converted .sm model exporting to use the new chunk structs and writing functions

This commit is contained in:
gered 2011-04-24 19:53:55 -04:00
parent 9debf26d81
commit 4851363425

View file

@ -1,6 +1,8 @@
#include "sm.h"
#include <stdio.h>
#include "../util/files.h"
#include "../chunks/chunks.h"
StaticModel::StaticModel()
{
@ -83,21 +85,13 @@ bool StaticModel::Load(const std::string &file)
fread(&specular, 4, 1, fp);
fread(&emission, 4, 1, fp);
m_materials[i].material->SetAmbient(ambient);
m_materials[i].material->SetDiffuse(diffuse);
m_materials[i].material->SetSpecular(specular);
m_materials[i].material->SetEmission(emission);
// Read up to the null terminator on the texture filename (could be any length)
count = 0;
texture = "";
do
{
fread(&c, 1, 1, fp);
if (c)
texture += c;
} while (c != '\0');
m_materials[i].material->SetTexture(texture);
m_materials[i].material->ambient = Color::FromInt(ambient);
m_materials[i].material->diffuse = Color::FromInt(diffuse);
m_materials[i].material->specular = Color::FromInt(specular);
m_materials[i].material->emissive = Color::FromInt(emission);
m_materials[i].material->shininess = 0.0f;
m_materials[i].material->opacity = COLOR_ALPHA_OPAQUE;
ReadString(fp, m_materials[i].material->name);
}
// Read in triangle definitions (all are indexes into raw data following)
@ -213,106 +207,54 @@ bool StaticModel::ConvertToMesh(const std::string &file)
if (fp == NULL)
return false;
fputs("MESH", fp);
unsigned char version = 1;
fwrite(&version, 1, 1, fp);
WriteFileHeader(fp);
// vertices chunk
fputs("VTX", fp);
long numVertices = m_numVertices;
long sizeofVertices = (sizeof(float) * 3) * numVertices + sizeof(long);
fwrite(&sizeofVertices, sizeof(long), 1, fp);
fwrite(&numVertices, sizeof(long), 1, fp);
for (long i = 0; i < numVertices; ++i)
VerticesChunk *verticesChunk = new VerticesChunk();
for (long i = 0; i < m_numVertices; ++i)
verticesChunk->vertices.push_back(m_vertices[i]);
WriteChunk(verticesChunk, fp);
SAFE_DELETE(verticesChunk);
NormalsChunk *normalsChunk = new NormalsChunk();
for (long i = 0; i < m_numNormals; ++i)
normalsChunk->normals.push_back(m_normals[i]);
WriteChunk(normalsChunk, fp);
SAFE_DELETE(normalsChunk);
TexCoordsChunk *texCoordsChunk = new TexCoordsChunk();
for (long i = 0; i < m_numTexCoords; ++i)
texCoordsChunk->texCoords.push_back(m_texCoords[i]);
WriteChunk(texCoordsChunk, fp);
SAFE_DELETE(texCoordsChunk);
MaterialsChunk *materialsChunk = new MaterialsChunk();
for (long i = 0; i < m_numMaterials; ++i)
materialsChunk->materials.push_back(*m_materials[i].material);
WriteChunk(materialsChunk, fp);
SAFE_DELETE(materialsChunk);
TrianglesChunk *trianglesChunk = new TrianglesChunk();
for (long i = 0; i < m_numPolygons; ++i)
{
const Vector3 *vector = &m_vertices[i];
fwrite(&vector->x, sizeof(float), 1, fp);
fwrite(&vector->y, sizeof(float), 1, fp);
fwrite(&vector->z, sizeof(float), 1, fp);
}
// normals chunk
fputs("NRL", fp);
long numNormals = m_numNormals;
long sizeofNormals = (sizeof(float) * 3) * numNormals + sizeof(long);
fwrite(&sizeofNormals, sizeof(long), 1, fp);
fwrite(&numNormals, sizeof(long), 1, fp);
for (long i = 0; i < numNormals; ++i)
{
const Vector3 *normal = &m_normals[i];
fwrite(&normal->x, sizeof(float), 1, fp);
fwrite(&normal->y, sizeof(float), 1, fp);
fwrite(&normal->z, sizeof(float), 1, fp);
}
// texture coordinates chunk
fputs("TXT", fp);
long numTexCoords = m_numTexCoords;
long sizeofTexCoords = (sizeof(float) * 2) * numTexCoords + sizeof(long);
fwrite(&sizeofTexCoords, sizeof(long), 1, fp);
fwrite(&numTexCoords, sizeof(long), 1, fp);
for (long i = 0; i < numTexCoords; ++i)
{
const Vector2 *texCoord = &m_texCoords[i];
fwrite(&texCoord->x, sizeof(float), 1, fp);
fwrite(&texCoord->y, sizeof(float), 1, fp);
}
// materials chunk
fputs("MTL", fp);
long numMaterials = m_numMaterials;
// figure out the size of all the material texture filename strings
long sizeofNames = 0;
for (int i = 0; i < numMaterials; ++i)
sizeofNames += m_materials[i].material->GetTexture().length() + 1;
long sizeofMaterials = sizeofNames + sizeof(long);
fwrite(&sizeofMaterials, sizeof(long), 1, fp);
fwrite(&numMaterials, sizeof(long), 1, fp);
for (long i = 0; i < numMaterials; ++i)
{
const SmMaterial *material = &m_materials[i];
fputs(material->material->GetTexture().c_str(), fp);
fwrite("\0", 1, 1, fp);
}
// triangles chunk
fputs("TRI", fp);
long numPolys = m_numPolygons;
long sizeofPolys = ((sizeof(long) * 3) * 3 + sizeof(long)) * numPolys + sizeof(long);
fwrite(&sizeofPolys, sizeof(long), 1, fp);
fwrite(&numPolys, sizeof(long), 1, fp);
for (long i = 0; i < numPolys; ++i)
{
const SmPolygon *triangle = &m_polygons[i];
long data;
data = triangle->vertices[0];
fwrite(&data, sizeof(long), 1, fp);
data = triangle->vertices[1];
fwrite(&data, sizeof(long), 1, fp);
data = triangle->vertices[2];
fwrite(&data, sizeof(long), 1, fp);
data = triangle->normals[0];
fwrite(&data, sizeof(long), 1, fp);
data = triangle->normals[1];
fwrite(&data, sizeof(long), 1, fp);
data = triangle->normals[2];
fwrite(&data, sizeof(long), 1, fp);
data = triangle->texcoords[0];
fwrite(&data, sizeof(long), 1, fp);
data = triangle->texcoords[1];
fwrite(&data, sizeof(long), 1, fp);
data = triangle->texcoords[2];
fwrite(&data, sizeof(long), 1, fp);
data = triangle->material;
fwrite(&data, sizeof(long), 1, fp);
Triangle t;
t.vertices[0] = m_polygons[i].vertices[0];
t.vertices[1] = m_polygons[i].vertices[1];
t.vertices[2] = m_polygons[i].vertices[2];
t.normals[0] = m_polygons[i].normals[0];
t.normals[1] = m_polygons[i].normals[1];
t.normals[2] = m_polygons[i].normals[2];
t.texCoords[0] = m_polygons[i].texcoords[0];
t.texCoords[1] = m_polygons[i].texcoords[1];
t.texCoords[2] = m_polygons[i].texcoords[2];
t.materialIndex = m_polygons[i].material;
trianglesChunk->triangles.push_back(t);
}
WriteChunk(trianglesChunk, fp);
fclose(fp);
return true;