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New assets system (#2481)
* wip: New assets system tm Builds gc-eu-mq-dbg OK from clean after 1) make setup 2) python3 -m tools.assets.extract -j 3) replace 0x80A8E610 with sShadowTex in extracted/gc-eu-mq-dbg/assets/overlays/ovl_En_Jsjutan/sShadowMaterialDL.inc.c 4) make various symbols in extracted data like sTex static * use variables from config.yml for gMtxClear and sShadowTex addresses * Write source with static for overlays using `HACK_IS_STATIC_ON` hack * gc-eu-mq-dbg OK from clean with `make setup && make` * implement more skeleton-related types, cleanups, fixups * fix extracted data to no longer produce compilation warnings * implement more of RoomShapeImage types * yeet XmlPath from ExternalFile usage * Implement PlayerAnimationDataResource (link_animetion data) * fix csdis CS_TIME extra arg * dmadata file names no longer hardcoded for gc-eu-mq-dbg * ntsc-1.0 OK * xml fixes * slightly improve standard output * rm extract_assets.py * generate and use Limb enums (TODO: check Skin skels and implement for Curve skels) * handle dependencies between xmls * introduce RawPointers xml attribute to ignore specific pointers and keep them raw * add tools/extract_assets.sh * fixups * only extract if xmls changed or if -f (force) is used * fixups, gc-eu OK * all versions OK * check attributes of xml resources elements * Implement legacy skelanime resources * fix ASSET_FILES_BIN_EXTRACTED/COMMITTED: look for .u8.bin specifically instead of just .bin * implement JFIFResource * fix png/jpg wildcards: look specifically for .u64.png .u32.png .u64.jpg * Makefile: Add rules to build .png, .bin and .jpg in assets/ too * start writing actual docs * extract sTransCircleDL and sTransWipeDL * misc cleanup/fixes, pygfxd 1.0.3 * refactor CDataExt.set_write callback args to use a dataclass * Move {} to in-source * misc * more progress on spec * fix missing braces in n64dd_error_textures.c * finish xml spec doc * assets xmls fixes * some cleanup, use `gNameTex_WIDTH/HEIGHT` macros in dlists * handle hackmode_syotes_room, fix compile * C build_from_png * rm tools/assets/bin2c * rm ZAPD * format * remove rule to generate dmadata_table.py * CC0 license (and some import cleanup) * dont try to build zapd (rmd) * simplify palettes with single user (ci images with a non-shared palette) * add docs on how images are handled * bss * allow -j N * fix n64texconv python bindings memory management * move -j at the end of calling extraction script * with -j, update last_extracts.json as each job completes rather than only if all complete * make interrupting less jank by making child processes ignore sigint * use enum names in `SCENE_CMD_SKYBOX_SETTINGS` * `multiprocessing.get_context("fork")` * import rich, except ImportError s * fix optional rich usage * .bss * .bss * .bss * assets extraction: -j -> -j$(N_THREADS) * .bss * change LIMB_NONE/MAX defaults to be FILE_OFFSET instead of SKELNAME * 0XHEX -> 0xHEX * fix bss * Proper includes for assets mostly proper, some includes like dlists resources always causing a sys_matrix.h include (when not every dlist references gIdentityMtx) could be done better * rm z64.h * rm z64.h take two * bss * Make .u64 suffix for pngs optional * fixup: rm .u64 suffix from n64dd image paths * Remove elemtype suffixes from .bin and .jpg files * Update images.md * some build_from_png cleanup, more error handling, comments * Handle skybox textures Introduce "sub-format" suffix for pngs, with sub-formats split_lo and split_hi being used for skybox textures * fixup for older python * improve collision output some * fully use SURFACETYPE[01] macros in writing extracted surface types * use WATERBOX_PROPERTIES in extracted waterboxes * some SceneCommandsResource cleanup * format EnvLightSettingsList output
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460 changed files with 14342 additions and 48656 deletions
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@ -354,9 +354,9 @@ class N64Image(Structure):
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return deref(ln64texconv.n64texconv_image_new(width, height, fmt, siz, pal))
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def __del__(self):
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ln64texconv.n64texconv_image_free(byref(self))
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# Also free the palette if the reference count drops to 0
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_object_refcount.rm_ref(self.pal, ln64texconv.n64texconv_palette_free)
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ln64texconv.n64texconv_image_free(byref(self))
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def copy(self) -> Optional["N64Image"]:
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_object_refcount.add_ref(self.pal)
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@ -119,7 +119,7 @@ n64texconv_quantize(uint8_t *out_indices, struct color *out_pal, size_t *out_pal
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* out_indices, out_pal, out_pal_count, texels, widths, heights are all arrays of size num_images
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* texels[i] and out_indices[i] are arrays of size widths[i] * heights[i]
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*/
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UNUSED static int
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int
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n64texconv_quantize_shared(uint8_t **out_indices, struct color *out_pal, size_t *out_pal_count, struct color **texels,
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size_t *widths, size_t *heights, size_t num_images, unsigned int max_colors,
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float dither_level)
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@ -880,13 +880,10 @@ n64texconv_image_from_png(const char *path, int fmt, int siz, int pal_fmt)
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if (plte.n_entries == 0)
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goto error_post_create_img;
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// TODO ZAPD always writes 256-color palettes which breaks this, enable it when we can
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#if 0
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// Palette must have sufficiently few colors for the target format. If there are too
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// many, requantize to the maximum amount for the target format.
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if (plte.n_entries > max_colors)
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goto requantize;
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#endif
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pal = n64texconv_palette_new(plte.n_entries, pal_fmt);
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if (pal == NULL)
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@ -922,9 +919,9 @@ n64texconv_image_from_png(const char *path, int fmt, int siz, int pal_fmt)
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assert(rv == 0);
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} else {
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// Input is not an indexed png, quantize and generate palette
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#if 0
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requantize: // Input is an indexed png but has too many colors, requantize with new palette
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#endif
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rv = spng_decode_image(ctx, (void *)img->texels, nbytes, SPNG_FMT_RGBA8, 0);
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assert(rv == 0);
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@ -119,4 +119,9 @@ n64texconv_image_to_c_file(const char *out_path, struct n64_image *img, bool pad
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const char *
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n64texconv_png_extension(struct n64_image *img);
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int
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n64texconv_quantize_shared(uint8_t **out_indices, struct color *out_pal, size_t *out_pal_count, struct color **texels,
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size_t *widths, size_t *heights, size_t num_images, unsigned int max_colors,
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float dither_level);
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#endif
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