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https://github.com/Laupetin/OpenAssetTools.git
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Add AssetLoaders for Qdb, ScriptParseTree and Slug
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43
src/ObjLoading/Game/T6/AssetLoaders/AssetLoaderQdb.cpp
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43
src/ObjLoading/Game/T6/AssetLoaders/AssetLoaderQdb.cpp
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@ -0,0 +1,43 @@
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#include "AssetLoaderQdb.h"
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#include <cstring>
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#include "Game/T6/T6.h"
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#include "Pool/GlobalAssetPool.h"
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using namespace T6;
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void* AssetLoaderQdb::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
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{
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auto* qdb = memory->Create<Qdb>();
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memset(qdb, 0, sizeof(Qdb));
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qdb->name = memory->Dup(assetName.c_str());
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return qdb;
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}
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bool AssetLoaderQdb::CanLoadFromRaw() const
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{
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return true;
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}
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bool AssetLoaderQdb::LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager) const
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{
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const auto file = searchPath->Open(assetName);
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if (!file.IsOpen())
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return false;
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auto* qdb = memory->Create<Qdb>();
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qdb->name = memory->Dup(assetName.c_str());
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qdb->len = static_cast<int>(file.m_length);
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auto* fileBuffer = static_cast<char*>(memory->Alloc(static_cast<size_t>(file.m_length + 1)));
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file.m_stream->read(fileBuffer, file.m_length);
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if (file.m_stream->gcount() != file.m_length)
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return false;
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fileBuffer[qdb->len] = '\0';
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qdb->buffer = static_cast<char16*>(fileBuffer);
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manager->AddAsset(ASSET_TYPE_QDB, assetName, qdb);
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return true;
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}
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16
src/ObjLoading/Game/T6/AssetLoaders/AssetLoaderQdb.h
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src/ObjLoading/Game/T6/AssetLoaders/AssetLoaderQdb.h
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#pragma once
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#include "Game/T6/T6.h"
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#include "AssetLoading/BasicAssetLoader.h"
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#include "AssetLoading/IAssetLoadingManager.h"
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#include "SearchPath/ISearchPath.h"
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namespace T6
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{
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class AssetLoaderQdb final : public BasicAssetLoader<ASSET_TYPE_QDB, Qdb>
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{
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public:
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_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
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_NODISCARD bool CanLoadFromRaw() const override;
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bool LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager) const override;
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};
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}
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@ -0,0 +1,43 @@
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#include "AssetLoaderScriptParseTree.h"
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#include <cstring>
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#include "Game/T6/T6.h"
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#include "Pool/GlobalAssetPool.h"
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using namespace T6;
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void* AssetLoaderScriptParseTree::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
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{
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auto* scriptParseTree = memory->Create<ScriptParseTree>();
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memset(scriptParseTree, 0, sizeof(ScriptParseTree));
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scriptParseTree->name = memory->Dup(assetName.c_str());
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return scriptParseTree;
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}
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bool AssetLoaderScriptParseTree::CanLoadFromRaw() const
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{
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return true;
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}
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bool AssetLoaderScriptParseTree::LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager) const
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{
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const auto file = searchPath->Open(assetName);
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if (!file.IsOpen())
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return false;
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auto* scriptParseTree = memory->Create<ScriptParseTree>();
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scriptParseTree->name = memory->Dup(assetName.c_str());
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scriptParseTree->len = static_cast<int>(file.m_length);
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auto* fileBuffer = static_cast<char*>(memory->Alloc(static_cast<size_t>(file.m_length + 1)));
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file.m_stream->read(fileBuffer, file.m_length);
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if (file.m_stream->gcount() != file.m_length)
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return false;
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fileBuffer[scriptParseTree->len] = '\0';
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scriptParseTree->buffer = static_cast<char16*>(fileBuffer);
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manager->AddAsset(ASSET_TYPE_SCRIPTPARSETREE, assetName, scriptParseTree);
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return true;
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}
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@ -0,0 +1,16 @@
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#pragma once
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#include "Game/T6/T6.h"
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#include "AssetLoading/BasicAssetLoader.h"
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#include "AssetLoading/IAssetLoadingManager.h"
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#include "SearchPath/ISearchPath.h"
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namespace T6
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{
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class AssetLoaderScriptParseTree final : public BasicAssetLoader<ASSET_TYPE_SCRIPTPARSETREE, ScriptParseTree>
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{
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public:
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_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
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_NODISCARD bool CanLoadFromRaw() const override;
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bool LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager) const override;
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};
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}
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43
src/ObjLoading/Game/T6/AssetLoaders/AssetLoaderSlug.cpp
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src/ObjLoading/Game/T6/AssetLoaders/AssetLoaderSlug.cpp
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#include "AssetLoaderSlug.h"
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#include <cstring>
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#include "Game/T6/T6.h"
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#include "Pool/GlobalAssetPool.h"
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using namespace T6;
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void* AssetLoaderSlug::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
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{
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auto* slug = memory->Create<Slug>();
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memset(slug, 0, sizeof(Slug));
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slug->name = memory->Dup(assetName.c_str());
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return slug;
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}
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bool AssetLoaderSlug::CanLoadFromRaw() const
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{
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return true;
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}
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bool AssetLoaderSlug::LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager) const
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{
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const auto file = searchPath->Open(assetName);
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if (!file.IsOpen())
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return false;
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auto* slug = memory->Create<Slug>();
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slug->name = memory->Dup(assetName.c_str());
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slug->len = static_cast<int>(file.m_length);
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auto* fileBuffer = static_cast<char*>(memory->Alloc(static_cast<size_t>(file.m_length + 1)));
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file.m_stream->read(fileBuffer, file.m_length);
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if (file.m_stream->gcount() != file.m_length)
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return false;
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fileBuffer[slug->len] = '\0';
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slug->buffer = static_cast<char16*>(fileBuffer);
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manager->AddAsset(ASSET_TYPE_SLUG, assetName, slug);
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return true;
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}
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16
src/ObjLoading/Game/T6/AssetLoaders/AssetLoaderSlug.h
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src/ObjLoading/Game/T6/AssetLoaders/AssetLoaderSlug.h
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#pragma once
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#include "Game/T6/T6.h"
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#include "AssetLoading/BasicAssetLoader.h"
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#include "AssetLoading/IAssetLoadingManager.h"
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#include "SearchPath/ISearchPath.h"
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namespace T6
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{
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class AssetLoaderSlug final : public BasicAssetLoader<ASSET_TYPE_SLUG, Slug>
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{
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public:
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_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
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_NODISCARD bool CanLoadFromRaw() const override;
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bool LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager) const override;
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};
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}
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@ -4,7 +4,10 @@
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#include "Game/T6/GameAssetPoolT6.h"
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#include "ObjContainer/IPak/IPak.h"
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#include "ObjLoading.h"
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#include "AssetLoaders/AssetLoaderQdb.h"
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#include "AssetLoaders/AssetLoaderRawFile.h"
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#include "AssetLoaders/AssetLoaderScriptParseTree.h"
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#include "AssetLoaders/AssetLoaderSlug.h"
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#include "AssetLoading/AssetLoadingManager.h"
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#include "Image/Texture.h"
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#include "Image/IwiLoader.h"
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@ -57,14 +60,14 @@ namespace T6
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_DDL, ddlRoot_t))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_GLASSES, Glasses))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_EMBLEMSET, EmblemSet))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_SCRIPTPARSETREE, ScriptParseTree))
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REGISTER_ASSET_LOADER(AssetLoaderScriptParseTree)
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_VEHICLEDEF, VehicleDef))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_MEMORYBLOCK, MemoryBlock))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_ADDON_MAP_ENTS, AddonMapEnts))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_TRACER, TracerDef))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_SKINNEDVERTS, SkinnedVertsDef))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_QDB, Qdb))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_SLUG, Slug))
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REGISTER_ASSET_LOADER(AssetLoaderQdb)
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REGISTER_ASSET_LOADER(AssetLoaderSlug)
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_FOOTSTEP_TABLE, FootstepTableDef))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_FOOTSTEPFX_TABLE, FootstepFXTableDef))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_ZBARRIER, ZBarrierDef))
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