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mirror of https://github.com/rwengine/openrw.git synced 2024-11-07 11:22:45 +01:00
openrw/datadump/main.cpp
2013-06-30 22:21:23 +01:00

794 lines
24 KiB
C++

#define GLEW_STATIC
#include <GL/glew.h>
#include <SFML/Window.hpp>
#include <SFML/Graphics.hpp>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <unistd.h>
#include <iostream>
#include <fstream>
#include "../framework/rwbinarystream.h"
#include "../framework/gtadata.h"
using RW::BSSectionHeader;
using RW::BSFrameList;
using RW::BSFrameListFrame;
using RW::BSClump;
using namespace RW;
sf::Window *window;
std::map<std::string, GLuint> loadedTextures;
constexpr int WIDTH = 800,
HEIGHT = 600;
const char *vertexShaderSource = "#version 130\n"
"in vec3 position;"
"in vec2 texCoords;"
"out vec2 TexCoords;"
"uniform mat4 model;"
"uniform mat4 view;"
"uniform mat4 proj;"
"void main()"
"{"
" TexCoords = texCoords;"
" gl_Position = proj * model * vec4(position, 1.0);"
"}";
const char *fragmentShaderSource = "#version 130\n"
"in vec2 TexCoords;"
"uniform sampler2D texture;"
"void main()"
"{"
// " gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);"
" gl_FragColor = texture2D(texture, TexCoords);"
"}";
template<class T> T readStructure(char* data, size_t& dataI)
{
size_t orgoff = dataI; dataI += sizeof(T);
return *reinterpret_cast<T*>(data+orgoff);
}
BSSectionHeader readHeader(char* data, size_t& dataI)
{
return readStructure<BSSectionHeader>(data, dataI);
}
bool loadFile(const char *filename, char **data)
{
std::ifstream dfile(filename);
if ( ! dfile.is_open()) {
std::cerr << "Error opening file " << filename << std::endl;
return false;
}
dfile.seekg(0, std::ios_base::end);
size_t length = dfile.tellg();
dfile.seekg(0);
*data = new char[length];
dfile.read(*data, length);
return true;
}
GLuint compileShader(GLenum type, const char *source)
{
GLuint shader = glCreateShader(type);
glShaderSource(shader, 1, &source, NULL);
glCompileShader(shader);
GLint status;
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
if (status != GL_TRUE) {
GLint len;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &len);
GLchar *buffer = new GLchar[len];
glGetShaderInfoLog(shader, len, NULL, buffer);
std::cerr << "ERROR compiling shader: " << buffer << std::endl;
delete[] buffer;
exit(1);
}
return shader;
}
void dumpModelFile(char* data)
{
BinaryStreamSection root(data);
auto clump = root.readStructure<BSClump>();
std::cout << "numatomics(" << clump.numatomics << ")" << std::endl;
size_t dataI = 0;
while(root.hasMoreData(dataI))
{
auto sec = root.getNextChildSection(dataI);
switch(sec.header.id)
{
case RW::SID_FrameList:
{
auto list = sec.readStructure<BSFrameList>();
}
break;
case RW::SID_GeometryList:
{
auto list = sec.readStructure<BSGeometryList>();
size_t gdataI = 0;
while(sec.hasMoreData(gdataI))
{
auto item = sec.getNextChildSection(gdataI);
if(item.header.id == RW::SID_Geometry)
{
auto geom = item.readStructure<BSGeometry>();
std::cout << " verts(" << geom.numverts << ") tris(" << geom.numtris << ")" << std::endl;
}
}
}
break;
}
}
auto frameheader = readHeader(data, dataI);
std::cout << "ID = " << std::hex << (unsigned long)frameheader.id << " (IsFrameList = " << (frameheader.id == RW::SID_FrameList) << ")" << std::endl;
readHeader(data, dataI);
BSFrameList frames = readStructure<BSFrameList>(data, dataI);
std::cout << " Frame List Data" << std::endl;
std::cout << " Frames = " << std::dec << (unsigned long)frames.numframes << std::endl;
for(size_t i = 0; i < frames.numframes; ++i)
{
BSFrameListFrame frame = readStructure<BSFrameListFrame>(data, dataI);
std::cout << " Frame Data" << std::endl;
std::cout << " Index = " << std::dec << (unsigned long)frame.index << std::endl;
std::cout << " Position = " << frame.postiion.x << " " << frame.postiion.y << " " << frame.postiion.z << std::endl;
std::cout << " Rotation = " << std::endl;
std::cout << " " << frame.rotation.a.x << " " << frame.rotation.a.y << " " << frame.rotation.a.z << std::endl;
std::cout << " " << frame.rotation.b.x << " " << frame.rotation.b.y << " " << frame.rotation.b.z << std::endl;
std::cout << " " << frame.rotation.c.x << " " << frame.rotation.c.y << " " << frame.rotation.c.z << std::endl;
}
auto nextHeader = readHeader(data, dataI);
while(nextHeader.id == RW::SID_Extension)
{
for(size_t i = 0; i < 2; ++i) {
auto firstHeader = readHeader(data, dataI);
if(firstHeader.id == RW::SID_NodeName)
{
std::cout << " Name = " << std::string(data+dataI, firstHeader.size) << std::endl;
}
else if(firstHeader.id == RW::SID_HAnimPLG)
{
std::cout << " Bone Information Present" << std::endl;
}
dataI += firstHeader.size;
}
nextHeader = readHeader(data, dataI);
}
readHeader(data, dataI); // Structure Header..
auto geomlist = readStructure<BSGeometryList>(data, dataI);
std::cout << " Geometry List Data" << std::endl;
std::cout << " Geometries = " << std::dec << geomlist.numgeometry << std::endl;
for(size_t i = 0; i < geomlist.numgeometry; ++i)
{
auto geomHeader = readHeader(data, dataI);
size_t basedata = dataI;
readHeader(data, dataI);
auto geom = readStructure<BSGeometry>(data, dataI);
std::cout << " Geometry Data" << std::endl;
std::cout << " Flags = " << std::hex << static_cast<unsigned long>(geom.flags) << std::endl;
std::cout << " UV Sets = " << std::dec << static_cast<unsigned long>(geom.numuvs) << std::endl;
std::cout << " Flags = " << std::hex << static_cast<unsigned long>(geom.geomflags) << std::endl;
std::cout << " Triangles = " << std::dec << static_cast<unsigned long>(geom.numtris) << std::endl;
std::cout << " Verticies = " << static_cast<unsigned long>(geom.numverts) << std::endl;
std::cout << " Frames = " << static_cast<unsigned long>(geom.numframes) << std::endl;
if(geomHeader.versionid < 0x1003FFFF)
{
std::cout << " Some extra colour info" << std::endl;
auto colors = readStructure<BSGeometryColor>(data, dataI);
}
if(geom.flags & BSGeometry::VertexColors)
{
std::cout << " Vertex Colours Present" << std::endl;
for(size_t v = 0; v < geom.numverts; ++v)
{
std::cout << " " << v << ": " << static_cast<unsigned long>(readStructure<BSColor>(data, dataI)) << std::endl;
}
}
if(geom.flags & BSGeometry::TexCoords1 || geom.flags & BSGeometry::TexCoords2)
{
std::cout << " UV Coords Present" << std::endl;
for(size_t v = 0; v < geom.numverts; ++v)
{
auto coords = readStructure<BSGeometryUV>(data, dataI);
std::cout << " " << v << ": U" << coords.u << " V" << coords.v << std::endl;
}
}
for(int j = 0; j < geom.numtris; ++j)
{
auto tri = readStructure<BSGeometryTriangle>(data, dataI);
std::cout << " Triangle " << std::dec
<< static_cast<unsigned long>(tri.first) << " "
<< static_cast<unsigned long>(tri.second) << " "
<< static_cast<unsigned long>(tri.third) << " "
<< "A: " << static_cast<unsigned long>(tri.attrib) << std::endl;
}
auto bounds = readStructure<BSGeometryBounds>(data,dataI);
std::cout << " Bounding Radius = " << bounds.radius << std::endl;
for(size_t v = 0; v < geom.numverts; ++v)
{
auto p = readStructure<BSTVector3>(data, dataI);
std::cout << " v " << p.x << " " << p.y << " " << p.z << std::endl;
}
if(geom.flags & BSGeometry::StoreNormals)
{
std::cout << " Vertex Normals present" << std::endl;
for(size_t v = 0; v < geom.numverts; ++v)
{
auto p = readStructure<BSTVector3>(data, dataI);
std::cout << " n " << p.x << " " << p.y << " " << p.z << std::endl;
}
}
auto materialListHeader = readHeader(data, dataI);
readHeader(data, dataI); // Ignore the structure header..
auto materialList = readStructure<BSMaterialList>(data, dataI);
std::cout << " Material List Data" << std::endl;
std::cout << " Materials = " << materialList.nummaterials << std::endl;
// Skip over the per-material byte values that I don't know what do.
dataI += sizeof(uint32_t) * materialList.nummaterials;
for(size_t m = 0; m < materialList.nummaterials; ++m)
{
auto materialHeader = readHeader(data, dataI);
size_t secbase = dataI;
readHeader(data, dataI);
auto material = readStructure<BSMaterial>(data, dataI);
std::cout << " Material Data" << std::endl;
std::cout << " Textures = " << std::dec << material.numtextures << std::endl;
std::cout << " Color = 0x" << std::hex << material.color << std::endl;
for(size_t t = 0; t < material.numtextures; ++t)
{
auto textureHeader = readHeader(data, dataI);
size_t texsecbase = dataI;
readHeader(data, dataI);
auto texture = readStructure<BSTexture>(data, dataI);
auto nameHeader = readHeader(data, dataI);
std::string textureName(data+dataI, nameHeader.size);
dataI += nameHeader.size;
auto alphaHeader = readHeader(data, dataI);
std::string alphaName(data+dataI, alphaHeader.size);
std::cout << " Texture Data" << std::endl;
std::cout << " Name = " << textureName << std::endl;
std::cout << " Alpha = " << alphaName << std::endl;
dataI = texsecbase + textureHeader.size;
}
dataI = secbase + materialHeader.size;
}
// Jump to the start of the next geometry
dataI = basedata + geomHeader.size;
}
}
void dumpTextureDictionary(char* data)
{
BinaryStreamSection root(data);
auto texdict = root.readStructure<BSTextureDictionary>();
std::cout << std::dec << "tecount(" << texdict.numtextures << ")" << std::endl;
size_t dataI = 0;
while(root.hasMoreData(dataI))
{
BinaryStreamSection sec = root.getNextChildSection(dataI);
if(sec.header.id == RW::SID_TextureNative)
{
auto texnative = sec.readStructure<BSTextureNative>();
std::cout << "texture(\"" << texnative.diffuseName << "\")" << std::endl;
std::cout << " size(" << std::dec << texnative.width << "x" << texnative.height << ") format(" << std::hex << texnative.rasterformat << ")" << std::endl;
std::cout << " uvmode(" << std::hex << (texnative.wrapU+0) << "x" << (texnative.wrapV+0) << ") platform(" << std::hex << texnative.platform << ")" << std::endl;
}
}
/*
if(native.rasterformat & BSTextureNative::FORMAT_EXT_PAL8)
{
// Read the palette
auto palette = readStructure<BSPaletteData>(data, dataI);
// We can just do this for the time being until we need to compress or something
uint8_t fullcolor[native.width * native.height * 4];
// Pretend the pallet is uint8
for(size_t y = 0; y < native.height; ++y)
{
for(size_t x = 0; x < native.width; ++x)
{
size_t texI = ((y*native.width)+x) * 4;
size_t palI = static_cast<size_t>(data[dataI+(y*native.width)+x])*4;
fullcolor[texI+0] = palette.palette[palI+0];
fullcolor[texI+1] = palette.palette[palI+1];
fullcolor[texI+2] = palette.palette[palI+2];
fullcolor[texI+3] = 255;
}
}
GLuint texid = 0;
glGenTextures(1, &texid);
glBindTexture(GL_TEXTURE_2D, texid);
// todo: not completely ignore everything the TXD says.
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, native.width, native.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, fullcolor);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
std::string name = std::string(native.diffuseName);
loadedTextures.insert(std::make_pair(name, texid));
};
*/
}
void loadTextures(char* data)
{
BinaryStreamSection root(data);
auto texdict = root.readStructure<BSTextureDictionary>();
size_t dataI = 0;
while(root.hasMoreData(dataI))
{
BinaryStreamSection sec = root.getNextChildSection(dataI);
if(sec.header.id == RW::SID_TextureNative)
{
auto texnative = sec.readStructure<BSTextureNative>();
if(texnative.rasterformat & BSTextureNative::FORMAT_EXT_PAL8)
{
// Read the palette
auto palette = sec.readSubStructure<BSPaletteData>(sizeof(BSTextureNative));
auto coldata = sec.raw() + sizeof(BSTextureNative) + sizeof(BSPaletteData);
// We can just do this for the time being until we need to compress or something
uint8_t fullcolor[texnative.width * texnative.height * 4];
for(size_t y = 0; y < texnative.height; ++y)
{
for(size_t x = 0; x < texnative.width; ++x)
{
size_t texI = ((y*texnative.width)+x) * 4;
size_t palI = static_cast<size_t>(coldata[(y*texnative.width)+x])*4;
fullcolor[texI+0] = palette.palette[palI+2];
fullcolor[texI+1] = palette.palette[palI+1];
fullcolor[texI+2] = palette.palette[palI+0];
fullcolor[texI+3] = 255;// palette.palette[palI+3];
}
}
GLuint texid = 0;
glGenTextures(1, &texid);
glBindTexture(GL_TEXTURE_2D, texid);
// todo: not completely ignore everything the TXD says.
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texnative.width, texnative.height, 0, GL_BGRA, GL_UNSIGNED_BYTE, fullcolor);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
std::string name = std::string(texnative.diffuseName);
loadedTextures.insert(std::make_pair(name, texid));
}
}
}
}
void renderModel(char *data, size_t modelI)
{
window = new sf::Window({WIDTH, HEIGHT}, "GTA Model Viewer", sf::Style::Close);
window->setVerticalSyncEnabled(true);
window->setFramerateLimit(60);
glewExperimental = GL_TRUE;
glewInit();
char* dataTex;
if(loadFile("MISC.TXD", &dataTex))
{
loadTextures(dataTex);
}
BinaryStreamSection root(data);
size_t rootI = 0, geometryI = 0;
root.getNextChildSection(rootI); // Skip structure
auto framelist = root.getNextChildSection(rootI);
auto geometry = root.getNextChildSection(rootI);
// OpenGL
glClearColor(0.2, 0.2, 0.2, 1.0);
glEnable(GL_DEPTH_TEST);
// glDepthFunc(GL_GEQUAL);
// glDisable(GL_CULL_FACE);
GLuint vertexShader = compileShader(GL_VERTEX_SHADER, vertexShaderSource);
GLuint fragmentShader = compileShader(GL_FRAGMENT_SHADER, fragmentShaderSource);
GLuint shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
glUseProgram(shaderProgram);
sf::Image uvgridTexture;
//uvgridTexture.loadFromFile("../datadump/uvgrid.jpg");
// sf::Texture::bind(&uvgridTexture);
GLuint VBO;
GLuint EBO;
GLuint textures[1];
glGenBuffers(1, &VBO);
glGenBuffers(1, &EBO);
glGenTextures(1, textures);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
/*glBindTexture(GL_TEXTURE_2D, textures[0]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, uvgridTexture.getSize().x, uvgridTexture.getSize().y, 0, GL_RGBA, GL_UNSIGNED_BYTE, uvgridTexture.getPixelsPtr());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);*/
size_t model = 0;
bool geomfound = false;
BinaryStreamSection geomsec(data);
if(geometry.header.id == RW::SID_GeometryList)
{
auto geomlist = geometry.readStructure<BSGeometryList>();
while(geometry.hasMoreData(geometryI))
{
geomsec = geometry.getNextChildSection(geometryI);
if(geomsec.header.id == RW::SID_Geometry)
{
if(model++ == modelI) {
geomfound = true;
break;
}
}
}
}
if(geomfound)
{
size_t dataI = 0, secI = 0;
auto geom = geomsec.readStructure<BSGeometry>();
geomsec.getNextChildSection(secI);
char* data = geomsec.raw() + sizeof(BSSectionHeader) + sizeof(BSGeometry);
std::cout << std::dec << geom.numtris << " " << geom.numverts << std::endl;
if (geomsec.header.versionid < 0x1003FFFF)
auto colors = readStructure<BSGeometryColor>(data, dataI);
if (geom.flags & BSGeometry::VertexColors) {
for (size_t v = 0; v < geom.numverts; ++v) {
readStructure<BSColor>(data, dataI);
}
}
float *texcoords;
size_t numTexcoords = 0;
if (geom.flags & BSGeometry::TexCoords1 || geom.flags & BSGeometry::TexCoords2) {
texcoords = new float[geom.numverts * 2];
numTexcoords = geom.numverts * 2 * sizeof(float);
for (size_t v = 0; v < geom.numverts; ++v) {
auto coords = readStructure<BSGeometryUV>(data, dataI);
texcoords[v*2] = coords.u;
texcoords[v*2 + 1] = coords.v;
}
}
uint16_t indicies[geom.numtris * 3];
for (int j = 0; j < geom.numtris; ++j) {
auto tri = readStructure<BSGeometryTriangle>(data, dataI);
indicies[j*3] = tri.first;
indicies[j*3 + 1] = tri.second;
indicies[j*3 + 2] = tri.third;
}
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indicies), indicies, GL_STATIC_DRAW);
auto bounds = readStructure<BSGeometryBounds>(data,dataI);
float *vertices = new float[geom.numverts * 3];
size_t numVertices = geom.numverts * 3 * sizeof(float);
for (size_t v = 0; v < geom.numverts; ++v) {
auto p = readStructure<BSTVector3>(data, dataI);
vertices[v*3] = p.x;
vertices[v*3 + 1] = p.y;
vertices[v*3 + 2] = p.z;
}
float *normals;
size_t numNormals = 0;
if (geom.flags & BSGeometry::StoreNormals) {
normals = new float[geom.numverts * 3];
numNormals = geom.numverts * 3 * sizeof(float);
for (size_t v = 0; v < geom.numverts; ++v) {
auto p = readStructure<BSTVector3>(data, dataI);
normals[v*3] = p.x;
normals[v*3 + 1] = p.y;
normals[v*3 + 2] = p.z;
}
}
auto materiallistsec = geomsec.getNextChildSection(secI);
auto materialList = materiallistsec.readStructure<BSMaterialList>();
// Skip over the per-material byte values that I don't know what do.
dataI += sizeof(uint32_t) * materialList.nummaterials;
size_t matI = 0;
materiallistsec.getNextChildSection(matI);
for(size_t m = 0; m < materialList.nummaterials; ++m)
{
auto materialsec = materiallistsec.getNextChildSection(matI);
if(materialsec.header.id != RW::SID_Material) continue;
auto material = materialsec.readStructure<BSMaterial>();
size_t texI = 0;
materialsec.getNextChildSection(texI);
for(size_t t = 0; t < material.numtextures; ++t)
{
auto texsec = materialsec.getNextChildSection(texI);
auto texture = texsec.readStructure<BSTexture>();
std::string textureName, alphaName;
size_t yetAnotherI = 0;
texsec.getNextChildSection(yetAnotherI);
auto namesec = texsec.getNextChildSection(yetAnotherI);
auto alphasec = texsec.getNextChildSection(yetAnotherI);
// The data is null terminated anyway.
textureName = namesec.raw();
alphaName = alphasec.raw();
std::cout << textureName << std::endl;
if(loadedTextures.find(textureName) != loadedTextures.end())
{
glBindTexture(GL_TEXTURE_2D, loadedTextures.find(textureName)->second);
}
}
}
// Buffer stuff
size_t bufferSize = numVertices + numTexcoords + numNormals;
std::cout << "BUFFER SIZE IS " << bufferSize << std::endl;
glBufferData(GL_ARRAY_BUFFER, bufferSize, NULL, GL_STATIC_DRAW);
glBufferSubData(GL_ARRAY_BUFFER, 0, numVertices, vertices);
if (numTexcoords > 0)
glBufferSubData(GL_ARRAY_BUFFER, numVertices, numTexcoords, texcoords);
if (numNormals > 0)
glBufferSubData(GL_ARRAY_BUFFER, numVertices+numTexcoords, numNormals, normals);
GLuint posAttrib = glGetAttribLocation(shaderProgram, "position");
GLuint texAttrib = glGetAttribLocation(shaderProgram, "texCoords");
glEnableVertexAttribArray(posAttrib);
glEnableVertexAttribArray(texAttrib);
glVertexAttribPointer(posAttrib, 3, GL_FLOAT, GL_FALSE, 0, 0);
glVertexAttribPointer(texAttrib, 2, GL_FLOAT, GL_FALSE, 0, (void *) numVertices);
GLuint uniModel = glGetUniformLocation(shaderProgram, "model");
GLuint uniView = glGetUniformLocation(shaderProgram, "view");
GLuint uniProj = glGetUniformLocation(shaderProgram, "proj");
glm::mat4 proj = glm::perspective(80.f, (float) WIDTH/HEIGHT, 0.1f, 10.f);
glUniformMatrix4fv(uniProj, 1, GL_FALSE, glm::value_ptr(proj));
int j = 0;
while (window->isOpen()) {
glm::mat4 model;
model = glm::translate(model, glm::vec3(0, 0, -0.5));
model = glm::rotate(model, j*1.f, glm::vec3(2, 1, 1));
glUniformMatrix4fv(uniModel, 1, GL_FALSE, glm::value_ptr(model));
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glDrawElements(GL_TRIANGLES, geom.numverts, GL_UNSIGNED_SHORT, NULL);
window->display();
j++;
}
}
}
void dumpBinaryStreamSection(BinaryStreamSection& parent, size_t depth, size_t maxdepth = 7)
{
std::cout << std::string(depth, ' ') << "ID(" << std::hex << int(parent.header.id) << ") ";
std::cout << "size(" << std::dec << int(parent.header.size) << "b) ";
std::cout << "version(" << std::hex << int(parent.header.versionid) << ") ";
size_t sectionOffset = 0, j = 0;
bool readchildren = false;
// Handle the specialised bits
switch(parent.header.id)
{
case RW::SID_Struct:
{
std::cout << "structure";
}
break;
case RW::SID_String:
{
std::cout << "string(\"" << std::string(parent.raw()) << "\")";
}
break;
case RW::SID_GeometryList:
{
auto list = parent.readStructure<BSGeometryList>();
std::cout << std::dec << "gcount(" << list.numgeometry << ")";
readchildren = true;
}
break;
case RW::SID_Geometry:
{
auto geometry = parent.readStructure<BSGeometry>();
std::cout << std::dec << "tcount(" << geometry.numtris << ") vcount(" << geometry.numverts << ")";
readchildren = true;
}
break;
case RW::SID_MaterialList:
{
auto list = parent.readStructure<BSMaterialList>();
std::cout << std::dec << "mcount(" << list.nummaterials << ")";
readchildren = true;
}
break;
case RW::SID_Material:
{
auto material = parent.readStructure<BSMaterial>();
std::cout << std::dec << "tcount(" << material.numtextures << ")";
readchildren = true;
}
break;
case RW::SID_Texture:
{
auto texture = parent.readStructure<BSTexture>();
std::cout << "texture";
readchildren = true;
}
break;
case RW::SID_TextureNative:
{
auto texture = parent.readStructure<BSTextureNative>();
std::cout << std::dec << "size(" << texture.width << "x" << texture.height << ") ";
std::cout << " format(" << std::hex << texture.rasterformat << ")";
}
break;
case RW::SID_Clump:
case RW::SID_TextureDictionary:
case RW::SID_Extension:
{
readchildren = true;
}
break;
default:
{
std::cout << "Unknown Section";
}
};
std::cout << std::endl;
if(readchildren)
{
while(parent.hasMoreData(sectionOffset) && (j++) < 10 && depth < maxdepth)
{
BinaryStreamSection sec = parent.getNextChildSection(sectionOffset);
dumpBinaryStreamSection(sec, depth+1);
}
}
}
void dumpGenericTree(char* data)
{
BinaryStreamSection root(data);
dumpBinaryStreamSection(root, 0);
}
int main(int argc, char** argv)
{
bool render = false, raw = false, loadgame = false;
int c;
while ((c = getopt (argc, argv, "rtg")) != -1) {
switch (c) {
case 'r':
render = true;
break;
case 't':
raw = true;
break;
case 'g':
loadgame = true;
break;
}
}
char *data;
if(!loadgame) {
if (render) {
if (loadFile(argv[2], &data)) {
renderModel(data, atoi(argv[3]));
delete[] data;
}
} if(raw) {
if(loadFile(argv[2], &data)) {
dumpGenericTree(data);
}
} else {
for (int i = 1; i < argc; ++i) {
if ( ! loadFile(argv[i], &data))
continue;
std::string fname = argv[i];
auto ext = fname.substr(fname.size()-3);
if(ext == "dff" || ext == "DFF")
{
std::cout << "Dumping model file" << std::endl;
dumpModelFile(data);
}
else if(ext == "txd" || ext == "TXD")
{
std::cout << "Dumping texture archive" << std::endl;
dumpTextureDictionary(data);
}
else
{
std::cout << "I'm not sure what that is" << std::endl;
}
delete[] data;
}
}
}
else {
GTAData gamedata(argv[2]);
gamedata.load();
}
return 0;
}