From eb4b3404aa00220d659e532151dab13d642c17a3 Mon Sep 17 00:00:00 2001 From: Svxy Date: Wed, 31 May 2023 17:31:32 -0400 Subject: Released --- tools/CreateSetChunk/main.cpp | 494 ++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 494 insertions(+) create mode 100644 tools/CreateSetChunk/main.cpp (limited to 'tools/CreateSetChunk/main.cpp') diff --git a/tools/CreateSetChunk/main.cpp b/tools/CreateSetChunk/main.cpp new file mode 100644 index 0000000..62228a4 --- /dev/null +++ b/tools/CreateSetChunk/main.cpp @@ -0,0 +1,494 @@ +/*=========================================================================== + File: main.cpp + + This tool turns a greyscale image into a raw look up table. + + Copyright (c) Radical Entertainment, Inc. All rights reserved. + +===========================================================================*/ + +#include +#include +#include +#include +#include +#include +#include +#include + +#include "Param.hpp" +#include + +Parameters* Param; +char outFile[P3DMAXNAME]; + +struct TextureData +{ + TextureData() : + m_TextureID( 0 ), + m_NumIDs( 0 ), + m_ShaderID( 0 ), + m_AnimationChunk( 0 ), + m_ControllerChunk( 0 ), +// m_MultiControllerChunk( 0 ), + m_pSetChunk( 0 ), + m_WritenOut( false ) {}; + ~TextureData() { delete m_TextureID; } // Set chunk is deleted by the output chunk. + TLUID* m_TextureID; // List of texture chunks to put into set chunk. + int m_NumIDs; // Number in list. If number is negative then just the animation/controller chunk are removed and multicontroller modified. + TLUID m_ShaderID; // The shader this data is for. + TLUID m_AnimationChunk; // Texture animation chunk to remove. + TLUID m_ControllerChunk; // Texture frame controller chunk to remove. +// TLUID m_MultiControllerChunk; // MultiController to remove texture frame controller from. + tlSetChunk* m_pSetChunk; // Set chunk which will be written to file. + bool m_WritenOut; // Has the set chunk been written out? +}; + +static const int TEXTURE_COLLECTION_SIZE = 256; +static TextureData* g_TextureCollection[ TEXTURE_COLLECTION_SIZE ]; +static int g_TextureCollectionCount = 0; + +int main(int argc, char* argv[]) +{ + Param = new Parameters(argc,argv); + bool sameFile = false; // Have we switched to a new output file. + + tlDataChunk::RegisterDefaultChunks(); + + tlFile* output = 0; + + for( int i = 0; i < TEXTURE_COLLECTION_SIZE; ++i ) + { + g_TextureCollection[ i ] = 0; + } + + if( Param->Files.Count() < 1 ) + { + printf( "Must specify at least one input file.\n" ); + exit( -1 ); + } + if( Param->ShaderName == 0 ) + { + printf( "Must specify the name of the shader with texture animation.\n" ); + exit( -1 ); + } + + bool wildCardShader = false; + int shaderNameLen = strlen( Param->ShaderName ); + if( Param->ShaderName[ shaderNameLen - 1 ] == '*' ) + { + wildCardShader = true; + --shaderNameLen; + Param->ShaderName[ shaderNameLen ] = '\0'; + } + + // for each file on the command-line, do the following: + for(int curFile = 0; curFile < Param->Files.Count(); curFile++) + { + tlFile input(new tlFileByteStream(Param->Files[ curFile ], omREAD), tlFile::FROMFILE); + if(!input.IsOpen()) + { + printf("Could not open %s\n", Param->Files[ curFile ]); + exit( -1 ); + } + tlDataChunk* inChunk = new tlDataChunk( &input ); + + char outFileName[256]; + if( output == 0 ) + { + if( Param->OutputFile ) + { + strcpy(outFileName, Param->OutputFile); + } + else + { + strcpy(outFileName, Param->Files[curFile]); + RemoveExtension(outFileName); + strcat(outFileName, ".p3d"); + } + output = new tlFile(new tlFileByteStream(outFileName, omWRITE), tlFile::CHUNK32); + if( ( output == 0 ) || ( !output->IsOpen() ) ) + { + printf("Could not open %s for writing\n", outFileName); + exit(-1); + } + sameFile = false; + } + for( int i = 0; i < g_TextureCollectionCount; ++i ) + { + delete g_TextureCollection[ i ]; + g_TextureCollection[ i ] = 0; + } + + /*************************************************/ + // First pass for input file, nose through the frame controllers. + // Go through all the sub-chunks of the input and look for shader name + //in heirarchy of texture frame controller. + int inChunkIndex; + for( inChunkIndex = 0; inChunkIndex < inChunk->SubChunkCount(); inChunkIndex++ ) + { + tlDataChunk* sub = inChunk->GetSubChunk( inChunkIndex ); + if( sub->ID() == Pure3D::Animation::FrameControllerData::FRAME_CONTROLLER ) + { + // We have a frame controller... + tlFrameControllerChunk* controller = static_cast( sub ); + if( controller->GetType() == Pure3DAnimationTypes::TEXTURE_TEX ) + { + // and it's a texture controller. So check the hierarchy name. + bool foundShader = false; + const char* heirName = controller->HierarchyName(); + if( wildCardShader ) + { + foundShader = strncmp( heirName, Param->ShaderName, shaderNameLen ) == 0; + } + else + { + foundShader = strcmp( heirName, Param->ShaderName ) == 0; + } + if( foundShader ) + { + // We found the shader so remember the texture animation data. + TextureData* texData = new TextureData(); + if( texData == 0 ) + { + printf( "Unable to allocate texture data.\n" ); + exit( -1 ); + } + texData->m_ShaderID = tlEntity::MakeUID( heirName ); + texData->m_ControllerChunk = tlEntity::MakeUID( controller->GetName() ); + texData->m_AnimationChunk = tlEntity::MakeUID( controller->AnimationName() ); + // Look to see if we already have this shader. + //If we do, we'll just erase the controller and animation and modify the multicontroller. + //The first texData will be used to create the chunk set. + for( int i = 0; i < g_TextureCollectionCount; ++i ) + { + if( g_TextureCollection[ i ]->m_ShaderID == texData->m_ShaderID ) + { + texData->m_NumIDs = -1; + break; + } + } + g_TextureCollection[ g_TextureCollectionCount ] = texData; + ++g_TextureCollectionCount; + } + } + } + } + /*************************************************/ + // Second pass. Now we look for the animation to go with all those texture frame controllers + //we found. + for( inChunkIndex = 0; inChunkIndex < inChunk->SubChunkCount(); inChunkIndex++ ) + { + tlDataChunk* sub = inChunk->GetSubChunk( inChunkIndex ); + // Is this an animation? + if( sub->ID() != Pure3D::Animation::AnimationData::ANIMATION ) + { + // No, not interested. + continue; + } + tlAnimationChunk* anim = static_cast( sub ); + // Is it a texture animation? + if( anim->GetAnimationType() != Pure3DAnimationTypes::TEXTURE_TEX ) + { + // No, not interested. + continue; + } + // We've found a texture animation. Check if it's one we are looking for. + TLUID animID = tlEntity::MakeUID( anim->GetName() ); + for( int i = 0; i < g_TextureCollectionCount; ++i ) + { + if( ( g_TextureCollection[ i ]->m_NumIDs == 0 ) && ( g_TextureCollection[ i ]->m_AnimationChunk == animID ) ) + { + // We've found the animation to match a frame controller. Let the mess begin. + TextureData* texData = g_TextureCollection[ i ]; // just for convience. + // Examine the sub chunks...there should be a goup list in there... + for( int subChunkIndex = 0; subChunkIndex < anim->SubChunkCount(); ++subChunkIndex ) + { + tlDataChunk* animSub = anim->GetSubChunk( subChunkIndex ); + if( animSub->ID() == Pure3D::Animation::AnimationData::GROUP_LIST ) + { + // Found the group list. Now we'll nose around the groups... + tlAnimationGroupListChunk* groupList = static_cast( animSub ); + for( int listChunkIndex = 0; listChunkIndex < groupList->SubChunkCount(); ++listChunkIndex ) + { + // Look at all the channels in the groups in the group list. + tlDataChunk* listSub = groupList->GetSubChunk( listChunkIndex ); + if( listSub->ID() == Pure3D::Animation::AnimationData::GROUP ) + { + tlAnimationGroupChunk* group = static_cast( listSub ); + for( int channelIndex = 0; channelIndex < (int)group->GetNumChannels(); ++channelIndex ) + { + int i; + // In the group (whew), look at all the channels. + // Is it an entity channel? + tlDataChunk* channelSub = group->GetSubChunk( channelIndex ); + if( channelSub->ID() != Pure3D::Animation::ChannelData::ENTITY ) + { + // No, not interested. + continue; + } + // Is the entity channel a texture? + tlEntityChannelChunk* entityChannel = static_cast( channelSub ); + if( entityChannel->Param() != Pure3DAnimationTypes::TEXTURE_TEX ) + { + // No, not interested. + continue; + } + // Okay we have the entity channel for a texture animation, now we + //record the texture names. + // We might end up allocating extra space for textures, but we'll + //leave the UIDs at zero at the end of the array. + texData->m_TextureID = new TLUID[ entityChannel->GetNumFrames() ]; + if( texData->m_TextureID == 0 ) + { + printf( "Unable to allocate texture array.\n" ); + exit( -1 ); + } + for( i = 0; i < (int)entityChannel->GetNumFrames(); ++i ) + { + texData->m_TextureID[ i ] = 0; + } + // Get all the frame values. + char** values = entityChannel->GetValues(); + for( i = 0; i < (int)entityChannel->GetNumFrames(); ++i ) + { + TLUID textureID = tlEntity::MakeUID( values[ i ] ); + // We have the texture tUID, look if it's a duplicate. + bool textureDup = false; + for( int j = 0; j < texData->m_NumIDs; ++j ) + { + if( texData->m_TextureID[ j ] == textureID ) + { + // this one is a duplicate, skip it. + textureDup = true; + break; + } + } + if( !textureDup ) + { + // It's not a duplicate so remember it. + texData->m_TextureID[ texData->m_NumIDs ] = textureID; + ++texData->m_NumIDs; + } + } + } + } + } + } + } + } + } + } + /*************************************************/ + // Third pass, create the set chunks from the textures we got from those texture animations. + for( inChunkIndex = 0; inChunkIndex < inChunk->SubChunkCount(); inChunkIndex++ ) + { + tlDataChunk* sub = inChunk->GetSubChunk( inChunkIndex ); + if( sub->ID() == Pure3D::Texture::TEXTURE ) + { + // We've found a texture, check to see if it's one of the textures we are looking for. + TextureData* texData = 0; + int textureIDIndex = 0; + TLUID textureID = tlEntity::MakeUID( sub->GetName() ); + for( int i = 0; i < g_TextureCollectionCount; ++i ) + { + texData = g_TextureCollection[ i ]; + for( textureIDIndex = 0; textureIDIndex < texData->m_NumIDs; ++textureIDIndex ) + { + if( textureID == texData->m_TextureID[ textureIDIndex ] ) + { + if( texData->m_pSetChunk == 0 ) + { + texData->m_pSetChunk = new tlSetChunk(); + if( texData->m_pSetChunk == 0 ) + { + printf( "Unable to create tlSetChunk.\n" ); + exit( -1 ); + } + } + if( textureIDIndex == 0 ) + { + // This is the first texture in the set so we'll use the name for + //the set. + texData->m_pSetChunk->SetName( sub->GetName() ); + } + texData->m_pSetChunk->AppendSubChunk( sub, 0 ); + break; + } + } + } + } + } + + /*************************************************/ + // Forth pass, process the file. Copy all the chunks over, + //except the texture frame controllers, texture animations, + //and textures we've used. Also, modify the multicontrollers + //to exclude the texture frame controllers. + tlDataChunk* outChunk = new tlDataChunk; + + if( Param->WriteHistory && !sameFile ) + { + // put a history chunk in the output + // a history chunk shows what version of the tool + // was run on the file with what command-line + // parameters + outChunk->AppendSubChunk(Param->HistoryChunk()); + sameFile = true; + } + + if( outChunk == 0 ) + { + printf( "Unable to create output chunk.\n" ); + exit( -1 ); + } + for( inChunkIndex = 0; inChunkIndex < inChunk->SubChunkCount(); inChunkIndex++ ) + { + tlDataChunk* sub = inChunk->GetSubChunk( inChunkIndex ); + if( sub->ID() == Pure3D::Texture::TEXTURE ) + { + bool inAnySet = false; + for( int i = 0; i < g_TextureCollectionCount; ++i ) + { + // Theorically a texture can go into multiple sets so go through them all. + bool found = false; + TextureData* texData = g_TextureCollection[ i ]; + for( int j = 0; j < texData->m_NumIDs; ++j ) + { + // Look to see if this texture is in this set. + if( tlEntity::MakeUID( sub->GetName() ) == texData->m_TextureID[ j ] ) + { + found = true; + inAnySet = true; + break; + } + } + if( found && ( texData->m_NumIDs > 0 ) ) + { + // This texture has gone into this set chunk. We'll write the + //set chunk out at this point so it's roughly in the same place in + //file to protect against load order dependency problems. + if( texData->m_WritenOut == false ) + { + texData->m_pSetChunk->SetChildCount( texData->m_NumIDs ); + outChunk->AppendSubChunk( texData->m_pSetChunk ); + texData->m_WritenOut = true; // Only write it once. + } + } + } + if( !inAnySet ) + { + // This isn't a texture we're interested in so write it out. + outChunk->AppendSubChunk( sub ); + } + } + else if( sub->ID() == Pure3D::Animation::FrameControllerData::FRAME_CONTROLLER ) + { + // This is a frame controller. If it's one we've used then don't include it. + bool found = false; + TLUID controllerID = tlEntity::MakeUID( sub->GetName() ); + for( int i = 0; i < g_TextureCollectionCount; ++i ) + { + if( controllerID == g_TextureCollection[ i ]->m_ControllerChunk ) + { + found = true; + break; + } + } + if( !found ) + { + outChunk->AppendSubChunk( sub ); + } + } + else if( sub->ID() == Pure3D::Animation::AnimationData::ANIMATION ) + { + // This is an animation. If it's one we've used then don't include it. + bool found = false; + TLUID animID = tlEntity::MakeUID( sub->GetName() ); + for( int i = 0; i < g_TextureCollectionCount; ++i ) + { + if( animID == g_TextureCollection[ i ]->m_AnimationChunk ) + { + found = true; + break; + } + } + if( !found ) + { + outChunk->AppendSubChunk( sub ); + } + } + else if( sub->ID() == P3D_MULTI_CONTROLLER ) + { + // This is a multicontroller. If a track references an framecontroller we + //used then exclude that track. + tlMultiControllerChunk16* multiCont = static_cast( sub ); + for( int subIndex = 0; subIndex < multiCont->SubChunkCount(); ++subIndex ) + { + tlDataChunk* subChunk = multiCont->GetSubChunk( subIndex ); + if( subChunk->ID() == P3D_MULTI_CONTROLLER_TRACKS ) + { + tlMultiControllerTracksChunk16* tracks = static_cast( subChunk ); + unsigned long numTracks = tracks->GetNumTracks(); + tlMultiControllerTrackData* trackArray = tracks->GetTracks(); + for( int i = 0; i < numTracks; ++i ) + { + TLUID trackID = tlEntity::MakeUID( trackArray[ i ].name ); + for( int j = 0; j < g_TextureCollectionCount; ++j ) + { + if( trackID == g_TextureCollection[ j ]->m_ControllerChunk ) + { + // Remove this track. + --numTracks; + tracks->SetNumTracks( numTracks ); + multiCont->SetNumTracks( multiCont->GetNumTracks() - 1 ); + if( i < numTracks ) + { + trackArray[ i ] = trackArray[ numTracks ]; + --i; + } + } + } + } + } + else if( subChunk->ID() == P3D_MULTI_CONTROLLER_TRACK ) + { + tlMultiControllerTrackChunk16* track = static_cast( subChunk ); + TLUID trackID = tlEntity::MakeUID( track->GetName() ); + for( int i = 0; i < g_TextureCollectionCount; ++i ) + { + if( trackID == g_TextureCollection[ i ]->m_ControllerChunk ) + { + multiCont->RemoveSubChunk( subIndex ); + multiCont->SetNumTracks( multiCont->GetNumTracks() - 1 ); + } + } + } + } + outChunk->AppendSubChunk( sub ); + } + else + { + outChunk->AppendSubChunk( sub ); + } + } + outChunk->Write( output ); + delete outChunk; + outChunk = 0; + if( Param->OutputFile == 0 ) + { + // We have multiple output files so get rid of the + //the output file now. + delete output; + output = 0; + } + for( i = 0; i < g_TextureCollectionCount; ++i ) + { + delete g_TextureCollection[ i ]; + g_TextureCollection[ i ] = 0; + } + } // end of main for loop + + delete Param; + return 0; +} -- cgit v1.2.3