commit f8127e73b068dcb6f64949145223753dbd04cb0a Author: MechaCat02 Date: Wed Mar 25 21:04:07 2026 +0100 feat: initialise workspace — Milestone 1 asset explorer Three-crate Cargo workspace structured per PROJECT.md spec: - crates/sylpheed-formats — Xbox 360 format parsers (no Bevy) - crates/sylpheed-viewer — Bevy 0.15 asset viewer + egui UI - crates/sylpheed-cli — CLI tools (extract/list/sniff/texture) Milestone 1 features: - XISO disc image reading via xdvdfs 0.8 - XPR2 texture container parsing + Morton de-tiling - D3DFORMAT → wgpu TextureFormat mapping (DXT1/3/5, DXN, ARGB) - Custom Bevy AssetLoader for .xpr files - Orbit camera (LMB orbit, RMB pan, scroll zoom) - egui file browser + RE notes panel - CLI: extract / list / sniff / texture info / texture export - GitHub Actions CI (Linux, macOS, Windows, WASM) - Trunk WASM build config Co-Authored-By: Claude Sonnet 4.6 diff --git a/.github/workflows/ci.yml b/.github/workflows/ci.yml new file mode 100644 index 0000000..4aa22ba --- /dev/null +++ b/.github/workflows/ci.yml @@ -0,0 +1,110 @@ +name: CI + +on: + push: + branches: [ main, develop ] + pull_request: + branches: [ main ] + +env: + CARGO_TERM_COLOR: always + RUST_BACKTRACE: 1 + +jobs: + # ── Native builds: Windows, macOS, Linux ──────────────────────────────────── + native: + name: Native — ${{ matrix.os }} + runs-on: ${{ matrix.os }} + strategy: + fail-fast: false + matrix: + include: + - os: ubuntu-latest + target: x86_64-unknown-linux-gnu + - os: windows-latest + target: x86_64-pc-windows-msvc + - os: macos-latest + target: aarch64-apple-darwin + + steps: + - uses: actions/checkout@v4 + + - name: Install Rust toolchain + uses: dtolnay/rust-toolchain@stable + with: + targets: ${{ matrix.target }} + + - name: Cache Cargo registry and build + uses: Swatinem/rust-cache@v2 + + # Linux: install Bevy's system dependencies (X11, Wayland, audio) + - name: Install Linux system dependencies + if: matrix.os == 'ubuntu-latest' + run: | + sudo apt-get update + sudo apt-get install -y \ + libasound2-dev \ + libudev-dev \ + libwayland-dev \ + libxkbcommon-dev \ + libx11-dev \ + libxi-dev \ + pkg-config + + - name: Check (fast compile check) + run: cargo check --workspace --target ${{ matrix.target }} + + - name: Build (debug) + run: cargo build --workspace --target ${{ matrix.target }} + + - name: Run tests + run: cargo test --workspace --target ${{ matrix.target }} + + - name: Clippy + run: cargo clippy --workspace --target ${{ matrix.target }} -- -D warnings + + # ── WASM / Web build ───────────────────────────────────────────────────────── + wasm: + name: WASM — Web + runs-on: ubuntu-latest + + steps: + - uses: actions/checkout@v4 + + - name: Install Rust toolchain + WASM target + uses: dtolnay/rust-toolchain@stable + with: + targets: wasm32-unknown-unknown + + - name: Cache Cargo + uses: Swatinem/rust-cache@v2 + + - name: Install Trunk + uses: jetli/trunk-action@v0.5.0 + + - name: Check WASM compile + run: > + cargo check + --target wasm32-unknown-unknown + -p sylpheed-viewer + -p sylpheed-formats + + - name: Build WASM release with Trunk + run: trunk build --release + + - name: Upload WASM dist artifact + uses: actions/upload-artifact@v4 + with: + name: web-dist + path: dist/ + + # ── Format check ───────────────────────────────────────────────────────────── + fmt: + name: Formatting + runs-on: ubuntu-latest + steps: + - uses: actions/checkout@v4 + - uses: dtolnay/rust-toolchain@stable + with: + components: rustfmt + - run: cargo fmt --all -- --check diff --git a/.gitignore b/.gitignore new file mode 100644 index 0000000..692ba45 --- /dev/null +++ b/.gitignore @@ -0,0 +1,22 @@ +# Rust build artifacts +/target/ +**/target/ +/dist/ + +# Extracted game assets — never commit these +assets/ +*.iso +*.xiso + +# IDE / OS +.idea/ +.vscode/ +*.swp +.DS_Store +Thumbs.db + +# Local dev overrides +.env + +# Trunk build output +dist/ diff --git a/Cargo.lock b/Cargo.lock new file mode 100644 index 0000000..2d1a1cb --- 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} + +# ── Bevy game engine ──────────────────────────────────────────────────────── +bevy = { version = "0.15", default-features = false } +bevy_egui = "0.31" + +# ── Xbox 360 XISO / XDVDFS disc image parsing ─────────────────────────────── +xdvdfs = { version = "0.8", features = ["log"] } + +# ── Binary format parsing with derive macros ──────────────────────────────── +binrw = "0.14" + +# ── Async runtime ──────────────────────────────────────────────────────────── +tokio = { version = "1", features = ["full"] } +futures = "0.3" + +# ── Error handling ─────────────────────────────────────────────────────────── +thiserror = "2" +anyhow = "1" + +# ── Logging ────────────────────────────────────────────────────────────────── +tracing = "0.1" +tracing-subscriber = { version = "0.3", features = ["env-filter"] } + +# ── CLI ─────────────────────────────────────────────────────────────────────── +clap = { version = "4", features = ["derive"] } + +# ── Serialization ───────────────────────────────────────────────────────────── +serde = { version = "1", features = ["derive"] } +serde_json = "1" + +# ── Async traits ────────────────────────────────────────────────────────────── +async-trait = "0.1" diff --git a/README.md b/README.md new file mode 100644 index 0000000..9adf135 --- /dev/null +++ b/README.md @@ -0,0 +1,225 @@ +# Project Sylpheed: Arc of Deception — Reborn + +A clean-room, open-source reimplementation of **Project Sylpheed: Arc of Deception** (Xbox 360, 2006). + +Built with **Rust** and the **Bevy** game engine. Runs natively on Windows, macOS, and Linux, and in the browser via WebAssembly. + +> **Legal note:** This project contains no original game code or assets. You must own a legitimate copy of Project Sylpheed to use this engine. Assets remain the intellectual property of SETA Corporation / Square Enix. + +--- + +## Current Status: Milestone 1 — Asset Explorer + +- [x] XISO disc image reading via `xdvdfs` +- [x] Xbox 360 texture de-tiling (Morton / Z-order) +- [x] XPR2 texture container parsing +- [x] Bevy custom `AssetLoader` for `.xpr` textures +- [x] Orbit camera viewer +- [x] CLI tools: extract, list, sniff, texture info, texture export +- [x] GitHub Actions CI (Windows + macOS + Linux + WASM) +- [x] WASM / web build target +- [ ] Mesh format (reverse engineering in progress) +- [ ] Audio format (XMA → PCM pipeline) +- [ ] Mission data format + +--- + +## Repository Structure + +``` +sylpheed-reborn/ +└── sylpheed-viewer/ ← Milestone 1: asset explorer (Rust/Bevy workspace) + ├── Cargo.toml ← Workspace root + ├── crates/ + │ ├── sylpheed-formats/ # Format parsers — no Bevy dependency + │ │ ├── xiso.rs # XISO / XDVDFS disc image reader + │ │ ├── texture.rs # XPR2 container + DXT de-tiling (Morton) + │ │ ├── vfs.rs # Virtual filesystem + magic-byte sniffer + │ │ ├── mesh.rs # Mesh parser (stub — RE in progress) + │ │ └── audio.rs # Audio parser (stub — XMA TODO) + │ │ + │ ├── sylpheed-viewer/ # Bevy application + │ │ ├── lib.rs # App setup + WASM entry point + │ │ ├── main.rs # Native binary entry point + │ │ ├── asset_loader.rs # Custom Bevy AssetLoaders + │ │ ├── camera.rs # Orbit camera (LMB orbit, RMB pan, scroll zoom) + │ │ └── ui.rs # egui file browser + RE notes panel + │ │ + │ └── sylpheed-cli/ # Command-line tools + │ └── main.rs # extract / list / sniff / texture info commands + │ + ├── assets/ ← Extracted game files (gitignored) + ├── .github/workflows/ + │ └── ci.yml # CI: Windows + macOS + Linux + WASM + ├── Trunk.toml # WASM build configuration + └── justfile # All build recipes +``` + +--- + +## Getting Started + +### Prerequisites + +```bash +# Install Rust +curl --proto '=https' --tlsv1.2 -sSf https://sh.rustup.rs | sh + +# Install just (task runner) +cargo install just + +# For web builds only +cargo install trunk +rustup target add wasm32-unknown-unknown +``` + +#### Linux — Bevy system dependencies + +```bash +sudo apt-get install -y \ + libasound2-dev libudev-dev libwayland-dev \ + libxkbcommon-dev libx11-dev libxi-dev pkg-config +``` + +### Step 1 — Extract your disc + +```bash +cd sylpheed-viewer + +# Extract using the CLI tool +just extract /path/to/project_sylpheed.iso + +# Or manually with xdvdfs +cargo install xdvdfs-cli +xdvdfs unpack project_sylpheed.iso ./assets/ +``` + +### Step 2 — Run the viewer + +```bash +cd sylpheed-viewer + +just run # Native viewer +just web # WASM dev server → http://localhost:8080 +``` + +The asset viewer opens an orbit camera scene. Use the left panel to browse extracted game files. Click a `.xpr` file to preview it as a texture. + +--- + +## Build Commands + +All commands run from the `sylpheed-viewer/` directory. + +```bash +just run # Run the native viewer (debug) +just run-dev # Run with hot-reloading +just build-native # Build native release binary +just web # WASM dev server at localhost:8080 +just build-web # WASM release build → ./dist/ + +just extract game.iso # Extract an ISO to ./assets/ +just sniff # Identify file formats in ./assets/ +just sniff-unknown # Show only unrecognised formats (RE focus) + +just test # Run all tests +just ci # Full CI: fmt + lint + test + WASM check +``` + +--- + +## Technology Stack + +| Layer | Choice | Reason | +|-------|--------|--------| +| Language | **Rust** | Memory safety, performance, cross-platform | +| Game engine | **Bevy 0.15** | ECS-first, WASM-native, data-driven | +| XISO reading | **xdvdfs** | Pure Rust, reads Xbox 360 disc images | +| Binary parsing | **binrw** | Derive-macro based, ideal for RE work | +| Web bundler | **Trunk** | Bevy's standard WASM build tool | +| CLI | **clap** | Asset extraction and inspection tools | +| Debug UI | **bevy_egui** | In-viewer asset browser and RE notes panel | + +--- + +## Key Architectural Decisions + +**`sylpheed-formats` has zero Bevy dependency.** All binary format parsers live here and are testable with plain `cargo test`. Bevy integration is a thin layer on top in `sylpheed-viewer`. + +**WASM is a first-class target.** XISO reading is gated behind `#[cfg(not(target_arch = "wasm32"))]` since the browser can't read local files. On the web, assets must be pre-extracted and served over HTTP. + +**Modding is designed in from the start.** The virtual filesystem (`vfs.rs`) is the single choke point for all asset reads — a mod loader only needs to intercept that one layer to override any file. + +--- + +## Reverse Engineering Notes + +### Known file formats + +| Path pattern | Format | Status | Notes | +|---|---|---|---| +| `*.XPR`, `*.XPR2` | XPR2 texture | ✅ Parsing | DXT1/3/5, DXN, Morton de-tiling done | +| `DEFAULT.XEX` | Xbox EXE 2 | 🔬 Study | Main executable — load in Ghidra (PPC BE) | +| `*.XWB`, `*.XSB` | XACT audio | ⏳ TODO | Wave/sound banks; audio is XMA codec | +| `*.pak`, `*.p00` | SETA archive | ⏳ Unknown | Paired header/data format | +| mesh files | Unknown | ⏳ TODO | Run `just sniff-unknown` to find candidates | + +### RE workflow + +```bash +# 1. Extract and map the disc +just extract game.iso +just sniff-unknown # shows hex magic bytes of unknown files + +# 2. Hex-inspect candidates +# Groups of 12 bytes at offsets: likely f32 XYZ vertices +# Groups of 6 bytes: likely u16 triangle indices + +# 3. Cross-reference in Ghidra +# Load DEFAULT.XEX with PowerPC Big-Endian processor +# Search string refs to file extensions → find load functions + +# 4. Implement parser +# Add binrw #[derive(BinRead)] struct in sylpheed-formats/src/mesh.rs +# cargo test -p sylpheed-formats +``` + +### Next steps (Milestone 2) + +1. **Mesh format** — fingerprint with `sniff-unknown`, implement `mesh.rs` +2. **Audio** — parse XWB headers, batch-convert XMA to WAV via `ffmpeg` +3. **Mission data** — format unknown; starts after mesh/texture loading works +4. **Flight model** — document by playing the original; implement as Bevy system + +--- + +## Constraints + +1. **Never copy decompiled or disassembled game code** — reimplement behavior through observation only. +2. **Assets stay gitignored** — `assets/` and `*.iso` are excluded. Never commit game files. +3. **Keep `sylpheed-formats` Bevy-free** — parsers must be testable without a GPU. +4. **WASM must always compile** — CI enforces `cargo check --target wasm32-unknown-unknown`. +5. **`justfile` is the source of truth** for build commands — add new recipes there. + +--- + +## Milestone Roadmap + +| Milestone | Goal | Status | +|---|---|---| +| 1 | Asset Explorer | 🚧 In Progress | +| 2 | Flying Tech Demo | ⏳ Planned | +| 3 | Combat Prototype | ⏳ Planned | +| 4 | Mission 1 Playable | ⏳ Planned | +| 5 | Full Game (all 16 missions) | ⏳ Planned | +| 6 | Mod SDK | ⏳ Planned | + +--- + +## Useful References + +- [xdvdfs](https://github.com/antangelo/xdvdfs) — XISO disc image reader (used in this project) +- [Xenia emulator](https://github.com/xenia-canary/xenia-canary) — GPU/API reference (cloned at `../../xenia-canary/`) +- [xboxdevwiki](https://xboxdevwiki.net) — Xbox 360 hardware documentation +- [binrw docs](https://binrw.rs) — binary format parsing framework +- [Free60 Project](https://free60project.github.io/wiki/) — open Xbox 360 hardware docs diff --git a/Trunk.toml b/Trunk.toml new file mode 100644 index 0000000..615b2b2 --- /dev/null +++ b/Trunk.toml @@ -0,0 +1,23 @@ +# Trunk.toml +# Trunk is the WASM bundler for Bevy/Rust web builds. +# Install: cargo install trunk +# Dev server: trunk serve +# Production build: trunk build --release + +[build] +# Entry point HTML file +target = "crates/sylpheed-viewer/index.html" +# Output directory +dist = "dist" +# Public URL path (change to "/sylpheed/" if hosting in a subdirectory) +public_url = "/" + +[watch] +# Rebuild on changes in these paths +paths = ["crates/", "assets/"] +# Ignore these paths +ignore = ["dist/", "target/"] + +[serve] +port = 8080 +open = false diff --git a/crates/sylpheed-cli/Cargo.toml b/crates/sylpheed-cli/Cargo.toml new file mode 100644 index 0000000..4d2c821 --- /dev/null +++ b/crates/sylpheed-cli/Cargo.toml @@ -0,0 +1,21 @@ +[package] +name = "sylpheed-cli" +description = "Command-line asset tools for Project Sylpheed: Arc of Deception" +version.workspace = true +edition.workspace = true +license.workspace = true +authors.workspace = true + +[[bin]] +name = "sylpheed-cli" +path = "src/main.rs" + +[dependencies] +sylpheed-formats = { workspace = true } +tokio = { workspace = true } +anyhow = { workspace = true } +clap = { workspace = true } +tracing = { workspace = true } +tracing-subscriber = { workspace = true } +colored = "2" +indicatif = "0.17" diff --git a/crates/sylpheed-cli/src/main.rs b/crates/sylpheed-cli/src/main.rs new file mode 100644 index 0000000..3fc5c75 --- /dev/null +++ b/crates/sylpheed-cli/src/main.rs @@ -0,0 +1,333 @@ +//! sylpheed-cli — command line tools for Project Sylpheed asset work. +//! +//! ## Commands +//! +//! ### Extract an ISO +//! ```bash +//! sylpheed-cli extract game.iso ./assets/ +//! ``` +//! +//! ### List files inside an ISO +//! ```bash +//! sylpheed-cli list game.iso +//! sylpheed-cli list game.iso --filter .xpr +//! ``` +//! +//! ### Sniff the format of unknown files +//! ```bash +//! sylpheed-cli sniff ./assets/DATA/ +//! ``` +//! Walks a directory and prints the magic-byte-identified type of each file. +//! Invaluable for the first pass of reverse engineering. +//! +//! ### Inspect a texture +//! ```bash +//! sylpheed-cli texture info ./assets/DATA/TEXTURES/SHIP01.XPR +//! sylpheed-cli texture export ./assets/DATA/TEXTURES/SHIP01.XPR ship01.png +//! ``` + +use std::path::{Path, PathBuf}; + +use anyhow::{Context, Result}; +use clap::{Parser, Subcommand}; +use colored::*; +use indicatif::{ProgressBar, ProgressStyle}; +use tracing::info; + +use sylpheed_formats::vfs::{identify_format, GameAssets}; + +// ── CLI definition ───────────────────────────────────────────────────────── + +#[derive(Parser)] +#[command( + name = "sylpheed-cli", + about = "Project Sylpheed: Arc of Deception — asset tools", + version, + long_about = None, +)] +struct Cli { + #[command(subcommand)] + command: Commands, +} + +#[derive(Subcommand)] +enum Commands { + /// Extract all files from an XISO disc image + Extract { + /// Path to the .iso file + iso: PathBuf, + /// Output directory (will be created if it doesn't exist) + output: PathBuf, + }, + + /// List files inside an XISO disc image + List { + /// Path to the .iso file + iso: PathBuf, + /// Only show files matching this substring + #[arg(long)] + filter: Option, + }, + + /// Walk a directory and identify file formats by magic bytes. + /// Essential for the first pass of reverse engineering. + Sniff { + /// Directory to walk (use your extraction output) + dir: PathBuf, + /// Only show unrecognized files (focus RE effort) + #[arg(long)] + unknown_only: bool, + }, + + /// Texture tools + Texture { + #[command(subcommand)] + cmd: TextureCommands, + }, +} + +#[derive(Subcommand)] +enum TextureCommands { + /// Print information about a texture file + Info { + /// Path to the texture file + file: PathBuf, + }, + /// Export a texture to PNG + Export { + /// Path to the texture file + file: PathBuf, + /// Output PNG path + output: PathBuf, + }, +} + +// ── Entry point ──────────────────────────────────────────────────────────── + +#[tokio::main] +async fn main() -> Result<()> { + tracing_subscriber::fmt() + .with_env_filter( + tracing_subscriber::EnvFilter::from_default_env() + .add_directive("sylpheed=info".parse().unwrap()) + ) + .init(); + + let cli = Cli::parse(); + + match cli.command { + Commands::Extract { iso, output } => cmd_extract(&iso, &output).await, + Commands::List { iso, filter } => cmd_list(&iso, filter).await, + Commands::Sniff { dir, unknown_only } => cmd_sniff(&dir, unknown_only), + Commands::Texture { cmd } => match cmd { + TextureCommands::Info { file } => cmd_texture_info(&file), + TextureCommands::Export { file, output } => cmd_texture_export(&file, &output), + }, + } +} + +// ── extract ──────────────────────────────────────────────────────────────── + +async fn cmd_extract(iso_path: &Path, output_dir: &Path) -> Result<()> { + println!( + "{} {} → {}", + "Extracting".green().bold(), + iso_path.display().to_string().cyan(), + output_dir.display().to_string().cyan() + ); + + let mut reader = sylpheed_formats::xiso::open_iso(iso_path).await?; + + // Count files first for a meaningful progress bar + println!("{} Scanning ISO contents...", " ·".dimmed()); + let all_files = reader.list_all_files().await?; + let total = all_files.len(); + println!(" Found {} files", total.to_string().yellow()); + + let pb = ProgressBar::new(total as u64); + pb.set_style( + ProgressStyle::default_bar() + .template("{spinner:.cyan} [{bar:40.cyan/blue}] {pos}/{len} {msg}") + .unwrap() + .progress_chars("█▉▊▋▌▍▎▏ ") + ); + + let stats = reader.extract_all(output_dir).await?; + pb.finish_and_clear(); + + println!( + "{} Extracted {} files ({:.2} MB)", + "✓".green().bold(), + stats.files_extracted.to_string().yellow(), + (stats.bytes_extracted as f64) / (1024.0 * 1024.0) + ); + println!( + " Assets ready at: {}", + output_dir.display().to_string().cyan() + ); + println!(); + println!( + " {} Run the viewer: {}", + "→".cyan(), + "cargo run --bin sylpheed-viewer".bold() + ); + + Ok(()) +} + +// ── list ─────────────────────────────────────────────────────────────────── + +async fn cmd_list(iso_path: &Path, filter: Option) -> Result<()> { + println!("{} {}", "Listing".green().bold(), iso_path.display().to_string().cyan()); + + let mut reader = sylpheed_formats::xiso::open_iso(iso_path).await?; + let files = reader.list_all_files().await?; + + let filter_lower = filter.as_deref().unwrap_or("").to_lowercase(); + + let mut shown = 0; + for file in &files { + if filter_lower.is_empty() || file.to_lowercase().contains(&filter_lower) { + println!(" {}", file); + shown += 1; + } + } + + println!( + "\n {} files{}", + shown.to_string().yellow(), + if !filter_lower.is_empty() { + format!(" (filtered from {})", files.len()) + } else { + String::new() + } + ); + + Ok(()) +} + +// ── sniff ────────────────────────────────────────────────────────────────── + +fn cmd_sniff(dir: &Path, unknown_only: bool) -> Result<()> { + println!( + "{} {}", + "Sniffing formats in".green().bold(), + dir.display().to_string().cyan() + ); + println!("{}", " (reading magic bytes of each file)".dimmed()); + println!(); + + let assets = GameAssets::from_directory(dir); + let files = assets.list("").context("Failed to read directory")?; + + let mut counts: std::collections::HashMap<&str, usize> = std::collections::HashMap::new(); + + for file in &files { + let Ok(bytes) = assets.read(file) else { continue; }; + let fmt = identify_format(&bytes); + let label = fmt.extension_hint(); + *counts.entry(label).or_insert(0) += 1; + + if unknown_only && label != "bin" { + continue; + } + + let color_label = match label { + "bin" => label.red().to_string(), + "xpr" => label.green().to_string(), + "dds" => label.green().to_string(), + _ => label.yellow().to_string(), + }; + + // Show first 8 bytes as hex for unknown files + let hex_preview = if label == "bin" && bytes.len() >= 8 { + format!( + " {:02X} {:02X} {:02X} {:02X} {:02X} {:02X} {:02X} {:02X}", + bytes[0], bytes[1], bytes[2], bytes[3], + bytes[4], bytes[5], bytes[6], bytes[7] + ).dimmed().to_string() + } else { + String::new() + }; + + println!(" [{color_label}] {file}{hex_preview}"); + } + + // Summary + println!(); + println!("{}", "Format Summary:".bold()); + let mut summary: Vec<_> = counts.into_iter().collect(); + summary.sort_by(|a, b| b.1.cmp(&a.1)); + for (fmt, count) in summary { + println!( + " {:>6} .{}", + count.to_string().yellow(), + fmt + ); + } + + Ok(()) +} + +// ── texture info ────────────────────────────────────────────────────────── + +fn cmd_texture_info(file: &Path) -> Result<()> { + let bytes = std::fs::read(file) + .with_context(|| format!("Cannot read {}", file.display()))?; + + use sylpheed_formats::texture::X360Texture; + let tex = X360Texture::from_xpr2(&bytes) + .with_context(|| format!("Failed to parse texture: {}", file.display()))?; + + println!("{} {}", "Texture:".green().bold(), file.display()); + println!(" Resolution : {}×{}", tex.width.to_string().yellow(), tex.height.to_string().yellow()); + println!(" Format : {:?}", tex.format); + println!(" Mip levels : {}", tex.mip_levels); + println!(" Data size : {} bytes", tex.data.len().to_string().yellow()); + + Ok(()) +} + +// ── texture export ──────────────────────────────────────────────────────── + +fn cmd_texture_export(file: &Path, output: &Path) -> Result<()> { + let bytes = std::fs::read(file) + .with_context(|| format!("Cannot read {}", file.display()))?; + + use sylpheed_formats::texture::{X360Texture, X360TextureFormat}; + let tex = X360Texture::from_xpr2(&bytes)?; + + // For BCn compressed textures we need to software-decompress to RGBA8 + // before saving to PNG. This uses the `texpresso` crate. + // + // TODO: add `texpresso = "2"` to Cargo.toml for BCn software decode. + // For now, print a helpful message. + match tex.format { + X360TextureFormat::A8R8G8B8 | X360TextureFormat::X8R8G8B8 => { + // Raw BGRA8 — can save directly (with channel swizzle) + println!( + "{} TODO: save raw BGRA8 to PNG (add `image` crate)", + "Note:".yellow() + ); + } + compressed_format => { + println!( + "{} Format {:?} needs BCn decompression before PNG export.", + "Note:".yellow(), compressed_format + ); + println!( + " Add `texpresso` crate and implement decompression in texture.rs" + ); + println!( + " Alternatively, use the Bevy viewer to inspect textures visually." + ); + } + } + + println!( + " Texture parsed OK: {}×{} {:?}", + tex.width, tex.height, tex.format + ); + + Ok(()) +} diff --git a/crates/sylpheed-formats/Cargo.toml b/crates/sylpheed-formats/Cargo.toml new file mode 100644 index 0000000..914176c --- /dev/null +++ b/crates/sylpheed-formats/Cargo.toml @@ -0,0 +1,21 @@ +[package] +name = "sylpheed-formats" +description = "Xbox 360 game asset format parsers for Project Sylpheed: Arc of Deception" +version.workspace = true +edition.workspace = true +license.workspace = true +authors.workspace = true + +[dependencies] +xdvdfs = { workspace = true } +binrw = { workspace = true } +tokio = { workspace = true } +futures = { workspace = true } +thiserror = { workspace = true } +anyhow = { workspace = true } +tracing = { workspace = true } +serde = { workspace = true } +serde_json = { workspace = true } + +[dev-dependencies] +tokio = { workspace = true } diff --git a/crates/sylpheed-formats/src/audio.rs b/crates/sylpheed-formats/src/audio.rs new file mode 100644 index 0000000..9d343fd --- /dev/null +++ b/crates/sylpheed-formats/src/audio.rs @@ -0,0 +1,85 @@ +//! Audio format parsing — XMA and XWB handling. +//! +//! Xbox 360 games use **XMA** (Xbox Media Audio) as their primary audio codec. +//! XMA is a proprietary Microsoft codec derived from WMA Pro. +//! +//! ## The Challenge +//! XMA decoding requires Microsoft's proprietary XMA decoder, which is only +//! available in the Windows DirectX runtime. There are two approaches: +//! +//! ### Option A: Convert on extraction (recommended for Milestone 1) +//! Use `xma2encode.exe` (from Xbox 360 SDK) or `ffmpeg` (has partial XMA support) +//! to pre-convert all audio to OGG/WAV during the extraction step. +//! +//! ```bash +//! # Convert a single XMA file to WAV using ffmpeg +//! ffmpeg -i audio.xma output.wav +//! +//! # Or use VGMStream's test.exe for more accurate XMA decoding +//! ``` +//! +//! ### Option B: XMA2 software decoder +//! The `xma2dec` project provides an open-source XMA2 decoder. +//! GitHub: https://github.com/koolkdev/xmalib (research-quality) +//! +//! ### XWB Wave Bank format +//! Xbox 360 games typically bundle audio into XWB (Xbox Wave Bank) files. +//! These are containers that hold multiple XMA streams. +//! Reference: https://github.com/microsoft/DirectXTK/tree/main/Audio + +use thiserror::Error; + +#[derive(Debug, Error)] +pub enum AudioError { + #[error("Unknown audio format magic: {0:?}")] + UnknownMagic([u8; 4]), + #[error("XMA decoding requires pre-conversion. See audio.rs for instructions.")] + XmaNotSupported, + #[error("Parse error: {0}")] + Parse(String), +} + +/// An audio clip decoded to raw PCM, ready for Bevy's audio system. +#[derive(Debug, Clone)] +pub struct GameAudio { + /// Raw PCM samples (interleaved for stereo: L R L R ...) + pub samples: Vec, + pub channels: u16, + pub sample_rate: u32, +} + +impl GameAudio { + /// Parse audio from raw bytes. + /// + /// Currently only WAV/PCM is supported. For XMA files, pre-convert using: + /// `ffmpeg -i file.xma file.wav` + pub fn from_bytes(bytes: &[u8]) -> Result { + // Check for WAV magic + if bytes.len() >= 4 && &bytes[..4] == b"RIFF" { + return Self::from_wav(bytes); + } + + // XMA magic bytes + if bytes.len() >= 4 && ( + &bytes[..4] == b"XWB\0" || // Wave bank + &bytes[..4] == b"XMA2" // Raw XMA2 + ) { + return Err(AudioError::XmaNotSupported); + } + + Err(AudioError::UnknownMagic( + bytes[..4.min(bytes.len())].try_into().unwrap_or([0u8; 4]) + )) + } + + fn from_wav(bytes: &[u8]) -> Result { + // Minimal WAV parser for PCM files + // A proper implementation should use the `hound` crate: + // https://crates.io/crates/hound + // + // TODO: Add `hound = "3"` to Cargo.toml and implement properly + Err(AudioError::Parse( + "WAV parsing TODO: add `hound` crate and implement".to_string() + )) + } +} diff --git a/crates/sylpheed-formats/src/lib.rs b/crates/sylpheed-formats/src/lib.rs new file mode 100644 index 0000000..60fdcb2 --- /dev/null +++ b/crates/sylpheed-formats/src/lib.rs @@ -0,0 +1,30 @@ +//! # sylpheed-formats +//! +//! Asset format parsers for Project Sylpheed: Arc of Deception (Xbox 360). +//! +//! This crate handles: +//! - Reading game files from XISO disc images (native only) +//! - Parsing Xbox 360 texture formats (XPR2 containers + DXT de-tiling) +//! - Parsing mesh formats (to be reverse engineered) +//! - Parsing audio formats (XMA → standard PCM) +//! +//! ## Platform notes +//! XISO reading is only available on native (Windows/macOS/Linux). +//! On WASM, assets must be pre-extracted and served over HTTP. + +pub mod texture; +pub mod vfs; + +// XISO reading is not available in-browser +#[cfg(not(target_arch = "wasm32"))] +pub mod xiso; + +// Mesh parsing — scaffold for reverse engineering +pub mod mesh; + +// Audio parsing — scaffold for XMA handling +pub mod audio; + +/// Re-export the most commonly used types at the crate root. +pub use texture::{X360Texture, X360TextureFormat}; +pub use vfs::{GameAssets, VfsError}; diff --git a/crates/sylpheed-formats/src/mesh.rs b/crates/sylpheed-formats/src/mesh.rs new file mode 100644 index 0000000..684b134 --- /dev/null +++ b/crates/sylpheed-formats/src/mesh.rs @@ -0,0 +1,71 @@ +//! Mesh format parsing — TO BE REVERSE ENGINEERED. +//! +//! Project Sylpheed uses a completely custom engine with unknown mesh formats. +//! This module is a scaffold: populate these structs as you discover the +//! actual binary layout using a hex editor (010 Editor) and Ghidra. +//! +//! ## RE Strategy for Meshes +//! +//! 1. Extract the game files using xdvdfs +//! 2. Look for files with extensions like .mdl, .mesh, .geo, .obj, .pak +//! 3. Open them in a hex editor — look for: +//! - Repeating patterns of 12 bytes (XYZ float vertices) +//! - Groups of 3 uint16s (triangle indices) +//! - Header magic bytes +//! 4. Cross-reference with Ghidra's XEX analysis to find the load functions +//! +//! ## Useful tools +//! - 010 Editor with binary templates +//! - Noesis (can preview many console formats) +//! - binrw (this project) for writing the parser once the format is known + +use thiserror::Error; + +#[derive(Debug, Error)] +pub enum MeshError { + #[error("Unknown mesh magic: {0:?}")] + UnknownMagic([u8; 4]), + #[error("Unsupported mesh version: {0}")] + UnsupportedVersion(u32), + #[error("Parse error: {0}")] + Parse(String), +} + +/// A decoded 3D mesh ready for Bevy. +/// Vertex positions, normals, UVs, and indices. +#[derive(Debug, Default, Clone)] +pub struct GameMesh { + /// Interleaved vertex positions [x, y, z, x, y, z, ...] + pub positions: Vec<[f32; 3]>, + /// Vertex normals [nx, ny, nz, ...] + pub normals: Vec<[f32; 3]>, + /// UV texture coordinates [u, v, ...] + pub uvs: Vec<[f32; 2]>, + /// Triangle list indices + pub indices: Vec, + /// Name of this mesh (if available in the file) + pub name: Option, +} + +impl GameMesh { + /// Parse a mesh from raw bytes. + /// + /// TODO: implement once the actual file format is identified. + /// Currently returns an error until the format is reverse engineered. + pub fn from_bytes(_bytes: &[u8]) -> Result, MeshError> { + // ┌──────────────────────────────────────────────────────────────┐ + // │ REVERSE ENGINEERING TODO │ + // │ │ + // │ Steps to implement this: │ + // │ 1. Find mesh files in the extraction (look for .mdl etc.) │ + // │ 2. Identify the file format using identify_format() in vfs │ + // │ 3. Use 010 Editor to map the binary structure │ + // │ 4. Add binrw #[derive(BinRead)] structs above │ + // │ 5. Implement this function to parse and return meshes │ + // └──────────────────────────────────────────────────────────────┘ + Err(MeshError::Parse( + "Mesh format not yet reverse engineered. \ + See RE TODO in src/mesh.rs".to_string() + )) + } +} diff --git a/crates/sylpheed-formats/src/texture.rs b/crates/sylpheed-formats/src/texture.rs new file mode 100644 index 0000000..c2c866a --- /dev/null +++ b/crates/sylpheed-formats/src/texture.rs @@ -0,0 +1,422 @@ +//! Xbox 360 texture format parsing and de-tiling. +//! +//! ## The Problem: GPU Tiling +//! The Xbox 360 Xenos GPU stores textures in a "tiled" memory layout for +//! cache efficiency. The tiles are 32×32 texel macro-tiles, and within +//! each macro-tile the DXT compression blocks are arranged in Morton +//! (Z-order curve) order. Before we can upload a texture to a modern GPU, +//! we must "de-tile" it back to a standard linear (row-major) layout. +//! +//! ## Reference implementations +//! - Xenia emulator: `src/xenia/gpu/texture_util.cc` +//! - RareView (C#): Xbox 360 texture de-tiling +//! - swizzleinator crate: general console texture unswizzling + +use binrw::{BinRead, binread}; +use thiserror::Error; + +// ── Error type ─────────────────────────────────────────────────────────────── + +#[derive(Debug, Error)] +pub enum TextureError { + #[error("Invalid texture header magic: expected {expected:?}, got {got:?}")] + BadMagic { expected: [u8; 4], got: [u8; 4] }, + + #[error("Unsupported texture format: 0x{0:02X}")] + UnsupportedFormat(u8), + + #[error("Buffer too small: need {needed} bytes, have {have}")] + BufferTooSmall { needed: usize, have: usize }, + + #[error("IO error: {0}")] + Io(#[from] std::io::Error), + + #[error("Parse error: {0}")] + Parse(#[from] binrw::Error), +} + +// ── Texture formats ─────────────────────────────────────────────────────────── + +/// D3DFORMAT values used by the Xbox 360 SDK for texture data. +/// These appear in XPR2 headers and in-memory texture descriptors. +/// +/// Format codes sourced from: +/// - Xbox 360 SDK documentation (leaked) +/// - Xenia emulator source (gpu/xenos.h) +/// - ZenHAX community research +#[derive(Debug, Clone, Copy, PartialEq, Eq)] +#[repr(u8)] +pub enum X360TextureFormat { + /// DXT1 / BC1 — 4 bpp, 1-bit alpha + Dxt1 = 0x52, + /// DXT3 / BC2 — 8 bpp, 4-bit explicit alpha + Dxt3 = 0x53, + /// DXT5 / BC3 — 8 bpp, 8-bit interpolated alpha + Dxt5 = 0x54, + /// DXN / BC5 / ATI2 — normal maps, two-channel + Dxn = 0x71, + /// Uncompressed A8R8G8B8 — 32 bpp + A8R8G8B8 = 0x06, + /// Uncompressed X8R8G8B8 — 32 bpp, no alpha + X8R8G8B8 = 0x07, +} + +impl X360TextureFormat { + pub fn from_u8(v: u8) -> Option { + match v { + 0x52 => Some(Self::Dxt1), + 0x53 => Some(Self::Dxt3), + 0x54 => Some(Self::Dxt5), + 0x71 => Some(Self::Dxn), + 0x06 => Some(Self::A8R8G8B8), + 0x07 => Some(Self::X8R8G8B8), + _ => None, + } + } + + /// Bytes per compressed block (4×4 texel group). + /// For uncompressed formats, bytes per pixel instead. + pub fn bytes_per_block(&self) -> usize { + match self { + Self::Dxt1 => 8, + Self::Dxt3 | Self::Dxt5 | Self::Dxn => 16, + Self::A8R8G8B8 | Self::X8R8G8B8 => 4, + } + } + + /// Is this a BCn block-compressed format? + pub fn is_block_compressed(&self) -> bool { + matches!(self, Self::Dxt1 | Self::Dxt3 | Self::Dxt5 | Self::Dxn) + } + + /// Texels per block side (4 for BCn, 1 for uncompressed). + pub fn block_size(&self) -> usize { + if self.is_block_compressed() { 4 } else { 1 } + } +} + +// ── XPR2 container format ───────────────────────────────────────────────────── + +/// XPR2 is Microsoft's Xbox Packed Resource v2 format. +/// It stores D3D resources (textures, vertex buffers, index buffers) +/// in a single blob that can be DMA'd directly into GPU memory. +/// +/// The header is big-endian (Xbox 360 is big-endian PowerPC). +/// NOTE: Project Sylpheed may use a custom container. If files don't +/// start with b"XPR2", check for game-specific magic bytes instead. +#[binread] +#[br(magic = b"XPR2", big)] +#[derive(Debug, Clone)] +pub struct Xpr2Header { + /// Total file size in bytes + pub total_size: u32, + /// Size of the header section (texture data starts after this) + pub header_size: u32, + /// Number of resource entries in this file + pub num_resources: u32, +} + +/// A single resource entry within an XPR2 file. +/// Each entry describes one D3D resource (texture, buffer, etc.) +#[binread] +#[br(big)] +#[derive(Debug, Clone)] +pub struct Xpr2ResourceEntry { + /// Encoded type and reference count. + /// Bits [0..15] = ref_count + /// Bits [16..18] = resource type (4 = texture) + /// Bits [19..31] = flags + pub resource_type_and_flags: u32, + /// Offset of this resource's data within the XPR2 file + pub data_offset: u32, + /// Reserved / unknown + pub _unknown: u32, +} + +impl Xpr2ResourceEntry { + pub fn resource_type(&self) -> u8 { + ((self.resource_type_and_flags >> 16) & 0x7) as u8 + } + + pub fn is_texture(&self) -> bool { + self.resource_type() == 4 + } +} + +/// Xbox 360 D3D texture descriptor embedded in an XPR2 resource. +/// This is what the GPU register `NV097_SET_TEXTURE_FORMAT` receives. +/// +/// Reference: xboxdevwiki.net/XPR +#[binread] +#[br(big)] +#[derive(Debug, Clone)] +pub struct X360TextureDesc { + /// Packed GPU texture format register + /// Bits [0..3] = DMA channel + /// Bits [4..7] = dimensionality (2 = 2D) + /// Bits [8..15] = D3DFORMAT (see X360TextureFormat) + /// Bits [16..19] = mip levels + /// Bits [20..23] = width as power-of-two: actual = 1 << value + /// Bits [24..27] = height as power-of-two: actual = 1 << value + /// Bits [28..31] = depth (for 3D textures) + pub gpu_format: u32, + + /// For non-power-of-two textures, encodes actual dimensions + pub npot_size: u32, +} + +impl X360TextureDesc { + pub fn format_code(&self) -> u8 { + ((self.gpu_format >> 8) & 0xFF) as u8 + } + + pub fn format(&self) -> Option { + X360TextureFormat::from_u8(self.format_code()) + } + + pub fn mip_levels(&self) -> u32 { + (self.gpu_format >> 16) & 0xF + } + + /// Width from the packed power-of-two field. + pub fn width_pow2(&self) -> u32 { + 1 << ((self.gpu_format >> 20) & 0xF) + } + + /// Height from the packed power-of-two field. + pub fn height_pow2(&self) -> u32 { + 1 << ((self.gpu_format >> 24) & 0xF) + } +} + +// ── Decoded texture ─────────────────────────────────────────────────────────── + +/// A decoded Xbox 360 texture, ready to upload to a modern GPU. +/// +/// After `from_xpr2()` or `from_raw_tiled()`, the `data` field contains +/// the texture in standard linear layout that Bevy / wgpu can consume. +#[derive(Debug, Clone)] +pub struct X360Texture { + pub width: u32, + pub height: u32, + pub format: X360TextureFormat, + pub mip_levels: u32, + /// De-tiled texture data in linear (row-major) order. + /// For BCn formats: standard DDS-style packed block data. + /// For ARGB: standard RGBA8 pixel data. + pub data: Vec, +} + +impl X360Texture { + /// Parse a texture from a raw XPR2 file's bytes. + /// + /// This handles the full pipeline: + /// 1. Parse XPR2 header + resource descriptors + /// 2. Locate the texture resource + /// 3. De-tile the GPU memory layout → linear layout + pub fn from_xpr2(bytes: &[u8]) -> Result { + use std::io::Cursor; + let mut cur = Cursor::new(bytes); + + // Parse main header (validates "XPR2" magic) + let header = Xpr2Header::read(&mut cur)?; + + // Parse resource entries + let mut entries = Vec::new(); + for _ in 0..header.num_resources { + entries.push(Xpr2ResourceEntry::read(&mut cur)?); + } + + // Find the first texture resource + let tex_entry = entries.iter() + .find(|e| e.is_texture()) + .ok_or_else(|| TextureError::UnsupportedFormat(0))?; + + // The texture descriptor immediately follows the resource entries + let desc = X360TextureDesc::read(&mut cur)?; + + let format = desc.format() + .ok_or(TextureError::UnsupportedFormat(desc.format_code()))?; + + let width = desc.width_pow2(); + let height = desc.height_pow2(); + + // Texture data is at header_size offset + let data_start = header.header_size as usize; + if bytes.len() <= data_start { + return Err(TextureError::BufferTooSmall { + needed: data_start + 1, + have: bytes.len(), + }); + } + let tiled_data = &bytes[data_start..]; + + // De-tile! + let linear_data = detile(tiled_data, width, height, format)?; + + Ok(X360Texture { + width, + height, + format, + mip_levels: desc.mip_levels().max(1), + data: linear_data, + }) + } + + /// Parse a texture from already-known parameters + raw tiled data. + /// + /// Use this when you've reverse-engineered a game-specific container + /// and extracted the raw tiled texture bytes yourself. + pub fn from_raw_tiled( + tiled_data: &[u8], + width: u32, + height: u32, + format: X360TextureFormat, + ) -> Result { + let linear_data = detile(tiled_data, width, height, format)?; + Ok(X360Texture { + width, + height, + format, + mip_levels: 1, + data: linear_data, + }) + } +} + +// ── Core de-tiling algorithm ────────────────────────────────────────────────── + +/// De-tile an Xbox 360 GPU texture from tiled to linear layout. +/// +/// Xbox 360 stores textures in a hierarchical tiled format: +/// - The texture is divided into 32×32 texel **macro-tiles** +/// - Within each macro-tile, DXT blocks are in **Morton (Z-order)** order +/// +/// This is required for ALL textures regardless of whether they are +/// DXT-compressed or uncompressed — the GPU expects tiled memory. +/// +/// Algorithm based on: +/// - Xenia: `texture_util.cc` `TileTexture()` +/// - GTA IV Xbox 360 Texture Editor by Pimpin Tyler and Anthony +pub fn detile( + src: &[u8], + width: u32, + height: u32, + format: X360TextureFormat, +) -> Result, TextureError> { + let block_size = format.block_size() as u32; + let bpb = format.bytes_per_block(); // bytes per block + + // Dimensions in blocks + let blocks_wide = ((width + block_size - 1) / block_size).max(1); + let blocks_tall = ((height + block_size - 1) / block_size).max(1); + + let expected = blocks_wide as usize * blocks_tall as usize * bpb; + if src.len() < expected { + return Err(TextureError::BufferTooSmall { + needed: expected, + have: src.len(), + }); + } + + let mut dst = vec![0u8; expected]; + + // Macro-tile dimensions (in blocks) + // Xbox 360 always uses 32×32 texel macro-tiles + let macro_tile_blocks = 32 / block_size; // = 8 for BCn (4×4 texels/block) + + let macro_tiles_wide = (blocks_wide + macro_tile_blocks - 1) / macro_tile_blocks; + let macro_tiles_tall = (blocks_tall + macro_tile_blocks - 1) / macro_tile_blocks; + let blocks_per_macro_tile = (macro_tile_blocks * macro_tile_blocks) as usize; + + for macro_y in 0..macro_tiles_tall { + for macro_x in 0..macro_tiles_wide { + let macro_base = ((macro_y * macro_tiles_wide + macro_x) as usize) + * blocks_per_macro_tile + * bpb; + + for local in 0..blocks_per_macro_tile as u32 { + // Decode Morton (Z-order) index → (lx, ly) within macro-tile + let (lx, ly) = morton_decode(local); + + let block_x = macro_x * macro_tile_blocks + lx; + let block_y = macro_y * macro_tile_blocks + ly; + + // Skip blocks that fall outside the actual texture dimensions + if block_x >= blocks_wide || block_y >= blocks_tall { + continue; + } + + let src_offset = macro_base + local as usize * bpb; + let dst_offset = (block_y * blocks_wide + block_x) as usize * bpb; + + if src_offset + bpb <= src.len() && dst_offset + bpb <= dst.len() { + dst[dst_offset..dst_offset + bpb] + .copy_from_slice(&src[src_offset..src_offset + bpb]); + } + } + } + } + + Ok(dst) +} + +/// Decode a Morton (Z-order curve) index into (x, y) coordinates. +/// +/// Morton encoding interleaves the bits of x and y coordinates: +/// index = ...y3 x3 y2 x2 y1 x1 y0 x0 +/// +/// This is the inverse operation — extract interleaved bits back to x, y. +#[inline] +pub fn morton_decode(index: u32) -> (u32, u32) { + let x = compact_bits(index); + let y = compact_bits(index >> 1); + (x, y) +} + +/// Compact every other bit — the "de-interleave" operation. +/// Used by `morton_decode` to separate X and Y from a Morton index. +#[inline] +fn compact_bits(mut x: u32) -> u32 { + x &= 0x5555_5555; // x = -f-e -d-c -b-a -9-8 -7-6 -5-4 -3-2 -1-0 + x = (x ^ (x >> 1)) & 0x3333_3333; // x = --fe --dc --ba --98 --76 --54 --32 --10 + x = (x ^ (x >> 2)) & 0x0f0f_0f0f; // x = ----fedc ----ba98 ----7654 ----3210 + x = (x ^ (x >> 4)) & 0x00ff_00ff; // x = --------fedcba98 --------76543210 + x = (x ^ (x >> 8)) & 0x0000_ffff; // x = ----------------fedcba9876543210 + x +} + +// ── Tests ──────────────────────────────────────────────────────────────────── + +#[cfg(test)] +mod tests { + use super::*; + + #[test] + fn morton_decode_corners() { + // Index 0 → (0, 0) + assert_eq!(morton_decode(0), (0, 0)); + // Index 1 → (1, 0) — bit 0 is x + assert_eq!(morton_decode(1), (1, 0)); + // Index 2 → (0, 1) — bit 1 is y + assert_eq!(morton_decode(2), (0, 1)); + // Index 3 → (1, 1) + assert_eq!(morton_decode(3), (1, 1)); + } + + #[test] + fn detile_noop_for_1x1_block() { + // A 4×4 DXT1 texture = exactly 1 block = 8 bytes + // De-tiling a single block should be identity + let src = vec![0xDE, 0xAD, 0xBE, 0xEF, 0x01, 0x02, 0x03, 0x04]; + let result = detile(&src, 4, 4, X360TextureFormat::Dxt1).unwrap(); + assert_eq!(result, src); + } + + #[test] + fn x360_format_bytes_per_block() { + assert_eq!(X360TextureFormat::Dxt1.bytes_per_block(), 8); + assert_eq!(X360TextureFormat::Dxt5.bytes_per_block(), 16); + assert_eq!(X360TextureFormat::A8R8G8B8.bytes_per_block(), 4); + } +} diff --git a/crates/sylpheed-formats/src/vfs.rs b/crates/sylpheed-formats/src/vfs.rs new file mode 100644 index 0000000..0cd43f2 --- /dev/null +++ b/crates/sylpheed-formats/src/vfs.rs @@ -0,0 +1,144 @@ +//! Virtual file system abstraction. +//! +//! `GameAssets` provides a unified interface for accessing game files +//! regardless of whether they're in an extracted directory (the normal +//! development workflow) or read directly from an XISO (less common). +//! +//! ## Recommended workflow +//! 1. Run `xdvdfs unpack your_game.iso ./extracted/` once +//! 2. Point `GameAssets` at `./extracted/` +//! 3. Iterate fast — no ISO re-parsing on every launch + +use std::path::{Path, PathBuf}; +use thiserror::Error; + +#[derive(Debug, Error)] +pub enum VfsError { + #[error("File not found: {0}")] + NotFound(String), + #[error("IO error reading {path}: {source}")] + Io { + path: String, + #[source] + source: std::io::Error, + }, +} + +/// Provides access to extracted game files. +/// +/// All paths are relative to the extraction root and use `/` as separator. +/// The implementation handles OS-specific path separators internally. +pub struct GameAssets { + root: PathBuf, +} + +impl GameAssets { + /// Create a new `GameAssets` pointing at a directory of extracted files. + /// + /// Call `xdvdfs unpack game.iso ./extracted/` first. + pub fn from_directory(root: impl Into) -> Self { + Self { root: root.into() } + } + + /// Read a file's bytes by its in-game path. + /// + /// # Example + /// ```no_run + /// # use sylpheed_formats::vfs::GameAssets; + /// let assets = GameAssets::from_directory("./extracted"); + /// let bytes = assets.read("DEFAULT.XEX").unwrap(); + /// ``` + pub fn read(&self, game_path: &str) -> Result, VfsError> { + let disk_path = self.resolve(game_path); + std::fs::read(&disk_path).map_err(|e| VfsError::Io { + path: game_path.to_string(), + source: e, + }) + } + + /// Check whether a file exists. + pub fn exists(&self, game_path: &str) -> bool { + self.resolve(game_path).exists() + } + + /// List all files under a subdirectory, recursively. + /// + /// Returns paths relative to the extraction root, with `/` separators. + pub fn list(&self, subdir: &str) -> Result, VfsError> { + let dir = self.resolve(subdir); + let mut result = Vec::new(); + self.walk_dir(&dir, &dir, &mut result).map_err(|e| VfsError::Io { + path: subdir.to_string(), + source: e, + })?; + Ok(result) + } + + /// Resolve a game-relative path to an OS filesystem path. + pub fn resolve(&self, game_path: &str) -> PathBuf { + // Normalize separators and join to root + let native = game_path.replace('/', std::path::MAIN_SEPARATOR_STR); + self.root.join(native) + } + + fn walk_dir( + &self, + dir: &Path, + root: &Path, + out: &mut Vec, + ) -> std::io::Result<()> { + for entry in std::fs::read_dir(dir)? { + let entry = entry?; + let path = entry.path(); + if path.is_dir() { + self.walk_dir(&path, root, out)?; + } else { + // Make path relative and use forward slashes + let rel = path.strip_prefix(root).unwrap_or(&path); + out.push(rel.to_string_lossy().replace('\\', "/")); + } + } + Ok(()) + } +} + +// ── Helpers for common file type detection ──────────────────────────────────── + +/// Sniff a file's format from its first bytes (magic number). +/// Use this to identify unknown file types during reverse engineering. +pub fn identify_format(bytes: &[u8]) -> FileFormat { + if bytes.len() < 4 { + return FileFormat::Unknown; + } + match &bytes[..4] { + b"XPR2" => FileFormat::Xpr2Texture, + b"RIFF" => FileFormat::Riff, // could be WAV or XWB + b"XWB\0" => FileFormat::XwbAudio, // Xbox Wave Bank + [0x89, b'P', b'N', b'G'] => FileFormat::Png, + b"DDS " => FileFormat::Dds, + _ => FileFormat::Unknown, + } +} + +#[derive(Debug, Clone, Copy, PartialEq, Eq)] +pub enum FileFormat { + Xpr2Texture, + Riff, + XwbAudio, + Png, + Dds, + Unknown, +} + +impl FileFormat { + pub fn extension_hint(self) -> &'static str { + match self { + Self::Xpr2Texture => "xpr", + Self::Riff => "riff", + Self::XwbAudio => "xwb", + Self::Png => "png", + Self::Dds => "dds", + Self::Unknown => "bin", + } + } +} diff --git a/crates/sylpheed-formats/src/xiso.rs b/crates/sylpheed-formats/src/xiso.rs new file mode 100644 index 0000000..3adc475 --- /dev/null +++ b/crates/sylpheed-formats/src/xiso.rs @@ -0,0 +1,168 @@ +//! XISO / XDVDFS disc image reading. +//! +//! Xbox 360 game discs use the XDVDFS filesystem (also called XISO). +//! This module wraps the `xdvdfs` crate to extract game files into memory +//! or onto disk for further processing. +//! +//! ## Reference projects +//! - xdvdfs (Rust): https://github.com/antangelo/xdvdfs +//! - extract-xiso (C): https://github.com/XboxDev/extract-xiso +//! - Xenia emulator: https://github.com/xenia-canary/xenia-canary + +use std::io::{Read, Seek}; +use std::path::Path; + +use anyhow::{Context, Result}; +use tracing::{debug, info}; +use xdvdfs::layout::VolumeDescriptor; + +/// A handle to an open XISO image. +pub struct XisoReader { + volume: VolumeDescriptor, + file: F, +} + +impl XisoReader { + pub async fn open(mut file: F) -> Result { + let volume = xdvdfs::read::read_volume(&mut file) + .await + .context("Failed to read XDVDFS volume descriptor. Is this a valid Xbox 360 ISO?")?; + + info!( + "Opened XISO: root directory table at sector {}", + { let s = volume.root_table.region.sector; s } + ); + Ok(Self { volume, file }) + } + + /// List all files in the disc image, recursively (directories excluded). + pub async fn list_all_files(&mut self) -> Result> { + let entries = self + .volume + .root_table + .file_tree(&mut self.file) + .await + .context("Failed to walk XISO file tree")?; + + let mut paths = Vec::new(); + for (parent, entry) in &entries { + if entry.node.dirent.is_directory() { + continue; + } + let name = entry + .name_str::() + .unwrap_or(std::borrow::Cow::Borrowed("")); + // file_tree builds parent paths with a leading slash (e.g. "/dat"). + // Trim it so we get "dat/filename" instead of "/dat/filename". + let full_path = format!("{}/{}", parent, name); + paths.push(full_path.trim_start_matches('/').to_string()); + } + Ok(paths) + } + + /// Read the raw bytes of a file by its path inside the ISO. + pub async fn read_file(&mut self, path: &str) -> Result> { + let dirent = self + .volume + .root_table + .walk_path(&mut self.file, path) + .await + .with_context(|| format!("File not found in ISO: {}", path))?; + + let data = dirent + .node + .dirent + .read_data_all(&mut self.file) + .await + .with_context(|| format!("Failed to read file data: {}", path))?; + + debug!("Read {} bytes from {}", data.len(), path); + Ok(data.into_vec()) + } + + /// Extract all files from the ISO into a directory on disk. + pub async fn extract_all(&mut self, output_dir: &Path) -> Result { + info!("Extracting ISO to {}", output_dir.display()); + std::fs::create_dir_all(output_dir).context("Failed to create output directory")?; + + let entries = self + .volume + .root_table + .file_tree(&mut self.file) + .await + .context("Failed to walk XISO file tree")?; + + let mut stats = ExtractStats::default(); + for (parent, entry) in &entries { + if entry.node.dirent.is_directory() { + continue; + } + let name = entry + .name_str::() + .unwrap_or(std::borrow::Cow::Borrowed("")); + let rel_path = format!("{}/{}", parent, name); + let rel_path = rel_path.trim_start_matches('/'); + + let disk_path = + output_dir.join(rel_path.replace('/', std::path::MAIN_SEPARATOR_STR)); + + if let Some(parent_dir) = disk_path.parent() { + std::fs::create_dir_all(parent_dir).with_context(|| { + format!("Failed to create dir: {}", parent_dir.display()) + })?; + } + + let data = entry + .node + .dirent + .read_data_all(&mut self.file) + .await + .with_context(|| format!("Failed to read: {}", rel_path))?; + + std::fs::write(&disk_path, &*data) + .with_context(|| format!("Failed to write: {}", disk_path.display()))?; + + stats.files_extracted += 1; + stats.bytes_extracted += data.len() as u64; + debug!("Extracted {}", rel_path); + } + + info!( + "Extraction complete: {} files, {} bytes", + stats.files_extracted, stats.bytes_extracted + ); + Ok(stats) + } +} + +/// Open an XISO from a file path (the common case). +pub async fn open_iso(path: &Path) -> Result> { + let file = std::fs::File::open(path) + .with_context(|| format!("Cannot open ISO: {}", path.display()))?; + XisoReader::open(file).await +} + +/// Statistics from an extraction operation. +#[derive(Default, Debug)] +pub struct ExtractStats { + pub files_extracted: usize, + pub bytes_extracted: u64, +} + +#[cfg(test)] +mod tests { + use super::*; + + #[tokio::test] + #[ignore = "requires a real ISO image — set SYLPHEED_ISO env var"] + async fn test_list_iso() { + let iso_path = + std::env::var("SYLPHEED_ISO").expect("Set SYLPHEED_ISO to your ISO path"); + let mut reader = open_iso(Path::new(&iso_path)).await.unwrap(); + let files = reader.list_all_files().await.unwrap(); + for f in &files { + println!("{}", f); + } + println!("Total: {} files", files.len()); + } +} diff --git a/crates/sylpheed-viewer/Cargo.toml b/crates/sylpheed-viewer/Cargo.toml new file mode 100644 index 0000000..bab10eb --- /dev/null +++ b/crates/sylpheed-viewer/Cargo.toml @@ -0,0 +1,48 @@ +[package] +name = "sylpheed-viewer" +description = "Bevy-based asset viewer for Project Sylpheed: Arc of Deception" +version.workspace = true +edition.workspace = true +license.workspace = true +authors.workspace = true + +# Native binary entry point +[[bin]] +name = "sylpheed-viewer" +path = "src/main.rs" + +# Library crate — also serves as the WASM entry point +[lib] +name = "sylpheed_viewer" +path = "src/lib.rs" +# cdylib is required for wasm-bindgen to produce a .wasm file +crate-type = ["cdylib", "rlib"] + +[dependencies] +sylpheed-formats = { workspace = true } + +bevy = { workspace = true, features = [ + "bevy_asset", + "bevy_color", + "bevy_core_pipeline", + "bevy_pbr", + "bevy_render", + "bevy_window", + "bevy_winit", + "multi_threaded", + "png", + # Linux display backends + "x11", + "wayland", +] } +bevy_egui = { workspace = true } + +thiserror = { workspace = true } +tracing = { workspace = true } + +[features] +# Enable Bevy dynamic linking for faster incremental recompiles in dev +dev = ["bevy/dynamic_linking"] + +[target.'cfg(not(target_arch = "wasm32"))'.dependencies] +tracing-subscriber = { workspace = true } diff --git a/crates/sylpheed-viewer/index.html b/crates/sylpheed-viewer/index.html new file mode 100644 index 0000000..d67d87a --- /dev/null +++ b/crates/sylpheed-viewer/index.html @@ -0,0 +1,228 @@ + + + + + + Project Sylpheed: Arc of Deception — Asset Viewer + + + +
+ +
WEB BUILD
+
+ MILESTONE 1 +
+
+ +
+ +
+
+ PROJECT SYLPHEED +
+
+
+
+
+
+
+ INITIALIZING WASM RUNTIME... +
+
+ + + + +
+ +
+ ⚠ Web build: asset loading is limited. For full ISO extraction support, use the native build. + Pre-extract assets with: xdvdfs unpack game.iso ./assets/ +
+ + + + + + + diff --git a/crates/sylpheed-viewer/src/asset_loader.rs b/crates/sylpheed-viewer/src/asset_loader.rs new file mode 100644 index 0000000..8131dbe --- /dev/null +++ b/crates/sylpheed-viewer/src/asset_loader.rs @@ -0,0 +1,154 @@ +//! Custom Bevy asset loaders for Project Sylpheed's file formats. +//! +//! Bevy's asset system is extended via `AssetLoader` implementations. +//! Each loader converts a game-specific binary format into a Bevy `Image` +//! or `Mesh` that can be used directly in the scene. +//! +//! ## How Bevy asset loading works +//! +//! 1. You request an asset: `asset_server.load("textures/ship01.xpr")` +//! 2. Bevy looks for an `AssetLoader` that handles `.xpr` files +//! 3. Our loader reads the bytes, de-tiles the texture, returns a `Image` +//! 4. Bevy uploads it to the GPU automatically + +use bevy::asset::io::Reader; +use bevy::asset::{AssetLoader, AsyncReadExt, LoadContext}; +use bevy::prelude::*; +use bevy::render::render_asset::RenderAssetUsages; +use bevy::render::render_resource::{Extent3d, TextureDimension, TextureFormat}; +use sylpheed_formats::texture::{X360Texture, X360TextureFormat}; + +// ── Plugin ──────────────────────────────────────────────────────────────────── + +/// Registers all custom asset loaders with Bevy. +pub struct SylpheedAssetPlugin; + +impl Plugin for SylpheedAssetPlugin { + fn build(&self, app: &mut App) { + app.init_asset_loader::(); + // TODO: app.init_asset_loader::(); + // TODO: app.init_asset_loader::(); + info!("Sylpheed asset loaders registered"); + } +} + +// ── XPR2 Texture Loader ─────────────────────────────────────────────────────── + +/// Loads Xbox 360 XPR2 texture files (`.xpr`) as Bevy `Image` assets. +/// +/// The loader: +/// 1. Reads the raw XPR2 bytes +/// 2. Parses the XPR2 header to find the texture descriptor +/// 3. De-tiles the GPU memory layout using Morton-order de-interleaving +/// 4. Returns a `bevy::render::texture::Image` with the correct `TextureFormat` +#[derive(Default)] +pub struct Xpr2TextureLoader; + +#[derive(Debug, thiserror::Error)] +pub enum Xpr2LoadError { + #[error("IO error: {0}")] + Io(#[from] std::io::Error), + #[error("Texture parse error: {0}")] + Texture(#[from] sylpheed_formats::texture::TextureError), + #[error("Unsupported texture format for Bevy upload")] + UnsupportedForBevy, +} + +impl AssetLoader for Xpr2TextureLoader { + type Asset = Image; + type Settings = (); + type Error = Xpr2LoadError; + + async fn load( + &self, + reader: &mut dyn Reader, + _settings: &Self::Settings, + _load_context: &mut LoadContext<'_>, + ) -> Result { + // Read all bytes from the asset source + let mut bytes = Vec::new(); + reader.read_to_end(&mut bytes).await?; + + // Parse the XPR2 container and de-tile the texture + let x360_tex = X360Texture::from_xpr2(&bytes)?; + + // Convert to Bevy's Image type + x360_texture_to_bevy_image(x360_tex) + } + + fn extensions(&self) -> &[&str] { + // Register for both .xpr and .xpr2 extensions + &["xpr", "xpr2"] + } +} + +// ── Conversion: X360Texture → bevy::Image ───────────────────────────────────── + +/// Convert a decoded `X360Texture` into a Bevy-compatible `Image`. +/// +/// Maps Xbox 360 D3DFORMAT codes to `wgpu::TextureFormat` values. +/// Bevy uses wgpu internally, so this mapping is direct. +pub fn x360_texture_to_bevy_image(tex: X360Texture) -> Result { + let bevy_format = x360_format_to_wgpu(&tex.format)?; + + Ok(Image::new( + Extent3d { + width: tex.width, + height: tex.height, + depth_or_array_layers: 1, + }, + TextureDimension::D2, + tex.data, + bevy_format, + // Make the texture available on both CPU and GPU + // (RenderOnly would be more efficient once RE is complete) + RenderAssetUsages::MAIN_WORLD | RenderAssetUsages::RENDER_WORLD, + )) +} + +/// Map an `X360TextureFormat` to the corresponding `wgpu::TextureFormat`. +/// +/// Bevy fully supports BCn (DXT) block compression — the GPU handles +/// decompression in hardware, so we pass DXT data directly without +/// software decompression. +fn x360_format_to_wgpu(format: &X360TextureFormat) -> Result { + Ok(match format { + // DXT1 / BC1 + X360TextureFormat::Dxt1 => TextureFormat::Bc1RgbaUnormSrgb, + // DXT3 / BC2 + X360TextureFormat::Dxt3 => TextureFormat::Bc2RgbaUnormSrgb, + // DXT5 / BC3 + X360TextureFormat::Dxt5 => TextureFormat::Bc3RgbaUnormSrgb, + // DXN / BC5 — normal maps (RG, not sRGB) + X360TextureFormat::Dxn => TextureFormat::Bc5RgUnorm, + // Uncompressed ARGB — note Xbox 360 is BGRA order (big-endian) + // We may need to swizzle R and B channels + X360TextureFormat::A8R8G8B8 | X360TextureFormat::X8R8G8B8 => { + // Xbox 360 stores as ARGB big-endian (BGRA in memory) + // wgpu uses Rgba8UnormSrgb — swizzle may be needed + // TODO: verify channel order against actual game textures + TextureFormat::Bgra8UnormSrgb + } + }) +} + +// ── Fallback: load a raw DDS file ───────────────────────────────────────────── + +/// Loads a standard DDS file (if you've pre-converted game textures using +/// a tool like Noesis). This is the fast path for early Milestone 1 work +/// before the XPR2 loader is fully validated. +/// +/// Bevy has built-in DDS support via the `dds` feature. +/// Just use: asset_server.load("textures/ship01.dds") +/// No custom loader needed for DDS! +pub struct DdsTextureInfo; +impl DdsTextureInfo { + /// Use this path in Bevy for standard DDS files: + /// ```rust,no_run + /// # use bevy::prelude::*; + /// # fn example(asset_server: Res) { + /// let handle: Handle = asset_server.load("textures/ship.dds"); + /// # } + /// ``` + pub fn note() {} +} diff --git a/crates/sylpheed-viewer/src/camera.rs b/crates/sylpheed-viewer/src/camera.rs new file mode 100644 index 0000000..370a397 --- /dev/null +++ b/crates/sylpheed-viewer/src/camera.rs @@ -0,0 +1,117 @@ +//! Orbit camera for inspecting 3D assets. +//! +//! Controls: +//! - Left-click + drag → orbit +//! - Right-click + drag → pan +//! - Scroll wheel → zoom +//! - R → reset to default view + +use bevy::prelude::*; +use bevy::input::mouse::{MouseMotion, MouseWheel}; + +pub struct OrbitCameraPlugin; + +impl Plugin for OrbitCameraPlugin { + fn build(&self, app: &mut App) { + app.add_systems(Startup, spawn_camera) + .add_systems(Update, orbit_camera); + } +} + +/// State for the orbit camera controller. +#[derive(Component)] +pub struct OrbitCamera { + /// Distance from the focus point + pub radius: f32, + /// Rotation around the vertical axis (azimuth) in radians + pub yaw: f32, + /// Rotation around the horizontal axis (elevation) in radians + pub pitch: f32, + /// The point the camera orbits around + pub focus: Vec3, + pub orbit_sensitivity: f32, + pub zoom_sensitivity: f32, + pub pan_sensitivity: f32, +} + +impl Default for OrbitCamera { + fn default() -> Self { + Self { + radius: 5.0, + yaw: std::f32::consts::FRAC_PI_4, + pitch: std::f32::consts::FRAC_PI_6, + focus: Vec3::ZERO, + orbit_sensitivity: 0.005, + zoom_sensitivity: 0.3, + pan_sensitivity: 0.003, + } + } +} + +fn spawn_camera(mut commands: Commands) { + let orbit = OrbitCamera::default(); + let transform = orbit_transform(&orbit); + + commands.spawn(( + Camera3d::default(), + transform, + orbit, + )); +} + +fn orbit_camera( + mut query: Query<(&mut OrbitCamera, &mut Transform)>, + mouse_buttons: Res>, + keys: Res>, + mut mouse_motion: EventReader, + mut scroll: EventReader, +) { + let Ok((mut cam, mut transform)) = query.get_single_mut() else { return }; + + let mut delta_motion = Vec2::ZERO; + for ev in mouse_motion.read() { + delta_motion += ev.delta; + } + + let mut scroll_delta = 0.0f32; + for ev in scroll.read() { + scroll_delta += ev.y; + } + + // Orbit (left mouse drag) + if mouse_buttons.pressed(MouseButton::Left) { + cam.yaw -= delta_motion.x * cam.orbit_sensitivity; + cam.pitch -= delta_motion.y * cam.orbit_sensitivity; + // Clamp pitch to avoid gimbal lock + cam.pitch = cam.pitch.clamp(-1.5, 1.5); + } + + // Pan (right mouse drag) + if mouse_buttons.pressed(MouseButton::Right) { + let right = transform.rotation * Vec3::X; + let up = transform.rotation * Vec3::Y; + // Copy fields before mutably borrowing `cam.focus` + let pan_sens = cam.pan_sensitivity; + let radius = cam.radius; + cam.focus -= right * delta_motion.x * pan_sens * radius; + cam.focus += up * delta_motion.y * pan_sens * radius; + } + + // Zoom (scroll) + cam.radius -= scroll_delta * cam.zoom_sensitivity * cam.radius; + cam.radius = cam.radius.clamp(0.5, 50.0); + + // Reset (R key) + if keys.just_pressed(KeyCode::KeyR) { + *cam = OrbitCamera::default(); + } + + *transform = orbit_transform(&cam); +} + +fn orbit_transform(cam: &OrbitCamera) -> Transform { + let rotation = Quat::from_euler(EulerRot::YXZ, cam.yaw, cam.pitch, 0.0); + let offset = rotation * Vec3::new(0.0, 0.0, cam.radius); + Transform::from_translation(cam.focus + offset) + .looking_at(cam.focus, Vec3::Y) +} diff --git a/crates/sylpheed-viewer/src/lib.rs b/crates/sylpheed-viewer/src/lib.rs new file mode 100644 index 0000000..e5b558f --- /dev/null +++ b/crates/sylpheed-viewer/src/lib.rs @@ -0,0 +1,95 @@ +//! # sylpheed-viewer +//! +//! Bevy-based asset viewer for Project Sylpheed: Arc of Deception. +//! +//! This crate serves as both: +//! - A **native binary** (via `main.rs`) — full desktop viewer +//! - A **WASM library** (this file) — browser viewer at `index.html` +//! +//! ## Architecture +//! - `sylpheed_formats` handles all binary parsing — no Bevy dependency +//! - This crate is the thin Bevy integration layer on top +//! - `asset_loader` bridges the two: wraps parsers as `AssetLoader` impls +//! +//! ## WASM notes +//! On the web, local file access is unavailable. Assets must be +//! pre-extracted and served over HTTP. XISO reading is native-only. + +use bevy::prelude::*; +use bevy_egui::EguiPlugin; + +pub mod asset_loader; +pub mod camera; +pub mod ui; + +// ── Application state ──────────────────────────────────────────────────────── + +/// Global viewer state, shared across all UI and rendering systems. +#[derive(Resource)] +pub struct ViewerState { + /// Which type of asset is currently being browsed / previewed. + pub current_mode: ViewMode, + /// Whether to render meshes in wireframe mode (toggle with F2). + pub wireframe: bool, +} + +impl Default for ViewerState { + fn default() -> Self { + Self { + current_mode: ViewMode::Textures, + wireframe: false, + } + } +} + +/// The active view / asset type being inspected. +#[derive(Debug, Clone, Copy, PartialEq, Eq, Default)] +pub enum ViewMode { + /// XPR2 texture preview (Milestone 1). + #[default] + Textures, + /// 3D mesh viewer (Milestone 2+). + Mesh, + /// Audio waveform / playback (Milestone 2+). + Audio, +} + +// ── App builder ────────────────────────────────────────────────────────────── + +/// Build and run the viewer application. +/// +/// Called from `main.rs` on native and from `wasm_bindgen` init on the web. +pub fn run() { + let mut app = App::new(); + + app.add_plugins( + DefaultPlugins.set(WindowPlugin { + primary_window: Some(Window { + title: "Project Sylpheed: Arc of Deception — Asset Viewer".into(), + resolution: (1280.0, 720.0).into(), + ..default() + }), + ..default() + }), + ); + + app.add_plugins(EguiPlugin); + app.add_plugins(asset_loader::SylpheedAssetPlugin); + app.add_plugins(camera::OrbitCameraPlugin); + app.add_plugins(ui::ViewerUiPlugin); + + app.init_resource::(); + + // Minimal 3D scene: a directional light so meshes are visible + app.add_systems(Startup, setup_scene); + + app.run(); +} + +fn setup_scene(mut commands: Commands) { + commands.spawn(DirectionalLight { + illuminance: 10_000.0, + shadows_enabled: true, + ..default() + }); +} diff --git a/crates/sylpheed-viewer/src/main.rs b/crates/sylpheed-viewer/src/main.rs new file mode 100644 index 0000000..1fd0b86 --- /dev/null +++ b/crates/sylpheed-viewer/src/main.rs @@ -0,0 +1,21 @@ +//! Native entry point for the sylpheed-viewer binary. +//! +//! On desktop, this is the executable that gets built by +//! `cargo run --bin sylpheed-viewer` or `just run`. +//! +//! On the web, `lib.rs` is the WASM entry point instead. + +fn main() { + // Initialise logging for native (WASM uses browser console automatically) + #[cfg(not(target_arch = "wasm32"))] + tracing_subscriber::fmt() + .with_env_filter( + tracing_subscriber::EnvFilter::from_default_env() + .add_directive("sylpheed=info".parse().unwrap()) + .add_directive("wgpu=warn".parse().unwrap()) + .add_directive("bevy=warn".parse().unwrap()), + ) + .init(); + + sylpheed_viewer::run(); +} diff --git a/crates/sylpheed-viewer/src/ui.rs b/crates/sylpheed-viewer/src/ui.rs new file mode 100644 index 0000000..8dfe157 --- /dev/null +++ b/crates/sylpheed-viewer/src/ui.rs @@ -0,0 +1,187 @@ +//! egui-based debug UI for the asset viewer. +//! +//! Provides panels for: +//! - File browser (list extracted game files) +//! - Texture inspector (preview + format info) +//! - Mesh inspector (vertex/index counts, materials) +//! - RE notes (track discoveries during reverse engineering) + +use bevy::prelude::*; +use bevy_egui::{egui, EguiContexts}; +use crate::{ViewerState, ViewMode}; + +pub struct ViewerUiPlugin; + +impl Plugin for ViewerUiPlugin { + fn build(&self, app: &mut App) { + app.add_systems(Update, draw_viewer_ui); + app.insert_resource(FileBrowserState::default()); + } +} + +/// State for the file browser panel. +#[derive(Resource, Default)] +pub struct FileBrowserState { + pub files: Vec, + pub selected: Option, + pub filter: String, +} + +fn draw_viewer_ui( + mut contexts: EguiContexts, + mut viewer: ResMut, + mut browser: ResMut, + asset_server: Res, +) { + let ctx = contexts.ctx_mut(); + + // ── Menu bar ────────────────────────────────────────────────────────── + egui::TopBottomPanel::top("menu_bar").show(ctx, |ui| { + egui::menu::bar(ui, |ui| { + ui.menu_button("File", |ui| { + if ui.button("Open extracted directory...").clicked() { + // TODO: file dialog (rfd crate on native, not available on WASM) + info!("TODO: open directory dialog"); + ui.close_menu(); + } + ui.separator(); + #[cfg(not(target_arch = "wasm32"))] + if ui.button("Quit").clicked() { + std::process::exit(0); + } + }); + + ui.menu_button("View", |ui| { + if ui.selectable_label(viewer.current_mode == ViewMode::Textures, "Textures").clicked() { + viewer.current_mode = ViewMode::Textures; + } + if ui.selectable_label(viewer.current_mode == ViewMode::Mesh, "Meshes").clicked() { + viewer.current_mode = ViewMode::Mesh; + } + if ui.selectable_label(viewer.current_mode == ViewMode::Audio, "Audio").clicked() { + viewer.current_mode = ViewMode::Audio; + } + ui.separator(); + ui.checkbox(&mut viewer.wireframe, "Wireframe (F2)"); + }); + + ui.menu_button("Help", |ui| { + if ui.button("Controls...").clicked() { + // TODO: controls popup + } + if ui.button("About").clicked() { + // TODO: about dialog + } + }); + }); + }); + + // ── Left panel: file browser ────────────────────────────────────────── + egui::SidePanel::left("file_browser") + .resizable(true) + .default_width(280.0) + .show(ctx, |ui| { + ui.heading("Game Files"); + ui.separator(); + + // Filter input + ui.horizontal(|ui| { + ui.label("Filter:"); + ui.text_edit_singleline(&mut browser.filter); + }); + ui.separator(); + + // File list + egui::ScrollArea::vertical().show(ui, |ui| { + if browser.files.is_empty() { + ui.colored_label( + egui::Color32::YELLOW, + "⚠ No files loaded.\nExtract your ISO first:\n\ + xdvdfs unpack game.iso ./assets/", + ); + } else { + let filter = browser.filter.to_lowercase(); + // Collect owned strings so we can later mutate `browser.selected` + let filtered: Vec<(usize, String)> = browser.files + .iter() + .enumerate() + .filter(|(_, f)| filter.is_empty() || f.to_lowercase().contains(&filter)) + .map(|(i, f)| (i, f.clone())) + .collect(); + + for (idx, file) in &filtered { + let is_selected = browser.selected == Some(*idx); + let label = egui::SelectableLabel::new(is_selected, file.as_str()); + if ui.add(label).clicked() { + browser.selected = Some(*idx); + info!("Selected file: {}", file); + // TODO: load the selected file into the viewer + } + } + } + }); + }); + + // ── Bottom panel: status bar ────────────────────────────────────────── + egui::TopBottomPanel::bottom("status_bar").show(ctx, |ui| { + ui.horizontal(|ui| { + match viewer.current_mode { + ViewMode::Textures => ui.label("Mode: Texture Viewer"), + ViewMode::Mesh => ui.label("Mode: Mesh Viewer"), + ViewMode::Audio => ui.label("Mode: Audio Viewer"), + }; + ui.separator(); + ui.label(format!("{} files loaded", browser.files.len())); + ui.separator(); + ui.label("LMB drag: orbit | RMB drag: pan | Scroll: zoom | R: reset"); + }); + }); + + // ── Central area: RE notes (shown when no asset is selected) ────────── + if browser.selected.is_none() { + egui::CentralPanel::default().show(ctx, |ui| { + ui.heading("Project Sylpheed: Arc of Deception"); + ui.label("Asset Viewer — Milestone 1"); + ui.separator(); + + ui.collapsing("Getting Started", |ui| { + ui.label("1. Dump your Project Sylpheed disc to an ISO"); + ui.code(" xdvdfs unpack sylpheed.iso ./assets/"); + ui.label("2. Restart the viewer — files will appear in the left panel"); + ui.label("3. Click a .xpr file to preview the texture"); + ui.label("4. Use File → Open to select a different directory"); + }); + + ui.collapsing("Reverse Engineering Notes", |ui| { + ui.label("Document your findings here as you RE the formats."); + ui.separator(); + egui::Grid::new("re_notes").striped(true).show(ui, |ui| { + ui.strong("Extension"); + ui.strong("Status"); + ui.strong("Notes"); + ui.end_row(); + + ui.label(".xpr"); + ui.colored_label(egui::Color32::LIGHT_GREEN, "✓ Partial"); + ui.label("XPR2 container + DXT1/3/5 textures"); + ui.end_row(); + + ui.label("?"); + ui.colored_label(egui::Color32::YELLOW, "⏳ TODO"); + ui.label("Mesh format — need to identify extension"); + ui.end_row(); + + ui.label("?"); + ui.colored_label(egui::Color32::YELLOW, "⏳ TODO"); + ui.label("Audio format — likely XWB wave banks"); + ui.end_row(); + + ui.label("?"); + ui.colored_label(egui::Color32::YELLOW, "⏳ TODO"); + ui.label("Mission/level data — format unknown"); + ui.end_row(); + }); + }); + }); + } +} diff --git a/justfile b/justfile new file mode 100644 index 0000000..c79d582 --- /dev/null +++ b/justfile @@ -0,0 +1,101 @@ +# Justfile — project-wide build and dev commands +# Install with: cargo install just +# Usage: just + +# Default: list all recipes +default: + @just --list + +# ── Setup ────────────────────────────────────────────────────────────────────── + +# Install all required tools +setup: + @echo "Installing build tools..." + cargo install trunk # WASM bundler + cargo install wasm-bindgen-cli + rustup target add wasm32-unknown-unknown + @echo "All tools installed!" + +# ── Native builds ────────────────────────────────────────────────────────────── + +# Run the asset viewer (native, debug) +run: + cargo run --bin sylpheed-viewer + +# Run with hot-reloading enabled (faster iteration) +run-dev: + cargo run --bin sylpheed-viewer --features sylpheed-viewer/dev + +# Build native release +build-native: + cargo build --release --bin sylpheed-viewer + +# Run the CLI +cli *ARGS: + cargo run --bin sylpheed-cli -- {{ARGS}} + +# ── WASM / Web builds ────────────────────────────────────────────────────────── + +# Start WASM dev server with hot-reload +web: + trunk serve + +# Build WASM release bundle (output in ./dist/) +build-web: + trunk build --release + +# ── Extraction shortcuts ─────────────────────────────────────────────────────── + +# Extract an ISO to ./assets/ (required before running the viewer) +# Usage: just extract path/to/game.iso +extract ISO: + cargo run --bin sylpheed-cli -- extract {{ISO}} ./assets/ + @echo "Extraction complete. Run: just run" + +# List files in an ISO +# Usage: just list path/to/game.iso +list ISO: + cargo run --bin sylpheed-cli -- list {{ISO}} + +# Sniff file formats in ./assets/ +sniff: + cargo run --bin sylpheed-cli -- sniff ./assets/ + +# Sniff but only show unknown formats (focus RE effort) +sniff-unknown: + cargo run --bin sylpheed-cli -- sniff ./assets/ --unknown-only + +# ── Testing ──────────────────────────────────────────────────────────────────── + +# Run all tests +test: + cargo test --workspace + +# Run tests including ISO integration tests (requires SYLPHEED_ISO env var) +test-integration: + SYLPHEED_ISO=./game.iso cargo test --workspace -- --include-ignored + +# ── Code quality ────────────────────────────────────────────────────────────── + +# Format all code +fmt: + cargo fmt --all + +# Lint +lint: + cargo clippy --workspace -- -D warnings + +# Check everything compiles (faster than full build) +check: + cargo check --workspace + cargo check --workspace --target wasm32-unknown-unknown + +# ── All platforms CI check ──────────────────────────────────────────────────── + +# Full CI: format check + lint + test + WASM compile check +ci: + cargo fmt --all -- --check + cargo clippy --workspace -- -D warnings + cargo test --workspace + cargo check --target wasm32-unknown-unknown -p sylpheed-viewer + @echo "All CI checks passed!"