Files
jak-project/tools/level_tools/level_dump/main.cpp
T
water111 5b04be2fa0 Add hfrag, clean up some background renderer stuff (#3509)
This adds hfrag, but with a few remaining issues:
- The textures aren't animated. Instead, it just uses one texture.
- The texture filtering isn't as good as at it could be.

I also cleaned up a few issues with the background renderers:
- Cleaned up some stuff that is common to hfrag, tie, tfrag, shrub
- Moved time-of-day color packing stuff to FR3 creation, rather than at
level load. This appears to reduce the frame time spikes when a level is
first drawn by about 5 or 6 ms in big levels.
- Cleaned up the x86 specific stuff used in time of day. Now there's
only one place where we have an `ifdef`, rather than spreading it all
over the rendering code.
2024-05-09 20:11:43 -04:00

97 lines
2.8 KiB
C++

#include "common/util/Assert.h"
#include "common/util/DgoReader.h"
#include "common/util/FileUtil.h"
#include "common/util/unicode_util.h"
#include "decompiler/ObjectFile/LinkedObjectFile.h"
#include "decompiler/ObjectFile/LinkedObjectFileCreation.h"
#include "decompiler/level_extractor/BspHeader.h"
#include "decompiler/util/goal_data_reader.h"
#include "fmt/core.h"
constexpr GameVersion kGameVersion = GameVersion::Jak1;
/*!
* Get the level data from a DGO File.
* Will ignore all the other things in the level DGO and just return the bsp file.
*/
decompiler::LinkedObjectFile load_bsp_from_dgo(const std::string& file_name,
decompiler::DecompilerTypeSystem& dts) {
std::string short_name = file_util::base_name(file_name);
fmt::print("Loading DGO file: {}\n", short_name);
auto dgo_file_data = file_util::read_binary_file(file_name);
auto dgo = DgoReader(short_name, dgo_file_data);
auto entries = dgo.entries();
ASSERT(entries.size() > 0);
const auto& level_file = entries.back();
fmt::print("Using level file: {}, size {} kB\n", level_file.internal_name,
level_file.data.size() / 1024);
return decompiler::to_linked_object_file(level_file.data, level_file.internal_name, dts,
kGameVersion);
}
bool is_valid_bsp(const decompiler::LinkedObjectFile& file) {
if (file.segments != 1) {
fmt::print("Got {} segments, but expected 1\n", file.segments);
return false;
}
auto& first_word = file.words_by_seg.at(0).at(0);
if (first_word.kind() != decompiler::LinkedWord::TYPE_PTR) {
fmt::print("Expected the first word to be a type pointer, but it wasn't.\n");
return false;
}
if (first_word.symbol_name() != "bsp-header") {
fmt::print("Expected to get a bsp-header, but got {} instead.\n", first_word.symbol_name());
return false;
}
return true;
}
int main(int argc, char** argv) {
ArgumentGuard u8_guard(argc, argv);
try {
fmt::print("Level Dump Tool\n");
if (argc != 2) {
fmt::print("Usage: level_dump <path-to-dgo>\n");
return 1;
}
fmt::print("Setting up types...\n");
decompiler::DecompilerTypeSystem dts(kGameVersion);
dts.parse_type_defs({"decompiler", "config", "all-types.gc"});
std::string file_name = argv[1];
fmt::print("Loading data...\n");
auto data = load_bsp_from_dgo(file_name, dts);
data.set_ordered_label_names();
if (!is_valid_bsp(data)) {
fmt::print("Invalid level file.\n");
return 1;
}
// draw_stats.debug_print_dma_data = true;
level_tools::BspHeader bsp_header;
bsp_header.read_from_file(data, dts, kGameVersion);
level_tools::PrintSettings settings;
fmt::print("{}\n", bsp_header.print(settings));
} catch (const std::exception& e) {
fmt::print("Error: {}\n", e.what());
}
return 0;
}