Files
Syplheed-Reborn/docs/re/structures/xbg7-mesh.md
MechaCat02 578c71a1b9 [formats,viewer] Decode grouped-pool XBG7 models; fix mesh routing + albedo
Revert the mis-guided "triangle STRIP" reading (a937779): XBG7 index
buffers are triangle LISTS (prim=4 in the GPU capture; stored-normal
agreement 1.000 as a list vs ~0.49 as a strip). Reinstate the
winding-consistency gate.

Crack the grouped-pool layout used by the hero ship and ~150 detailed
models. A resource's sub-meshes share one index pool (buffers 4-byte
aligned, in descriptor-marker order) followed by one vertex pool (each
vtx_count*stride, same order); the vertex pool is 4-byte aligned after
the index pool. The whole resource is derived from one anchored pivot:
  ib0 = vb0 - span - pad   (pad in 0..=3, alignment)
  ib[i] = align4(ib[i-1] + idx_count[i-1]*2)
  vb[i] = vb[i-1] + vtx_count[i-1]*stride
vb0 is found via the unit-normal vertex-run scan; the alignment is
confirmed by validating the LARGEST sub-mesh (most reliable), after
which the rest are read/validated. A single marker reduces this to the
existing adjacency anchor, so grouped generalises it.

Results (cross-checked against a Canary GPU draw-log capture of
DeltaSaber_T.xpr):
- DeltaSaber_T f001 = body + 7 detail parts = 8650 tris, every sub-mesh
  0-degenerate / full-coverage / winding-agreement 1.000.
- All 19 previously-declined weapon models now decode (they hit pad 2
  and/or lead with a tiny bracket that broke a markers[0] pivot). Corpus
  audit: 0/146 geometry files fail (was 19 -> flat-texture in the viewer).
- Stages unchanged (single-marker path is byte-identical; grouped falls
  back to the old anchor on failure). 7/7 disc tests green incl. the
  strict stage quality audit; new hero_ship_grouped_pool_decodes test.

Viewer: route by count_xbg7; --only matches an exact model name (so the
neutral pose renders without the mnv*/turn180 animation poses). Fix the
albedo matcher: match a sub-model to its _col map by entity stem
(e007_bdy_01 -> e007_col) instead of a full-name prefix, lifting stage
sub-model texturing from ~25% to ~95% (the rest were flat grey). Colour
correctness (channel order/sRGB) remains a separate dynamic-RE item.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-18 19:54:39 +02:00

18 KiB
Raw Permalink Blame History

XBG7 — mesh geometry (inside XPR2 model containers)

  • Confidence: 🟡 PROBABLE for the single-stream layout (below); HYPOTHESIS / undecoded for the complex multi-stream body layout.
  • Parser in: sylpheed-formats/src/mesh.rs (Xbg7Model::from_xpr2), tests tests/mesh_disc.rs. Container parsing reused from src/texture.rs (Xpr2Header / Xpr2ResourceEntry).
  • Applies to: ship / weapon / prop models in hidden/resource3d/*.xpr (166 files).
  • Method: clean-room — static hex inspection of the retail disc + geometric validation of the recovered triangles (non-degenerate area, indices in range, bbox matches the descriptor's stored size). No game code decompiled or copied.

Where XBG7 lives

Models are ordinary XPR2 containers (see the XPR2 texture doc / texture.rs). The 16-byte resource-directory entries (from file offset 0x10) carry TX2D texture resources and one or more XBG7 geometry resources:

entry = [ tag:4 ][ data_offset:u32 ][ descriptor_size:u32 ][ name_offset:u32 ]   (big-endian)

Offsets are relative to the directory base 0x10. The XBG7 descriptor (at data_offset+0x10, descriptor_size bytes) is a scene / material / node graph — it holds node names (rou_f001_mnt1_root, Light, …), a bounding value (0x41F00000 = 30.0 ≈ the ship's ~30-unit length), material names matching the TX2D channels (_col albedo, _spc specular, _gls gloss, _lum luminance), and per-sub-mesh records. The vertex / index buffers live in the container's shared data section (from header_size).

Sub-mesh records (in the descriptor)

Read in file order by a sliding 4-byte scan; each is a big-endian tuple:

[ vtx_count:u32 ][ 0:u32 ][ idx_count:u32 ][ tail:u32 ]
   3..=65535        ==0     mult. of 3        1..=64

(For rou_f001_wep_00: vtx_count=215, idx_count=1092 — matches the recovered geometry exactly.)

The single-stream data layout — 🟡 PROBABLE (decoded, GPU-cross-checked)

For 36 of the 166 models (weapons, simple props) the data section is a straight sequence of sub-meshes, carved from header_size in record order:

per sub-mesh block:
  [ 12-byte header  (contents undecoded) ]
  [ index buffer  : idx_count × u16 BE ]        triangle list (prim=4, GPU-confirmed)
  [ vertex buffer : vtx_count × stride bytes ]  ← declaration-driven
  (pad to 16 bytes → next sub-mesh)

The 12-byte header precedes the index buffer (the same block shape as stage resources — see below); the vertex buffer follows the indices with no further gap. (Earlier this was mis-modelled as [index][12-byte gap][vertex], which put the vertex buffer at the identical offset but read the index buffer 12 bytes too early — turning the 12 header bytes into 6 junk indices = 2 leading degenerate triangles (a stray-triangle artifact) and dropping the last 6 real indices. Skipping the header fixes the triangle list with no change to vertex coverage.)

Vertex declaration. The layout is not fixed-stride. The descriptor holds a declaration table (right after the (index_bytes, index_count) marker) of {offset:u32, format-code:u32, usage<<16:u32} big-endian triples, terminated by offset == 0x00FF0000 / code == 0xFFFFFFFF:

usage element format code format size
0x00 POSITION 0x2A23B9 f32×3 12 B
0x03 NORMAL 0x1A2360 f16×4 (use xyz) 8 B
0x05 TEXCOORD 0x2C235F f16×2 (u,v) 4 B

Stride = max element extent. Models omit elements → variable stride (20 = pos+normal, no UV; 24 = pos+normal+uv). Each element is read in naive big-endian component order (the raw file bytes; see the endianness note below). Assuming a fixed stride-24 was why the old decoder mis-aligned and declined the pos+normal-only models.

Alignment pinned by the normals. The vertex buffer starts at index_end + 12 (a fixed 12-byte header — NOT align16, which lands 4 bytes early on most models). The correct offset is the unique one where recovered normals are exactly unit-length.

Safety gate: every index is validated < vtx_count, and when the declaration has a normal element the mean recovered |normal| must be ≈1 ([0.5, 2.0]). A model failing either is rejected (MeshError::UnsupportedLayout) rather than emitting garbage.

Endianness — file bytes are naive-BE, k8in32 is a red herring

The Canary GPU capture reports every vertex stream with fetch endian = 2 (k8in32, each 32-bit word byte-reversed). This describes the guest-memory copy the GPU fetches — not the .xpr file bytes. Reading the file with a k8in32 transform breaks the normals (mean |normal| → 1.33); the plain per-element big-endian read yields exactly unit normals. So the game rearranges the vertex data between the on-disc .xpr and the uploaded buffer; the decoder reads the file directly and must use naive BE.

Stage containers — multi-resource, grouped pools (content-anchored)

hidden/resource3d/Stage_S*.xpr are not single models but collections of enemy / prop sub-models — up to ~400 XBG7 resources each (e.g. Stage_S07 = 378). Their data layout differs from the weapon files:

  • Each resource is a block [12-byte header][index buffer][vertex buffer]. Unlike weapons there is no 12-byte gap between index and vertex — the vertex buffer directly follows the indices.
  • The index count is the descriptor's (index_bytes, index_count) marker (the total for the resource — a resource may have several sub-meshes summing to it), not the first sub-mesh record. The vertex count is a u32 stored 32 bytes before the marker.
  • The blocks are scattered through the data section, interleaved with the container's texture data, in an allocation order that is not directory order and is not stored in any descriptor field we could find (the descriptor holds sizes — rel 160 ≈ index_bytes+3, rel 164 = 0x1000_0000 | (vertex_bytes+2) — but no data offset). Reconstructing that allocation order is unsolved.

Because the offset is not stored, each resource's block is located by content: parser Xbg7Model::stage_models does one O(file) pass per distinct stride to find every vertex-buffer start (an offset whose NORMAL — f16×4 at vertex +12 — is unit length while the previous stride slot's is not, i.e. a run boundary; ~one candidate per block, not millions), then pins each resource to the unique candidate where the index_count indices ending just before it are all < vertex_count, reference nearly all vertices, and yield non-degenerate triangles with real extent. This is fast (≤ ~2 s on a 70 MB stage) and unambiguous (no two resources collide). Blocks that fail validation — the few quantized hero bodies — are skipped, never emitted as garbage.

Coverage: 5662 sub-models decode across the 22 stage files (e.g. Stage_S07 366/378, Stage_S10 7/9 — including the main enemy bodies e003/e005, their LODs, weapons, and props). The viewer (spawn_stage_models) lays the decoded sub-models out as a side-by-side "cast sheet", skipping the few huge skybox-plane resources (300 k-unit quads). Cross-checked: e003 = 2383 v / 1436 t bbox 23.5×9.5×32.5; e005 = 2566 v / 1507 t; both 0 degenerate.

Not yet decoded — the complex body layout

The hero-ship body meshes (DeltaSaber_A/_T/_W.xpr resource f004, and ~100 other models) still decline. Two open sub-problems: (1) multi-sub-mesh models whose first sub-mesh decodes but a later one's inter-mesh offset isn't yet handled (the align16 advance is a guess) — these are declined whole; (2) the big body meshes, where the data section does not start with an index buffer and the geometry sits at descriptor-addressed offsets. NB the GPU capture showed every rendered mesh is single-stream (just wider strides, e.g. 44 bytes = pos + f32×3 + colour + 2×f16×4), so the body is likely single-stream-with-a-richer-declaration rather than the "separate streams" first guessed — it was simply not rendered in the captured session (menu only). A capture taken in a mission (where DeltaSaber renders) would hand over its exact declaration directly. DeltaSaber_A's 5 XBG7 blocks are f004 (body) + _rou_f004_mnv01_L/_R, _mnv02, _turn180 (maneuver / pose).

Evidence log

  • 2026-07-12 — rou_f001_wep_00.xpr: XPR2 dir = 1×XBG7 (f001_wep_00) + 3×TX2D (_col/_gls/_spc). Data section starts with a u16-BE index run (max 214), then stride-24 vertices. Descriptor record [215,0,1092,4] at desc +0x2B0; index-buffer byte size 0x888 (=2184=1092×2) at desc +0x1A0. Recovered mesh = 215 v / 364 t, 362 non-degenerate, median tri area 0.015 — coherent. → single-stream layout PROBABLE.
  • 2026-07-12 — descriptor-driven sequential carving over all 166 models: 42 carve under the index-only check. Real 3D extent confirmed on rou_f001_wep_04 (bbox 3.7×1.2×3.5).
  • 2026-07-12 (refine) — attribute ranges differed per model (wep_00 UV≈attr0/2, wep_04 attr4/5, wep_03 attr1≈±60000 = garbage) → refuted the fixed "6 half attrs, UV=attr0/2" reading. Found the descriptor vertex declaration (offsets 0x0C/0x14, usages 0x03 NORMAL / 0x05 TEXCOORD). Solved the vertex-base offset with a unit-normal validator: index_end + 12 gives median |normal| = 1.000 on every weapon model (wep_00/02/03/04), vs align16 landing 4 bytes early. UVs then land in [0,1]. Adding the normal gate: 25 models decode clean + normal-valid (the rest — incl. Stage_S* degenerate blobs — correctly declined).
  • 2026-07-12 (DYNAMIC) — added a cvar-gated draw logger to Canary (command_processor.cc::LogDrawForRE, cvar log_draws), captured the Ready Room / Briefings. GPU ground truth confirmed the static layout exactly: primitive prim=4 = triangle LIST (settles the list-vs-strip question), and a stream with f32x3 @offset0 + f16x4 @3dw + f16x2 @5dw, stride 6 dwords = 24 bytes — matching POSITION@0, NORMAL@0x0C, TEXCOORD@0x14. Revealed stride varies (24, 20, 28, 44 …) and that all streams are single-stream → parsed the declaration for variable stride: coverage 25 → 36 (e.g. wep_05 is pos+normal, stride 20, no UV — previously mis-aligned). Also confirmed the endianness note above: fetch endian=2 (k8in32) is the guest copy; file stays naive-BE. Stage_S* now decode (stride 20).
  • 2026-07-12 (STAGE) — Stage_S*.xpr decoded as multi-resource containers. Found each geometry block is [12B hdr][index buffer][vertex buffer], index count = descriptor marker (total, e.g. e003 = 4308 spanning 2 sub-meshes), vertex count = u32 at marker32 (e003 = 2383 → verified by max-index 2382 and 0 degenerate tris, bbox 23.5×9.5×32.5). Blocks are scattered among texture data with no stored offset (descriptor rel 160 = idx_bytes+3, rel 164 = 0x1000_0000 | (vtx_bytes+2) are sizes, not offsets; block starts e.g. e003@0x10230, e003_l@0x5d000, e005_l@0x9b000 are not directory-ordered). Solved by content anchoring: a single per-stride pass finds vertex-run starts (unit NORMAL at +12 whose previous slot isn't), then match each resource by strict index+triangle validation. 5662 sub-models decode across 22 stages (S07 366/378), incl. the previously-declined main bodies e005 (2566 v) and weapons — ≤2 s on 70 MB. Parser Xbg7Model::stage_models, tests stage_models_{decode,sweep,quality_audit}.
  • 2026-07-17 — triangle-LIST re-confirmed; a strip interlude refuted; winding-consistency gate added. A 2026-07 change had briefly re-read the index buffers as triangle strips (to "fill holes"). Refuted objectively with a new XVERIFY diagnostic that compares both readings by stored-normal agreement (each triangle's cross-product face normal vs the sum of its vertices' stored normals): the LIST reading gives agreement 1.000 on every clean weapon (wep_00/03/04/19 = only possible with correct topology + winding), the STRIP reading ~0.49 (random). The strip reading also over-generated ~2.5× the triangles (wep_00: 938 vs 364) — a hole-filling garbage soup. Reverted to LIST in both paths (from_xpr2, read_pool_mesh), matching the prim=4 GPU capture. Added an objective winding-consistency gate max(na, 1-na): a correct carve is internally consistent (agreement ≈1.0, or ≈0.0 for inverted-but-consistent winding — a real single-sided mesh), a mis-carve scatters to the ≈0.5 middle. from_xpr2 declines sub-meshes below 0.90 (e.g. wep_23 na=0.398 → declined instead of a spike-mess); the single-model content-anchor fallback gates at 0.85; the large multi-resource stage path stays ungated (its enemy meshes span a continuous 0.51.0 consistency range — a hard gate there dropped ~48/314 legit S07 blocks). Routing fixed: decode_models (CLI) and the viewer now route by count_xbg7 (1 → validated records-based list decode, fallback to strict-gated anchor; >1 → stage anchor) instead of the old "whichever decoder yields more verts" rule — that rule let stage content-anchoring win on single-model weapon files and fabricate phantom blocks (a wep_00 clone appearing inside wep_19), duplicates, and spike-mess anchors. Weapons now: 33 clean-decode / 26 declined (declined = genuinely multi-stream or un-carvable, shown as nothing rather than garbage); stage coverage unchanged (S07 314). expand_triangle_strip retained as an XVERIFY-only diagnostic.
  • 2026-07-12 — DeltaSaber_A.xpr body: data does not begin with indices; plain-f32×3 runs with ship-scale extent (span ≈2734, matching bbox 30.0) found only at high offsets (data+0x28634C, …) → multi-stream, undecoded.
  • 2026-07-18 — GROUPED-POOL layout cracked → the hero ship (Delta Saber) fully decodes. The detailed models (DeltaSaber_*.xpr + ~100 others) were declined for location, not format — their vertex format is the standard stride-24 triangle list. A resource's several sub-meshes don't interleave [idx][vtx] per block; they share two grouped pools: an index pool (buffers concatenated in descriptor-marker order, each 4-byte aligned) followed by a vertex pool (each sub-pool vtx_count × stride, same order), with the index pool ending exactly where the vertex pool begins. So the whole resource pivots on one unknown, the first vertex-pool start vb0 (= index-pool end, found by the unit-normal vertex-run scan); everything else is derived: ib0 = vb0 span, ib[i] = align4(ib[i-1] + idx_count[i-1]·2), vb[i] = vb[i-1] + vtx_count[i-1]·stride. Reversed statically from DeltaSaber_T.xpr and cross-checked against a Canary GPU draw-log capture (mission ship = DeltaSaber_T.xpr, found via the --log_file_io kernel hook): f001 = body (idx@data+0xC = 0x5500C, vtx@0x61ACC, 10891 v / 8187 t) + 7 detail parts (fins/cockpit/wingtips, markers at descriptor 0x3BEC…0x58FC) = 8650 tris, and every sub-mesh decodes at 0 degenerate / full coverage / winding-agreement 1.000. This is the layout the per-block adjacency anchor (ib = vb idx_bytes) rendered as a spiky phantom (it read 24561 indices starting 2782 B too late, agree 0.64, 1277 degenerate). Insight: a single index marker reduces the grouped model to index_end = vb0, i.e. the existing adjacency ib = vb idx_bytes — so grouped generalises the single-block anchor (n=1 is identical). Implemented as anchor_grouped_meshes (mesh.rs): anchor_models routes resources with

    1 index marker to it (validated per sub-mesh; on failure falls back to the old first-marker adjacency anchor so stage coverage never regresses); single-marker stages/props keep the exact prior path. The shared acceptance test is factored into validate_block (the connectivity heuristic is relaxed for derived grouped parts, which are pinned by in-range + consistency, so small flat fins aren't mis-rejected). Render self-check: sylpheed-cli mesh render DeltaSaber_T.xpr --only f001 (exact-name match excludes the _rou_f001_mnv* animation poses) → clean complete fighter. Test hero_ship_grouped_pool_decodes. Colours/UVs still pending the running-game oracle.

  • 2026-07-18 (refinement) — 4-byte vertex-pool alignment + weapon recovery. The grouped-pool rule "index pool ends exactly where the vertex pool begins" is really "the vertex pool is 4-byte aligned after the index pool": vb0 = align4(ib0 + span), so 0..=3 bytes of padding can sit between them. DeltaSaber's index pool ended already-aligned (pad 0), which hid this; 19 weapon/*_hangar models (single- and multi-marker: wep_08/11/34/58/62/69/81/83…) have pad 2 and so decoded to nothing — the viewer then showed them as a flat 2D texture instead of a model. Fix: both anchors try pad ∈ 0..=3 (ib = vb idx_bytes pad for the single-block adjacency anchor; ib0 = vb0 span pad for the grouped pivot), validated — a wrong pad reads shifted indices → agreement collapses < 0.85, so only the true pad passes. pad>0 in the ungated stage path is gated at a strict 0.85 to avoid a false anchor; pad 0 keeps its exact prior behaviour (stages unchanged). Result: all 19 now decode as clean models (e.g. wep_34 1243 v / 1233 t, a long-barrelled gun-pod; wep_08 3 sub-meshes / 478 t). Viewer routing already falls through from_xpr2anchor_models(0.85) for single-XBG7 files, so the recovered grouped/padded weapons now preview as meshes.
  • 2026-07-18 (refinement 2) — pivot on the largest sub-mesh; all 19 recovered. Three weapons (wep_81, wep_81_hangar, wep_30_hangar) still declined because the grouped pivot validated markers[0], which for these is a tiny elongated lead bracket that fails the connectivity gate even when perfectly placed. Fixed by pivoting the alignment check on the largest marker (max index count) — the sub-mesh whose triangle-quality/connectivity signature most reliably confirms (ib0, vb0). Once the pivot validates, markers up to it are read unconditionally (a legitimately tiny/flat lead part may fail the quality gates yet still be real), and markers after it stay validated so a stray trailing marker ends the chain. Result: all 19 previously-declined weapons decode (wep_81 460 t missile w/ tail fins; wep_30_hangar 334 t). DeltaSaber unchanged (its body IS the largest marker → same pivot). 7/7 disc tests green, stage quality audit unchanged.