#include #include #include #include #include #include "rwbase.h" #include "rwplugin.h" #include "rwpipeline.h" #include "rwobjects.h" #include "rwxbox.h" using namespace std; namespace rw { namespace xbox { void* destroyNativeData(void *object, int32, int32) { Geometry *geometry = (Geometry*)object; assert(geometry->instData != NULL); assert(geometry->instData->platform == PLATFORM_XBOX); InstanceDataHeader *header = (InstanceDataHeader*)geometry->instData; delete header; return object; } void readNativeData(Stream *stream, int32, void *object, int32, int32) { Geometry *geometry = (Geometry*)object; uint32 vers; assert(findChunk(stream, ID_STRUCT, NULL, &vers)); assert(stream->readU32() == PLATFORM_XBOX); assert(vers >= 0x35000 && "can't handle native Xbox data < 0x35000"); InstanceDataHeader *header = new InstanceDataHeader; geometry->instData = header; header->platform = PLATFORM_XBOX; int32 size = stream->readI32(); // The 0x18 byte are the resentryheader. // We don't have it but it's used for alignment. header->data = new uint8[size + 0x18]; uint8 *p = header->data+0x18+4; stream->read(p, size-4); header->size = size; header->serialNumber = *(uint16*)p; p += 2; header->numMeshes = *(uint16*)p; p += 2; header->primType = *(uint32*)p; p += 4; header->numVertices = *(uint32*)p; p += 4; header->stride = *(uint32*)p; p += 4; // RxXboxVertexFormat in 3.3 here p += 4; // skip vertexBuffer pointer header->vertexAlpha = *(bool32*)p; p += 4; p += 8; // skip begin, end pointers InstanceData *inst = new InstanceData[header->numMeshes]; header->begin = inst; for(int i = 0; i < header->numMeshes; i++){ inst->minVert = *(uint32*)p; p += 4; inst->numVertices = *(int32*)p; p += 4; inst->numIndices = *(int32*)p; p += 4; inst->indexBuffer = header->data + *(uint32*)p; p += 4; p += 8; // skip material and vertexShader inst->vertexShader = 0; // pixelShader in 3.3 here inst++; } header->end = inst; header->vertexBuffer = new uint8[header->stride*header->numVertices]; stream->read(header->vertexBuffer, header->stride*header->numVertices); } void writeNativeData(Stream *stream, int32 len, void *object, int32, int32) { Geometry *geometry = (Geometry*)object; writeChunkHeader(stream, ID_STRUCT, len-12); assert(geometry->instData != NULL); assert(geometry->instData->platform == PLATFORM_XBOX); stream->writeU32(PLATFORM_XBOX); InstanceDataHeader *header = (InstanceDataHeader*)geometry->instData; // we just fill header->data and write that uint8 *p = header->data+0x18; //uint8 *end = (uint8*)header->begin->indexBuffer; //memset(p, 0xAB, end-p); *(int32*)p = header->size; p += 4; *(uint16*)p = header->serialNumber; p += 2; *(uint16*)p = header->numMeshes; p += 2; *(uint32*)p = header->primType; p += 4; *(uint32*)p = header->numVertices; p += 4; *(uint32*)p = header->stride; p += 4; // RxXboxVertexFormat in 3.3 here p += 4; // skip vertexBuffer pointer *(bool32*)p = header->vertexAlpha; p += 4; p += 8; // skip begin, end pointers InstanceData *inst = header->begin; for(int i = 0; i < header->numMeshes; i++){ *(uint32*)p = inst->minVert; p += 4; *(int32*)p = inst->numVertices; p += 4; *(int32*)p = inst->numIndices; p += 4; *(uint32*)p = (uint8*)inst->indexBuffer - header->data; p += 4; p += 8; // skip material and vertexShader // pixelShader in 3.3 here inst++; } stream->write(header->data+0x18, header->size); stream->write(header->vertexBuffer, header->stride*header->numVertices); } int32 getSizeNativeData(void *object, int32, int32) { Geometry *geometry = (Geometry*)object; assert(geometry->instData != NULL); assert(geometry->instData->platform == PLATFORM_XBOX); InstanceDataHeader *header = (InstanceDataHeader*)geometry->instData; return 12 + 4 + header->size + header->stride*header->numVertices; } void registerNativeDataPlugin(void) { Geometry::registerPlugin(0, ID_NATIVEDATA, NULL, destroyNativeData, NULL); Geometry::registerPluginStream(ID_NATIVEDATA, readNativeData, writeNativeData, getSizeNativeData); } // Skin plugin struct NativeSkin { int32 table1[256]; // maps indices to bones int32 table2[256]; // maps bones to indices int32 numUsedBones; void *vertexBuffer; int32 stride; }; void readNativeSkin(Stream *stream, int32, void *object, int32 offset) { Geometry *geometry = (Geometry*)object; uint32 vers; assert(findChunk(stream, ID_STRUCT, NULL, &vers)); assert(vers >= 0x35000 && "can't handle native xbox skin < 0x35000"); assert(stream->readU32() == PLATFORM_XBOX); Skin *skin = new Skin; *PLUGINOFFSET(Skin*, geometry, offset) = skin; skin->numBones = stream->readI32(); // only allocate matrices skin->numUsedBones = 0; skin->allocateData(0); NativeSkin *natskin = new NativeSkin; skin->platformData = natskin; stream->read(natskin->table1, 256*sizeof(int32)); stream->read(natskin->table2, 256*sizeof(int32)); // we use our own variable for this due to allocation natskin->numUsedBones = stream->readI32(); skin->maxIndex = stream->readI32(); stream->seek(4); // skip pointer to vertexBuffer natskin->stride = stream->readI32(); int32 size = geometry->numVertices*natskin->stride; natskin->vertexBuffer = new uint8[size]; stream->read(natskin->vertexBuffer, size); stream->read(skin->inverseMatrices, skin->numBones*64); // no split skins in GTA stream->seek(12); } void writeNativeSkin(Stream *stream, int32 len, void *object, int32 offset) { Geometry *geometry = (Geometry*)object; Skin *skin = *PLUGINOFFSET(Skin*, object, offset); assert(skin->platformData); assert(rw::version >= 0x35000 && "can't handle native xbox skin < 0x35000"); NativeSkin *natskin = (NativeSkin*)skin->platformData; writeChunkHeader(stream, ID_STRUCT, len-12); stream->writeU32(PLATFORM_XBOX); stream->writeI32(skin->numBones); stream->write(natskin->table1, 256*sizeof(int32)); stream->write(natskin->table2, 256*sizeof(int32)); stream->writeI32(natskin->numUsedBones); stream->writeI32(skin->maxIndex); stream->writeU32(0xBADEAFFE); // pointer to vertexBuffer stream->writeI32(natskin->stride); stream->write(natskin->vertexBuffer, geometry->numVertices*natskin->stride); stream->write(skin->inverseMatrices, skin->numBones*64); int32 buffer[3] = { 0, 0, 0}; stream->write(buffer, 12); } int32 getSizeNativeSkin(void *object, int32 offset) { Geometry *geometry = (Geometry*)object; Skin *skin = *PLUGINOFFSET(Skin*, object, offset); if(skin == NULL) return -1; assert(skin->platformData); NativeSkin *natskin = (NativeSkin*)skin->platformData; return 12 + 8 + 2*256*4 + 4*4 + natskin->stride*geometry->numVertices + skin->numBones*64 + 12; } // Vertex Format Plugin static void* createVertexFmt(void *object, int32 offset, int32) { *PLUGINOFFSET(uint32, object, offset) = 0; return object; } static void* copyVertexFmt(void *dst, void *src, int32 offset, int32) { *PLUGINOFFSET(uint32, dst, offset) = *PLUGINOFFSET(uint32, src, offset); return dst; } static void readVertexFmt(Stream *stream, int32, void *object, int32 offset, int32) { uint32 fmt = stream->readU32(); // printf("vertexfmt: %X\n", fmt); *PLUGINOFFSET(uint32, object, offset) = fmt; // TODO: create and attach "vertex shader" } static void writeVertexFmt(Stream *stream, int32, void *object, int32 offset, int32) { stream->writeI32(*PLUGINOFFSET(uint32, object, offset)); } static int32 getSizeVertexFmt(void*, int32, int32) { // TODO: make dependent on platform return 4; } void registerVertexFormatPlugin(void) { Geometry::registerPlugin(sizeof(uint32), ID_VERTEXFMT, createVertexFmt, NULL, copyVertexFmt); Geometry::registerPluginStream(ID_VERTEXFMT, readVertexFmt, writeVertexFmt, getSizeVertexFmt); } } }