Apply correct texture coordinates. Thx to NTAuthority.

This commit is contained in:
Maurice Heumann 2015-05-14 14:26:06 +02:00
parent 8a03c2b6a3
commit 60a8608ef0
6 changed files with 735 additions and 0 deletions

View File

@ -25,6 +25,11 @@ union GfxColor
union PackedTexCoords
{
unsigned int packed;
struct
{
unsigned short texX;
unsigned short texY;
};
};
union PackedUnitVec

View File

@ -15,6 +15,22 @@ void fwritestr(FILE* file, const char* str)
//fwrite(str, 1, 1, file);
}
// T5 has alpha channel as byte 0 and T6 as byte 3 (in non-dxt formats), might have to do a conversion one day :D
char Image_GetFormat(char format)
{
switch (format)
{
case 0xC: //DXT3
return 0xD;
case 0xD: //DXT5
return 0xE;
default:
return format;
}
}
void Image_Export(GfxImage* image)
{
_mkdir("raw");
@ -51,6 +67,7 @@ void Image_Export(GfxImage* image)
}
}
newHeader.format = Image_GetFormat(header->format);
newHeader.version = 27;
fwrite(&newHeader, sizeof(GfxImageFileHeader_T6), 1, fp);
@ -129,6 +146,105 @@ void Material_Export(Material* material)
}
}
// Credit to NTAuthority.
// I personally am too dumb to actually perform the texture coordinate conversion on my own.
// My modeling knowledge is probably not enough.
// *best* function
DWORD __declspec(naked) Vec2PackTexCoords(float* coords)
{
__asm
{
push ebp
mov ebp, esp
push ebx
sub esp, 10h
mov eax, [ebp+8]
mov ebx, [eax+4]
mov eax, [eax]
mov [ebp-8], eax
mov eax, [ebp-8]
mov edx, eax
sar edx, 10h
and edx, 0C000h
lea eax, [eax+eax-80000000h]
sar eax, 0Eh
cmp eax, 3FFEh
jle loc_1CEA97
mov eax, 3FFFh
loc_1CEA5E:
mov ecx, edx
or ecx, eax
mov [ebp-8], ebx
mov eax, [ebp-8]
mov edx, eax
sar edx, 10h
and edx, 0C000h
lea eax, [eax+eax-80000000h]
sar eax, 0Eh
cmp eax, 3FFEh
jle loc_1CEAA2
mov eax, 3FFFh
loc_1CEA89:
or edx, eax
shl ecx, 10h
lea eax, [edx+ecx]
add esp, 10h
pop ebx
pop ebp
retn
loc_1CEA97:
cmp eax, 0FFFFC000h
jg loc_1CEAB9
xor eax, eax
jmp loc_1CEA5E
loc_1CEAB9:
and eax, 3FFFh
jmp loc_1CEA5E
loc_1CEAA2:
cmp eax, 0FFFFC000h
jg loc_1CEAC0
xor eax, eax
or edx, eax
shl ecx, 10h
lea eax, [edx+ecx]
add esp, 10h
pop ebx
pop ebp
retn
loc_1CEAC0:
and eax, 3FFFh
jmp loc_1CEA89
}
}
void XME_DumpOBJ(GfxPackedVertex* vertices, unsigned short vertCount)
{
for (unsigned short i = 0; i < vertCount; i++)
{
s10e5 x, y;
x.setBits(vertices[i].texCoord.texX);
y.setBits(vertices[i].texCoord.texY);
float v[2];
v[0] = (float)x;
v[1] = (float)y;
vertices[i].texCoord.packed = Vec2PackTexCoords(v);
}
}
// Stuff copied from T6, might be missing some data, but who cares :P
void Write_XSurfaceVertexInfo(XSurfaceVertexInfo* vertInfo, XSurfaceVertexInfo* destVertInfo)
@ -196,8 +312,12 @@ void Write_XSurfaceArray(XSurface* surfs, char numsurfs)
if (!(surf->flags & 1) && surf->verts0)
{
GfxPackedVertex* destVerts0 = (GfxPackedVertex*)Buffer->At();
Buffer->Write(surf->verts0, sizeof(GfxPackedVertex), surf->vertCount);
destSurf->verts0 = (GfxPackedVertex *)-1;
// Apply correct texture coordinates for T6
XME_DumpOBJ(destVerts0, surf->vertCount);
}
// DirectX buffers are handled by the game.

604
t5exp/s10e5.h Normal file
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@ -0,0 +1,604 @@
//
// s10e5 -- IEEE 754-2008 binary16 (16-bit floating-point)
//
// This is a C++ class definition and implementation of
// the IEEE 754-2008 "binary16" floating-point datatype,
// which originated in the computer graphics industry and
// is also known as "s10e5", "fp16" and "half".
// This particular version is based on the source
// for the "half" class from ILM's OpenEXR distribution,
// but removes the lookup tables "eLut" and "toFloat"
// (which were only available in binary form) and replaces
// them with the source code for the conversion functions.
//
// The following copyrights and restrictions apply:
//
// Copyright (c) 2002, Industrial Light & Magic, a division of Lucas
// Digital Ltd. LLC
//
// All rights reserved.
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are
// met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above
// copyright notice, this list of conditions and the following disclaimer
// in the documentation and/or other materials provided with the
// distribution.
// * Neither the name of Industrial Light & Magic nor the names of
// its contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
// A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
// OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
// SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
//
//
// Original authors at ILM:
// Florian Kainz, kainz at ilm.com
// Rod Bogart, rgb at ilm.com
//
// Adaption to stand-alone class by:
// Robert Munafo, mrob at mrob.com
//
//
// This format is used in graphics applications, primarily to represent
// light levels (as one of the components of a pixel). It was created
// by Nvidia and Industrial Light & Magic, and was included in Nvidia's
// early 2002 release of the Cg language. Later in 2002 it was implemented
// in hardware in the GeForce FX. (Meanwhile, competitor ATI used a 24-bit
// "s16e7" format.) It was also used in the file format for rendered frames
// by ILM and Pixar. More recently, this type became part of the IEEE
// 754-2008 standard, wherein it is called "binary16", and it is supported
// by all grahics processors from Nvidia and AMD/ATI, as well as being
// part of the OpenEXR, OpenGL, Cg, and D3DX specifications.
//
// The datatype provided by this file is a floating-point format adhering to
// the IEEE 754 rules (except as noted below), using a 5-bit exponent and
// 10-bit mantissa, for a total of 16 bits (including sign bit). It provides
// 3 significant digits of precision and a range of about 10^-5 to 10^5.
//
// As in IEEE 754:
//
// - The leading mantissa bit is implied, except when the value is
// "subnormal",
// - Subnormal (formerly called "denormalized") values are fully
// supported
// - The highest exponent value is used for infinities and NANs;
// the mantissa values for the various infinities and NANs are as
// specified in IEEE 754
// - On arithmetic operations including conversion from higher-precision
// formats, underflow is silent and produces a zero of the appropriate
// sign
// - Overflow produces an appropriate infinity
// - NANs are produced by the same operations specified in IEEE 754
// - Operations involving NANs produce results by the same rules as
// in IEEE 754
// - Only one rounding mode is provided: round-to-nearest, ties to
// even (which is the IEEE default rounding mode).
//
// However, the following points differ with IEEE 754 (contributions are
// welcome):
//
// - The conversion functions do not signal exceptions.
// - Only one rounding mode is provided.
//
// The normalized values cover a range from 2^-14 = 6.1e-5 to 2^15 x
// (2047/2048) = 65504, with a relative error of 2^-10 = 9.8e-4. The
// subnormals represent values smaller than 2^-14 with an absolute
// error of 2^-24 = 6.0e-8. All integers from -2048 to +2048 can be
// represented exactly.
//
// Type s10e5 behaves (almost) like the built-in C++ floating point
// types. In arithmetic expressions, s10e5, float and double can be
// mixed freely. Here are a few examples:
//
// s10e5 a = (3.5);
// float b = (a + sqrt (a));
// a += b;
// b += a;
// b = a + 7;
//
// Conversions from s10e5 to float are lossless; all s10e5 numbers are
// exactly representable as floats.
//
// Conversions from float to s10e5 may not preserve the float's value
// exactly. If a float is not representable as a s10e5, the float
// value is rounded to the nearest representable s10e5. If a float value
// is exactly in the middle between the two closest representable s10e5
// values, then the float value is rounded to the s10e5 value with a
// 0 as its least-significant mantissa bit.
//
// The implementation of type s10e5 makes the following assumptions
// about the implementation of the built-in C++ types:
//
// "float" is IEEE 754 binary32 (single-precision)
// sizeof (float) == 4
// sizeof (unsigned int) == sizeof (float)
// alignof (unsigned int) == alignof (float)
// sizeof (unsigned short) == 2
//
// Revisions:
// 20040921 Adapted to operate as a self-contained C++ class by Robert Munafo
// 20041016 Comment out operators << and >>, to enable using this class
// in programs that do not use std::{i|o}stream
// 20120627 Updaet comments to reflect the fact that this is now part of
// IEEE 754. Round ties to even instead of away from zero; update
// comments to reflect this.
#ifndef _S10E5_H_
#define _S10E5_H_
class s10e5
{
public:
// constructors
s10e5 (); // no initialization
s10e5 (float f);
// convert-out
operator float () const;
// unary operators
s10e5 operator - () const;
// assign and op-assign
s10e5 & operator = (s10e5 h);
s10e5 & operator = (float f);
s10e5 & operator += (s10e5 h);
s10e5 & operator += (float f);
s10e5 & operator -= (s10e5 h);
s10e5 & operator -= (float f);
s10e5 & operator *= (s10e5 h);
s10e5 & operator *= (float f);
s10e5 & operator /= (s10e5 h);
s10e5 & operator /= (float f);
//---------------------------------------------------------
// Round to n-bit precision (n should be between 0 and 10).
// After rounding, the significand's 10-n least significant
// bits will be zero.
//---------------------------------------------------------
s10e5 round (unsigned int n) const;
// ------------------------------ predicates ------------------------------
// Use these with the syntax "if (x.isZero()) { ... }"
bool isFinite () const; // true iff normal, subnormal or zero
bool isNormalized () const; // true iff normal
bool isDenormalized () const; // true iff subnormal
bool isZero () const; // true iff zero or negative-zero
bool isNan () const; // true iff NAN
bool isInfinity () const; // true iff infinite
bool isNegative () const; // true iff negative (includes negative NANs)
// ---------------------------- special values ----------------------------
static s10e5 posInf (); // returns +infinity
static s10e5 negInf (); // returns -infinity
static s10e5 qNan (); // returns a quiet NAN (0.11111.1111111111)
static s10e5 Indet (); // "indeterminate" NAN (0.11111.1000000000)
static s10e5 sNan (); // signaling NAN (0.11111.0111111111)
// --------------------- access to raw representation ---------------------
unsigned short bits () const;
void setBits (unsigned short bits);
public:
// This union gives us an easy way to examine and/or set the individual
// bit-fields of an s23e8.
union u_u32_s23e8 {
unsigned int i;
float f;
};
private:
unsigned short _h;
};
// std::ostream & operator << (std::ostream &os, s10e5 h);
// std::istream & operator >> (std::istream &is, s10e5 &h);
#define S10E5_MIN 5.96046448e-08 // Smallest positive s10e5
#define S10E5_NRM_MIN 6.10351562e-05 // Smallest positive normalized s10e5
#define S10E5_MAX 65504.0 // Largest positive s10e5
#define S10E5_EPSILON 0.00097656 // Smallest positive e for which
// s10e5 (1.0 + e) != s10e5 (1.0)
#define S10E5_MANT_DIG 11 // Number of digits in mantissa
// (significand + hidden leading 1)
#define S10E5_DIG 2 // Number of base 10 digits that
// can be represented without change
#define S10E5_RADIX 2 // Base of the exponent
#define S10E5_MIN_EXP -13 // Minimum negative integer such that
// S10E5_RADIX raised to the power of
// one less than that integer is a
// normalized s10e5
#define S10E5_MAX_EXP 16 // Maximum positive integer such that
// S10E5_RADIX raised to the power of
// one less than that integer is a
// normalized s10e5
#define S10E5_MIN_10_EXP -4 // Minimum positive integer such
// that 10 raised to that power is
// a normalized s10e5
#define S10E5_MAX_10_EXP 4 // Maximum positive integer such
// that 10 raised to that power is
// a normalized s10e5
//---------------------------------------------------------------------------
//
// Implementation --
//
// Representation of a float:
//
// We assume that a float, f, is an IEEE 754 single-precision
// floating point number, whose bits are arranged as follows:
//
// 31 (msb)
// |
// | 30 23
// | | |
// | | | 22 0 (lsb)
// | | | | |
// X XXXXXXXX XXXXXXXXXXXXXXXXXXXXXXX
//
// s e m
//
// S is the sign-bit, e is the exponent and m is the significand.
//
// If e is between 1 and 254, f is a normalized number:
//
// s e-127
// f = (-1) * 2 * 1.m
//
// If e is 0, and m is not zero, f is a denormalized number:
//
// s -126
// f = (-1) * 2 * 0.m
//
// If e and m are both zero, f is zero:
//
// f = 0.0
//
// If e is 255, f is an "infinity" or "not a number" (NAN),
// depending on whether m is zero or not.
//
// Examples:
//
// 0 00000000 00000000000000000000000 = 0.0
// 0 01111110 00000000000000000000000 = 0.5
// 0 01111111 00000000000000000000000 = 1.0
// 0 10000000 00000000000000000000000 = 2.0
// 0 10000000 10000000000000000000000 = 3.0
// 1 10000101 11110000010000000000000 = -124.0625
// 0 11111111 00000000000000000000000 = +infinity
// 1 11111111 00000000000000000000000 = -infinity
// 0 11111111 10000000000000000000000 = NAN
// 1 11111111 11111111111111111111111 = NAN
//
// Representation of a s10e5:
//
// Here is the bit-layout for a s10e5 number, h:
//
// 15 (msb)
// |
// | 14 10
// | | |
// | | | 9 0 (lsb)
// | | | | |
// X XXXXX XXXXXXXXXX
//
// s e m
//
// S is the sign-bit, e is the exponent and m is the significand.
//
// If e is between 1 and 30, h is a normalized number:
//
// s e-15
// h = (-1) * 2 * 1.m
//
// If e is 0, and m is not zero, h is a denormalized number:
//
// S -14
// h = (-1) * 2 * 0.m
//
// If e and m are both zero, h is zero:
//
// h = 0.0
//
// If e is 31, h is an "infinity" or "not a number" (NAN),
// depending on whether m is zero or not.
//
// Examples:
//
// 0 00000 0000000000 = 0.0
// 0 01110 0000000000 = 0.5
// 0 01111 0000000000 = 1.0
// 0 10000 0000000000 = 2.0
// 0 10000 1000000000 = 3.0
// 1 10101 1111000001 = -124.0625
// 0 11111 0000000000 = +infinity
// 1 11111 0000000000 = -infinity
// 0 11111 1000000000 = NAN
// 1 11111 1111111111 = NAN
//
// Conversion:
//
// Converting from a float to a s10e5 requires some non-trivial bit
// manipulations. In some cases, this makes conversion relatively
// slow, but the most common case is accelerated via table lookups.
//
// Converting back from a s10e5 to a float is easier because we don't
// have to do any rounding. In addition, there are only 65536
// different s10e5 numbers; we can convert each of those numbers once
// and store the results in a table. Later, all conversions can be
// done using only simple table lookups.
//
//---------------------------------------------------------------------------
inline s10e5::s10e5 () { } // no initialization
// -------------------------- in-convert from s23e8 -------------------------
inline s10e5::s10e5 (float f)
{
u_u32_s23e8 x;
x.f = f;
register int e = (x.i >> 23) & 0x000000ff;
register int s = (x.i >> 16) & 0x00008000;
register int m = x.i & 0x007fffff;
e = e - 127;
if (e == 128) {
// infinity or NAN; preserve the leading bits of mantissa
// because they tell whether it's a signaling of quiet NAN
_h = s | (31 << 10) | (m >> 13);
} else if (e > 15) {
// overflow to infinity
_h = s | (31 << 10);
} else if (e > -15) {
// normalized case
if ((m & 0x00003fff) == 0x00001000) {
// tie, round down to even
_h = s | ((e+15) << 10) | (m >> 13);
} else {
// all non-ties, and tie round up to even
_h = s | ((e+15) << 10) | ((m + 0x00001000) >> 13);
}
} else if (e > -25) {
// convert to subnormal
m |= 0x00800000; // restore the implied bit
e = -14 - e; // shift count
m >>= e; // M now in position but 2^13 too big
if ((m & 0x00003fff) == 0x00001000) {
// tie round down to even
} else {
// all non-ties, and tie round up to even
m += (1 << 12); // m += 0x00001000
}
m >>= 13;
_h = s | m;
} else {
// zero, or underflow
_h = s;
}
}
// ------------------------ out-convert s10e5 to s23e8 ----------------------
inline s10e5::operator float () const
{
register int s = _h & 0x8000;
register int e = (_h & 0x7c00) >> 10;
register int m = _h & 0x03ff;
u_u32_s23e8 x;
s <<= 16;
if (e == 31) {
// infinity or NAN
e = 255 << 23;
m <<= 13;
x.i = s | e | m;
} else if (e > 0) {
// normalized
e = e + (127 - 15);
e <<= 23;
m <<= 13;
x.i = s | e | m;
} else if (m == 0) {
// zero
x.i = s;
} else {
// subnormal, value is m times 2^-24
x.f = ((float) m);
x.i = s | (x.i - (24 << 23));
}
return(x.f);
}
//-------------------------
// Round to n-bit precision
//
// %%% this routine does not handle subnormals properly
//-------------------------
inline s10e5 s10e5::round (unsigned int n) const
{
//
// Parameter check.
//
if (n >= 10)
return *this;
//
// Disassemble h into the sign, s,
// and the combined exponent and significand, e.
//
unsigned short s = _h & 0x8000;
unsigned short e = _h & 0x7fff;
//
// Round the exponent and significand to the nearest value
// where ones occur only in the (10-n) most significant bits.
// Note that the exponent adjusts automatically if rounding
// up causes the significand to overflow.
//
e >>= 9 - n;
e += e & 1;
e <<= 9 - n;
//
// Check for exponent overflow.
//
if (e >= 0x7c00)
{
//
// Overflow occurred -- truncate instead of rounding.
//
e = _h;
e >>= 10 - n;
e <<= 10 - n;
}
//
// Put the original sign bit back.
//
s10e5 h;
h._h = s | e;
return h;
}
//-----------------------
// Other inline functions
//-----------------------
// ------------------------------- assignment -------------------------------
inline s10e5 & s10e5::operator = (s10e5 h)
{ _h = h._h; return *this; }
inline s10e5 & s10e5::operator = (float f)
{ *this = s10e5 (f); return *this; }
// ---------------------------- unary operators -----------------------------
inline s10e5 s10e5::operator - () const
{ s10e5 h; h._h = _h ^ 0x8000; return h; }
// ---------------------- assign with binary operator -----------------------
inline s10e5 & s10e5::operator += (s10e5 h)
{ *this = s10e5 (float (*this) + float (h)); return *this; }
inline s10e5 & s10e5::operator += (float f)
{ *this = s10e5 (float (*this) + f); return *this; }
inline s10e5 & s10e5::operator -= (s10e5 h)
{ *this = s10e5 (float (*this) - float (h)); return *this; }
inline s10e5 & s10e5::operator -= (float f)
{ *this = s10e5 (float (*this) - f); return *this; }
inline s10e5 & s10e5::operator *= (s10e5 h)
{ *this = s10e5 (float (*this) * float (h)); return *this; }
inline s10e5 & s10e5::operator *= (float f)
{ *this = s10e5 (float (*this) * f); return *this; }
inline s10e5 & s10e5::operator /= (s10e5 h)
{ *this = s10e5 (float (*this) / float (h)); return *this; }
inline s10e5 & s10e5::operator /= (float f)
{ *this = s10e5 (float (*this) / f); return *this; }
// ------------------------------- predicates -------------------------------
inline bool s10e5::isFinite () const
{ unsigned short e = (_h >> 10) & 0x001f; return e < 31; }
inline bool s10e5::isNormalized () const
{ unsigned short e = (_h >> 10) & 0x001f; return e > 0 && e < 31; }
inline bool s10e5::isDenormalized () const
{
unsigned short e = (_h >> 10) & 0x001f;
unsigned short m = _h & 0x3ff;
return e == 0 && m != 0;
}
inline bool s10e5::isZero () const
{ return (_h & 0x7fff) == 0; }
inline bool s10e5::isNan () const
{
unsigned short e = (_h >> 10) & 0x001f;
unsigned short m = _h & 0x3ff;
return e == 31 && m != 0;
}
inline bool s10e5::isInfinity () const
{
unsigned short e = (_h >> 10) & 0x001f;
unsigned short m = _h & 0x3ff;
return e == 31 && m == 0;
}
inline bool s10e5::isNegative () const
{ return (_h & 0x8000) != 0; }
// ----------------------------- special values -----------------------------
inline s10e5 s10e5::posInf () { s10e5 h; h._h = 0x7c00; return h; }
inline s10e5 s10e5::negInf () { s10e5 h; h._h = 0xfc00; return h; }
inline s10e5 s10e5::qNan () { s10e5 h; h._h = 0x7fff; return h; }
inline s10e5 s10e5::sNan () { s10e5 h; h._h = 0x7dff; return h; }
inline s10e5 s10e5::Indet () { s10e5 h; h._h = 0x7e00; return h; }
// ---------------------- access to raw representation ----------------------
inline unsigned short s10e5::bits () const { return _h; }
inline void s10e5::setBits (unsigned short bits) { _h = bits; }
#endif

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@ -8,4 +8,6 @@
#include "Hooking.h"
#include "Stream.h"
#include "s10e5.h"
#include "T5.h"

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@ -87,6 +87,7 @@
</ItemDefinitionGroup>
<ItemGroup>
<ClInclude Include="Hooking.h" />
<ClInclude Include="s10e5.h" />
<ClInclude Include="stdinc.h" />
<ClInclude Include="Stream.h" />
<ClInclude Include="T5.h" />

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@ -50,5 +50,8 @@
<ClInclude Include="T5.h">
<Filter>Headerdateien</Filter>
</ClInclude>
<ClInclude Include="s10e5.h">
<Filter>Headerdateien</Filter>
</ClInclude>
</ItemGroup>
</Project>