Files
CydandClaude Fable 5 afc3fd839e Vendor dpl3-revive: the Division/DPL3 renderer, now ours
Bring the graphics-dev collaborator's dpl3-revive into the repo as first-class
project code (they've handed it off; it's ours now). This is the proven
Division renderer that our in-process rt_draw has been trying to be.

What's here:
- parser/  B2Z/V2Z/SVT/SCN/SPL/BGF/BMF/BSL decoders (pure Python).
- spec/    reverse-engineered format + the definitive VelociRender wire
           protocol (from the original DIVISION source, matches our live
           VPX node/action tables exactly).
- source-ref/  read-only copies of the original DIVISION C (BIZREAD.C,
           DPLTYPES.H, DPL.H) that define the formats.
- patha/   the "virtual VelociRender board": vrboard.py (24-action protocol
           server), vrview.py (numpy software rasterizer, the reference),
           vrview_gl.py (moderngl GPU backend, 832x512@60Hz), plus the
           run/replay/regress tooling and evidence renders. Drives FLYK/BLADE/
           Star Trek demos AND our btl4opt/rpl4opt game binaries.
- viewer/  WebGL archive generators (.py); prebuilt HTML/data regeneratable.
- samples/ small test models/textures.
- bt*.raw.bin  real BTL4OPT arena wire captures (kept for offline renderer
           testing/regression against OUR game).

.gitignore keeps the multi-hundred-MB demo capture dumps + debug logs +
regeneratable viewer bundles out of history (they stay on disk).

Phase 0 of the integration is validated: their board decodes our bt8 capture
with zero errors (3748 nodes, 507 instances, 4 mechs) and renders our arena
(terrain/dome/sky, correct Division DAC gamma). Plan + status in memory;
integration continues in emulator/RENDERER-COLLAB.md.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-05 22:06:25 -05:00

119 lines
4.8 KiB
Python

#!/usr/bin/env python3
"""
decode_anim2.py -- second-pass decode: 0x1d split by word1 (the real handle),
full DCS body dump (matrix + parent/sibling/child tree), zone/view bodies,
init argv, 0x1c hex, and ASCII strings on the wire.
"""
import sys, struct
from collections import defaultdict
from vrboard import Assembler, A
from decode_anim import find_framed_start, TYPE
def main():
path = sys.argv[1] if len(sys.argv) > 1 else "capture.raw.bin"
data = open(path, "rb").read()
asm = Assembler(); asm.feed(data[find_framed_start(data):])
types = {}
flushes = defaultdict(list)
anim = defaultdict(list) # w1 -> [(frame, w0, floats)]
op1c = []
init_argv = None
frame = 0
for m in asm:
if m.iserver: continue
a, p = m.action, m.payload
if a == A.init:
init_argv = p
elif a == A.create and len(p) >= 8:
typ, h = struct.unpack_from('<II', p, 0)
types[h] = typ
elif a == A.flush:
h = struct.unpack_from('<I', p, 0)[0]
flushes[h].append(p)
elif a == A.draw_scene:
frame += 1
elif a == 0x1d and len(p) >= 56:
w0, w1 = struct.unpack_from('<II', p, 0)
fl = struct.unpack_from('<12f', p, 8)
anim[w1].append((frame, w0, fl))
elif a == 0x1c:
op1c.append((frame, p))
tname = lambda h: TYPE.get(types.get(h), f'?{types.get(h)}')
print("=== init argv ===")
print(repr(init_argv))
print("\n=== 0x1d split by word1 (candidate handle) ===")
for w1, lst in sorted(anim.items()):
print(f" w1={w1:#x} ({tname(w1)}): {len(lst)} records")
# sample across the run
n = len(lst)
for i in (0, n//4, n//2, 3*n//4, n-1):
f, w0, fl = lst[i]
m = fl[:9]; t = fl[9:12]
print(f" frame {f:6} w0={w0}: t=({t[0]:9.3f},{t[1]:9.3f},{t[2]:9.3f}) "
f"m=({m[0]:5.2f},{m[1]:5.2f},{m[2]:5.2f} | {m[3]:5.2f},{m[4]:5.2f},{m[5]:5.2f} | "
f"{m[6]:5.2f},{m[7]:5.2f},{m[8]:5.2f})")
# does it ever change?
first = lst[0][2]; changed = sum(1 for _, _, fl in lst if fl != first)
print(f" records differing from first: {changed}/{n}")
print("\n=== DCS bodies (last flush) as annotated words ===")
for h in sorted(flushes):
if tname(h) != 'dcs': continue
body = flushes[h][-1]
nw = len(body)//4
wi = struct.unpack_from('<%dI' % nw, body, 0)
wf = struct.unpack_from('<%df' % nw, body, 0)
# find plausible 4x4 matrix start: scan for identity-ish diag or just dump both
print(f" dcs {h:#04x} ({len(body)}B, {nw}w):")
ints = []
for i, w in enumerate(wi):
if w in types: ints.append(f"[{i}]{w:#x}={tname(w)}")
elif 0 < w < 0x10000: ints.append(f"[{i}]{w:#x}")
print(" int-ish:", " ".join(ints))
print(" floats:", " ".join(f"{v:.2f}" if abs(v) < 1e6 and v == v else "." for v in wf))
print("\n=== zone bodies ===")
for h in sorted(flushes):
if tname(h) != 'zone': continue
body = flushes[h][-1]
wi = struct.unpack_from('<%dI' % (len(body)//4), body, 0)
annot = [f"{w:#x}" + (f"={tname(w)}" if w in types else "") for w in wi]
print(f" zone {h:#04x}: [{', '.join(annot)}]")
print("\n=== view body (last flush) ===")
for h in sorted(flushes):
if tname(h) != 'view': continue
for k, body in enumerate(flushes[h]):
wf = struct.unpack_from('<%df' % (len(body)//4), body, 0)
wi = struct.unpack_from('<%dI' % (len(body)//4), body, 0)
print(f" view {h:#04x} flush {k} ({len(body)}B):")
print(" floats:", [round(v, 3) if abs(v) < 1e7 and v == v else hex(wi[i]) for i, v in enumerate(wf)])
print("\n=== lmodel/material bodies ===")
for h in sorted(flushes):
if tname(h) not in ('lmodel', 'material'): continue
body = flushes[h][-1]
wf = struct.unpack_from('<%df' % (len(body)//4), body, 0)
wi = struct.unpack_from('<%dI' % (len(body)//4), body, 0)
print(f" {tname(h)} {h:#04x} ({len(body)}B):",
[round(v, 3) if abs(v) < 1e7 and v == v else hex(wi[i]) for i, v in enumerate(wf)])
print("\n=== 0x1c messages ===")
for f, p in op1c:
print(f" frame {f}: {len(p)}B")
wf = struct.unpack_from('<%df' % (len(p)//4), p, 0)
wi = struct.unpack_from('<%dI' % (len(p)//4), p, 0)
print(" ", [round(v, 4) if abs(v) < 1e7 and v == v else hex(wi[i]) for i, v in enumerate(wf)])
print("\n=== ASCII strings (>=6 chars) in framed region ===")
import re
for mt in re.finditer(rb'[ -~]{6,}', data[find_framed_start(data):]):
print(" ", mt.group().decode('latin1'))
if __name__ == '__main__':
main()