Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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#
# Arguments parsing
#
local $script = $0;
while ( 1 )
{
local $arg = shift;
if ( $arg =~ /-catsrgb1/i )
{ goto RUN_CAT_SRGB_1; }
if ( $arg =~ /-safecat/i )
{ goto RUN_SAFE_CAT; }
if ( $arg =~ /-delaywrite/i )
{ goto RUN_DELAY_WRITE; }
if ( $arg =~ /-processvmts/i )
{ goto RUN_PROCESS_VMTS; }
# default mode - forward to processvmts:
# exit system( "dir" );
exit system( "dir /s /b *.vmt | perl $script -processvmts" );
}
RUN_CAT_SRGB_1:
#
# ----------- Adding "srgb 1" to options list --------
#
local $bAlreadyHasSrgb1 = 0;
while ( <> )
{
local $line = $_;
print $line;
$bAlreadyHasSrgb1 = 1 if $line =~ /srgb(.*)1/i;
}
print "\nsrgb 1\n" if !$bAlreadyHasSrgb1;
exit 0;
RUN_DELAY_WRITE:
#
# ----------- Delay write to a file (essentially delayed shell redirection) ----
#
local *fileptr;
local $filename = shift;
local @lines;
while ( <> ) { push( @lines, $_ ); }
open( fileptr, ">$filename" );
foreach ( @lines ) { print fileptr $_ ; }
close( fileptr );
exit 0;
RUN_SAFE_CAT:
#
# ----------- Cat of a non-existing file will succeed ----
#
local *fileptr;
local $filename = shift;
exit 1 if !open( fileptr, "<$filename" );
while ( <fileptr> ) { print $_ ; }
close( fileptr );
exit 0;
RUN_PROCESS_VMTS:
#
# ----------- Processing the list of vmts ------------
#
#
# Lookup array of directories under which to search for
# textures when resolving texture paths from vmt.
#
local @textureslookup = (
# "u:/data/content/tf/",
# "u:/data/content/portal/",
# "u:/data/content/ep2/",
# "u:/data/content/episodic/",
"u:/data/content/hl2/",
);
#
# Mapping of shaders that require srgb conversion for
# basetextures. Entries listed lowercase, mapped to 1.
#
local %srgbshaders = (
vertexlitgeneric => 1,
lightmappedgeneric => 1,
unlitgeneric => 1,
eyerefract => 1,
portalrefract => 1,
aftershock => 1,
sky => 1,
lightmappedreflective => 1,
portalstaticoverlay => 1,
particlesphere => 1,
shatteredglass => 1,
sprite => 1,
spritecard => 1,
teeth => 1,
treeleaf => 1,
vortwarp => 1,
water => 1,
windowimposter => 1,
worldtwotextureblend => 1,
worldvertexalpha => 1,
);
#
# Mapping of variables that we will be looking for.
#
local %shadervarscheck = (
basetexture => 1,
basetexture2 => 1,
basetexture3 => 1,
basetexture4 => 1,
envmap => 1,
iris => 1,
ambientoccltexture => 1,
refracttinttexture => 1,
albedo => 1,
compress => 1,
stretch => 1,
emissiveblendbasetexture => 1,
emissiveblendtexture => 1,
fleshinteriortexture => 1,
fleshbordertexture1d => 1,
fleshsubsurfacetexture => 1,
fleshcubetexture => 1,
texture2 => 1,
hdrcompressedtexture => 1,
hdrcompressedtexture0 => 1,
hdrcompressedtexture1 => 1,
hdrcompressedtexture2 => 1,
portalcolortexture => 1,
monitorscreen => 1,
staticblendtexture => 1,
refracttexture => 1,
reflecttexture => 1,
);
#
# After parsing the list of vmt files contains a map of
# texture names as keys to the list of two elements:
# [0]
# 0: texture is non-srgb
# 1: texture is srgb and needs conversion
# -1: texture is ambiguous
# [1]
# list of vmts referring to the texture
#
local %textures2convert;
#
# Parse our list of vmt files
# Generate the list with "dir /s /b *.vmt"
#
while ( <> )
{
local $fname = $_;
$fname =~ s/^\s*(.*)\s*$/$1/;
$fname =~ s/\\/\//g;
# print "-" . $fname . "-\n";
# Open the file
local *vmtfileptr;
open( vmtfileptr, "<$fname" ) || die;
local $line;
local $shadername;
local %basetexture;
local $basetexture_real;
local $basetexture_blacklisted = 0;
# Find shadername and textures
while ( $line = <vmtfileptr> )
{
$line =~ s/^\s*(.*)\s*$/$1/;
$line = lc( $line );
if ( $. == 1 )
{
$shadername = $line;
$shadername =~ s/\"//g;
}
while ( ( $varname, undef ) = each %shadervarscheck )
{
next if $line !~ /^\s*["]?\$$varname["]?\s+(.*)$/i;
$line = $1;
if ( $line =~ /^\"([^\"])*\"(.*)$/ ) {
$line =~ s/^\"([^\"]*)\"(.*)$/$1/;
} else {
$line =~ s/^(\S*)(.*)$/$1/;
}
$line =~ s/^\s*(.*)\s*$/$1/;
$line =~ s/\\/\//g;
next if $line =~ /^\_rt/i;
$basetexture{ $line } = 1;
$basetexture_real = $line if $varname =~ /^basetexture$/i;
last;
}
# blacklist stuff
$basetexture_blacklisted = 1 if $line =~ /^\s*["]?\$extractgreenalpha["]?\s*(.*)$/i;
print ">>> $fname blacklisted by >>> $line >>>\n" if $line =~ /^\s*["]?\$extractgreenalpha["]?\s*(.*)$/i;
}
delete $basetexture{ $basetexture_real } if $basetexture_blacklisted;
print ">>> blacklisted texture: $basetexture_real .\n" if $basetexture_blacklisted;
delete $basetexture{ "env_cubemap" };
close vmtfileptr;
# Print the shader and the base texture
# print "\tshader = " . $shadername . "\n";
# foreach ( keys %basetexture ) { print "\ttexture = " . $_ . "\n" };
# If the texture needs a conversion stick it into the map
local $isSrgb = 1; #--shadercheck--( exists $srgbshaders{ $shadername } ? 1 : 0 );
foreach ( keys %basetexture )
{
local $basetexture = $_;
if ( exists $textures2convert{ $basetexture } )
{
# Check for validity
$isSrgb = -1 if $textures2convert{ $basetexture }->[0] != $isSrgb;
}
else
{
$textures2convert{ $basetexture } = [ $isSrgb, [] ];
}
$textures2convert{ $basetexture }->[0] = $isSrgb;
push( @{ $textures2convert{ $basetexture }->[1] }, $fname );
}
}
#
# Now walk over the accumulated textures and establish the srgb mapping
#
local @failedtextures;
while ( ( $basetexture, $value ) = each %textures2convert )
{
local $isSrgb = $value->[0];
if ( -1 == $isSrgb )
{
print "Warning: Ambiguity for ";
print "$basetexture from ";
foreach ( @{ $value->[1] } ) { print " $_"; };
print "!\n";
}
next if 1 != $isSrgb;
#
# Need to convert this texture
#
local $res = ConvertTexture( $basetexture );
push( @failedtextures, $basetexture ) if !$res;
}
# Dump failed textures
if ( $#failedtextures > 0 )
{
print "\n---- errors ----\n";
foreach ( @failedtextures )
{
local $basetexture = $_;
print "ERROR: $basetexture in ";
foreach ( @{ $textures2convert{ $basetexture }->[1] } ) { print " $_"; }
print ";\n";
}
print "---- end ----\n";
}
#
# Converts a texture.
# Returns 1 for txt, 2 for psd, 3 for newly created txt.
# Returns 0 when nothing found.
#
sub ConvertTexture
{
local $basetexture = shift;
local $result = 0;
print "-- $basetexture ... ";
foreach ( @textureslookup )
{
# Try to open the txt file
local $txpath = $_ . "materialsrc/" . $basetexture;
if ( -f "$txpath.txt" || -f "$txpath.tga" )
{
# Check it out
print "txt, p4 ... ";
`p4 edit "$txpath.txt" >nul 2>&1`;
`p4 lock "$txpath.txt" >nul 2>&1`;
`perl $script -safecat "$txpath.txt" | perl $script -catsrgb1 | perl $script -delaywrite "$txpath.txt"`;
`p4 add "$txpath.txt" >nul 2>&1` if -f "$txpath.txt";
# Also patch the VTF
$txpath =~ s,/content/,/game/,;
$txpath =~ s,/materialsrc/,/materials/,;
#PatchVtfFile( "$txpath.vtf" );
print "done ... ";
++ $result;
}
if ( -f "$txpath.psd" )
{
# Check it out
print "psd, p4 ... ";
`p4 edit "$txpath.psd" >nul 2>&1`;
`p4 lock "$txpath.psd" >nul 2>&1`;
`psdinfo -read "$txpath.psd" | perl $script -catsrgb1 | psdinfo -write "$txpath.psd"`;
`p4 add "$txpath.psd" >nul 2>&1`;
# Also patch the VTF
$txpath =~ s,/content/,/game/,;
$txpath =~ s,/materialsrc/,/materials/,;
#PatchVtfFile( "$txpath.vtf" );
print "done ... ";
++ $result;
}
}
foreach ( @textureslookup )
{
# Try to find the vtf file
local $txpath = $_ . "materials/" . $basetexture;
$txpath =~ s,/content/,/game/,i;
if ( -f "$txpath.vtf" )
{
if ( !$result )
{
# Create the text file then
print "src missing ... ";
$txpath =~ s,/game/,/content/,,i;
$txpath =~ s,/materials/,/materialsrc/,;
`p4 edit "$txpath.txt" >nul 2>&1`;
`p4 lock "$txpath.txt" >nul 2>&1`;
`perl $script -safecat "$txpath.txt" | perl $script -catsrgb1 | perl $script -delaywrite "$txpath.txt"`;
`p4 add "$txpath.txt" >nul 2>&1` if -f "$txpath.txt";
# Also patch the VTF
$txpath =~ s,/content/,/game/,;
$txpath =~ s,/materialsrc/,/materials/,;
}
PatchVtfFile( "$txpath.vtf" );
print "done ... ";
++ $result;
}
}
if ( !$result )
{
print "ERROR: not found.\n";
}
else
{
print "ok.\n";
}
return $result;
}
exit 0;
RUN_PATCH_VTF:
#
# ----------- Patch a VTF file --------
#
local $filename = shift;
exit PatchVtfFile( $filename );
sub PatchVtfFile
{
local *fileptr;
local $filename = shift;
local $vtfFlags;
print "vtf, p4 ... ";
`p4 edit "$filename" >nul 2>&1`;
`p4 lock "$filename" >nul 2>&1`;
if ( !open( fileptr, "+<$filename" ) )
{
print "VTF missing ... ";
return 1;
}
binmode( fileptr );
seek( fileptr, 5 * 4, 0 );
read( fileptr, $vtfFlags, 4 );
$vtfFlags = unpack( "I", $vtfFlags );
# adding SRGB flag
$vtfFlags = $vtfFlags | 0x00000040; # mask or
seek( fileptr, 5 * 4, 0 );
print fileptr pack( "I", $vtfFlags );
close( fileptr );
print "vtf ok ... ";
return 0;
}