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New assets system #1904

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Dragorn421 opened this issue Feb 28, 2024 · 2 comments
Open

New assets system #1904

Dragorn421 opened this issue Feb 28, 2024 · 2 comments

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@Dragorn421
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Just need a home for the directory layout we agreed upon, so I can find it again


Productive discussion on discord happened
from https://discord.com/channels/688807550715560050/688851317593997489/1207388581639880745
to https://discord.com/channels/688807550715560050/688851317593997489/1208159004694413312

The general result is a new top level folder extracted/ for extracted things, including assets, text and baserom segments

I compiled the changes to "future layout", see below


in the following directory structure layouts:
[first/part/]second/part paths are where the file does #include "second/part", and CPP resolves it to first/part/second/part (due to first/part being in the include path)

future layout

"future layout v4":

Include path would be like -Ibuild/VERSION -Iextracted/VERSION

# v4
assets/  # note: everything under assets/ committed
  objects/
    gameplay_keep/
      gameplay_keep.c -> [extracted/VERSION/]objects/gameplay_keep/gameplay_keepVtx_00C0A0.vtx.inc , [extracted/VERSION/]objects/gameplay_keep/deku_stick.i8.inc.c
      gameplay_keep.h
  text/
    nes_message_data_static.c -> [build/VERSION/]assets/text/message_data.enc.h
    message_data.h -> [extracted/VERSION/]text/message_data.h
  xml/
    objects/
      gameplay_keep.xml
extracted/  # .gitignore'd
  VERSION/
    baserom/
      gameplay_keep
    objects/
      gameplay_keep/
        deku_stick.i8.png  # written on make setup for reference, but otherwise unused
        deku_stick.i8.inc.c  # written on make setup (does *not* depend on the png)
        gameplay_keepVtx_00C0A0.vtx.inc
    text/
      message_data.h
build/
  VERSION/
    baserom/
      gameplay_keep.o  # objcopy'd from extracted/VERSION/baserom/gameplay_keep
    assets/
      text/
        message_data.enc.h  # processed from assets/text/message_data.h

history:

v3->v4: removed extracted/VERSION/text/message_data.enc.h (no clue why it was there)
v2->v3: fix oversimplified text handling. cf #1730 (comment)
v1->v2: cf discord discussion linked above
v1: assets/_extracted/, cf #1730 (comment)

current zeldaret/main layout

For reference.

"current zeldaret/main layout v1":

-Ibuild/gc-eu-mq-dbg

assets/
  objects/  # .gitignore'd
    gameplay_keep/
      gameplay_keep.c -> ./gameplay_keepVtx_00C0A0.vtx.inc , [build/gc-eu-mq-dbg/]assets/objects/gameplay_keep/deku_stick.i8.inc.c
      gameplay_keep.h
      deku_stick.i8.png
      gameplay_keepVtx_00C0A0.vtx.inc
  text/
    message_data.h  # .gitignore'd
    nes_message_data_static.c -> [build/gc-eu-mq-dbg/]assets/text/message_data.enc.h
  xml/
    objects/
      gameplay_keep.xml
baseroms/
  gc-eu-mq-dbg/
    segments/
      gameplay_keep  # written on make setup
build/
  gc-eu-mq-dbg/
    assets/
      objects/
        gameplay_keep/
          deku_stick.i8.inc.c  # processed from assets/objects/gameplay_keep/deku_stick.i8.png on make (depends on the png)
      text/
        message_data.enc.h  # processed from assets/text/message_data.h
    baserom/
      gameplay_keep.o  # objcopy'd from baseroms/gc-eu-mq-dbg/segments/gameplay_keep on make
@fig02
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fig02 commented Feb 28, 2024

Im not sure we had a sufficient amount of consensus on the issue of how to handle extracted textures specifically-- I recall only 3 people voicing support for the "extract both inc and png but only use inc" idea.

But this can possibly be discussed again and have a stronger agreement when it comes time to actually make this change.

@Dragorn421
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Summary of the textures (as png) topic

Current main

In current main,

as an example the directory layout limited to handling a single texture looks like:

assets/
  objects/  # .gitignore'd
    gameplay_keep/
      gameplay_keep.c -> [build/gc-eu-mq-dbg/]assets/objects/gameplay_keep/deku_stick.i8.inc.c
      deku_stick.i8.png  # written by extract_assets.py on make setup
build/  # .gitignore'd
  gc-eu-mq-dbg/
    assets/
      objects/
        gameplay_keep/
          deku_stick.i8.inc.c  # processed from assets/objects/gameplay_keep/deku_stick.i8.png on make (depends on the png)

Chronologically, what happens is

On make setup, textures are converted from N64 format to png and written, like assets/objects/gameplay_keep/deku_stick.i8.png above.
The .c files referencing them (such as assets/objects/gameplay_keep/gameplay_keep.c) include a file which path is similar, but with a .inc.c extension, like #include "assets/objects/gameplay_keep/deku_stick.i8.inc.c"
This include does not use an absolute path, it is meant to grab the file at full path build/gc-eu-mq-dbg/assets/objects/gameplay_keep/deku_stick.i8.inc.c (using the include path that contains build/gc-eu-mq-dbg)

On make, the Makefile lists png files, converts each %.png to N64 format, and writes the N64 texture data as a C array's contents to build/gc-eu-mq-dbg/%.inc.c.
Then the files including these written .inc.c, such as assets/objects/gameplay_keep/gameplay_keep.c, are compiled.

When a png is modified, the corresponding .inc.c is rebuilt accordingly
(not the .c including the .inc.c though, until we set up dependencies (which requires splitting headers #1638 to be useful))
This allows the following workflow to change a vanilla texture:

  1. Edit assets/objects/gameplay_keep/deku_stick.i8.png
  2. touch assets/objects/gameplay_keep/gameplay_keep.c (so it's rebuilt on make)
  3. make

Future

In the currently proposed future system,

as an example the directory layout limited to handling a single texture looks like:

# v4
assets/  # note: everything under assets/ committed
  objects/
    gameplay_keep/
      gameplay_keep.c -> [extracted/VERSION/]objects/gameplay_keep/deku_stick.i8.inc.c
extracted/  # .gitignore'd
  VERSION/
    objects/
      gameplay_keep/
        deku_stick.i8.png  # written on make setup for reference, but otherwise unused
        deku_stick.i8.inc.c  # written on make setup (does *not* depend on the png)

Chronologically, what happens is

On make setup, textures are converted from N64 format to png and written both as .png and .inc.c: extracted/VERSION/objects/gameplay_keep/deku_stick.i8.png and extracted/VERSION/objects/gameplay_keep/deku_stick.i8.inc.c

assets/objects/gameplay_keep/gameplay_keep.c is committed to the repo, it contains #include "objects/gameplay_keep/deku_stick.i8.inc.c"

On make, compiling gameplay_keep.c has extracted/VERSION in the include path, which makes the .inc.c include resolve to extracted/VERSION/objects/gameplay_keep/deku_stick.i8.inc.c

In this scheme, extracted/ is to be considered read-only: making modifications should be done by adding files in assets/ and changing the includes from resolving to extracted/... to instead include added assets/ files.
It is not expected for the png or anything in extracted/ to be modified, in particular editing the .png will have no effect on the corresponding .inc.c (both are written at once on make setup)

For example this allows the following workflow to change a vanilla texture:

  1. Copy extracted/VERSION/objects/gameplay_keep/deku_stick.i8.png to assets/objects/gameplay_keep/deku_stick.i8.png
  2. Edit assets/objects/gameplay_keep/deku_stick.i8.png
  3. Change #include "objects/gameplay_keep/deku_stick.i8.inc.c" (which resolves to extracted/VERSION/objects/gameplay_keep/deku_stick.i8.inc.c) to #include "assets/objects/gameplay_keep/deku_stick.i8.inc.c" (which resolves to build/VERSION/assets/objects/gameplay_keep/deku_stick.i8.inc.c)
  4. make

Discussion on "Future" choices

Why not generate the .inc.c from extracted/**/*.png on make rather than make setup

We could but since extracted/ is read-only it'd be more Makefile logic for no expected benefit.
Note that if we were to use a catch-all %.png -> build/VERSION/%.inc.c Makefile rule including for pngs in extracted/, this would result in extracted/VERSION/objects/gameplay_keep/deku_stick.i8.png -> build/VERSION/extracted/VERSION/objects/gameplay_keep/deku_stick.i8.inc.c
Then either build/VERSION/extracted/VERSION (which is ugly from having VERSION twice) should be on the include path for #include "objects/gameplay_keep/deku_stick.i8.inc.c" to work as expected, or we can't have that "catch-all %.png -> build/VERSION/%.inc.c Makefile rule"

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