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>
77 lines
2.8 KiB
Python
77 lines
2.8 KiB
Python
#!/usr/bin/env python3
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"""
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bsl_pair.py -- decode the wire BSL slice-selector encoding by pairing:
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wire side: mode-0 texmap pages + the texture nodes' selector words
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file side: which .BSL file each page is (byte compare) + the bitslice values
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(b2z tag 0x018) of every texture entry that references that .BSL
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in the scene's .BGF/.BMF models.
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python bsl_pair.py sdemo2.raw.bin c:\\temp\\flykc\\HPDAVE\\VIDEO
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"""
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import os, sys, struct, glob
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sys.path.insert(0, os.path.dirname(os.path.abspath(__file__)))
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sys.path.insert(0, os.path.join(os.path.dirname(os.path.dirname(os.path.abspath(__file__))), 'parser'))
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from vrboard import VirtualBoard, Assembler
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from decode_anim import find_framed_start
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import b2z
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cap = sys.argv[1] if len(sys.argv) > 1 else 'sdemo2.raw.bin'
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vid = sys.argv[2] if len(sys.argv) > 2 else r'c:\temp\flykc\HPDAVE\VIDEO'
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data = open(cap, 'rb').read()
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board = VirtualBoard(); asm = Assembler(); asm.feed(data[find_framed_start(data):])
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for m in asm:
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try: board.handle(m)
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except Exception: pass
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if board.frames >= 50: break
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types = {h: nd.get('type') for h, nd in board.nodes.items()}
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# wire: selectors per texmap
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sel_by_texmap = {}
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for h, nd in board.nodes.items():
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if types.get(h) != 0xc:
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continue
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b = nd.get('body') or b''
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if len(b) < 56:
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continue
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texm = struct.unpack_from('<I', b, 4)[0]
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sel = struct.unpack_from('<I', b, 52)[0]
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sel_by_texmap.setdefault(texm, []).append((h, sel))
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# file: read every .BSL in the search dir
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bsls = {}
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for f in glob.glob(os.path.join(vid, '*.BSL')):
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bsls[os.path.basename(f)] = open(f, 'rb').read()
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# file: texture entries (name, mapfile, bitslice) from every .BGF/.BMF
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filetex = {}
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for f in glob.glob(os.path.join(vid, '*.BGF')) + glob.glob(os.path.join(vid, '*.BMF')):
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try:
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mdl = b2z.load(f)
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except Exception:
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continue
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for name, t in mdl.textures.items():
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if t.mapfile:
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filetex.setdefault(t.mapfile.upper(), []).append(
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(name, t.bitslice, os.path.basename(f)))
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for texm, sels in sorted(sel_by_texmap.items()):
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entry = board.tex.get(texm)
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if entry is None or entry['mode'] != 0:
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continue
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page = bytes(entry['data'])
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match = None
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for bn, bd in bsls.items():
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if bd[:len(page)] == page or page[:min(len(page), len(bd))] == bd[:min(len(page), len(bd))]:
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match = bn
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break
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print(f"texmap {texm:#5x} {entry['u']}x{entry['v']} mode0 -> file {match}")
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print(f" wire selectors: {sorted(set(s for _, s in sels))} "
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f"({[hex(s) for _, s in sorted(sels)]})")
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if match:
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keys = [k for k in filetex if match.split('.')[0] in k]
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for k in keys:
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for name, bs, src in sorted(set(filetex[k])):
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print(f" file: {name:24} bitslice={bs:3} (in {src}, map {k})")
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