mirror of
https://github.com/Laupetin/OpenAssetTools.git
synced 2025-06-27 23:01:55 +00:00
Add AssetLoader basis
This commit is contained in:
45
src/ObjLoading/AssetLoading/AssetLoadingContext.cpp
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45
src/ObjLoading/AssetLoading/AssetLoadingContext.cpp
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@ -0,0 +1,45 @@
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#include "AssetLoadingContext.h"
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AssetLoadingContext::AssetLoadingContext(Zone* zone, ISearchPath* rawSearchPath, std::vector<Gdt*> gdtFiles)
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: m_zone(zone),
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m_raw_search_path(rawSearchPath),
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m_gdt_files(std::move(gdtFiles))
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{
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BuildGdtEntryCache();
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}
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void AssetLoadingContext::BuildGdtEntryCache()
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{
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for(auto* gdt : m_gdt_files)
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{
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for(const auto& entry : gdt->m_entries)
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{
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auto gdfMapEntry = m_entries_by_gdf_and_by_name.find(entry->m_gdf_name);
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if(gdfMapEntry == m_entries_by_gdf_and_by_name.end())
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{
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std::unordered_map<std::string, GdtEntry*> entryMap;
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entryMap.emplace(std::make_pair(entry->m_name, entry.get()));
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m_entries_by_gdf_and_by_name.emplace(std::make_pair(entry->m_gdf_name, std::move(entryMap)));
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}
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else
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{
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gdfMapEntry->second.emplace(std::make_pair(entry->m_name, entry.get()));
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}
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}
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}
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}
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GdtEntry* AssetLoadingContext::GetGdtEntryByGdfAndName(const std::string& gdfName, const std::string& entryName)
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{
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const auto foundGdtMap = m_entries_by_gdf_and_by_name.find(gdfName);
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if (foundGdtMap == m_entries_by_gdf_and_by_name.end())
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return nullptr;
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const auto foundGdtEntry = foundGdtMap->second.find(entryName);
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if (foundGdtEntry == foundGdtMap->second.end())
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return nullptr;
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return foundGdtEntry->second;
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}
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23
src/ObjLoading/AssetLoading/AssetLoadingContext.h
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23
src/ObjLoading/AssetLoading/AssetLoadingContext.h
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@ -0,0 +1,23 @@
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#pragma once
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#include <unordered_map>
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#include "IGdtQueryable.h"
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#include "Obj/Gdt/Gdt.h"
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#include "SearchPath/ISearchPath.h"
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#include "Zone/Zone.h"
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class AssetLoadingContext final : public IGdtQueryable
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{
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std::unordered_map<std::string, std::unordered_map<std::string, GdtEntry*>> m_entries_by_gdf_and_by_name;
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void BuildGdtEntryCache();
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public:
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Zone* const m_zone;
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ISearchPath* const m_raw_search_path;
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const std::vector<Gdt*> m_gdt_files;
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AssetLoadingContext(Zone* zone, ISearchPath* rawSearchPath, std::vector<Gdt*> gdtFiles);
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GdtEntry* GetGdtEntryByGdfAndName(const std::string& gdfName, const std::string& entryName) override;
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};
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69
src/ObjLoading/AssetLoading/AssetLoadingManager.cpp
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69
src/ObjLoading/AssetLoading/AssetLoadingManager.cpp
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@ -0,0 +1,69 @@
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#include "AssetLoadingManager.h"
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#include <iostream>
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AssetLoadingManager::AssetLoadingManager(const std::unordered_map<asset_type_t, std::unique_ptr<IAssetLoader>>& assetLoadersByType, AssetLoadingContext& context):
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m_asset_loaders_by_type(assetLoadersByType),
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m_context(context),
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m_last_dependency_loaded(nullptr)
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{
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}
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bool AssetLoadingManager::LoadAssetFromLoader(const asset_type_t assetType, const std::string& assetName)
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{
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return LoadDependency(assetType, assetName) != nullptr;
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}
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void AssetLoadingManager::AddAsset(const asset_type_t assetType, const std::string& assetName, void* asset, std::vector<XAssetInfoGeneric*>& dependencies)
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{
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m_last_dependency_loaded = m_context.m_zone->m_pools->AddAsset(assetType, assetName, asset, dependencies);
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if (m_last_dependency_loaded == nullptr)
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std::cout << "Failed to add asset of type \"" << m_context.m_zone->m_pools->GetAssetTypeName(assetType) << "\" to pool: \"" << assetName << "\"" << std::endl;
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}
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XAssetInfoGeneric* AssetLoadingManager::LoadDependency(const asset_type_t assetType, const std::string& assetName)
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{
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const auto loader = m_asset_loaders_by_type.find(assetType);
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if (loader != m_asset_loaders_by_type.end())
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{
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if (loader->second->CanLoadFromGdt() && loader->second->LoadFromGdt(assetName, &m_context, m_context.m_zone->GetMemory(), this))
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{
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auto* lastDependency = m_last_dependency_loaded;
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m_last_dependency_loaded = nullptr;
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return lastDependency;
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}
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if (loader->second->CanLoadFromRaw() && loader->second->LoadFromRaw(assetName, m_context.m_raw_search_path, m_context.m_zone->GetMemory(), this))
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{
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auto* lastDependency = m_last_dependency_loaded;
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m_last_dependency_loaded = nullptr;
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return lastDependency;
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}
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auto* existingAsset = loader->second->LoadFromGlobalAssetPools(assetName);
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if(existingAsset)
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{
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std::vector<XAssetInfoGeneric*> dependencies;
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for (const auto* dependency : existingAsset->m_dependencies)
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{
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auto* newDependency = LoadDependency(dependency->m_type, dependency->m_name);
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if (newDependency)
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dependencies.push_back(newDependency);
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else
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return nullptr;
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}
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AddAsset(existingAsset->m_type, existingAsset->m_name, existingAsset->m_ptr, dependencies);
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auto* lastDependency = m_last_dependency_loaded;
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m_last_dependency_loaded = nullptr;
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return lastDependency;
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}
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std::cout << "Failed to load asset of type \"" << m_context.m_zone->m_pools->GetAssetTypeName(assetType) << "\": \"" << assetName << "\"" << std::endl;
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}
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else
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{
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std::cout << "Failed to find loader for asset type \"" << m_context.m_zone->m_pools->GetAssetTypeName(assetType) << "\"" << std::endl;
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}
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return nullptr;
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}
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20
src/ObjLoading/AssetLoading/AssetLoadingManager.h
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20
src/ObjLoading/AssetLoading/AssetLoadingManager.h
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@ -0,0 +1,20 @@
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#pragma once
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#include <unordered_map>
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#include "AssetLoadingContext.h"
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#include "IAssetLoader.h"
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#include "IAssetLoadingManager.h"
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class AssetLoadingManager final : public IAssetLoadingManager
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{
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const std::unordered_map<asset_type_t, std::unique_ptr<IAssetLoader>>& m_asset_loaders_by_type;
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AssetLoadingContext& m_context;
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XAssetInfoGeneric* m_last_dependency_loaded;
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public:
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AssetLoadingManager(const std::unordered_map<asset_type_t, std::unique_ptr<IAssetLoader>>& assetLoadersByType, AssetLoadingContext& context);
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bool LoadAssetFromLoader(asset_type_t assetType, const std::string& assetName);
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void AddAsset(asset_type_t assetType, const std::string& assetName, void* asset, std::vector<XAssetInfoGeneric*>& dependencies) override;
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XAssetInfoGeneric* LoadDependency(asset_type_t assetType, const std::string& assetName) override;
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};
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18
src/ObjLoading/AssetLoading/BasicAssetLoader.h
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18
src/ObjLoading/AssetLoading/BasicAssetLoader.h
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@ -0,0 +1,18 @@
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#pragma once
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#include "IAssetLoader.h"
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#include "Pool/GlobalAssetPool.h"
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template<asset_type_t AssetType, typename T>
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class BasicAssetLoader : public IAssetLoader
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{
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public:
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_NODISCARD asset_type_t GetHandlingAssetType() const override
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{
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return AssetType;
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}
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_NODISCARD XAssetInfoGeneric* LoadFromGlobalAssetPools(const std::string& assetName) const override
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{
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return GlobalAssetPool<T>::GetAssetByName(assetName);
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}
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};
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42
src/ObjLoading/AssetLoading/IAssetLoader.h
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42
src/ObjLoading/AssetLoading/IAssetLoader.h
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@ -0,0 +1,42 @@
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#pragma once
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#include <string>
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#include "Utils/ClassUtils.h"
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#include "SearchPath/ISearchPath.h"
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#include "IAssetLoadingManager.h"
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#include "IGdtQueryable.h"
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#include "Zone/ZoneTypes.h"
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class IAssetLoader
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{
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public:
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IAssetLoader() = default;
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virtual ~IAssetLoader() = default;
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IAssetLoader(const IAssetLoader& other) = default;
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IAssetLoader(IAssetLoader&& other) noexcept = default;
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IAssetLoader& operator=(const IAssetLoader& other) = default;
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IAssetLoader& operator=(IAssetLoader&& other) noexcept = default;
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_NODISCARD virtual asset_type_t GetHandlingAssetType() const = 0;
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_NODISCARD virtual XAssetInfoGeneric* LoadFromGlobalAssetPools(const std::string& assetName) const = 0;
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_NODISCARD virtual bool CanLoadFromGdt() const
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{
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return false;
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}
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_NODISCARD virtual bool CanLoadFromRaw() const
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{
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return false;
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}
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virtual bool LoadFromGdt(const std::string& assetName, IGdtQueryable* gdtQueryable, MemoryManager* memory, IAssetLoadingManager* manager) const
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{
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return false;
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}
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virtual bool LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager) const
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{
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return false;
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}
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};
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24
src/ObjLoading/AssetLoading/IAssetLoadingManager.h
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24
src/ObjLoading/AssetLoading/IAssetLoadingManager.h
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#pragma once
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#include <string>
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#include "Pool/XAssetInfo.h"
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#include "Zone/ZoneTypes.h"
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class IAssetLoadingManager
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{
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public:
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IAssetLoadingManager() = default;
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virtual ~IAssetLoadingManager() = default;
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IAssetLoadingManager(const IAssetLoadingManager& other) = default;
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IAssetLoadingManager(IAssetLoadingManager&& other) noexcept = default;
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IAssetLoadingManager& operator=(const IAssetLoadingManager& other) = default;
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IAssetLoadingManager& operator=(IAssetLoadingManager&& other) noexcept = default;
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virtual void AddAsset(asset_type_t assetType, const std::string& assetName, void* asset, std::vector<XAssetInfoGeneric*>& dependencies) = 0;
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void AddAsset(const asset_type_t assetType, const std::string& assetName, void* asset)
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{
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std::vector<XAssetInfoGeneric*> dependencies;
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AddAsset(assetType, assetName, asset, dependencies);
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}
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virtual XAssetInfoGeneric* LoadDependency(asset_type_t assetType, const std::string& assetName) = 0;
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};
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17
src/ObjLoading/AssetLoading/IGdtQueryable.h
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17
src/ObjLoading/AssetLoading/IGdtQueryable.h
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@ -0,0 +1,17 @@
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#pragma once
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#include <string>
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#include "Obj/Gdt/GdtEntry.h"
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class IGdtQueryable
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{
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public:
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IGdtQueryable() = default;
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virtual ~IGdtQueryable() = default;
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IGdtQueryable(const IGdtQueryable& other) = default;
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IGdtQueryable(IGdtQueryable&& other) noexcept = default;
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IGdtQueryable& operator=(const IGdtQueryable& other) = default;
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IGdtQueryable& operator=(IGdtQueryable&& other) noexcept = default;
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virtual GdtEntry* GetGdtEntryByGdfAndName(const std::string& gdfName, const std::string& entryName) = 0;
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};
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32
src/ObjLoading/Game/IW4/AssetLoaders/AssetLoaderRawFile.cpp
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32
src/ObjLoading/Game/IW4/AssetLoaders/AssetLoaderRawFile.cpp
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@ -0,0 +1,32 @@
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#include "AssetLoaderRawFile.h"
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#include "Game/IW4/IW4.h"
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#include "Pool/GlobalAssetPool.h"
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using namespace IW4;
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bool AssetLoaderRawFile::CanLoadFromRaw() const
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{
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return true;
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}
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bool AssetLoaderRawFile::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* rawFile = memory->Create<RawFile>();
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rawFile->name = memory->Dup(assetName.c_str());
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rawFile->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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rawFile->data.buffer = fileBuffer;
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manager->AddAsset(ASSET_TYPE_RAWFILE, assetName, rawFile);
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return true;
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}
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15
src/ObjLoading/Game/IW4/AssetLoaders/AssetLoaderRawFile.h
Normal file
15
src/ObjLoading/Game/IW4/AssetLoaders/AssetLoaderRawFile.h
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@ -0,0 +1,15 @@
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#pragma once
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#include "Game/IW4/IW4.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 IW4
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{
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class AssetLoaderRawFile final : public BasicAssetLoader<ASSET_TYPE_RAWFILE, RawFile>
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{
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public:
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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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@ -3,106 +3,160 @@
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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 "AssetLoaders/AssetLoaderRawFile.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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namespace IW4
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using namespace IW4;
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ObjLoader::ObjLoader()
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{
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bool ObjLoader::SupportsZone(Zone* zone) const
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#define REGISTER_ASSET_LOADER(t) {auto l = std::make_unique<t>(); m_asset_loaders_by_type[l->GetHandlingAssetType()] = std::move(l);}
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#define BASIC_LOADER(assetType, assetClass) BasicAssetLoader<assetType, assetClass>
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_PHYSPRESET, PhysPreset))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_PHYSCOLLMAP, PhysCollmap))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_XANIMPARTS, XAnimParts))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_XMODEL_SURFS, XModelSurfs))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_XMODEL, XModel))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_MATERIAL, Material))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_PIXELSHADER, MaterialPixelShader))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_VERTEXSHADER, MaterialVertexShader))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_VERTEXDECL, MaterialVertexDeclaration))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_TECHNIQUE_SET, MaterialTechniqueSet))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_IMAGE, GfxImage))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_SOUND, snd_alias_list_t))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_SOUND_CURVE, SndCurve))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_LOADED_SOUND, LoadedSound))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_CLIPMAP_SP, clipMap_t))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_CLIPMAP_MP, clipMap_t))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_COMWORLD, ComWorld))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_GAMEWORLD_SP, GameWorldSp))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_GAMEWORLD_MP, GameWorldMp))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_MAP_ENTS, MapEnts))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_FXWORLD, FxWorld))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_GFXWORLD, GfxWorld))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_LIGHT_DEF, GfxLightDef))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_FONT, Font_s))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_MENULIST, MenuList))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_MENU, menuDef_t))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_LOCALIZE_ENTRY, LocalizeEntry))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_WEAPON, WeaponCompleteDef))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_FX, FxEffectDef))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_IMPACT_FX, FxImpactTable))
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REGISTER_ASSET_LOADER(AssetLoaderRawFile)
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_STRINGTABLE, StringTable))
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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_TRACER, TracerDef))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_VEHICLE, VehicleDef))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_ADDON_MAP_ENTS, AddonMapEnts))
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#undef BASIC_LOADER
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#undef REGISTER_ASSET_LOADER
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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
|
||||
|| zone->m_name.compare(zone->m_name.length() - 3, 3, "_mp") == 0;
|
||||
}
|
||||
|
||||
bool ObjLoader::IsZmZone(Zone* zone)
|
||||
{
|
||||
return zone->m_name.compare(0, 3, "zm_") == 0
|
||||
|| zone->m_name.compare(zone->m_name.length() - 3, 3, "_zm") == 0;
|
||||
}
|
||||
|
||||
void ObjLoader::LoadReferencedContainersForZone(ISearchPath* searchPath, Zone* zone) const
|
||||
{
|
||||
}
|
||||
|
||||
void ObjLoader::UnloadContainersOfZone(Zone* zone) const
|
||||
{
|
||||
}
|
||||
|
||||
void ObjLoader::LoadImageFromLoadDef(GfxImage* image, Zone* zone)
|
||||
{
|
||||
// TODO: Load Texture from LoadDef here
|
||||
}
|
||||
|
||||
void ObjLoader::LoadImageFromIwi(GfxImage* image, ISearchPath* searchPath, Zone* zone)
|
||||
{
|
||||
Texture* loadedTexture = nullptr;
|
||||
IwiLoader loader(zone->GetMemory());
|
||||
|
||||
const auto imageFileName = "images/" + std::string(image->name) + ".iwi";
|
||||
|
||||
{
|
||||
return zone->m_game == &g_GameIW4;
|
||||
}
|
||||
|
||||
bool ObjLoader::IsMpZone(Zone* zone)
|
||||
{
|
||||
return zone->m_name.compare(0, 3, "mp_") == 0
|
||||
|| zone->m_name.compare(zone->m_name.length() - 3, 3, "_mp") == 0;
|
||||
}
|
||||
|
||||
bool ObjLoader::IsZmZone(Zone* zone)
|
||||
{
|
||||
return zone->m_name.compare(0, 3, "zm_") == 0
|
||||
|| zone->m_name.compare(zone->m_name.length() - 3, 3, "_zm") == 0;
|
||||
}
|
||||
|
||||
void ObjLoader::LoadReferencedContainersForZone(ISearchPath* searchPath, Zone* zone) const
|
||||
{
|
||||
}
|
||||
|
||||
void ObjLoader::UnloadContainersOfZone(Zone* zone) const
|
||||
{
|
||||
}
|
||||
|
||||
void ObjLoader::LoadImageFromLoadDef(GfxImage* image, Zone* zone)
|
||||
{
|
||||
// TODO: Load Texture from LoadDef here
|
||||
}
|
||||
|
||||
void ObjLoader::LoadImageFromIwi(GfxImage* image, ISearchPath* searchPath, Zone* zone)
|
||||
{
|
||||
Texture* loadedTexture = nullptr;
|
||||
IwiLoader loader(zone->GetMemory());
|
||||
|
||||
const auto imageFileName = "images/" + std::string(image->name) + ".iwi";
|
||||
|
||||
const auto filePathImage = searchPath->Open(imageFileName);
|
||||
if (filePathImage.IsOpen())
|
||||
{
|
||||
const auto filePathImage = searchPath->Open(imageFileName);
|
||||
if (filePathImage.IsOpen())
|
||||
{
|
||||
loadedTexture = loader.LoadIwi(*filePathImage.m_stream);
|
||||
}
|
||||
}
|
||||
|
||||
if (loadedTexture != nullptr)
|
||||
{
|
||||
image->texture.texture = loadedTexture;
|
||||
image->cardMemory.platform[0] = 0;
|
||||
|
||||
const auto textureMipCount = loadedTexture->GetMipMapCount();
|
||||
for (auto mipLevel = 0; mipLevel < textureMipCount; mipLevel++)
|
||||
image->cardMemory.platform[0] += static_cast<int>(loadedTexture->GetSizeOfMipLevel(mipLevel) * loadedTexture->GetFaceCount());
|
||||
}
|
||||
else
|
||||
{
|
||||
printf("Could not find data for image \"%s\"\n", image->name);
|
||||
loadedTexture = loader.LoadIwi(*filePathImage.m_stream);
|
||||
}
|
||||
}
|
||||
|
||||
void ObjLoader::LoadImageData(ISearchPath* searchPath, Zone* zone)
|
||||
if (loadedTexture != nullptr)
|
||||
{
|
||||
auto* assetPool = dynamic_cast<GameAssetPoolIW4*>(zone->m_pools.get());
|
||||
image->texture.texture = loadedTexture;
|
||||
image->cardMemory.platform[0] = 0;
|
||||
|
||||
if (assetPool && assetPool->m_image != nullptr)
|
||||
{
|
||||
for (auto* imageEntry : *assetPool->m_image)
|
||||
{
|
||||
auto* image = imageEntry->Asset();
|
||||
|
||||
if (image->cardMemory.platform[0] > 0)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
// Do not load linked assets
|
||||
if (image->name && image->name[0] == ',')
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if (image->texture.loadDef && image->texture.loadDef->resourceSize > 0)
|
||||
{
|
||||
LoadImageFromLoadDef(image, zone);
|
||||
}
|
||||
else
|
||||
{
|
||||
LoadImageFromIwi(image, searchPath, zone);
|
||||
}
|
||||
}
|
||||
}
|
||||
const auto textureMipCount = loadedTexture->GetMipMapCount();
|
||||
for (auto mipLevel = 0; mipLevel < textureMipCount; mipLevel++)
|
||||
image->cardMemory.platform[0] += static_cast<int>(loadedTexture->GetSizeOfMipLevel(mipLevel) * loadedTexture->GetFaceCount());
|
||||
}
|
||||
|
||||
void ObjLoader::LoadObjDataForZone(ISearchPath* searchPath, Zone* zone) const
|
||||
else
|
||||
{
|
||||
LoadImageData(searchPath, zone);
|
||||
printf("Could not find data for image \"%s\"\n", image->name);
|
||||
}
|
||||
}
|
||||
|
||||
void ObjLoader::LoadImageData(ISearchPath* searchPath, Zone* zone)
|
||||
{
|
||||
auto* assetPool = dynamic_cast<GameAssetPoolIW4*>(zone->m_pools.get());
|
||||
|
||||
if (assetPool && assetPool->m_image != nullptr)
|
||||
{
|
||||
for (auto* imageEntry : *assetPool->m_image)
|
||||
{
|
||||
auto* image = imageEntry->Asset();
|
||||
|
||||
if (image->cardMemory.platform[0] > 0)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
// Do not load linked assets
|
||||
if (image->name && image->name[0] == ',')
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if (image->texture.loadDef && image->texture.loadDef->resourceSize > 0)
|
||||
{
|
||||
LoadImageFromLoadDef(image, zone);
|
||||
}
|
||||
else
|
||||
{
|
||||
LoadImageFromIwi(image, searchPath, zone);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void ObjLoader::LoadObjDataForZone(ISearchPath* searchPath, Zone* zone) const
|
||||
{
|
||||
LoadImageData(searchPath, zone);
|
||||
}
|
||||
|
||||
bool ObjLoader::LoadAssetForZone(AssetLoadingContext* context, asset_type_t assetType, const std::string& assetName) const
|
||||
{
|
||||
AssetLoadingManager assetLoadingManager(m_asset_loaders_by_type, *context);
|
||||
return assetLoadingManager.LoadAssetFromLoader(assetType, assetName);
|
||||
}
|
@ -1,6 +1,10 @@
|
||||
#pragma once
|
||||
|
||||
#include <unordered_map>
|
||||
#include <memory>
|
||||
|
||||
#include "IObjLoader.h"
|
||||
#include "AssetLoading/IAssetLoader.h"
|
||||
#include "SearchPath/ISearchPath.h"
|
||||
#include "Game/IW4/IW4.h"
|
||||
|
||||
@ -8,6 +12,8 @@ namespace IW4
|
||||
{
|
||||
class ObjLoader final : public IObjLoader
|
||||
{
|
||||
std::unordered_map<asset_type_t, std::unique_ptr<IAssetLoader>> m_asset_loaders_by_type;
|
||||
|
||||
static void LoadImageFromIwi(GfxImage* image, ISearchPath* searchPath, Zone* zone);
|
||||
static void LoadImageFromLoadDef(GfxImage* image, Zone* zone);
|
||||
static void LoadImageData(ISearchPath* searchPath, Zone* zone);
|
||||
@ -16,11 +22,15 @@ namespace IW4
|
||||
static bool IsZmZone(Zone* zone);
|
||||
|
||||
public:
|
||||
ObjLoader();
|
||||
|
||||
bool SupportsZone(Zone* zone) const override;
|
||||
|
||||
void LoadReferencedContainersForZone(ISearchPath* searchPath, Zone* zone) const override;
|
||||
void UnloadContainersOfZone(Zone* zone) const override;
|
||||
|
||||
void LoadObjDataForZone(ISearchPath* searchPath, Zone* zone) const override;
|
||||
|
||||
bool LoadAssetForZone(AssetLoadingContext* context, asset_type_t assetType, const std::string& assetName) const override;
|
||||
};
|
||||
}
|
||||
|
32
src/ObjLoading/Game/T6/AssetLoaders/AssetLoaderRawFile.cpp
Normal file
32
src/ObjLoading/Game/T6/AssetLoaders/AssetLoaderRawFile.cpp
Normal file
@ -0,0 +1,32 @@
|
||||
#include "AssetLoaderRawFile.h"
|
||||
|
||||
#include "Game/T6/T6.h"
|
||||
#include "Pool/GlobalAssetPool.h"
|
||||
|
||||
using namespace T6;
|
||||
|
||||
bool AssetLoaderRawFile::CanLoadFromRaw() const
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
bool AssetLoaderRawFile::LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager) const
|
||||
{
|
||||
const auto file = searchPath->Open(assetName);
|
||||
if (!file.IsOpen())
|
||||
return false;
|
||||
|
||||
auto* rawFile = memory->Create<RawFile>();
|
||||
rawFile->name = memory->Dup(assetName.c_str());
|
||||
rawFile->len = static_cast<int>(file.m_length);
|
||||
|
||||
auto* fileBuffer = static_cast<char*>(memory->Alloc(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 false;
|
||||
|
||||
rawFile->buffer = static_cast<char16*>(fileBuffer);
|
||||
manager->AddAsset(ASSET_TYPE_RAWFILE, assetName, rawFile);
|
||||
|
||||
return true;
|
||||
}
|
15
src/ObjLoading/Game/T6/AssetLoaders/AssetLoaderRawFile.h
Normal file
15
src/ObjLoading/Game/T6/AssetLoaders/AssetLoaderRawFile.h
Normal file
@ -0,0 +1,15 @@
|
||||
#pragma once
|
||||
#include "Game/T6/T6.h"
|
||||
#include "AssetLoading/BasicAssetLoader.h"
|
||||
#include "AssetLoading/IAssetLoadingManager.h"
|
||||
#include "SearchPath/ISearchPath.h"
|
||||
|
||||
namespace T6
|
||||
{
|
||||
class AssetLoaderRawFile final : public BasicAssetLoader<ASSET_TYPE_RAWFILE, RawFile>
|
||||
{
|
||||
public:
|
||||
_NODISCARD bool CanLoadFromRaw() const override;
|
||||
bool LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager) const override;
|
||||
};
|
||||
}
|
@ -4,6 +4,8 @@
|
||||
#include "Game/T6/GameAssetPoolT6.h"
|
||||
#include "ObjContainer/IPak/IPak.h"
|
||||
#include "ObjLoading.h"
|
||||
#include "AssetLoaders/AssetLoaderRawFile.h"
|
||||
#include "AssetLoading/AssetLoadingManager.h"
|
||||
#include "Image/Texture.h"
|
||||
#include "Image/IwiLoader.h"
|
||||
#include "Game/T6/CommonT6.h"
|
||||
@ -13,6 +15,64 @@ namespace T6
|
||||
const int ObjLoader::IPAK_READ_HASH = CommonT6::Com_HashKey("ipak_read", 64);
|
||||
const int ObjLoader::GLOBAL_HASH = CommonT6::Com_HashKey("GLOBAL", 64);
|
||||
|
||||
ObjLoader::ObjLoader()
|
||||
{
|
||||
#define REGISTER_ASSET_LOADER(t) {auto l = std::make_unique<t>(); m_asset_loaders_by_type[l->GetHandlingAssetType()] = std::move(l);}
|
||||
#define BASIC_LOADER(assetType, assetClass) BasicAssetLoader<assetType, assetClass>
|
||||
|
||||
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_PHYSPRESET, PhysPreset))
|
||||
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_PHYSCONSTRAINTS, PhysConstraints))
|
||||
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_DESTRUCTIBLEDEF, DestructibleDef))
|
||||
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_XANIMPARTS, XAnimParts))
|
||||
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_XMODEL, XModel))
|
||||
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_MATERIAL, Material))
|
||||
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_TECHNIQUE_SET, MaterialTechniqueSet))
|
||||
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_IMAGE, GfxImage))
|
||||
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_SOUND, SndBank))
|
||||
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_SOUND_PATCH, SndPatch))
|
||||
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_CLIPMAP, clipMap_t))
|
||||
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_CLIPMAP_PVS, clipMap_t))
|
||||
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_COMWORLD, ComWorld))
|
||||
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_GAMEWORLD_SP, GameWorldSp))
|
||||
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_GAMEWORLD_MP, GameWorldMp))
|
||||
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_MAP_ENTS, MapEnts))
|
||||
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_GFXWORLD, GfxWorld))
|
||||
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_LIGHT_DEF, GfxLightDef))
|
||||
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_FONT, Font_s))
|
||||
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_FONTICON, FontIcon))
|
||||
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_MENULIST, MenuList))
|
||||
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_MENU, menuDef_t))
|
||||
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_LOCALIZE_ENTRY, LocalizeEntry))
|
||||
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_WEAPON, WeaponVariantDef))
|
||||
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_ATTACHMENT, WeaponAttachment))
|
||||
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_ATTACHMENT_UNIQUE, WeaponAttachmentUnique))
|
||||
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_WEAPON_CAMO, WeaponCamo))
|
||||
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_SNDDRIVER_GLOBALS, SndDriverGlobals))
|
||||
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_FX, FxEffectDef))
|
||||
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_IMPACT_FX, FxImpactTable))
|
||||
REGISTER_ASSET_LOADER(AssetLoaderRawFile)
|
||||
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_STRINGTABLE, StringTable))
|
||||
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_LEADERBOARD, LeaderboardDef))
|
||||
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_XGLOBALS, XGlobals))
|
||||
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_DDL, ddlDef_t))
|
||||
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_GLASSES, Glasses))
|
||||
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_EMBLEMSET, EmblemSet))
|
||||
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_SCRIPTPARSETREE, ScriptParseTree))
|
||||
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_VEHICLEDEF, VehicleDef))
|
||||
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_MEMORYBLOCK, MemoryBlock))
|
||||
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_ADDON_MAP_ENTS, AddonMapEnts))
|
||||
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_TRACER, TracerDef))
|
||||
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_SKINNEDVERTS, SkinnedVertsDef))
|
||||
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_QDB, Qdb))
|
||||
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_SLUG, Slug))
|
||||
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_FOOTSTEP_TABLE, FootstepTableDef))
|
||||
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_FOOTSTEPFX_TABLE, FootstepFXTableDef))
|
||||
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_ZBARRIER, ZBarrierDef))
|
||||
|
||||
#undef BASIC_LOADER
|
||||
#undef REGISTER_ASSET_LOADER
|
||||
}
|
||||
|
||||
bool ObjLoader::SupportsZone(Zone* zone) const
|
||||
{
|
||||
return zone->m_game == &g_GameT6;
|
||||
@ -227,4 +287,10 @@ namespace T6
|
||||
{
|
||||
LoadImageData(searchPath, zone);
|
||||
}
|
||||
|
||||
bool ObjLoader::LoadAssetForZone(AssetLoadingContext* context, const asset_type_t assetType, const std::string& assetName) const
|
||||
{
|
||||
AssetLoadingManager assetLoadingManager(m_asset_loaders_by_type, *context);
|
||||
return assetLoadingManager.LoadAssetFromLoader(assetType, assetName);
|
||||
}
|
||||
}
|
||||
|
@ -1,6 +1,10 @@
|
||||
#pragma once
|
||||
|
||||
#include <unordered_map>
|
||||
#include <memory>
|
||||
|
||||
#include "IObjLoader.h"
|
||||
#include "AssetLoading/IAssetLoader.h"
|
||||
#include "SearchPath/ISearchPath.h"
|
||||
#include "Game/T6/T6.h"
|
||||
|
||||
@ -11,6 +15,8 @@ namespace T6
|
||||
static const int IPAK_READ_HASH;
|
||||
static const int GLOBAL_HASH;
|
||||
|
||||
std::unordered_map<asset_type_t, std::unique_ptr<IAssetLoader>> m_asset_loaders_by_type;
|
||||
|
||||
static void LoadIPakForZone(ISearchPath* searchPath, const std::string& ipakName, Zone* zone);
|
||||
|
||||
static void LoadImageFromIwi(GfxImage* image, ISearchPath* searchPath, Zone* zone);
|
||||
@ -22,11 +28,15 @@ namespace T6
|
||||
static void LoadCommonIPaks(ISearchPath* searchPath, Zone* zone);
|
||||
|
||||
public:
|
||||
ObjLoader();
|
||||
|
||||
bool SupportsZone(Zone* zone) const override;
|
||||
|
||||
void LoadReferencedContainersForZone(ISearchPath* searchPath, Zone* zone) const override;
|
||||
void UnloadContainersOfZone(Zone* zone) const override;
|
||||
|
||||
void LoadObjDataForZone(ISearchPath* searchPath, Zone* zone) const override;
|
||||
|
||||
bool LoadAssetForZone(AssetLoadingContext* context, asset_type_t assetType, const std::string& assetName) const override;
|
||||
};
|
||||
}
|
||||
|
@ -1,5 +1,6 @@
|
||||
#pragma once
|
||||
|
||||
#include "AssetLoading/AssetLoadingContext.h"
|
||||
#include "SearchPath/ISearchPath.h"
|
||||
#include "Zone/Zone.h"
|
||||
|
||||
@ -34,4 +35,6 @@ public:
|
||||
* \param zone The zone of the assets to load the obj data for.
|
||||
*/
|
||||
virtual void LoadObjDataForZone(ISearchPath* searchPath, Zone* zone) const = 0;
|
||||
|
||||
virtual bool LoadAssetForZone(AssetLoadingContext* context, asset_type_t assetType, const std::string& assetName) const = 0;
|
||||
};
|
@ -87,3 +87,16 @@ SearchPaths ObjLoading::GetIWDSearchPaths()
|
||||
|
||||
return iwdPaths;
|
||||
}
|
||||
|
||||
bool ObjLoading::LoadAssetForZone(AssetLoadingContext* context, const asset_type_t assetType, const std::string& assetName)
|
||||
{
|
||||
for (const auto* loader : OBJ_LOADERS)
|
||||
{
|
||||
if (loader->SupportsZone(context->m_zone))
|
||||
{
|
||||
return loader->LoadAssetForZone(context, assetType, assetName);
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
@ -1,5 +1,6 @@
|
||||
#pragma once
|
||||
|
||||
#include "AssetLoading/AssetLoadingContext.h"
|
||||
#include "Zone/Zone.h"
|
||||
#include "SearchPath/ISearchPath.h"
|
||||
#include "SearchPath/SearchPaths.h"
|
||||
@ -50,4 +51,6 @@ public:
|
||||
* \param zone The zone of the assets to load the obj data for.
|
||||
*/
|
||||
static void LoadObjDataForZone(ISearchPath* searchPath, Zone* zone);
|
||||
|
||||
static bool LoadAssetForZone(AssetLoadingContext* context, asset_type_t assetType, const std::string& assetName);
|
||||
};
|
||||
|
Reference in New Issue
Block a user