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Dump iw4 images
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109
src/ObjLoading/Game/IW4/ObjLoaderIW4.cpp
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109
src/ObjLoading/Game/IW4/ObjLoaderIW4.cpp
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#include "ObjLoaderIW4.h"
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#include "Game/IW4/GameIW4.h"
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#include "Game/IW4/GameAssetPoolIW4.h"
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#include "ObjContainer/IPak/IPak.h"
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#include "ObjLoading.h"
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#include "Image/Texture.h"
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#include "Image/IwiLoader.h"
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namespace IW4
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{
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bool ObjLoader::SupportsZone(Zone* zone) const
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{
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return zone->m_game == &g_GameIW4;
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}
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bool ObjLoader::IsMpZone(Zone* zone)
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{
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return zone->m_name.compare(0, 3, "mp_") == 0
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|| zone->m_name.compare(zone->m_name.length() - 3, 3, "_mp") == 0;
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}
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bool ObjLoader::IsZmZone(Zone* zone)
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{
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return zone->m_name.compare(0, 3, "zm_") == 0
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|| zone->m_name.compare(zone->m_name.length() - 3, 3, "_zm") == 0;
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}
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void ObjLoader::LoadReferencedContainersForZone(ISearchPath* searchPath, Zone* zone) const
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{
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}
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void ObjLoader::UnloadContainersOfZone(Zone* zone) const
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{
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}
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void ObjLoader::LoadImageFromLoadDef(GfxImage* image, Zone* zone)
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{
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// TODO: Load Texture from LoadDef here
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}
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void ObjLoader::LoadImageFromIwi(GfxImage* image, ISearchPath* searchPath, Zone* zone)
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{
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Texture* loadedTexture = nullptr;
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IwiLoader loader(zone->GetMemory());
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const std::string imageFileName = "images/" + std::string(image->name) + ".iwi";
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auto* filePathImage = searchPath->Open(imageFileName);
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if (filePathImage != nullptr)
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{
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loadedTexture = loader.LoadIwi(filePathImage);
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filePathImage->Close();
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delete filePathImage;
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}
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if (loadedTexture != nullptr)
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{
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image->texture.texture = loadedTexture;
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image->cardMemory.platform[0] = 0;
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const int textureMipCount = loadedTexture->GetMipMapCount();
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for (int mipLevel = 0; mipLevel < textureMipCount; mipLevel++)
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image->cardMemory.platform[0] += static_cast<int>(loadedTexture->GetSizeOfMipLevel(mipLevel) * loadedTexture->GetFaceCount());
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}
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else
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{
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printf("Could not find data for image \"%s\"\n", image->name);
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}
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}
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void ObjLoader::LoadImageData(ISearchPath* searchPath, Zone* zone)
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{
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auto* assetPool = dynamic_cast<GameAssetPoolIW4*>(zone->GetPools());
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if (assetPool && assetPool->m_image != nullptr)
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{
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for (auto* imageEntry : *assetPool->m_image)
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{
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auto* image = imageEntry->Asset();
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if (image->cardMemory.platform[0] > 0)
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{
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continue;
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}
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// Do not load linked assets
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if (image->name && image->name[0] == ',')
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{
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continue;
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}
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if (image->texture.loadDef && image->texture.loadDef->resourceSize > 0)
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{
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LoadImageFromLoadDef(image, zone);
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}
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else
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{
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LoadImageFromIwi(image, searchPath, zone);
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}
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}
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}
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}
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void ObjLoader::LoadObjDataForZone(ISearchPath* searchPath, Zone* zone) const
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{
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LoadImageData(searchPath, zone);
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}
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}
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26
src/ObjLoading/Game/IW4/ObjLoaderIW4.h
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26
src/ObjLoading/Game/IW4/ObjLoaderIW4.h
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#pragma once
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#include "IObjLoader.h"
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#include "SearchPath/ISearchPath.h"
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#include "Game/IW4/IW4.h"
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namespace IW4
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{
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class ObjLoader final : public IObjLoader
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{
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static void LoadImageFromIwi(GfxImage* image, ISearchPath* searchPath, Zone* zone);
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static void LoadImageFromLoadDef(GfxImage* image, Zone* zone);
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static void LoadImageData(ISearchPath* searchPath, Zone* zone);
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static bool IsMpZone(Zone* zone);
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static bool IsZmZone(Zone* zone);
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public:
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bool SupportsZone(Zone* zone) const override;
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void LoadReferencedContainersForZone(ISearchPath* searchPath, Zone* zone) const override;
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void UnloadContainersOfZone(Zone* zone) const override;
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void LoadObjDataForZone(ISearchPath* searchPath, Zone* zone) const override;
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};
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}
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