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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
}
}
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