Files
jak-project/decompiler/level_extractor/extract_level.cpp
T
Soggy_Pancake 7320bfc068 g/jak1: Extract ambient data to json (#3945)
I added extraction of ambients to json files when extracting the levels.
All of the ambient json files are written to the same folder as actors
are. Ambients aren't used in jak2 and 3 so it only is used on jak1.


![image](https://github.com/user-attachments/assets/26e5d655-6a31-49eb-8514-3374b41f72dd)

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Co-authored-by: Tyler Wilding <xtvaser@gmail.com>
2025-07-02 23:19:21 -04:00

418 lines
17 KiB
C++

#include "extract_level.h"
#include <set>
#include <thread>
#include "common/log/log.h"
#include "common/util/FileUtil.h"
#include "common/util/SimpleThreadGroup.h"
#include "common/util/compress.h"
#include "common/util/string_util.h"
#include "decompiler/level_extractor/BspHeader.h"
#include "decompiler/level_extractor/extract_actors.h"
#include "decompiler/level_extractor/extract_collide_frags.h"
#include "decompiler/level_extractor/extract_hfrag.h"
#include "decompiler/level_extractor/extract_joint_group.h"
#include "decompiler/level_extractor/extract_merc.h"
#include "decompiler/level_extractor/extract_shrub.h"
#include "decompiler/level_extractor/extract_tfrag.h"
#include "decompiler/level_extractor/extract_tie.h"
#include "decompiler/level_extractor/fr3_to_gltf.h"
#include "goalc/build_actor/jak1/build_actor.h"
namespace decompiler {
/*!
* Look through files in a DGO and find the bsp-header file (the level)
*/
std::optional<ObjectFileRecord> get_bsp_file(const std::vector<ObjectFileRecord>& records,
const std::string& dgo_name) {
std::optional<ObjectFileRecord> result;
if (str_util::ends_with(dgo_name, ".DGO")) {
// only DGOs are valid levels, and the last file is the bsp file
result = records.at(records.size() - 1);
}
return result;
}
/*!
* Make sure a file is a valid bsp-header.
*/
bool is_valid_bsp(const decompiler::LinkedObjectFile& file) {
if (file.segments != 1) {
lg::error("Got {} segments, but expected 1", file.segments);
return false;
}
auto& first_word = file.words_by_seg.at(0).at(0);
if (first_word.kind() != decompiler::LinkedWord::TYPE_PTR) {
lg::error("Expected the first word to be a type pointer, but it wasn't.");
return false;
}
if (first_word.symbol_name() != "bsp-header") {
lg::error("Expected to get a bsp-header, but got {} instead.", first_word.symbol_name());
return false;
}
return true;
}
tfrag3::Texture make_texture(u32 id,
const TextureDB::TextureData& tex,
const std::string& tpage_name,
bool pool_load) {
tfrag3::Texture new_tex;
new_tex.combo_id = id;
new_tex.w = tex.w;
new_tex.h = tex.h;
new_tex.debug_tpage_name = tpage_name;
new_tex.debug_name = tex.name;
new_tex.data = tex.rgba_bytes;
new_tex.combo_id = id;
new_tex.load_to_pool = pool_load;
return new_tex;
}
void add_all_textures_from_level(tfrag3::Level& lev,
const std::string& level_name,
const TextureDB& tex_db) {
const auto& level_it = tex_db.texture_ids_per_level.find(level_name);
if (level_it != tex_db.texture_ids_per_level.end()) {
for (auto id : level_it->second) {
const auto& tex = tex_db.textures.at(id);
lev.textures.push_back(make_texture(id, tex, tex_db.tpage_names.at(tex.page), true));
}
}
}
void confirm_textures_identical(const TextureDB& tex_db) {
std::unordered_map<std::string, std::vector<u32>> tex_dupl;
for (auto& tex : tex_db.textures) {
auto name = tex_db.tpage_names.at(tex.second.page) + tex.second.name;
auto it = tex_dupl.find(name);
if (it == tex_dupl.end()) {
tex_dupl.insert({name, tex.second.rgba_bytes});
} else {
bool ok = it->second == tex.second.rgba_bytes;
if (!ok) {
ASSERT_MSG(false, fmt::format("BAD duplicate: {} {} vs {}", name,
tex.second.rgba_bytes.size(), it->second.size()));
}
}
}
}
void extract_art_groups_from_level(const ObjectFileDB& db,
const TextureDB& tex_db,
const std::vector<level_tools::TextureRemap>& tex_remap,
const std::string& dgo_name,
tfrag3::Level& level_data,
std::map<std::string, level_tools::ArtData>& art_group_data) {
if (db.obj_files_by_dgo.count(dgo_name)) {
const auto& files = db.obj_files_by_dgo.at(dgo_name);
MercSwapInfo swapped_info;
// build list of models to replace
auto merc_replacements_path = file_util::get_jak_project_dir() / "custom_assets" /
game_version_names[db.version()] / "merc_replacements";
if (file_util::file_exists(merc_replacements_path.string())) {
auto custom_models =
file_util::find_files_in_dir(merc_replacements_path, std::regex(".*\\.glb"));
for (auto& mdl : custom_models) {
swapped_info.add_to_swap_list(mdl.stem().string());
}
}
for (const auto& file : files) {
if (file.name.length() > 3 && !file.name.compare(file.name.length() - 3, 3, "-ag")) {
const auto& ag_file = db.lookup_record(file);
extract_merc(ag_file, tex_db, db.dts, tex_remap, level_data, false, db.version(),
swapped_info);
extract_joint_group(ag_file, db.dts, db.version(), art_group_data);
}
}
}
}
std::vector<level_tools::TextureRemap> extract_tex_remap(const ObjectFileDB& db,
const std::string& dgo_name) {
auto bsp_rec = get_bsp_file(db.obj_files_by_dgo.at(dgo_name), dgo_name);
if (!bsp_rec) {
lg::warn("Skipping extract for {} because the BSP file was not found", dgo_name);
return {};
}
std::string level_name = bsp_rec->name;
lg::info("Processing level {} ({})", dgo_name, level_name);
const auto& bsp_file = db.lookup_record(*bsp_rec);
bool ok = is_valid_bsp(bsp_file.linked_data);
ASSERT(ok);
level_tools::BspHeader bsp_header;
bsp_header.read_from_file(bsp_file.linked_data, db.dts, db.version(), true);
return bsp_header.texture_remap_table;
}
level_tools::BspHeader extract_bsp_from_level(const ObjectFileDB& db,
const TextureDB& tex_db,
const std::string& dgo_name,
const Config& config,
tfrag3::Level& level_data) {
auto hacks = config.hacks;
auto bsp_rec = get_bsp_file(db.obj_files_by_dgo.at(dgo_name), dgo_name);
if (!bsp_rec) {
lg::warn("Skipping extract for {} because the BSP file was not found", dgo_name);
return {};
}
lg::info("Processing {}...", dgo_name);
const auto& bsp_file = db.lookup_record(*bsp_rec);
bool ok = is_valid_bsp(bsp_file.linked_data);
ASSERT(ok);
level_tools::BspHeader bsp_header;
bsp_header.read_from_file(bsp_file.linked_data, db.dts, db.version());
ASSERT((int)bsp_header.drawable_tree_array.trees.size() == bsp_header.drawable_tree_array.length);
// grrr.....
if (db.version() == GameVersion::Jak1 && dgo_name == "TIT.DGO" && bsp_header.name == "intro") {
bsp_header.name = "title";
} else if (db.version() == GameVersion::Jak1 && dgo_name == "DEM.DGO" &&
bsp_header.name == "intro") {
bsp_header.name = "demo";
}
/*
level_tools::PrintSettings settings;
settings.expand_collide = true;
lg::print("{}\n", bsp_header.print(settings));
*/
const std::set<std::string> tfrag_trees = {
"drawable-tree-tfrag", "drawable-tree-trans-tfrag", "drawable-tree-tfrag-trans",
"drawable-tree-dirt-tfrag", "drawable-tree-tfrag-water", "drawable-tree-ice-tfrag",
"drawable-tree-lowres-tfrag", "drawable-tree-lowres-trans-tfrag"};
int i = 0;
std::vector<const level_tools::DrawableTreeInstanceTie*> all_ties;
for (auto& draw_tree : bsp_header.drawable_tree_array.trees) {
auto as_tie_tree = dynamic_cast<level_tools::DrawableTreeInstanceTie*>(draw_tree.get());
if (as_tie_tree) {
all_ties.push_back(as_tie_tree);
}
}
bool got_collide = false;
for (auto& draw_tree : bsp_header.drawable_tree_array.trees) {
if (tfrag_trees.count(draw_tree->my_type())) {
auto as_tfrag_tree = dynamic_cast<level_tools::DrawableTreeTfrag*>(draw_tree.get());
ASSERT(as_tfrag_tree);
std::vector<std::pair<int, int>> expected_missing_textures;
auto it = hacks.missing_textures_by_level.find(bsp_header.name);
if (it != hacks.missing_textures_by_level.end()) {
expected_missing_textures = it->second;
}
bool atest_disable_flag = false;
if (db.version() >= GameVersion::Jak2) {
if (bsp_header.texture_flags[0] & 1) {
atest_disable_flag = true;
}
}
extract_tfrag(as_tfrag_tree, fmt::format("{}-{}", dgo_name, i++),
bsp_header.texture_remap_table, tex_db, expected_missing_textures, level_data,
false, bsp_header.name, atest_disable_flag);
} else if (draw_tree->my_type() == "drawable-tree-instance-tie") {
auto as_tie_tree = dynamic_cast<level_tools::DrawableTreeInstanceTie*>(draw_tree.get());
ASSERT(as_tie_tree);
extract_tie(as_tie_tree, fmt::format("{}-{}-tie", dgo_name, i++),
bsp_header.texture_remap_table, tex_db, level_data, false, db.version());
} else if (draw_tree->my_type() == "drawable-tree-instance-shrub") {
auto as_shrub_tree =
dynamic_cast<level_tools::shrub_types::DrawableTreeInstanceShrub*>(draw_tree.get());
ASSERT(as_shrub_tree);
extract_shrub(as_shrub_tree, fmt::format("{}-{}-shrub", dgo_name, i++),
bsp_header.texture_remap_table, tex_db, {}, level_data, false, db.version());
} else if (draw_tree->my_type() == "drawable-tree-collide-fragment" &&
config.extract_collision) {
auto as_collide_frags =
dynamic_cast<level_tools::DrawableTreeCollideFragment*>(draw_tree.get());
ASSERT(as_collide_frags);
ASSERT(!got_collide);
got_collide = true;
extract_collide_frags(as_collide_frags, all_ties, config,
fmt::format("{}-{}-collide", dgo_name, i++), level_data);
} else {
lg::print(" unsupported tree {}\n", draw_tree->my_type());
}
}
if (bsp_header.collide_hash.num_items) {
ASSERT(!got_collide);
extract_collide_frags(bsp_header.collide_hash, all_ties, config,
fmt::format("{}-{}-collide", dgo_name, i++), db.dts, level_data);
}
if (bsp_header.hfrag) {
extract_hfrag(bsp_header, tex_db, &level_data);
}
level_data.level_name = bsp_header.name;
return bsp_header;
}
/*!
* Extract stuff found in GAME.CGO.
* Even though GAME.CGO isn't technically a level, the decompiler/loader treat it like one,
* but the bsp stuff is just empty. It will contain only textures/art groups.
*/
void extract_common(const ObjectFileDB& db,
const TextureDB& tex_db,
const std::string& dgo_name,
const fs::path& output_folder,
const Config& config) {
if (db.obj_files_by_dgo.count(dgo_name) == 0) {
lg::warn("Skipping common extract for {} because the DGO was not part of the input", dgo_name);
return;
}
if (tex_db.textures.size() == 0) {
lg::warn("Skipping common extract because there were no textures in the input");
return;
}
confirm_textures_identical(tex_db);
tfrag3::Level tfrag_level;
std::map<std::string, level_tools::ArtData> art_group_data;
add_all_textures_from_level(tfrag_level, dgo_name, tex_db);
extract_art_groups_from_level(db, tex_db, {}, dgo_name, tfrag_level, art_group_data);
add_all_textures_from_level(tfrag_level, "ARTSPOOL", tex_db);
extract_art_groups_from_level(db, tex_db, {}, "ARTSPOOL", tfrag_level, art_group_data);
std::set<std::string> textures_we_have;
std::set<u32> textures_we_have_id;
// put _all_ index textures in common.
for (const auto& [id, tex] : tex_db.index_textures_by_combo_id) {
tfrag_level.index_textures.push_back(tex);
}
// remember which textures we already added.
// textures with the same name or the same ID always have the same data.
for (const auto& t : tfrag_level.textures) {
textures_we_have.insert(t.debug_name);
textures_we_have_id.insert(t.combo_id);
}
// for common textures, add if the ID isn't there - common textures are looked up by ID.
for (const auto& [id, normal_texture] : tex_db.textures) {
if (config.common_tpages.count(normal_texture.page) && !textures_we_have_id.count(id)) {
textures_we_have.insert(normal_texture.name);
textures_we_have_id.insert(id);
tfrag_level.textures.push_back(
make_texture(id, normal_texture, tex_db.tpage_names.at(normal_texture.page), true));
}
}
// add animated textures that are missing.
for (const auto& [id, normal_texture] : tex_db.textures) {
if (config.animated_textures.count(normal_texture.name) &&
!textures_we_have.count(normal_texture.name)) {
textures_we_have.insert(normal_texture.name);
tfrag_level.textures.push_back(
make_texture(id, normal_texture, tex_db.tpage_names.at(normal_texture.page), false));
}
}
Serializer ser;
tfrag_level.serialize(ser);
auto compressed =
compression::compress_zstd(ser.get_save_result().first, ser.get_save_result().second);
lg::info("stats for {}", dgo_name);
print_memory_usage(tfrag_level, ser.get_save_result().second);
lg::info("compressed: {} -> {} ({:.2f}%)", ser.get_save_result().second, compressed.size(),
100.f * compressed.size() / ser.get_save_result().second);
file_util::write_binary_file(
output_folder / fmt::format("{}.fr3", dgo_name.substr(0, dgo_name.length() - 4)),
compressed.data(), compressed.size());
if (config.rip_levels) {
auto file_path = file_util::get_jak_project_dir() / "decompiler_out" /
game_version_names[config.game_version] / "levels" / "common";
save_level_foreground_as_gltf(tfrag_level, art_group_data, file_path);
}
}
void extract_from_level(const ObjectFileDB& db,
const TextureDB& tex_db,
const std::string& dgo_name,
const Config& config,
const fs::path& output_folder,
const fs::path& entities_folder) {
if (db.obj_files_by_dgo.count(dgo_name) == 0) {
lg::warn("Skipping extract for {} because the DGO was not part of the input", dgo_name);
return;
}
tfrag3::Level level_data;
std::map<std::string, level_tools::ArtData> art_group_data;
add_all_textures_from_level(level_data, dgo_name, tex_db);
// the bsp header file data
auto bsp_header = extract_bsp_from_level(db, tex_db, dgo_name, config, level_data);
extract_art_groups_from_level(db, tex_db, bsp_header.texture_remap_table, dgo_name, level_data,
art_group_data);
Serializer ser;
level_data.serialize(ser);
auto compressed =
compression::compress_zstd(ser.get_save_result().first, ser.get_save_result().second);
lg::info("stats for {}", level_data.level_name);
print_memory_usage(level_data, ser.get_save_result().second);
lg::info("compressed: {} -> {} ({:.2f}%)", ser.get_save_result().second, compressed.size(),
100.f * compressed.size() / ser.get_save_result().second);
file_util::write_binary_file(output_folder / fmt::format("{}.fr3", level_data.level_name),
compressed.data(), compressed.size());
if (config.rip_levels) {
auto back_file_path = file_util::get_jak_project_dir() / "decompiler_out" /
game_version_names[config.game_version] / "levels" /
level_data.level_name /
fmt::format("{}-background.glb", level_data.level_name);
file_util::create_dir_if_needed_for_file(back_file_path);
save_level_background_as_gltf(level_data, back_file_path);
auto fore_file_path = file_util::get_jak_project_dir() / "decompiler_out" /
game_version_names[config.game_version] / "levels" /
level_data.level_name;
save_level_foreground_as_gltf(level_data, art_group_data, fore_file_path);
}
file_util::write_text_file(entities_folder / fmt::format("{}-actors.json", level_data.level_name),
extract_actors_to_json(bsp_header.actors));
if (config.game_version == GameVersion::Jak1)
file_util::write_text_file(
entities_folder / fmt::format("{}-ambients.json", level_data.level_name),
extract_ambients_to_json(bsp_header.ambients));
}
void extract_all_levels(const ObjectFileDB& db,
const TextureDB& tex_db,
const std::vector<std::string>& dgo_names,
const std::string& common_name,
const Config& config,
const fs::path& output_path) {
extract_common(db, tex_db, common_name, output_path, config);
auto entities_dir = file_util::get_jak_project_dir() / "decompiler_out" /
game_version_names[config.game_version] / "entities";
file_util::create_dir_if_needed(entities_dir);
SimpleThreadGroup threads;
threads.run(
[&](int idx) {
extract_from_level(db, tex_db, dgo_names[idx], config, output_path, entities_dir);
},
dgo_names.size());
threads.join();
}
} // namespace decompiler