chore: adjust IW3 asset loaders to fit IW4 format

This commit is contained in:
Jan 2024-12-26 11:18:26 +01:00
parent 7ef944ebd4
commit a5873a301f
No known key found for this signature in database
GPG Key ID: 44B581F78FF5C57C
10 changed files with 246 additions and 201 deletions

View File

@ -12,101 +12,120 @@
using namespace IW3; using namespace IW3;
AssetLoaderImage::AssetLoaderImage(MemoryManager& memory, ISearchPath& searchPath) namespace
: m_memory(memory),
m_search_path(searchPath)
{ {
} class ImageLoader final : public AssetCreator<AssetImage>
AssetCreationResult AssetLoaderImage::CreateAsset(const std::string& assetName, AssetCreationContext& context)
{
// Do not load any GfxImages from raw for now that are not loaded
// TODO: Load iwis and add streaming info to asset
if (assetName.empty() || assetName[0] != '*')
return AssetCreationResult::NoAction();
std::string safeAssetName = assetName;
std::ranges::replace(safeAssetName, '*', '_');
const auto file = m_search_path.Open(std::format("images/{}.dds", safeAssetName));
if (!file.IsOpen())
return AssetCreationResult::NoAction();
const auto texture = dds::LoadDds(*file.m_stream);
if (!texture)
{ {
std::cerr << std::format("Failed to load dds file for image asset \"{}\"\n", assetName); public:
return AssetCreationResult::Failure(); ImageLoader(MemoryManager& memory, ISearchPath& searchPath)
} : m_memory(memory),
m_search_path(searchPath)
auto* image = m_memory.Alloc<GfxImage>();
image->name = m_memory.Dup(assetName.c_str());
image->picmip.platform[0] = 0;
image->picmip.platform[1] = 0;
image->noPicmip = !texture->HasMipMaps();
image->semantic = TS_FUNCTION;
image->track = 0;
image->cardMemory.platform[0] = 0;
image->cardMemory.platform[1] = 0;
image->width = static_cast<uint16_t>(texture->GetWidth());
image->height = static_cast<uint16_t>(texture->GetHeight());
image->depth = static_cast<uint16_t>(texture->GetDepth());
image->category = IMG_CATEGORY_AUTO_GENERATED;
image->delayLoadPixels = false;
switch (texture->GetTextureType())
{
case TextureType::T_2D:
image->mapType = MAPTYPE_2D;
break;
case TextureType::T_3D:
image->mapType = MAPTYPE_3D;
break;
case TextureType::T_CUBE:
image->mapType = MAPTYPE_CUBE;
break;
default:
image->mapType = MAPTYPE_NONE;
break;
}
const auto mipCount = texture->HasMipMaps() ? texture->GetMipMapCount() : 1;
const auto faceCount = texture->GetFaceCount();
size_t dataSize = 0;
for (auto mipLevel = 0; mipLevel < mipCount; mipLevel++)
dataSize += texture->GetSizeOfMipLevel(mipLevel) * faceCount;
auto* loadDef = static_cast<GfxImageLoadDef*>(m_memory.AllocRaw(offsetof(GfxImageLoadDef, data) + dataSize));
image->texture.loadDef = loadDef;
loadDef->levelCount = static_cast<char>(mipCount);
loadDef->flags = 0;
if (!texture->HasMipMaps())
loadDef->flags |= iwi6::IMG_FLAG_NOMIPMAPS;
if (texture->GetTextureType() == TextureType::T_CUBE)
loadDef->flags |= iwi6::IMG_FLAG_CUBEMAP;
if (texture->GetTextureType() == TextureType::T_3D)
loadDef->flags |= iwi6::IMG_FLAG_VOLMAP;
loadDef->dimensions[0] = image->width;
loadDef->dimensions[1] = image->height;
loadDef->dimensions[2] = image->depth;
loadDef->format = static_cast<int>(texture->GetFormat()->GetD3DFormat());
loadDef->resourceSize = dataSize;
char* currentDataBuffer = loadDef->data;
for (auto mipLevel = 0; mipLevel < mipCount; mipLevel++)
{
const auto mipSize = texture->GetSizeOfMipLevel(mipLevel);
for (auto face = 0; face < faceCount; face++)
{ {
memcpy(currentDataBuffer, texture->GetBufferForMipLevel(mipLevel, face), mipSize);
currentDataBuffer += mipSize;
} }
}
return AssetCreationResult::Success(context.AddAsset<AssetImage>(assetName, image)); AssetCreationResult CreateAsset(const std::string& assetName, AssetCreationContext& context) override
} {
// Do not load any GfxImages from raw for now that are not loaded
// TODO: Load iwis and add streaming info to asset
if (assetName.empty() || assetName[0] != '*')
return AssetCreationResult::NoAction();
std::string safeAssetName = assetName;
std::ranges::replace(safeAssetName, '*', '_');
const auto file = m_search_path.Open(std::format("images/{}.dds", safeAssetName));
if (!file.IsOpen())
return AssetCreationResult::NoAction();
const auto texture = dds::LoadDds(*file.m_stream);
if (!texture)
{
std::cerr << std::format("Failed to load dds file for image asset \"{}\"\n", assetName);
return AssetCreationResult::Failure();
}
auto* image = m_memory.Alloc<GfxImage>();
image->name = m_memory.Dup(assetName.c_str());
image->picmip.platform[0] = 0;
image->picmip.platform[1] = 0;
image->noPicmip = !texture->HasMipMaps();
image->semantic = TS_FUNCTION;
image->track = 0;
image->cardMemory.platform[0] = 0;
image->cardMemory.platform[1] = 0;
image->width = static_cast<uint16_t>(texture->GetWidth());
image->height = static_cast<uint16_t>(texture->GetHeight());
image->depth = static_cast<uint16_t>(texture->GetDepth());
image->category = IMG_CATEGORY_AUTO_GENERATED;
image->delayLoadPixels = false;
switch (texture->GetTextureType())
{
case TextureType::T_2D:
image->mapType = MAPTYPE_2D;
break;
case TextureType::T_3D:
image->mapType = MAPTYPE_3D;
break;
case TextureType::T_CUBE:
image->mapType = MAPTYPE_CUBE;
break;
default:
image->mapType = MAPTYPE_NONE;
break;
}
const auto mipCount = texture->HasMipMaps() ? texture->GetMipMapCount() : 1;
const auto faceCount = texture->GetFaceCount();
size_t dataSize = 0;
for (auto mipLevel = 0; mipLevel < mipCount; mipLevel++)
dataSize += texture->GetSizeOfMipLevel(mipLevel) * faceCount;
auto* loadDef = static_cast<GfxImageLoadDef*>(m_memory.AllocRaw(offsetof(GfxImageLoadDef, data) + dataSize));
image->texture.loadDef = loadDef;
loadDef->levelCount = static_cast<char>(mipCount);
loadDef->flags = 0;
if (!texture->HasMipMaps())
loadDef->flags |= iwi6::IMG_FLAG_NOMIPMAPS;
if (texture->GetTextureType() == TextureType::T_CUBE)
loadDef->flags |= iwi6::IMG_FLAG_CUBEMAP;
if (texture->GetTextureType() == TextureType::T_3D)
loadDef->flags |= iwi6::IMG_FLAG_VOLMAP;
loadDef->dimensions[0] = image->width;
loadDef->dimensions[1] = image->height;
loadDef->dimensions[2] = image->depth;
loadDef->format = static_cast<int>(texture->GetFormat()->GetD3DFormat());
loadDef->resourceSize = dataSize;
char* currentDataBuffer = loadDef->data;
for (auto mipLevel = 0; mipLevel < mipCount; mipLevel++)
{
const auto mipSize = texture->GetSizeOfMipLevel(mipLevel);
for (auto face = 0; face < faceCount; face++)
{
memcpy(currentDataBuffer, texture->GetBufferForMipLevel(mipLevel, face), mipSize);
currentDataBuffer += mipSize;
}
}
return AssetCreationResult::Success(context.AddAsset<AssetImage>(assetName, image));
}
private:
MemoryManager& m_memory;
ISearchPath& m_search_path;
};
} // namespace
namespace IW3
{
std::unique_ptr<AssetCreator<AssetImage>> CreateImageLoader(MemoryManager& memory, ISearchPath& searchPath)
{
return std::make_unique<ImageLoader>(memory, searchPath);
}
} // namespace IW3

View File

@ -5,17 +5,9 @@
#include "SearchPath/ISearchPath.h" #include "SearchPath/ISearchPath.h"
#include "Utils/MemoryManager.h" #include "Utils/MemoryManager.h"
#include <memory>
namespace IW3 namespace IW3
{ {
class AssetLoaderImage final : public AssetCreator<AssetImage> std::unique_ptr<AssetCreator<AssetImage>> CreateImageLoader(MemoryManager& memory, ISearchPath& searchPath);
{
public:
AssetLoaderImage(MemoryManager& memory, ISearchPath& searchPath);
AssetCreationResult CreateAsset(const std::string& assetName, AssetCreationContext& context) override;
private:
MemoryManager& m_memory;
ISearchPath& m_search_path;
};
} // namespace IW3 } // namespace IW3

View File

@ -1,23 +1,45 @@
#include "AssetLoaderLocalizeIW3.h" #include "AssetLoaderLocalizeIW3.h"
#include "Localize/CommonLocalizeLoader.h"
using namespace IW3; using namespace IW3;
AssetLoaderLocalize::AssetLoaderLocalize(MemoryManager& memory, ISearchPath& searchPath, Zone& zone) namespace
: CommonLocalizeLoader(searchPath, zone),
m_memory(memory)
{ {
} class LocalizeLoader final : public AssetCreator<AssetLocalize>, public CommonLocalizeLoader
{
public:
LocalizeLoader(MemoryManager& memory, ISearchPath& searchPath, Zone& zone)
: CommonLocalizeLoader(searchPath, zone),
m_memory(memory)
{
}
AssetCreationResult AssetLoaderLocalize::CreateAsset(const std::string& assetName, AssetCreationContext& context) AssetCreationResult CreateAsset(const std::string& assetName, AssetCreationContext& context) override
{
return CreateLocalizeAsset(assetName, context);
}
protected:
AssetCreationResult CreateAssetFromCommonAsset(const CommonLocalizeEntry& localizeEntry, AssetCreationContext& context) override
{
auto* asset = m_memory.Alloc<LocalizeEntry>();
asset->name = m_memory.Dup(localizeEntry.m_key.c_str());
asset->value = m_memory.Dup(localizeEntry.m_value.c_str());
return AssetCreationResult::Success(context.AddAsset<AssetLocalize>(localizeEntry.m_key, asset));
}
private:
MemoryManager& m_memory;
};
} // namespace
namespace IW3
{ {
return CreateLocalizeAsset(assetName, context); std::unique_ptr<AssetCreator<AssetLocalize>> CreateLocalizeLoader(MemoryManager& memory, ISearchPath& searchPath, Zone& zone)
} {
return std::make_unique<LocalizeLoader>(memory, searchPath, zone);
AssetCreationResult AssetLoaderLocalize::CreateAssetFromCommonAsset(const CommonLocalizeEntry& localizeEntry, AssetCreationContext& context) }
{ } // namespace IW3
auto* asset = m_memory.Alloc<LocalizeEntry>();
asset->name = m_memory.Dup(localizeEntry.m_key.c_str());
asset->value = m_memory.Dup(localizeEntry.m_value.c_str());
return AssetCreationResult::Success(context.AddAsset<AssetLocalize>(localizeEntry.m_key, asset));
}

View File

@ -2,22 +2,13 @@
#include "Asset/IAssetCreator.h" #include "Asset/IAssetCreator.h"
#include "Game/IW3/IW3.h" #include "Game/IW3/IW3.h"
#include "Localize/CommonLocalizeLoader.h"
#include "SearchPath/ISearchPath.h" #include "SearchPath/ISearchPath.h"
#include "Utils/MemoryManager.h" #include "Utils/MemoryManager.h"
#include "Zone/Zone.h"
#include <memory>
namespace IW3 namespace IW3
{ {
class AssetLoaderLocalize final : public AssetCreator<AssetLocalize>, public CommonLocalizeLoader std::unique_ptr<AssetCreator<AssetLocalize>> CreateLocalizeLoader(MemoryManager& memory, ISearchPath& searchPath, Zone& zone);
{
public:
AssetLoaderLocalize(MemoryManager& memory, ISearchPath& searchPath, Zone& zone);
AssetCreationResult CreateAsset(const std::string& assetName, AssetCreationContext& context) override;
protected:
AssetCreationResult CreateAssetFromCommonAsset(const CommonLocalizeEntry& localizeEntry, AssetCreationContext& context) override;
private:
MemoryManager& m_memory;
};
} // namespace IW3 } // namespace IW3

View File

@ -92,7 +92,7 @@ namespace
// collection.AddAssetCreator(std::make_unique<AssetLoaderXModel>(memory)); // collection.AddAssetCreator(std::make_unique<AssetLoaderXModel>(memory));
// collection.AddAssetCreator(std::make_unique<AssetLoaderMaterial>(memory)); // collection.AddAssetCreator(std::make_unique<AssetLoaderMaterial>(memory));
// collection.AddAssetCreator(std::make_unique<AssetLoaderTechniqueSet>(memory)); // collection.AddAssetCreator(std::make_unique<AssetLoaderTechniqueSet>(memory));
collection.AddAssetCreator(std::make_unique<AssetLoaderImage>(memory, searchPath)); collection.AddAssetCreator(CreateImageLoader(memory, searchPath));
// collection.AddAssetCreator(std::make_unique<AssetLoaderSound>(memory)); // collection.AddAssetCreator(std::make_unique<AssetLoaderSound>(memory));
// collection.AddAssetCreator(std::make_unique<AssetLoaderSoundCurve>(memory)); // collection.AddAssetCreator(std::make_unique<AssetLoaderSoundCurve>(memory));
// collection.AddAssetCreator(std::make_unique<AssetLoaderLoadedSound>(memory)); // collection.AddAssetCreator(std::make_unique<AssetLoaderLoadedSound>(memory));
@ -107,17 +107,17 @@ namespace
// collection.AddAssetCreator(std::make_unique<AssetLoaderFont>(memory)); // collection.AddAssetCreator(std::make_unique<AssetLoaderFont>(memory));
// collection.AddAssetCreator(std::make_unique<AssetLoaderMenuList>(memory)); // collection.AddAssetCreator(std::make_unique<AssetLoaderMenuList>(memory));
// collection.AddAssetCreator(std::make_unique<AssetLoaderMenu>(memory)); // collection.AddAssetCreator(std::make_unique<AssetLoaderMenu>(memory));
collection.AddAssetCreator(std::make_unique<AssetLoaderLocalize>(memory, searchPath, zone)); collection.AddAssetCreator(CreateLocalizeLoader(memory, searchPath, zone));
// collection.AddAssetCreator(std::make_unique<AssetLoaderWeapon>(memory)); // collection.AddAssetCreator(std::make_unique<AssetLoaderWeapon>(memory));
// collection.AddAssetCreator(std::make_unique<AssetLoaderSoundDriverGlobals>(memory)); // collection.AddAssetCreator(std::make_unique<AssetLoaderSoundDriverGlobals>(memory));
// collection.AddAssetCreator(std::make_unique<AssetLoaderFx>(memory)); // collection.AddAssetCreator(std::make_unique<AssetLoaderFx>(memory));
// collection.AddAssetCreator(std::make_unique<AssetLoaderImpactFx>(memory)); // collection.AddAssetCreator(std::make_unique<AssetLoaderImpactFx>(memory));
collection.AddAssetCreator(std::make_unique<AssetLoaderRawFile>(memory, searchPath)); collection.AddAssetCreator(CreateRawFileLoader(memory, searchPath));
collection.AddAssetCreator(std::make_unique<AssetLoaderStringTable>(memory, searchPath)); collection.AddAssetCreator(CreateStringTableLoader(memory, searchPath));
} }
} // namespace } // namespace
void ObjLoader::ConfigureCreatorCollection(AssetCreatorCollection& collection, Zone& zone, ISearchPath& searchPath) const void ObjLoader::ConfigureCreatorCollection(AssetCreatorCollection& collection, Zone& zone, ISearchPath& searchPath, IGdtQueryable& gdt) const
{ {
ConfigureDefaultCreators(collection, zone); ConfigureDefaultCreators(collection, zone);
ConfigureLoaders(collection, zone, searchPath); ConfigureLoaders(collection, zone, searchPath);

View File

@ -11,6 +11,6 @@ namespace IW3
void LoadReferencedContainersForZone(ISearchPath& searchPath, Zone& zone) const override; void LoadReferencedContainersForZone(ISearchPath& searchPath, Zone& zone) const override;
void UnloadContainersOfZone(Zone& zone) const override; void UnloadContainersOfZone(Zone& zone) const override;
void ConfigureCreatorCollection(AssetCreatorCollection& collection, Zone& zone, ISearchPath& searchPath) const override; void ConfigureCreatorCollection(AssetCreatorCollection& collection, Zone& zone, ISearchPath& searchPath, IGdtQueryable& gdt) const override;
}; };
} // namespace IW3 } // namespace IW3

View File

@ -6,29 +6,48 @@
using namespace IW3; using namespace IW3;
AssetLoaderRawFile::AssetLoaderRawFile(MemoryManager& memory, ISearchPath& searchPath) namespace
: m_memory(memory),
m_search_path(searchPath)
{ {
} class RawFileLoader final : public AssetCreator<AssetRawFile>
{
public:
RawFileLoader(MemoryManager& memory, ISearchPath& searchPath)
: m_memory(memory),
m_search_path(searchPath)
{
}
AssetCreationResult AssetLoaderRawFile::CreateAsset(const std::string& assetName, AssetCreationContext& context) AssetCreationResult CreateAsset(const std::string& assetName, AssetCreationContext& context) override
{
const auto file = m_search_path.Open(assetName);
if (!file.IsOpen())
return AssetCreationResult::NoAction();
auto* rawFile = m_memory.Alloc<RawFile>();
rawFile->name = m_memory.Dup(assetName.c_str());
rawFile->len = static_cast<int>(file.m_length);
auto* fileBuffer = m_memory.Alloc<char>(static_cast<size_t>(file.m_length + 1));
file.m_stream->read(fileBuffer, file.m_length);
if (file.m_stream->gcount() != file.m_length)
return AssetCreationResult::Failure();
fileBuffer[rawFile->len] = '\0';
rawFile->buffer = fileBuffer;
return AssetCreationResult::Success(context.AddAsset<AssetRawFile>(assetName, rawFile));
}
private:
MemoryManager& m_memory;
ISearchPath& m_search_path;
};
} // namespace
namespace IW3
{ {
const auto file = m_search_path.Open(assetName); std::unique_ptr<AssetCreator<AssetRawFile>> CreateRawFileLoader(MemoryManager& memory, ISearchPath& searchPath)
if (!file.IsOpen()) {
return AssetCreationResult::NoAction(); return std::make_unique<RawFileLoader>(memory, searchPath);
}
auto* rawFile = m_memory.Alloc<RawFile>(); } // namespace IW3
rawFile->name = m_memory.Dup(assetName.c_str());
rawFile->len = static_cast<int>(file.m_length);
auto* fileBuffer = m_memory.Alloc<char>(static_cast<size_t>(file.m_length + 1));
file.m_stream->read(fileBuffer, file.m_length);
if (file.m_stream->gcount() != file.m_length)
return AssetCreationResult::Failure();
fileBuffer[rawFile->len] = '\0';
rawFile->buffer = fileBuffer;
return AssetCreationResult::Success(context.AddAsset<AssetRawFile>(assetName, rawFile));
}

View File

@ -5,17 +5,9 @@
#include "SearchPath/ISearchPath.h" #include "SearchPath/ISearchPath.h"
#include "Utils/MemoryManager.h" #include "Utils/MemoryManager.h"
#include <memory>
namespace IW3 namespace IW3
{ {
class AssetLoaderRawFile final : public AssetCreator<AssetRawFile> std::unique_ptr<AssetCreator<AssetRawFile>> CreateRawFileLoader(MemoryManager& memory, ISearchPath& searchPath);
{
public:
AssetLoaderRawFile(MemoryManager& memory, ISearchPath& searchPath);
AssetCreationResult CreateAsset(const std::string& assetName, AssetCreationContext& context) override;
private:
MemoryManager& m_memory;
ISearchPath& m_search_path;
};
} // namespace IW3 } // namespace IW3

View File

@ -1,29 +1,47 @@
#include "AssetLoaderStringTableIW3.h" #include "AssetLoaderStringTableIW3.h"
#include "Game/IW3/IW3.h" #include "Game/IW3/IW3.h"
#include "Pool/GlobalAssetPool.h"
#include "StringTable/StringTableLoader.h" #include "StringTable/StringTableLoader.h"
#include <cstring> #include <cstring>
using namespace IW3; using namespace IW3;
AssetLoaderStringTable::AssetLoaderStringTable(MemoryManager& memory, ISearchPath& searchPath) namespace
: m_memory(memory),
m_search_path(searchPath)
{ {
} class StringTableLoader final : public AssetCreator<AssetStringTable>
{
public:
StringTableLoader(MemoryManager& memory, ISearchPath& searchPath)
: m_memory(memory),
m_search_path(searchPath)
{
}
AssetCreationResult AssetLoaderStringTable::CreateAsset(const std::string& assetName, AssetCreationContext& context) AssetCreationResult CreateAsset(const std::string& assetName, AssetCreationContext& context) override
{
const auto file = m_search_path.Open(assetName);
if (!file.IsOpen())
return AssetCreationResult::NoAction();
string_table::StringTableLoaderV1<StringTable> loader;
auto* stringTable = loader.LoadFromStream(assetName, m_memory, *file.m_stream);
if (!stringTable)
return AssetCreationResult::Failure();
return AssetCreationResult::Success(context.AddAsset<AssetStringTable>(assetName, stringTable));
}
private:
MemoryManager& m_memory;
ISearchPath& m_search_path;
};
} // namespace
namespace IW3
{ {
const auto file = m_search_path.Open(assetName); std::unique_ptr<AssetCreator<AssetStringTable>> CreateStringTableLoader(MemoryManager& memory, ISearchPath& searchPath)
if (!file.IsOpen()) {
return AssetCreationResult::NoAction(); return std::make_unique<StringTableLoader>(memory, searchPath);
}
string_table::StringTableLoaderV1<StringTable> loader; } // namespace IW3
auto* stringTable = loader.LoadFromStream(assetName, m_memory, *file.m_stream);
if (!stringTable)
return AssetCreationResult::Failure();
return AssetCreationResult::Success(context.AddAsset<AssetStringTable>(assetName, stringTable));
}

View File

@ -5,17 +5,9 @@
#include "SearchPath/ISearchPath.h" #include "SearchPath/ISearchPath.h"
#include "Utils/MemoryManager.h" #include "Utils/MemoryManager.h"
#include <memory>
namespace IW3 namespace IW3
{ {
class AssetLoaderStringTable final : public AssetCreator<AssetRawFile> std::unique_ptr<AssetCreator<AssetStringTable>> CreateStringTableLoader(MemoryManager& memory, ISearchPath& searchPath);
{
public:
AssetLoaderStringTable(MemoryManager& memory, ISearchPath& searchPath);
AssetCreationResult CreateAsset(const std::string& assetName, AssetCreationContext& context) override;
private:
MemoryManager& m_memory;
ISearchPath& m_search_path;
};
} // namespace IW3 } // namespace IW3