Files
TeslaRel410/dpl3-revive/patha/analyze_scene.py
T
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

95 lines
3.8 KiB
Python

#!/usr/bin/env python3
"""
analyze_scene.py -- decode the live scene graph FLYK streams to the board.
Parses the framed region of capture.raw.bin (skipping the raw .BTL boot), tracks
create/flush per handle, and dumps the DPL node structs (VIEW camera, DCS matrices,
INSTANCE placements, MATERIAL colours) plus the mystery 0x1c/0x1d ops -- so we can
feed the dpl3-revive renderer.
python analyze_scene.py [capture.raw.bin]
"""
import sys, struct
from vrboard import Assembler, A
TYPE = {2:'zone',3:'view',4:'instance',5:'dcs',6:'lmodel',7:'light',8:'object',
9:'lod',10:'geogroup',11:'geometry',12:'material',13:'texmap',14:'texture',15:'ramp'}
def floats(b, n=None):
n = n if n else len(b)//4
return list(struct.unpack_from('<%df' % n, b, 0))
def main():
path = sys.argv[1] if len(sys.argv) > 1 else "capture.raw.bin"
data = open(path, "rb").read()
# find framed start: first 0x40ff00NN length word past the BTL
start = None
for i in range(80000, len(data)-8):
w = struct.unpack_from('<I', data, i)[0]
if (w & 0xffff0000) == 0x40ff0000 and 8 <= (w & 0xffff) <= 1024:
act = struct.unpack_from('<I', data, i+4)[0]
if act in (A.init, A.code860, A.args860, A.data860, A.bss860):
start = i; break
print(f"framed region starts @ {start}")
asm = Assembler(); asm.feed(data[start:])
nodes = {} # handle -> {'type':.., 'body':..}
creates = []
op1c, op1d = [], []
for m in asm:
if m.iserver: continue
a, p = m.action, m.payload
if a == A.create:
typ = struct.unpack_from('<I', p, 0)[0]
h = struct.unpack_from('<I', p, 4)[0] if len(p) >= 8 else 0
nodes.setdefault(h, {})['type'] = typ
creates.append((h, typ))
elif a == A.flush:
h = struct.unpack_from('<I', p, 0)[0]
nodes.setdefault(h, {})['body'] = p
elif a == 0x1c: op1c.append(p)
elif a == 0x1d: op1d.append(p)
print(f"\nnodes: {len(nodes)} creates: {len(creates)} 0x1c: {len(op1c)} 0x1d: {len(op1d)}\n")
by_type = {}
for h, n in nodes.items():
by_type.setdefault(TYPE.get(n.get('type'), n.get('type')), []).append(h)
print("by type:", {k: len(v) for k, v in by_type.items()})
def show(h):
n = nodes[h]; t = TYPE.get(n.get('type'), n.get('type'))
body = n.get('body', b'')
print(f"\n--- handle {h:#x} type={t} body={len(body)}B ---")
# body = [remote:4][type_check:4][struct-specific...]
if len(body) >= 8:
rem, tc = struct.unpack_from('<II', body, 0)
print(f" remote={rem:#x} type_check={tc}")
rest = body[8:]
if t == 'dcs' and len(rest) >= 68: # node(4) + matrix(64)
mat = floats(rest[4:68], 16)
for r in range(4):
print(" [" + " ".join(f"{mat[r*4+c]:8.3f}" for c in range(4)) + "]")
elif t == 'view' and len(rest) >= 64:
mat = floats(rest[0:64], 16)
print(" camera matrix:")
for r in range(4):
print(" [" + " ".join(f"{mat[r*4+c]:8.3f}" for c in range(4)) + "]")
tail = floats(rest[64:64+13*4]) if len(rest) >= 64+52 else []
print(" view params (enable,x0,y0,x1,y1,zeye,xs,ys,hither,yon,bg3...):")
print(" ", [round(v,3) for v in tail])
else:
print(" floats:", [round(v,3) for v in floats(rest[:min(64,len(rest))])])
for t in ('view', 'dcs', 'instance', 'material'):
hs = by_type.get(t, [])
if hs:
show(hs[0])
if op1c:
print(f"\n0x1c sample ({len(op1c[0])}B):", op1c[0].hex())
if op1d:
p = op1d[0]; print(f"\n0x1d sample ({len(p)}B) as floats:", [round(v,3) for v in floats(p)])
if __name__ == '__main__':
main()