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https://github.com/Laupetin/OpenAssetTools.git
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Add AssetLoader for IW5 StringTable
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3c2774614f
commit
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@ -4,6 +4,22 @@
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using namespace IW5;
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using namespace IW5;
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int Common::StringTable_HashString(const char* str)
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{
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if (!str)
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return 0;
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auto result = 0;
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auto offset = 0;
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while (str[offset])
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{
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const auto c = tolower(str[offset++]);
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result = c + 31 * result;
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}
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return result;
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}
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PackedTexCoords Common::Vec2PackTexCoords(const vec2_t* in)
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PackedTexCoords Common::Vec2PackTexCoords(const vec2_t* in)
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{
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{
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return PackedTexCoords{ Pack32::Vec2PackTexCoords(reinterpret_cast<const float*>(in)) };
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return PackedTexCoords{ Pack32::Vec2PackTexCoords(reinterpret_cast<const float*>(in)) };
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@ -7,6 +7,8 @@ namespace IW5
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class Common
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class Common
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{
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{
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public:
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public:
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static int StringTable_HashString(const char* str);
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static PackedTexCoords Vec2PackTexCoords(const vec2_t* in);
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static PackedTexCoords Vec2PackTexCoords(const vec2_t* in);
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static PackedUnitVec Vec3PackUnitVec(const vec3_t* in);
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static PackedUnitVec Vec3PackUnitVec(const vec3_t* in);
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static GfxColor Vec4PackGfxColor(const vec4_t* in);
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static GfxColor Vec4PackGfxColor(const vec4_t* in);
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@ -0,0 +1,79 @@
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#include "AssetLoaderStringTable.h"
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#include <cstring>
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#include "ObjLoading.h"
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#include "Csv/CsvStream.h"
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#include "Game/IW5/CommonIW5.h"
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#include "Game/IW5/IW5.h"
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#include "Pool/GlobalAssetPool.h"
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using namespace IW5;
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void* AssetLoaderStringTable::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
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{
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auto* stringTable = memory->Create<StringTable>();
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memset(stringTable, 0, sizeof(StringTable));
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stringTable->name = memory->Dup(assetName.c_str());
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return stringTable;
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}
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bool AssetLoaderStringTable::CanLoadFromRaw() const
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{
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return true;
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}
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bool AssetLoaderStringTable::LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) 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* stringTable = memory->Create<StringTable>();
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stringTable->name = memory->Dup(assetName.c_str());
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std::vector<std::vector<std::string>> csvLines;
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std::vector<std::string> currentLine;
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auto maxCols = 0u;
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const CsvInputStream csv(*file.m_stream);
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while (csv.NextRow(currentLine))
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{
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if (currentLine.size() > maxCols)
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maxCols = currentLine.size();
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csvLines.emplace_back(std::move(currentLine));
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currentLine = std::vector<std::string>();
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}
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stringTable->columnCount = static_cast<int>(maxCols);
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stringTable->rowCount = static_cast<int>(csvLines.size());
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const auto cellCount = static_cast<unsigned>(stringTable->rowCount) * static_cast<unsigned>(stringTable->columnCount);
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if (cellCount)
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{
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stringTable->values = static_cast<StringTableCell*>(memory->Alloc(sizeof(StringTableCell) * cellCount));
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for (auto row = 0u; row < csvLines.size(); row++)
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{
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const auto& rowValues = csvLines[row];
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for (auto col = 0u; col < maxCols; col++)
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{
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auto& cell = stringTable->values[row * maxCols + col];
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if (col >= rowValues.size() || rowValues[col].empty())
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cell.string = "";
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else
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cell.string = memory->Dup(rowValues[col].c_str());
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cell.hash = Common::StringTable_HashString(cell.string);
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}
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}
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}
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else
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{
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stringTable->values = nullptr;
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}
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manager->AddAsset(ASSET_TYPE_STRINGTABLE, assetName, stringTable);
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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/IW5/IW5.h"
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#include "AssetLoading/BasicAssetLoader.h"
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#include "SearchPath/ISearchPath.h"
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namespace IW5
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{
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class AssetLoaderStringTable final : public BasicAssetLoader<ASSET_TYPE_STRINGTABLE, StringTable>
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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, Zone* zone) const override;
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};
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}
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@ -6,6 +6,7 @@
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#include "ObjLoading.h"
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#include "ObjLoading.h"
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#include "AssetLoaders/AssetLoaderLocalizeEntry.h"
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#include "AssetLoaders/AssetLoaderLocalizeEntry.h"
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#include "AssetLoaders/AssetLoaderRawFile.h"
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#include "AssetLoaders/AssetLoaderRawFile.h"
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#include "AssetLoaders/AssetLoaderStringTable.h"
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#include "AssetLoading/AssetLoadingManager.h"
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#include "AssetLoading/AssetLoadingManager.h"
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#include "Image/Dx9TextureLoader.h"
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#include "Image/Dx9TextureLoader.h"
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#include "Image/Texture.h"
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#include "Image/Texture.h"
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@ -53,7 +54,7 @@ ObjLoader::ObjLoader()
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_SURFACE_FX, SurfaceFxTable))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_SURFACE_FX, SurfaceFxTable))
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REGISTER_ASSET_LOADER(AssetLoaderRawFile)
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REGISTER_ASSET_LOADER(AssetLoaderRawFile)
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_SCRIPTFILE, ScriptFile))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_SCRIPTFILE, ScriptFile))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_STRINGTABLE, StringTable))
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REGISTER_ASSET_LOADER(AssetLoaderStringTable)
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_LEADERBOARD, LeaderboardDef))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_LEADERBOARD, LeaderboardDef))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_STRUCTURED_DATA_DEF, StructuredDataDefSet))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_STRUCTURED_DATA_DEF, StructuredDataDefSet))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_TRACER, TracerDef))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_TRACER, TracerDef))
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