jak-project/decompiler/data/StrFileReader.cpp
water111 50230e05fa
[jak2] Add static textures for the progress menu (#2838)
The progress menu loads its icon textures from a .STR file that we were
previously ignoring.

This change:
- updates the decompiler so it can process a .STR file containing a
texture
- adds a feature to force an entire page to always be loaded in the PC
renderer by putting all textures in the GAME.FR3 file.
- regenerates the texture offset map file for jak 2 with these new
textures

For now, I've just put the icon textures in GAME.FR3. The downside is
that these will always stay on the GPU, using up VRAM even when they
aren't needed. But the entire GAME.FR3 file is under 3 MB so I think
it's ok.


![image](https://github.com/open-goal/jak-project/assets/48171810/39f075b5-7cc5-4168-872a-33026342afab)
2023-07-23 12:35:59 -04:00

266 lines
7.8 KiB
C++

/*!
* @file StrFileReader.cpp
* Utility class to read a .STR file and extract the full file name.
*/
#include "StrFileReader.h"
#include <cstring>
#include "common/util/Assert.h"
#include "common/util/FileUtil.h"
#include "game/common/overlord_common.h"
#include "game/common/str_rpc_types.h"
#include "third-party/fmt/format.h"
namespace decompiler {
StrFileReader::StrFileReader(const fs::path& file_path, GameVersion version) : m_version(version) {
switch (version) {
case GameVersion::Jak1:
init_jak1(file_path);
break;
case GameVersion::Jak2:
init_jak2(file_path);
break;
default:
throw std::runtime_error("[StrFileReader] NYI game version");
}
}
void StrFileReader::init_jak1(const fs::path& file_path) {
auto data = file_util::read_binary_file(file_path);
ASSERT(data.size() >= SECTOR_SIZE); // must have at least the header sector
ASSERT(data.size() % SECTOR_SIZE == 0); // should be multiple of the sector size.
int end_sector = int(data.size()) / SECTOR_SIZE;
auto* header = (StrFileHeaderSector*)data.data();
bool got_zero = false;
for (int i = 0; i < SECTOR_TABLE_SIZE; i++) {
// the chunk is from sector to next_sector
int sector = header->sectors[i];
// assume this chunk continues to the end...
int next_sector = end_sector;
// unless there's another chunk.
if (i + 1 < SECTOR_TABLE_SIZE && header->sectors[i + 1]) {
next_sector = header->sectors[i + 1];
}
if (sector) {
ASSERT(!got_zero); // shouldn't have a non-zero after a zero!
ASSERT(next_sector > sector); // should have a positive size.
ASSERT(next_sector * SECTOR_SIZE <= int(data.size())); // check for overflowing the file
// get chunk data.
std::vector<u8> chunk;
chunk.insert(chunk.end(), data.begin() + sector * SECTOR_SIZE,
data.begin() + next_sector * SECTOR_SIZE);
m_chunks.emplace_back(std::move(chunk));
} else {
got_zero = true;
}
}
// check our sizes are accurate. Will make sure that we include all data, as our m_chunks
// are sized assuming they are packed in order and dense (sectors);
for (int i = 0; i < SECTOR_TABLE_SIZE; i++) {
if (header->sectors[i]) {
ASSERT(header->sizes[i] == m_chunks.at(i).size());
} else {
ASSERT(header->sizes[i] == 0);
}
}
// check nothing stored in the padding.
for (auto x : header->pad) {
ASSERT(x == 0);
}
}
void StrFileReader::init_jak2(const fs::path& file_path) {
auto data = file_util::read_binary_file(file_path);
ASSERT(data.size() >= SECTOR_SIZE); // must have at least the header sector
ASSERT(data.size() % SECTOR_SIZE == 0); // should be multiple of the sector size.
int end_sector = int(data.size()) / SECTOR_SIZE;
auto* header = (StrFileHeaderJ2*)data.data();
bool got_zero = false;
for (int i = 0; i < SECTOR_TABLE_SIZE_J2; i++) {
// the chunk is from sector to next_sector
int sector = header->sectors[i];
// assume this chunk continues to the end...
int next_sector = end_sector;
// unless there's another chunk.
if (i + 1 < SECTOR_TABLE_SIZE_J2 && header->sectors[i + 1]) {
next_sector = header->sectors[i + 1];
}
if (sector) {
ASSERT(!got_zero); // shouldn't have a non-zero after a zero!
ASSERT(next_sector > sector); // should have a positive size.
ASSERT(next_sector * SECTOR_SIZE <= int(data.size())); // check for overflowing the file
// get chunk data.
std::vector<u8> chunk;
chunk.insert(chunk.end(), data.begin() + sector * SECTOR_SIZE,
data.begin() + next_sector * SECTOR_SIZE);
m_chunks.emplace_back(std::move(chunk));
} else {
got_zero = true;
}
}
// check our sizes are accurate. Will make sure that we include all data, as our m_chunks
// are sized assuming they are packed in order and dense (sectors);
for (int i = 0; i < SECTOR_TABLE_SIZE_J2; i++) {
if (header->sectors[i]) {
ASSERT(header->sizes[i] == m_chunks.at(i).size());
} else {
ASSERT(header->sizes[i] == 0);
}
}
}
int StrFileReader::chunk_count() const {
return m_chunks.size();
}
const std::vector<u8>& StrFileReader::get_chunk(int idx) const {
return m_chunks.at(idx);
}
namespace {
bool find_string_in_data(const u8* data, int data_size, const std::string& str, int* result) {
for (int i = 0; i < data_size - int(str.length()); i++) {
if (std::memcmp(data + i, str.c_str(), str.length()) == 0) {
*result = i;
return true;
}
}
return false;
}
std::string get_string_of_max_length(const char* data, int max_length) {
std::string result;
for (int i = 0; i < max_length; i++) {
if (data[i]) {
result.push_back(data[i]);
} else {
return result;
}
}
ASSERT(false);
return "";
}
struct FullName {
std::string name;
int chunk_idx = -1;
};
FullName extract_name(const std::string& file_info_name) {
FullName name;
name.name = file_info_name;
ASSERT(name.name.length() > 10);
ASSERT(name.name.substr(name.name.length() - 6, 6) == "-ag.go");
name.name = name.name.substr(0, name.name.length() - 6);
int chunk_id = 0;
int place = 0;
for (int i = 2; i-- > 0;) {
char c = name.name.back();
if (c >= '0' && c <= '9') {
int val = (c - '0');
for (int j = 0; j < place; j++) {
val *= 10;
}
chunk_id += val;
name.name.pop_back();
place++;
} else {
break;
}
}
ASSERT(name.name.back() == '+');
name.name.pop_back();
name.chunk_idx = chunk_id;
return name;
}
} // namespace
/*!
* Look inside the chunks to determine the source file name.
* Does a lot of checking, might not work in future versions without some updating.
*/
std::string StrFileReader::get_full_name(const std::string& short_name) const {
std::string result;
bool done_first = false;
// this string is part of the file info struct and the stuff after it is the file name.
const auto& file_info_string = get_art_group_file_info_string();
// it should occur in each chunk.
int chunk_id = 0;
for (const auto& chunk : m_chunks) {
std::string chunk_long_name;
// find the file info string in the chunk.
int offset;
if (find_string_in_data(chunk.data(), int(chunk.size()), file_info_string, &offset)) {
offset += file_info_string.length();
} else {
ASSERT_MSG(false, fmt::format("did not find string '{}'", file_info_string));
}
// extract the name info as a "name" + "chunk id" + "-ag.go" format.
auto full_name =
extract_name(get_string_of_max_length((const char*)(chunk.data() + offset), 128));
// make sure it matches previous chunks for the name
if (!done_first) {
result = full_name.name;
} else {
ASSERT(result == full_name.name);
}
// make sure the index is right.
ASSERT(full_name.chunk_idx == chunk_id);
done_first = true;
chunk_id++;
}
// convert to ISO names in two ways.
char iso_name_2[256];
char iso_name_1[256];
// first, using the file name to ISO name
file_util::MakeISOName(iso_name_1, short_name.c_str());
// second, using the full name.
file_util::ISONameFromAnimationName(iso_name_2, result.c_str());
ASSERT(strcmp(iso_name_1, iso_name_2) == 0);
return result;
}
std::string StrFileReader::get_texture_name() const {
ASSERT(m_chunks.size() == 1);
const auto& chunk = m_chunks[0];
auto find_string = get_texture_page_file_info_string();
int offset;
if (find_string_in_data(chunk.data(), int(chunk.size()), find_string, &offset)) {
offset += find_string.length();
} else {
ASSERT_MSG(false, fmt::format("did not find string '{}'", find_string));
}
for (int i = 0; i < 128; i++) {
if (chunk[offset + i] == '.') {
std::string result;
result.assign((const char*)&chunk[offset], i);
return result;
}
}
ASSERT_NOT_REACHED();
}
} // namespace decompiler