jak-project/decompiler/data/tpage.cpp
Hat Kid bdded9ad8c
jak3: add missing texture animations (#3577)
This refactors some of the texture animation code a bit to better
support multiple games and adds most of the missing texture animations
for Jak 3 with a couple of exceptions/bugs:

- `hanga-sprite`: Despite `move_to_pool` being set for this anim, it's
not showing up in-game, but it does display properly in the ImGUI debug
window.

![image](https://github.com/open-goal/jak-project/assets/6624576/29df8e17-8831-412b-b9b7-7704d6bd7813)
- `factoryc-alpha`: Some conveyors do not have the animation for some
reason.

![image](https://github.com/open-goal/jak-project/assets/6624576/209ef073-2a81-4e2c-b020-dc2ae0b01196)
- This spot in Spargus seems to use texture animations, but it looks
like it maps to the `fora-water-dest` texture/slot, which comes from
`foresta-water`. Because the texture is not initialized, the texture
shows up black on first load, but it does show up after loading
`foresta`.

![image](https://github.com/open-goal/jak-project/assets/6624576/1e54bab2-f97c-47d5-a92a-a98a52c30178)

![image](https://github.com/open-goal/jak-project/assets/6624576/240b0137-1e9e-4e65-8446-0f78df9802dd)
- `hfrag` texture anim is not handled yet. Probably needs some special
casing.
2024-07-15 02:25:18 +02:00

842 lines
27 KiB
C++

/*!
* @file tpage.cpp
* Extract textures from a tpage GOAL object file.
*
* TODO -
* support 24-bit textures
* support 4-bit CLUT
* support other cpsms
* export other mips
* check all data is read
* export info files
* investigate null textures
* report statistics (number of textures, memory, success...)
* check duplicate names
*/
#include "tpage.h"
#include "common/log/log.h"
#include "common/texture/texture_conversion.h"
#include "common/util/FileUtil.h"
#include "common/versions/versions.h"
#include "decompiler/ObjectFile/ObjectFileDB.h"
#include "fmt/core.h"
namespace decompiler {
namespace {
/*
(deftype texture-page-segment (structure)
((block-data pointer :offset-assert 0)
(size uint32 :offset-assert 4)
(dest uint32 :offset-assert 8)
)
(deftype texture-page (basic)
((info basic :offset-assert 4)
(name basic :offset-assert 8)
(id uint32 :offset-assert 12)
(length int32 :offset-assert 16)
(mip0-size uint32 :offset-assert 20)
(size uint32 :offset-assert 24)
(segment texture-page-segment 3 :inline :offset-assert 28)
(pad uint32 16 :offset-assert 64)
(data uint8 :dynamic :offset-assert 128)
)
(deftype file-info (basic)
((file-type basic :offset-assert 4)
(file-name basic :offset-assert 8)
(major-version uint32 :offset-assert 12)
(minor-version uint32 :offset-assert 16)
(maya-file-name basic :offset-assert 20)
(tool-debug basic :offset-assert 24)
(mdb-file-name basic :offset-assert 28)
)
(deftype texture (basic)
((w int16 :offset-assert 4)
(h int16 :offset-assert 6)
(num-mips uint8 :offset-assert 8)
(tex1-control uint8 :offset-assert 9)
(psm uint8 :offset-assert 10)
(mip-shift uint8 :offset-assert 11)
(clutpsm uint16 :offset-assert 12)
(dest uint16 7 :offset-assert 14)
(clutdest uint16 :offset-assert 28)
(width uint8 7 :offset-assert 30)
(name basic :offset-assert 40)
(size uint32 :offset-assert 44)
(uv-dist float :offset-assert 48)
(masks uint32 3 :offset-assert 52)
)
*/
// texture format names.
const std::unordered_map<u8, std::string> psms = {{0x00, "PSM32"},
{0x02, "PSMCT16"},
{0x13, "PSMT8"},
{0x14, "PSMT4"}};
/*!
* GOAL texture type. Stores info about a single texture in a texture page.
*/
struct Texture {
// there are some texture entries that are just #f. I believe these may be CLUTs.
bool null_texture = false;
union {
struct {
// 0
s16 w;
s16 h;
// 1
u8 num_mips;
u8 tex1_control;
u8 psm;
u8 mip_shift;
// 2, 3, 4, 5
u16 clutpsm;
u16 dest[7];
// 6, 7, 8
u16 clutdest;
u8 width[8];
u8 pad;
};
u32 packed_info_words[9];
};
DecompilerLabel name_label;
std::string name;
u32 size;
float uv_dist;
u32 masks[3];
std::string debug_print() const {
if (null_texture) {
return " NULL TEXTURE\n";
}
std::string x;
x += fmt::format(
" w: {}, h: {}\n mips: {}, tex1_control: {}, psm: {}, mip_shift: {}\n clutpsm: {}\n "
"dest: {} {} {} {} {} {} {}\n"
" clutdest: {}\n width: {} {} {} {} {} {} {} {}\n size: {}\n uv_dist: {}\n masks: {} "
"{} {}\n",
w, h, num_mips, tex1_control, psm, mip_shift, clutpsm, dest[0], dest[1], dest[2], dest[3],
dest[4], dest[5], dest[6], clutdest, width[0], width[1], width[2], width[3], width[4],
width[5], width[6], width[7], size, uv_dist, masks[0], masks[1], masks[2]);
return x;
}
};
/*!
* GOAL texture-page-segment.
* Unclear what the segments really are, maybe you could split up big tpages if needed?
*/
struct TexturePageSegment {
DecompilerLabel block_data_label;
u32 size = 0xffffffff;
u32 dest = 0xffffffff;
std::string print_debug() const {
return fmt::format(" location: {}\n size: {}\n dest: {}\n", block_data_label.name, size,
dest);
}
};
/*!
* GOAL file-info type.
* This can probably be borrowed for other asset files.
*/
struct FileInfo {
std::string file_type;
std::string file_name;
u32 major_version;
u32 minor_version;
std::string maya_file_name;
std::string tool_debug;
u32 mdb_file_name;
// mdb file name
std::string print_debug() const {
std::string x;
x = fmt::format(
" type: {}\n name: {}\n version: {}.{}\n maya-name: {}\n tool-debug: {}\n mdb-name: "
"{}\n",
file_type, file_name, major_version, minor_version, maya_file_name, tool_debug,
mdb_file_name);
return x;
}
};
/*!
* GOAL texture-page type.
*/
struct TexturePage {
DecompilerLabel info_label;
FileInfo info;
DecompilerLabel name_label;
std::string name;
u32 id = 0xffffffff;
s32 length = -1;
u32 mip0_size = 0xffffffff;
u32 size = 0xffffffff;
TexturePageSegment segments[3];
u32 pad[16] = {};
// data...
std::vector<DecompilerLabel> data;
std::vector<Texture> textures;
std::string print_debug() const {
std::string x;
x += fmt::format("Texture Page {}\n", name);
x += " Info:\n";
x += info.print_debug();
x += " Name: " + name + "\n";
x += fmt::format(" id: {}\n length: {}\n mip0-size: {}\n size: {}\n", id, length, mip0_size,
size);
x += " Segments: \n";
for (const auto& seg : segments) {
x += seg.print_debug();
}
for (const auto& tex : textures) {
x += fmt::format(" Texture {}\n", tex.name);
x += tex.debug_print();
}
return x;
}
};
/*!
* Convert a label to the offset (words) in the object segment.
* If basic is set, gives you a pointer to the beginning of the memory, if the thing is a basic.
*/
int label_to_word_offset(DecompilerLabel l, bool basic) {
ASSERT((l.offset & 3) == 0);
int result = l.offset / 4;
if (basic) {
result--;
}
return result;
}
std::string get_type_tag(const LinkedWord& word) {
ASSERT(word.kind() == LinkedWord::TYPE_PTR);
return word.symbol_name();
}
bool is_type_tag(const LinkedWord& word, const std::string& type) {
return word.kind() == LinkedWord::TYPE_PTR && word.symbol_name() == type;
}
DecompilerLabel get_label(ObjectFileData& data, const LinkedWord& word) {
ASSERT(word.kind() == LinkedWord::PTR);
return data.linked_data.labels.at(word.label_id());
}
template <typename T>
T get_word(const LinkedWord& word) {
T result;
ASSERT(word.kind() == LinkedWord::PLAIN_DATA);
static_assert(sizeof(T) == 4, "bad get_word size");
memcpy(&result, &word.data, 4);
return result;
}
/*!
* Read a texture object.
*/
Texture read_texture(ObjectFileData& data, const std::vector<LinkedWord>& words, int offset) {
Texture tex;
if (!is_type_tag(words.at(offset), "texture")) {
ASSERT(false);
}
offset++;
for (auto& word : tex.packed_info_words) {
word = get_word<u32>(words.at(offset));
offset++;
}
ASSERT(tex.pad == 0);
tex.name_label = get_label(data, words.at(offset));
offset++;
tex.name = data.linked_data.get_goal_string_by_label(tex.name_label);
tex.size = get_word<u32>(words.at(offset));
offset++;
tex.uv_dist = get_word<float>(words.at(offset));
for (auto& mask : tex.masks) {
mask = get_word<u32>(words.at(offset));
offset++;
}
auto kv = psms.find(tex.psm);
if (kv == psms.end()) {
ASSERT_MSG(false, fmt::format("Got unsupported texture 0x{:x}!", tex.psm));
}
return tex;
}
/*!
* Read a file-info object.
*/
FileInfo read_file_info(ObjectFileData& data, const std::vector<LinkedWord>& words, int offset) {
FileInfo info;
if (!is_type_tag(words.at(offset), "file-info")) {
ASSERT(false);
}
offset++;
info.file_type = get_type_tag(words.at(offset));
offset++;
info.file_name = data.linked_data.get_goal_string_by_label(get_label(data, words.at(offset)));
offset++;
info.major_version = get_word<u32>(words.at(offset));
offset++;
info.minor_version = get_word<u32>(words.at(offset));
offset++;
info.maya_file_name =
data.linked_data.get_goal_string_by_label(get_label(data, words.at(offset)));
offset++;
info.tool_debug = data.linked_data.get_goal_string_by_label(get_label(data, words.at(offset)));
if (!info.tool_debug.empty() && info.tool_debug.back() == '\n') {
info.tool_debug.pop_back();
}
offset++;
info.mdb_file_name = get_word<u32>(words.at(offset));
offset++;
return info;
}
/*!
* Read a texture-page object.
*/
TexturePage read_texture_page(ObjectFileData& data,
const std::vector<LinkedWord>& words,
int offset,
int end) {
TexturePage tpage;
// offset 0 - 4, type tag
if (!is_type_tag(words.at(offset), "texture-page")) {
ASSERT(false);
}
offset++;
// offset 4 - 8, info label
tpage.info_label = get_label(data, words.at(offset));
tpage.info = read_file_info(data, words, label_to_word_offset(tpage.info_label, true));
ASSERT(tpage.info.file_type == "texture-page");
switch (data.linked_data.version) {
case GameVersion::Jak1:
ASSERT(tpage.info.major_version == versions::jak1::TX_PAGE_VERSION);
break;
case GameVersion::Jak2:
ASSERT(tpage.info.major_version == versions::jak2::TX_PAGE_VERSION);
break;
case GameVersion::Jak3:
ASSERT(tpage.info.major_version == versions::jak3::TX_PAGE_VERSION);
break;
default:
ASSERT(false);
}
ASSERT(tpage.info.minor_version == 0);
ASSERT(tpage.info.maya_file_name == "Unknown");
ASSERT(tpage.info.mdb_file_name == 0);
offset++;
// offset 8 - 12, name
tpage.name_label = get_label(data, words.at(offset));
tpage.name = data.linked_data.get_goal_string_by_label(tpage.name_label);
offset++;
// offset 12 - 16, id
tpage.id = get_word<u32>(words.at(offset));
offset++;
// offset 16-20, length
tpage.length = get_word<s32>(words.at(offset));
offset++;
// offset 20 - 24, mip0_size
tpage.mip0_size = get_word<u32>(words.at(offset));
offset++;
// offset 24 - 28, size
tpage.size = get_word<u32>(words.at(offset));
offset++;
// loop over segments
for (auto& segment : tpage.segments) {
segment.block_data_label = get_label(data, words.at(offset));
offset++;
segment.size = get_word<u32>(words.at(offset));
offset++;
segment.dest = get_word<u32>(words.at(offset));
offset++;
}
for (unsigned int& i : tpage.pad) {
i = get_word<u32>(words.at(offset));
offset++;
ASSERT(i == 0);
}
for (int i = 0; i < tpage.length; i++) {
if (words.at(offset).kind() == LinkedWord::SYM_PTR) {
if (words.at(offset).symbol_name() == "#f") {
tpage.data.emplace_back();
Texture null_tex;
null_tex.null_texture = true;
tpage.textures.push_back(null_tex);
} else {
ASSERT(false);
}
} else {
tpage.data.push_back(get_label(data, words.at(offset)));
tpage.textures.push_back(
read_texture(data, words, label_to_word_offset(tpage.data.back(), true)));
}
offset++;
}
auto aligned_end = (offset + 3) & (~3);
ASSERT(aligned_end == end);
return tpage;
}
} // namespace
/*!
* Process a texture page.
* TODO - document
*/
TPageResultStats process_tpage(ObjectFileData& data,
TextureDB& texture_db,
const fs::path& output_path,
const std::unordered_set<std::string>& animated_textures,
bool save_pngs) {
TPageResultStats stats;
auto& words = data.linked_data.words_by_seg.at(0);
const auto& level_names = data.dgo_names;
// at the beginning there's a texture-page object.
// find the size first.
int end_of_texture_page = -1;
for (size_t i = 0; i < words.size(); i++) {
if (is_type_tag(words.at(i), "file-info")) {
end_of_texture_page = i;
break;
}
}
ASSERT(end_of_texture_page != -1);
// todo check it's not too small.
// Read the texture_page struct
TexturePage texture_page = read_texture_page(data, words, 0, end_of_texture_page);
bool ignore_animated = texture_page.name == "sewesc-vis-pris";
if (ignore_animated) {
lg::warn(
"Ignoring animated textures from this tpage ({}) because of weird jakbsmall-finger issue",
texture_page.name);
}
auto texture_dump_dir = output_path / texture_page.name;
file_util::create_dir_if_needed(texture_dump_dir);
// Get raw data for textures.
std::vector<u32> tex_data;
auto tex_start = label_to_word_offset(texture_page.segments[0].block_data_label, false);
auto tex_size = int(words.size()) - int(tex_start);
ASSERT(tex_size > 0);
tex_data.resize(tex_size);
for (int i = 0; i < tex_size; i++) {
tex_data[i] = get_word<u32>(words.at(tex_start + i));
}
// "VRAM", will be used as temporary storage for scrambled up textures.
std::vector<u8> vram;
vram.resize(4 * 1024 * 1024); // 4 MB, like PS2 VRAM
// all textures are copied to vram 128 pixels wide, regardless of actual width
int copy_width = 128;
// scale the copy height to be whatever it needs to be to transfer the right amount of data.
int copy_height = tex_size / copy_width;
// copy texture to "VRAM" in PSMCT32 format, regardless of actual texture format.
for (int y = 0; y < copy_height; y++) {
for (int x = 0; x < copy_width; x++) {
// VRAM address (bytes)
auto addr32 = psmct32_addr(x, y, copy_width);
*(u32*)(vram.data() + addr32) = *(u32*)(tex_data.data() + (x + y * copy_width));
}
}
// get all textures in the tpage
for (u32 tex_id = 0; tex_id < texture_page.textures.size(); tex_id++) {
auto& tex = texture_page.textures.at(tex_id);
// I think these get inserted for CLUTs, but I'm not sure.
if (tex.null_texture) {
continue;
}
stats.total_textures++;
stats.num_px += tex.w * tex.h;
if (animated_textures.count(tex.name) && !ignore_animated) {
switch (tex.psm) {
case int(PSM::PSMCT32):
// no need.
break;
case int(PSM::PSMT4):
// currently not needed.
break;
case int(PSM::PSMT8):
if (tex.clutpsm == (int)CPSM::PSMCT16) {
// will store output pixels, rgba (8888)
std::vector<u8> index_out;
// width is like the TEX0 register, in 64 texel units.
// not sure what the other widths are yet.
int read_width = 64 * tex.width[0];
// loop over pixels in output texture image
for (int y = 0; y < tex.h; y++) {
for (int x = 0; x < tex.w; x++) {
// read as the PSMT8 type. The dest field tells us a block offset.
auto addr8 = psmt8_addr(x, y, read_width) + tex.dest[0] * 256;
u8 value = *(u8*)(vram.data() + addr8);
index_out.push_back(value);
}
}
std::array<math::Vector4<u8>, 256> unscrambled_clut{};
for (int i = 0; i < 256; i++) {
u32 clut_chunk = i / 16;
u32 off_in_chunk = i % 16;
u8 clx = 0, cly = 0;
if (clut_chunk & 1) {
clx = 8;
}
cly = (clut_chunk >> 1) * 2;
if (off_in_chunk >= 8) {
off_in_chunk -= 8;
cly++;
}
clx += off_in_chunk;
u32 clut_addr = psmct16_addr(clx, cly, 64) + tex.clutdest * 256;
memcpy(&unscrambled_clut[i], vram.data() + clut_addr, 4);
}
texture_db.add_index_texture(texture_page.id, tex_id, index_out, unscrambled_clut,
tex.w, tex.h, tex.name, texture_page.name, level_names);
stats.successful_textures++;
} else if (tex.clutpsm == (int)PSM::PSMCT32) {
// will store output pixels, index (u8)
std::vector<u8> index_out;
// width is like the TEX0 register, in 64 texel units.
// not sure what the other widths are yet.
int read_width = 64 * tex.width[0];
// loop over pixels in output texture image
for (int y = 0; y < tex.h; y++) {
for (int x = 0; x < tex.w; x++) {
// read as the PSMT8 type. The dest field tells us a block offset.
auto addr8 = psmt8_addr(x, y, read_width) + tex.dest[0] * 256;
u8 value = vram[addr8];
index_out.push_back(value);
}
}
std::array<math::Vector4<u8>, 256> unscrambled_clut;
for (int i = 0; i < 256; i++) {
u32 clut_chunk = i / 16;
u32 off_in_chunk = i % 16;
u8 clx = 0, cly = 0;
if (clut_chunk & 1) {
clx = 8;
}
cly = (clut_chunk >> 1) * 2;
if (off_in_chunk >= 8) {
off_in_chunk -= 8;
cly++;
}
clx += off_in_chunk;
u32 clut_addr = psmct32_addr(clx, cly, 64) + tex.clutdest * 256;
memcpy(&unscrambled_clut[i], vram.data() + clut_addr, 4);
}
// lg::warn("Adding index texture {} from {}\n", texture_page.name, tex.name);
texture_db.add_index_texture(texture_page.id, tex_id, index_out, unscrambled_clut,
tex.w, tex.h, tex.name, texture_page.name, level_names);
stats.successful_textures++;
} else {
ASSERT_NOT_REACHED();
}
break;
default:
lg::die("Animated texture {} format {} clut {}\n", tex.name, tex.psm, tex.clutpsm);
}
}
if (tex.psm == int(PSM::PSMT8) && tex.clutpsm == int(CPSM::PSMCT32)) {
// will store output pixels, rgba (8888)
std::vector<u32> out;
// width is like the TEX0 register, in 64 texel units.
// not sure what the other widths are yet.
int read_width = 64 * tex.width[0];
// loop over pixels in output texture image
for (int y = 0; y < tex.h; y++) {
for (int x = 0; x < tex.w; x++) {
// read as the PSMT8 type. The dest field tells us a block offset.
auto addr8 = psmt8_addr(x, y, read_width) + tex.dest[0] * 256;
u8 value = *(u8*)(vram.data() + addr8);
// there's yet another scramble from the CLUT. The palette index turns into an X, Y value
// See GS manual 2.7.3 CLUT Storage Mode, IDTEX8 in CSM1 mode.
u32 clut_chunk = value / 16;
u32 off_in_chunk = value % 16;
u8 clx = 0, cly = 0;
if (clut_chunk & 1) {
clx = 8;
}
cly = (clut_chunk >> 1) * 2;
if (off_in_chunk >= 8) {
off_in_chunk -= 8;
cly++;
}
clx += off_in_chunk;
// the x, y CLUT value is looked up in PSMCT32 mode
u32 clut_addr = psmct32_addr(clx, cly, 64) + tex.clutdest * 256;
u32 clut_value = *(u32*)(vram.data() + clut_addr);
out.push_back(clut_value);
}
}
// write texture to a PNG.
if (save_pngs) {
file_util::write_rgba_png(texture_dump_dir / fmt::format("{}.png", tex.name), out.data(),
tex.w, tex.h);
}
texture_db.add_texture(texture_page.id, tex_id, out, tex.w, tex.h, tex.name,
texture_page.name, level_names, tex.num_mips, tex.dest[0]);
stats.successful_textures++;
} else if (tex.psm == int(PSM::PSMT8) && tex.clutpsm == int(CPSM::PSMCT16)) {
// will store output pixels, rgba (8888)
std::vector<u32> out;
// width is like the TEX0 register, in 64 texel units.
// not sure what the other widths are yet.
int read_width = 64 * tex.width[0];
// loop over pixels in output texture image
for (int y = 0; y < tex.h; y++) {
for (int x = 0; x < tex.w; x++) {
// read as the PSMT8 type. The dest field tells us a block offset.
auto addr8 = psmt8_addr(x, y, read_width) + tex.dest[0] * 256;
u8 value = *(u8*)(vram.data() + addr8);
// there's yet another scramble from the CLUT. The palette index turns into an X, Y value
// See GS manual 2.7.3 CLUT Storage Mode, IDTEX8 in CSM1 mode.
u32 clut_chunk = value / 16;
u32 off_in_chunk = value % 16;
u8 clx = 0, cly = 0;
if (clut_chunk & 1) {
clx = 8;
}
cly = (clut_chunk >> 1) * 2;
if (off_in_chunk >= 8) {
off_in_chunk -= 8;
cly++;
}
clx += off_in_chunk;
// the x, y CLUT value is looked up in PSMCT32 mode
u32 clut_addr = psmct16_addr(clx, cly, 64) + tex.clutdest * 256;
u32 clut_value = *(u16*)(vram.data() + clut_addr);
out.push_back(rgba16_to_rgba32(clut_value));
}
}
// write texture to a PNG.
if (save_pngs) {
file_util::write_rgba_png(texture_dump_dir / fmt::format("{}.png", tex.name), out.data(),
tex.w, tex.h);
}
texture_db.add_texture(texture_page.id, tex_id, out, tex.w, tex.h, tex.name,
texture_page.name, level_names, tex.num_mips, tex.dest[0]);
stats.successful_textures++;
} else if (tex.psm == int(PSM::PSMCT16) && tex.clutpsm == 0) {
// not a clut.
// will store output pixels, rgba (8888)
std::vector<u32> out;
// width is like the TEX0 register, in 64 texel units.
// not sure what the other widths are yet.
int read_width = 64 * tex.width[0];
// loop over pixels in output texture image
for (int y = 0; y < tex.h; y++) {
for (int x = 0; x < tex.w; x++) {
// read as the PSMT8 type. The dest field tells us a block offset.
auto addr8 = psmct16_addr(x, y, read_width) + tex.dest[0] * 256;
u16 value = *(u16*)(vram.data() + addr8);
out.push_back(rgba16_to_rgba32(value));
}
}
// write texture to a PNG.
if (save_pngs) {
file_util::write_rgba_png(texture_dump_dir / fmt::format("{}.png", tex.name), out.data(),
tex.w, tex.h);
}
texture_db.add_texture(texture_page.id, tex_id, out, tex.w, tex.h, tex.name,
texture_page.name, level_names, tex.num_mips, tex.dest[0]);
stats.successful_textures++;
} else if (tex.psm == int(PSM::PSMT4) && tex.clutpsm == int(CPSM::PSMCT16)) {
// will store output pixels, rgba (8888)
std::vector<u32> out;
// width is like the TEX0 register, in 64 texel units.
// not sure what the other widths are yet.
int read_width = 64 * tex.width[0];
// loop over pixels in output texture image
for (int y = 0; y < tex.h; y++) {
for (int x = 0; x < tex.w; x++) {
// read as the PSMT4 type, use half byte addressing
auto addr4 = psmt4_addr_half_byte(x, y, read_width) + tex.dest[0] * 512;
// read (half bytes)
u8 value = *(u8*)(vram.data() + addr4 / 2);
if (addr4 & 1) {
value >>= 4;
} else {
value = value & 0x0f;
}
// there's yet another scramble from the CLUT. The palette index turns into an X, Y value
// See GS manual 2.7.3 CLUT Storage Mode, IDTEX4 in CSM1 mode.
u8 clx = value & 0x7;
u8 cly = value >> 3;
// the x, y CLUT value is looked up in PSMCT16 mode
u32 clut_addr = psmct16_addr(clx, cly, 64) + tex.clutdest * 256;
u32 clut_value = *(u16*)(vram.data() + clut_addr);
out.push_back(rgba16_to_rgba32(clut_value));
}
}
// write texture to a PNG.
if (save_pngs) {
file_util::write_rgba_png(texture_dump_dir / fmt::format("{}.png", tex.name), out.data(),
tex.w, tex.h);
}
texture_db.add_texture(texture_page.id, tex_id, out, tex.w, tex.h, tex.name,
texture_page.name, level_names, tex.num_mips, tex.dest[0]);
stats.successful_textures++;
} else if (tex.psm == int(PSM::PSMT4) && tex.clutpsm == int(CPSM::PSMCT32)) {
// will store output pixels, rgba (8888)
std::vector<u32> out;
// width is like the TEX0 register, in 64 texel units.
// not sure what the other widths are yet.
int read_width = 64 * tex.width[0];
// loop over pixels in output texture image
for (int y = 0; y < tex.h; y++) {
for (int x = 0; x < tex.w; x++) {
// read as the PSMT4 type, use half byte addressing
auto addr4 = psmt4_addr_half_byte(x, y, read_width) + tex.dest[0] * 512;
// read (half bytes)
u8 value = *(u8*)(vram.data() + addr4 / 2);
if (addr4 & 1) {
value >>= 4;
} else {
value = value & 0x0f;
}
// there's yet another scramble from the CLUT. The palette index turns into an X, Y value
// See GS manual 2.7.3 CLUT Storage Mode, IDTEX4 in CSM1 mode.
u8 clx = value & 0x7;
u8 cly = value >> 3;
// the x, y CLUT value is looked up in PSMCT16 mode
u32 clut_addr = psmct32_addr(clx, cly, 64) + tex.clutdest * 256;
u32 clut_value = *(u32*)(vram.data() + clut_addr);
out.push_back(clut_value);
}
}
// write texture to a PNG.
if (save_pngs) {
file_util::write_rgba_png(texture_dump_dir / fmt::format("{}.png", tex.name), out.data(),
tex.w, tex.h);
}
texture_db.add_texture(texture_page.id, tex_id, out, tex.w, tex.h, tex.name,
texture_page.name, level_names, tex.num_mips, tex.dest[0]);
stats.successful_textures++;
} else if (tex.psm == int(PSM::PSMCT32) && tex.clutpsm == 0) {
// not a clut.
// will store output pixels, rgba (8888)
std::vector<u32> out;
// width is like the TEX0 register, in 64 texel units.
// not sure what the other widths are yet.
int read_width = 64 * tex.width[0];
// loop over pixels in output texture image
for (int y = 0; y < tex.h; y++) {
for (int x = 0; x < tex.w; x++) {
// read as the PSMT32 type. The dest field tells us a block offset.
auto addr32 = psmct32_addr(x, y, read_width) + tex.dest[0] * 256;
u32 value = *(u32*)(vram.data() + addr32);
out.push_back(value);
}
}
// write texture to a PNG.
if (save_pngs) {
file_util::write_rgba_png(texture_dump_dir / fmt::format("{}.png", tex.name), out.data(),
tex.w, tex.h);
}
texture_db.add_texture(texture_page.id, tex_id, out, tex.w, tex.h, tex.name,
texture_page.name, level_names, tex.num_mips, tex.dest[0]);
stats.successful_textures++;
}
else {
printf("Unsupported texture 0x%x 0x%x\n", tex.psm, tex.clutpsm);
}
}
return stats;
}
} // namespace decompiler