mirror of
https://github.com/ncblakely/GiantsTools
synced 2024-11-23 14:45:37 +01:00
304 lines
9.5 KiB
C++
304 lines
9.5 KiB
C++
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#include "GbsImporter.h"
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#include "StdUtil.h"
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void GbsImporter::ImportFile(const MCHAR* name, ImpInterface* ii, Interface* i, BOOL suppressPrompts)
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{
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ReadGbsFile(name);
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BuildMeshes(ii);
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ii->RedrawViews();
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}
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void GbsImporter::ReadGbsFile(const MCHAR* Name)
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{
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FILE* file = nullptr;
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try
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{
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errno_t err = _tfopen_s(&file, Name, (_T("rb")));
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if (err != 0)
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{
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throw std::exception("Could not open input file.");
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}
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// Read object into memory
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m_gbsData.Read(file);
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fclose(file);
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}
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catch (const std::exception& e)
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{
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if (file)
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fclose(file);
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throw e;
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}
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}
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int GbsImporter::GetLocalVertex(Point3* avert, const Mesh& mesh)
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{
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for (int i = 0; i < mesh.getNumVerts(); i++)
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{
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auto& vert = mesh.verts[i];
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if (vert.x == avert->x && vert.y == avert->y && vert.z == avert->z)
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{
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return i;
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}
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}
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assert(false && "Invalid vertex for object");
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return -1;
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}
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void GbsImporter::BuildMeshes(ImpInterface* EI)
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{
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for (const auto& mobj : m_gbsData.MaxObjs)
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{
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assert(mobj.fcount > 0);
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assert(mobj.vcount > 0);
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Mesh mesh;
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mesh.setNumVerts(mobj.vcount);
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mesh.setNumTVerts(mobj.vcount);
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mesh.setNumVertCol(mobj.vcount);
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mesh.setNumFaces(mobj.fcount);
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mesh.setNumTVFaces(mobj.fcount);
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mesh.setNumVCFaces(mobj.fcount);
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for (int i = 0; i < mobj.vcount; i++)
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{
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int vstart = mobj.vstart;
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int index = i + vstart;
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assert(index < m_gbsData.naverts);
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UV* uvptr = (UV*)(m_gbsData.vertuv.data() + (mobj.vstart + i));
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Point3 point(m_gbsData.averts[index].x, m_gbsData.averts[index].y, m_gbsData.averts[index].z);
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mesh.setVert(i, point);
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mesh.setTVert(i, UVVert(uvptr->u, uvptr->v, 0.0f));
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//mesh.setTVert(i, UVVert(uvptr->u, -uvptr->v, 0.0f));
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}
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Mtl* topLevelMaterial = nullptr;
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const char* objName = nullptr;
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int materialLevel = 0;
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int faceIndex = 0;
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for (int subObjIndex = mobj.sostart; subObjIndex < mobj.sostart + mobj.socount; subObjIndex++)
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{
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SubObject& obj = m_gbsData.SubObjs.at(subObjIndex);
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if (mobj.socount > 1)
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{
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// Max object consists of multiple sub objects
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if (materialLevel == 0)
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{
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// Build parent material (either MixMat or multi-mtl):
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topLevelMaterial = BuildParentMaterial(obj, mobj.socount);
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objName = obj.objname;
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}
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// Add sub-material:
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Mtl* subMtl = BuildMaterial(obj, topLevelMaterial);
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topLevelMaterial->SetSubMtl(materialLevel, subMtl);
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}
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else
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{
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// Just one subobj, build the single material and be done with it:
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topLevelMaterial = BuildMaterial(obj, nullptr);
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objName = obj.objname;
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}
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int v1, v2, v3;
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unsigned short tidx = -1;
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unsigned short* tptr = obj.tridata.data();
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unsigned short count = 0;
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while (EvaluateTriData(&tptr, &tidx, &count, &v1, &v2, &v3))
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{
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assert(faceIndex < mesh.getNumFaces());
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int vstart = mobj.vstart;
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Face& face = mesh.faces[faceIndex];
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// Map from display to animation vertices, then to a "local" index for this sub object, starting from zero:
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int remappedV0 = GetLocalVertex(&m_gbsData.averts[m_gbsData.iverts.at(v1)], mesh);
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int remappedV1 = GetLocalVertex(&m_gbsData.averts[m_gbsData.iverts.at(v2)], mesh);
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int remappedV2 = GetLocalVertex(&m_gbsData.averts[m_gbsData.iverts.at(v3)], mesh);
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VertColor v0Col = VertColor(m_gbsData.vertrgb.at(v1).r / 255.0f, m_gbsData.vertrgb.at(v1).g / 255.0f, m_gbsData.vertrgb.at(v1).b / 255.0f);
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VertColor v1Col = VertColor(m_gbsData.vertrgb.at(v2).r / 255.0f, m_gbsData.vertrgb.at(v2).g / 255.0f, m_gbsData.vertrgb.at(v2).b / 255.0f);
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VertColor v2Col = VertColor(m_gbsData.vertrgb.at(v3).r / 255.0f, m_gbsData.vertrgb.at(v3).g / 255.0f, m_gbsData.vertrgb.at(v3).b / 255.0f);
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mesh.vertCol[remappedV0] = v0Col;
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mesh.vertCol[remappedV1] = v1Col;
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mesh.vertCol[remappedV2] = v2Col;
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assert(remappedV0 >= 0 && remappedV1 >= 0 && remappedV2 >= 0);
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assert(remappedV0 < mobj.vcount&& remappedV1 < mobj.vcount&& remappedV2 < mobj.vcount);
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assert(remappedV0 < m_gbsData.naverts&& remappedV1 < m_gbsData.naverts&& remappedV2 < m_gbsData.naverts);
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face.setVerts(remappedV0, remappedV1, remappedV2);
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face.setEdgeVisFlags(EDGE_VIS, EDGE_VIS, EDGE_VIS);
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face.setMatID(materialLevel);
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TVFace& tvFace = mesh.tvFace[faceIndex];
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tvFace.setTVerts(remappedV0, remappedV1, remappedV2);
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TVFace& vcFace = mesh.vcFace[faceIndex];
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vcFace.setTVerts(remappedV0, remappedV1, remappedV2);
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faceIndex++;
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}
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materialLevel++;
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}
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mesh.buildNormals();
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mesh.buildBoundingBox();
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mesh.InvalidateEdgeList();
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TriObject* tri = CreateNewTriObject();
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tri->mesh = mesh;
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Matrix3 tm;
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tm.IdentityMatrix();
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ImpNode* Node = EI->CreateNode();
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if (!Node)
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{
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throw std::exception("Could not create Node");
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}
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Node->Reference(tri);
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Node->SetTransform(0, tm);
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EI->AddNodeToScene(Node);
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INode* iNode = Node->GetINode();
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iNode->SetMtl(topLevelMaterial);
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Node->SetName(util::to_wstring(objName).c_str());
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}
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}
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Mtl* GbsImporter::BuildParentMaterial(SubObject& obj, int numSubMaterials)
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{
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// Check if we need to create a MixMat blend material
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// (this check is iffy, not fully certain how to identify MixMat exports but this seems close enough)
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if (obj.blend > 0.50 && (obj.flags & 0x10 || obj.flags & 0x20))
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{
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//if (bitmapTex)
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//{
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// //bitmapTex->GetUVGen()->SetUVWSource(2);
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//}
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// Create custom MixMat material (from official 3dsmax plugin)
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Mtl* mixMatMaterial = (Mtl*)CreateInstance(SClass_ID(MATERIAL_CLASS_ID), Class_ID(MIXMAT_CLASS_ID, 0));
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mixMatMaterial->SetName(util::to_wstring(obj.objname).c_str());
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int ns = mixMatMaterial->NumSubMtls();
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// Set the blend value
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IParamBlock2* parameterBlock = mixMatMaterial->GetParamBlock(0);
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parameterBlock->SetValue(0, 0, obj.blend);
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return mixMatMaterial;
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}
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else
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{
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// Standard multi-material
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MultiMtl* multiMtl = NewDefaultMultiMtl();
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multiMtl->SetName(util::to_wstring(obj.objname).c_str());
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multiMtl->SetNumSubMtls(numSubMaterials);
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return multiMtl;
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}
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}
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Mtl* GbsImporter::BuildMaterial(SubObject& obj, Mtl* parentMaterial)
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{
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BitmapTex* bitmapTex = nullptr;
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if (obj.texname && obj.texname[0])
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{
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std::wstring mapName = util::to_wstring(obj.texname).c_str();
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mapName += L".tga"; // DDS partially supported but not in use, okay to hardcode for now
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bitmapTex = NewDefaultBitmapTex();
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bitmapTex->SetName(util::to_wstring(obj.texname).c_str());
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bitmapTex->SetMapName(mapName.c_str());
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}
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StdMat2* stdMat = NewDefaultStdMat();
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if (FlagIsSet(obj.flags, GBSFlagMaxLit) || parentMaterial)
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{
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// This isn't quite right, not all models with blend materials have this flag set. See ripper.gbs.
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// Behavior is correct enough for now though.
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stdMat->SetWireUnits(TRUE);
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}
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stdMat->EnableMap(ID_DI, true);
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if (obj.flags & 0x10)
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{
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stdMat->SetTransparencyType(TRANSP_ADDITIVE);
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}
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else if (obj.flags & 0x20)
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{
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stdMat->SetTransparencyType(TRANSP_SUBTRACTIVE);
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}
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stdMat->SetShinStr(1.0f, 0);
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stdMat->SetOpacFalloff(obj.falloff, 0);
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if (obj.emissive != 0)
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{
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Color emissive(GetRValue(obj.emissive), GetGValue(obj.emissive), GetBValue(obj.emissive));
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stdMat->SetSelfIllumColor(emissive, 0);
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}
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if (bitmapTex)
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{
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stdMat->SetSubTexmap(ID_DI, bitmapTex);
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}
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Color diffuse(GetRValue(obj.diffuse), GetGValue(obj.diffuse), GetBValue(obj.diffuse));
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stdMat->SetDiffuse(diffuse, 0);
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Color ambient(GetRValue(obj.ambient), GetGValue(obj.ambient), GetBValue(obj.ambient));
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stdMat->SetAmbient(ambient, 0);
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Color specular(GetRValue(obj.specular), GetGValue(obj.specular), GetBValue(obj.specular));
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stdMat->SetSpecular(specular, 0);
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stdMat->SetShininess(obj.power / 100.0f, 0);
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stdMat->SetName(util::to_wstring(obj.objname).c_str());
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return stdMat;
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}
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bool GbsImporter::EvaluateTriData(unsigned short** pTriData, unsigned short* pTriIdx, unsigned short* acount, int* pV1, int* pV2, int* pV3)
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{
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unsigned short* triData = *pTriData;
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unsigned short triIdx = *pTriIdx;
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unsigned short count = *acount;
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if (!count)
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{
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if (!(count = *triData))
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{
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return false;
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}
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triIdx = 0;
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}
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*pV1 = triData[triIdx + 1];
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*pV2 = triData[triIdx + 2];
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*pV3 = triData[triIdx + 3];
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triIdx += 3;
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if (!--count)
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{
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triData += *triData * 3 + 1;
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}
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*pTriData = triData;
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*pTriIdx = triIdx;
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*acount = count;
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return true;
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}
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