SA Model Viewer base
This commit is contained in:
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// DFF (RenderWare Clump) reader.
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//
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// Layout: Clump -> FrameList -> GeometryList -> Geometry* -> MaterialList
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// -> Atomic* (pairs a geometry with a frame)
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//
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// Only the parts a viewer needs are read: transforms, vertex data, triangles
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// and material/texture names. Skinning, collision and 2dfx are skipped.
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import { RW, Chunk, Reader, versionString } from './stream.js';
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const FLAG_TRISTRIP = 0x0001;
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const FLAG_TEXTURED = 0x0004;
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const FLAG_PRELIT = 0x0008;
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const FLAG_NORMALS = 0x0010;
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const FLAG_TEXTURED2 = 0x0080;
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const FLAG_NATIVE = 0x01000000;
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function parseFrameList(chunk) {
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const r = chunk.structReader();
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const count = r.i32();
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const frames = [];
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for (let i = 0; i < count; i++) {
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// 3x3 basis (right, up, at) then position - already column major for three.js.
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const m = r.f32Array(12);
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const parent = r.i32();
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r.u32(); // matrix flags, unused
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frames.push({
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parent,
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name: '',
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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],
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});
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}
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// Each frame's extension follows the struct, in the same order.
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let i = 0;
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for (const ext of chunk.findAll(RW.EXTENSION)) {
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if (i >= frames.length) break;
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const nameChunk = ext.find(RW.FRAME_NAME);
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if (nameChunk) frames[i].name = nameChunk.reader().fixedString(nameChunk.size);
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i++;
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}
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return frames;
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}
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function parseTexture(chunk) {
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const r = chunk.structReader();
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r.u16(); // filter mode
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r.u16(); // uv addressing
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const strings = chunk.findAll(RW.STRING);
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const read = (c) => (c ? c.reader().fixedString(c.size) : '');
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return { name: read(strings[0]), mask: read(strings[1]) };
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}
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function parseMaterial(chunk) {
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const r = chunk.structReader();
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r.i32(); // flags
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const color = [r.u8() / 255, r.u8() / 255, r.u8() / 255, r.u8() / 255];
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r.i32(); // unused
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const isTextured = r.i32();
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let ambient = 1, specular = 1, diffuse = 1;
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if (chunk.version > 0x30400) {
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ambient = r.f32();
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specular = r.f32();
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diffuse = r.f32();
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}
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const texChunk = chunk.find(RW.TEXTURE);
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const texture = texChunk ? parseTexture(texChunk) : null;
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return { color, isTextured: !!isTextured, ambient, specular, diffuse, texture };
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}
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function parseMaterialList(chunk) {
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const r = chunk.structReader();
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const count = r.i32();
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const refs = [];
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for (let i = 0; i < count; i++) refs.push(r.i32());
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const chunks = chunk.findAll(RW.MATERIAL);
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const materials = [];
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let next = 0;
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for (let i = 0; i < count; i++) {
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// -1 means "a new material follows", anything else reuses an earlier one.
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if (refs[i] >= 0 && materials[refs[i]]) materials.push(materials[refs[i]]);
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else if (next < chunks.length) materials.push(parseMaterial(chunks[next++]));
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else materials.push(parseMaterial(chunks[chunks.length - 1]));
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}
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return materials;
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}
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function parseGeometry(chunk) {
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const r = chunk.structReader();
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const format = r.u32();
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const numTriangles = r.i32();
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const numVertices = r.i32();
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const numMorphTargets = r.i32();
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if (chunk.version < 0x34000) {
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r.f32(); r.f32(); r.f32(); // surface properties moved into the material later
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}
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if (format & FLAG_NATIVE) {
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throw new Error('native (PS2/Xbox) geometry is not supported - use a PC dff');
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}
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let uvSets = (format & 0x00ff0000) >> 16;
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if (!uvSets) uvSets = format & FLAG_TEXTURED2 ? 2 : format & FLAG_TEXTURED ? 1 : 0;
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let colors = null;
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if (format & FLAG_PRELIT) {
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colors = new Float32Array(numVertices * 3);
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for (let i = 0; i < numVertices; i++) {
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colors[i * 3] = r.u8() / 255;
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colors[i * 3 + 1] = r.u8() / 255;
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colors[i * 3 + 2] = r.u8() / 255;
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r.u8(); // prelit alpha, unused
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}
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}
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let uvs = null;
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for (let set = 0; set < uvSets; set++) {
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const data = r.f32Array(numVertices * 2);
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if (set === 0) uvs = data;
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}
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// Stored as (b, a, materialId, c) - the second vertex comes first and the
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// material index sits between the vertices.
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const tris = new Uint16Array(numTriangles * 3);
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const triMaterial = new Uint16Array(numTriangles);
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for (let i = 0; i < numTriangles; i++) {
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const b = r.u16();
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const a = r.u16();
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triMaterial[i] = r.u16();
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const c = r.u16();
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tris[i * 3] = a;
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tris[i * 3 + 1] = b;
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tris[i * 3 + 2] = c;
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}
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let positions = null;
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let normals = null;
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for (let i = 0; i < numMorphTargets; i++) {
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r.f32Array(4); // bounding sphere
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const hasVertices = r.u32();
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const hasNormals = r.u32();
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const verts = hasVertices ? r.f32Array(numVertices * 3) : null;
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const norms = hasNormals ? r.f32Array(numVertices * 3) : null;
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if (i === 0) {
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positions = verts;
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normals = norms;
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}
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}
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if (!positions) throw new Error('geometry has no vertex positions');
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const matList = chunk.find(RW.MATLIST);
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const materials = matList ? parseMaterialList(matList) : [];
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// A skinned geometry stores its vertices in bind pose rather than in its
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// frame's local space, so the viewer must not apply the frame transform.
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const extension = chunk.find(RW.EXTENSION);
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const skinned = !!(extension && extension.find(RW.SKIN));
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// One draw group per material, so each group can get its own texture.
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const order = [...Array(numTriangles).keys()].sort((x, y) => triMaterial[x] - triMaterial[y]);
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const indices = new Uint32Array(numTriangles * 3);
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const groups = [];
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let current = null;
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order.forEach((tri, slot) => {
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indices[slot * 3] = tris[tri * 3];
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indices[slot * 3 + 1] = tris[tri * 3 + 1];
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indices[slot * 3 + 2] = tris[tri * 3 + 2];
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const material = triMaterial[tri];
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if (!current || current.material !== material) {
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current = { start: slot * 3, count: 0, material };
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groups.push(current);
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}
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current.count += 3;
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});
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return {
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numVertices,
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positions,
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normals,
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uvs,
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colors,
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indices,
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groups,
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materials,
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skinned,
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tristrip: !!(format & FLAG_TRISTRIP),
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};
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}
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export function parseDFF(buffer) {
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const view = new DataView(buffer);
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let clump = new Chunk(view, 0);
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if (clump.type !== RW.CLUMP) {
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// Some files carry a UV animation dictionary or similar before the clump.
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clump = null;
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for (let offset = 0; offset + 12 <= view.byteLength; ) {
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const c = new Chunk(view, offset);
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if (c.type === RW.CLUMP) { clump = c; break; }
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if (c.size <= 0) break;
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offset += 12 + c.size;
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}
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if (!clump) throw new Error('no clump chunk found - this is not a dff');
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}
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const r = clump.structReader();
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const numAtomics = r.i32();
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if (clump.version > 0x33000) {
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r.i32(); // lights
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r.i32(); // cameras
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}
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const frameList = clump.find(RW.FRAMELIST);
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const frames = frameList ? parseFrameList(frameList) : [];
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const geometryList = clump.find(RW.GEOMETRYLIST);
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const geometries = [];
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const errors = [];
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if (geometryList) {
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geometryList.findAll(RW.GEOMETRY).forEach((geo, i) => {
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try {
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geometries.push(parseGeometry(geo));
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} catch (err) {
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errors.push(`geometry ${i}: ${err.message}`);
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geometries.push(null);
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}
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});
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}
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const atomics = clump.findAll(RW.ATOMIC).map((atomic) => {
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const a = atomic.structReader();
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return { frame: a.i32(), geometry: a.i32(), flags: a.u32() };
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});
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return {
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version: clump.version,
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versionText: versionString(clump.version),
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numAtomics,
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frames,
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geometries,
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atomics,
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errors,
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};
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}
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@@ -0,0 +1,96 @@
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// Minimal DXT1/3/5 decoder. Everything is decoded to RGBA8 so the viewer has a
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// single upload path and doesn't depend on the S3TC extension being present.
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function color565(c, out, i) {
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out[i] = ((c >> 11) & 0x1f) * 255 / 31;
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out[i + 1] = ((c >> 5) & 0x3f) * 255 / 63;
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out[i + 2] = (c & 0x1f) * 255 / 31;
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}
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function buildPalette(data, offset, dxt1) {
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const c0 = data[offset] | (data[offset + 1] << 8);
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const c1 = data[offset + 2] | (data[offset + 3] << 8);
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const p = new Uint8Array(16);
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color565(c0, p, 0);
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color565(c1, p, 4);
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p[3] = p[7] = 255;
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if (c0 > c1 || !dxt1) {
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for (let i = 0; i < 3; i++) {
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p[8 + i] = (2 * p[i] + p[4 + i]) / 3;
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p[12 + i] = (p[i] + 2 * p[4 + i]) / 3;
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}
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p[11] = p[15] = 255;
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} else {
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for (let i = 0; i < 3; i++) {
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p[8 + i] = (p[i] + p[4 + i]) / 2;
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p[12 + i] = 0;
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}
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p[11] = 255;
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p[15] = 0; // 1 bit punch-through alpha
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}
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return p;
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}
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export function decodeDXT(data, width, height, format) {
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const out = new Uint8Array(width * height * 4);
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const blocksX = Math.max(1, (width + 3) >> 2);
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const blocksY = Math.max(1, (height + 3) >> 2);
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const blockSize = format === 1 ? 8 : 16;
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let offset = 0;
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for (let by = 0; by < blocksY; by++) {
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for (let bx = 0; bx < blocksX; bx++, offset += blockSize) {
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if (offset + blockSize > data.length) return out;
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const colorOffset = format === 1 ? offset : offset + 8;
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const palette = buildPalette(data, colorOffset, format === 1);
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const bits =
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data[colorOffset + 4] |
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(data[colorOffset + 5] << 8) |
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(data[colorOffset + 6] << 16) |
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(data[colorOffset + 7] << 24);
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// DXT5 alpha: two endpoints plus 3 bit indices.
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let a0 = 0, a1 = 0, alphaBits0 = 0, alphaBits1 = 0;
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if (format === 5) {
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a0 = data[offset];
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a1 = data[offset + 1];
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alphaBits0 = data[offset + 2] | (data[offset + 3] << 8) | (data[offset + 4] << 16);
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alphaBits1 = data[offset + 5] | (data[offset + 6] << 8) | (data[offset + 7] << 16);
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}
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for (let py = 0; py < 4; py++) {
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for (let px = 0; px < 4; px++) {
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const x = bx * 4 + px;
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const y = by * 4 + py;
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if (x >= width || y >= height) continue;
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const pixel = py * 4 + px;
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const idx = ((bits >>> (pixel * 2)) & 3) * 4;
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const dst = (y * width + x) * 4;
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out[dst] = palette[idx];
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out[dst + 1] = palette[idx + 1];
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out[dst + 2] = palette[idx + 2];
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if (format === 1) {
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out[dst + 3] = palette[idx + 3];
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} else if (format === 3) {
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// 4 bits of alpha per pixel, straight from the first 8 bytes.
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const nibble = data[offset + (pixel >> 1)];
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out[dst + 3] = (pixel & 1 ? nibble >> 4 : nibble & 0x0f) * 17;
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} else {
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const shift = (pixel % 8) * 3;
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const code = ((pixel < 8 ? alphaBits0 : alphaBits1) >>> shift) & 7;
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let a;
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if (code === 0) a = a0;
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else if (code === 1) a = a1;
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else if (a0 > a1) a = ((8 - code) * a0 + (code - 1) * a1) / 7;
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else if (code === 6) a = 0;
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else if (code === 7) a = 255;
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else a = ((6 - code) * a0 + (code - 1) * a1) / 5;
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out[dst + 3] = a;
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}
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}
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}
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}
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}
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return out;
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}
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@@ -0,0 +1,154 @@
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// RenderWare binary stream: every chunk is a 12 byte header followed by its
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// body, and container chunks simply hold more chunks. That one rule covers
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// both DFF and TXD.
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export const RW = {
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STRUCT: 0x01,
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STRING: 0x02,
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EXTENSION: 0x03,
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TEXTURE: 0x06,
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MATERIAL: 0x07,
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MATLIST: 0x08,
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FRAMELIST: 0x0e,
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GEOMETRY: 0x0f,
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CLUMP: 0x10,
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ATOMIC: 0x14,
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TEXNATIVE: 0x15,
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TEXDICT: 0x16,
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GEOMETRYLIST: 0x1a,
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BINMESH: 0x50e,
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SKIN: 0x116,
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HANIM: 0x11e,
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FRAME_NAME: 0x253f2fe,
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};
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// GTA:SA ships RenderWare 3.6.0.3, which packs to 0x1803FFFF.
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export const SA_VERSION = 0x36003;
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export function unpackVersion(libraryId) {
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if (libraryId & 0xffff0000) {
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return (((libraryId >> 14) & 0x3ff00) + 0x30000) | ((libraryId >> 16) & 0x3f);
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}
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return libraryId << 8;
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}
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export function versionString(version) {
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// major.minor.revision.build - the build number lives in the low 6 bits.
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return [(version >> 16) & 0xf, (version >> 12) & 0xf, (version >> 8) & 0xf, version & 0x3f].join('.');
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}
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export class Reader {
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constructor(view, start, end) {
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this.view = view;
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this.pos = start;
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this.end = end;
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}
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get remaining() {
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return this.end - this.pos;
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}
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u8() {
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return this.view.getUint8(this.pos++);
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}
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u16() {
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const v = this.view.getUint16(this.pos, true);
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this.pos += 2;
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return v;
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}
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u32() {
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const v = this.view.getUint32(this.pos, true);
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this.pos += 4;
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return v;
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}
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i32() {
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const v = this.view.getInt32(this.pos, true);
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this.pos += 4;
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return v;
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}
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f32() {
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const v = this.view.getFloat32(this.pos, true);
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this.pos += 4;
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return v;
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}
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skip(n) {
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this.pos += n;
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}
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bytes(n) {
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const v = new Uint8Array(this.view.buffer, this.view.byteOffset + this.pos, n);
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this.pos += n;
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return v;
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}
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// Fixed width, null padded name field.
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fixedString(n) {
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const raw = this.bytes(n);
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let len = raw.indexOf(0);
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if (len < 0) len = n;
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return String.fromCharCode(...raw.subarray(0, len));
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}
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f32Array(n) {
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const out = new Float32Array(n);
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for (let i = 0; i < n; i++) out[i] = this.f32();
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return out;
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}
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}
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export class Chunk {
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constructor(view, offset, limit) {
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this.view = view;
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this.type = view.getUint32(offset, true);
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this.size = view.getUint32(offset + 4, true);
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this.version = unpackVersion(view.getUint32(offset + 8, true));
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this.start = offset + 12;
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this.end = Math.min(this.start + this.size, limit === undefined ? view.byteLength : limit);
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}
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reader() {
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return new Reader(this.view, this.start, this.end);
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}
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*children() {
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let offset = this.start;
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// 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;
|
||||
}
|
||||
@@ -0,0 +1,179 @@
|
||||
// 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 };
|
||||
}
|
||||
Reference in New Issue
Block a user