Files
jak-project/goalc/build_level/jak2/build_level.cpp
tripp 560e191ca4 decompiler: reduce memory usage during texture pack installation by lazily loading texture replacements and serializing level building (#4278)
Three changes:
1. Add lazy merging/replacing for texture `rgba_bytes`.
2. Use a single thread when decompiling with texture replacements.
3. Drop textures after serializing and before compression.

These changes should enable users to install **massive** texture packs
without issue.
2026-06-08 17:02:19 -04:00

251 lines
10 KiB
C++

#include "build_level.h"
#include "common/util/gltf_util.h"
#include "decompiler/extractor/extractor_util.h"
#include "decompiler/level_extractor/extract_merc.h"
#include "goalc/build_level/collide/jak2/collide.h"
#include "goalc/build_level/common/Tfrag.h"
#include "goalc/build_level/jak2/Entity.h"
#include "goalc/build_level/jak2/FileInfo.h"
#include "goalc/build_level/jak2/LevelFile.h"
#include <decompiler/level_extractor/extract_collide_frags.h>
namespace jak2 {
bool run_build_level(const std::string& input_file,
const std::string& bsp_output_file,
const std::string& output_prefix,
bool gen_fr3) {
auto level_json = parse_commented_json(
file_util::read_text_file(file_util::get_file_path({input_file})), input_file);
LevelFile file; // GOAL level file
tfrag3::Level pc_level; // PC level file
gltf_util::TexturePool tex_pool; // pc level texture pool
// process input mesh from blender
gltf_mesh_extract::Input mesh_extract_in;
mesh_extract_in.filename =
file_util::get_file_path({level_json.at("gltf_file").get<std::string>()});
mesh_extract_in.auto_wall_enable = level_json.value("automatic_wall_detection", true);
mesh_extract_in.double_sided_collide = level_json.at("double_sided_collide").get<bool>();
mesh_extract_in.auto_wall_angle = level_json.value("automatic_wall_angle", 30.0);
mesh_extract_in.tex_pool = &tex_pool;
gltf_mesh_extract::Output mesh_extract_out;
gltf_mesh_extract::extract(mesh_extract_in, mesh_extract_out);
// add stuff to the GOAL level structure
file.info = make_file_info_for_level(fs::path(input_file).filename().string());
// all vis
// drawable trees
// pat
// texture remap
// texture ids
// unk zero
// name
file.name = level_json.at("long_name").get<std::string>();
ASSERT_MSG(file.name.size() <= 10,
fmt::format("long_name over 10 characters ({} characters): '{}'", file.name.size(),
file.name));
// nick
file.nickname = level_json.at("nickname").get<std::string>();
// vis infos
// actors
auto dts = decompiler::DecompilerTypeSystem(GameVersion::Jak2);
dts.parse_enum_defs({"decompiler", "config", "jak2", "all-types.gc"});
std::vector<EntityActor> actors;
add_actors_from_json(level_json.at("actors"), actors, level_json.value("base_id", 1234), dts);
std::sort(actors.begin(), actors.end(), [](auto& a, auto& b) { return a.aid < b.aid; });
auto duplicates = std::adjacent_find(actors.begin(), actors.end(),
[](auto& a, auto& b) { return a.aid == b.aid; });
ASSERT_MSG(duplicates == actors.end(),
fmt::format("Actor IDs must be unique. Found at least two actors with ID {}",
duplicates->aid));
file.actors = std::move(actors);
// actor groups
if (level_json.contains("actor_groups") && !level_json.at("actor_groups").empty()) {
add_actor_groups_from_json(level_json.at("actor_groups"), file.actors, file.actor_groups, 0);
}
// cameras
// nodes
// regions
if (level_json.contains("region_trees") && !level_json.at("region_trees").empty()) {
file.region_array.entities = &file.actors;
file.region_array.actor_groups = &file.actor_groups;
fill_region_trees(file.region_trees, file.regions, file.region_array,
level_json.at("region_trees"), level_json.value("base_region_id", 0));
}
// subdivs
// actor birth
for (size_t i = 0; i < file.actors.size(); i++) {
file.actor_birth_order.push_back(i);
}
// add stuff to the PC level structure
pc_level.level_name = file.name;
// TFRAG
file.drawable_trees.tfrags.emplace_back("drawable-tree-tfrag", "drawable-inline-array-tfrag");
tfrag_from_gltf(mesh_extract_out.tfrag, pc_level.tfrag_trees[0]);
// TIE
if (!mesh_extract_out.tie.base_draws.empty()) {
file.drawable_trees.ties.emplace_back();
tie_from_gltf(mesh_extract_out.tie, pc_level.tie_trees[0]);
}
pc_level.textures = std::move(tex_pool.textures_by_idx);
// COLLIDE
if (mesh_extract_out.collide.faces.empty()) {
lg::error("No collision geometry was found");
} else {
file.collide_hash = construct_collide_hash(mesh_extract_out.collide.faces);
// for collision renderer
for (auto& face : mesh_extract_out.collide.faces) {
math::Vector4f verts[3];
for (int i = 0; i < 3; i++) {
verts[i].x() = face.v[i].x();
verts[i].y() = face.v[i].y();
verts[i].z() = face.v[i].z();
verts[i].w() = 1.f;
}
tfrag3::CollisionMesh::Vertex out_verts[3];
decompiler::set_vertices_for_tri(out_verts, verts);
for (auto& out : out_verts) {
out.pat = face.pat.val;
pc_level.collision.vertices.push_back(out);
}
}
}
// Save the GOAL level
auto result = file.save_object_file();
lg::print("Level bsp file size {} bytes\n", result.size());
auto save_path = file_util::get_jak_project_dir() / bsp_output_file;
file_util::create_dir_if_needed_for_file(save_path);
lg::print("Saving to {}\n", save_path.string());
file_util::write_binary_file(save_path, result.data(), result.size());
// Add textures and models
// TODO remove hardcoded config settings
if (gen_fr3 && ((level_json.contains("art_groups") && !level_json.at("art_groups").empty()) ||
(level_json.contains("textures") && !level_json.at("textures").empty()))) {
lg::info("Looking for ISO path...");
const auto iso_folder = file_util::get_iso_dir_for_game(GameVersion::Jak2);
lg::info("Found ISO path: {}", iso_folder.string());
if (iso_folder.empty() || !fs::exists(iso_folder)) {
lg::warn("Could not locate ISO path!");
return false;
}
// Look for iso build info if it's available, otherwise default to ntsc_v1
const auto version_info = get_version_info_or_default(iso_folder);
decompiler::Config config;
try {
config = decompiler::read_config_file(
file_util::get_jak_project_dir() / "decompiler/config/jak2/jak2_config.jsonc",
version_info.decomp_config_version,
R"({"decompile_code": false, "find_functions": false, "levels_extract": true, "allowed_objects": [], "save_texture_pngs": false})");
} catch (const std::exception& e) {
lg::error("Failed to parse config: {}", e.what());
return false;
}
std::vector<fs::path> dgos, objs;
for (const auto& dgo_name : config.dgo_names) {
dgos.push_back(iso_folder / dgo_name);
}
for (const auto& obj_name : config.object_file_names) {
objs.push_back(iso_folder / obj_name);
}
decompiler::ObjectFileDB db(dgos, fs::path(config.obj_file_name_map_file), objs, {}, {}, {},
config);
// need to process link data for tpages
db.process_link_data(config);
decompiler::TextureDB tex_db;
auto textures_out = file_util::get_jak_project_dir() / "decompiler_out/jak2/textures";
file_util::create_dir_if_needed(textures_out);
db.process_tpages(tex_db, textures_out, config, "");
auto replacements_path = file_util::get_jak_project_dir() / "custom_assets" /
game_version_names[config.game_version] / "texture_replacements";
if (fs::exists(replacements_path)) {
tex_db.replace_textures(replacements_path);
}
// add textures
if (level_json.contains("textures") && !level_json.at("textures").empty()) {
std::vector<std::string> processed_textures;
std::vector<std::string> wanted_texs =
level_json.at("textures").get<std::vector<std::string>>();
// first check the texture is not already in the level
for (auto& level_tex : pc_level.textures) {
if (std::find(wanted_texs.begin(), wanted_texs.end(), level_tex.debug_name) !=
wanted_texs.end()) {
processed_textures.push_back(level_tex.debug_name);
}
}
// then add
for (auto& [id, tex] : tex_db.textures) {
for (auto& tex0 : wanted_texs) {
if (std::find(processed_textures.begin(), processed_textures.end(), tex.name) !=
processed_textures.end()) {
continue;
}
if (tex.name == tex0) {
lg::info("custom level: adding texture {} from tpage {} ({})", tex.name, tex.page,
tex_db.tpage_names.at(tex.page));
pc_level.textures.push_back(make_texture(id, tex_db, true));
processed_textures.push_back(tex.name);
}
}
}
}
// find all art groups used by the custom level in other dgos
if (gen_fr3 && level_json.contains("art_groups") && !level_json.at("art_groups").empty()) {
for (auto& dgo : config.dgo_names) {
std::vector<std::string> processed_art_groups;
// remove "DGO/" prefix
const auto& dgo_name = dgo.substr(4);
const auto& files = db.obj_files_by_dgo.at(dgo_name);
auto art_groups =
find_art_groups(processed_art_groups,
level_json.at("art_groups").get<std::vector<std::string>>(), files);
auto tex_remap = decompiler::extract_tex_remap(db, dgo_name);
for (const auto& ag : art_groups) {
if (ag.name.length() > 3 && !ag.name.compare(ag.name.length() - 3, 3, "-ag")) {
const auto& ag_file = db.lookup_record(ag);
lg::print("custom level: extracting art group {}\n", ag_file.name_in_dgo);
decompiler::MercSwapInfo info;
decompiler::extract_merc(ag_file, tex_db, db.dts, tex_remap, pc_level, false,
db.version(), info);
}
}
}
}
}
// add custom models to fr3
if (gen_fr3 && level_json.contains("custom_models") && !level_json.at("custom_models").empty()) {
auto models = level_json.at("custom_models").get<std::vector<std::string>>();
for (auto& name : models) {
add_model_to_level(GameVersion::Jak2, name, pc_level);
}
}
// Save the PC level
if (gen_fr3) {
save_pc_data(file.name, pc_level,
file_util::get_jak_project_dir() / "out" / output_prefix / "fr3");
}
return true;
}
} // namespace jak2