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https://github.com/Laupetin/OpenAssetTools.git
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feat: load iw5 images from raw
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commit
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@ -1,17 +1,62 @@
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#include "AssetLoaderGfxImage.h"
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#include "AssetLoaderGfxImage.h"
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#include "Game/IW5/IW5.h"
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#include "Game/IW5/IW5.h"
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#include "ObjLoading.h"
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#include "Image/IwiLoader.h"
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#include "Pool/GlobalAssetPool.h"
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#include "Pool/GlobalAssetPool.h"
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#include <cstring>
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#include <cstring>
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#include <format>
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#include <iostream>
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#include <sstream>
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using namespace IW5;
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using namespace IW5;
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void* AssetLoaderGfxImage::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
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void* AssetLoaderGfxImage::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
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{
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{
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auto* asset = memory->Alloc<AssetImage::Type>();
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asset->name = memory->Dup(assetName.c_str());
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return asset;
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}
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bool AssetLoaderGfxImage::CanLoadFromRaw() const
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{
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return true;
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}
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bool AssetLoaderGfxImage::LoadFromRaw(
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const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const
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{
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const auto fileName = std::format("images/{}.iwi", assetName);
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const auto file = searchPath->Open(fileName);
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if (!file.IsOpen())
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return false;
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const auto fileSize = static_cast<size_t>(file.m_length);
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const auto fileData = std::make_unique<char[]>(fileSize);
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file.m_stream->read(fileData.get(), fileSize);
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MemoryManager tempMemory;
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IwiLoader iwiLoader(&tempMemory);
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std::istringstream ss(std::string(fileData.get(), fileSize));
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const auto texture = iwiLoader.LoadIwi(ss);
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if (!texture)
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{
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std::cerr << std::format("Failed to load texture from: {}\n", fileName);
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return false;
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}
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auto* image = memory->Create<GfxImage>();
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auto* image = memory->Create<GfxImage>();
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memset(image, 0, sizeof(GfxImage));
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memset(image, 0, sizeof(GfxImage));
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image->name = memory->Dup(assetName.c_str());
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image->name = memory->Dup(assetName.c_str());
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return image;
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image->noPicmip = !texture->HasMipMaps();
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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->texture.loadDef = memory->Alloc<GfxImageLoadDef>();
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manager->AddAsset<AssetImage>(assetName, image);
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return true;
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}
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}
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@ -1,6 +1,6 @@
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#pragma once
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#pragma once
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#include "AssetLoading/BasicAssetLoader.h"
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#include "AssetLoading/BasicAssetLoader.h"
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#include "AssetLoading/IAssetLoadingManager.h"
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#include "Game/IW5/IW5.h"
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#include "Game/IW5/IW5.h"
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#include "SearchPath/ISearchPath.h"
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#include "SearchPath/ISearchPath.h"
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@ -10,5 +10,8 @@ namespace IW5
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{
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{
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public:
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public:
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_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
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_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
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_NODISCARD bool CanLoadFromRaw() const override;
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bool
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LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const override;
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};
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};
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} // namespace IW5
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} // namespace IW5
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