertex"))
		{
			int			index;

			if( numVertices == 0 )
				_ase_error_return("Vertex parse error");

			/* get vertex data (orig: index +y -x +z) */
			if (!_pico_parse_int( p,&index ))
				_ase_error_return("Vertex parse error");
			if (!_pico_parse_vec( p,vertices[index].xyz ))
				_ase_error_return("Vertex parse error");

			vertices[index].id = vertexId++;
		}
		else if (!_pico_stricmp(p->token,"*mesh_facenormal"))
		{
		   //Grab the faceindex for the next vertex normals.
         if( numVertices == 0 )
				_ase_error_return("Vertex parse error (facenormals)");

         if (!_pico_parse_int( p,&currentVertexFace ))
				_ase_error_return("Vertex parse error");

 			if (!_pico_parse_vec( p,faces[currentVertexFace].facenormal ))
				_ase_error_return("Vertex parse error");

      }
      /* model mesh vertex normal */
		else if (!_pico_stricmp(p->token,"*mesh_vertexnormal"))
		{
			int			index;

			if( numVertices == 0 )
				_ase_error_return("Vertex parse error");

			/* get vertex data (orig: index +y -x +z) */
			if (!_pico_parse_int( p,&index ))
				_ase_error_return("Vertex parse error");

         //^^ Index is 'wrong' in .ase models.  they reference the same vert index with multiple normals..
         // I've tried, this is a lost cause.  Use the SG's
         // 
			/*
         
         if (!_pico_parse_vec( p,vertices[counter].normal ))
				_ase_error_return("Vertex parse error");
         vertices[counter].faceid=index;
         counter++;
         */
		}
		/* model mesh face */
		else if (!_pico_stricmp(p->token,"*mesh_normals"))
      {
      //   counter=0; //part of the above vertex normals fix
      }
         
      /* model mesh face */
		else if (!_pico_stricmp(p->token,"*mesh_face"))
		{
			picoIndex_t indexes[3];
			int index;
			
			if( numFaces == 0 )
				_ase_error_return("Face parse error");

			/* get face index */
			if (!_pico_parse_int( p,&index ))
				_ase_error_return("Face parse error");

			/* get 1st vertex index */
			_pico_parse( p,0 );
			if (!_pico_parse_int( p,&indexes[0] ))
				_ase_error_return("Face parse error");

			/* get 2nd vertex index */
			_pico_parse( p,0 );
			if (!_pico_parse_int( p,&indexes[1] ))
				_ase_error_return("Face parse error");

			/* get 3rd vertex index */
			_pico_parse( p,0 );
			if (!_pico_parse_int( p,&indexes[2] ))
				_ase_error_return("Face parse error");
			
			/* parse to the subMaterial ID */
			while ( 1 )
			{
				if (!_pico_parse (p,0)) /* EOL */
				{
					break;
				}
				if (!_pico_stricmp (p->token,"*MESH_SMOOTHING" ))
				{
               int total=0;
               char* point;
               char* start;
               _pico_parse(p,0);

               point=p->token;
               start=point;
               faces[index].smoothingGroup=0;
              
               //Super dodgy comma delimited string parse
               while (*point<'A') 
               {
                  if (*point<=32 || *point==',')
                  {
                     total=atoi(start);
                     if (total!=0)
                     {
                        faces[index].smoothingGroup+=1<<total;
                     }
                     start=point+1;
                  }
                  
                  point++;
               }
               
               
			      
               
            }
				if (!_pico_stricmp (p->token,"*MESH_MTLID" ))
				{
					_pico_parse_int ( p , &faces[index].subMaterialId );
				}
			}
			
			faces[index].materialId = 0;
			faces[index].indices[0] = indexes[2];
			faces[index].indices[1] = indexes[1];
			faces[index].indices[2] = indexes[0];
		}
		/* model texture vertex */
		else if (!_pico_stricmp(p->token,"*mesh_tvert"))
		{
			int			index;

			if( numVertices == 0 )
				_ase_error_return("Vertex parse error");

			/* get uv vertex index */
			if (!_pico_parse_int( p,&index ))
				_ase_error_return("UV vertex parse error");

			/* get uv vertex s */
			if (!_pico_parse_float( p,&texcoords[index].texcoord[0] ))
				_ase_error_return("UV vertex parse error");

			/* get uv vertex t */
			if (!_pico_parse_float( p,&texcoords[index].texcoord[1] ))
				_ase_error_return("UV vertex parse error");
			
			/* ydnar: invert t */
			texcoords[index].texcoord[ 1 ] = 1.0f - texcoords[index].texcoord[ 1 ];
		}
		/* ydnar: model mesh texture face */
		else if( !_pico_stricmp( p->token, "*mesh_tface" ) )
		{
			picoIndex_t indexes[3];
			int			index;
			
			if( numFaces == 0 )
				_ase_error_return("Texture face parse error");
			
			/* get face index */
			if (!_pico_parse_int( p,&index ))
				_ase_error_return("Texture face parse error");
			
			/* get 1st vertex index */
			if (!_pico_parse_int( p,&indexes[0] ))
				_ase_error_return("Texture face parse error");
			
			/* get 2nd vertex index */
			if (!_pico_parse_int( p,&indexes[1] ))
				_ase_error_return("Texture face parse error");
			
			/* get 3rd vertex index */
			if (!_pico_parse_int( p,&indexes[2] ))
				_ase_error_return("Texture face parse error");

			faces[index].indices[3] = indexes[2];
			faces[index].indices[4] = indexes[1];
			faces[index].indices[5] = indexes[0];
		}
		/* model color vertex */
		else if (!_pico_stricmp(p->token,"*mesh_vertcol"))
		{
			int			index;
			float		colorInput;

			if( numVertices == 0 )
				_ase_error_return("Color Vertex parse error");

			/* get color vertex index */
			if (!_pico_parse_int( p,&index ))
				_ase_error_return("Color vertex parse error");

			/* get R component */
			if (!_pico_parse_float( p,&colorInput ))
				_ase_error_return("Color vertex parse error");
			colors[index].color[0] = (picoByte_t)(colorInput * 255);

			/* get G component */
			if (!_pico_parse_float( p,&colorInput ))
				_ase_error_return("Color vertex parse error");
			colors[index].color[1] = (picoByte_t)(colorInput * 255);

			/* get B component */
			if (!_pico_parse_float( p,&colorInput ))
				_ase_error_return("Color vertex parse error");
			colors[index].color[2] = (picoByte_t)(colorInput * 255);
			
			/* leave alpha alone since we don't get any data from the ASE format */
			colors[index].color[3] = 255;

         /* 27 hack, red as alpha */
         colors[index].color[3]=colors[index].color[0];
         colors[index].color[0]=255;
         colors[index].color[1]=255;
         colors[index].color[2]=255;

		}
		/* model color face */
		else if (!_pico_stricmp(p->token,"*mesh_cface"))
		{
			picoIndex_t indexes[3];
			int			index;

			if( numFaces == 0 )
				_ase_error_return("Face parse error");

			/* get face index */
			if (!_pico_parse_int( p,&index ))
				_ase_error_return("Face parse error");

			/* get 1st cvertex index */
			//			_pico_parse( p,0 );
			if (!_pico_parse_int( p,&indexes[0] ))
				_ase_error_return("Face parse error");

			/* get 2nd cvertex index */
			//			_pico_parse( p,0 );
			if (!_pico_parse_int( p,&indexes[1] ))
				_ase_error_return("Face parse error");

			/* get 3rd cvertex index */
			//			_pico_parse( p,0 );
			if (!_pico_parse_int( p,&indexes[2] ))
				_ase_error_return("Face parse error");

			faces[index].indices[6] = indexes[2];
			faces[index].indices[7] = indexes[1];
			faces[index].indices[8] = indexes[0];
		}
		/* model material */
		else if( !_pico_stricmp( p->token, "*material" ) )
		{
			aseSubMaterial_t*	subMaterial = NULL;
			picoShader_t		*shader;
			int					level = 1, index;
			char				materialName[ 1024 ];
			float				transValue = 0.0f, shineValue = 1.0f;
			picoColor_t			ambientColor, diffuseColor, specularColor;
			char				*mapname = NULL;
			int					subMtlId, subMaterialLevel = -1;
			
			
			/* get material index */
			_pico_parse_int( p,&index );
			
			/* check brace */
			if (!_pico_parse_check(p,1,"{"))
				_ase_error_return("Material missing opening brace");
			
			/* parse material block */
			while( 1 )
			{
				/* get next token */
				if (_pico_parse(p,1) == NULL) break;
				if (!strlen(p->token)) continue;

				/* handle levels */
				if (p->token[0] == '{') level++;
				if (p->token[0] == '}') level--;
				if (!level) break;

				if( level == subMaterialLevel )
				{
					/* set material name */
					_pico_first_token( materialName );
					PicoSetShaderName( shader, materialName);

					/* set shader's transparency */
					PicoSetShaderTransparency( shader,transValue );

					/* set shader's ambient color */
					PicoSetShaderAmbientColor( shader,ambientColor );

					/* set diffuse alpha to transparency */
					diffuseColor[3] = (picoByte_t)( transValue * 255.0 );

					/* set shader's diffuse color */
					PicoSetShaderDiffuseColor( shader,diffuseColor );

					/* set shader's specular color */
					PicoSetShaderSpecularColor( shader,specularColor );

					/* set shader's shininess */
					PicoSetShaderShininess( shader,shineValue );

					/* set material map name */
					PicoSetShaderMapName( shader, mapname );

					subMaterial = _ase_add_submaterial( &materials, index, subMtlId, shader );
					subMaterialLevel = -1;
				}

				/* parse submaterial index */
				if (!_pico_stricmp(p->token,"*submaterial"))
				{											
					/* allocate new pico shader */
					_pico_parse_int( p , &subMtlId );

					shader = PicoNewShader( model );
					if (shader == NULL)
					{
						PicoFreeModel( model );
						return NULL;
					}			
					subMaterialLevel = level;
				}
				/* parse material name */
				else if (!_pico_stricmp(p->token,"*material_name"))
				{
					char* name = _pico_parse(p,0);
					if ( name == NULL)
						_ase_error_return("Missing material name");
					
					strcpy ( materialName , name );
					/* skip rest and continue with next token */
					_pico_parse_skip_rest( p );
					continue;
				}
				/* parse material transparency */
				else if (!_pico_stricmp(p->token,"*material_transparency"))
				{
					/* get transparency value from ase */
					if (!_pico_parse_float( p,&transValue ))
						_ase_error_return("Material transparency parse error");

					/* skip rest and continue with next token */
					_pico_parse_skip_rest( p );
					continue;
				}
				/* parse material shininess */
				else if (!_pico_stricmp(p->token,"*material_shine"))
				{
					/* remark:
					 * - not sure but instead of '*material_shine' i might
					 *   need to use '*material_shinestrength' */

					/* get shine value from ase */
					if (!_pico_parse_float( p,&shineValue ))
						_ase_error_return("Material shine parse error");

					/* scale ase shine range 0..1 to pico range 0..127 */
					shineValue *= 128.0;

					/* skip rest and continue with next token */
					_pico_parse_skip_rest( p );
					continue;
				}
				/* parse ambient material color */
				else if (!_pico_stricmp(p->token,"*material_ambient"))
				{
					picoVec3_t  vec;
					/* get r,g,b float values from ase */
					if (!_pico_parse_vec( p,vec ))
						_ase_error_return("Material color parse error");

					/* setup 0..255 range color values */
					ambientColor[ 0 ] = (int)( vec[ 0 ] * 255.0 );
					ambientColor[ 1 ] = (int)( vec[ 1 ] * 255.0 );
					ambientColor[ 2 ] = (int)( vec[ 2 ] * 255.0 );
					ambientColor[ 3 ] = (int)( 255 );

					/* skip rest and continue with next token */
					_pico_parse_skip_rest( p );
					continue;
				}
				/* parse diffuse material color */
				else if (!_pico_stricmp(p->token,"*material_diffuse"))
				{
					picoVec3_t  vec;

					/* get r,g,b float values from ase */
					if (!_pico_parse_vec( p,vec ))
						_ase_error_return("Material color parse error");

					/* setup 0..255 range color */
					diffuseColor[ 0 ] = (int)( vec[ 0 ] * 255.0 );
					diffuseColor[ 1 ] = (int)( vec[ 1 ] * 255.0 );
					diffuseColor[ 2 ] = (int)( vec[ 2 ] * 255.0 );
					diffuseColor[ 3 ] = (int)( 255 );

					/* skip rest and continue with next token */
					_pico_parse_skip_rest( p );
					continue;
				}
				/* parse specular material color */
				else if (!_pico_stricmp(p->token,"*material_specular"))
				{
					picoVec3_t  vec;

					/* get r,g,b float values from ase */
					if (!_pico_parse_vec( p,vec ))
						_ase_error_return("Material color parse error");

					/* setup 0..255 range color */
					specularColor[ 0 ] = (int)( vec[ 0 ] * 255 );
					specularColor[ 1 ] = (int)( vec[ 1 ] * 255 );
					specularColor[ 2 ] = (int)( vec[ 2 ] * 255 );
					specularColor[ 3 ] = (int)( 255 );

					/* skip rest and continue with next token */
					_pico_parse_skip_rest( p );
					continue;
				}
				/* material diffuse map */
				else if (!_pico_stricmp(p->token,"*map_diffuse") )
				{
					int sublevel = 0;

					/* parse material block */
					while( 1 )
					{
						/* get next token */
						if (_pico_parse(p,1) == NULL) break;
						if (!strlen(p->token)) continue;
						
						/* handle levels */
						if (p->token[0] == '{') sublevel++;
						if (p->token[0] == '}') sublevel--;
						if (!sublevel) break;
						
						/* parse diffuse map bitmap */
						if (!_pico_stricmp(p->token,"*bitmap"))
						{
							char* name = _pico_parse(p,0);
							if (name == NULL)
								_ase_error_return("Missing material map bitmap name");
							mapname = _pico_alloc ( strlen ( name ) + 1 );
							strcpy ( mapname, name );
							/* skip rest and continue with next token */
							_pico_parse_skip_rest( p );
							continue;
						}
					}
				}
				/* end map_diffuse block */
			}
			/* end material block */

			if( subMaterial == NULL )
			{
				/* allocate new pico shader */
				shader = PicoNewShader( model );
				if (shader == NULL)
				{
					PicoFreeModel( model );
					return NULL;
				}

				/* set material name */
				PicoSetShaderName( shader,materialName );

				/* set shader's transparency */
				PicoSetShaderTransparency( shader,transValue );

				/* set shader's ambient color */
				PicoSetShaderAmbientColor( shader,ambientColor );

				/* set diffuse alpha to transparency */
				diffuseColor[3] = (picoByte_t)( transValue * 255.0 );

				/* set shader's diffuse color */
				PicoSetShaderDiffuseColor( shader,diffuseColor );

				/* set shader's specular color */
				PicoSetShaderSpecularColor( shader,specularColor );

				/* set shader's shininess */
				PicoSetShaderShininess( shader,shineValue );

				/* set material map name */
				PicoSetShaderMapName( shader, mapname );

        /* extract shadername from bitmap path */
        if(mapname != NULL)
        {
          char* p = mapname;

          /* convert to shader-name format */
          {
            /* unix-style path separators */
            char* s = mapname;
            for(; *s != '\0'; ++s)
            {
              if(*s == '\\')
              {
                *s = '/';
              }
            }
          }
          {
            /* remove extension */
            char* last_period = strrchr(p, '.');
            if(last_period != NULL)
            {
              *last_period = '\0';
            }
          }

          /* find game root */
          for(; *p != '\0'; ++p)
          {
            if(_pico_strnicmp(p, "quake", 5) == 0 || _pico_strnicmp(p, "doom", 4) == 0)
            {
              break;
            }
          }
          /* root-relative */
          for(; *p != '\0'; ++p)
          {
            if(*p == '/')
            {
              ++p;
              break;
            }
          }
          /* game-relative */
          for(; *p != '\0'; ++p)
          {
            if(*p == '/')
            {
              ++p;
              break;
            }
          }

          if(*p != '\0')
          {
				    /* set material name */
				    PicoSetShaderName( shader,p );
          }
        }

        /* this is just a material with 1 submaterial */
				subMaterial = _ase_add_submaterial( &materials, index, 0, shader );
			}
			
			/* ydnar: free mapname */
			if( mapname != NULL )
				_pico_free( mapname );
		}	// !_pico_stricmp ( "*material" )

		/* skip unparsed rest of line and continue */
		_pico_parse_skip_rest( p );
	}
	
	/* ydnar: finish existing surface */
	_ase_submit_triangles(model, materials, vertices, texcoords, colors, faces, numFaces,numVertices,submodel++);
	_pico_free(faces);
	_pico_free(vertices);
	_pico_free(texcoords);
	_pico_free(colors);

#ifdef DEBUG_PM_ASE
	_ase_print_materials(materials);
	finish = clock();
	elapsed = (double)(finish - start) / CLOCKS_PER_SEC;
	_pico_printf( PICO_NORMAL, "Loaded model in in %-.2f second(s)\n", elapsed );
#endif //DEBUG_PM_ASE

	_ase_free_materials(&materials);

  _pico_free_parser( p );

	/* return allocated pico model */
	return model;
}
コード例 #2
0
ファイル: pm_ms3d.c プロジェクト: Elzair/q3map2
/* _ms3d_load:
 *	loads a milkshape3d model file.
 */
static picoModel_t *_ms3d_load( PM_PARAMS_LOAD ){
	picoModel_t    *model;
	unsigned char  *bufptr, *bufptr0;
	int shaderRefs[ MS3D_MAX_GROUPS ];
	int numGroups;
	int numMaterials;
//	unsigned char  *ptrToGroups;
	int numVerts;
	unsigned char  *ptrToVerts;
	int numTris;
	unsigned char  *ptrToTris;
	int i,k,m;

	/* create new pico model */
	model = PicoNewModel();
	if ( model == NULL ) {
		return NULL;
	}

	/* do model setup */
	PicoSetModelFrameNum( model, frameNum );
	PicoSetModelName( model, fileName );
	PicoSetModelFileName( model, fileName );

	bufptr0 = bufptr = (picoByte_t*) _pico_alloc( bufSize );
	memcpy( bufptr, buffer, bufSize );
	/* skip header */
	bufptr += sizeof( TMsHeader );

	/* get number of vertices */
	bufptr = GetWord( bufptr,&numVerts );
	ptrToVerts = bufptr;

#ifdef DEBUG_PM_MS3D
	printf( "NumVertices: %d\n",numVerts );
#endif
	/* swap verts */
	for ( i = 0; i < numVerts; i++ )
	{
		TMsVertex *vertex;
		vertex = (TMsVertex *)bufptr;
		bufptr += sizeof( TMsVertex );

		vertex->xyz[ 0 ] = _pico_little_float( vertex->xyz[ 0 ] );
		vertex->xyz[ 1 ] = _pico_little_float( vertex->xyz[ 1 ] );
		vertex->xyz[ 2 ] = _pico_little_float( vertex->xyz[ 2 ] );

#ifdef DEBUG_PM_MS3D_EX_
		printf( "Vertex: x: %f y: %f z: %f\n",
				msvd[i]->vertex[0],
				msvd[i]->vertex[1],
				msvd[i]->vertex[2] );
#endif
	}
	/* get number of triangles */
	bufptr = GetWord( bufptr,&numTris );
	ptrToTris = bufptr;

#ifdef DEBUG_PM_MS3D
	printf( "NumTriangles: %d\n",numTris );
#endif
	/* swap tris */
	for ( i = 0; i < numTris; i++ )
	{
		TMsTriangle *triangle;
		triangle = (TMsTriangle *)bufptr;
		bufptr += sizeof( TMsTriangle );

		triangle->flags = _pico_little_short( triangle->flags );

		/* run through all tri verts */
		for ( k = 0; k < 3; k++ )
		{
			/* swap tex coords */
			triangle->s[ k ] = _pico_little_float( triangle->s[ k ] );
			triangle->t[ k ] = _pico_little_float( triangle->t[ k ] );

			/* swap fields */
			triangle->vertexIndices[ k ]      = _pico_little_short( triangle->vertexIndices[ k ] );
			triangle->vertexNormals[ 0 ][ k ] = _pico_little_float( triangle->vertexNormals[ 0 ][ k ] );
			triangle->vertexNormals[ 1 ][ k ] = _pico_little_float( triangle->vertexNormals[ 1 ][ k ] );
			triangle->vertexNormals[ 2 ][ k ] = _pico_little_float( triangle->vertexNormals[ 2 ][ k ] );

			/* check for out of range indices */
			if ( triangle->vertexIndices[ k ] >= numVerts ) {
				_pico_printf( PICO_ERROR,"Vertex %d index %d out of range (%d, max %d)",i,k,triangle->vertexIndices[k],numVerts - 1 );
				PicoFreeModel( model );
				_pico_free( bufptr0 );
				return NULL; /* yuck */
			}
		}
	}
	/* get number of groups */
	bufptr = GetWord( bufptr,&numGroups );
//	ptrToGroups = bufptr;

#ifdef DEBUG_PM_MS3D
	printf( "NumGroups: %d\n",numGroups );
#endif
	/* run through all groups in model */
	for ( i = 0; i < numGroups && i < MS3D_MAX_GROUPS; i++ )
	{
		picoSurface_t *surface;
		TMsGroup      *group;

		group = (TMsGroup *)bufptr;
		bufptr += sizeof( TMsGroup );

		/* we ignore hidden groups */
		if ( group->flags & MS3D_HIDDEN ) {
			bufptr += ( group->numTriangles * 2 ) + 1;
			continue;
		}
		/* forced null term of group name */
		group->name[ 31 ] = '\0';

		/* create new pico surface */
		surface = PicoNewSurface( model );
		if ( surface == NULL ) {
			PicoFreeModel( model );
			_pico_free( bufptr0 );
			return NULL;
		}
		/* do surface setup */
		PicoSetSurfaceType( surface,PICO_TRIANGLES );
		PicoSetSurfaceName( surface,group->name );

		/* process triangle indices */
		for ( k = 0; k < group->numTriangles; k++ )
		{
			TMsTriangle *triangle;
			unsigned int triangleIndex;

			/* get triangle index */
			bufptr = GetWord( bufptr,(int *)&triangleIndex );

			/* get ptr to triangle data */
			triangle = (TMsTriangle *)( ptrToTris + ( sizeof( TMsTriangle ) * triangleIndex ) );

			/* run through triangle vertices */
			for ( m = 0; m < 3; m++ )
			{
				TMsVertex   *vertex;
				unsigned int vertexIndex;
				picoVec2_t texCoord;

				/* get ptr to vertex data */
				vertexIndex = triangle->vertexIndices[ m ];
				vertex = (TMsVertex *)( ptrToVerts + ( sizeof( TMsVertex ) * vertexIndex ) );

				/* store vertex origin */
				PicoSetSurfaceXYZ( surface,vertexIndex,vertex->xyz );

				/* store vertex color */
				PicoSetSurfaceColor( surface,0,vertexIndex,white );

				/* store vertex normal */
				PicoSetSurfaceNormal( surface,vertexIndex,triangle->vertexNormals[ m ] );

				/* store current face vertex index */
				PicoSetSurfaceIndex( surface,( k * 3 + ( 2 - m ) ),(picoIndex_t)vertexIndex );

				/* get texture vertex coord */
				texCoord[ 0 ] = triangle->s[ m ];
				texCoord[ 1 ] = -triangle->t[ m ];  /* flip t */

				/* store texture vertex coord */
				PicoSetSurfaceST( surface,0,vertexIndex,texCoord );
			}
		}
		/* store material */
		shaderRefs[ i ] = *bufptr++;

#ifdef DEBUG_PM_MS3D
		printf( "Group %d: '%s' (%d tris)\n",i,group->name,group->numTriangles );
#endif
	}
	/* get number of materials */
	bufptr = GetWord( bufptr,&numMaterials );

#ifdef DEBUG_PM_MS3D
	printf( "NumMaterials: %d\n",numMaterials );
#endif
	/* run through all materials in model */
	for ( i = 0; i < numMaterials; i++ )
	{
		picoShader_t *shader;
		picoColor_t ambient,diffuse,specular;
		TMsMaterial  *material;
		int k;

		material = (TMsMaterial *)bufptr;
		bufptr += sizeof( TMsMaterial );

		/* null term strings */
		material->name    [  31 ] = '\0';
		material->texture [ 127 ] = '\0';
		material->alphamap[ 127 ] = '\0';

		/* ltrim strings */
		_pico_strltrim( material->name );
		_pico_strltrim( material->texture );
		_pico_strltrim( material->alphamap );

		/* rtrim strings */
		_pico_strrtrim( material->name );
		_pico_strrtrim( material->texture );
		_pico_strrtrim( material->alphamap );

		/* create new pico shader */
		shader = PicoNewShader( model );
		if ( shader == NULL ) {
			PicoFreeModel( model );
			_pico_free( bufptr0 );
			return NULL;
		}
		/* scale shader colors */
		for ( k = 0; k < 4; k++ )
		{
			ambient [ k ] = (picoByte_t) ( material->ambient[ k ] * 255 );
			diffuse [ k ] = (picoByte_t) ( material->diffuse[ k ] * 255 );
			specular[ k ] = (picoByte_t) ( material->specular[ k ] * 255 );
		}
		/* set shader colors */
		PicoSetShaderAmbientColor( shader,ambient );
		PicoSetShaderDiffuseColor( shader,diffuse );
		PicoSetShaderSpecularColor( shader,specular );

		/* set shader transparency */
		PicoSetShaderTransparency( shader,material->transparency );

		/* set shader shininess (0..127) */
		PicoSetShaderShininess( shader,material->shininess );

		/* set shader name */
		PicoSetShaderName( shader,material->name );

		/* set shader texture map name */
		PicoSetShaderMapName( shader,material->texture );

#ifdef DEBUG_PM_MS3D
		printf( "Material %d: '%s' ('%s','%s')\n",i,material->name,material->texture,material->alphamap );
#endif
	}
	/* assign shaders to surfaces */
	for ( i = 0; i < numGroups && i < MS3D_MAX_GROUPS; i++ )
	{
		picoSurface_t *surface;
		picoShader_t  *shader;

		/* sanity check */
		if ( shaderRefs[ i ] >= MS3D_MAX_MATERIALS ||
			 shaderRefs[ i ] < 0 ) {
			continue;
		}

		/* get surface */
		surface = PicoGetModelSurface( model,i );
		if ( surface == NULL ) {
			continue;
		}

		/* get shader */
		shader = PicoGetModelShader( model,shaderRefs[ i ] );
		if ( shader == NULL ) {
			continue;
		}

		/* assign shader */
		PicoSetSurfaceShader( surface,shader );

#ifdef DEBUG_PM_MS3D
		printf( "Mapped: %d ('%s') to %d (%s)\n",
				shaderRefs[i],shader->name,i,surface->name );
#endif
	}
	/* return allocated pico model */
	_pico_free( bufptr0 );
	return model;
//	return NULL;
}
コード例 #3
0
ファイル: pm_obj.c プロジェクト: ibrahimmusba/ufoai
static int _obj_mtl_load (picoModel_t *model)
{
	picoParser_t *p;
	picoByte_t *mtlBuffer;
	int mtlBufSize;
	char *fileName;

	/* sanity checks */
	if (model == NULL || model->fileName == NULL)
	return 0;

	/* skip if we have a zero length model file name */
	if (!strlen(model->fileName))
	return 0;

	/* helper */
#define _obj_mtl_error_return \
	{ \
		_pico_free_parser( p ); \
		_pico_free_file( mtlBuffer ); \
		_pico_free( fileName ); \
		return 0; \
	}
	/* alloc copy of model file name */
	fileName = _pico_clone_alloc(model->fileName);
	if (fileName == NULL)
	return 0;

	/* change extension of model file to .mtl */
	_pico_setfext(fileName, "mtl");

	/* load .mtl file contents */
	_pico_load_file(fileName, &mtlBuffer, &mtlBufSize);

	/* check result */
	if (mtlBufSize == 0)
	return 1; /* file is empty: no error */
	if (mtlBufSize < 0)
	return 0; /* load failed: error */

	/* create a new pico parser */
	p = _pico_new_parser(mtlBuffer, mtlBufSize);
	if (p == NULL)
	_obj_mtl_error_return;

	/* doo teh .mtl parse */
	while (1) {
		/* get next token in material file */
		if (_pico_parse(p, 1) == NULL)
		break;
#if 0

		/* skip empty lines */
		if (p->token == NULL || !strlen(p->token))
		continue;

		/* skip comment lines */
		if (p->token[0] == '#') {
			_pico_parse_skip_rest(p);
			continue;
		}
		/* new material */
		if (!_pico_stricmp(p->token, "newmtl")) {
			picoShader_t *shader;
			char *name;

			/* get material name */
			name = _pico_parse(p, 0);

			/* validate material name */
			if (name == NULL || !strlen(name)) {
				_pico_printf(PICO_ERROR, "Missing material name in MTL, line %d.", p->curLine);
				_obj_mtl_error_return;
			}
			/* create a new pico shader */
			shader = PicoNewShader(model);
			if (shader == NULL)
			_obj_mtl_error_return;

			/* set shader name */
			PicoSetShaderName(shader, name);

			/* assign pointer to current shader */
			curShader = shader;
		}
		/* diffuse map name */
		else if (!_pico_stricmp(p->token, "map_kd")) {
			char *mapName;

			/* pointer to current shader must be valid */
			if (curShader == NULL)
			_obj_mtl_error_return;

			/* get material's diffuse map name */
			mapName = _pico_parse(p, 0);

			/* validate map name */
			if (mapName == NULL || !strlen(mapName)) {
				_pico_printf(PICO_ERROR, "Missing material map name in MTL, line %d.", p->curLine);
				_obj_mtl_error_return;
			}
			/* set shader map name */
			PicoSetShaderMapName(shader, mapName);
		}
		/* dissolve factor (pseudo transparency 0..1) */
		/* where 0 means 100% transparent and 1 means opaque */
		else if (!_pico_stricmp(p->token, "d")) {
			picoByte_t *diffuse;
			float value;

			/* get dissolve factor */
			if (!_pico_parse_float(p, &value))
			_obj_mtl_error_return;

			/* set shader transparency */
			PicoSetShaderTransparency(curShader, value);

			/* get shader's diffuse color */
			diffuse = PicoGetShaderDiffuseColor(curShader);

			/* set diffuse alpha to transparency */
			diffuse[3] = (picoByte_t) (value * 255.0);

			/* set shader's new diffuse color */
			PicoSetShaderDiffuseColor(curShader, diffuse);
		}
		/* shininess (phong specular component) */
		else if (!_pico_stricmp(p->token, "ns")) {
			/* remark:
			 * - well, this is some major obj spec fuckup once again. some
			 *   apps store this in 0..1 range, others use 0..100 range,
			 *   even others use 0..2048 range, and again others use the
			 *   range 0..128, some even use 0..1000, 0..200, 400..700,
			 *   honestly, what's up with the 3d app coders? happens when
			 *   you smoke too much weed i guess. -sea
			 */
			float value;

			/* pointer to current shader must be valid */
			if (curShader == NULL)
			_obj_mtl_error_return;

			/* get totally screwed up shininess (a random value in fact ;) */
			if (!_pico_parse_float(p, &value))
			_obj_mtl_error_return;

			/* okay, there is no way to set this correctly, so we simply */
			/* try to guess a few ranges (most common ones i have seen) */

			/* assume 0..2048 range */
			if (value > 1000)
			value = 128.0 * (value / 2048.0);
			/* assume 0..1000 range */
			else if (value > 200)
			value = 128.0 * (value / 1000.0);
			/* assume 0..200 range */
			else if (value > 100)
			value = 128.0 * (value / 200.0);
			/* assume 0..100 range */
			else if (value > 1)
			value = 128.0 * (value / 100.0);
			/* assume 0..1 range */
			else {
				value *= 128.0;
			}
			/* negative shininess is bad (yes, i have seen it...) */
			if (value < 0.0)
			value = 0.0;

			/* set the pico shininess value in range 0..127 */
			/* geez, .obj is such a mess... */
			PicoSetShaderShininess(curShader, value);
		}
		/* kol0r ambient (wut teh fuk does "ka" stand for?) */
		else if (!_pico_stricmp(p->token, "ka")) {
			picoColor_t color;
			picoVec3_t v;

			/* pointer to current shader must be valid */
			if (curShader == NULL)
			_obj_mtl_error_return;

			/* get color vector */
			if (!_pico_parse_vec(p, v))
			_obj_mtl_error_return;

			/* scale to byte range */
			color[0] = (picoByte_t) (v[0] * 255);
			color[1] = (picoByte_t) (v[1] * 255);
			color[2] = (picoByte_t) (v[2] * 255);
			color[3] = (picoByte_t) (255);

			/* set ambient color */
			PicoSetShaderAmbientColor(curShader, color);
		}
		/* kol0r diffuse */
		else if (!_pico_stricmp(p->token, "kd")) {
			picoColor_t color;
			picoVec3_t v;

			/* pointer to current shader must be valid */
			if (curShader == NULL)
			_obj_mtl_error_return;

			/* get color vector */
			if (!_pico_parse_vec(p, v))
			_obj_mtl_error_return;

			/* scale to byte range */
			color[0] = (picoByte_t) (v[0] * 255);
			color[1] = (picoByte_t) (v[1] * 255);
			color[2] = (picoByte_t) (v[2] * 255);
			color[3] = (picoByte_t) (255);

			/* set diffuse color */
			PicoSetShaderDiffuseColor(curShader, color);
		}
		/* kol0r specular */
		else if (!_pico_stricmp(p->token, "ks")) {
			picoColor_t color;
			picoVec3_t v;

			/* pointer to current shader must be valid */
			if (curShader == NULL)
			_obj_mtl_error_return;

			/* get color vector */
			if (!_pico_parse_vec(p, v))
			_obj_mtl_error_return;

			/* scale to byte range */
			color[0] = (picoByte_t) (v[0] * 255);
			color[1] = (picoByte_t) (v[1] * 255);
			color[2] = (picoByte_t) (v[2] * 255);
			color[3] = (picoByte_t) (255);

			/* set specular color */
			PicoSetShaderSpecularColor(curShader, color);
		}
#endif
		/* skip rest of line */
		_pico_parse_skip_rest(p);
	}

	/* free parser, file buffer, and file name */
	_pico_free_parser(p);
	_pico_free_file(mtlBuffer);
	_pico_free(fileName);

	/* return with success */
	return 1;
}