librw/src/xbox.cpp

986 lines
26 KiB
C++

#include <cstdio>
#include <cstdlib>
#include <cstring>
#include <cassert>
#include <new>
#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;
geometry->instData = NULL;
delete[] (uint8*)header->vertexBuffer;
delete[] header->begin;
delete[] header->data;
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);
assert(rw::version >= 0x35000 && "can't write native Xbox data < 0x35000");
InstanceDataHeader *header = (InstanceDataHeader*)geometry->instData;
// we just fill header->data and write that
uint8 *p = header->data+0x18;
*(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);
}
ObjPipeline::ObjPipeline(uint32 platform)
: rw::ObjPipeline(platform),
instanceCB(NULL), uninstanceCB(NULL) { }
void
ObjPipeline::instance(Atomic *atomic)
{
enum {
D3DPT_TRIANGLELIST = 5,
D3DPT_TRIANGLESTRIP = 6,
};
Geometry *geo = atomic->geometry;
if(geo->geoflags & Geometry::NATIVE)
return;
geo->geoflags |= Geometry::NATIVE;
InstanceDataHeader *header = new InstanceDataHeader;
MeshHeader *meshh = geo->meshHeader;
geo->instData = header;
header->platform = PLATFORM_XBOX;
header->size = 0x24 + meshh->numMeshes*0x18 + 0x10;
Mesh *mesh = meshh->mesh;
for(uint32 i = 0; i < meshh->numMeshes; i++)
header->size += (mesh++->numIndices*2 + 0xF) & ~0xF;
// The 0x18 byte are the resentryheader.
// We don't have it but it's used for alignment.
header->data = new uint8[header->size + 0x18];
header->serialNumber = 0;
header->numMeshes = meshh->numMeshes;
header->primType = meshh->flags == 1 ? D3DPT_TRIANGLESTRIP : D3DPT_TRIANGLELIST;
header->numVertices = geo->numVertices;
header->vertexAlpha = 0;
// set by the instanceCB
header->stride = 0;
header->vertexBuffer = NULL;
InstanceData *inst = new InstanceData[header->numMeshes];
header->begin = inst;
mesh = meshh->mesh;
uint8 *indexbuf = (uint8*)header->data + ((0x18 + 0x24 + header->numMeshes*0x18 + 0xF)&~0xF);
for(uint32 i = 0; i < header->numMeshes; i++){
findMinVertAndNumVertices(mesh->indices, mesh->numIndices,
&inst->minVert, &inst->numVertices);
inst->numIndices = mesh->numIndices;
inst->indexBuffer = indexbuf;
memcpy(inst->indexBuffer, mesh->indices, inst->numIndices*sizeof(uint16));
indexbuf += (inst->numIndices*2 + 0xF) & ~0xF;
inst->material = mesh->material;
inst->vertexShader = 0; // TODO?
mesh++;
inst++;
}
header->end = inst;
this->instanceCB(geo, header);
}
void
ObjPipeline::uninstance(Atomic *atomic)
{
Geometry *geo = atomic->geometry;
if((geo->geoflags & Geometry::NATIVE) == 0)
return;
assert(geo->instData != NULL);
assert(geo->instData->platform == PLATFORM_XBOX);
geo->geoflags &= ~Geometry::NATIVE;
geo->allocateData();
geo->meshHeader->allocateIndices();
InstanceDataHeader *header = (InstanceDataHeader*)geo->instData;
InstanceData *inst = header->begin;
Mesh *mesh = geo->meshHeader->mesh;
for(uint32 i = 0; i < header->numMeshes; i++){
uint16 *indices = (uint16*)inst->indexBuffer;
memcpy(mesh->indices, indices, inst->numIndices*2);
mesh++;
inst++;
}
this->uninstanceCB(geo, header);
geo->generateTriangles();
destroyNativeData(geo, 0, 0);
}
int v3dFormatMap[] = {
-1, VERT_BYTE3, VERT_SHORT3, VERT_NORMSHORT3, VERT_COMPNORM, VERT_FLOAT3
};
int v2dFormatMap[] = {
-1, VERT_BYTE2, VERT_SHORT2, VERT_NORMSHORT2, VERT_COMPNORM, VERT_FLOAT2
};
void
defaultInstanceCB(Geometry *geo, InstanceDataHeader *header)
{
uint32 *vertexFmt = getVertexFmt(geo);
if(*vertexFmt == 0)
*vertexFmt = makeVertexFmt(geo->geoflags, geo->numTexCoordSets);
header->stride = getVertexFmtStride(*vertexFmt);
header->vertexBuffer = new uint8[header->stride*header->numVertices];
uint8 *dst = (uint8*)header->vertexBuffer;
uint32 fmt = *vertexFmt;
uint32 sel = fmt & 0xF;
instV3d(v3dFormatMap[sel], dst, geo->morphTargets[0].vertices,
header->numVertices, header->stride);
dst += sel == 4 ? 4 : 3*vertexFormatSizes[sel];
sel = (fmt >> 4) & 0xF;
if(sel){
instV3d(v3dFormatMap[sel], dst, geo->morphTargets[0].normals,
header->numVertices, header->stride);
dst += sel == 4 ? 4 : 3*vertexFormatSizes[sel];
}
if(fmt & 0x1000000){
header->vertexAlpha = instColor(VERT_ARGB, dst, geo->colors,
header->numVertices, header->stride);
dst += 4;
}
for(int i = 0; i < 4; i++){
sel = (fmt >> (i*4 + 8)) & 0xF;
if(sel == 0)
break;
instV2d(v2dFormatMap[sel], dst, geo->texCoords[i],
header->numVertices, header->stride);
dst += sel == 4 ? 4 : 2*vertexFormatSizes[sel];
}
if(fmt & 0xE000000)
assert(0 && "can't instance tangents or whatever it is");
}
void
defaultUninstanceCB(Geometry *geo, InstanceDataHeader *header)
{
uint32 *vertexFmt = getVertexFmt(geo);
uint32 fmt = *vertexFmt;
assert(fmt != 0);
uint8 *src = (uint8*)header->vertexBuffer;
uint32 sel = fmt & 0xF;
uninstV3d(v3dFormatMap[sel], geo->morphTargets[0].vertices, src,
header->numVertices, header->stride);
src += sel == 4 ? 4 : 3*vertexFormatSizes[sel];
sel = (fmt >> 4) & 0xF;
if(sel){
uninstV3d(v3dFormatMap[sel], geo->morphTargets[0].normals, src,
header->numVertices, header->stride);
src += sel == 4 ? 4 : 3*vertexFormatSizes[sel];
}
if(fmt & 0x1000000){
uninstColor(VERT_ARGB, geo->colors, src,
header->numVertices, header->stride);
src += 4;
}
for(int i = 0; i < 4; i++){
sel = (fmt >> (i*4 + 8)) & 0xF;
if(sel == 0)
break;
uninstV2d(v2dFormatMap[sel], geo->texCoords[i], src,
header->numVertices, header->stride);
src += sel == 4 ? 4 : 2*vertexFormatSizes[sel];
}
}
ObjPipeline*
makeDefaultPipeline(void)
{
ObjPipeline *pipe = new ObjPipeline(PLATFORM_XBOX);
pipe->instanceCB = defaultInstanceCB;
pipe->uninstanceCB = defaultUninstanceCB;
return pipe;
}
// 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;
int32 numBones = stream->readI32();
skin->init(numBones, 0, 0);
NativeSkin *natskin = new NativeSkin;
skin->platformData = natskin;
stream->read(natskin->table1, 256*sizeof(int32));
stream->read(natskin->table2, 256*sizeof(int32));
natskin->numUsedBones = stream->readI32();
skin->numWeights = 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->numWeights);
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;
if(skin->platformData == NULL)
return -1;
NativeSkin *natskin = (NativeSkin*)skin->platformData;
return 12 + 8 + 2*256*4 + 4*4 +
natskin->stride*geometry->numVertices + skin->numBones*64 + 12;
}
void
skinInstanceCB(Geometry *geo, InstanceDataHeader *header)
{
defaultInstanceCB(geo, header);
Skin *skin = *PLUGINOFFSET(Skin*, geo, skinGlobals.offset);
if(skin == NULL)
return;
NativeSkin *natskin = new NativeSkin;
skin->platformData = natskin;
natskin->numUsedBones = skin->numUsedBones;
memset(natskin->table1, 0xFF, sizeof(natskin->table1));
memset(natskin->table2, 0x00, sizeof(natskin->table2));
for(int32 i = 0; i < skin->numUsedBones; i++){
natskin->table1[i] = skin->usedBones[i];
natskin->table2[skin->usedBones[i]] = i;
}
natskin->stride = 3*skin->numWeights;
uint8 *vbuf = new uint8[header->numVertices*natskin->stride];
natskin->vertexBuffer = vbuf;
int32 w[4];
int sum;
float *weights = skin->weights;
uint8 *p = vbuf;
int32 numVertices = header->numVertices;
while(numVertices--){
sum = 0;
for(int i = 1; i < skin->numWeights; i++){
w[i] = weights[i]*255.0f + 0.5f;
sum += w[i];
}
w[0] = 255 - sum;
for(int i = 0; i < skin->numWeights; i++)
p[i] = w[i];
p += natskin->stride;
weights += 4;
}
numVertices = header->numVertices;
p = vbuf + skin->numWeights;
uint8 *indices = skin->indices;
uint16 *idx;
while(numVertices--){
idx = (uint16*)p;
for(int i = 0; i < skin->numWeights; i++)
idx[i] = 3*natskin->table2[indices[i]];
p += natskin->stride;
indices += 4;
}
}
void
skinUninstanceCB(Geometry *geo, InstanceDataHeader *header)
{
defaultUninstanceCB(geo, header);
Skin *skin = *PLUGINOFFSET(Skin*, geo, skinGlobals.offset);
if(skin == NULL)
return;
NativeSkin *natskin = (NativeSkin*)skin->platformData;
uint8 *data = skin->data;
float *invMats = skin->inverseMatrices;
skin->init(skin->numBones, natskin->numUsedBones, geo->numVertices);
memcpy(skin->inverseMatrices, invMats, skin->numBones*64);
delete[] data;
for(int32 j = 0; j < skin->numUsedBones; j++)
skin->usedBones[j] = natskin->table1[j];
float *weights = skin->weights;
uint8 *indices = skin->indices;
uint8 *p = (uint8*)natskin->vertexBuffer;
int32 numVertices = header->numVertices;
float w[4];
uint8 i[4];
uint16 *ip;
while(numVertices--){
w[0] = w[1] = w[2] = w[3] = 0.0f;
i[0] = i[1] = i[2] = i[3] = 0;
for(int32 j = 0; j < skin->numWeights; j++)
w[j] = *p++/255.0f;
ip = (uint16*)p;
for(int32 j = 0; j < skin->numWeights; j++){
i[j] = natskin->table1[*ip++/3];
if(w[j] == 0.0f) i[j] = 0; // clean up a bit
}
p = (uint8*)ip;
for(int32 j = 0; j < 4; j++){
*weights++ = w[j];
*indices++ = i[j];
}
}
delete[] (uint8*)natskin->vertexBuffer;
delete natskin;
}
ObjPipeline*
makeSkinPipeline(void)
{
ObjPipeline *pipe = new ObjPipeline(PLATFORM_XBOX);
pipe->instanceCB = skinInstanceCB;
pipe->uninstanceCB = skinUninstanceCB;
pipe->pluginID = ID_SKIN;
pipe->pluginData = 1;
return pipe;
}
ObjPipeline*
makeMatFXPipeline(void)
{
ObjPipeline *pipe = new ObjPipeline(PLATFORM_XBOX);
pipe->instanceCB = defaultInstanceCB;
pipe->uninstanceCB = defaultUninstanceCB;
pipe->pluginID = ID_MATFX;
pipe->pluginData = 0;
return pipe;
}
// Vertex Format Plugin
static int32 vertexFmtOffset;
uint32 vertexFormatSizes[6] = {
0, 1, 2, 2, 4, 4
};
uint32*
getVertexFmt(Geometry *g)
{
return PLUGINOFFSET(uint32, g, vertexFmtOffset);
}
uint32
makeVertexFmt(int32 flags, uint32 numTexSets)
{
if(numTexSets > 4)
numTexSets = 4;
uint32 fmt = 0x5; // FLOAT3
if(flags & Geometry::NORMALS)
fmt |= 0x40; // NORMPACKED3
for(uint32 i = 0; i < numTexSets; i++)
fmt |= 0x500 << i*4; // FLOAT2
if(flags & Geometry::PRELIT)
fmt |= 0x1000000; // D3DCOLOR
return fmt;
}
uint32
getVertexFmtStride(uint32 fmt)
{
uint32 stride = 0;
uint32 v = fmt & 0xF;
uint32 n = (fmt >> 4) & 0xF;
stride += v == 4 ? 4 : 3*vertexFormatSizes[v];
stride += n == 4 ? 4 : 3*vertexFormatSizes[n];
if(fmt & 0x1000000)
stride += 4;
for(int i = 0; i < 4; i++){
uint32 t = (fmt >> (i*4 + 8)) & 0xF;
stride += t == 4 ? 4 : 2*vertexFormatSizes[t];
}
if(fmt & 0xE000000)
stride += 8;
return stride;
}
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();
*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)
{
if(rw::platform != PLATFORM_XBOX)
return -1;
return 4;
}
void
registerVertexFormatPlugin(void)
{
vertexFmtOffset = Geometry::registerPlugin(sizeof(uint32), ID_VERTEXFMT,
createVertexFmt, NULL, copyVertexFmt);
Geometry::registerPluginStream(ID_VERTEXFMT,
readVertexFmt,
writeVertexFmt,
getSizeVertexFmt);
}
// Native Texture and Raster
int32 nativeRasterOffset;
static uint32
calculateTextureSize(uint32 width, uint32 height, uint32 depth, uint32 format)
{
#define D3DFMT_W11V11U10 65
switch(format){
default:
case D3DFMT_UNKNOWN:
return 0;
case D3DFMT_A8:
case D3DFMT_P8:
case D3DFMT_L8:
case D3DFMT_AL8:
case D3DFMT_LIN_A8:
case D3DFMT_LIN_AL8:
case D3DFMT_LIN_L8:
return width * height * depth;
case D3DFMT_R5G6B5:
case D3DFMT_R6G5B5:
case D3DFMT_X1R5G5B5:
case D3DFMT_A1R5G5B5:
case D3DFMT_A4R4G4B4:
case D3DFMT_R4G4B4A4:
case D3DFMT_R5G5B5A1:
case D3DFMT_R8B8:
case D3DFMT_G8B8:
case D3DFMT_A8L8:
case D3DFMT_L16:
//case D3DFMT_V8U8:
//case D3DFMT_L6V5U5:
case D3DFMT_D16_LOCKABLE:
//case D3DFMT_D16:
case D3DFMT_F16:
case D3DFMT_YUY2:
case D3DFMT_UYVY:
case D3DFMT_LIN_A1R5G5B5:
case D3DFMT_LIN_A4R4G4B4:
case D3DFMT_LIN_G8B8:
case D3DFMT_LIN_R4G4B4A4:
case D3DFMT_LIN_R5G5B5A1:
case D3DFMT_LIN_R5G6B5:
case D3DFMT_LIN_R6G5B5:
case D3DFMT_LIN_R8B8:
case D3DFMT_LIN_X1R5G5B5:
case D3DFMT_LIN_A8L8:
case D3DFMT_LIN_L16:
//case D3DFMT_LIN_V8U8:
//case D3DFMT_LIN_L6V5U5:
case D3DFMT_LIN_D16:
case D3DFMT_LIN_F16:
return width * 2 * height * depth;
case D3DFMT_A8R8G8B8:
case D3DFMT_X8R8G8B8:
case D3DFMT_A8B8G8R8:
case D3DFMT_B8G8R8A8:
case D3DFMT_R8G8B8A8:
//case D3DFMT_X8L8V8U8:
//case D3DFMT_Q8W8V8U8:
case D3DFMT_V16U16:
case D3DFMT_D24S8:
case D3DFMT_F24S8:
case D3DFMT_LIN_A8B8G8R8:
case D3DFMT_LIN_A8R8G8B8:
case D3DFMT_LIN_B8G8R8A8:
case D3DFMT_LIN_R8G8B8A8:
case D3DFMT_LIN_X8R8G8B8:
case D3DFMT_LIN_V16U16:
//case D3DFMT_LIN_X8L8V8U8:
//case D3DFMT_LIN_Q8W8V8U8:
case D3DFMT_LIN_D24S8:
case D3DFMT_LIN_F24S8:
return width * 4 * height * depth;
case D3DFMT_DXT1:
assert(depth <= 1);
return ((width + 3) >> 2) * ((height + 3) >> 2) * 8;
//case D3DFMT_DXT2:
case D3DFMT_DXT3:
//case D3DFMT_DXT4:
case D3DFMT_DXT5:
assert(depth <= 1);
return ((width + 3) >> 2) * ((height + 3) >> 2) * 16;
}
}
static void*
createTexture(int32 width, int32 height, int32 numlevels, uint32 format)
{
int32 w = width;
int32 h = height;
int32 size = 0;
for(int32 i = 0; i < numlevels; i++){
size += calculateTextureSize(w, h, 1, format);
w /= 2;
if(w == 0) w = 1;
h /= 2;
if(h == 0) h = 1;
}
size = (size+3)&~3;
uint8 *data = new uint8[sizeof(RasterLevels)+sizeof(RasterLevels::Level)*(numlevels-1)+size];
RasterLevels *levels = (RasterLevels*)data;
data += sizeof(RasterLevels)+sizeof(RasterLevels::Level)*(numlevels-1);
levels->numlevels = numlevels;
levels->format = format;
w = width;
h = height;
for(int32 i = 0; i < numlevels; i++){
levels->levels[i].width = w;
levels->levels[i].height = h;
levels->levels[i].data = data;
levels->levels[i].size = calculateTextureSize(w, h, 1, format);
data += levels->levels[i].size;
w /= 2;
if(w == 0) w = 1;
h /= 2;
if(h == 0) h = 1;
}
return levels;
}
void
XboxRaster::create(Raster *raster)
{
static uint32 formatMap[] = {
D3DFMT_UNKNOWN,
D3DFMT_A1R5G5B5,
D3DFMT_R5G6B5,
D3DFMT_A4R4G4B4,
D3DFMT_L8,
D3DFMT_A8R8G8B8,
D3DFMT_X8R8G8B8,
D3DFMT_UNKNOWN,
D3DFMT_UNKNOWN,
D3DFMT_UNKNOWN,
D3DFMT_X1R5G5B5,
D3DFMT_UNKNOWN,
D3DFMT_UNKNOWN,
D3DFMT_UNKNOWN,
D3DFMT_UNKNOWN,
D3DFMT_UNKNOWN
};
static bool32 alphaMap[] = {
0,
1,
0,
1,
0,
1,
0,
0, 0, 0,
0,
0, 0, 0, 0, 0
};
if(raster->flags & 0x80)
return;
uint32 format;
if(raster->format & (Raster::PAL4 | Raster::PAL8)){
format = D3DFMT_P8;
this->palette = new uint8[4*256];
}else
format = formatMap[(raster->format >> 8) & 0xF];
this->format = 0;
this->hasAlpha = alphaMap[(raster->format >> 8) & 0xF];
int32 levels = Raster::calculateNumLevels(raster->width, raster->height);
this->texture = createTexture(raster->width, raster->height,
raster->format & Raster::MIPMAP ? levels : 1,
format);
}
uint8*
XboxRaster::lock(Raster*, int32 level)
{
RasterLevels *levels = (RasterLevels*)this->texture;
return levels->levels[level].data;
}
void
XboxRaster::unlock(Raster*, int32)
{
}
int32
XboxRaster::getNumLevels(Raster*)
{
RasterLevels *levels = (RasterLevels*)this->texture;
return levels->numlevels;
}
int32
getLevelSize(Raster *raster, int32 level)
{
XboxRaster *ras = PLUGINOFFSET(XboxRaster, raster, nativeRasterOffset);
RasterLevels *levels = (RasterLevels*)ras->texture;
return levels->levels[level].size;
}
static void*
createNativeRaster(void *object, int32 offset, int32)
{
XboxRaster *raster = PLUGINOFFSET(XboxRaster, object, offset);
new (raster) XboxRaster;
raster->texture = NULL;
raster->palette = NULL;
raster->format = 0;
raster->hasAlpha = 0;
raster->unknownFlag = 0;
return object;
}
static void*
destroyNativeRaster(void *object, int32, int32)
{
// TODO:
return object;
}
static void*
copyNativeRaster(void *dst, void *, int32 offset, int32)
{
XboxRaster *raster = PLUGINOFFSET(XboxRaster, dst, offset);
raster->texture = NULL;
raster->palette = NULL;
raster->format = 0;
raster->hasAlpha = 0;
raster->unknownFlag = 0;
return dst;
}
void
registerNativeRaster(void)
{
nativeRasterOffset = Raster::registerPlugin(sizeof(XboxRaster),
0x12340000 | PLATFORM_XBOX,
createNativeRaster,
destroyNativeRaster,
copyNativeRaster);
Raster::nativeOffsets[PLATFORM_XBOX] = nativeRasterOffset;
}
Texture*
readNativeTexture(Stream *stream)
{
uint32 version;
assert(findChunk(stream, ID_STRUCT, NULL, &version));
assert(version >= 0x34001);
assert(stream->readU32() == PLATFORM_XBOX);
Texture *tex = new Texture;
// Texture
tex->filterAddressing = stream->readU32();
stream->read(tex->name, 32);
stream->read(tex->mask, 32);
// Raster
int32 format = stream->readI32();
bool32 hasAlpha = stream->readI16();
bool32 unknownFlag = stream->readI16();
int32 width = stream->readU16();
int32 height = stream->readU16();
int32 depth = stream->readU8();
int32 numLevels = stream->readU8();
int32 type = stream->readU8();
int32 compression = stream->readU8();
int32 totalSize = stream->readI32();
assert(unknownFlag == 0);
Raster *raster;
if(compression){
raster = new Raster(width, height, depth, format | type | 0x80, PLATFORM_XBOX);
XboxRaster *ras = PLUGINOFFSET(XboxRaster, raster, nativeRasterOffset);
ras->format = compression;
ras->hasAlpha = hasAlpha;
ras->texture = createTexture(raster->width, raster->height,
raster->format & Raster::MIPMAP ? numLevels : 1,
ras->format);
raster->flags &= ~0x80;
}else
raster = new Raster(width, height, depth, format | type, PLATFORM_XBOX);
XboxRaster *ras = PLUGINOFFSET(XboxRaster, raster, nativeRasterOffset);
tex->raster = raster;
if(raster->format & Raster::PAL4)
stream->read(ras->palette, 4*32);
else if(raster->format & Raster::PAL8)
stream->read(ras->palette, 4*256);
// exploit the fact that mipmaps are allocated consecutively
uint8 *data = raster->lock(0);
stream->read(data, totalSize);
raster->unlock(0);
tex->streamReadPlugins(stream);
return tex;
}
void
writeNativeTexture(Texture *tex, Stream *stream)
{
int32 chunksize = getSizeNativeTexture(tex);
int32 plgsize = tex->streamGetPluginSize();
writeChunkHeader(stream, ID_TEXTURENATIVE, chunksize);
writeChunkHeader(stream, ID_STRUCT, chunksize-24-plgsize);
stream->writeU32(PLATFORM_XBOX);
// Texture
stream->writeU32(tex->filterAddressing);
stream->write(tex->name, 32);
stream->write(tex->mask, 32);
// Raster
Raster *raster = tex->raster;
XboxRaster *ras = PLUGINOFFSET(XboxRaster, raster, nativeRasterOffset);
int32 numLevels = raster->getNumLevels();
stream->writeI32(raster->format);
stream->writeI16(ras->hasAlpha);
stream->writeI16(ras->unknownFlag);
stream->writeU16(raster->width);
stream->writeU16(raster->height);
stream->writeU8(raster->depth);
stream->writeU8(numLevels);
stream->writeU8(raster->type);
stream->writeU8(ras->format);
int32 totalSize = 0;
for(int32 i = 0; i < numLevels; i++)
totalSize += getLevelSize(tex->raster, i);
totalSize = (totalSize+3)&~3;
stream->writeI32(totalSize);
if(raster->format & Raster::PAL4)
stream->write(ras->palette, 4*32);
else if(raster->format & Raster::PAL8)
stream->write(ras->palette, 4*256);
// exploit the fact that mipmaps are allocated consecutively
uint8 *data = raster->lock(0);
stream->write(data, totalSize);
raster->unlock(0);
tex->streamWritePlugins(stream);
}
uint32
getSizeNativeTexture(Texture *tex)
{
uint32 size = 12 + 72 + 16 + 4;
int32 levels = tex->raster->getNumLevels();
for(int32 i = 0; i < levels; i++)
size += getLevelSize(tex->raster, i);
size = (size+3)&~3;
if(tex->raster->format & Raster::PAL4)
size += 4*32;
else if(tex->raster->format & Raster::PAL8)
size += 4*256;
size += 12 + tex->streamGetPluginSize();
return size;
}
}
}