jak-project/decompiler/data/TextureDB.h
Hat Kid 99866cec88
decomp3: more engine files, get-texture macro, use print method in autogenerated inspect, fix bitfield float print (#3432)
- `fma-sphere`
- `prim-beam-h`
- `cam-start`
- `ragdoll`
- `light-trails-h`
- `light-trails`
- `menu`
- `water`
- `water-flow`
- `hud`
- `hud-classes`
- `progress`
- `progress-draw`

---

The `get-texture` macro replaces calls to `lookup-texture-by-id` and
`lookup-texture-by-id-fast`. The `defpart` macro detection was modified
to print a pair like `(texture-name tpage-name)` for the texture field
that gets turned into a `texture-id` constant. Only used in Jak 3 at the
moment, I'll probably go through the other games at a later point.
2024-03-23 09:25:11 -04:00

71 lines
2 KiB
C++

#pragma once
#include <map>
#include <set>
#include <string>
#include <unordered_map>
#include <vector>
#include "common/common_types.h"
#include "common/custom_data/Tfrag3Data.h"
#include "common/util/FileUtil.h"
namespace decompiler {
struct TextureDB {
TextureDB();
struct TextureData {
u16 w, h;
std::string name;
u32 page;
u32 dest = -1;
std::vector<u32> rgba_bytes;
u32 num_mips = -1;
};
std::map<u32, TextureData> textures;
std::unordered_map<u32, std::string> tpage_names;
std::unordered_map<std::string, std::set<u32>> texture_ids_per_level;
// special textures for animation.
std::map<u32, tfrag3::IndexTexture> index_textures_by_combo_id;
std::unordered_map<std::string, u32> animated_tex_output_to_anim_slot;
static constexpr int kPlaceholderWhiteTexturePage = INT16_MAX;
static constexpr int kPlaceholderWhiteTextureId = 0;
void add_texture(u32 tpage,
u32 texid,
const std::vector<u32>& data,
u16 w,
u16 h,
const std::string& tex_name,
const std::string& tpage_name,
const std::vector<std::string>& level_names,
u32 num_mips,
u32 dest);
void add_index_texture(u32 tpage,
u32 texid,
const std::vector<u8>& index_data,
const std::array<math::Vector4<u8>, 256>& clut,
u16 w,
u16 h,
const std::string& tex_name,
const std::string& tpage_name,
const std::vector<std::string>& level_names);
void merge_textures(const fs::path& base_path);
void replace_textures(const fs::path& path);
std::string generate_texture_dest_adjustment_table() const;
};
// used by decompiler for texture macros
struct TexInfo {
std::string name;
std::string tpage_name;
u32 idx;
};
} // namespace decompiler