Question

DirectX "X" binary file with c++

Asked by: nutterx

Hiya fella's

I need a little help to get started in writing a parser for Directx Binary file(eof file). haha before you tell me to use  directx's builtin loader functions i aint using direct3d i am using OpenGL. I have seen code to parse text file version but i want to use the binary version. I should also add i don't expect anyone to write the whole lot i just need a little kickstart and i will figure the rest out. Another thing is i don't require any animation, just need to load a mesh and it's materials.

i can load in the header of the binary file.

//////////////////////////////////////////CODE////////////////////////////////////////////////////////////////

//from MSDN:
#define XOFFILE_FORMAT_MAGIC \
  ((long)'x' + ((long)'o' << 8) + ((long)'f' << 16) + ((long)' ' << 24))

#define XOFFILE_FORMAT_VERSION03 \
  ((long)'0' + ((long)'3' << 8)) //+ ((long)'0' << 16) + ((long)'2' << 24))

#define XOFFILE_FORMAT_BINARY \
  ((long)'b' + ((long)'i' << 8) + ((long)'n' << 16) + ((long)' ' << 24))

#define XOFFILE_FORMAT_TEXT   \
  ((long)'t' + ((long)'x' << 8) + ((long)'t' << 16) + ((long)' ' << 24))

#define XOFFILE_FORMAT_COMPRESSED \
  ((long)'c' + ((long)'m' << 8) + ((long)'p' << 16) + ((long)' ' << 24))

#define XOFFILE_FORMAT_FLOAT_BITS_32 \
  ((long)'0' + ((long)'0' << 8) + ((long)'3' << 16) + ((long)'2' << 24))

#define XOFFILE_FORMAT_FLOAT_BITS_64 \
  ((long)'0' + ((long)'0' << 8) + ((long)'6' << 16) + ((long)'4' << 24))

struct X_HEADER
{
unsigned long Magic;
unsigned short MajVersion;
unsigned short MinVersion;
unsigned long Format;
unsigned long Size;
};

ifstream myFile;

X_Header header;

.......................
void main()
{
myFile.open("test.x",ios::in| ios::binary);

myFile.read((char*)&header,sizeof(X_HEADER));
if(!ProcessHeader())
{
//error code
}

}

//check file header is correct binary file

bool ProcessHeader()
 {
      if (header.Magic != XOFFILE_FORMAT_MAGIC)
         {
      printf("Not a .X model file. Aborted...\n");
         return false;
    }

      if (header.Format != XOFFILE_FORMAT_BINARY)
      {
            printf("Not A Binary .x Model File. Aborted...\n");
      return false;
      }

      if (header.MajVersion != XOFFILE_FORMAT_VERSION03)
      {
            printf("Wrong File Version. Aborted...\n");
      return false;
      }

      if (header.MinVersion != XOFFILE_FORMAT_VERSION03)
      {
            printf("Wrong File Version. Aborted...\n");
      return false;
      }

      return true;
 }
//////////////////////////////////////////////////////////////////////////////////////////////////////////////

I just haven't got my head around all this token and template stuff that MSDN is talking and howto parse it properly.

so if someone could just get me started and show me how to load say just the first template...hopefully after i see how it is done i will understand it better and can than load the other stuff like the mesh and it's vertices etc etc

Thanks everyone

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Asked On
2005-10-18 at 01:04:37ID21598504
Tags

binary

,

directx

,

token_template

Topic

Game Programming

Participating Experts
1
Points
500
Comments
4

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Answers

 

by: aqua9880Posted on 2005-10-24 at 12:17:22ID: 15149057

nutterx,

I would have to say that MSDN is only telling you the format of the binary file.  However to further help you in your understanding of the interworkings of how the file is formatted could you please post the MSDN location you are getting your information from?  I'm unfamiliar with DX bin files but if I took a look at what you are asking I'm sure I could help you further.

~Aqua

 

by: aqua9880Posted on 2005-10-31 at 11:50:37ID: 15195717

Alright nutterx it took me a while to find the time to dig through this but here's the jist:

If you checked out the examples and templates:

template              : TOKEN_TEMPLATE name TOKEN_OBRACE
                            class_id
                            template_parts
                            TOKEN_CBRACE

template_parts        : template_members_part TOKEN_OBRACKET
                        template_option_info
                        TOKEN_CBRACKET
                      | template_members_list

template_members_part : /* Empty */
                      | template_members_list

template_option_info  : ellipsis
                      | template_option_list

template_members_list :    template_members
                      | template_members_list template_members

template_members      : primitive
                      | array
                      | template_reference

primitive             : primitive_type optional_name TOKEN_SEMICOLON

array                 : TOKEN_ARRAY array_data_type name dimension_list
                        TOKEN_SEMICOLON

template_reference    : name optional_name YT_SEMICOLON

primitive_type        : TOKEN_WORD
                      | TOKEN_DWORD
                      | TOKEN_FLOAT
                      | TOKEN_DOUBLE
                      | TOKEN_CHAR
                      | TOKEN_UCHAR
                      | TOKEN_SWORD
                      | TOKEN_SDWORD
                      | TOKEN_LPSTR
                      | TOKEN_UNICODE
                      | TOKEN_CSTRING

array_data_type       : primitive_type
                      | name

dimension_list        : dimension
                      | dimension_list dimension

dimension             : TOKEN_OBRACKET dimension_size TOKEN_CBRACKET

dimension_size        : TOKEN_INTEGER
                      | name

template_option_list  : template_option_part
                      | template_option_list template_option_part

template_option_part  : name optional_class_id

name                  : TOKEN_NAME

optional_name         : /* Empty */
                      | name

class_id              : TOKEN_GUID

optional_class_id     : /* Empty */
                      | class_id

ellipsis              : TOKEN_DOT TOKEN_DOT TOKEN_DOT



That gives you the token explination of how to parse this file.

The data object explination:
object                : identifier optional_name TOKEN_OBRACE
                            optional_class_id
                            data_parts_list
                            TOKEN_CBRACE

data_parts_list       : data_part
                      | data_parts_list data_part

data_part             : data_reference
                      | object
                      | number_list
                      | float_list
                      | string_list

number_list           : TOKEN_INTEGER_LIST

float_list            : TOKEN_FLOAT_LIST

string_list           : string_list_1 list_separator

string_list_1         : string
                      | string_list_1 list_separator string

list_separator        : comma
                      | semicolon

string                : TOKEN_STRING

identifier            : name
                      | primitive_type

data_reference        : TOKEN_OBRACE name optional_class_id TOKEN_CBRACE



Gives you data object token information.

The general idea is given in the examples:

TOKEN_TEMPLATE, TOKEN_NAME, 3, 'R', 'G', 'B', TOKEN_OBRACE,
TOKEN_GUID, 55b6d780, 37ec, 11d0, ab, 39, 00, 20, af, 71, e4, 33,
TOKEN_FLOAT, TOKEN_NAME, 1, 'r', TOKEN_SEMICOLON,
TOKEN_FLOAT, TOKEN_NAME, 1, 'g', TOKEN_SEMICOLON,
TOKEN_FLOAT, TOKEN_NAME, 1, 'b', TOKEN_SEMICOLON,
TOKEN_CBRACE

Meaning this:

The token name you have a 3 wide binary data segment defining an RGB triplet.  It would look something along the lines of:
Hex:  0x00 0x00 0x00 aka 0x000000 to 0xFFFFFF same as html works also meaning you would have this in binary:
Binary: 'B'(0000 0000) 'B'(0000 0000) 'B'(0000 0000) wich is the same as 'B'(0000 0000 0000 0000 0000 0000)

Pretty much each hex position is defined by 4 binary positions so F in hex is the same as 1111 in Binary.  (F being 15)

But it is stating lower that you have the token r then a semicolon the g then a semicolon then b and then a semicolon which will define a single RGB triplet.

THen you have your matrix definition:

TOKEN_TEMPLATE, TOKEN_NAME, 9, 'M', 'a', 't', 'r', 'i', 'x', '4', 'x', '4', TOKEN_OBRACE,
TOKEN_GUID, 55b6d781, 37ec, 11d0, ab, 39, 00, 20, af, 71, e4, 33,
TOKEN_ARRAY, TOKEN_FLOAT, TOKEN_NAME, 6, 'm', 'a', 't', 'r', 'i', 'x',
TOKEN_OBRACKET, TOKEN_INTEGER, 4, TOKEN_CBRACKET,
TOKEN_OBRACKET, TOKEN_INTEGER, 4, TOKEN_CBRACKET,
TOKEN_CBRACE

It will be a 9x4 Matrix defined by an array of 6 then 2 sets of 4 and the TOKEN_GUID is the format and ranges of the tokens same as the RGB triplet tokens.

Pretty much Microsoft is giving you templates you can plug into MSDN Visual Stuidio.NET and make it fly with the data they are giving you.  Reading and writing 'X' format files is not a very simple task...  If I were to recomend you a place to start looking I would recomend looking at the token information for PPM formats as they are defined fairly simple:

Header defines the max color required aka whether the max color value is 0-255 and the number of rows and columns plus some various other BS that you don't need to read in.  You are jumping off the deep end here and going for one of the biggest file formats to decript and looking for the token information from MSDN which always offer such Robust explinations *laughs*  Nothing against Microsoft but they have never been great for explaining things.

Flip through what I said and look at a few files in a hex editor instead of looking at the straight binarys and read the hex data as it should be much more straight forward than straight binarys.

Good luck Nutterx!

~Aqua

 

by: aqua9880Posted on 2005-10-31 at 12:59:04ID: 15196299

Nutterx,

May I ask as to what exactly you need to know more?  I'm more than willing to help you further but you have to ask for me to be able to help.  Just currious due to the 'B' grade.  I'm always willing to further try to help if I can!

~Aqua

20120131-EE-VQP-002

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