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|
using System;
using System.Collections;
using System.Collections.Generic;
using NW4RTools.Models;
namespace NW4RTools {
public class BrresReader {
public static ResFile LoadFile(byte[] data) {
return new BrresReader().Load(new InputStream(data, ByteEndian.BigEndian));
}
private class RawStreamResDict : ResDict<InputStream> {
}
private ResFile File;
private ILogger Debug;
private SortedDictionary<int, string> OffsetMap;
private BrresReader() {
Debug = new ConsoleLogger();
OffsetMap = new SortedDictionary<int, string>();
}
public ResFile Load(InputStream ins) {
File = new ResFile();
// Read BRRES header
byte[] magic = ins.ReadBytes(4);
UInt16 endian = ins.ReadUInt16();
UInt16 version = ins.ReadUInt16();
UInt32 fileSize = ins.ReadUInt32();
UInt16 headerSize = ins.ReadUInt16();
UInt16 blockCount = ins.ReadUInt16();
File.version = version;
// Read first block header
byte[] blkMagic = ins.ReadBytes(4);
UInt32 blkSize = ins.ReadUInt32();
using (var c = Debug.Push("Root Dictionary")) {
ReadAndParseDict(ins, ParseRootEntry);
}
// DONE!
using (var c = Debug.Push("Offset Map")) {
foreach (var e in OffsetMap) {
Debug.Send("0x{0:X} : {1}", e.Key, e.Value);
}
}
return File;
}
private void ParseRootEntry(string name, InputStream ins) {
using (var c = Debug.Push(name)) {
switch (name) {
case "3DModels(NW4R)":
File.Add(name, ReadAndConvertDict<Model>(ins, ConvertModelResource));
break;
default:
Debug.Send("Not implemented");
return;
}
}
}
private Model ConvertModelResource(string name, InputStream ins) {
using (var c = Debug.Push(name)) {
Model mdl = new Model();
int startPos = ins.Position;
OffsetMap.Add(startPos, "Model: " + name);
byte[] magic = ins.ReadBytes(4);
UInt32 size = ins.ReadUInt32();
UInt32 version = ins.ReadUInt32();
Debug.Send("Offset: 0x{0:X}; Size: 0x{1:X}; Version: {2}", startPos, size, version);
Int32 resFileOffset = ins.ReadInt32();
Int32 bytecodeOffset = ins.ReadInt32();
Int32 nodeOffset = ins.ReadInt32();
Int32 vtxPosOffset = ins.ReadInt32();
Int32 vtxNrmOffset = ins.ReadInt32();
Int32 vtxClrOffset = ins.ReadInt32();
Int32 texCoordOffset = ins.ReadInt32();
Int32 vtxFurVecOffset = ins.ReadInt32();
Int32 vtxFurPosOffset = ins.ReadInt32();
Int32 materialOffset = ins.ReadInt32();
Int32 shaderOffset = ins.ReadInt32();
Int32 shapeOffset = ins.ReadInt32();
Int32 textureOffset = ins.ReadInt32();
Int32 paletteOffset = ins.ReadInt32();
Int32 unkOffset = ins.ReadInt32();
Int32 nameOffset = ins.ReadInt32();
int infoStructPos = ins.Position;
OffsetMap.Add(infoStructPos, "Model Info Struct for: " + name);
UInt32 infoSize = ins.ReadUInt32();
// should be 0x40
Int32 mdlOffset = ins.ReadInt32();
mdl.ScaleMode = (Model.ScaleModeType)ins.ReadUInt32();
mdl.TexMatrixMode = (Model.TexMatrixModeType)ins.ReadUInt32();
UInt32 vtxCount = ins.ReadUInt32();
UInt32 triCount = ins.ReadUInt32();
UInt32 unk = ins.ReadUInt32();
UInt32 nodeCount = ins.ReadUInt32();
mdl.UsesNrmMtxArray = (bool)(ins.ReadByte() != 0);
mdl.UsesTexMtxArray = (bool)(ins.ReadByte() != 0);
ins.Skip(2);
Int32 mtxDataOffset = ins.ReadInt32();
mdl.Minimum = ins.ReadVec3();
mdl.Maximum = ins.ReadVec3();
ins.Seek(infoStructPos + mtxDataOffset);
UInt32 mtxDataCount = ins.ReadUInt32();
mdl.MatrixIDtoNodeID = new int[mtxDataCount];
for (int i = 0; i < mtxDataCount; i++) {
mdl.MatrixIDtoNodeID[i] = ins.ReadInt32();
}
// Load bytecode
using (var c2 = Debug.Push("Bytecode"))
mdl.Bytecode = ReadAndConvertDict<ByteCode>(ins.At(startPos + bytecodeOffset), ConvertModelBytecode);
// Load nodes and fix up pointers
StartNodeLoading();
using (var c2 = Debug.Push("Nodes"))
mdl.Nodes = ReadAndConvertDict<Node>(ins.At(startPos + nodeOffset), ConvertModelNode);
FinishNodeLoading();
// Load vertex data
// COMMENTED OUT TO MAKE DEUBG OUTPUT CLEARER FOR NOW
VtxPosIndexLookup = new Dictionary<int, VertexPosData>();
VtxNrmIndexLookup = new Dictionary<int, VertexNrmData>();
VtxClrIndexLookup = new Dictionary<int, VertexClrData>();
VtxTexCoordIndexLookup = new Dictionary<int, VertexTexCoordData>();
using (var c2 = Debug.Push("Vertex Position Data"))
mdl.VtxPosData = ReadAndConvertDict<VertexPosData>(ins.At(startPos + vtxPosOffset), ConvertVtxPosData);
using (var c2 = Debug.Push("Vertex Normal Data"))
mdl.VtxNrmData = ReadAndConvertDict<VertexNrmData>(ins.At(startPos + vtxNrmOffset), ConvertVtxNrmData);
using (var c2 = Debug.Push("Vertex Colour Data"))
mdl.VtxClrData = ReadAndConvertDict<VertexClrData>(ins.At(startPos + vtxClrOffset), ConvertVtxClrData);
using (var c2 = Debug.Push("Vertex TexCoord Data"))
mdl.VtxTexCoordData = ReadAndConvertDict<VertexTexCoordData>(ins.At(startPos + texCoordOffset), ConvertVtxTexCoordData);
//*/
// Load materials and associated structs
// Material classes refer to Shaders using an offset, so this is used to fix those up
ShaderOffsetRefs = new Dictionary<int, Shader>();
MaterialOffsetRefs = new Dictionary<int, Material>();
using (var c2 = Debug.Push("Shaders"))
mdl.Shaders = ReadAndConvertDict<Shader>(ins.At(startPos + shaderOffset), ConvertModelShader);
using (var c2 = Debug.Push("Materials"))
mdl.Materials = ReadAndConvertDict<Material>(ins.At(startPos + materialOffset), ConvertModelMaterial);
using (var c2 = Debug.Push("Shapes"))
mdl.Shapes = ReadAndConvertDict<Shape>(ins.At(startPos + shapeOffset), ConvertModelShape);
using (var c2 = Debug.Push("Texture Lookup for Texture Info/Material Pairing"))
mdl.PairingLookupByTexture = ReadAndConvertDict<List<TexMatPairing>>(ins.At(startPos + textureOffset), ConvertPairingList);
if (paletteOffset != 0) {
using (var c2 = Debug.Push("Palette Lookup for Texture Info/Material Pairing"))
mdl.PairingLookupByPalette = ReadAndConvertDict<List<TexMatPairing>>(ins.At(startPos + paletteOffset), ConvertPairingList);
} else {
mdl.PairingLookupByPalette = new ResDict<List<TexMatPairing>>();
Debug.Send("Palette Lookup for Texture Info/Material Pairing: none");
}
return mdl;
}
}
private Models.ByteCode ConvertModelBytecode(string name, InputStream ins) {
var bc = new Models.ByteCode();
OffsetMap.Add(ins.Position, "ByteCode: " + name);
while (true) {
ByteCode.OpType op = (ByteCode.OpType)ins.ReadByte();
switch (op) {
case ByteCode.OpType.Done:
bc.Instructions.Add(new ByteCode.DoneInstruction());
return bc;
case ByteCode.OpType.AssignNodeToParentMtx:
var insn2 = new ByteCode.AssignNodeToParentMtxInstruction();
insn2.NodeID = ins.ReadUInt16();
insn2.ParentMatrixID = ins.ReadUInt16();
bc.Instructions.Add(insn2);
break;
case ByteCode.OpType.BlendMatrices:
var insn3 = new ByteCode.BlendMatricesInstruction();
insn3.MatrixID = ins.ReadUInt16();
insn3.BlendedMatrices = new ByteCode.BlendMatricesInstruction.BlendedMatrix[ins.ReadByte()];
for (int i = 0; i < insn3.BlendedMatrices.Length; i++) {
insn3.BlendedMatrices[i].MatrixID = ins.ReadUInt16();
insn3.BlendedMatrices[i].Ratio = ins.ReadFloat();
}
bc.Instructions.Add(insn3);
break;
case ByteCode.OpType.DrawShape:
var insn4 = new ByteCode.DrawShapeInstruction();
insn4.MaterialID = ins.ReadUInt16();
insn4.ShapeID = ins.ReadUInt16();
insn4.NodeID = ins.ReadUInt16();
ins.Skip(1);
bc.Instructions.Add(insn4);
break;
case ByteCode.OpType.AssignMtxToNode:
var insn5 = new ByteCode.AssignMtxToNodeInstruction();
insn5.MatrixID = ins.ReadUInt16();
insn5.NodeID = ins.ReadUInt16();
bc.Instructions.Add(insn5);
break;
default:
bc.Instructions.Add(new ByteCode.Instruction());
break;
}
}
}
private class NodeLoadInfo {
public Models.Node Node;
public string Name;
public int Position;
public Int32 ParentOffset;
public Int32 ChildOffset;
public Int32 NextOffset;
public Int32 PrevOffset;
}
private Dictionary<int, NodeLoadInfo> NodeLoadData;
private void StartNodeLoading() {
NodeLoadData = new Dictionary<int, NodeLoadInfo>();
}
private Models.Node ConvertModelNode(string name, InputStream ins) {
var n = new Models.Node();
OffsetMap.Add(ins.Position, "Node: " + name);
int startPos = ins.Position;
UInt32 size = ins.ReadUInt32();
Int32 mdlOffset = ins.ReadInt32();
Int32 nameOffset = ins.ReadInt32();
n.Index = ins.ReadUInt32();
n.MatrixID = ins.ReadUInt32();
n.Flags = ins.ReadUInt32();
n.BillboardMode = (Node.BillboardType)ins.ReadUInt32();
UInt32 unk = ins.ReadUInt32();
// might be swapped with bbmode, check asm to confirm
n.Scale = ins.ReadVec3();
n.Rotation = ins.ReadVec3();
n.Translation = ins.ReadVec3();
n.BoxMin = ins.ReadVec3();
n.BoxMax = ins.ReadVec3();
NodeLoadInfo loadInfo = new NodeLoadInfo();
loadInfo.ParentOffset = ins.ReadInt32();
loadInfo.ChildOffset = ins.ReadInt32();
loadInfo.NextOffset = ins.ReadInt32();
loadInfo.PrevOffset = ins.ReadInt32();
loadInfo.Position = startPos;
loadInfo.Node = n;
loadInfo.Name = ins.At(startPos + nameOffset - 4).ReadName();
NodeLoadData[startPos] = loadInfo;
Int32 extraDataOffset = ins.ReadInt32();
n.NodeMatrix = ins.ReadMatrix();
n.NodeInvMatrix = ins.ReadMatrix();
return n;
}
private void FinishNodeLoading() {
foreach (var dictEntry in NodeLoadData) {
var entry = dictEntry.Value;
var node = entry.Node;
if (entry.ParentOffset == 0) {
node.Parent = null;
} else {
NodeLoadInfo n = NodeLoadData[entry.Position + entry.ParentOffset];
node.Parent = n.Node;
Debug.Send("Set {0}'s parent to {1}", entry.Name, n.Name);
}
if (entry.ChildOffset == 0)
node.FirstChild = null;
else
node.FirstChild = NodeLoadData[entry.Position + entry.ChildOffset].Node;
if (entry.NextOffset == 0)
node.Next = null;
else
node.Next = NodeLoadData[entry.Position + entry.NextOffset].Node;
if (entry.PrevOffset == 0)
node.Previous = null;
else
node.Previous = NodeLoadData[entry.Position + entry.PrevOffset].Node;
}
NodeLoadData = null;
}
private void LoadVertexDataBase(InputStream ins, Models.VertexDataBase n) {
int startPos = ins.Position;
UInt32 size = ins.ReadUInt32();
Int32 mdlOffset = ins.ReadInt32();
Int32 dataOffset = ins.ReadInt32();
Int32 nameOffset = ins.ReadInt32();
// Note: we're relying on this value to be correct, for Shape mappings
n.Index = ins.ReadUInt32();
n.ComponentCount = (VertexSettings.CompCount)ins.ReadUInt32();
n.ComponentType = (VertexSettings.CompType)ins.ReadUInt32();
n.Fraction = ins.ReadByte();
n.EntrySize = ins.ReadByte();
n.EntryCount = ins.ReadUInt16();
int structEndPos = ins.Position;
ins.Seek(startPos + dataOffset);
n.Data = ins.ReadBytes(n.EntrySize * n.EntryCount);
ins.Seek(structEndPos);
}
private Dictionary<int, Models.VertexPosData> VtxPosIndexLookup;
private Dictionary<int, Models.VertexNrmData> VtxNrmIndexLookup;
private Dictionary<int, Models.VertexClrData> VtxClrIndexLookup;
private Dictionary<int, Models.VertexTexCoordData> VtxTexCoordIndexLookup;
private Models.VertexPosData ConvertVtxPosData(string name, InputStream ins) {
var n = new Models.VertexPosData();
OffsetMap.Add(ins.Position, "VertexPosData: " + name);
LoadVertexDataBase(ins, n);
n.Minimum = ins.ReadVec3();
n.Maximum = ins.ReadVec3();
VtxPosIndexLookup[(int)n.Index] = n;
return n;
}
private Models.VertexNrmData ConvertVtxNrmData(string name, InputStream ins) {
var n = new Models.VertexNrmData();
OffsetMap.Add(ins.Position, "VertexNrmData: " + name);
LoadVertexDataBase(ins, n);
VtxNrmIndexLookup[(int)n.Index] = n;
return n;
}
private Models.VertexClrData ConvertVtxClrData(string name, InputStream ins) {
var n = new Models.VertexClrData();
OffsetMap.Add(ins.Position, "VertexClrData: " + name);
LoadVertexDataBase(ins, n);
VtxClrIndexLookup[(int)n.Index] = n;
return n;
}
private Models.VertexTexCoordData ConvertVtxTexCoordData(string name, InputStream ins) {
var n = new Models.VertexTexCoordData();
OffsetMap.Add(ins.Position, "VertexTexCoordData: " + name);
LoadVertexDataBase(ins, n);
n.Minimum = ins.ReadVec2();
n.Maximum = ins.ReadVec2();
VtxTexCoordIndexLookup[(int)n.Index] = n;
return n;
}
private Dictionary<int, Models.Material> MaterialOffsetRefs;
private Models.Material ConvertModelMaterial(string name, InputStream ins) {
Debug.Send("Reading {0}...", name);
var m = new Models.Material();
int startPos = ins.Position;
OffsetMap.Add(ins.Position, "Material: " + name);
UInt32 size = ins.ReadUInt32();
Int32 mdlOffset = ins.ReadInt32();
Int32 nameOffset = ins.ReadInt32();
m.Index = ins.ReadUInt32();
m.Flags = ins.ReadUInt32();
// ResGenMode
m.TexCoordGenCount = ins.ReadByte();
m.ChanCount = ins.ReadByte();
m.TevStageCount = ins.ReadByte();
m.IndStageCount = ins.ReadByte();
m.CullMode = ins.ReadUInt32();
// ResMatMisc
m.ZCompLoc = ins.ReadByte();
m.LightSetID = ins.ReadByte();
m.FogID = ins.ReadByte();
m.IndirectTexMtxCalcMethod1 = ins.ReadBytes(4);
m.IndirectTexMtxCalcMethod2 = ins.ReadBytes(4);
ins.Skip(1);
// Other stuff
Int32 shaderOffset = ins.ReadInt32();
m.ShaderRef = ShaderOffsetRefs[startPos + shaderOffset];
//Debug.Send("Shader offset for {0}: {1:X} [dest {2:X}]", name, shaderOffset, startPos + shaderOffset);
UInt32 texInfoCount = ins.ReadUInt32();
Int32 texInfoOffset = ins.ReadInt32();
Int32 furOffset = ins.ReadInt32();
Debug.Send("Fur offset for {0}: {1:X} [dest {2:X}]", name, furOffset, startPos + furOffset);
Int32 unkOffset = ins.ReadInt32();
Debug.Send("Unknown offset for {0}: {1:X} [dest {2:X}]", name, unkOffset, startPos + unkOffset);
Int32 dlOffset = ins.ReadInt32();
//Debug.Send("DL offset for {0}: {1:X} [dest {2:X}]", name, dlOffset, startPos + dlOffset);
// ResTexObj
int ResTexObjPos = ins.Position;
//OffsetMap.Add(ins.Position, "Material ResTexObj: " + name);
UInt32 textureFlag = ins.ReadUInt32();
m.TexObj = new byte[8][];
for (int i = 0; i < 8; i++) {
if ((textureFlag & (1 << i)) != 0) {
m.TexObj[i] = ins.ReadBytes(0x20);
}
}
ins.Seek(ResTexObjPos + 0x104);
// ResTlutObj
int ResTlutObjPos = ins.Position;
//OffsetMap.Add(ins.Position, "Material ResTlutObj: " + name);
UInt32 tlutFlag = ins.ReadUInt32();
if ((tlutFlag & 0xFC) == 0) {
m.TlutObj = ins.ReadBytes(0x20);
} else if ((tlutFlag & 0xE0) == 0) {
m.TlutObj = ins.ReadBytes(0x40);
} else {
m.TlutObj = ins.ReadBytes(0x60);
}
ins.Seek(ResTlutObjPos + 0x64);
// ResTexSrt
int ResTexSrtPos = ins.Position;
//OffsetMap.Add(ins.Position, "Material ResTexSrt: " + name);
UInt32 srtFlag = ins.ReadUInt32();
m.TexMatrixType = ins.ReadUInt32();
m.SRTSettings = new SRTSettingInfo[8];
InputStream texSrtStream = ins.At(ins.Position);
InputStream texSetStream = ins.At(ins.Position + (0x14 * 8));
for (int i = 0; i < 8; i++) {
if ((srtFlag & (0xF << (i * 4))) != 0) {
var srtInfo = m.SRTSettings[i] = new SRTSettingInfo();
srtInfo.ScaleX = texSrtStream.ReadFloat();
srtInfo.ScaleY = texSrtStream.ReadFloat();
srtInfo.Rotate = texSrtStream.ReadFloat();
srtInfo.TranslateX = texSrtStream.ReadFloat();
srtInfo.TranslateY = texSrtStream.ReadFloat();
srtInfo.CameraID = texSetStream.ReadByte();
srtInfo.LightID = texSetStream.ReadByte();
srtInfo.MapType = texSetStream.ReadByte();
srtInfo.Flags = texSetStream.ReadByte();
srtInfo.TexMatrix = texSetStream.ReadMatrix();
}
}
ins.Seek(ResTexSrtPos + 8 + (0x14 * 8) + (0x34 * 8));
// ResMatChan
//OffsetMap.Add(ins.Position, "Material ResMatChan: " + name);
m.ChanCtrls = new ChanCtrl[2];
for (int i = 0; i < 2; i++) {
var chanInfo = m.ChanCtrls[i] = new ChanCtrl();
chanInfo.Flags = ins.ReadUInt32();
chanInfo.MatColor = ins.ReadColor();
chanInfo.AmbColor = ins.ReadColor();
chanInfo.FlagC = ins.ReadUInt32();
chanInfo.FlagA = ins.ReadUInt32();
}
// Texture Info
if (texInfoOffset != 0)
OffsetMap.Add(startPos + texInfoOffset, "Material Texture Info: " + name);
ins.Seek(startPos + texInfoOffset);
m.TextureInfos = new List<TextureInfo>((int)texInfoCount);
for (int i = 0; i < texInfoCount; i++) {
//Debug.Send("Reading {0} texture info at {1:X}", i, ins.Position);
m.TextureInfos.Add(ReadTextureInfo(ins));
}
// Display Lists
OffsetMap.Add(startPos + dlOffset, "Material Display Lists: " + name);
ins.Seek(startPos + dlOffset);
m.PixDL = ins.ReadBytes(0x20);
m.TevColorDL = ins.ReadBytes(0x80);
m.IndMtxAndScaleDL = ins.ReadBytes(0x40);
m.TexCoordGenDL = ins.ReadBytes(0xA0);
MaterialOffsetRefs[startPos] = m;
return m;
}
private Dictionary<int, Models.Shader> ShaderOffsetRefs;
private Models.Shader ConvertModelShader(string name, InputStream ins) {
var s = new Models.Shader();
//Debug.Send("{0} @ {1:X}", name, ins.Position);
int startPos = ins.Position;
// Note: duplicate shader entries seem to be common, so OffsetMap.Add can't be used
// Looks like Nintendo's converter checks for them when writing and optimises them
// into one entry. That'll sure be fun to implement here... probably requiring
// messing around with IEqualityComparer or whatever it's called. I don't even know
// if I'm making sense or not. Too tired to look it up, it's 4:51am...
OffsetMap[ins.Position] = "Shader: " + name;
UInt32 size = ins.ReadUInt32();
Int32 mdlOffset = ins.ReadInt32();
s.Index = ins.ReadUInt32();
s.TevStageCount = ins.ReadByte();
ins.Skip(3);
s.Unk1 = ins.ReadUInt32();
s.Unk2 = ins.ReadUInt32();
ins.Skip(8);
s.DisplayList = ins.ReadBytes(0x1E0);
ShaderOffsetRefs[startPos] = s;
return s;
}
private Models.Shape ConvertModelShape(string name, InputStream ins) {
var s = new Models.Shape();
int startPos = ins.Position;
OffsetMap.Add(ins.Position, "Shape: " + name);
// 0x00
UInt32 size = ins.ReadUInt32();
// 0x04
Int32 mdlOffset = ins.ReadInt32();
// 0x08
s.MatrixID = ins.ReadInt32();
// 0x0C
s.Unk = ins.ReadBytes(12);
int dlBase1 = ins.Position;
// 0x18
UInt32 bufferSize1 = ins.ReadUInt32();
// 0x1C
UInt32 dataSize1 = ins.ReadUInt32();
// 0x20
Int32 offset1 = ins.ReadInt32();
s.DisplayList1 = ins.At(dlBase1 + offset1).ReadBytes((int)dataSize1);
int dlBase2 = ins.Position;
// 0x24
UInt32 bufferSize2 = ins.ReadUInt32();
// 0x28
UInt32 dataSize2 = ins.ReadUInt32();
// 0x2C
Int32 offset2 = ins.ReadInt32();
s.DisplayList2 = ins.At(dlBase2 + offset2).ReadBytes((int)dataSize2);
// 0x30
s.DataFlags = ins.ReadUInt32();
// 0x34
s.Flags = ins.ReadUInt32();
// 0x38
int nameOffset = ins.ReadInt32();
// 0x3C
s.Index = ins.ReadUInt32();
// 0x40
s.VertexCount = ins.ReadUInt32();
// 0x44
s.PolygonCount = ins.ReadUInt32();
// 0x48
s.PosData = VtxPosIndexLookup[ins.ReadInt16()];
// 0x4A
short nrmIndex = ins.ReadInt16();
s.NrmData = nrmIndex == -1 ? null : VtxNrmIndexLookup[nrmIndex];
// 0x4C
s.ClrData = new VertexClrData[2];
for (int i = 0; i < 2; i++) {
short clrIndex = ins.ReadInt16();
s.ClrData[i] = clrIndex == -1 ? null : VtxClrIndexLookup[clrIndex];
}
// 0x50
s.TexCoordData = new VertexTexCoordData[8];
for (int i = 0; i < 8; i++) {
short tcIndex = ins.ReadInt16();
s.TexCoordData[i] = tcIndex == -1 ? null : VtxTexCoordIndexLookup[tcIndex];
}
// 0x60
s.FurVecDataIndex = ins.ReadInt16();
// 0x62
s.FurPosDataIndex = ins.ReadInt16();
// 0x64
Int32 extraDataOffset = ins.ReadInt32();
return s;
}
public List<TexMatPairing> ConvertPairingList(string name, InputStream ins) {
var list = new List<TexMatPairing>();
int startPos = ins.Position;
OffsetMap.Add(ins.Position, "Texture/Material Pairing List for: " + name);
UInt32 count = ins.ReadUInt32();
for (int i = 0; i < count; i++) {
var p = new TexMatPairing();
p.Material = MaterialOffsetRefs[startPos + ins.ReadInt32()];
p.Texture = ReadTextureInfo(ins.At(startPos + ins.ReadInt32()));
list.Add(p);
}
return list;
}
public TextureInfo ReadTextureInfo(InputStream ins) {
int bPos = ins.Position;
var bTex = new Models.TextureInfo();
Int32 texOffs = ins.ReadInt32();
bTex.TextureName = texOffs == 0 ? null : ins.At(bPos + texOffs - 4).ReadName();
Int32 palOffs = ins.ReadInt32();
bTex.PaletteName = palOffs == 0 ? null : ins.At(bPos + palOffs - 4).ReadName();
// placeholder pointers, don't need these
ins.Skip(8);
bTex.TexMapID = ins.ReadUInt32();
bTex.TlutID = ins.ReadUInt32();
bTex.WrapS = ins.ReadUInt32();
bTex.WrapT = ins.ReadUInt32();
bTex.MinFilt = ins.ReadUInt32();
bTex.MagFilt = ins.ReadUInt32();
bTex.LODBias = ins.ReadFloat();
bTex.MaxAniso = ins.ReadUInt32();
bTex.BiasClamp = (ins.ReadByte() != 0);
bTex.DoEdgeLOD = (ins.ReadByte() != 0);
ins.Skip(2);
return bTex;
}
private RawStreamResDict ReadDict(InputStream ins) {
RawStreamResDict output = new RawStreamResDict();
int dictPos = ins.Position;
UInt32 dataSize = ins.ReadUInt32();
UInt32 entryCount = ins.ReadUInt32();
for (int i = 0; i <= entryCount; i++) {
UInt16 eRef = ins.ReadUInt16();
UInt16 flag = ins.ReadUInt16();
UInt16 iLeft = ins.ReadUInt16();
UInt16 iRight = ins.ReadUInt16();
Int32 nameOffset = ins.ReadInt32();
Int32 dataOffset = ins.ReadInt32();
//Debug.Send("Position: {6:X}, eRef: {0:X}, flag: {1:X}, iLeft: {2:X}, iRight: {3:X}, nameOffset: {4:X}, dataOffset: {5:X}", eRef, flag, iLeft, iRight, nameOffset, dataOffset, ins.Position);
if (nameOffset != 0 && dataOffset != 0) {
string name = ins.At(dictPos + nameOffset - 4).ReadName();
Debug.Send("Entry: {0} at offset 0x{1:X}", name, dictPos + dataOffset);
InputStream entryStream = ins.At(dictPos + dataOffset);
output.Add(name, entryStream);
}
}
return output;
}
private delegate void ParseResourceDelegate(string name, InputStream ins);
private delegate TValue ConvertResourceDelegate<TValue>(string name, InputStream ins);
private void ReadAndParseDict(InputStream ins, ParseResourceDelegate func) {
ReadAndParseDict(ins, func, "Unnamed");
}
private void ReadAndParseDict(InputStream ins, ParseResourceDelegate func, string dictName) {
int dictPos = ins.Position;
RawStreamResDict theDict = ReadDict(ins);
OffsetMap.Add(dictPos, string.Format("ResDict: {0} [Data ends at 0x{1:X}]", dictName, ins.Position));
foreach (var entry in theDict) {
func(entry.Key, entry.Value);
}
}
private ResDict<TValue> ReadAndConvertDict<TValue>(InputStream ins, ConvertResourceDelegate<TValue> func) {
int dictPos = ins.Position;
RawStreamResDict theDict = ReadDict(ins);
var outDict = new ResDict<TValue>();
// Hack to get the type name
string valueTypeName = outDict.GetType().GetGenericArguments()[0].ToString();
OffsetMap.Add(dictPos, string.Format("ResDict: {0} [Data ends at 0x{1:X}]", valueTypeName, ins.Position));
foreach (var entry in theDict) {
TValue returnedObject = func(entry.Key, entry.Value);
outDict.Add(entry.Key, returnedObject);
}
return outDict;
}
}
}
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