/* -------------------------------------------------------------------------------

   Copyright (C) 1999-2007 id Software, Inc. and contributors.
   For a list of contributors, see the accompanying CONTRIBUTORS file.

   This file is part of GtkRadiant.

   GtkRadiant 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 2 of the License, or
   (at your option) any later version.

   GtkRadiant 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 GtkRadiant; if not, write to the Free Software
   Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA

   ----------------------------------------------------------------------------------

   This code has been altered significantly from its original form, to support
   several games based on the Quake III Arena engine, in the form of "Q3Map2."

   ------------------------------------------------------------------------------- */



/* marker */
#define CONVERT_ASE_C



/* dependencies */
#include "q3map2.h"



/*
   ConvertSurface()
   converts a bsp drawsurface to an ase chunk
 */

int numLightmapsASE = 0;
static void ConvertSurface( FILE *f, bspModel_t *model, int modelNum, bspDrawSurface_t *ds, int surfaceNum, vec3_t origin ){
	int i, v, face, a, b, c;
	bspDrawVert_t   *dv;
	vec3_t normal;
	char name[ 1024 ];


	/* ignore patches for now */
	if ( ds->surfaceType != MST_PLANAR && ds->surfaceType != MST_TRIANGLE_SOUP ) {
		return;
	}

	/* print object header for each dsurf */
	sprintf( name, "mat%dmodel%dsurf%d", ds->shaderNum, modelNum, surfaceNum );
	fprintf( f, "*GEOMOBJECT\t{\r\n" );
	fprintf( f, "\t*NODE_NAME\t\"%s\"\r\n", name );
	fprintf( f, "\t*NODE_TM\t{\r\n" );
	fprintf( f, "\t\t*NODE_NAME\t\"%s\"\r\n", name );
	fprintf( f, "\t\t*INHERIT_POS\t0\t0\t0\r\n" );
	fprintf( f, "\t\t*INHERIT_ROT\t0\t0\t0\r\n" );
	fprintf( f, "\t\t*INHERIT_SCL\t0\t0\t0\r\n" );
	fprintf( f, "\t\t*TM_ROW0\t1.0\t0\t0\r\n" );
	fprintf( f, "\t\t*TM_ROW1\t0\t1.0\t0\r\n" );
	fprintf( f, "\t\t*TM_ROW2\t0\t0\t1.0\r\n" );
	fprintf( f, "\t\t*TM_ROW3\t0\t0\t0\r\n" );
	fprintf( f, "\t\t*TM_POS\t%f\t%f\t%f\r\n", origin[ 0 ], origin[ 1 ], origin[ 2 ] );
	fprintf( f, "\t}\r\n" );

	/* print mesh header */
	fprintf( f, "\t*MESH\t{\r\n" );
	fprintf( f, "\t\t*TIMEVALUE\t0\r\n" );
	fprintf( f, "\t\t*MESH_NUMVERTEX\t%d\r\n", ds->numVerts );
	fprintf( f, "\t\t*MESH_NUMFACES\t%d\r\n", ds->numIndexes / 3 );
	switch ( ds->surfaceType )
	{
	case MST_PLANAR:
		fprintf( f, "\t\t*COMMENT\t\"SURFACETYPE\tMST_PLANAR\"\r\n" );
		break;
	case MST_TRIANGLE_SOUP:
		fprintf( f, "\t\t*COMMENT\t\"SURFACETYPE\tMST_TRIANGLE_SOUP\"\r\n" );
		break;
	}

	/* export vertex xyz */
	fprintf( f, "\t\t*MESH_VERTEX_LIST\t{\r\n" );
	for ( i = 0; i < ds->numVerts; i++ )
	{
		v = i + ds->firstVert;
		dv = &bspDrawVerts[ v ];
		fprintf( f, "\t\t\t*MESH_VERTEX\t%d\t%f\t%f\t%f\r\n", i, dv->xyz[ 0 ], dv->xyz[ 1 ], dv->xyz[ 2 ] );
	}
	fprintf( f, "\t\t}\r\n" );

	/* export vertex normals */
	fprintf( f, "\t\t*MESH_NORMALS\t{\r\n" );
	for ( i = 0; i < ds->numIndexes; i += 3 )
	{
		face = ( i / 3 );
		a = bspDrawIndexes[ i + ds->firstIndex ];
		b = bspDrawIndexes[ i + ds->firstIndex + 1 ];
		c = bspDrawIndexes[ i + ds->firstIndex + 2 ];
		VectorCopy( bspDrawVerts[ a ].normal, normal );
		VectorAdd( normal, bspDrawVerts[ b ].normal, normal );
		VectorAdd( normal, bspDrawVerts[ c ].normal, normal );
		if ( VectorNormalize( normal, normal ) ) {
			fprintf( f, "\t\t\t*MESH_FACENORMAL\t%d\t%f\t%f\t%f\r\n", face, normal[ 0 ], normal[ 1 ], normal[ 2 ] );
		}
	}
	for ( i = 0; i < ds->numVerts; i++ )
	{
		v = i + ds->firstVert;
		dv = &bspDrawVerts[ v ];
		fprintf( f, "\t\t\t*MESH_VERTEXNORMAL\t%d\t%f\t%f\t%f\r\n", i, dv->normal[ 0 ], dv->normal[ 1 ], dv->normal[ 2 ] );
	}
	fprintf( f, "\t\t}\r\n" );

	/* export faces */
	fprintf( f, "\t\t*MESH_FACE_LIST\t{\r\n" );
	for ( i = 0; i < ds->numIndexes; i += 3 )
	{
		face = ( i / 3 );
		a = bspDrawIndexes[ i + ds->firstIndex ];
		c = bspDrawIndexes[ i + ds->firstIndex + 1 ];
		b = bspDrawIndexes[ i + ds->firstIndex + 2 ];
		fprintf( f, "\t\t\t*MESH_FACE\t%d\tA:\t%d\tB:\t%d\tC:\t%d\tAB:\t1\tBC:\t1\tCA:\t1\t*MESH_SMOOTHING\t0\t*MESH_MTLID\t0\r\n",
				 face, a, b, c );
	}
	fprintf( f, "\t\t}\r\n" );

	/* export vertex st */
	fprintf( f, "\t\t*MESH_NUMTVERTEX\t%d\r\n", ds->numVerts );
	fprintf( f, "\t\t*MESH_TVERTLIST\t{\r\n" );
	for ( i = 0; i < ds->numVerts; i++ )
	{
		v = i + ds->firstVert;
		dv = &bspDrawVerts[ v ];
		fprintf( f, "\t\t\t*MESH_TVERT\t%d\t%f\t%f\t%f\r\n", i, dv->st[ 0 ], ( 1.0 - dv->st[ 1 ] ), 1.0f );
	}
	fprintf( f, "\t\t}\r\n" );

	/* export texture faces */
	fprintf( f, "\t\t*MESH_NUMTVFACES\t%d\r\n", ds->numIndexes / 3 );
	fprintf( f, "\t\t*MESH_TFACELIST\t{\r\n" );
	for ( i = 0; i < ds->numIndexes; i += 3 )
	{
		face = ( i / 3 );
		a = bspDrawIndexes[ i + ds->firstIndex ];
		c = bspDrawIndexes[ i + ds->firstIndex + 1 ];
		b = bspDrawIndexes[ i + ds->firstIndex + 2 ];
		fprintf( f, "\t\t\t*MESH_TFACE\t%d\t%d\t%d\t%d\r\n", face, a, b, c );
	}
	fprintf( f, "\t\t}\r\n" );

	/* print mesh footer */
	fprintf( f, "\t}\r\n" );

	/* print object footer */
	fprintf( f, "\t*PROP_MOTIONBLUR\t0\r\n" );
	fprintf( f, "\t*PROP_CASTSHADOW\t1\r\n" );
	fprintf( f, "\t*PROP_RECVSHADOW\t1\r\n" );
	if ( lightmapsAsTexcoord ) {
		if ( ds->lightmapNum[0] >= 0 && ds->lightmapNum[0] + (int)deluxemap < numLightmapsASE ) {
			fprintf( f, "\t*MATERIAL_REF\t%d\r\n", ds->lightmapNum[0] + deluxemap );
		}
		else{
			Sys_FPrintf( SYS_WRN, "WARNING: lightmap %d out of range, not exporting\n", ds->lightmapNum[0] + deluxemap );
		}
	}
	else{
		fprintf( f, "\t*MATERIAL_REF\t%d\r\n", ds->shaderNum );
	}
	fprintf( f, "}\r\n" );
}



/*
   ConvertModel()
   exports a bsp model to an ase chunk
 */

static void ConvertModel( FILE *f, bspModel_t *model, int modelNum, vec3_t origin ){
	int i, s;
	bspDrawSurface_t    *ds;


	/* go through each drawsurf in the model */
	for ( i = 0; i < model->numBSPSurfaces; i++ )
	{
		s = i + model->firstBSPSurface;
		ds = &bspDrawSurfaces[ s ];
		ConvertSurface( f, model, modelNum, ds, s, origin );
	}
}



/*
   ConvertShader()
   exports a bsp shader to an ase chunk
 */

/*
   *MATERIAL 0 {
   *MATERIAL_NAME "models/test/rock16l"
   *MATERIAL_CLASS "Standard"
   *MATERIAL_AMBIENT 0.5882	0.5882	0.5882
   *MATERIAL_DIFFUSE 0.5882	0.5882	0.5882
   *MATERIAL_SPECULAR 0.5882	0.5882	0.5882
   *MATERIAL_SHINE 0.0000
   *MATERIAL_SHINESTRENGTH 0.0000
   *MATERIAL_TRANSPARENCY 0.0000
   *MATERIAL_WIRESIZE 1.0000
   *MATERIAL_SHADING Phong
   *MATERIAL_XP_FALLOFF 0.0000
   *MATERIAL_SELFILLUM 0.0000
   *MATERIAL_FALLOFF In
   *MATERIAL_XP_TYPE Filter
   *MAP_DIFFUSE {
   *MAP_NAME "Map #2"
   *MAP_CLASS "Bitmap"
   *MAP_SUBNO 1
   *MAP_AMOUNT 1.0000
   *BITMAP "models/test/rock16l"
   *MAP_TYPE Screen
   *UVW_U_OFFSET 0.0000
   *UVW_V_OFFSET 0.0000
   *UVW_U_TILING 1.0000
   *UVW_V_TILING 1.0000
   *UVW_ANGLE 0.0000
   *UVW_BLUR 1.0000
   *UVW_BLUR_OFFSET 0.0000
   *UVW_NOUSE_AMT 1.0000
   *UVW_NOISE_SIZE 1.0000
   *UVW_NOISE_LEVEL 1
   *UVW_NOISE_PHASE 0.0000
   *BITMAP_FILTER Pyramidal
        }
    }
 */

static void ConvertShader( FILE *f, bspShader_t *shader, int shaderNum ){
	shaderInfo_t    *si;
	char            *c, filename[ 1024 ];


	/* get shader */
	si = ShaderInfoForShader( shader->shader );
	if ( si == NULL ) {
		Sys_FPrintf( SYS_WRN, "WARNING: NULL shader in BSP\n" );
		return;
	}

	/* set bitmap filename */
	if ( si->shaderImage->filename[ 0 ] != '*' ) {
		strcpy( filename, si->shaderImage->filename );
	}
	else{
		sprintf( filename, "%s.tga", si->shader );
	}
	for ( c = filename; *c != '\0'; c++ )
		if ( *c == '/' ) {
			*c = '\\';
		}

	/* print shader info */
	fprintf( f, "\t*MATERIAL\t%d\t{\r\n", shaderNum );
	fprintf( f, "\t\t*MATERIAL_NAME\t\"%s\"\r\n", shader->shader );
	fprintf( f, "\t\t*MATERIAL_CLASS\t\"Standard\"\r\n" );
	fprintf( f, "\t\t*MATERIAL_DIFFUSE\t%f\t%f\t%f\r\n", si->color[ 0 ], si->color[ 1 ], si->color[ 2 ] );
	fprintf( f, "\t\t*MATERIAL_SHADING Phong\r\n" );

	/* print map info */
	fprintf( f, "\t\t*MAP_DIFFUSE\t{\r\n" );
	fprintf( f, "\t\t\t*MAP_NAME\t\"%s\"\r\n", shader->shader );
	fprintf( f, "\t\t\t*MAP_CLASS\t\"Bitmap\"\r\n" );
	fprintf( f, "\t\t\t*MAP_SUBNO\t1\r\n" );
	fprintf( f, "\t\t\t*MAP_AMOUNT\t1.0\r\n" );
	fprintf( f, "\t\t\t*MAP_TYPE\tScreen\r\n" );
	if ( shadersAsBitmap ) {
		fprintf( f, "\t\t\t*BITMAP\t\"%s\"\r\n", shader->shader );
	}
	else{
		fprintf( f, "\t\t\t*BITMAP\t\"..\\%s\"\r\n", filename );
	}
	fprintf( f, "\t\t\t*BITMAP_FILTER\tPyramidal\r\n" );
	fprintf( f, "\t\t}\r\n" );

	fprintf( f, "\t}\r\n" );
}
static void ConvertLightmap( FILE *f, const char *base, int lightmapNum ){
	/* print shader info */
	fprintf( f, "\t*MATERIAL\t%d\t{\r\n", lightmapNum );
	fprintf( f, "\t\t*MATERIAL_NAME\t\"lm_%04d\"\r\n", lightmapNum );
	fprintf( f, "\t\t*MATERIAL_CLASS\t\"Standard\"\r\n" );
	fprintf( f, "\t\t*MATERIAL_DIFFUSE\t1\t1\t1\r\n" );
	fprintf( f, "\t\t*MATERIAL_SHADING Phong\r\n" );

	/* print map info */
	if ( lightmapNum >= 0 ) {
		fprintf( f, "\t\t*MAP_DIFFUSE\t{\r\n" );
		fprintf( f, "\t\t\t*MAP_NAME\t\"lm_%04d\"\r\n", lightmapNum );
		fprintf( f, "\t\t\t*MAP_CLASS\t\"Bitmap\"\r\n" );
		fprintf( f, "\t\t\t*MAP_SUBNO\t1\r\n" );
		fprintf( f, "\t\t\t*MAP_AMOUNT\t1.0\r\n" );
		fprintf( f, "\t\t\t*MAP_TYPE\tScreen\r\n" );
		fprintf( f, "\t\t\t*BITMAP\t\"%s\\lm_%04d.tga\"\r\n", base, lightmapNum );
		fprintf( f, "\t\t\t*BITMAP_FILTER\tPyramidal\r\n" );
		fprintf( f, "\t\t}\r\n" );
	}

	fprintf( f, "\t}\r\n" );
}



/*
   ConvertBSPToASE()
   exports an 3d studio ase file from the bsp
 */

int ConvertBSPToASE( char *bspName ){
	int i, modelNum;
	FILE            *f;
	bspShader_t     *shader;
	bspModel_t      *model;
	entity_t        *e;
	vec3_t origin;
	const char      *key;
	char name[ 1024 ], base[ 1024 ], dirname[ 1024 ];


	/* note it */
	Sys_Printf( "--- Convert BSP to ASE ---\n" );

	/* create the ase filename from the bsp name */
	strcpy( dirname, bspName );
	StripExtension( dirname );
	strcpy( name, bspName );
	StripExtension( name );
	strcat( name, ".ase" );
	Sys_Printf( "writing %s\n", name );

	ExtractFileBase( bspName, base );

	/* open it */
	f = fopen( name, "wb" );
	if ( f == NULL ) {
		Error( "Open failed on %s\n", name );
	}

	/* print header */
	fprintf( f, "*3DSMAX_ASCIIEXPORT\t200\r\n" );
	fprintf( f, "*COMMENT\t\"Generated by Q3Map2 (ydnar) -convert -format ase\"\r\n" );
	fprintf( f, "*SCENE\t{\r\n" );
	fprintf( f, "\t*SCENE_FILENAME\t\"%s.bsp\"\r\n", base );
	fprintf( f, "\t*SCENE_FIRSTFRAME\t0\r\n" );
	fprintf( f, "\t*SCENE_LASTFRAME\t100\r\n" );
	fprintf( f, "\t*SCENE_FRAMESPEED\t30\r\n" );
	fprintf( f, "\t*SCENE_TICKSPERFRAME\t160\r\n" );
	fprintf( f, "\t*SCENE_BACKGROUND_STATIC\t0.0000\t0.0000\t0.0000\r\n" );
	fprintf( f, "\t*SCENE_AMBIENT_STATIC\t0.0000\t0.0000\t0.0000\r\n" );
	fprintf( f, "}\r\n" );

	/* print materials */
	fprintf( f, "*MATERIAL_LIST\t{\r\n" );
	if ( lightmapsAsTexcoord ) {
		int lightmapCount;
		for ( lightmapCount = 0; lightmapCount < numBSPLightmaps; lightmapCount++ )
			;
		for ( ; ; lightmapCount++ )
		{
			char buf[1024];
			FILE *tmp;
			snprintf( buf, sizeof( buf ), "%s/lm_%04d.tga", dirname, lightmapCount );
			buf[sizeof( buf ) - 1] = 0;
			tmp = fopen( buf, "rb" );
			if ( !tmp ) {
				break;
			}
			fclose( tmp );
		}
		fprintf( f, "\t*MATERIAL_COUNT\t%d\r\n", lightmapCount );
		for ( i = 0; i < lightmapCount; i++ )
			ConvertLightmap( f, base, i );
		numLightmapsASE = lightmapCount;
	}
	else
	{
		fprintf( f, "\t*MATERIAL_COUNT\t%d\r\n", numBSPShaders );
		for ( i = 0; i < numBSPShaders; i++ )
		{
			shader = &bspShaders[ i ];
			ConvertShader( f, shader, i );
		}
	}
	fprintf( f, "}\r\n" );

	/* walk entity list */
	for ( i = 0; i < numEntities; i++ )
	{
		/* get entity and model */
		e = &entities[ i ];
		if ( i == 0 ) {
			modelNum = 0;
		}
		else
		{
			key = ValueForKey( e, "model" );
			if ( key[ 0 ] != '*' ) {
				continue;
			}
			modelNum = atoi( key + 1 );
		}
		model = &bspModels[ modelNum ];

		/* get entity origin */
		key = ValueForKey( e, "origin" );
		if ( key[ 0 ] == '\0' ) {
			VectorClear( origin );
		}
		else{
			GetVectorForKey( e, "origin", origin );
		}

		/* convert model */
		ConvertModel( f, model, modelNum, origin );
	}

	/* close the file and return */
	fclose( f );

	/* return to sender */
	return 0;
}
