Clean, self-contained extraction of the BattleTech-specific work from the
reverse-engineering workspace -- engine + game + content + build, with nothing
from Red Planet or the raw archive dumps. Builds green (Win32) and runs the
single-player drive->animate->target->fire->damage->destroy loop out of the box.
Layout:
engine/ MUNGA + MUNGA_L4 shared 2007 engine, carrying our BT render/loader
work (bgfload/L4D3D/L4VIDEO: BSL bit-slice decode, LOD/ground/shadow
models) + image codec; the minimal rp/ headers the audio HAL needs
game/ reconstructed BT logic + surviving-original BT source + fwd shims
+ WinMain launcher
content/ full runtime tree (BTL4.RES, VIDEO/, GAUGE/, AUDIO/, eggs, BTDPL.INI)
docs/ format specs + reconstruction ledgers
reference/ raw Ghidra pseudocode (recon source-of-truth) + decomp exporter
tools/ MP console emulator + map/resource scanners
One top-level CMake builds munga_engine lib + bt410_l4 game lib + btl4.exe.
All paths relativized (186 fwd shims + ~437 CMake abs paths -> repo-relative);
DXSDK is the one external, overridable via -DDXSDK. Verified: builds to a
byte-identical 2.27MB exe and runs combat (TARGET DESTROYED, 0 crashes) against
the bundled content.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
95 lines
4.9 KiB
C++
95 lines
4.9 KiB
C++
// bgfload.h - C++14 loader for VWE .BGF (DIV-BIZ2) geometry, adapted from the
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// proven standalone port loader (port/src/bgf.cpp). Resolves the model under the
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// pod content tree (VIDEO\ + VIDEO\GEO\...) and its .BMF material libraries +
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// texture image basenames. Produces an L4VERTEX-compatible vertex/index/batch set
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// ready to be turned into an ID3DXMesh by d3d_OBJECT.
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//
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// Self-contained: uses only the Win32 API for directory scanning (no <filesystem>,
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// so it builds under the engine's C++14 target).
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#pragma once
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#include <cstdint>
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#include <string>
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#include <vector>
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// Layout MUST match L4VERTEX (L4D3D.h): XYZ | NORMAL | DIFFUSE | TEX1.
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struct BgfVtx {
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float x, y, z;
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float nx, ny, nz;
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uint32_t color; // ARGB 0xAARRGGBB (unused once material diffuse drives lighting)
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float u, v;
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};
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// One draw range sharing a material.
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struct BgfDrawBatch {
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uint32_t indexStart = 0;
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uint32_t indexCount = 0;
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uint32_t color = 0xFFB0B0B8u; // ARGB fallback / resolved diffuse
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std::string texPath; // resolved texture image file (.vtx/.bsl/.tga), or empty
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// BSL BIT-SLICE (BMF TEXTURE tag 0x18, absent = 0): which 4-bit slice of the
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// .bsl container this texture samples (0..5 mono; 7 = RGB444, 8 = RGBA4444).
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// BSLs pack up to SIX grayscale sub-images per file (mech skins: BLKHWK.BSL
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// holds blkhwk1..4); decoding the packed word as one RGBA image overlaid
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// 2-3 different sheets as color channels = the rainbow "graffiti" mechs.
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int texChannel = 0;
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// RAMP (task #20): colorize the grayscale texture by luminance across
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// rampLo->rampHi (the authentic IG-board terrain colouring). When set, the
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// renderer bakes lerp(rampLo, rampHi, texLum) into the texture and draws with
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// a WHITE material so the ramp colour shows directly.
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bool hasRamp = false;
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float rampLo[3] = {0,0,0};
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float rampHi[3] = {1,1,1};
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// EMISSIVE (tag 0x26): self-lit material colour. Pure-emissive materials
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// (diffuse black + emissive set, e.g. btpolar:pintBIceEmit_mtl -- the polar
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// ice mounds) render as an UNLIT glow: tex x emissive, no sun/ambient.
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bool hasEmissive = false;
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float emissive[3] = {0,0,0};
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// LOD band (the LOD chunk's 0x2046 header = [near..far) viewing range). The
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// authentic renderer selects the LOD whose band contains the camera distance;
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// "take the first LOD" broke composite structures (arena buildings/ad signs)
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// whose NEAR band is a detail subset and whose massing lives in the FAR bands.
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float lodNear = 0.0f;
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float lodFar = 1.0e9f; // default: always drawn (single-LOD models)
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// PATCH-level SV_SPECIAL "PUNCH" (the 1995 L4VIDEO TestSpecialCallBack ->
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// dpl_Punchize): per-texel punch-through -- black texels are HOLES (cutout
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// lattice: arena scaffold layers AR01-04, gratings). Drawn SOLID they
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// shingle near-coplanar over the massing = depth-shimmer "noisy surfaces".
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bool punch = false;
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// LAYER DEPTH BIAS (additive objects): the layers contain EXACTLY-COPLANAR
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// duplicated surfaces (flush wall patches between detail + massing). The
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// IG board resolved those deterministically (exact per-polygon plane
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// equations -> identical depth -> submission order wins); D3D9 interpolates
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// per-vertex, so two tessellations of one plane differ by rounding per
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// pixel = venetian-blind z-fight stripes, at ANY distance. Each finer
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// layer gets a slightly more negative normalized-depth bias so coplanar
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// overlaps always resolve to the detail layer. 0 = no bias (massing/
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// non-additive).
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float lodBias = 0.0f;
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// SHADOW MATERIAL (e.g. basev:shadow_mtl): baked ground-shadow quads
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// (MECHMOVS.BGF = two coplanar quads at y=0.1 under the wreck props).
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// Drawn opaque they z-fight each other/the floor; an all-shadow object is
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// routed through the mech-shadow pipeline (translucent dark, depth-biased,
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// no z-write) instead.
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bool shadowMat = false;
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};
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struct BgfData {
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std::vector<BgfVtx> verts;
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std::vector<uint32_t> indices; // triangle list (already double-sided)
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std::vector<BgfDrawBatch> batches;
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bool ok = false;
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std::string error;
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int tris = 0; // unique (single-sided) triangle count
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int matTotal = 0, matResolved = 0;
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};
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// Resolve `name` (e.g. "blx_cop.bgf", basename only) under the pod content tree and
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// load it. Returns false (with .error set) if not found / no geometry.
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bool LoadBgfFile(const std::string& name, BgfData& out);
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// DAY/NIGHT path priority (task #20): the renderer (DPLReadEnvironment) passes the
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// INI's objectpath/materialpath/texmappath search dirs, MOST-SPECIFIC-FIRST, so the
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// loader picks the correct time-of-day variant of a colliding stem instead of
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// first-match-wins. cacheKey is "bgf" (objects), "bmf" (material libs), or "img"
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// (textures). Invalidates that index so it rebuilds with the new priority.
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void SetVideoPathPriority(const std::string& cacheKey, const std::vector<std::string>& dirs);
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