#wii #3d-model #graphics #gamedev #archive-format #file-format

brres

brres is a Rust crate designed for reading and writing .brres 3d model archives used in the Nintendo Wii games. The library provides C bindings, making it useful in both Rust and C/C++ based projects.

7 releases

new 0.1.6 Jun 15, 2024
0.1.5 Jun 14, 2024

#10 in Data formats

Download history 477/week @ 2024-06-13

477 downloads per month

MIT and GPL-2.0-or-later

1MB
18K SLoC

C++ 13K SLoC // 0.1% comments Rust 4K SLoC // 0.0% comments Bitbake 715 SLoC

brres

WIP Rust/C++ crate for reading BRRES files

BRRES (.brres) is Nintendo's first-party 3D model format for the Nintendo Wii. Used in games like Mario Kart Wii, Twilight Princess and Super Smash Bros: Brawl, .brres is a versatile and efficient file format. Nearly all data is stored as raw GPU display lists that are directly read by the Wii's "flipper" GPU.

File format: .brres

At the very root, ".brres" is an archive format for the following sub-files. All but SHP0 are supported.

Filetype Description Rust structure
BRRES v0 3D Resource Archive
MDL0 v11 3D Model Model
TEX0 v1/v3 Texture Texture
SRT0 v5 Texture scale/rotate/translate animation JSONSrtData
VIS0 v4 Bone visibility animation JSONVisData
CLR0 v4 Shader uniform animation JSONClrAnim, editing limitations
CHR0 v4 Bone/character animation ChrData, editing limitations
PAT0 v4 Texture image animation JSONPatAnim, editing limitations
SHP0 Vertex morph animation Unsupported

File format: .mdl0

Filetype Description Rust structure
MDL0.ByteCode Draw calls + Skeleton Merged into JSONBoneData, JSONDrawMatrix
MDL0.Bone Bone JSONBoneData
MDL0.PositionBuf Holds vertex positions VertexPositionBuffer
MDL0.NormalBuf Holds vertex normals VertexNormalBuffer
MDL0.ColorBuf Holds vertex colors VertexColorBuffer
MDL0.UVBuf Holds UV maps VertexTextureCoordinateBuffer
MDL0.FurVecBuf Fur related Not supported
MDL0.FurPosBuf Fur related Not supported
MDL0.Material Material data JSONMaterial
MDL0.TEV Shader data Merged into JSONMaterial
MDL0.Mesh 3D mesh data Mesh
MDL0.TextureLink Internal Recomputed
MDL0.PaletteLink Internal Recomputed
MDL0.UserData Metadata Not supported

Thus, the Rust view of a MDL0 file looks like this:

struct Model {
    pub name: String,
    pub info: JSONModelInfo,

    pub bones: Vec<JSONBoneData>,
    pub materials: Vec<JSONMaterial>,
    pub meshes: Vec<Mesh>,

    // Vertex buffers
    pub positions: Vec<VertexPositionBuffer>,
    pub normals: Vec<VertexNormalBuffer>,
    pub texcoords: Vec<VertexTextureCoordinateBuffer>,
    pub colors: Vec<VertexColorBuffer>,

    /// For skinning
    pub matrices: Vec<JSONDrawMatrix>,
}

Reading a file

Read a .brres file from a path on the filesystem.

let archive = brres::Archive::from_path("kuribo.brres").unwrap();
assert!(archive.models[1].name == "kuribo");

println!("{:#?}", archive.get_model("kuribo").unwrap().meshes[0]);

Read a .brres file from a raw slice of bytes.

let raw_bytes = std::fs::read("kuribo.brres").expect("Expected kuribo :)");

let archive = brres::Archive::from_memory(&raw_bytes).unwrap();
assert!(archive.models[1].name == "kuribo");

println!("{:#?}", archive.get_model("kuribo").unwrap().meshes[0]);

Writing a file

(to a file)

let buf = kuribo.write_path("kuribo_modified.brres").unwrap();

(to memory)

let buf = kuribo.write_memory().unwrap();
std::fs::write("kuribo_modified.brres", buf).unwrap();

Examples

fn test_read_raw_brres() {
    // Read the sea.brres file into a byte array
    let brres_data = fs::read("sea.brres").expect("Failed to read sea.brres file");

    // Call the read_raw_brres function
    match brres::Archive::from_memory(&brres_data) {
        Ok(archive) => {
            println!("{:#?}", archive.get_model("sea").unwrap().meshes[0]);
        }
        Err(e) => {
            panic!("Error reading brres file: {:#?}", e);
        }
    }
}

Progress

Implements a Rust layer on top of librii::g3d's JSON export-import layer. Importantly, large buffers like texture data and vertex data are not actually encoded in JSON but passed directly as a binary blob. This allows JSON files to stay light and results in minimal encoding latency (tests TBD).

Format Supported
MDL0 Yes
TEX0 Yes
SRT0 Yes
PAT0 Yes*
CLR0 Yes*
CHR0 Yes*
VIS0 Yes
SHP0 No
  • Restrictions on track ordering when editing.

Current limitations

  • PAT0, CLR0 and CHR0 support is slightly less than ideal. In particular, existing code emphasizes bit-perfect rebuilding, but lacks the flexibility useful for editing. Future versions should address this.
  • The internal parts of the library are written in C++. Additionally, the clang compiler is needed on Windows. The Microsoft Visual C++ compiler cannot be used.
  • A lot of documentation is still needed.
  • SHP0 is unsupported, although almost never used.
  • Only V11 MDL0 is supported. For older titles we should support older (and newer) versions (v7: Wii Sports?, v9: Brawl, v12: Kirby, etc.)
  • JSON* structures probably shouldn't be directly exposed.
  • The names of enum values do not always follow Rust convention.

Tests

Unit tests are being used to validate correctness. Run the suite with cargo test

brres-sys

Low level documentation available here.

Dependencies

~1.4–4MB
~85K SLoC