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/* $Id$ */
/*
libg3d - 3D object loading library
Copyright (C) 2005-2009 Markus Dahms <mad@automagically.de>
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 2.1 of the License, or (at your option) any later version.
This library 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
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*/
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <g3d/types.h>
#include <g3d/stream.h>
#include <g3d/material.h>
#include <g3d/texture.h>
#include <g3d/iff.h>
#include <g3d/vector.h>
static G3DObject *glb_load_object(G3DContext *context, G3DStream *stream,
G3DModel *model);
EAPI
gboolean plugin_load_model_from_stream(G3DContext *context, G3DStream *stream,
G3DModel *model, gpointer user_data)
{
return (glb_load_object(context, stream, model) != NULL);
}
EAPI
gchar *plugin_description(G3DContext *context)
{
return g_strdup("UltimateStunts models.");
}
EAPI
gchar **plugin_extensions(G3DContext *context)
{
return g_strsplit("glb", ":", 0);
}
/*****************************************************************************/
/* GLB specific */
static G3DFloat glb_get_float(G3DStream *stream)
{
return 0.001 * (
(float)((guint32)g3d_stream_read_int32_be(stream)) - (float)(0x7FFFFFFF));
}
static G3DObject *glb_load_object(G3DContext *context, G3DStream *stream,
G3DModel *model)
{
G3DObject *pobject, *object;
G3DMaterial *material;
G3DFace *face;
guint32 magic, otype, index;
gint32 i, j, msize, namelen, datalen, nvertices, nindices;
gchar *name;
G3DFloat *normals = NULL, *texcoords = NULL;
magic = g3d_stream_read_int32_be(stream);
if(magic != G3D_IFF_MKID('\0', 'G', 'L', 'B')) {
g_warning("%s is not a correct GLB file (wrong magic)\n",
stream->uri);
return NULL;
}
pobject = g_new0(G3DObject, 1);
pobject->name = g_strdup(stream->uri);
model->objects = g_slist_append(model->objects, pobject);
while(!g3d_stream_eof(stream)) {
otype = g3d_stream_read_int32_be(stream);
namelen = g3d_stream_read_int32_be(stream);
if(namelen == 0)
break;
name = g_new0(gchar, namelen + 1);
g3d_stream_read(stream, name, namelen);
#if DEBUG > 0
printf("GLB: object named '%s'\n", name);
#endif
object = g_new0(G3DObject, 1);
object->name = g_strdup(name);
g_free(name);
pobject->objects = g_slist_append(pobject->objects, object);
/* hide collision planes by default */
if(strncmp(object->name, "Collision plane", 15) == 0)
object->hide = TRUE;
datalen = g3d_stream_read_int32_be(stream);
if(otype != 0) {
/* skip */
g3d_stream_skip(stream, datalen);
continue;
}
/* object type 0 */
msize = g3d_stream_read_int32_be(stream);
nvertices = g3d_stream_read_int32_be(stream);
nindices = g3d_stream_read_int32_be(stream);
#if DEBUG > 0
printf("GLB: material size: %d bytes, %d vertices, %d indices\n",
msize, nvertices, nindices);
#endif
if(msize > 0) {
/* material */
material = g3d_material_new();
material->name = g_strdup("default material");
object->materials = g_slist_append(object->materials, material);
material->r = (G3DFloat)g3d_stream_read_int8(stream) / 255.0;
material->g = (G3DFloat)g3d_stream_read_int8(stream) / 255.0;
material->b = (G3DFloat)g3d_stream_read_int8(stream) / 255.0;
material->a = (G3DFloat)g3d_stream_read_int8(stream) / 255.0;
if(material->a == 0.0)
material->a = 1.0;
/* replacement color */
g3d_stream_read_int8(stream);
g3d_stream_read_int8(stream);
g3d_stream_read_int8(stream);
g3d_stream_read_int8(stream); /* unused */
g3d_stream_read_int8(stream); /* LODs */
g3d_stream_read_int8(stream); /* reflectance */
/* emissivity */
material->shininess = (G3DFloat)g3d_stream_read_int8(stream) / 255.0;
g3d_stream_read_int8(stream); /* static friction */
g3d_stream_read_int8(stream); /* dynamic friction */
g3d_stream_read_int8(stream); /* unused */
g3d_stream_read_int8(stream); /* unused */
g3d_stream_read_int8(stream); /* unused */
/* texture name */
namelen = msize - 16;
if(namelen > 0) {
name = g_new0(gchar, namelen + 1);
g3d_stream_read(stream, name, namelen);
#if DEBUG > 1
printf("GLB: texture name: %s\n", name);
#endif
/* texture name is something like "0", the real name is in
* "../$carname.conf"; try to load default texture */
if(name[0] == '0') {
if(g_file_test("textures.jpg", G_FILE_TEST_EXISTS)) {
material->tex_image = g3d_texture_load_cached(
context, model, "textures.jpg");
if(material->tex_image != NULL)
material->tex_image->tex_id = 1;
}
}
g_free(name);
}
}
/* vertices */
if(nvertices > 0) {
object->vertex_count = nvertices;
object->vertex_data = g_new0(G3DFloat, nvertices * 3);
normals = g_new0(G3DFloat, nvertices * 3);
texcoords = g_new0(G3DFloat, nvertices * 2);
for(i = 0; i < nvertices; i ++) {
object->vertex_data[i * 3 + 0] = glb_get_float(stream);
object->vertex_data[i * 3 + 1] = glb_get_float(stream);
object->vertex_data[i * 3 + 2] = glb_get_float(stream);
#if DEBUG > 3
printf("D: %f, %f, %f\n",
object->vertex_data[i * 3 + 0],
object->vertex_data[i * 3 + 1],
object->vertex_data[i * 3 + 2]);
#endif
/* normal */
normals[i * 3 + 0] = glb_get_float(stream);
normals[i * 3 + 1] = glb_get_float(stream);
normals[i * 3 + 2] = glb_get_float(stream);
g3d_vector_unify(
normals + i * 3 + 0,
normals + i * 3 + 1,
normals + i * 3 + 2);
/* texture coordinates */
texcoords[i * 2 + 0] = glb_get_float(stream) / 64;
texcoords[i * 2 + 1] = 1.0 - glb_get_float(stream) / 64;
}
}
if(nindices > 0) {
for(i = 0; i < nindices; i += 3) {
face = g_new0(G3DFace, 1);
face->vertex_count = 3;
face->vertex_indices = g_new0(guint32, 3);
face->normals = g_new0(G3DFloat, 3 * 3);
face->flags |= G3D_FLAG_FAC_NORMALS;
for(j = 0; j < 3; j ++) {
face->vertex_indices[j] = g3d_stream_read_int32_be(stream);
/* set normals */
index = face->vertex_indices[j];
face->normals[j * 3 + 0] = normals[index * 3 + 0];
face->normals[j * 3 + 1] = normals[index * 3 + 1];
face->normals[j * 3 + 2] = normals[index * 3 + 2];
}
face->material = g_slist_nth_data(object->materials, 0);
if(face->material->tex_image != NULL) {
face->tex_vertex_count = 3;
face->tex_vertex_data = g_new0(G3DFloat, 3 * 2);
face->tex_image = face->material->tex_image;
for(j = 0; j < 3; j ++) {
index = face->vertex_indices[j];
face->tex_vertex_data[j * 2 + 0] =
texcoords[index * 2 + 0];
face->tex_vertex_data[j * 2 + 1] =
texcoords[index * 2 + 1];
face->flags |= G3D_FLAG_FAC_TEXMAP;
}
}
object->faces = g_slist_append(object->faces, face);
}
}
if(normals != NULL)
g_free(normals);
if(texcoords != NULL)
g_free(texcoords);
}
return pobject;
}
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