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using System;
using System.Collections;
using System.Collections.Generic;
using NW4RTools.Models;
namespace NW4RTools {
public class BrresWriter {
public static byte[] WriteFile(ResFile file) {
return new BrresWriter().Save(file);
}
private ResFile File;
private ILogger Debug;
private SortedDictionary<int, string> OffsetMap;
private OutputStream Output;
private BrresWriter() {
Debug = new ConsoleLogger();
OffsetMap = new SortedDictionary<int, string>();
}
private byte[] Save(ResFile file) {
Output = new OutputStream(ByteEndian.BigEndian);
File = file;
using (var c = Debug.Push("Offset Calculation"))
CalculateRoot();
using (var c = Debug.Push("Data"))
WriteRoot();
using (var c = Debug.Push("Offset Map")) {
foreach (var e in OffsetMap) {
// Commented for easier output reading atm
Debug.Send("0x{0:X} : {1}", e.Key, e.Value);
}
}
return Output.GetBuffer();
}
private void LogPosition(string text) {
Debug.Send("0x{0:X} : {1}", CurrentPos, text);
OffsetMap.Add(CurrentPos, text);
}
// OK, here's how I'm going to code this: kinda like how BrawlLib works, first I'll calculate the size of
// each written element, and use that to build up a list of offsets. Then, I'll actually write out the data.
// This code will also handle building the string table.
#region Offset Data Storage
private Dictionary<Model, int> ModelOffsets;
private Dictionary<ByteCode, int> BytecodeOffsets;
private Dictionary<Node, int> NodeOffsets;
private Dictionary<VertexPosData, int> VtxPosOffsets;
private Dictionary<VertexNrmData, int> VtxNrmOffsets;
private Dictionary<VertexClrData, int> VtxClrOffsets;
private Dictionary<VertexTexCoordData, int> VtxTexCoordOffsets;
private Dictionary<Material, int> MaterialOffsets;
private Dictionary<Material, int> MaterialDLOffsets;
private Dictionary<Shader, int> ShaderOffsets;
private Dictionary<Shape, int> ShapeOffsets;
private Dictionary<Shape, int> ShapeDL1Offsets;
private Dictionary<Shape, int> ShapeDL2Offsets;
private Dictionary<Shape, int> ShapeSizes;
private Dictionary<List<TexMatPairing>, int> PairingOffsets;
private Dictionary<TextureInfo, int> TextureInfoOffsets;
// Models have lots of extra offset data attached
private class ModelCalcInfo {
public int MatrixIDtoNodeID, Bytecode, Nodes;
public int VtxPosData, VtxNrmData, VtxClrData, VtxTexCoordData;
public int Materials, Shaders, Shapes;
public int PairingLookupByTexture;
public int BlockSize;
// Duplicate shader structs are removed from the model, so they require special tracking
public List<Shader> UniqueShaders;
}
private Dictionary<Model, ModelCalcInfo> ModelCalcInfos;
private Dictionary<Texture, int> TextureOffsets;
private Dictionary<Texture, int> TextureDataOffsets;
private Dictionary<object, int> RootDictOffsets;
private int CurrentPos;
private int BlockCount;
private int RootBlockSize;
#endregion
#region Offset/String Table Calculation
private void CalculateRoot() {
// Where it all starts!
InitialiseStringTable();
// First up: BRRES header
CurrentPos = 0x10;
// First block, and ResDict
CurrentPos += 8;
CurrentPos += GetSizeForResDict(File.Count);
RootBlockSize = 8 + GetSizeForResDict(File.Count);
// "root" block counts
BlockCount = 1;
RootDictOffsets = new Dictionary<object, int>();
// Now do each ResDict in the File
foreach (var kv in File) {
LogPosition("ResDict: " + kv.Key);
RootDictOffsets[kv.Value] = CurrentPos;
CurrentPos += GetSizeForResDict((kv.Value as ICollection).Count);
RootBlockSize += GetSizeForResDict((kv.Value as ICollection).Count);
BlockCount += (kv.Value as ICollection).Count;
}
// OK, so that's done. Process each type
foreach (var name in File.Keys) {
AddString(name);
switch (name) {
case "3DModels(NW4R)":
CalculateModels();
break;
case "Textures(NW4R)":
CalculateTextures();
break;
default:
Debug.Send("[[ UNIMPLEMENTED {0} ]]", name);
break;
}
}
// ... and done with that. Build the string table and go!
AlignCalcPos(4);
LogPosition("String Table");
CalculateStringTable();
}
#region Model Calculation
private void CalculateModels() {
ModelOffsets = new Dictionary<Model, int>();
ModelCalcInfos = new Dictionary<Model, ModelCalcInfo>();
BytecodeOffsets = new Dictionary<ByteCode, int>();
NodeOffsets = new Dictionary<Node, int>();
VtxPosOffsets = new Dictionary<VertexPosData, int>();
VtxNrmOffsets = new Dictionary<VertexNrmData, int>();
VtxClrOffsets = new Dictionary<VertexClrData, int>();
VtxTexCoordOffsets = new Dictionary<VertexTexCoordData, int>();
MaterialOffsets = new Dictionary<Material, int>();
MaterialDLOffsets = new Dictionary<Material, int>();
ShaderOffsets = new Dictionary<Shader, int>();
ShapeOffsets = new Dictionary<Shape, int>();
ShapeDL1Offsets = new Dictionary<Shape, int>();
ShapeDL2Offsets = new Dictionary<Shape, int>();
ShapeSizes = new Dictionary<Shape, int>();
PairingOffsets = new Dictionary<List<TexMatPairing>, int>();
TextureInfoOffsets = new Dictionary<TextureInfo, int>();
foreach (var kv in File.GetGroup<Model>("3DModels(NW4R)")) {
AddString(kv.Key);
AlignCalcPos(0x20);
// 0x40? dunno
Model model = kv.Value;
var calcInfo = ModelCalcInfos[model] = new BrresWriter.ModelCalcInfo();
// This is used later to calculate the MDL0 block size easily
int startPos = CurrentPos;
LogPosition("Model: " + kv.Key);
ModelOffsets.Add(model, CurrentPos);
CurrentPos += 0x4C;
LogPosition("Model Info Struct for: " + kv.Key);
CurrentPos += 0x40;
LogPosition("Matrix ID to Node ID Data for: " + kv.Key);
calcInfo.MatrixIDtoNodeID = CurrentPos;
CurrentPos += 4 + (model.MatrixIDtoNodeID.Length * 4);
LogPosition("ResDict: ByteCode");
calcInfo.Bytecode = CurrentPos;
CurrentPos += GetSizeForResDict(model.Bytecode.Count);
LogPosition("ResDict: Nodes");
calcInfo.Nodes = CurrentPos;
CurrentPos += GetSizeForResDict(model.Nodes.Count);
LogPosition("ResDict: VertexPosData");
calcInfo.VtxPosData = CurrentPos;
CurrentPos += GetSizeForResDict(model.VtxPosData.Count);
if (model.VtxNrmData.Count > 0) {
LogPosition("ResDict: VertexNrmData");
calcInfo.VtxNrmData = CurrentPos;
CurrentPos += GetSizeForResDict(model.VtxNrmData.Count);
}
if (model.VtxClrData.Count > 0) {
LogPosition("ResDict: VertexClrData");
calcInfo.VtxClrData = CurrentPos;
CurrentPos += GetSizeForResDict(model.VtxClrData.Count);
}
if (model.VtxTexCoordData.Count > 0) {
LogPosition("ResDict: VertexTexCoordData");
calcInfo.VtxTexCoordData = CurrentPos;
CurrentPos += GetSizeForResDict(model.VtxTexCoordData.Count);
}
LogPosition("ResDict: Materials");
calcInfo.Materials = CurrentPos;
CurrentPos += GetSizeForResDict(model.Materials.Count);
LogPosition("ResDict: Shaders");
calcInfo.Shaders = CurrentPos;
CurrentPos += GetSizeForResDict(model.Shaders.Count);
LogPosition("ResDict: Shapes");
calcInfo.Shapes = CurrentPos;
CurrentPos += GetSizeForResDict(model.Shapes.Count);
if (model.PairingLookupByTexture.Count > 0) {
LogPosition("ResDict: Texture Lookup");
calcInfo.PairingLookupByTexture = CurrentPos;
CurrentPos += GetSizeForResDict(model.PairingLookupByTexture.Count);
}
// todo: palette lookup, checking if dicts are empty or do not exist
// todo: can dicts even NOT exist? must find this out
CalculatePairings(model, model.PairingLookupByTexture);
CalculateBytecode(model);
CalculateNodes(model);
CalculateMaterials(model);
calcInfo.UniqueShaders = new List<Shader>();
CalculateShaders(model);
CalculateShapes(model);
CalculateVtxPosData(model);
CalculateVtxNrmData(model);
CalculateVtxClrData(model);
CalculateVtxTexCoordData(model);
// Here we go!
calcInfo.BlockSize = CurrentPos - startPos;
}
}
private void CalculatePairings(Model m, ResDict<List<TexMatPairing>> dict) {
foreach (var kv in dict) {
LogPosition("Texture/Material Pairing List for: " + kv.Key);
PairingOffsets.Add(kv.Value, CurrentPos);
CurrentPos += 4 + (kv.Value.Count * 8);
}
}
private void CalculateBytecode(Model m) {
foreach (var kv in m.Bytecode) {
AddString(kv.Key);
ByteCode bc = kv.Value;
LogPosition("ByteCode: " + kv.Key);
BytecodeOffsets.Add(kv.Value, CurrentPos);
foreach (var insn in bc.Instructions) {
switch (insn.GetOp()) {
case ByteCode.OpType.None:
CurrentPos += 1;
break;
case ByteCode.OpType.Done:
CurrentPos += 1;
break;
case ByteCode.OpType.AssignNodeToParentMtx:
CurrentPos += 5;
break;
case ByteCode.OpType.BlendMatrices:
CurrentPos += 4 + (6 * (insn as ByteCode.BlendMatricesInstruction).BlendedMatrices.Length);
break;
case ByteCode.OpType.DrawShape:
CurrentPos += 8;
break;
case ByteCode.OpType.AssignMtxToNode:
CurrentPos += 5;
break;
}
}
}
AlignCalcPos(4); // should be per-bytecode maybe?
}
private void CalculateNodes(Model m) {
foreach (var kv in m.Nodes) {
AddString(kv.Key);
LogPosition("Node: " + kv.Key);
NodeOffsets.Add(kv.Value, CurrentPos);
CurrentPos += 0xD0;
}
}
private void CalculateMaterials(Model m) {
foreach (var kv in m.Materials) {
AddString(kv.Key);
LogPosition("Material: " + kv.Key);
MaterialOffsets.Add(kv.Value, CurrentPos);
// Base material struct
CurrentPos += 0x14;
// ResGenMode
CurrentPos += 8;
// ResMatMode
CurrentPos += 0xC;
// other stuff
CurrentPos += 0x18;
// ResTexObj
LogPosition("Material ResTexObj: " + kv.Key);
CurrentPos += 0x104;
// ResTlutObj
LogPosition("Material ResTlutObj: " + kv.Key);
CurrentPos += 0x64;
// ResTexSrt
LogPosition("Material ResTexSrt: " + kv.Key);
CurrentPos += 8 + (0x14 * 8) + (0x34 * 8);
// ResMatChan
LogPosition("Material ResMatChan: " + kv.Key);
CurrentPos += 0x28;
// Texture Infos
if (kv.Value.TextureInfos.Count > 0)
LogPosition("Material Texture Infos: " + kv.Key);
for (int i = 0; i < kv.Value.TextureInfos.Count; i++) {
TextureInfoOffsets[kv.Value.TextureInfos[i]] = CurrentPos;
CurrentPos += 0x34;
}
// Display Lists
AlignCalcPos(0x20);
LogPosition("Material Display Lists: " + kv.Key);
MaterialDLOffsets[kv.Value] = CurrentPos;
CurrentPos += 0x20 + 0x80 + 0x40 + 0xA0;
}
}
private void CalculateShaders(Model m) {
// Oh great, now I need to optimise this by removing duplicate shaders.
// I'm doing it like this: I'll loop through every shader in the ResDict.
// I'll check each one against the UniqueShaders list.
// If it's not in the list, I'll add it there and add it to the resource data.
var calcInfo = ModelCalcInfos[m];
foreach (var kv in m.Shaders) {
AddString(kv.Key);
// Check to see if it's in the UniqueShaders list already
// This is made slightly difficult -- shaders can be different object instances
// yet still match, so simple reference comparison isn't good enough.
// So, I added a "DataMatches" method to the Shader class that checks the
// data in two Shaders and sees if they match.
bool wasFound = false;
Shader match = null;
foreach (var checkAgainst in calcInfo.UniqueShaders) {
if (checkAgainst.DataMatches(kv.Value)) {
wasFound = true;
match = checkAgainst;
break;
}
}
if (wasFound) {
// It's already in there.
int positionOfMatch = ShaderOffsets[match];
OffsetMap[positionOfMatch] = OffsetMap[positionOfMatch] + ", " + kv.Key;
// Add it to ShaderOffsets so we can link it up to the shader ResDict
ShaderOffsets.Add(kv.Value, positionOfMatch);
} else {
// This is a new shader, add it!
calcInfo.UniqueShaders.Add(kv.Value);
LogPosition("Shader: " + kv.Key);
ShaderOffsets.Add(kv.Value, CurrentPos);
CurrentPos += 0x200;
}
}
}
private void CalculateShapes(Model m) {
foreach (var kv in m.Shapes) {
AddString(kv.Key);
LogPosition("Shape: " + kv.Key);
ShapeOffsets.Add(kv.Value, CurrentPos);
CurrentPos += 0x68;
// extra data
CurrentPos += 4;
CurrentPos += (kv.Value.ExtraData.Length * 2);
// display lists
AlignCalcPos(0x20);
ShapeDL1Offsets.Add(kv.Value, CurrentPos);
LogPosition("Shape DL 1: " + kv.Key);
CurrentPos += (int)kv.Value.DLBufferSize1;
AlignCalcPos(0x20);
ShapeDL2Offsets.Add(kv.Value, CurrentPos);
LogPosition("Shape DL 2: " + kv.Key);
CurrentPos += (int)kv.Value.DLBufferSize2;
// Should this line be after the final alignment?
// Does it even matter? I'd assume DL sizes will be aligned to 0x20...
ShapeSizes[kv.Value] = CurrentPos - ShapeOffsets[kv.Value];
AlignCalcPos(0x20);
}
}
private void CalculateVtxPosData(Model m) {
foreach (var kv in m.VtxPosData) {
AddString(kv.Key);
LogPosition("VertexPosData: " + kv.Key);
VtxPosOffsets.Add(kv.Value, CurrentPos);
// Main data
CurrentPos += 0x20;
// Minimum/maximum VEC3 (specific to VtxPosData)
CurrentPos += 0x18;
AlignCalcPos(0x20);
LogPosition("Data: " + kv.Key);
CurrentPos += kv.Value.EntryCount * kv.Value.EntrySize;
AlignCalcPos(0x20);
}
}
private void CalculateVtxNrmData(Model m) {
foreach (var kv in m.VtxNrmData) {
AddString(kv.Key);
LogPosition("VertexNrmData: " + kv.Key);
VtxNrmOffsets.Add(kv.Value, CurrentPos);
// Main data
CurrentPos += 0x20;
AlignCalcPos(0x20);
LogPosition("Data: " + kv.Key);
CurrentPos += kv.Value.EntryCount * kv.Value.EntrySize;
AlignCalcPos(0x20);
}
}
private void CalculateVtxClrData(Model m) {
foreach (var kv in m.VtxClrData) {
AddString(kv.Key);
LogPosition("VertexClrData: " + kv.Key);
VtxClrOffsets.Add(kv.Value, CurrentPos);
// Main data
CurrentPos += 0x20;
AlignCalcPos(0x20);
LogPosition("Data: " + kv.Key);
CurrentPos += kv.Value.EntryCount * kv.Value.EntrySize;
AlignCalcPos(0x20);
}
}
private void CalculateVtxTexCoordData(Model m) {
foreach (var kv in m.VtxTexCoordData) {
AddString(kv.Key);
LogPosition("VertexTexCoordData: " + kv.Key);
VtxTexCoordOffsets.Add(kv.Value, CurrentPos);
// Main data
CurrentPos += 0x20;
// Minimum/maximum VEC2 (specific to VtxTexCoordData)
CurrentPos += 0x10;
AlignCalcPos(0x20);
LogPosition("Data: " + kv.Key);
CurrentPos += kv.Value.EntryCount * kv.Value.EntrySize;
AlignCalcPos(0x20);
}
}
#endregion
#region Texture Calculation
private void CalculateTextures() {
TextureOffsets = new Dictionary<Texture, int>();
TextureDataOffsets = new Dictionary<Texture, int>();
var textureDict = File.GetGroup<Texture>("Textures(NW4R)");
foreach (var kv in textureDict) {
AddString(kv.Key);
AlignCalcPos(0x20);
Texture texture = kv.Value;
Debug.Send("Current: {0}", kv.Key);
LogPosition("Texture: " + kv.Key);
TextureOffsets.Add(kv.Value, CurrentPos);
CurrentPos += 0x30;
AlignCalcPos(0x20);
LogPosition("Texture Data for: " + kv.Key);
TextureDataOffsets.Add(kv.Value, CurrentPos);
CurrentPos += texture.GetDataSize();
AlignCalcPos(0x20);
}
}
#endregion
private void AlignCalcPos(int alignTo) {
if ((CurrentPos & (alignTo - 1)) == 0)
return;
CurrentPos += (alignTo - (CurrentPos & (alignTo - 1)));
}
private int GetSizeForResDict(int entryCount) {
return 8 + ((entryCount + 1) * 0x10);
}
#endregion
#region Writing Data
private void WriteRoot() {
// magic "bres", endian, version, file size
Output.WriteUInt32(0x62726573);
Output.WriteUInt16(0xFEFF);
Output.WriteUInt16(File.Version);
Output.WriteUInt32((uint)(((CurrentPos + StringTableData.Position) + 0x3F) & ~0x3F));
// header size, block count
Output.WriteUInt16(0x10);
Output.WriteUInt16((ushort)BlockCount);
// first block: magic "root", block size
Output.WriteUInt32(0x726F6F74);
Output.WriteUInt32((uint)RootBlockSize);
// root dictionaries
WriteResDict<object>(File, RootDictOffsets);
using (var c = Debug.Push("Root Dictionaries")) {
foreach (var kv in File) {
Debug.Send(kv.Key);
switch (kv.Key) {
case "3DModels(NW4R)":
WriteResDict<Model>(kv.Value as ResDict<Model>, ModelOffsets);
break;
case "Textures(NW4R)":
WriteResDict<Texture>(kv.Value as ResDict<Texture>, TextureOffsets);
break;
default:
// for testing, boo
Output.AddPadding(GetSizeForResDict((kv.Value as ICollection).Count));
Debug.Send("UNHANDLED RESOURCE TYPE: {0}", kv.Key);
break;
}
}
}
// now write the actual data
using (var c = Debug.Push("Root Data")) {
foreach (var kv in File) {
switch (kv.Key) {
case "3DModels(NW4R)":
WriteModels();
break;
case "Textures(NW4R)":
WriteTextures();
break;
default:
Debug.Send("UNHANDLED RESOURCE TYPE: {0}", kv.Key);
break;
}
}
}
Output.AlignTo(4);
Output.WriteBytes(StringTableData.GetBuffer());
// before we finish. pad the file
Output.AlignTo(0x40);
}
#region Model Writing
private void WriteModels() {
foreach (var kv in File.GetGroup<Model>("3DModels(NW4R)")) {
using (var c = Debug.Push("Model: {0}", kv.Key)) {
Output.AlignTo(0x20);
int startPos = Output.Position;
Model model = kv.Value;
var calcInfo = ModelCalcInfos[model];
// Base struct: magic 'MDL0', block size, version [currently 11], resfile offset
Output.WriteUInt32(0x4D444C30);
Output.WriteUInt32((uint)calcInfo.BlockSize);
Output.WriteUInt32(11);
// Note: "0 - startPos" *DOESN'T* work when compiling under Mono!
// Details: https://bugzilla.novell.com/show_bug.cgi?id=675777
// So just use "-startPos".
Output.WriteInt32(-startPos);
// More offsets for a ton of crap
Output.WriteInt32(calcInfo.Bytecode - startPos);
Output.WriteInt32(calcInfo.Nodes - startPos);
Output.WriteInt32(calcInfo.VtxPosData - startPos);
Output.WriteInt32((calcInfo.VtxNrmData == 0) ? 0 : (calcInfo.VtxNrmData - startPos));
Output.WriteInt32((calcInfo.VtxClrData == 0) ? 0 : (calcInfo.VtxClrData - startPos));
Output.WriteInt32((calcInfo.VtxTexCoordData == 0) ? 0 : (calcInfo.VtxTexCoordData - startPos));
// VtxFurVec, VtxFurPos (not handled)
Output.WriteInt32(0);
Output.WriteInt32(0);
Output.WriteInt32(calcInfo.Materials - startPos);
Output.WriteInt32(calcInfo.Shaders - startPos);
Output.WriteInt32(calcInfo.Shapes - startPos);
Output.WriteInt32((calcInfo.PairingLookupByTexture == 0) ? 0 : (calcInfo.PairingLookupByTexture - startPos));
// Pairing lookup by palette, unhandled atm
Output.WriteInt32(0);
// Unknown extra data
Output.WriteInt32(0);
// Name offset
Output.WriteInt32(StringPositions[kv.Key] - startPos);
// Model Info struct: struct size, model offset, some other stuff
int infoStructPos = Output.Position;
Output.WriteUInt32(0x40);
Output.WriteInt32(startPos - infoStructPos);
Output.WriteUInt32((uint)model.ScaleMode);
Output.WriteUInt32((uint)model.TexMatrixMode);
Output.WriteUInt32((uint)model.VertexCount);
Output.WriteUInt32((uint)model.TriangleCount);
Output.WriteUInt32(0);
Output.WriteUInt32((uint)model.MatrixIDtoNodeID.Length);
Output.WriteByte(model.UsesNrmMtxArray ? (byte)1 : (byte)0);
Output.WriteByte(model.UsesTexMtxArray ? (byte)1 : (byte)0);
Output.AddPadding(2);
Output.WriteInt32(calcInfo.MatrixIDtoNodeID - infoStructPos);
Output.WriteVec3(model.Minimum);
Output.WriteVec3(model.Maximum);
// Matrix ID to Node ID data
Output.WriteUInt32((uint)model.MatrixIDtoNodeID.Length);
for (int i = 0; i < model.MatrixIDtoNodeID.Length; i++) {
Output.WriteInt32(model.MatrixIDtoNodeID[i]);
}
// ResDicts
WriteResDict<ByteCode>(model.Bytecode, BytecodeOffsets);
WriteResDict<Node>(model.Nodes, NodeOffsets);
WriteResDict<VertexPosData>(model.VtxPosData, VtxPosOffsets);
if (model.VtxNrmData.Count > 0)
WriteResDict<VertexNrmData>(model.VtxNrmData, VtxNrmOffsets);
if (model.VtxClrData.Count > 0)
WriteResDict<VertexClrData>(model.VtxClrData, VtxClrOffsets);
if (model.VtxTexCoordData.Count > 0)
WriteResDict<VertexTexCoordData>(model.VtxTexCoordData, VtxTexCoordOffsets);
WriteResDict<Material>(model.Materials, MaterialOffsets);
WriteResDict<Shader>(model.Shaders, ShaderOffsets);
WriteResDict<Shape>(model.Shapes, ShapeOffsets);
if (model.PairingLookupByTexture.Count > 0)
WriteResDict<List<TexMatPairing>>(model.PairingLookupByTexture, PairingOffsets);
// TODO: Palette pairing lookups
WritePairings(model, model.PairingLookupByTexture);
WriteBytecode(model);
WriteNodes(model);
WriteMaterials(model);
WriteShaders(model);
WriteShapes(model);
WriteVertexData(model, model.VtxPosData);
WriteVertexData(model, model.VtxNrmData);
WriteVertexData(model, model.VtxClrData);
WriteVertexData(model, model.VtxTexCoordData);
}
}
}
private void WritePairings(Model m, ResDict<List<TexMatPairing>> dict) {
foreach (var kv in dict) {
int startPos = Output.Position;
Output.WriteUInt32((uint)kv.Value.Count);
foreach (var pairing in kv.Value) {
// Material offset
Output.WriteInt32(MaterialOffsets[pairing.Material] - startPos);
// Texture info offset, points to the TextureInfo struct in the Material data
Output.WriteInt32(TextureInfoOffsets[pairing.Texture] - startPos);
}
}
}
private void WriteBytecode(Model m) {
foreach (var kv in m.Bytecode) {
Debug.Send("Writing bytecode {0} @ offset {1:X}", kv.Key, Output.Position);
ByteCode bc = kv.Value;
foreach (var insn in bc.Instructions) {
Output.WriteByte((byte)insn.GetOp());
switch (insn.GetOp()) {
case ByteCode.OpType.None:
break;
case ByteCode.OpType.Done:
break;
case ByteCode.OpType.AssignNodeToParentMtx:
var op2 = insn as ByteCode.AssignNodeToParentMtxInstruction;
Output.WriteUInt16(op2.NodeID);
Output.WriteUInt16(op2.ParentMatrixID);
break;
case ByteCode.OpType.BlendMatrices:
var op3 = insn as ByteCode.BlendMatricesInstruction;
Output.WriteUInt16(op3.MatrixID);
Output.WriteByte((byte)op3.BlendedMatrices.Length);
foreach (var bm in op3.BlendedMatrices) {
Output.WriteUInt16(bm.MatrixID);
Output.WriteFloat(bm.Ratio);
}
break;
case ByteCode.OpType.DrawShape:
var op4 = insn as ByteCode.DrawShapeInstruction;
Output.WriteUInt16(op4.MaterialID);
Output.WriteUInt16(op4.ShapeID);
Output.WriteUInt16(op4.NodeID);
Output.WriteByte(0);
break;
case ByteCode.OpType.AssignMtxToNode:
var op5 = insn as ByteCode.AssignMtxToNodeInstruction;
Output.WriteUInt16(op5.MatrixID);
Output.WriteUInt16(op5.NodeID);
break;
}
}
}
Output.AlignTo(4);
}
private void WriteNodes(Model m) {
int currentIndex = 0;
foreach (var kv in m.Nodes) {
Debug.Send("Writing node {0} @ offset {1:X}", kv.Key, Output.Position);
Node node = kv.Value;
int startPos = Output.Position;
// Size, model offset, name offset, index
// Reminds me... TODO: remove "Index" from the Node/Material/... classes
Output.WriteUInt32(0xD0);
Output.WriteInt32(ModelOffsets[m] - startPos);
Output.WriteInt32(StringPositions[kv.Key] - startPos);
Output.WriteUInt32((uint)currentIndex);
Output.WriteUInt32(node.MatrixID);
Output.WriteUInt32(node.Flags);
Output.WriteUInt32((uint)node.BillboardMode);
Output.WriteUInt32(0);
// TODO: might be swapped with bbmode, check asm to confirm
Output.WriteVec3(node.Scale);
Output.WriteVec3(node.Rotation);
Output.WriteVec3(node.Translation);
Output.WriteVec3(node.BoxMin);
Output.WriteVec3(node.BoxMax);
// node offsets: parent, child, next, previous
Output.WriteInt32((node.Parent == null) ? 0 : (NodeOffsets[node.Parent] - startPos));
Output.WriteInt32((node.FirstChild == null) ? 0 : (NodeOffsets[node.FirstChild] - startPos));
Output.WriteInt32((node.Next == null) ? 0 : (NodeOffsets[node.Next] - startPos));
Output.WriteInt32((node.Previous == null) ? 0 : (NodeOffsets[node.Previous] - startPos));
// extra data offset (currently unhandled)
Output.WriteInt32(0);
// matrices
Output.WriteMatrix(node.NodeMatrix);
Output.WriteMatrix(node.NodeInvMatrix);
// done
currentIndex++;
}
}
private void WriteMaterials(Model m) {
int currentIndex = 0;
foreach (var kv in m.Materials) {
Debug.Send("Writing material {0} @ offset {1:X}", kv.Key, Output.Position);
Material mat = kv.Value;
int startPos = Output.Position;
// size, model offset, name offset, index
// is size static, or does it change? must verify
Output.WriteUInt32(0x5E8);
Output.WriteInt32(ModelOffsets[m] - startPos);
Output.WriteInt32(StringPositions[kv.Key] - startPos);
Output.WriteUInt32((uint)currentIndex);
Output.WriteUInt32(mat.Flags);
// ResGenMode
Output.WriteByte(mat.TexCoordGenCount);
Output.WriteByte(mat.ChanCount);
Output.WriteByte(mat.TevStageCount);
Output.WriteByte(mat.IndStageCount);
Output.WriteUInt32(mat.CullMode);
// ResMatMisc
Output.WriteByte(mat.ZCompLoc);
Output.WriteByte(mat.LightSetID);
Output.WriteByte(mat.FogID);
// are these even correct? maybe not
Output.WriteBytes(mat.IndirectTexMtxCalcMethod1);
Output.WriteBytes(mat.IndirectTexMtxCalcMethod2);
// padding -- this is weird, the previous two might be incorrect
Output.WriteByte(0xFF);
// more stuff: shader offset, texinfo count, texinfo offset, fur offset, unk offset, DL offset
Output.WriteInt32(ShaderOffsets[mat.ShaderRef] - startPos);
Output.WriteInt32(mat.TextureInfos.Count);
if (mat.TextureInfos.Count > 0)
Output.WriteInt32(TextureInfoOffsets[mat.TextureInfos[0]] - startPos);
else
Output.WriteInt32(0);
Output.WriteInt32(0);
Output.WriteInt32(0);
Output.WriteInt32(MaterialDLOffsets[mat] - startPos);
// ResTexObj
UInt32 textureFlag = 0;
int texObjPadding = 0x100;
// first calculate the flag
for (int i = 0; i < 8; i++) {
if (mat.TexObj[i] != null) {
textureFlag |= (uint)(1 << i);
texObjPadding -= 0x20;
}
}
// now write it
Output.WriteUInt32(textureFlag);
for (int i = 0; i < 8; i++) {
if (mat.TexObj[i] != null) {
Output.WriteBytes(mat.TexObj[i]);
}
}
Output.AddPadding(texObjPadding);
// ResTlutObj
Output.WriteUInt32(mat.TlutFlag);
if (mat.TlutObj == null) {
Output.AddPadding(0x60);
} else {
Output.WriteBytes(mat.TlutObj);
Output.AddPadding(0x60 - mat.TlutObj.Length);
}
// ResTexSrt
// this one is a bit of a pain
UInt32 srtFlag = 0;
int unusedSlots = 8;
// first, calculate the flag
for (int i = 0; i < 8; i++) {
byte thisFlag = 0;
if (mat.SRTSettings[i] != null) {
thisFlag |= 1;
if (mat.SRTSettings[i].ScaleX == 1.0f && mat.SRTSettings[i].ScaleY == 1.0f)
thisFlag |= 2;
if (mat.SRTSettings[i].Rotate == 0.0f)
thisFlag |= 4;
if (mat.SRTSettings[i].TranslateX == 0.0f && mat.SRTSettings[i].TranslateY == 0.0f)
thisFlag |= 8;
unusedSlots--;
}
srtFlag |= ((uint)thisFlag << (i * 4));
}
Output.WriteUInt32(srtFlag);
Output.WriteUInt32(mat.TexMatrixType);
// now write out TexSrt
for (int i = 0; i < 8; i++) {
if (mat.SRTSettings[i] != null) {
Output.WriteFloat(mat.SRTSettings[i].ScaleX);
Output.WriteFloat(mat.SRTSettings[i].ScaleY);
Output.WriteFloat(mat.SRTSettings[i].Rotate);
Output.WriteFloat(mat.SRTSettings[i].TranslateX);
Output.WriteFloat(mat.SRTSettings[i].TranslateY);
}
}
// frustratingly, the padding here is NOT a section of zeroes, but instead
// a blank section (scale=1.0 rotate=0.0 translate=0.0).
for (int i = 0; i < unusedSlots; i++) {
Output.WriteFloat(1.0f);
Output.WriteFloat(1.0f);
Output.WriteFloat(0.0f);
Output.WriteFloat(0.0f);
Output.WriteFloat(0.0f);
}
// then write out TexSet
for (int i = 0; i < 8; i++) {
if (mat.SRTSettings[i] != null) {
Output.WriteByte(mat.SRTSettings[i].CameraID);
Output.WriteByte(mat.SRTSettings[i].LightID);
Output.WriteByte(mat.SRTSettings[i].MapType);
Output.WriteByte(mat.SRTSettings[i].Flags);
Output.WriteMatrix(mat.SRTSettings[i].TexMatrix);
}
}
// and TexSet does the same thing for padding -_-
for (int i = 0; i < unusedSlots; i++) {
Output.WriteByte(0xFF);
Output.WriteByte(0xFF);
Output.WriteByte(0x00);
Output.WriteByte(0x01);
Output.WriteFloat(1.0f);
Output.WriteFloat(0.0f);
Output.WriteFloat(0.0f);
Output.WriteFloat(0.0f);
Output.WriteFloat(0.0f);
Output.WriteFloat(1.0f);
Output.WriteFloat(0.0f);
Output.WriteFloat(0.0f);
Output.WriteFloat(0.0f);
Output.WriteFloat(0.0f);
Output.WriteFloat(1.0f);
Output.WriteFloat(0.0f);
}
// ResMatChan
for (int i = 0; i < 2; i++) {
Output.WriteUInt32(mat.ChanCtrls[i].Flags);
Output.WriteColor(mat.ChanCtrls[i].MatColor);
Output.WriteColor(mat.ChanCtrls[i].AmbColor);
Output.WriteUInt32(mat.ChanCtrls[i].FlagC);
Output.WriteUInt32(mat.ChanCtrls[i].FlagA);
}
// Texture Infos
foreach (var texInfo in mat.TextureInfos) {
int texInfoPos = Output.Position;
Output.WriteInt32(texInfo.TextureName == null ? 0 : (StringPositions[texInfo.TextureName] - texInfoPos));
Output.WriteInt32(texInfo.PaletteName == null ? 0 : (StringPositions[texInfo.PaletteName] - texInfoPos));
// placeholder pointers
Output.WriteUInt32(0);
Output.WriteUInt32(0);
Output.WriteUInt32(texInfo.TexMapID);
Output.WriteUInt32(texInfo.TlutID);
Output.WriteUInt32((uint)texInfo.WrapS);
Output.WriteUInt32((uint)texInfo.WrapT);
Output.WriteUInt32(texInfo.MinFilt);
Output.WriteUInt32(texInfo.MagFilt);
Output.WriteFloat(texInfo.LODBias);
Output.WriteUInt32(texInfo.MaxAniso);
Output.WriteBool(texInfo.BiasClamp);
Output.WriteBool(texInfo.DoEdgeLOD);
Output.AddPadding(2);
}
// Display Lists
Output.AlignTo(0x20);
if (mat.PixDL.Length != 0x20)
throw new Exception("Material " + kv.Key + " PixDL must be size 0x20");
if (mat.TevColorDL.Length != 0x80)
throw new Exception("Material " + kv.Key + " TevColorDL must be size 0x20");
if (mat.IndMtxAndScaleDL.Length != 0x40)
throw new Exception("Material " + kv.Key + " IndMtxAndScaleDL must be size 0x20");
if (mat.TexCoordGenDL.Length != 0xA0)
throw new Exception("Material " + kv.Key + " TexCoordGenDL must be size 0x20");
Output.WriteBytes(mat.PixDL);
Output.WriteBytes(mat.TevColorDL);
Output.WriteBytes(mat.IndMtxAndScaleDL);
Output.WriteBytes(mat.TexCoordGenDL);
// I can't believe this is done
currentIndex++;
}
}
private void WriteShaders(Model m) {
int currentIndex = 0;
foreach (var shader in ModelCalcInfos[m].UniqueShaders) {
Debug.Send("Writing shader @ offset {0:X}", Output.Position);
int startPos = Output.Position;
// Size, model offset, index
Output.WriteUInt32((uint)(0x20 + shader.DisplayList.Length));
Output.WriteInt32(ModelOffsets[m] - startPos);
// What do I write here...?
Output.WriteUInt32((uint)currentIndex);
Output.WriteByte(shader.TevStageCount);
Output.AddPadding(3);
Output.WriteUInt32(shader.Unk1);
Output.WriteUInt32(shader.Unk2);
Output.AddPadding(8);
Output.WriteBytes(shader.DisplayList);
// done
currentIndex++;
}
}
private void WriteShapes(Model m) {
int currentIndex = 0;
foreach (var kv in m.Shapes) {
Debug.Send("Writing shape {0} @ offset {1:X}", kv.Key, Output.Position);
Shape shape = kv.Value;
int startPos = Output.Position;
// Size, model offset, matrix ID, unknown data
Output.WriteUInt32((uint)ShapeSizes[shape]);
Output.WriteInt32(ModelOffsets[m] - startPos);
Output.WriteInt32(shape.MatrixID);
Output.WriteBytes(shape.Unk);
// Display Lists
int dlBase1 = Output.Position;
Output.WriteUInt32(shape.DLBufferSize1);
Output.WriteUInt32((uint)shape.DisplayList1.Length);
Output.WriteInt32(ShapeDL1Offsets[shape] - dlBase1);
int dlBase2 = Output.Position;
Output.WriteUInt32(shape.DLBufferSize2);
Output.WriteUInt32((uint)shape.DisplayList2.Length);
Output.WriteInt32(ShapeDL2Offsets[shape] - dlBase2);
// Indexes and flags and other stuff
Output.WriteUInt32(shape.DataFlags);
Output.WriteUInt32(shape.Flags);
Output.WriteInt32(StringPositions[kv.Key] - startPos);
Output.WriteUInt32((uint)currentIndex);
Output.WriteUInt32(shape.VertexCount);
Output.WriteUInt32(shape.PolygonCount);
Output.WriteInt16((short)m.VtxPosData.GetIndexForValue(shape.PosData));
if (shape.NrmData != null)
Output.WriteInt16((short)m.VtxNrmData.GetIndexForValue(shape.NrmData));
else
Output.WriteInt16(-1);
for (int i = 0; i < 2; i++) {
if (shape.ClrData[i] != null)
Output.WriteInt16((short)m.VtxClrData.GetIndexForValue(shape.ClrData[i]));
else
Output.WriteInt16(-1);
}
for (int i = 0; i < 8; i++) {
if (shape.TexCoordData[i] != null)
Output.WriteInt16((short)m.VtxTexCoordData.GetIndexForValue(shape.TexCoordData[i]));
else
Output.WriteInt16(-1);
}
// Indexes for VtxFurVec and VtxFurPos, not used here
Output.WriteInt16(-1);
Output.WriteInt16(-1);
// Extra data offset (fixed)
Output.WriteInt32(0x68);
// Extra data
Output.WriteInt32(shape.ExtraData.Length);
for (int i = 0; i < shape.ExtraData.Length; i++)
Output.WriteUInt16(shape.ExtraData[i]);
// Display lists
// Padding is added to fill up the buffer (Display List data size can be smaller than the buffer size)
Output.AlignTo(0x20);
Output.WriteBytes(shape.DisplayList1);
Output.AddPadding((int)(shape.DLBufferSize1 - shape.DisplayList1.Length));
Output.AlignTo(0x20);
Output.WriteBytes(shape.DisplayList2);
Output.AddPadding((int)(shape.DLBufferSize2 - shape.DisplayList2.Length));
Output.AlignTo(0x20);
// done!
currentIndex++;
}
}
private void WriteVertexData<T>(Model m, ResDict<T> dict) where T : VertexDataBase {
int currentIndex = 0;
foreach (var kv in dict) {
Debug.Send("Writing vtxdata {0} @ offset {1:X}", kv.Key, Output.Position);
int startPos = Output.Position;
int structSize = 0x20;
if (kv.Value is VertexPosData || kv.Value is VertexTexCoordData) {
// Min/max fields, plus alignment
structSize += 0x20;
}
// Size, model offset, data offset, name offset, index
// For some reason, the raw data length added to the size is aligned...
Output.WriteUInt32((uint)(((structSize + kv.Value.RawData.Length) + 0x1F) & ~0x1F));
Output.WriteInt32(ModelOffsets[m] - startPos);
Output.WriteInt32(structSize);
Output.WriteInt32(StringPositions[kv.Key] - startPos);
Output.WriteUInt32((uint)currentIndex);
// Parameters
Output.WriteUInt32((uint)kv.Value.ComponentCount);
Output.WriteUInt32((uint)kv.Value.ComponentType);
if (kv.Value is VertexClrData) {
Output.WriteByte(kv.Value.EntrySize);
Output.AddPadding(1);
} else {
Output.WriteByte(kv.Value.Fraction);
Output.WriteByte(kv.Value.EntrySize);
}
Output.WriteUInt16(kv.Value.EntryCount);
// Type-specific stuff
if (kv.Value is VertexPosData) {
var posData = kv.Value as VertexPosData;
Output.WriteVec3(posData.Minimum);
Output.WriteVec3(posData.Maximum);
} else if (kv.Value is VertexTexCoordData) {
var tcData = kv.Value as VertexTexCoordData;
Output.WriteVec2(tcData.Minimum);
Output.WriteVec2(tcData.Maximum);
}
Output.AlignTo(0x20);
Output.WriteBytes(kv.Value.RawData);
Output.AlignTo(0x20);
// done!
currentIndex++;
}
}
#endregion
#region Texture Writing
private void WriteTextures() {
foreach (var kv in File.GetGroup<Texture>("Textures(NW4R)")) {
using (var c = Debug.Push("Texture: {0}", kv.Key)) {
Output.AlignTo(0x20);
int startPos = Output.Position;
Texture tex = kv.Value;
// Base struct: magic 'TEX0', block size, version [currently 11], resfile offset
Output.WriteUInt32(0x54455830);
Output.WriteUInt32((uint)(0x40 + tex.GetDataSize()));
Output.WriteUInt32(3);
Output.WriteInt32(-startPos);
// Data offset, name offset
Output.WriteInt32(0x40);
Output.WriteInt32(StringPositions[kv.Key] - startPos);
// Flags -- Stores nothing interesting, just an "is CI" flag (0x1)
// We don't handle that atm, so ignore it
Output.WriteUInt32(0);
Output.WriteInt16((short)tex.Images[0].Width);
Output.WriteInt16((short)tex.Images[0].Height);
Output.WriteUInt32((uint)tex.Format);
Output.WriteInt32(tex.Images.Length);
Output.WriteFloat(tex.MinLOD);
Output.WriteFloat(tex.MaxLOD);
Output.AlignTo(0x20);
for (int i = 0; i < tex.Images.Length; i++)
Output.WriteBytes(tex.ExportData(i));
}
}
}
#endregion
#region ResDicts
private struct RawDictEntry {
public ushort Ref;
public ushort Unk;
public ushort ILeft;
public ushort IRight;
}
private unsafe void WriteResDict<TValue>(ResDict<TValue> dict, Dictionary<TValue, int> positions) {
int dictPos = Output.Position;
// First, I've got to build an in-memory representation of the raw ResDict.
// Next, I've got to write it out. This'll be fun.
// This is partly based off the BrawlLib code.
RawDictEntry[] rd = new RawDictEntry[dict.Count + 1];
byte[][] encodedNames = new byte[dict.Count + 1][];
// Before the actual calculation, build that list
rd[0].Ref = 0xFFFF;
rd[0].Unk = 0;
rd[0].ILeft = 0;
rd[0].IRight = 0;
encodedNames[0] = new byte[] { };
for (int i = 1; i <= dict.Count; i++) {
rd[i].Ref = 0;
rd[i].Unk = 0;
rd[i].ILeft = 0;
rd[i].IRight = 0;
// I wanted to store the encoded name as a member of RawDictEntry, but C# doesn't let me
// get a pointer to the struct if I do that -- see Compiler Error CS0208 on MSDN.
string theName = dict.GetKeyForIndex(i - 1);
encodedNames[i] = System.Text.Encoding.GetEncoding("Shift_JIS").GetBytes(theName);
}
// Now calculate indexes, etc
for (ushort i = 1; i <= dict.Count; i++) {
// Using unsafe pointers for convenience
fixed (RawDictEntry* entry = &rd[i]) {
ushort prev = 0;
ushort current = rd[prev].ILeft;
bool isRight = false;
int strLen = encodedNames[i].Length;
byte[] pChar = encodedNames[i];
byte[] sChar;
int eIndex = strLen - 1;
int eBits = CompareBits(pChar[eIndex], 0);
int val;
entry->Ref = (ushort)((eIndex << 3) | eBits);
entry->ILeft = (ushort)i;
entry->IRight = (ushort)i;
while ((entry->Ref <= rd[current].Ref) && (rd[prev].Ref > rd[current].Ref)) {
if (entry->Ref == rd[current].Ref) {
sChar = encodedNames[current];
for (eIndex = strLen; (--eIndex > 0) && (pChar[eIndex] == sChar[eIndex]););
eBits = CompareBits(pChar[eIndex], sChar[eIndex]);
entry->Ref = (ushort)((eIndex << 3) | eBits);
if (((sChar[eIndex] >> eBits) & 1) != 0) {
entry->ILeft = (ushort)i;
entry->IRight = current;
} else {
entry->ILeft = current;
entry->IRight = (ushort)i;
}
}
isRight = ((val = rd[current].Ref >> 3) < strLen) && (((pChar[val] >> (rd[current].Ref & 7)) & 1) != 0);
prev = current;
current = isRight ? rd[current].IRight : rd[current].ILeft;
}
sChar = encodedNames[current];
val = sChar == null ? 0 : sChar.Length;
if ((val == strLen) && (((sChar[eIndex] >> eBits) & 1) != 0))
entry->IRight = current;
else
entry->ILeft = current;
if (isRight)
rd[prev].IRight = i;
else
rd[prev].ILeft = i;
}
}
// Now write it
Output.WriteUInt32((uint)(8 + (rd.Length * 0x10)));
Output.WriteUInt32((uint)(rd.Length - 1));
for (int entryID = 0; entryID < rd.Length; entryID++) {
Output.WriteUInt16(rd[entryID].Ref);
Output.WriteUInt16(rd[entryID].Unk);
Output.WriteUInt16(rd[entryID].ILeft);
Output.WriteUInt16(rd[entryID].IRight);
if (entryID == 0) {
Output.WriteInt32(0);
Output.WriteInt32(0);
} else {
// Name offset
Output.WriteInt32(StringPositions[dict.GetKeyForIndex(entryID - 1)] - dictPos);
// Data offset
Output.WriteInt32(positions[dict[entryID - 1]] - dictPos);
}
}
}
private static int CompareBits(byte b1, byte b2) {
int b = 0x80;
for (int i = 7; i != 0; i--) {
if ((b1 & b) != (b2 & b))
return i;
b >>= 1;
}
return 0;
}
#endregion
#endregion
#region String Table Handling
// Contains the strings while they're being pulled from the ResFile data
private List<string> StringTable;
// Once every string used in the .brres is found, CalculateStringTable() is called, which
// writes the table to an OutputStream and saves every offset
private Dictionary<string, int> StringPositions;
private OutputStream StringTableData;
// Called at the start of the process
private void InitialiseStringTable() {
StringTable = new List<string>();
}
private void AddString(string str) {
if (!StringTable.Contains(str)) {
StringTable.Add(str);
}
}
private void CalculateStringTable() {
// Hmm... this doesn't work for whatever reason? Might be a Mono thing.
//StringTable.Sort(StringComparer.Create(System.Globalization.CultureInfo.InvariantCulture, false));
StringTable.Sort(StringComparer.Ordinal);
StringPositions = new Dictionary<string, int>();
StringTableData = new OutputStream(ByteEndian.BigEndian);
// Note: once all calculation is done, CurrentPos stores the address of the string table
foreach (var s in StringTable) {
// Add 4 because the Names are referenced by the string data, and not by the ResName struct itself
StringPositions[s] = CurrentPos + StringTableData.Position + 4;
StringTableData.WriteName(s);
}
}
#endregion
}
}
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