SA Model Viewer base

This commit is contained in:
jack
2026-08-29 20:31:31 +01:00
commit 4eab14d4d6
20 changed files with 57452 additions and 0 deletions
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// DFF (RenderWare Clump) reader.
//
// Layout: Clump -> FrameList -> GeometryList -> Geometry* -> MaterialList
// -> Atomic* (pairs a geometry with a frame)
//
// Only the parts a viewer needs are read: transforms, vertex data, triangles
// and material/texture names. Skinning, collision and 2dfx are skipped.
import { RW, Chunk, Reader, versionString } from './stream.js';
const FLAG_TRISTRIP = 0x0001;
const FLAG_TEXTURED = 0x0004;
const FLAG_PRELIT = 0x0008;
const FLAG_NORMALS = 0x0010;
const FLAG_TEXTURED2 = 0x0080;
const FLAG_NATIVE = 0x01000000;
function parseFrameList(chunk) {
const r = chunk.structReader();
const count = r.i32();
const frames = [];
for (let i = 0; i < count; i++) {
// 3x3 basis (right, up, at) then position - already column major for three.js.
const m = r.f32Array(12);
const parent = r.i32();
r.u32(); // matrix flags, unused
frames.push({
parent,
name: '',
matrix: [m[0], m[1], m[2], 0, m[3], m[4], m[5], 0, m[6], m[7], m[8], 0, m[9], m[10], m[11], 1],
});
}
// Each frame's extension follows the struct, in the same order.
let i = 0;
for (const ext of chunk.findAll(RW.EXTENSION)) {
if (i >= frames.length) break;
const nameChunk = ext.find(RW.FRAME_NAME);
if (nameChunk) frames[i].name = nameChunk.reader().fixedString(nameChunk.size);
i++;
}
return frames;
}
function parseTexture(chunk) {
const r = chunk.structReader();
r.u16(); // filter mode
r.u16(); // uv addressing
const strings = chunk.findAll(RW.STRING);
const read = (c) => (c ? c.reader().fixedString(c.size) : '');
return { name: read(strings[0]), mask: read(strings[1]) };
}
function parseMaterial(chunk) {
const r = chunk.structReader();
r.i32(); // flags
const color = [r.u8() / 255, r.u8() / 255, r.u8() / 255, r.u8() / 255];
r.i32(); // unused
const isTextured = r.i32();
let ambient = 1, specular = 1, diffuse = 1;
if (chunk.version > 0x30400) {
ambient = r.f32();
specular = r.f32();
diffuse = r.f32();
}
const texChunk = chunk.find(RW.TEXTURE);
const texture = texChunk ? parseTexture(texChunk) : null;
return { color, isTextured: !!isTextured, ambient, specular, diffuse, texture };
}
function parseMaterialList(chunk) {
const r = chunk.structReader();
const count = r.i32();
const refs = [];
for (let i = 0; i < count; i++) refs.push(r.i32());
const chunks = chunk.findAll(RW.MATERIAL);
const materials = [];
let next = 0;
for (let i = 0; i < count; i++) {
// -1 means "a new material follows", anything else reuses an earlier one.
if (refs[i] >= 0 && materials[refs[i]]) materials.push(materials[refs[i]]);
else if (next < chunks.length) materials.push(parseMaterial(chunks[next++]));
else materials.push(parseMaterial(chunks[chunks.length - 1]));
}
return materials;
}
function parseGeometry(chunk) {
const r = chunk.structReader();
const format = r.u32();
const numTriangles = r.i32();
const numVertices = r.i32();
const numMorphTargets = r.i32();
if (chunk.version < 0x34000) {
r.f32(); r.f32(); r.f32(); // surface properties moved into the material later
}
if (format & FLAG_NATIVE) {
throw new Error('native (PS2/Xbox) geometry is not supported - use a PC dff');
}
let uvSets = (format & 0x00ff0000) >> 16;
if (!uvSets) uvSets = format & FLAG_TEXTURED2 ? 2 : format & FLAG_TEXTURED ? 1 : 0;
let colors = null;
if (format & FLAG_PRELIT) {
colors = new Float32Array(numVertices * 3);
for (let i = 0; i < numVertices; i++) {
colors[i * 3] = r.u8() / 255;
colors[i * 3 + 1] = r.u8() / 255;
colors[i * 3 + 2] = r.u8() / 255;
r.u8(); // prelit alpha, unused
}
}
let uvs = null;
for (let set = 0; set < uvSets; set++) {
const data = r.f32Array(numVertices * 2);
if (set === 0) uvs = data;
}
// Stored as (b, a, materialId, c) - the second vertex comes first and the
// material index sits between the vertices.
const tris = new Uint16Array(numTriangles * 3);
const triMaterial = new Uint16Array(numTriangles);
for (let i = 0; i < numTriangles; i++) {
const b = r.u16();
const a = r.u16();
triMaterial[i] = r.u16();
const c = r.u16();
tris[i * 3] = a;
tris[i * 3 + 1] = b;
tris[i * 3 + 2] = c;
}
let positions = null;
let normals = null;
for (let i = 0; i < numMorphTargets; i++) {
r.f32Array(4); // bounding sphere
const hasVertices = r.u32();
const hasNormals = r.u32();
const verts = hasVertices ? r.f32Array(numVertices * 3) : null;
const norms = hasNormals ? r.f32Array(numVertices * 3) : null;
if (i === 0) {
positions = verts;
normals = norms;
}
}
if (!positions) throw new Error('geometry has no vertex positions');
const matList = chunk.find(RW.MATLIST);
const materials = matList ? parseMaterialList(matList) : [];
// A skinned geometry stores its vertices in bind pose rather than in its
// frame's local space, so the viewer must not apply the frame transform.
const extension = chunk.find(RW.EXTENSION);
const skinned = !!(extension && extension.find(RW.SKIN));
// One draw group per material, so each group can get its own texture.
const order = [...Array(numTriangles).keys()].sort((x, y) => triMaterial[x] - triMaterial[y]);
const indices = new Uint32Array(numTriangles * 3);
const groups = [];
let current = null;
order.forEach((tri, slot) => {
indices[slot * 3] = tris[tri * 3];
indices[slot * 3 + 1] = tris[tri * 3 + 1];
indices[slot * 3 + 2] = tris[tri * 3 + 2];
const material = triMaterial[tri];
if (!current || current.material !== material) {
current = { start: slot * 3, count: 0, material };
groups.push(current);
}
current.count += 3;
});
return {
numVertices,
positions,
normals,
uvs,
colors,
indices,
groups,
materials,
skinned,
tristrip: !!(format & FLAG_TRISTRIP),
};
}
export function parseDFF(buffer) {
const view = new DataView(buffer);
let clump = new Chunk(view, 0);
if (clump.type !== RW.CLUMP) {
// Some files carry a UV animation dictionary or similar before the clump.
clump = null;
for (let offset = 0; offset + 12 <= view.byteLength; ) {
const c = new Chunk(view, offset);
if (c.type === RW.CLUMP) { clump = c; break; }
if (c.size <= 0) break;
offset += 12 + c.size;
}
if (!clump) throw new Error('no clump chunk found - this is not a dff');
}
const r = clump.structReader();
const numAtomics = r.i32();
if (clump.version > 0x33000) {
r.i32(); // lights
r.i32(); // cameras
}
const frameList = clump.find(RW.FRAMELIST);
const frames = frameList ? parseFrameList(frameList) : [];
const geometryList = clump.find(RW.GEOMETRYLIST);
const geometries = [];
const errors = [];
if (geometryList) {
geometryList.findAll(RW.GEOMETRY).forEach((geo, i) => {
try {
geometries.push(parseGeometry(geo));
} catch (err) {
errors.push(`geometry ${i}: ${err.message}`);
geometries.push(null);
}
});
}
const atomics = clump.findAll(RW.ATOMIC).map((atomic) => {
const a = atomic.structReader();
return { frame: a.i32(), geometry: a.i32(), flags: a.u32() };
});
return {
version: clump.version,
versionText: versionString(clump.version),
numAtomics,
frames,
geometries,
atomics,
errors,
};
}
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// Minimal DXT1/3/5 decoder. Everything is decoded to RGBA8 so the viewer has a
// single upload path and doesn't depend on the S3TC extension being present.
function color565(c, out, i) {
out[i] = ((c >> 11) & 0x1f) * 255 / 31;
out[i + 1] = ((c >> 5) & 0x3f) * 255 / 63;
out[i + 2] = (c & 0x1f) * 255 / 31;
}
function buildPalette(data, offset, dxt1) {
const c0 = data[offset] | (data[offset + 1] << 8);
const c1 = data[offset + 2] | (data[offset + 3] << 8);
const p = new Uint8Array(16);
color565(c0, p, 0);
color565(c1, p, 4);
p[3] = p[7] = 255;
if (c0 > c1 || !dxt1) {
for (let i = 0; i < 3; i++) {
p[8 + i] = (2 * p[i] + p[4 + i]) / 3;
p[12 + i] = (p[i] + 2 * p[4 + i]) / 3;
}
p[11] = p[15] = 255;
} else {
for (let i = 0; i < 3; i++) {
p[8 + i] = (p[i] + p[4 + i]) / 2;
p[12 + i] = 0;
}
p[11] = 255;
p[15] = 0; // 1 bit punch-through alpha
}
return p;
}
export function decodeDXT(data, width, height, format) {
const out = new Uint8Array(width * height * 4);
const blocksX = Math.max(1, (width + 3) >> 2);
const blocksY = Math.max(1, (height + 3) >> 2);
const blockSize = format === 1 ? 8 : 16;
let offset = 0;
for (let by = 0; by < blocksY; by++) {
for (let bx = 0; bx < blocksX; bx++, offset += blockSize) {
if (offset + blockSize > data.length) return out;
const colorOffset = format === 1 ? offset : offset + 8;
const palette = buildPalette(data, colorOffset, format === 1);
const bits =
data[colorOffset + 4] |
(data[colorOffset + 5] << 8) |
(data[colorOffset + 6] << 16) |
(data[colorOffset + 7] << 24);
// DXT5 alpha: two endpoints plus 3 bit indices.
let a0 = 0, a1 = 0, alphaBits0 = 0, alphaBits1 = 0;
if (format === 5) {
a0 = data[offset];
a1 = data[offset + 1];
alphaBits0 = data[offset + 2] | (data[offset + 3] << 8) | (data[offset + 4] << 16);
alphaBits1 = data[offset + 5] | (data[offset + 6] << 8) | (data[offset + 7] << 16);
}
for (let py = 0; py < 4; py++) {
for (let px = 0; px < 4; px++) {
const x = bx * 4 + px;
const y = by * 4 + py;
if (x >= width || y >= height) continue;
const pixel = py * 4 + px;
const idx = ((bits >>> (pixel * 2)) & 3) * 4;
const dst = (y * width + x) * 4;
out[dst] = palette[idx];
out[dst + 1] = palette[idx + 1];
out[dst + 2] = palette[idx + 2];
if (format === 1) {
out[dst + 3] = palette[idx + 3];
} else if (format === 3) {
// 4 bits of alpha per pixel, straight from the first 8 bytes.
const nibble = data[offset + (pixel >> 1)];
out[dst + 3] = (pixel & 1 ? nibble >> 4 : nibble & 0x0f) * 17;
} else {
const shift = (pixel % 8) * 3;
const code = ((pixel < 8 ? alphaBits0 : alphaBits1) >>> shift) & 7;
let a;
if (code === 0) a = a0;
else if (code === 1) a = a1;
else if (a0 > a1) a = ((8 - code) * a0 + (code - 1) * a1) / 7;
else if (code === 6) a = 0;
else if (code === 7) a = 255;
else a = ((6 - code) * a0 + (code - 1) * a1) / 5;
out[dst + 3] = a;
}
}
}
}
}
return out;
}
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// RenderWare binary stream: every chunk is a 12 byte header followed by its
// body, and container chunks simply hold more chunks. That one rule covers
// both DFF and TXD.
export const RW = {
STRUCT: 0x01,
STRING: 0x02,
EXTENSION: 0x03,
TEXTURE: 0x06,
MATERIAL: 0x07,
MATLIST: 0x08,
FRAMELIST: 0x0e,
GEOMETRY: 0x0f,
CLUMP: 0x10,
ATOMIC: 0x14,
TEXNATIVE: 0x15,
TEXDICT: 0x16,
GEOMETRYLIST: 0x1a,
BINMESH: 0x50e,
SKIN: 0x116,
HANIM: 0x11e,
FRAME_NAME: 0x253f2fe,
};
// GTA:SA ships RenderWare 3.6.0.3, which packs to 0x1803FFFF.
export const SA_VERSION = 0x36003;
export function unpackVersion(libraryId) {
if (libraryId & 0xffff0000) {
return (((libraryId >> 14) & 0x3ff00) + 0x30000) | ((libraryId >> 16) & 0x3f);
}
return libraryId << 8;
}
export function versionString(version) {
// major.minor.revision.build - the build number lives in the low 6 bits.
return [(version >> 16) & 0xf, (version >> 12) & 0xf, (version >> 8) & 0xf, version & 0x3f].join('.');
}
export class Reader {
constructor(view, start, end) {
this.view = view;
this.pos = start;
this.end = end;
}
get remaining() {
return this.end - this.pos;
}
u8() {
return this.view.getUint8(this.pos++);
}
u16() {
const v = this.view.getUint16(this.pos, true);
this.pos += 2;
return v;
}
u32() {
const v = this.view.getUint32(this.pos, true);
this.pos += 4;
return v;
}
i32() {
const v = this.view.getInt32(this.pos, true);
this.pos += 4;
return v;
}
f32() {
const v = this.view.getFloat32(this.pos, true);
this.pos += 4;
return v;
}
skip(n) {
this.pos += n;
}
bytes(n) {
const v = new Uint8Array(this.view.buffer, this.view.byteOffset + this.pos, n);
this.pos += n;
return v;
}
// Fixed width, null padded name field.
fixedString(n) {
const raw = this.bytes(n);
let len = raw.indexOf(0);
if (len < 0) len = n;
return String.fromCharCode(...raw.subarray(0, len));
}
f32Array(n) {
const out = new Float32Array(n);
for (let i = 0; i < n; i++) out[i] = this.f32();
return out;
}
}
export class Chunk {
constructor(view, offset, limit) {
this.view = view;
this.type = view.getUint32(offset, true);
this.size = view.getUint32(offset + 4, true);
this.version = unpackVersion(view.getUint32(offset + 8, true));
this.start = offset + 12;
this.end = Math.min(this.start + this.size, limit === undefined ? view.byteLength : limit);
}
reader() {
return new Reader(this.view, this.start, this.end);
}
*children() {
let offset = this.start;
// A 12 byte header has to fit before anything can be read.
while (offset + 12 <= this.end) {
const child = new Chunk(this.view, offset, this.end);
yield child;
const step = 12 + child.size;
if (step <= 0) break; // corrupt size, don't spin
offset += step;
}
}
find(type) {
for (const child of this.children()) {
if (child.type === type) return child;
}
return null;
}
findAll(type) {
const out = [];
for (const child of this.children()) {
if (child.type === type) out.push(child);
}
return out;
}
// Convenience for the STRUCT chunk that nearly every container starts with.
structReader() {
const struct = this.find(RW.STRUCT);
if (!struct) throw new Error(`chunk 0x${this.type.toString(16)} has no struct`);
return struct.reader();
}
}
export function readRoot(buffer, expectedType) {
if (buffer.byteLength < 12) throw new Error('file is too small to be a RenderWare stream');
const view = new DataView(buffer);
const root = new Chunk(view, 0);
if (expectedType !== undefined && root.type !== expectedType) {
throw new Error(
`expected chunk 0x${expectedType.toString(16)}, got 0x${root.type.toString(16)} ` +
'(wrong file type, or the file is compressed/encrypted)'
);
}
return root;
}
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// TXD (RenderWare Texture Dictionary) reader.
//
// TextureDictionary -> TextureNative*, each holding a D3D8 or D3D9 raster.
// Everything is converted to RGBA8 at mip level 0.
import { RW, Chunk } from './stream.js';
import { decodeDXT } from './dxt.js';
const FORMAT_MASK = 0x0f00;
const FMT_1555 = 0x0100;
const FMT_565 = 0x0200;
const FMT_4444 = 0x0300;
const FMT_LUM8 = 0x0400;
const FMT_8888 = 0x0500;
const FMT_888 = 0x0600;
const FMT_555 = 0x0700;
const EXT_PAL8 = 0x2000;
const EXT_PAL4 = 0x4000;
function fourCCToDXT(fourCC) {
switch (fourCC) {
case 0x31545844: return 1; // 'DXT1'
case 0x33545844: return 3; // 'DXT3'
case 0x35545844: return 5; // 'DXT5'
default: return 0;
}
}
// D3D rasters are stored BGRA in memory, so red and blue are swapped.
function decodeUncompressed(data, width, height, format, palette, depth) {
const out = new Uint8Array(width * height * 4);
const pixels = width * height;
if (palette) {
for (let i = 0; i < pixels; i++) {
const p = data[i] * 4;
out[i * 4] = palette[p + 2];
out[i * 4 + 1] = palette[p + 1];
out[i * 4 + 2] = palette[p];
out[i * 4 + 3] = palette[p + 3];
}
return out;
}
for (let i = 0; i < pixels; i++) {
const dst = i * 4;
switch (format) {
case FMT_8888: {
const s = i * 4;
out[dst] = data[s + 2];
out[dst + 1] = data[s + 1];
out[dst + 2] = data[s];
out[dst + 3] = data[s + 3];
break;
}
case FMT_888: {
const s = i * (depth === 24 ? 3 : 4);
out[dst] = data[s + 2];
out[dst + 1] = data[s + 1];
out[dst + 2] = data[s];
out[dst + 3] = 255;
break;
}
case FMT_565: {
const c = data[i * 2] | (data[i * 2 + 1] << 8);
out[dst] = ((c >> 11) & 0x1f) * 255 / 31;
out[dst + 1] = ((c >> 5) & 0x3f) * 255 / 63;
out[dst + 2] = (c & 0x1f) * 255 / 31;
out[dst + 3] = 255;
break;
}
case FMT_1555:
case FMT_555: {
const c = data[i * 2] | (data[i * 2 + 1] << 8);
out[dst] = ((c >> 10) & 0x1f) * 255 / 31;
out[dst + 1] = ((c >> 5) & 0x1f) * 255 / 31;
out[dst + 2] = (c & 0x1f) * 255 / 31;
out[dst + 3] = format === FMT_555 || c & 0x8000 ? 255 : 0;
break;
}
case FMT_4444: {
const c = data[i * 2] | (data[i * 2 + 1] << 8);
out[dst] = ((c >> 8) & 0x0f) * 17;
out[dst + 1] = ((c >> 4) & 0x0f) * 17;
out[dst + 2] = (c & 0x0f) * 17;
out[dst + 3] = ((c >> 12) & 0x0f) * 17;
break;
}
case FMT_LUM8: {
out[dst] = out[dst + 1] = out[dst + 2] = data[i];
out[dst + 3] = 255;
break;
}
default:
out[dst] = out[dst + 1] = out[dst + 2] = 128;
out[dst + 3] = 255;
}
}
return out;
}
function parseTextureNative(chunk) {
const r = chunk.structReader();
const platform = r.u32();
r.u32(); // filter and uv addressing modes
const name = r.fixedString(32);
const mask = r.fixedString(32);
const rasterFormat = r.u32();
let dxt = 0;
let hasAlpha = false;
if (platform === 9) {
dxt = fourCCToDXT(r.u32());
} else {
hasAlpha = !!r.u32();
}
const width = r.u16();
const height = r.u16();
const depth = r.u8();
const numLevels = r.u8();
r.u8(); // raster type
const flags = r.u8();
if (platform === 9) {
hasAlpha = !!(flags & 1);
if (!(flags & 8)) dxt = 0;
} else {
dxt = flags; // D3D8 stores the compression mode here (0, 1 or 3)
}
const format = rasterFormat & FORMAT_MASK;
let palette = null;
if (rasterFormat & EXT_PAL8) palette = r.bytes(256 * 4);
else if (rasterFormat & EXT_PAL4) palette = r.bytes(32 * 4);
const size = r.u32();
const data = r.bytes(Math.min(size, r.remaining));
let rgba;
if (dxt) rgba = decodeDXT(data, width, height, dxt);
else if (rasterFormat & EXT_PAL4) rgba = null; // 4 bit palettes are not used by SA
else rgba = decodeUncompressed(data, width, height, format, palette, depth);
return {
name,
mask,
width,
height,
depth,
numLevels,
platform,
hasAlpha,
compression: dxt ? `DXT${dxt}` : palette ? 'PAL8' : `0x${format.toString(16)}`,
rgba,
};
}
export function parseTXD(buffer) {
const view = new DataView(buffer);
const dict = new Chunk(view, 0);
if (dict.type !== RW.TEXDICT) {
throw new Error(`not a txd (root chunk is 0x${dict.type.toString(16)})`);
}
const textures = new Map();
const errors = [];
dict.findAll(RW.TEXNATIVE).forEach((chunk, i) => {
try {
const tex = parseTextureNative(chunk);
if (tex.rgba) textures.set(tex.name.toLowerCase(), tex);
else errors.push(`${tex.name}: unsupported format ${tex.compression}`);
} catch (err) {
errors.push(`texture ${i}: ${err.message}`);
}
});
return { textures, errors };
}