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path: root/NW4RTools/BrresWriter.cs
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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();

			Output.WriteBytes(StringTableData.GetBuffer());

			using (var c = Debug.Push("Offset Map")) {
				foreach (var e in OffsetMap) {
					Debug.Send("0x{0:X} : {1}", e.Key, e.Value);
				}
			}

			return Output.GetBuffer();
		}

		// 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<Shader, int> ShaderOffsets;
		private Dictionary<Shape, int> ShapeOffsets;
		private Dictionary<List<TexMatPairing>, int> PairingOffsets;

		private Dictionary<Texture, int> TextureOffsets;
		private Dictionary<Texture, int> TextureDataOffsets;

		#endregion

		#region Offset/String Table Calculation
		private int CurrentPos;

		private void CalculateRoot() {
			// Where it all starts!
			InitialiseStringTable();

			// First up: BRRES header
			CurrentPos = 0x10;

			// First block, and ResDict
			CurrentPos += 8;
			CurrentPos += GetSizeForResDict(File.Count);

			// Now do each ResDict in the File
			foreach (object dict in File.Values) {
				// yay stupid hack
				OffsetMap.Add(CurrentPos, "ResDict: " + dict.GetType().GetGenericArguments()[0].ToString());
				CurrentPos += GetSizeForResDict((dict 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!
			CalculateStringTable();
		}

		#region Model Calculation
		private void CalculateModels() {
			ModelOffsets = new Dictionary<Model, int>();
			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>();
			ShaderOffsets = new Dictionary<Shader, int>();
			ShapeOffsets = new Dictionary<Shape, int>();
			PairingOffsets = new Dictionary<List<TexMatPairing>, int>();

			
			var modelDict = File.GetGroup<Model>("3DModels(NW4R)");

			foreach (var kv in modelDict) {
				AddString(kv.Key);
				AlignCalcPos(0x20);
				// 0x40? dunno
				Model model = kv.Value;

				OffsetMap.Add(CurrentPos, "Model: " + kv.Key);
				CurrentPos += 0x4C;
				OffsetMap.Add(CurrentPos, "Model Info Struct for: " + kv.Key);
				CurrentPos += 0x40;

				OffsetMap.Add(CurrentPos, "Matrix ID to Node ID Data for: " + kv.Key);
				CurrentPos += 4 + (model.MatrixIDtoNodeID.Length * 4);

			
				OffsetMap.Add(CurrentPos, "ResDict: ByteCode");
				CurrentPos += GetSizeForResDict(model.Bytecode.Count);
				OffsetMap.Add(CurrentPos, "ResDict: Nodes");
				CurrentPos += GetSizeForResDict(model.Nodes.Count);
				OffsetMap.Add(CurrentPos, "ResDict: VertexPosData");
				CurrentPos += GetSizeForResDict(model.VtxPosData.Count);

				if (model.VtxNrmData.Count > 0) {
					OffsetMap.Add(CurrentPos, "ResDict: VertexNrmData");
					CurrentPos += GetSizeForResDict(model.VtxNrmData.Count);
				}

				if (model.VtxClrData.Count > 0) {
					OffsetMap.Add(CurrentPos, "ResDict: VertexClrData");
					CurrentPos += GetSizeForResDict(model.VtxClrData.Count);
				}

				if (model.VtxTexCoordData.Count > 0) {
					OffsetMap.Add(CurrentPos, "ResDict: VertexTexCoordData");
					CurrentPos += GetSizeForResDict(model.VtxTexCoordData.Count);
				}

				OffsetMap.Add(CurrentPos, "ResDict: Materials");
				CurrentPos += GetSizeForResDict(model.Materials.Count);
				OffsetMap.Add(CurrentPos, "ResDict: Shaders");
				CurrentPos += GetSizeForResDict(model.Shaders.Count);
				OffsetMap.Add(CurrentPos, "ResDict: Shapes");
				CurrentPos += GetSizeForResDict(model.Shapes.Count);

				if (model.PairingLookupByTexture.Count > 0) {
					OffsetMap.Add(CurrentPos, "ResDict: Texture Lookup");
					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);
				CalculateShaders(model);
				CalculateShapes(model);
				CalculateVtxPosData(model);
				CalculateVtxNrmData(model);
				CalculateVtxClrData(model);
				CalculateVtxTexCoordData(model);
			}
		}

		private void CalculatePairings(Model m, ResDict<List<TexMatPairing>> dict) {
			foreach (var kv in dict) {
				OffsetMap.Add(CurrentPos, "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;

				OffsetMap.Add(CurrentPos, "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);

				OffsetMap.Add(CurrentPos, "Node: " + kv.Key);
				NodeOffsets.Add(kv.Value, CurrentPos);

				CurrentPos += 0xD0;
			}
		}

		private void CalculateMaterials(Model m) {
			foreach (var kv in m.Materials) {
				AddString(kv.Key);

				OffsetMap.Add(CurrentPos, "Material: " + kv.Key);
				MaterialOffsets.Add(kv.Value, CurrentPos);

				// Base material struct
				CurrentPos += 0x14;

				// ResGenMode
				CurrentPos += 8;

				// ResMatMode
				CurrentPos += 0xC;

				// other stuff
				CurrentPos += 0x18;

				// ResTexObj
				CurrentPos += 0x104;

				// ResTlutObj
				CurrentPos += 0x64;

				// ResTexSrt
				CurrentPos += 8 + (0x14 * 8) + (0x34 * 8);

				// ResMatChan
				CurrentPos += 0x28;

				// Texture Infos
				if (kv.Value.TextureInfos.Count > 0)
					OffsetMap.Add(CurrentPos, "Material Texture Infos: " + kv.Key);

				CurrentPos += (kv.Value.TextureInfos.Count * 0x34);

				// Display Lists
				AlignCalcPos(0x20);
				OffsetMap.Add(CurrentPos, "Material Display Lists: " + kv.Key);
				CurrentPos += 0x20 + 0x80 + 0x40 + 0xA0;
			}
		}

		private void CalculateShaders(Model m) {
			foreach (var kv in m.Shaders) {
				AddString(kv.Key);

				OffsetMap.Add(CurrentPos, "Shader: " + kv.Key);
				ShaderOffsets.Add(kv.Value, CurrentPos);

				CurrentPos += 0x200;
			}
		}

		private void CalculateShapes(Model m) {
			foreach (var kv in m.Shapes) {
				AddString(kv.Key);

				OffsetMap.Add(CurrentPos, "Shape: " + kv.Key);
				ShapeOffsets.Add(kv.Value, CurrentPos);

				CurrentPos += 0x68;

				AlignCalcPos(0x20);
				
				OffsetMap.Add(CurrentPos, "Shape DL 1: " + kv.Key);
				CurrentPos += (int)kv.Value.DLBufferSize1;
				AlignCalcPos(0x20);

				OffsetMap.Add(CurrentPos, "Shape DL 2: " + kv.Key);
				CurrentPos += (int)kv.Value.DLBufferSize2;
				AlignCalcPos(0x20);
			}
		}

		private void CalculateVtxPosData(Model m) {
			foreach (var kv in m.VtxPosData) {
				AddString(kv.Key);

				OffsetMap.Add(CurrentPos, "VertexPosData: " + kv.Key);
				VtxPosOffsets.Add(kv.Value, CurrentPos);

				// Main data
				CurrentPos += 0x20;

				// Minimum/maximum VEC3 (specific to VtxPosData)
				CurrentPos += 0x18;

				AlignCalcPos(0x20);
				OffsetMap.Add(CurrentPos, "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);

				OffsetMap.Add(CurrentPos, "VertexNrmData: " + kv.Key);
				VtxNrmOffsets.Add(kv.Value, CurrentPos);

				// Main data
				CurrentPos += 0x20;

				AlignCalcPos(0x20);
				OffsetMap.Add(CurrentPos, "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);

				OffsetMap.Add(CurrentPos, "VertexClrData: " + kv.Key);
				VtxClrOffsets.Add(kv.Value, CurrentPos);

				// Main data
				CurrentPos += 0x20;

				AlignCalcPos(0x20);
				OffsetMap.Add(CurrentPos, "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);

				OffsetMap.Add(CurrentPos, "VertexTexCoordData: " + kv.Key);
				VtxTexCoordOffsets.Add(kv.Value, CurrentPos);

				// Main data
				CurrentPos += 0x20;

				// Minimum/maximum VEC2 (specific to VtxTexCoordData)
				CurrentPos += 0x10;
				
				AlignCalcPos(0x20);
				OffsetMap.Add(CurrentPos, "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);


				OffsetMap.Add(CurrentPos, "Texture: " + kv.Key);
				TextureOffsets.Add(kv.Value, CurrentPos);

				CurrentPos += 0x30;
				AlignCalcPos(0x20);


				OffsetMap.Add(CurrentPos, "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 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> StringTableOffsets;

		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() {
			StringTable.Sort();

			StringTableOffsets = new Dictionary<string, int>();
			StringTableData = new OutputStream(ByteEndian.BigEndian);

			foreach (var s in StringTable) {
				// Add 4 because the Names are referenced by the string data, and not by the ResName struct itself
				StringTableOffsets[s] = StringTableData.Position + 4;
				StringTableData.WriteName(s);
			}
		}
		#endregion
	}
}