converted .sm model exporting to use the new chunk structs and writing functions
This commit is contained in:
parent
9debf26d81
commit
4851363425
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@ -1,6 +1,8 @@
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#include "sm.h"
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#include <stdio.h>
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#include "../util/files.h"
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#include "../chunks/chunks.h"
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StaticModel::StaticModel()
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{
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@ -83,21 +85,13 @@ bool StaticModel::Load(const std::string &file)
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fread(&specular, 4, 1, fp);
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fread(&emission, 4, 1, fp);
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m_materials[i].material->SetAmbient(ambient);
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m_materials[i].material->SetDiffuse(diffuse);
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m_materials[i].material->SetSpecular(specular);
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m_materials[i].material->SetEmission(emission);
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// Read up to the null terminator on the texture filename (could be any length)
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count = 0;
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texture = "";
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do
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{
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fread(&c, 1, 1, fp);
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if (c)
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texture += c;
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} while (c != '\0');
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m_materials[i].material->SetTexture(texture);
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m_materials[i].material->ambient = Color::FromInt(ambient);
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m_materials[i].material->diffuse = Color::FromInt(diffuse);
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m_materials[i].material->specular = Color::FromInt(specular);
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m_materials[i].material->emissive = Color::FromInt(emission);
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m_materials[i].material->shininess = 0.0f;
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m_materials[i].material->opacity = COLOR_ALPHA_OPAQUE;
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ReadString(fp, m_materials[i].material->name);
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}
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// Read in triangle definitions (all are indexes into raw data following)
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@ -213,106 +207,54 @@ bool StaticModel::ConvertToMesh(const std::string &file)
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if (fp == NULL)
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return false;
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fputs("MESH", fp);
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unsigned char version = 1;
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fwrite(&version, 1, 1, fp);
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WriteFileHeader(fp);
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// vertices chunk
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fputs("VTX", fp);
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long numVertices = m_numVertices;
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long sizeofVertices = (sizeof(float) * 3) * numVertices + sizeof(long);
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fwrite(&sizeofVertices, sizeof(long), 1, fp);
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fwrite(&numVertices, sizeof(long), 1, fp);
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for (long i = 0; i < numVertices; ++i)
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VerticesChunk *verticesChunk = new VerticesChunk();
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for (long i = 0; i < m_numVertices; ++i)
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verticesChunk->vertices.push_back(m_vertices[i]);
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WriteChunk(verticesChunk, fp);
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SAFE_DELETE(verticesChunk);
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NormalsChunk *normalsChunk = new NormalsChunk();
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for (long i = 0; i < m_numNormals; ++i)
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normalsChunk->normals.push_back(m_normals[i]);
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WriteChunk(normalsChunk, fp);
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SAFE_DELETE(normalsChunk);
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TexCoordsChunk *texCoordsChunk = new TexCoordsChunk();
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for (long i = 0; i < m_numTexCoords; ++i)
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texCoordsChunk->texCoords.push_back(m_texCoords[i]);
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WriteChunk(texCoordsChunk, fp);
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SAFE_DELETE(texCoordsChunk);
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MaterialsChunk *materialsChunk = new MaterialsChunk();
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for (long i = 0; i < m_numMaterials; ++i)
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materialsChunk->materials.push_back(*m_materials[i].material);
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WriteChunk(materialsChunk, fp);
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SAFE_DELETE(materialsChunk);
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TrianglesChunk *trianglesChunk = new TrianglesChunk();
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for (long i = 0; i < m_numPolygons; ++i)
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{
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const Vector3 *vector = &m_vertices[i];
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fwrite(&vector->x, sizeof(float), 1, fp);
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fwrite(&vector->y, sizeof(float), 1, fp);
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fwrite(&vector->z, sizeof(float), 1, fp);
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}
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// normals chunk
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fputs("NRL", fp);
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long numNormals = m_numNormals;
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long sizeofNormals = (sizeof(float) * 3) * numNormals + sizeof(long);
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fwrite(&sizeofNormals, sizeof(long), 1, fp);
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fwrite(&numNormals, sizeof(long), 1, fp);
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for (long i = 0; i < numNormals; ++i)
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{
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const Vector3 *normal = &m_normals[i];
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fwrite(&normal->x, sizeof(float), 1, fp);
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fwrite(&normal->y, sizeof(float), 1, fp);
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fwrite(&normal->z, sizeof(float), 1, fp);
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}
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// texture coordinates chunk
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fputs("TXT", fp);
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long numTexCoords = m_numTexCoords;
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long sizeofTexCoords = (sizeof(float) * 2) * numTexCoords + sizeof(long);
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fwrite(&sizeofTexCoords, sizeof(long), 1, fp);
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fwrite(&numTexCoords, sizeof(long), 1, fp);
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for (long i = 0; i < numTexCoords; ++i)
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{
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const Vector2 *texCoord = &m_texCoords[i];
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fwrite(&texCoord->x, sizeof(float), 1, fp);
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fwrite(&texCoord->y, sizeof(float), 1, fp);
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}
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// materials chunk
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fputs("MTL", fp);
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long numMaterials = m_numMaterials;
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// figure out the size of all the material texture filename strings
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long sizeofNames = 0;
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for (int i = 0; i < numMaterials; ++i)
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sizeofNames += m_materials[i].material->GetTexture().length() + 1;
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long sizeofMaterials = sizeofNames + sizeof(long);
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fwrite(&sizeofMaterials, sizeof(long), 1, fp);
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fwrite(&numMaterials, sizeof(long), 1, fp);
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for (long i = 0; i < numMaterials; ++i)
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{
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const SmMaterial *material = &m_materials[i];
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fputs(material->material->GetTexture().c_str(), fp);
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fwrite("\0", 1, 1, fp);
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}
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// triangles chunk
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fputs("TRI", fp);
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long numPolys = m_numPolygons;
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long sizeofPolys = ((sizeof(long) * 3) * 3 + sizeof(long)) * numPolys + sizeof(long);
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fwrite(&sizeofPolys, sizeof(long), 1, fp);
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fwrite(&numPolys, sizeof(long), 1, fp);
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for (long i = 0; i < numPolys; ++i)
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{
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const SmPolygon *triangle = &m_polygons[i];
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long data;
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data = triangle->vertices[0];
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fwrite(&data, sizeof(long), 1, fp);
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data = triangle->vertices[1];
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fwrite(&data, sizeof(long), 1, fp);
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data = triangle->vertices[2];
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fwrite(&data, sizeof(long), 1, fp);
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data = triangle->normals[0];
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fwrite(&data, sizeof(long), 1, fp);
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data = triangle->normals[1];
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fwrite(&data, sizeof(long), 1, fp);
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data = triangle->normals[2];
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fwrite(&data, sizeof(long), 1, fp);
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data = triangle->texcoords[0];
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fwrite(&data, sizeof(long), 1, fp);
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data = triangle->texcoords[1];
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fwrite(&data, sizeof(long), 1, fp);
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data = triangle->texcoords[2];
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fwrite(&data, sizeof(long), 1, fp);
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data = triangle->material;
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fwrite(&data, sizeof(long), 1, fp);
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Triangle t;
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t.vertices[0] = m_polygons[i].vertices[0];
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t.vertices[1] = m_polygons[i].vertices[1];
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t.vertices[2] = m_polygons[i].vertices[2];
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t.normals[0] = m_polygons[i].normals[0];
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t.normals[1] = m_polygons[i].normals[1];
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t.normals[2] = m_polygons[i].normals[2];
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t.texCoords[0] = m_polygons[i].texcoords[0];
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t.texCoords[1] = m_polygons[i].texcoords[1];
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t.texCoords[2] = m_polygons[i].texcoords[2];
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t.materialIndex = m_polygons[i].material;
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trianglesChunk->triangles.push_back(t);
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}
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WriteChunk(trianglesChunk, fp);
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fclose(fp);
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return true;
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