/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . * */ #include "engines/wintermute/dcgf.h" #include "engines/wintermute/math/math_util.h" #include "engines/wintermute/base/base_file_manager.h" #include "engines/wintermute/base/gfx/3dloader_3ds.h" #include "engines/wintermute/base/gfx/3dface.h" #include "engines/wintermute/base/gfx/3dvertex.h" #include "engines/wintermute/base/gfx/3dutils.h" namespace Wintermute { #define MAIN3DS 0x4D4D // level 1 #define EDIT3DS 0x3D3D // level 1 #define NAMED_OBJECT 0x4000 // level 2 #define TRIANGLE_MESH 0x4100 // level 3 #define TRIANGLE_VERTEXLIST 0x4110 // level 4 #define TRIANGLE_FACELIST 0x4120 // level 4 #define CHUNK_CAMERA 0x4700 // level 3 #define CHUNK_LIGHT 0x4600 #define LIGHT_SPOTLIGHT 0x4610 #define LIGHT_IS_OFF 0x4620 #define RGB_FLOAT 0x0010 #define RGB_BYTE 0x0011 #define KEYFRAMER 0xB000 // level 1 #define KEYFRAMER_AMBIENT_INFO 0xB001 #define KEYFRAMER_MESH_INFO 0xB002 #define KEYFRAMER_CAMERA_INFO 0xB003 #define KEYFRAMER_CAMERA_TARGET_INFO 0xB004 #define KEYFRAMER_OMNI_INFO 0xB005 #define KEYFRAMER_SPOT_TARGET_INFO 0xB006 #define KEYFRAMER_SPOT_INFO 0xB007 #define NODE_HDR 0xB010 #define ROLL_TRACK_TAG 0xB024 ////////////////////////////////////////////////////////////////////////// Loader3DS::Loader3DS(BaseGame *inGame) : BaseNamedObject(inGame) { _filename = nullptr; } ////////////////////////////////////////////////////////////////////////// Loader3DS::~Loader3DS() { for (int32 i = 0; i < _objects.getSize(); i++) delete _objects[i]; _objects.removeAll(); SAFE_DELETE_ARRAY(_filename); } ////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////// Loader3DS::FileObject3DS::FileObject3DS() { _name = nullptr; _type = OBJ_3DS_NONE; _numVertices = 0; _vertices = nullptr; _numFaces = 0; _faces = nullptr; _lightOff = false; _lightSpotlight = false; _lightColor = 0; _lightHotspot = false; _lightFalloff = false; _lightTarget._x = _lightTarget._y = _lightTarget._z = 0.0f; _lightPos._x = _lightPos._y = _lightPos._z = 0.0f; _cameraBank = 0; _cameraLens = 0; _cameraFOV = 0; _cameraPos._x = _cameraPos._y = _cameraPos._z = 0.0f; _hidden = false; } ////////////////////////////////////////////////////////////////////// Loader3DS::FileObject3DS::~FileObject3DS() { if (_name != nullptr) delete[] _name; if (_vertices != nullptr) delete[] _vertices; if (_faces != nullptr) delete[] _faces; } ////////////////////////////////////////////////////////////////////////// bool Loader3DS::parseFile(const char *filename) { SAFE_DELETE_ARRAY(_filename); size_t filenameSize = strlen(filename) + 1; _filename = new char[filenameSize]; Common::strcpy_s(_filename, filenameSize, filename); uint32 fileSize; byte *buffer = BaseFileManager::getEngineInstance()->readWholeFile(filename, &fileSize); if (!buffer) return false; uint16 keyframerSection = 0; char *keyframerObject = nullptr; FileObject3DS *obj = nullptr; uint16 i; Common::MemoryReadStream fileStream(buffer, fileSize); while (fileStream.pos() < fileStream.size()) { uint16 chunkId = fileStream.readUint16LE(); uint32 chunkLength = fileStream.readUint32LE(); bool handled = true; switch (chunkId) { case MAIN3DS: break; case EDIT3DS: break; ////////////////////////////////////////////////////////////////////// // object //////////////////////////////////////////////////////////// case NAMED_OBJECT: { obj = new FileObject3DS; auto name = fileStream.readString(); size_t nameSize = name.size() + 1; obj->_name = new char[nameSize]; Common::strcpy_s(obj->_name, nameSize, name.c_str()); _objects.add(obj); } break; // mesh ////////////////////////////////////////////////////////////// case TRIANGLE_MESH: if (obj == nullptr) break; obj->_type = OBJ_3DS_MESH; break; case TRIANGLE_VERTEXLIST: if (obj == nullptr || obj->_type != OBJ_3DS_MESH) break; obj->_numVertices = fileStream.readUint16LE(); obj->_vertices = new DXVector3[obj->_numVertices]; for (i = 0; i < obj->_numVertices; i++) { obj->_vertices[i]._x = fileStream.readFloatLE(); obj->_vertices[i]._z = fileStream.readFloatLE(); obj->_vertices[i]._y = fileStream.readFloatLE(); } break; case TRIANGLE_FACELIST: if (obj == nullptr || obj->_type != OBJ_3DS_MESH) break; obj->_numFaces = fileStream.readUint16LE(); obj->_faces = new SFace[obj->_numFaces]; for (i = 0; i < obj->_numFaces; i++) { obj->_faces[i]._a = fileStream.readUint16LE(); obj->_faces[i]._c = fileStream.readUint16LE(); obj->_faces[i]._b = fileStream.readUint16LE(); fileStream.readUint16LE(); // skip } break; // camera ////////////////////////////////////////////////////////////// case CHUNK_CAMERA: if (obj == nullptr) break; obj->_type = OBJ_3DS_CAMERA; obj->_cameraPos._x = fileStream.readFloatLE(); obj->_cameraPos._z = fileStream.readFloatLE(); obj->_cameraPos._y = fileStream.readFloatLE(); obj->_cameraTarget._x = fileStream.readFloatLE(); obj->_cameraTarget._z = fileStream.readFloatLE(); obj->_cameraTarget._y = fileStream.readFloatLE(); obj->_cameraBank = fileStream.readFloatLE(); obj->_cameraLens = fileStream.readFloatLE(); if (obj->_cameraLens > 0) obj->_cameraFOV = 1900.0f / obj->_cameraLens; else obj->_cameraFOV = 45.0f; break; // light ////////////////////////////////////////////////////////////// case CHUNK_LIGHT: if (obj == nullptr) break; obj->_type = OBJ_3DS_LIGHT; obj->_lightPos._x = fileStream.readFloatLE(); obj->_lightPos._z = fileStream.readFloatLE(); obj->_lightPos._y = fileStream.readFloatLE(); break; case LIGHT_SPOTLIGHT: if (obj == nullptr || obj->_type != OBJ_3DS_LIGHT) break; obj->_lightTarget._x = fileStream.readFloatLE(); obj->_lightTarget._z = fileStream.readFloatLE(); obj->_lightTarget._y = fileStream.readFloatLE(); obj->_lightHotspot = fileStream.readFloatLE(); obj->_lightFalloff = fileStream.readFloatLE(); obj->_lightSpotlight = true; break; case LIGHT_IS_OFF: if (obj == nullptr || obj->_type != OBJ_3DS_LIGHT) break; obj->_lightOff = true; break; // colors //////////////////////////////////////////////////////////////////////// case RGB_FLOAT: if (obj && obj->_type == OBJ_3DS_LIGHT) { float r, g, b; r = fileStream.readFloatLE(); g = fileStream.readFloatLE(); b = fileStream.readFloatLE(); obj->_lightColor = BYTETORGBA((int)(r * 255), (int)(g * 255), (int)(b * 255), 255); } else handled = false; break; case RGB_BYTE: if (obj && obj->_type == OBJ_3DS_LIGHT) { byte r, g, b; r = fileStream.readByte(); g = fileStream.readByte(); b = fileStream.readByte(); obj->_lightColor = BYTETORGBA(r, g, b, 255); } else handled = false; break; // keyframer stuff case KEYFRAMER: break; case KEYFRAMER_AMBIENT_INFO: case KEYFRAMER_MESH_INFO: case KEYFRAMER_CAMERA_INFO: case KEYFRAMER_CAMERA_TARGET_INFO: case KEYFRAMER_OMNI_INFO: case KEYFRAMER_SPOT_TARGET_INFO: case KEYFRAMER_SPOT_INFO: keyframerSection = chunkId; break; case NODE_HDR: { // object name SAFE_DELETE_ARRAY(keyframerObject); auto keyname = fileStream.readString(); size_t keynameSize = keyname.size() + 1; keyframerObject = new char[keynameSize]; Common::strcpy_s(keyframerObject, keynameSize, keyname.c_str()); // flags1 fileStream.readUint16LE(); // flags2 fileStream.readUint16LE(); // hierarchy fileStream.readUint16LE(); } break; case ROLL_TRACK_TAG: if (keyframerSection == KEYFRAMER_CAMERA_INFO && keyframerObject != nullptr) { // flags fileStream.readUint16LE(); // unknown fileStream.readUint16LE(); fileStream.readUint16LE(); fileStream.readUint16LE(); fileStream.readUint16LE(); // keys uint16 keys = fileStream.readUint16LE(); // unknown fileStream.readUint16LE(); for (uint16 key = 0; key < keys; key++) { // frame number fileStream.readUint16LE(); // unknown fileStream.readUint32LE(); // camera roll float cameraRoll = fileStream.readFloatLE(); // inject this roll value to the camera if (key == 0) { for (int32 index = 0; index < _objects.getSize(); index++) { if (_objects[index]->_type == OBJ_3DS_CAMERA && scumm_stricmp(_objects[index]->_name, keyframerObject) == 0) { _objects[index]->_cameraBank = cameraRoll; break; } } } } } else handled = false; break; default: handled = false; } if (!handled) fileStream.seek(chunkLength - 6, SEEK_CUR); } SAFE_DELETE_ARRAY(keyframerObject); delete[] buffer; return true; } ////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////// int32 Loader3DS::getNumMeshes() { int32 ret = 0; for (int32 i = 0; i < _objects.getSize(); i++) if (_objects[i]->_type == OBJ_3DS_MESH) ret++; return ret; } ////////////////////////////////////////////////////////////////////////// char *Loader3DS::getMeshName(int index) { int32 pos = -1; for (int32 i = 0; i < _objects.getSize(); i++) { if (_objects[i]->_type == OBJ_3DS_MESH) pos++; if (pos == index) return _objects[i]->_name; } return nullptr; } ////////////////////////////////////////////////////////////////////////// bool Loader3DS::loadMesh(int index, Mesh3DS *mesh) { if (!mesh) return false; int pos = -1; for (int32 i = 0; i < _objects.getSize(); i++) { if (_objects[i]->_type == OBJ_3DS_MESH) pos++; if (pos == index){ FileObject3DS *obj = _objects[i]; mesh->cleanup(); mesh->_numVertices = obj->_numVertices; mesh->_numFaces = obj->_numFaces; int j; mesh->_vertices = new Vertex3D[mesh->_numVertices]; for (j = 0; j < mesh->_numVertices; j++) { mesh->_vertices[j]._pos._x = obj->_vertices[j]._x; mesh->_vertices[j]._pos._y = obj->_vertices[j]._y; mesh->_vertices[j]._pos._z = obj->_vertices[j]._z; } mesh->_faces = new Face3D[mesh->_numFaces]; for (j = 0; j < mesh->_numFaces; j++) { mesh->_faces[j]._vertices[0] = obj->_faces[j]._a; mesh->_faces[j]._vertices[1] = obj->_faces[j]._b; mesh->_faces[j]._vertices[2] = obj->_faces[j]._c; } mesh->setName(obj->_name); return true; } } return false; } ////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////// int32 Loader3DS::getNumLights() { int ret = 0; for (int32 i = 0; i < _objects.getSize(); i++) if (_objects[i]->_type == OBJ_3DS_LIGHT) ret++; return ret; } ////////////////////////////////////////////////////////////////////////// char *Loader3DS::getLightName(int index) { int pos = -1; for (int32 i = 0; i < _objects.getSize(); i++) { if (_objects[i]->_type == OBJ_3DS_LIGHT) pos++; if (pos == index) return _objects[i]->_name; } return nullptr; } ////////////////////////////////////////////////////////////////////////// bool Loader3DS::loadLight(int index, Light3D *light) { if (!light) return false; int pos = -1; for (int32 i = 0; i < _objects.getSize(); i++) { if (_objects[i]->_type == OBJ_3DS_LIGHT) { pos++; if (pos == index) { light->setName(_objects[i]->_name); light->_pos = _objects[i]->_lightPos; light->_target = _objects[i]->_lightTarget; light->_isSpotlight = _objects[i]->_lightSpotlight; light->_active = !_objects[i]->_lightOff; light->_diffuseColor = _objects[i]->_lightColor; light->_falloff = _objects[i]->_lightFalloff; } } } return true; } ////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////// int32 Loader3DS::getNumCameras() { int32 ret = 0; for (int32 i = 0; i < _objects.getSize(); i++) if (_objects[i]->_type == OBJ_3DS_CAMERA) ret++; return ret; } ////////////////////////////////////////////////////////////////////////// char *Loader3DS::getCameraName(int index) { int32 pos = -1; for (int32 i = 0; i < _objects.getSize(); i++) { if (_objects[i]->_type == OBJ_3DS_CAMERA) pos++; if (pos == index) return _objects[i]->_name; } return nullptr; } ////////////////////////////////////////////////////////////////////////// bool Loader3DS::loadCamera(int index, Camera3D *camera) { if (!camera) return false; int pos = -1; for (int32 i = 0; i < _objects.getSize(); i++) { if (_objects[i]->_type == OBJ_3DS_CAMERA) pos++; if (pos == index) { camera->setupPos(_objects[i]->_cameraPos, _objects[i]->_cameraTarget, _objects[i]->_cameraBank); camera->setName(_objects[i]->_name); camera->_fov = camera->_origFov = degToRad(_objects[i]->_cameraFOV); return true; } } return false; } } // namespace Wintermute