sm64coopdx/data/dynos_bin_actor.cpp

299 lines
12 KiB
C++

#include "dynos.cpp.h"
// Free data pointers, but keep nodes and tokens intact
// Delete nodes generated from GfxDynCmds
template <typename T>
void ClearGfxDataNodes(DataNodes<T> &aDataNodes) {
for (s32 i = aDataNodes.Count(); i != 0; --i) {
Delete(aDataNodes[i - 1]->mData);
}
}
/////////////
// Writing //
/////////////
static bool DynOS_Actor_WriteBinary(const SysPath &aOutputFilename, GfxData *aGfxData) {
BinFile *_File = BinFile::OpenW(aOutputFilename.c_str());
if (!_File) {
PrintDataError(" ERROR: Unable to create file \"%s\"", aOutputFilename.c_str());
return false;
}
for (u64 i = 0; i != aGfxData->mLoadIndex; ++i) {
for (auto &_Node : aGfxData->mLights) {
if (_Node->mLoadIndex == i) {
DynOS_Lights_Write(_File, aGfxData, _Node);
}
}
for (auto &_Node : aGfxData->mLight0s) {
if (_Node->mLoadIndex == i) {
DynOS_Light0_Write(_File, aGfxData, _Node);
}
}
for (auto &_Node : aGfxData->mLightTs) {
if (_Node->mLoadIndex == i) {
DynOS_LightT_Write(_File, aGfxData, _Node);
}
}
for (auto &_Node : aGfxData->mAmbientTs) {
if (_Node->mLoadIndex == i) {
DynOS_AmbientT_Write(_File, aGfxData, _Node);
}
}
for (auto &_Node : aGfxData->mTextures) {
if (_Node->mLoadIndex == i) {
DynOS_Tex_Write(_File, aGfxData, _Node);
}
}
for (auto &_Node : aGfxData->mTextureLists) {
if (_Node->mLoadIndex == i) {
DynOS_TexList_Write(_File, aGfxData, _Node);
}
}
for (auto &_Node : aGfxData->mVertices) {
if (_Node->mLoadIndex == i) {
DynOS_Vtx_Write(_File, aGfxData, _Node);
}
}
for (auto &_Node : aGfxData->mDisplayLists) {
if (_Node->mLoadIndex == i) {
DynOS_Gfx_Write(_File, aGfxData, _Node);
}
}
for (auto &_Node : aGfxData->mGeoLayouts) {
if (_Node->mLoadIndex == i) {
DynOS_Geo_Write(_File, aGfxData, _Node);
}
}
}
DynOS_Anim_Write(_File, aGfxData);
DynOS_Anim_Table_Write(_File, aGfxData);
BinFile::Close(_File);
return DynOS_Bin_Compress(aOutputFilename);
}
/////////////
// Reading //
/////////////
GfxData *DynOS_Actor_LoadFromBinary(const SysPath &aPackFolder, const char *aActorName, const SysPath &aFilename, bool aAddToPack) {
// Look for pack in cache
PackData* _Pack = DynOS_Pack_GetFromPath(aPackFolder);
// Look for actor in pack
if (_Pack) {
auto _ActorPair = DynOS_Pack_GetActor(_Pack, aActorName);
if (_ActorPair != NULL) {
return _ActorPair->second;
}
}
// Load data from binary file
GfxData *_GfxData = NULL;
BinFile *_File = DynOS_Bin_Decompress(aFilename);
if (_File) {
_GfxData = New<GfxData>();
for (bool _Done = false; !_Done;) {
switch (_File->Read<u8>()) {
case DATA_TYPE_LIGHT: DynOS_Lights_Load (_File, _GfxData); break;
case DATA_TYPE_LIGHT_0: DynOS_Light0_Load (_File, _GfxData); break;
case DATA_TYPE_LIGHT_T: DynOS_LightT_Load (_File, _GfxData); break;
case DATA_TYPE_AMBIENT_T: DynOS_AmbientT_Load (_File, _GfxData); break;
case DATA_TYPE_TEXTURE: DynOS_Tex_Load (_File, _GfxData); break;
case DATA_TYPE_TEXTURE_LIST: DynOS_TexList_Load (_File, _GfxData); break;
case DATA_TYPE_VERTEX: DynOS_Vtx_Load (_File, _GfxData); break;
case DATA_TYPE_DISPLAY_LIST: DynOS_Gfx_Load (_File, _GfxData); break;
case DATA_TYPE_GEO_LAYOUT: DynOS_Geo_Load (_File, _GfxData); break;
case DATA_TYPE_ANIMATION: DynOS_Anim_Load (_File, _GfxData); break;
case DATA_TYPE_ANIMATION_TABLE: DynOS_Anim_Table_Load(_File, _GfxData); break;
case DATA_TYPE_GFXDYNCMD: DynOS_GfxDynCmd_Load (_File, _GfxData); break;
default: _Done = true; break;
}
}
BinFile::Close(_File);
}
// Add data to cache, even if not loaded
if (aAddToPack) {
if (_Pack) {
DynOS_Pack_AddActor(_Pack, aActorName, _GfxData);
} else {
_Pack = DynOS_Pack_Add(aPackFolder);
DynOS_Pack_AddActor(_Pack, aActorName, _GfxData);
}
}
return _GfxData;
}
//////////////
// Generate //
//////////////
static String GetActorFolder(const Array<Pair<u64, String>> &aActorsFolders, u64 aModelIdentifier) {
for (const auto &_Pair : aActorsFolders) {
if (_Pair.first == aModelIdentifier) {
return _Pair.second;
}
}
return String();
}
static void DynOS_Actor_Generate(const SysPath &aPackFolder, Array<Pair<u64, String>> _ActorsFolders, GfxData *_GfxData) {
// do not regen this folder if we find any existing bins
for (s32 geoIndex = _GfxData->mGeoLayouts.Count() - 1; geoIndex >= 0; geoIndex--) {
auto &_GeoNode = _GfxData->mGeoLayouts[geoIndex];
String _GeoRootName = _GeoNode->mName;
// If there is an existing binary file for this layout, skip and go to the next actor
SysPath _BinFilename = fstring("%s/%s.bin", aPackFolder.c_str(), _GeoRootName.begin());
if (fs_sys_file_exists(_BinFilename.c_str())) {
#ifdef DEVELOPMENT
// Compress file to gain some space
if (!DynOS_Bin_IsCompressed(_BinFilename)) {
DynOS_Bin_Compress(_BinFilename);
}
#endif
return;
}
}
// generate in reverse order to detect children
for (s32 geoIndex = _GfxData->mGeoLayouts.Count() - 1; geoIndex >= 0; geoIndex--) {
auto &_GeoNode = _GfxData->mGeoLayouts[geoIndex];
// if this is a child geo layout, don't save it as a bin
if (_GfxData->mChildGeoLayouts.Find(_GeoNode) != -1) {
continue;
}
String _GeoRootName = _GeoNode->mName;
// If there is an existing binary file for this layout, skip and go to the next actor
SysPath _BinFilename = fstring("%s/%s.bin", aPackFolder.c_str(), _GeoRootName.begin());
// Init
_GfxData->mLoadIndex = 0;
_GfxData->mErrorCount = 0;
_GfxData->mModelIdentifier = _GeoNode->mModelIdentifier;
_GfxData->mPackFolder = aPackFolder;
_GfxData->mPointerList = { NULL }; // The NULL pointer is needed, so we add it here
_GfxData->mPointerOffsetList = { };
_GfxData->mLuaPointerList = { };
_GfxData->mLuaTokenList = { };
_GfxData->mGfxContext.mCurrentTexture = NULL;
_GfxData->mGfxContext.mCurrentPalette = NULL;
_GfxData->mGeoNodeStack.Clear();
// Parse data
PrintNoNewLine("%s.bin: Model identifier: %X - Processing... ", _GeoRootName.begin(), _GfxData->mModelIdentifier);
PrintConsole(CONSOLE_MESSAGE_INFO, "%s.bin: Model identifier: %X - Processing... ", _GeoRootName.begin(), _GfxData->mModelIdentifier);
DynOS_Geo_Parse(_GfxData, _GeoNode, true);
// Init animation data
for (auto &_AnimBuffer : _GfxData->mAnimValues) Delete(_AnimBuffer);
for (auto &_AnimBuffer : _GfxData->mAnimIndices) Delete(_AnimBuffer);
for (auto &_AnimNode : _GfxData->mAnimations) Delete(_AnimNode);
_GfxData->mAnimValues.Clear();
_GfxData->mAnimIndices.Clear();
_GfxData->mAnimations.Clear();
_GfxData->mAnimationTable.Clear();
// Scan anims folder for animation data
String _ActorFolder = GetActorFolder(_ActorsFolders, _GfxData->mModelIdentifier);
SysPath _AnimsFolder = fstring("%s/%s/anims", aPackFolder.c_str(), _ActorFolder.begin());
DynOS_Anim_ScanFolder(_GfxData, _AnimsFolder);
// Create table for player model animations
if ((_GeoRootName == "mario_geo" || _GeoRootName == "luigi_geo" || _GeoRootName == "toad_player_geo" || _GeoRootName == "wario_geo" || _GeoRootName == "waluigi_geo") && !_GfxData->mAnimations.Empty()) {
_GfxData->mAnimationTable.Resize(256);
for (s32 i = 0; i != 256; ++i) {
String _AnimName("anim_%02X", i);
if (_GfxData->mAnimations.FindIf([&_AnimName](const DataNode<AnimData> *aNode) { return aNode->mName == _AnimName; }) != -1) {
_GfxData->mAnimationTable[i] = { _AnimName, NULL };
} else {
_GfxData->mAnimationTable[i] = { "NULL", NULL };
}
}
}
// Write if no error
if (_GfxData->mErrorCount == 0) {
DynOS_Actor_WriteBinary(_BinFilename, _GfxData);
} else {
PrintError(" %u error(s): Unable to parse data", _GfxData->mErrorCount);
}
// Clear data pointers
ClearGfxDataNodes(_GfxData->mLights);
ClearGfxDataNodes(_GfxData->mLight0s);
ClearGfxDataNodes(_GfxData->mLightTs);
ClearGfxDataNodes(_GfxData->mAmbientTs);
ClearGfxDataNodes(_GfxData->mTextures);
ClearGfxDataNodes(_GfxData->mTextureLists);
ClearGfxDataNodes(_GfxData->mVertices);
ClearGfxDataNodes(_GfxData->mDisplayLists);
ClearGfxDataNodes(_GfxData->mGeoLayouts);
ClearGfxDataNodes(_GfxData->mCollisions);
_GfxData->mPointerList.Clear();
_GfxData->mPointerOffsetList.Clear();
_GfxData->mLuaPointerList.Clear();
_GfxData->mLuaTokenList.Clear();
}
_GfxData->mChildGeoLayouts.Clear();
}
void DynOS_Actor_GeneratePack(const SysPath &aPackFolder) {
Print("Processing actors: \"%s\"", aPackFolder.c_str());
Array<Pair<u64, String>> _ActorsFolders;
GfxData *_GfxData = New<GfxData>();
// Read all the model.inc.c files and geo.inc.c files from the subfolders of the pack folder
// Animations are processed separately
DIR *aPackDir = opendir(aPackFolder.c_str());
if (aPackDir) {
struct dirent *_PackEnt = NULL;
while ((_PackEnt = readdir(aPackDir)) != NULL) {
// Skip . and ..
if (SysPath(_PackEnt->d_name) == ".") continue;
if (SysPath(_PackEnt->d_name) == "..") continue;
#ifdef DEVELOPMENT
// Compress .bin files to gain some space
SysPath _Filename = fstring("%s/%s", aPackFolder.c_str(), _PackEnt->d_name);
if (SysPath(_PackEnt->d_name).find(".bin") != SysPath::npos && !DynOS_Bin_IsCompressed(_Filename)) {
DynOS_Bin_Compress(_Filename);
continue;
}
#endif
// For each subfolder, read tokens from model.inc.c and geo.inc.c
SysPath _Folder = fstring("%s/%s", aPackFolder.c_str(), _PackEnt->d_name);
if (fs_sys_dir_exists(_Folder.c_str())) {
_GfxData->mModelIdentifier = 0;
// Remember the geo layout count
s32 prevGeoLayoutCount = _GfxData->mGeoLayouts.Count();
DynOS_Read_Source(_GfxData, fstring("%s/texture.inc.c", _Folder.c_str()));
DynOS_Read_Source(_GfxData, fstring("%s/model.inc.c", _Folder.c_str()));
DynOS_Read_Source(_GfxData, fstring("%s/geo.inc.c", _Folder.c_str()));
DynOS_Read_Source(_GfxData, fstring("%s/collision.inc.c", _Folder.c_str()));
if (_GfxData->mModelIdentifier != 0) {
_ActorsFolders.Add({ _GfxData->mModelIdentifier, String(_PackEnt->d_name) });
}
}
}
closedir(aPackDir);
}
// Generate a binary file for each actor found in the GfxData
DynOS_Col_Generate(aPackFolder, _ActorsFolders, _GfxData);
DynOS_Actor_Generate(aPackFolder, _ActorsFolders, _GfxData);
DynOS_Gfx_Free(_GfxData);
}