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https://github.com/Laupetin/OpenAssetTools.git
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feat: add embedded image loader for every supported game
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179
src/ObjLoading/Image/ImageLoaderEmbedded.cpp.template
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179
src/ObjLoading/Image/ImageLoaderEmbedded.cpp.template
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#options GAME (IW3, IW4, IW5, T5, T6)
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#filename "Game/" + GAME + "/Image/ImageLoaderEmbedded" + GAME + ".cpp"
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#if GAME == "IW3"
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#define FEATURE_IW3
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#elif GAME == "IW4"
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#define FEATURE_IW4
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#elif GAME == "IW5"
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#define FEATURE_IW5
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#elif GAME == "T5"
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#define FEATURE_T5
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#elif GAME == "T6"
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#define FEATURE_T6
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#endif
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#if defined(FEATURE_IW3)
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#define IWI_NS iwi6
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#define FLAG_CUBE IMG_FLAG_CUBEMAP
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#define FLAG_3D IMG_FLAG_VOLMAP
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#elif defined(FEATURE_IW4) || defined(FEATURE_IW5)
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#define IWI_NS iwi8
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#define FLAG_CUBE IMG_FLAG_MAPTYPE_CUBE
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#define FLAG_3D IMG_FLAG_MAPTYPE_3D
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#elif defined(FEATURE_T5)
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#define IWI_NS iwi13
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#define FLAG_CUBE IMG_FLAG_CUBEMAP
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#define FLAG_3D IMG_FLAG_VOLMAP
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#elif defined(FEATURE_T6)
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#define IWI_NS iwi27
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#define FLAG_CUBE IMG_FLAG_CUBEMAP
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#define FLAG_3D IMG_FLAG_VOLMAP
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#endif
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// This file was templated.
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// See ImageLoaderEmbedded.cpp.template.
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// Do not modify, changes will be lost.
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#set LOADER_HEADER "\"ImageLoaderEmbedded" + GAME + ".h\""
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#include LOADER_HEADER
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#set COMMON_HEADER "\"Game/" + GAME + "/Common" + GAME + ".h\""
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#include COMMON_HEADER
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#include "Image/DdsLoader.h"
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#include "Image/ImageCommon.h"
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#include "Image/IwiTypes.h"
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#include "Utils/Logging/Log.h"
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#include <cstring>
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using namespace GAME;
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using namespace image;
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namespace
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{
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#set LOADER_CLASS "ImageLoader" + GAME
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class LOADER_CLASS final : public AssetCreator<AssetImage>
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{
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public:
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LOADER_CLASS(MemoryManager& memory, ISearchPath& searchPath)
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: m_memory(memory),
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m_search_path(searchPath)
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{
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}
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AssetCreationResult CreateAsset(const std::string& assetName, AssetCreationContext& context) override
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{
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// Do not load any GfxImages from raw for now that are not loaded
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// TODO: Load iwis and add streaming info to asset
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if (assetName.empty() || assetName[0] != '*')
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return AssetCreationResult::NoAction();
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const auto file = m_search_path.Open(image::GetFileNameForAsset(assetName, ".dds"));
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if (!file.IsOpen())
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return AssetCreationResult::NoAction();
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const auto texture = image::LoadDds(*file.m_stream);
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if (!texture)
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{
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con::error("Failed to load dds file for image asset \"{}\"", assetName);
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return AssetCreationResult::Failure();
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}
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auto* image = m_memory.Alloc<GfxImage>();
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image->name = m_memory.Dup(assetName.c_str());
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image->picmip.platform[0] = 0;
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image->picmip.platform[1] = 0;
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image->noPicmip = !texture->HasMipMaps();
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image->semantic = TS_FUNCTION;
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image->track = 0;
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image->cardMemory.platform[0] = 0;
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image->cardMemory.platform[1] = 0;
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image->width = static_cast<uint16_t>(texture->GetWidth());
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image->height = static_cast<uint16_t>(texture->GetHeight());
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image->depth = static_cast<uint16_t>(texture->GetDepth());
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image->category = IMG_CATEGORY_AUTO_GENERATED;
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#ifndef FEATURE_IW5
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image->delayLoadPixels = false;
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#endif
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switch (texture->GetTextureType())
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{
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case TextureType::T_2D:
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image->mapType = MAPTYPE_2D;
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break;
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case TextureType::T_3D:
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image->mapType = MAPTYPE_3D;
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break;
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case TextureType::T_CUBE:
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image->mapType = MAPTYPE_CUBE;
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break;
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default:
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image->mapType = MAPTYPE_NONE;
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break;
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}
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const auto mipCount = texture->HasMipMaps() ? texture->GetMipMapCount() : 1;
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const auto faceCount = texture->GetFaceCount();
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auto dataSize = 0uz;
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for (auto mipLevel = 0; mipLevel < mipCount; mipLevel++)
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dataSize += texture->GetSizeOfMipLevel(mipLevel) * faceCount;
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auto* loadDef = static_cast<GfxImageLoadDef*>(m_memory.AllocRaw(offsetof(GfxImageLoadDef, data) + dataSize));
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image->texture.loadDef = loadDef;
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loadDef->levelCount = static_cast<char>(mipCount);
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loadDef->flags = 0;
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if (!texture->HasMipMaps())
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loadDef->flags |= IWI_NS::IMG_FLAG_NOMIPMAPS;
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if (texture->GetTextureType() == TextureType::T_CUBE)
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loadDef->flags |= IWI_NS::FLAG_CUBE;
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if (texture->GetTextureType() == TextureType::T_3D)
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loadDef->flags |= IWI_NS::FLAG_3D;
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#if defined(FEATURE_IW3)
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loadDef->dimensions[0] = image->width;
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loadDef->dimensions[1] = image->height;
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loadDef->dimensions[2] = image->depth;
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#endif
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#if defined(FEATURE_T6)
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loadDef->format = static_cast<int>(texture->GetFormat()->GetDxgiFormat());
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#else
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loadDef->format = static_cast<int>(texture->GetFormat()->GetD3DFormat());
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#endif
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loadDef->resourceSize = static_cast<unsigned>(dataSize);
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char* currentDataBuffer = loadDef->data;
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for (auto mipLevel = 0; mipLevel < mipCount; mipLevel++)
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{
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const auto mipSize = texture->GetSizeOfMipLevel(mipLevel);
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for (auto face = 0; face < faceCount; face++)
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{
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memcpy(currentDataBuffer, texture->GetBufferForMipLevel(mipLevel, face), mipSize);
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currentDataBuffer += mipSize;
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}
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}
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return AssetCreationResult::Success(context.AddAsset<AssetImage>(assetName, image));
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}
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MemoryManager& m_memory;
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ISearchPath& m_search_path;
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};
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} // namespace
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namespace image
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{
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#set LOADER_METHOD "CreateLoaderEmbedded" + GAME
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std::unique_ptr<AssetCreator<AssetImage>> LOADER_METHOD(MemoryManager& memory, ISearchPath& searchPath)
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{
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return std::make_unique<LOADER_CLASS>(memory, searchPath);
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}
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} // namespace image
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