icondumper2/gltf-exporter.js

222 lines
8.0 KiB
JavaScript

const icondumper2 = require("./icon.js");
const iconjs = icondumper2.readers;
const filesystem = require("fs");
const processObj = require("process");
const gltfConstants = {
"FLOAT": 5126,
"ARRAY_BUFFER": 34962,
"LINEAR": 9729,
"NEAREST_MIPMAP_LINEAR": 9986,
"REPEAT": 10497
};
function rgb5a1_rgb8(colour) {
let b = ( colour & 0b11111);
let g = ((colour >> 5) & 0b11111);
let r = ((colour >> 10) & 0b11111);
//let a = ( color >> 15 );
let output = new Number();
output |= ((r * 8) << 16);
output |= ((g * 8) << 8);
output |= ((b * 8) << 0);
output *= 256;
output += (255); // couldn't do a |= as that converts it to signed, (a+1)*255
return output;
} // TODO: support textures :P
function imf2gltf(icon = null, shape = 0, filename = "untitled") {
if (icon === null) {
throw "Missing first argument, of which should be a icondumper2 Intermediate Model Format object.";
}
if (icon.hasOwnProperty("numberOfShapes") === false) {
throw "Expected a icondumper2 Intermediate Model Format object.";
}
if(shape >= icon.numberOfShapes) {
throw `Shape out of bounds. (object has ${icon.numberOfShapes} shapes.)`;
}
const gltfOutput = new Object();
//setting up GLTF
gltfOutput.scene = 0;
gltfOutput.scenes = [{"nodes": [0]}];
gltfOutput.nodes = [{"mesh": 0}];
gltfOutput.meshes = [{
"primitives": [{
"attributes": {
"POSITION": 0,
"NORMAL": 1,
"TEXCOORD_0": 2,
"COLOR_0": 3,
},
"material": 0
}]
}]; // no indices because who needs indexing when you're transcoding?
gltfOutput.materials = [{
"pbrMetallicRoughness": {
"baseColorFactor": [1.0, 1.0, 1.0, 1.0],
"metallicFactor": 0.0,
"roughnessFactor": 1.0
}
}];
let verticesArray = new Array();
let normalsArray = new Array();
let uvArray = new Array();
let colourArray = new Array();
icon.vertices.forEach(function(vertexObject){
verticesArray.push(vertexObject.shapes[shape].x);
//verticesArray.push(-vertexObject.shapes[shape].y); // -2.75
//if the above is applied, it completely breaks the orientation of the triangles
//just rotate 180deg in an authoring tool
verticesArray.push(vertexObject.shapes[shape].y);
verticesArray.push(vertexObject.shapes[shape].z);
normalsArray.push(vertexObject.normal.x);
normalsArray.push(vertexObject.normal.y);
normalsArray.push(vertexObject.normal.z);
uvArray.push(vertexObject.uv.u);
uvArray.push(vertexObject.uv.v);
colourArray.push(vertexObject.color.r/255);
colourArray.push(vertexObject.color.g/255);
colourArray.push(vertexObject.color.b/255);
colourArray.push((vertexObject.color.a > 1) ? (vertexObject.color.a/255): 1);
});
let outputFloatArray = new Float32Array([...verticesArray, ...normalsArray, ...uvArray, ...colourArray]); // 3, 3, 2, 4
gltfOutput.buffers = [{"uri": `${filename}.bin`, "byteLength": outputFloatArray.byteLength}];
gltfOutput.bufferViews = [
{
"buffer": 0,
"byteOffset": 0,
"byteLength": (verticesArray.length*4),
"target": gltfConstants.ARRAY_BUFFER
},
{
"buffer": 0,
"byteOffset": (verticesArray.length*4),
"byteLength": (normalsArray.length*4),
"target": gltfConstants.ARRAY_BUFFER
},
{
"buffer": 0,
"byteOffset": ((verticesArray.length*4)+(normalsArray.length*4)),
"byteLength": (uvArray.length*4),
"target": gltfConstants.ARRAY_BUFFER
},
{
"buffer": 0,
"byteOffset": (((verticesArray.length*4)+(normalsArray.length*4))+(uvArray.length*4)),
"byteLength": (colourArray.length*4),
"target": gltfConstants.ARRAY_BUFFER
}
];
gltfOutput.accessors = [
{
"bufferView": 0,
"componentType": gltfConstants.FLOAT,
"count": verticesArray.length/3,
"type": "VEC3",
"max": [ 4.0, 4.0, 4.0],
"min": [-4.0, -4.0, -4.0],
"name": "Vertex Position Accessor"
},
{
"bufferView": 1,
"componentType": gltfConstants.FLOAT,
"count": (normalsArray.length/3),
"type": "VEC3",
"max": [ 1.0, 1.0, 1.0],
"min": [-1.0, -1.0, -1.0],
"name": "Normal Accessor"
},
{
"bufferView": 2,
"componentType": gltfConstants.FLOAT,
"count": (uvArray.length/2),
"type": "VEC2",
"max": [ 1.0, 1.0],
"min": [ 0.0, 0.0],
"name": "Texture Coordinate Accessor"
},
{
"bufferView": 3,
"componentType": gltfConstants.FLOAT,
"count": (colourArray.length/4),
"type": "VEC4",
"max": [ 1.0, 1.0, 1.0, 1.0],
"min": [ 0.0, 0.0, 0.0, 1.0],
"name": "Colour Accessor"
}
];
gltfOutput.asset = {"version": "2.0", "extras": {"IU_rotation": [0, 180.0, 0]}}
return {object: gltfOutput, buffer: outputFloatArray};
}
function loadAndConvertIcon(inputData, state = "-") {
if (inputData.hasOwnProperty("numberOfShapes") === false) {
throw "Expected a icondumper2 Intermediate Model Format object.";
}
for (let index = 0; index < (inputData.numberOfShapes); index++) {
const filename = `export_${state}_${index}`;
const gltfFile = imf2gltf(inputData, index, filename);
(require("fs")).writeFileSync(`${filename}.gltf`, new TextEncoder().encode(JSON.stringify(gltfFile.object)));
(require("fs")).writeFileSync(`${filename}.bin`, gltfFile.buffer);
console.log(`Saved shape ${index} as "${filename}.gltf", "${filename}.bin" pair.`);
}
}
// can anything de-dupe this code somehow? (index.js)
console.log(`icon.js version ${icondumper2.version}, 2023 (c) yellows111`);
switch(processObj.argv[2]) {
case "psu": {
let inputFile = filesystem.readFileSync(processObj.argv[3] ? processObj.argv[3] : "file.psu");
const parsed = iconjs.readEmsPsuFile(inputFile.buffer.slice(inputFile.byteOffset, inputFile.byteOffset + inputFile.byteLength));
const PS2D = iconjs.readPS2D(parsed[parsed.rootDirectory]["icon.sys"].data);
Object.keys(PS2D.filenames).forEach(function(file) {
loadAndConvertIcon(iconjs.readIconFile(parsed[parsed.rootDirectory][PS2D.filenames[file]].data), file);
});
break;
}
case "psv": {
let inputFile = filesystem.readFileSync(processObj.argv[3] ? processObj.argv[3] : "file.psv");
const parsed = iconjs.readPsvFile(inputFile.buffer.slice(inputFile.byteOffset, inputFile.byteOffset + inputFile.byteLength));
loadAndConvertIcon(iconjs.readIconFile(parsed.icons.n), "n")
loadAndConvertIcon(iconjs.readIconFile(parsed.icons.c), "c")
loadAndConvertIcon(iconjs.readIconFile(parsed.icons.d), "d")
break;
}
case "sps":
case "xps": {
let inputFile = filesystem.readFileSync(processObj.argv[3] ? processObj.argv[3] : "file.sps");
const parsed = iconjs.readSharkXPortSxpsFile(inputFile.buffer.slice(inputFile.byteOffset, inputFile.byteOffset + inputFile.byteLength));
const PS2D = iconjs.readPS2D(parsed[parsed.rootDirectory]["icon.sys"].data);
Object.keys(PS2D.filenames).forEach(function(file) {
loadAndConvertIcon(iconjs.readIconFile(parsed[parsed.rootDirectory][PS2D.filenames[file]].data), file);
});
break;
}
case "sys": {
let inputFile = filesystem.readFileSync(processObj.argv[3] ? processObj.argv[3] : "icon.sys");
const metadata = iconjs.readPS2D(inputFile.buffer.slice(inputFile.byteOffset, inputFile.byteOffset + inputFile.byteLength));
Object.keys(metadata.filenames).forEach(function(file) {
let getFile = filesystem.readFileSync(metadata.filenames[file]);
loadAndConvertIcon(iconjs.readIconFile(getFile.buffer.slice(getFile.byteOffset, getFile.byteOffset + getFile.byteLength)), file);
//console.log(individialIcon);
});
break;
}
default: {
//Template literal goes here.
console.log(
`${(processObj.argv.length > 2) ? "Unknown argument: "+processObj.argv[2]+"\n\n": ""}icondumper2 node.js client (glTF exporter version) subcommands:
psu: Read a EMS Memory Adapter export file.
psv: Read a PS3 export file.
sps: Read a SharkPort export file.
xps: Read a X-Port export file.
sys: Read a icon.sys (964 bytes) file, and attempt
to read icon files from the current directory.
` ); // end of template
processObj.exit(1);
}
}
console.log("All shapes were exported upside down. I recommend you rotate them yourself.");
processObj.exit(0);