/
fmt.py
333 lines (290 loc) · 6.66 KB
/
fmt.py
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EXPERIMENTAL_MODE = False
# header chunk id
HEADER = 0x1
class Chunks13:
SHADERS = 0x2
VISUALS = 0x3
PORTALS = 0x4
LIGHT_DYNAMIC = 0x6
GLOWS = 0x7
SECTORS = 0x8
VB = 0x9
IB = 0xa
SWIS = 0xb
class Chunks12:
SHADERS = 0x2
VISUALS = 0x3
PORTALS = 0x4
LIGHT_DYNAMIC = 0x6
GLOWS = 0x7
SECTORS = 0x8
IB = 0x9
VB = 0xa
SWIS = 0xb
class Chunks10:
SHADERS = 0x2
VISUALS = 0x3
PORTALS = 0x4
LIGHT_DYNAMIC = 0x6
GLOWS = 0x7
SECTORS = 0x8
IB = 0x9
VB = 0xa
class Chunks9:
SHADERS = 0x2
VISUALS = 0x3
VB_OLD = 0x4
CFORM = 0x5
PORTALS = 0x6
SHADER_CONSTANT = 0x7
LIGHT_DYNAMIC = 0x8
GLOWS = 0x9
SECTORS = 0xa
IB = 0xb
VB = 0xc
class Chunks8:
SHADERS = 0x2
VISUALS = 0x3
VB = 0x4
CFORM = 0x5
PORTALS = 0x6
LIGHT_DYNAMIC = 0x7
GLOWS = 0x9
SECTORS = 0xa
class Chunks5:
TEXTURES = 0x2
SHADERS = 0x3
VISUALS = 0x4
VB = 0x5
CFORM = 0x6
PORTALS = 0x7
LIGHT_DYNAMIC = 0x8
LIGHT_KEY_FRAMES = 0x9
GLOWS = 0xa
SECTORS = 0xb
class Chunks4:
TEXTURES = 0x2
SHADERS = 0x3
VISUALS = 0x4
VB = 0x5
CFORM = 0x6
PORTALS = 0x7
LIGHT_DYNAMIC = 0x8
LIGHT_KEY_FRAMES = 0x9
GLOWS = 0xa
SECTORS = 0xb
class SectorChunks:
PORTALS = 0x1
ROOT = 0x2
SECTOR_PORTAL_SIZE = 2
PORTAL_SIZE = 80
PORTAL_VERTEX_COUNT = 6
GLOW_SIZE = 18
GLOW_SIZE_V5 = 24
# light constants
LIGHT_DYNAMIC_SIZE = 108
LIGHT_DYNAMIC_SIZE_V8 = 176
LIGHT_DYNAMIC_SIZE_V5 = 124
D3D_LIGHT_POINT = 1
D3D_LIGHT_SPOT = 2
D3D_LIGHT_DIRECTIONAL = 3
LIGHT_V8_NAME_LEN = 64
VERSION_14 = 14
VERSION_13 = 13
VERSION_12 = 12
VERSION_11 = 11
VERSION_10 = 10
VERSION_9 = 9
VERSION_8 = 8
VERSION_5 = 5
VERSION_4 = 4
if EXPERIMENTAL_MODE:
SUPPORTED_VERSIONS = (
VERSION_14, VERSION_13, VERSION_12, VERSION_11,
VERSION_10, VERSION_9, VERSION_8, VERSION_5, VERSION_4
)
else:
SUPPORTED_VERSIONS = (VERSION_14, )
# vertex buffer type names
FLOAT2 = 'FLOAT2'
FLOAT3 = 'FLOAT3'
FLOAT4 = 'FLOAT4'
D3DCOLOR = 'D3DCOLOR'
SHORT2 = 'SHORT2'
SHORT4 = 'SHORT4'
UNUSED = 'UNUSED'
# vertex buffer method names
DEFAULT = 'DEFAULT'
PARTIALU = 'PARTIALU'
PARTIALV = 'PARTIALV'
CROSSUV = 'CROSSUV'
UV = 'UV'
# vertex buffer usage names
POSITION = 'POSITION'
BLENDWEIGHT = 'BLENDWEIGHT'
BLENDINDICES = 'BLENDINDICES'
NORMAL = 'NORMAL'
PSIZE = 'PSIZE'
TEXCOORD = 'TEXCOORD'
TANGENT = 'TANGENT'
BINORMAL = 'BINORMAL'
TESSFACTOR = 'TESSFACTOR'
POSITIONT = 'POSITIONT'
COLOR = 'COLOR'
FOG = 'FOG'
DEPTH = 'DEPTH'
SAMPLE = 'SAMPLE'
types = {
1: FLOAT2,
2: FLOAT3,
3: FLOAT4,
4: D3DCOLOR,
6: SHORT2,
7: SHORT4,
17: UNUSED
}
types_struct = {
1: '2f', # FLOAT2
2: '3f', # FLOAT3
3: '4f', # FLOAT4
4: '4B', # D3DCOLOR
6: '2h', # SHORT2
7: '2h2H' # SHORT4
}
types_values = {
FLOAT2: 1,
FLOAT3: 2,
FLOAT4: 3,
D3DCOLOR: 4,
SHORT2: 6,
SHORT4: 7,
UNUSED: 17
}
methods = {
0: DEFAULT,
1: PARTIALU,
2: PARTIALV,
3: CROSSUV,
4: UV
}
usage = {
0: POSITION,
1: BLENDWEIGHT,
2: BLENDINDICES,
3: NORMAL,
4: PSIZE,
5: TEXCOORD,
6: TANGENT,
7: BINORMAL,
8: TESSFACTOR,
9: POSITIONT,
10: COLOR,
11: FOG,
12: DEPTH,
12: SAMPLE
}
usage_values = {
POSITION: 0,
BLENDWEIGHT: 1,
BLENDINDICES: 2,
NORMAL: 3,
PSIZE: 4,
TEXCOORD: 5,
TANGENT: 6,
BINORMAL: 7,
TESSFACTOR: 8,
POSITIONT: 9,
COLOR: 10,
FOG: 11,
DEPTH: 12,
SAMPLE: 12 # ???
}
UV_COEFFICIENT = 1024
UV_COEFFICIENT_2 = 2048
LIGHT_MAP_UV_COEFFICIENT = 2 ** 15 - 1
# cform
CFORM_VERSION_4 = 4
CFORM_VERSION_3 = 3
CFORM_VERSION_2 = 2
CFORM_SUPPORT_VERSIONS = (CFORM_VERSION_4, CFORM_VERSION_3, CFORM_VERSION_2)
# vertex types
VERTEX_TYPE_TREE = [
(usage_values[POSITION], types_values[FLOAT3]),
(usage_values[NORMAL], types_values[D3DCOLOR]),
(usage_values[TANGENT], types_values[D3DCOLOR]),
(usage_values[BINORMAL], types_values[D3DCOLOR]),
(usage_values[TEXCOORD], types_values[SHORT4])
]
# version 14
VERTEX_TYPE_BRUSH_14 = [
(usage_values[POSITION], types_values[FLOAT3]),
(usage_values[NORMAL], types_values[D3DCOLOR]),
(usage_values[TANGENT], types_values[D3DCOLOR]),
(usage_values[BINORMAL], types_values[D3DCOLOR]),
(usage_values[TEXCOORD], types_values[SHORT2]),
(usage_values[TEXCOORD], types_values[SHORT2])
]
# version 13
VERTEX_TYPE_BRUSH_13 = [
(usage_values[POSITION], types_values[FLOAT3]),
(usage_values[NORMAL], types_values[D3DCOLOR]),
(usage_values[TANGENT], types_values[D3DCOLOR]),
(usage_values[BINORMAL], types_values[D3DCOLOR]),
(usage_values[TEXCOORD], types_values[FLOAT2]),
(usage_values[TEXCOORD], types_values[SHORT2])
]
# version 12
VERTEX_TYPE_BRUSH_12 = [
(usage_values[POSITION], types_values[FLOAT3]),
(usage_values[NORMAL], types_values[D3DCOLOR]),
(usage_values[TEXCOORD], types_values[FLOAT2]),
(usage_values[TEXCOORD], types_values[SHORT2])
]
# version 13
VERTEX_TYPE_COLOR_13 = [
(usage_values[POSITION], types_values[FLOAT3]),
(usage_values[NORMAL], types_values[D3DCOLOR]),
(usage_values[TANGENT], types_values[D3DCOLOR]),
(usage_values[BINORMAL], types_values[D3DCOLOR]),
(usage_values[COLOR], types_values[D3DCOLOR]),
(usage_values[TEXCOORD], types_values[FLOAT2])
]
# version 12
VERTEX_TYPE_COLOR_12 = [
(usage_values[POSITION], types_values[FLOAT3]),
(usage_values[NORMAL], types_values[D3DCOLOR]),
(usage_values[COLOR], types_values[D3DCOLOR]),
(usage_values[TEXCOORD], types_values[FLOAT2])
]
# version 14
VERTEX_TYPE_COLOR_14 = [
(usage_values[POSITION], types_values[FLOAT3]),
(usage_values[NORMAL], types_values[D3DCOLOR]),
(usage_values[TANGENT], types_values[D3DCOLOR]),
(usage_values[BINORMAL], types_values[D3DCOLOR]),
(usage_values[COLOR], types_values[D3DCOLOR]),
(usage_values[TEXCOORD], types_values[SHORT2])
]
# version 14
VERTEX_TYPE_FASTPATH = [
(usage_values[POSITION], types_values[FLOAT3]),
]
# directx 3d 7 vertex formats
class D3D7FVF:
POSITION_MASK = 0x00e
XYZ = 0x002 # x, y, z
NORMAL = 0x010 # not used
DIFFUSE = 0x040 # quantized normal
SPECULAR = 0x080 # not used
NC_MASK = 0x0f0 # not used
TEX1 = 0x100 # base texture
TEX2 = 0x200 # base texture + light map
TEXCOUNT_MASK = 0xf00
TEXCOUNT_SHIFT = 8
# directx 3d 9 vertex formats
class D3D9FVF:
XYZ = 0x002 # x, y, z
NORMAL = 0x010
TEXCOUNT_SHIFT = 8
# ogf vertex format without skeleton (normal or progressive)
FVF_OGF = D3D9FVF.XYZ | D3D9FVF.NORMAL | (1 << D3D9FVF.TEXCOUNT_SHIFT)