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Xash3DArchive/ripper/conv_shader.c

429 lines
14 KiB
C

//=======================================================================
// Copyright XashXT Group 2007 ©
// conv_shader.c - analyze and write texture shader
//=======================================================================
#include "ripper.h"
#include "mathlib.h"
#include "qc_gen.h"
string nextanimchain;
file_t *f;
vec_t Conv_NormalizeColor(vec3_t in, vec3_t out)
{
float max, scale;
max = in[0];
if(in[1] > max) max = in[1];
if(in[2] > max) max = in[2];
// ignore green color
if(max == 0) return 0;
scale = 255.0f / max;
VectorScale( in, scale, out );
return max;
}
bool Conv_WriteShader( const char *shaderpath, const char *imagepath, float *rad, float scale, int flags, int contents )
{
file_t *f;
// nothing to write
if(!flags && !contents && !com.strlen(nextanimchain))
return false;
if(FS_FileExists( shaderpath ))
{
// already exist, search for current shader
Com_LoadScript( shaderpath, NULL, 0 );
while(Com_GetToken( true ))
{
if(Com_MatchToken( imagepath ))
return false; // already exist
}
f = FS_Open( shaderpath, "a" ); // append
}
else
{
f = FS_Open( shaderpath, "w" ); // new file
// write description
FS_Print(f,"//=======================================================================\n");
FS_Print(f,"//\t\t\tCopyright XashXT Group 2007 ©\n");
FS_Print(f,"//\t\t\twritten by Xash Miptex Decompiler\n");
FS_Print(f,"//=======================================================================\n");
}
FS_StripExtension( (char *)imagepath );
FS_Printf(f, "\n%s\n{\n", imagepath ); // writepath
if(flags & SURF_LIGHT)
{
FS_Print( f, "\tsurfaceparm\tlight\n" );
if(!VectorIsNull(rad)) FS_Printf(f, "\tradiocity\t\t%.f %.f %.f\n", rad[0], rad[1], rad[2] );
if( scale ) FS_Printf(f, "\tintencity\t\t%.f\n", scale );
}
if(flags & SURF_WARP)
{
// server relevant contents
if(contents & CONTENTS_WATER)
FS_Print( f, "\tsurfaceparm\twater\n" );
else if(contents & CONTENTS_SLIME)
FS_Print( f, "\tsurfaceparm\tslime\n" );
else if(contents & CONTENTS_LAVA)
FS_Print( f, "\tsurfaceparm\tlava\n" );
else FS_Print( f, "\tsurfaceparm\twater\n" );
}
if(flags & SURF_SKY) FS_Print( f, "\tsurfaceparm\tsky\n" );
if(flags & SURF_HINT) FS_Print( f, "\tsurfaceparm\thint\n" );
if(flags & SURF_SKIP) FS_Print( f, "\tsurfaceparm\tskip\n" );
if(flags & SURF_NULL) FS_Print( f, "\tsurfaceparm\tnull\n" );
if(flags & SURF_MIRROR) FS_Print( f, "\tsurfaceparm\tmirror\n" );
if(flags & SURF_NODRAW) FS_Print( f, "\tsurfaceparm\tnodraw\n" );
if(flags & SURF_BLEND) FS_Print( f, "\tsurfaceparm\tblend\n" );
if(contents & CONTENTS_MONSTERCLIP && contents && CONTENTS_PLAYERCLIP)
FS_Print( f, "\tsurfaceparm\tclip\n" );
else if(contents & CONTENTS_MONSTERCLIP)
FS_Print( f, "\tsurfaceparm\tmonsterclip\n" );
else if(contents & CONTENTS_PLAYERCLIP)
FS_Print( f, "\tsurfaceparm\tplayerclip\n" );
if(contents & CONTENTS_WINDOW) FS_Print( f, "\tsurfaceparm\twindow\n" );
if(contents & CONTENTS_ORIGIN) FS_Print( f, "\tsurfaceparm\torigin\n" );
if(contents & CONTENTS_TRANSLUCENT) FS_Print( f, "\tsurfaceparm\ttrans\n" );
if(contents & CONTENTS_AREAPORTAL) FS_Print( f, "\tsurfaceparm\tareaportal\n" );
if(contents & CONTENTS_DETAIL) FS_Print( f, "\tsurfaceparm\tdetail\n" );
if(com.strlen(nextanimchain)) FS_Printf( f, "\tnextframe\t\t%s\n", nextanimchain );
FS_Print( f, "}\n"); // close shader
FS_Close( f );
return true;
}
/*
=============
Doom1
=============
*/
bool Conv_ShaderGetFlags1( const char *imagename, const char *shadername, const char *ext, int *flags, int *contents )
{
if(!com.strnicmp(imagename, "sky", 3 )) *flags |= SURF_SKY;
if(stristr(imagename, "lit" )) *flags |= SURF_LIGHT;
if(!com.strnicmp( "sw", imagename, 2 ))
{
// wallbuttons anim support
char c1 = imagename[5]; // anim number
string temp1;
com.strncpy( temp1, imagename, MAX_STRING );
if(c1 >= '1' && c1 < '9') c1++; // go to next symbol
temp1[5] = c1; // replace
if(FS_FileExists( va("textures/%s/%s.%s", shadername, temp1, ext )))
com.snprintf( nextanimchain, MAX_STRING, "%s/%s", shadername, temp1 );
else
{
c1 -= 2; // evil stuff...
temp1[5] = c1; // try to close animchain...
com.snprintf( nextanimchain, MAX_STRING, "%s/%s", shadername, temp1 );
}
}
return true;
}
/*
=============
Quake and Hl
=============
*/
bool Conv_ShaderGetFlags2( const char *imagename, const char *shadername, const char *ext, int *flags, int *contents )
{
if(*flags || *contents) return false; // wally flags already exist
// try to exctract contents and flags directly form mip-name
if(imagename[0] == '!' || imagename[0] == '*') *flags |= SURF_WARP; // liquids
else if(imagename[0] == '{') *contents |= CONTENTS_TRANSLUCENT; // grates
else if(imagename[0] == '+')
{
char c1 = imagename[1], c2;
string temp1, temp2;
com.strncpy( temp1, imagename, MAX_STRING );
com.strncpy( temp2, imagename, MAX_STRING );
if(c1 == 'a' || c1 == 'A') c2 = '0';
if(c1 == '0' ) c2 = 'A';
c1++; // go to next symbol
temp1[1] = c1; // replace
temp2[1] = c2; // replace
// make animchain
if(FS_FileExists( va("textures/%s/%s.%s", shadername, temp1, ext )))
com.snprintf( nextanimchain, MAX_STRING, "%s/%s", shadername, temp1 );
else if(FS_FileExists( va("textures/%s/%s.%s", shadername, temp2, ext )))
com.snprintf( nextanimchain, MAX_STRING, "%s/%s", shadername, temp2 );
else if(imagename[1] != '0')
{
temp1[1] = '0'; // try to close animchain...
com.snprintf( nextanimchain, MAX_STRING, "%s/%s", shadername, temp1 );
}
else if(imagename[1] != 'A')
{
temp1[1] = 'A'; // try to close animchain...
com.snprintf( nextanimchain, MAX_STRING, "%s/%s", shadername, temp1 );
}
}
// light definition
if(com.strchr(imagename, '~')) *flags |= SURF_LIGHT;
if(stristr( imagename, "water" ))
{
*contents |= CONTENTS_WATER;
*flags |= SURF_WARP; // liquids
}
else if(stristr( imagename, "slime" ))
{
*contents |= CONTENTS_SLIME;
*flags |= SURF_WARP; // liquids
}
else if(stristr( imagename, "lava" ))
{
*contents |= CONTENTS_LAVA;
*flags |= SURF_WARP; // liquids
}
// search for keywords
if(!com.strnicmp(imagename, "sky", 3 )) *flags |= SURF_SKY;
else if(!com.strnicmp(imagename, "origin",6)) *contents |= CONTENTS_ORIGIN;
else if(!com.strnicmp(imagename, "clip", 4 )) *contents |= CONTENTS_CLIP;
else if(!com.strnicmp(imagename, "hint", 4 )) *flags |= SURF_HINT;
else if(!com.strnicmp(imagename, "skip", 4 )) *flags |= SURF_SKIP;
else if(!com.strnicmp(imagename, "null", 4 )) *flags |= SURF_NULL;
else if(!com.strnicmp(imagename, "translucent", 11 )) *flags |= CONTENTS_TRANSLUCENT;
else if(!com.strnicmp(imagename, "mirror", 6 )) *flags |= SURF_MIRROR;
return true;
}
bool Conv_CreateShader( const char *name, rgbdata_t *pic, const char *ext, const char *anim, int surf, int cnt )
{
string shadername, imagename;
string shaderpath, imagepath;
vec3_t radiocity = {0,0,0};
float intencity = 0;
int i, flags = 0, contents = 0;
// extract fodler name from path
FS_ExtractFilePath( name, shadername );
FS_FileBase( shadername, shadername ); // remove "textures" from path
FS_FileBase( name, imagename );
com.snprintf( shaderpath, MAX_STRING, "%s/scripts/shaders/%s.txt", gs_gamedir, shadername );
if(stristr(name, "textures")) com.snprintf( imagepath, MAX_STRING, "%s", name ); // full path
else com.snprintf( imagepath, MAX_STRING, "textures/%s", name ); // build full path
nextanimchain[0] = 0; // clear chain
if(anim && com.strlen(anim)) // wally animname
com.strncpy( nextanimchain, anim, MAX_STRING );
flags |= surf; // .wal can transmit flags here
contents |= cnt;
if(!strnicmp(ext, "flt", 3 )) // doom definitions
Conv_ShaderGetFlags1( imagename, shadername, ext, &flags, &contents );
else Conv_ShaderGetFlags2( imagename, shadername, ext, &flags, &contents );
if(flags & SURF_LIGHT)
{
float r, scale;
vec3_t color = {0,0,0};
int texels = pic->width * pic->height;
// needs calculate reflectivity
for (i = 0; i < texels; i++ )
{
color[0] += pic->buffer[i*4+0];
color[1] += pic->buffer[i*4+1];
color[2] += pic->buffer[i+4+2];
}
for (i = 0; i < 3; i++)
{
r = color[i]/texels;
radiocity[i] = r;
}
// scale the reflectivity up, because the textures are so dim
scale = Conv_NormalizeColor( radiocity, radiocity );
intencity = texels * 255.0 / scale; // basic intensity value
}
return Conv_WriteShader( shaderpath, imagepath, radiocity, intencity, flags, contents );
}
void Skin_WriteSequence( void )
{
int i;
// time to dump frames :)
if( flat.angledframes == 8 )
{
// angled group is full, dump it!
FS_Print(f, "\n$angled\n{\n" );
FS_Printf(f, "\t// frame '%c'\n", flat.frame[0].name[4] );
for( i = 0; i < 8; i++)
{
FS_Printf(f,"\t$load\t\t%s.tga", flat.frame[i].name );
if( flat.frame[i].xmirrored )FS_Print(f," flip_x\n");
else FS_Print(f, "\n" );
FS_Printf(f,"\t$frame\t\t0 0 %d %d", flat.frame[i].width, flat.frame[i].height );
FS_Printf(f, " 0.1 %d %d\n", flat.frame[i].origin[0], flat.frame[i].origin[1] );
}
FS_Print(f, "}\n" );
}
else if( flat.normalframes == 1 )
{
// single frame stored
FS_Print(f, "\n" );
FS_Printf(f, "// frame '%c'\n", flat.frame[0].name[4] );
FS_Printf(f,"$load\t\t%s.tga\n", flat.frame[0].name );
FS_Printf(f,"$frame\t\t0 0 %d %d", flat.frame[0].width, flat.frame[0].height );
FS_Printf(f, " 0.1 %d %d\n", flat.frame[0].origin[0], flat.frame[0].origin[1]);
}
// drop mirror frames too
if( flat.mirrorframes == 8 )
{
// mirrored group is always flipped
FS_Print(f, "\n$angled\n{\n" );
FS_Printf(f, "\t// frame '%c' (mirrored form '%c')\n", flat.frame[0].name[6],flat.frame[0].name[4]);
for( i = 2; i > -1; i--)
{
FS_Printf(f,"\t$load\t\t%s.tga flip_x\n", flat.frame[i].name );
FS_Printf(f,"\t$frame\t\t0 0 %d %d", flat.frame[i].width, flat.frame[i].height );
FS_Printf(f, " 0.1 %d %d\n", flat.frame[i].origin[0], flat.frame[i].origin[1] );
}
for( i = 7; i > 2; i--)
{
FS_Printf(f,"\t$load\t\t%s.tga flip_x\n", flat.frame[i].name );
FS_Printf(f,"\t$frame\t\t0 0 %d %d", flat.frame[i].width, flat.frame[i].height );
FS_Printf(f, " 0.1 %d %d\n", flat.frame[i].origin[0], flat.frame[i].origin[1] );
}
FS_Print(f, "}\n" );
}
memset( &flat.frame, 0, sizeof(flat.frame));
flat.angledframes = flat.normalframes = flat.mirrorframes = 0; // clear all
}
void Skin_FindSequence( const char *name, rgbdata_t *pic )
{
uint headlen;
char num, header[10];
// create header from flat name
com.strncpy( header, name, 10 );
headlen = com.strlen( name );
if( flat.animation != header[4] )
{
// write animation
Skin_WriteSequence();
flat.animation = header[4];
}
if( flat.animation == header[4] )
{
// continue collect frames
if( headlen == 6 )
{
num = header[5] - '0';
if(num == 0) flat.normalframes++; // animation frame
if(num == 8) num = 0; // merge
flat.angledframes++; // angleframe stored
com.strncpy( flat.frame[num].name, header, 9 );
flat.frame[num].width = pic->width;
flat.frame[num].height = pic->height;
flat.frame[num].origin[0] = pic->width>>1; // center
flat.frame[num].origin[1] = pic->height; // floor
flat.frame[num].xmirrored = false;
}
else if( headlen == 8 )
{
// normal image
num = header[5] - '0';
if(num == 8) num = 0; // merge
com.strncpy( flat.frame[num].name, header, 9 );
flat.frame[num].width = pic->width;
flat.frame[num].height = pic->height;
flat.frame[num].origin[0] = pic->width>>1; // center
flat.frame[num].origin[1] = pic->height; // floor
flat.frame[num].xmirrored = false;
flat.angledframes++; // frame stored
if( header[4] != header[6] )
{
// mirrored groups
flat.mirrorframes++;
return;
}
// mirrored image
num = header[7] - '0'; // angle it's a direct acess to group
if(num == 8) num = 0; // merge
com.strncpy( flat.frame[num].name, header, 9 );
flat.frame[num].width = pic->width;
flat.frame[num].height = pic->height;
flat.frame[num].origin[0] = pic->width>>1; // center
flat.frame[num].origin[1] = pic->height; // floor
flat.frame[num].xmirrored = true; // it's mirror frame
flat.angledframes++; // frame stored
}
else Sys_Break("Skin_CreateScript: invalid name %s\n", name );
}
}
void Skin_ProcessScript( const char *name )
{
if(flat.in_progress )
{
// finish script
Skin_WriteSequence();
FS_Close( f );
flat.in_progress = false;
}
if(!flat.in_progress )
{
// start from scratch
com.strncpy( flat.membername, name, 5 );
f = FS_Open( va("%s/models/%s.qc", gs_gamedir, flat.membername ), "w" );
flat.in_progress = true;
// write description
FS_Print(f,"//=======================================================================\n");
FS_Print(f,"//\t\t\tCopyright XashXT Group 2007 ©\n");
FS_Print(f,"//\t\t\twritten by Xash Miptex Decompiler\n");
FS_Print(f,"//=======================================================================\n");
// write sprite header
FS_Printf(f, "\n$spritename\t%s.spr\n", flat.membername );
FS_Print(f, "$type\t\tfacing_upright\n" ); // constant
FS_Print(f, "$texture\t\tindexalpha\n");
}
}
void Skin_FinalizeScript( void )
{
if(!flat.in_progress ) return;
// finish script
Skin_WriteSequence();
FS_Close( f );
flat.in_progress = false;
}
void Skin_CreateScript( const char *name, rgbdata_t *pic )
{
if(com.strnicmp( name, flat.membername, 4 ))
Skin_ProcessScript( name );
if( flat.in_progress )
Skin_FindSequence( name, pic );
}