mirror of
https://github.com/Laupetin/OpenAssetTools.git
synced 2025-04-19 15:52:53 +00:00
chore: fix loading and writing code for T5
This commit is contained in:
parent
a36581b06e
commit
d8bc156ffd
@ -1,116 +0,0 @@
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#include "AssetLoaderRawFile.h"
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#include "Game/T5/T5.h"
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#include "Pool/GlobalAssetPool.h"
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#include <cstring>
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#include <filesystem>
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#include <iostream>
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#include <zlib.h>
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using namespace T5;
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namespace fs = std::filesystem;
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void* AssetLoaderRawFile::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
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{
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auto* rawFile = memory->Create<RawFile>();
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memset(rawFile, 0, sizeof(RawFile));
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rawFile->name = memory->Dup(assetName.c_str());
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return rawFile;
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}
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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::LoadGsc(
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const SearchPathOpenFile& file, const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager)
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{
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const auto uncompressedBuffer = std::make_unique<char[]>(static_cast<size_t>(file.m_length + 1));
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file.m_stream->read(uncompressedBuffer.get(), 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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uncompressedBuffer[static_cast<size_t>(file.m_length)] = '\0';
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const auto compressionBufferSize = static_cast<size_t>(file.m_length + 1 + sizeof(uint32_t) + sizeof(uint32_t) + COMPRESSED_BUFFER_SIZE_PADDING);
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auto* compressedBuffer = memory->Alloc<char>(compressionBufferSize);
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z_stream_s zs{};
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zs.zalloc = Z_NULL;
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zs.zfree = Z_NULL;
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zs.opaque = Z_NULL;
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zs.avail_in = static_cast<uInt>(file.m_length + 1);
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zs.avail_out = compressionBufferSize;
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zs.next_in = reinterpret_cast<const Bytef*>(uncompressedBuffer.get());
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zs.next_out = reinterpret_cast<Bytef*>(&compressedBuffer[sizeof(uint32_t) + sizeof(uint32_t)]);
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int ret = deflateInit(&zs, Z_DEFAULT_COMPRESSION);
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if (ret != Z_OK)
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{
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throw std::runtime_error("Initializing deflate failed");
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}
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ret = deflate(&zs, Z_FINISH);
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if (ret != Z_STREAM_END)
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{
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std::cerr << "Deflate failed for loading gsc file \"" << assetName << "\"\n";
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deflateEnd(&zs);
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return false;
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}
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const auto compressedSize = compressionBufferSize - zs.avail_out;
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reinterpret_cast<uint32_t*>(compressedBuffer)[0] = static_cast<uint32_t>(file.m_length + 1); // outLen
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reinterpret_cast<uint32_t*>(compressedBuffer)[1] = compressedSize; // inLen
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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>(compressedSize + sizeof(uint32_t) + sizeof(uint32_t));
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rawFile->buffer = static_cast<const char*>(compressedBuffer);
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deflateEnd(&zs);
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manager->AddAsset<AssetRawFile>(assetName, rawFile);
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return true;
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}
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bool AssetLoaderRawFile::LoadDefault(
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const SearchPathOpenFile& file, const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager)
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{
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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 = memory->Alloc<char>(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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fileBuffer[rawFile->len] = '\0';
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rawFile->buffer = fileBuffer;
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manager->AddAsset<AssetRawFile>(assetName, rawFile);
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return true;
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}
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bool AssetLoaderRawFile::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 file = searchPath->Open(assetName);
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if (!file.IsOpen())
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return false;
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const fs::path rawFilePath(assetName);
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const auto extension = rawFilePath.extension().string();
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if (extension == ".gsc" || extension == ".csc")
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return LoadGsc(file, assetName, searchPath, memory, manager);
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return LoadDefault(file, assetName, searchPath, memory, manager);
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}
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@ -1,24 +0,0 @@
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#pragma once
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#include "AssetLoading/BasicAssetLoader.h"
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#include "AssetLoading/IAssetLoadingManager.h"
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#include "Game/T5/T5.h"
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#include "SearchPath/ISearchPath.h"
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namespace T5
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{
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class AssetLoaderRawFile final : public BasicAssetLoader<AssetRawFile>
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{
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static constexpr size_t COMPRESSED_BUFFER_SIZE_PADDING = 64;
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static bool LoadGsc(
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const SearchPathOpenFile& file, const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager);
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static bool LoadDefault(
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const SearchPathOpenFile& file, const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager);
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public:
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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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} // namespace T5
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@ -1,39 +0,0 @@
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#include "AssetLoaderStringTable.h"
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#include "Csv/CsvStream.h"
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#include "Game/T5/CommonT5.h"
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#include "Game/T5/T5.h"
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#include "Pool/GlobalAssetPool.h"
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#include "StringTable/StringTableLoader.h"
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#include <cstring>
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using namespace T5;
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void* AssetLoaderStringTable::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
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{
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auto* stringTable = memory->Create<StringTable>();
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memset(stringTable, 0, sizeof(StringTable));
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stringTable->name = memory->Dup(assetName.c_str());
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return stringTable;
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}
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bool AssetLoaderStringTable::CanLoadFromRaw() const
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{
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return true;
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}
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bool AssetLoaderStringTable::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 file = searchPath->Open(assetName);
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if (!file.IsOpen())
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return false;
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string_table::StringTableLoaderV3<StringTable, Common::Com_HashString> loader;
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auto* stringTable = loader.LoadFromStream(assetName, *memory, *file.m_stream);
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manager->AddAsset<AssetStringTable>(assetName, stringTable);
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return true;
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}
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@ -1,17 +0,0 @@
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#pragma once
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#include "AssetLoading/BasicAssetLoader.h"
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#include "AssetLoading/IAssetLoadingManager.h"
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#include "Game/T5/T5.h"
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#include "SearchPath/ISearchPath.h"
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namespace T5
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{
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class AssetLoaderStringTable final : public BasicAssetLoader<AssetStringTable>
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{
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public:
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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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} // namespace T5
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@ -1,47 +0,0 @@
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#include "AssetLoaderXModel.h"
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#include "Game/T5/T5.h"
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#include "Game/T5/XModel/XModelLoaderT5.h"
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#include "Pool/GlobalAssetPool.h"
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#include <cstring>
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#include <format>
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#include <iostream>
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using namespace T5;
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void* AssetLoaderXModel::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
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{
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auto* asset = memory->Alloc<AssetXModel::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 AssetLoaderXModel::CanLoadFromRaw() const
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{
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return true;
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}
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bool AssetLoaderXModel::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 file = searchPath->Open(std::format("xmodel/{}.json", assetName));
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if (!file.IsOpen())
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return false;
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auto* xmodel = memory->Alloc<XModel>();
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xmodel->name = memory->Dup(assetName.c_str());
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std::vector<XAssetInfoGeneric*> dependencies;
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if (LoadXModel(*file.m_stream, *xmodel, memory, manager, dependencies))
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{
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manager->AddAsset<AssetXModel>(assetName, xmodel, std::move(dependencies));
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}
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else
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{
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std::cerr << std::format("Failed to load xmodel \"{}\"\n", assetName);
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return false;
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}
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return true;
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}
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@ -1,19 +0,0 @@
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#pragma once
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#include "AssetLoading/BasicAssetLoader.h"
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#include "AssetLoading/IAssetLoadingManager.h"
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#include "Game/T5/T5.h"
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#include "SearchPath/ISearchPath.h"
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namespace T5
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{
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class AssetLoaderXModel final : public BasicAssetLoader<AssetXModel>
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{
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static std::string GetFileNameForAsset(const std::string& assetName);
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public:
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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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} // namespace T5
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#include "AssetLoaderLocalizeT5.h"
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using namespace T5;
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AssetLoaderLocalize::AssetLoaderLocalize(MemoryManager& memory, ISearchPath& searchPath, Zone& zone)
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: CommonLocalizeLoader(searchPath, zone),
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m_memory(memory)
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{
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}
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AssetCreationResult AssetLoaderLocalize::CreateAsset(const std::string& assetName, AssetCreationContext& context)
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{
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return CreateLocalizeAsset(assetName, context);
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}
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AssetCreationResult AssetLoaderLocalize::CreateAssetFromCommonAsset(const CommonLocalizeEntry& localizeEntry, AssetCreationContext& context)
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{
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auto* asset = m_memory.Alloc<LocalizeEntry>();
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asset->name = m_memory.Dup(localizeEntry.m_key.c_str());
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asset->value = m_memory.Dup(localizeEntry.m_value.c_str());
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return AssetCreationResult::Success(context.AddAsset<AssetLocalize>(localizeEntry.m_key, asset));
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}
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#pragma once
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#include "Asset/AssetCreationContext.h"
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#include "Asset/IAssetCreator.h"
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#include "Game/T5/T5.h"
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#include "Localize/CommonLocalizeLoader.h"
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#include "SearchPath/ISearchPath.h"
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#include "Utils/MemoryManager.h"
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#include "Zone/Zone.h"
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namespace T5
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{
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class AssetLoaderLocalize final : public AssetCreator<AssetLocalize>, public CommonLocalizeLoader
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{
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public:
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AssetLoaderLocalize(MemoryManager& memory, ISearchPath& searchPath, Zone& zone);
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AssetCreationResult CreateAsset(const std::string& assetName, AssetCreationContext& context) override;
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protected:
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AssetCreationResult CreateAssetFromCommonAsset(const CommonLocalizeEntry& localizeEntry, AssetCreationContext& context) override;
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private:
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MemoryManager& m_memory;
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};
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} // namespace T5
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44
src/ObjLoading/Game/T5/Localize/LoaderLocalizeT5.cpp
Normal file
44
src/ObjLoading/Game/T5/Localize/LoaderLocalizeT5.cpp
Normal file
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#include "LoaderLocalizeT5.h"
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#include "Localize/CommonLocalizeLoader.h"
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using namespace T5;
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namespace
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{
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class LocalizeLoader final : public AssetCreator<AssetLocalize>, public CommonLocalizeLoader
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{
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public:
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LocalizeLoader(MemoryManager& memory, ISearchPath& searchPath, Zone& zone)
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: CommonLocalizeLoader(searchPath, zone),
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m_memory(memory)
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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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return CreateLocalizeAsset(assetName, context);
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}
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protected:
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AssetCreationResult CreateAssetFromCommonAsset(const CommonLocalizeEntry& localizeEntry, AssetCreationContext& context) override
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{
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auto* asset = m_memory.Alloc<LocalizeEntry>();
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asset->name = m_memory.Dup(localizeEntry.m_key.c_str());
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asset->value = m_memory.Dup(localizeEntry.m_value.c_str());
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return AssetCreationResult::Success(context.AddAsset<AssetLocalize>(localizeEntry.m_key, asset));
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}
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private:
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MemoryManager& m_memory;
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};
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} // namespace
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namespace T5
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{
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std::unique_ptr<AssetCreator<AssetLocalize>> CreateLocalizeLoader(MemoryManager& memory, ISearchPath& searchPath, Zone& zone)
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{
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return std::make_unique<LocalizeLoader>(memory, searchPath, zone);
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}
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} // namespace T5
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14
src/ObjLoading/Game/T5/Localize/LoaderLocalizeT5.h
Normal file
14
src/ObjLoading/Game/T5/Localize/LoaderLocalizeT5.h
Normal file
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#pragma once
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#include "Asset/IAssetCreator.h"
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#include "Game/T5/T5.h"
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#include "SearchPath/ISearchPath.h"
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#include "Utils/MemoryManager.h"
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#include "Zone/Zone.h"
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#include <memory>
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namespace T5
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{
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std::unique_ptr<AssetCreator<AssetLocalize>> CreateLocalizeLoader(MemoryManager& memory, ISearchPath& searchPath, Zone& zone);
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} // namespace T5
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#include "Asset/GlobalAssetPoolsLoader.h"
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#include "Game/T5/GameT5.h"
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#include "Game/T5/T5.h"
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#include "Localize/AssetLoaderLocalizeT5.h"
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#include "Game/T5/XModel/LoaderXModelT5.h"
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#include "Localize/LoaderLocalizeT5.h"
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#include "ObjLoading.h"
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#include "RawFile/LoaderRawFileT5.h"
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#include "StringTable/LoaderStringTableT5.h"
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#include <memory>
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@ -100,7 +103,7 @@ namespace
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// collection.AddAssetCreator(std::make_unique<AssetLoaderPhysConstraints>(memory));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderDestructibleDef>(memory));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderXAnim>(memory));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderXModel>(memory));
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collection.AddAssetCreator(CreateXModelLoader(memory, searchPath, zone));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderMaterial>(memory));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderTechniqueSet>(memory));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderImage>(memory));
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@ -117,13 +120,13 @@ namespace
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// collection.AddAssetCreator(std::make_unique<AssetLoaderFont>(memory));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderMenuList>(memory));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderMenu>(memory));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderLocalize>(memory));
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collection.AddAssetCreator(CreateLocalizeLoader(memory, searchPath, zone));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderWeapon>(memory));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderSoundDriverGlobals>(memory));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderFx>(memory));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderImpactFx>(memory));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderRawFile>(memory));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderStringTable>(memory));
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collection.AddAssetCreator(CreateRawFileLoader(memory, searchPath));
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collection.AddAssetCreator(CreateStringTableLoader(memory, searchPath));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderPackIndex>(memory));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderXGlobals>(memory));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderDDL>(memory));
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@ -132,7 +135,7 @@ namespace
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}
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} // namespace
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void ObjLoader::ConfigureCreatorCollection(AssetCreatorCollection& collection, Zone& zone, ISearchPath& searchPath) const
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void ObjLoader::ConfigureCreatorCollection(AssetCreatorCollection& collection, Zone& zone, ISearchPath& searchPath, IGdtQueryable& gdt) const
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{
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ConfigureDefaultCreators(collection, zone);
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ConfigureLoaders(collection, zone, searchPath);
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@ -12,6 +12,6 @@ namespace T5
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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 ConfigureCreatorCollection(AssetCreatorCollection& collection, Zone& zone, ISearchPath& searchPath) const override;
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void ConfigureCreatorCollection(AssetCreatorCollection& collection, Zone& zone, ISearchPath& searchPath, IGdtQueryable& gdt) const override;
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};
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} // namespace T5
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123
src/ObjLoading/Game/T5/RawFile/LoaderRawFileT5.cpp
Normal file
123
src/ObjLoading/Game/T5/RawFile/LoaderRawFileT5.cpp
Normal file
@ -0,0 +1,123 @@
|
||||
#include "LoaderRawFileT5.h"
|
||||
|
||||
#include "Game/T5/T5.h"
|
||||
|
||||
#include <cstring>
|
||||
#include <filesystem>
|
||||
#include <format>
|
||||
#include <iostream>
|
||||
#include <zlib.h>
|
||||
|
||||
using namespace T5;
|
||||
namespace fs = std::filesystem;
|
||||
|
||||
namespace
|
||||
{
|
||||
constexpr size_t COMPRESSED_BUFFER_SIZE_PADDING = 64;
|
||||
|
||||
class RawFileLoader final : public AssetCreator<AssetRawFile>
|
||||
{
|
||||
public:
|
||||
RawFileLoader(MemoryManager& memory, ISearchPath& searchPath)
|
||||
: m_memory(memory),
|
||||
m_search_path(searchPath)
|
||||
{
|
||||
}
|
||||
|
||||
AssetCreationResult CreateAsset(const std::string& assetName, AssetCreationContext& context) override
|
||||
{
|
||||
const auto file = m_search_path.Open(assetName);
|
||||
if (!file.IsOpen())
|
||||
return AssetCreationResult::NoAction();
|
||||
|
||||
const fs::path rawFilePath(assetName);
|
||||
const auto extension = rawFilePath.extension().string();
|
||||
|
||||
if (extension == ".gsc" || extension == ".csc")
|
||||
return LoadGsc(file, assetName, context);
|
||||
|
||||
return LoadDefault(file, assetName, context);
|
||||
}
|
||||
|
||||
private:
|
||||
AssetCreationResult LoadGsc(const SearchPathOpenFile& file, const std::string& assetName, AssetCreationContext& context)
|
||||
{
|
||||
const auto uncompressedBuffer = std::make_unique<char[]>(static_cast<size_t>(file.m_length + 1));
|
||||
|
||||
file.m_stream->read(uncompressedBuffer.get(), file.m_length);
|
||||
if (file.m_stream->gcount() != file.m_length)
|
||||
return AssetCreationResult::Failure();
|
||||
|
||||
uncompressedBuffer[static_cast<size_t>(file.m_length)] = '\0';
|
||||
|
||||
const auto compressionBufferSize = static_cast<size_t>(file.m_length + 1 + sizeof(uint32_t) + sizeof(uint32_t) + COMPRESSED_BUFFER_SIZE_PADDING);
|
||||
auto* compressedBuffer = m_memory.Alloc<char>(compressionBufferSize);
|
||||
|
||||
z_stream_s zs{};
|
||||
zs.zalloc = Z_NULL;
|
||||
zs.zfree = Z_NULL;
|
||||
zs.opaque = Z_NULL;
|
||||
zs.avail_in = static_cast<uInt>(file.m_length + 1);
|
||||
zs.avail_out = compressionBufferSize;
|
||||
zs.next_in = reinterpret_cast<const Bytef*>(uncompressedBuffer.get());
|
||||
zs.next_out = reinterpret_cast<Bytef*>(&compressedBuffer[sizeof(uint32_t) + sizeof(uint32_t)]);
|
||||
|
||||
int ret = deflateInit(&zs, Z_DEFAULT_COMPRESSION);
|
||||
|
||||
if (ret != Z_OK)
|
||||
throw std::runtime_error("Initializing deflate failed");
|
||||
|
||||
ret = deflate(&zs, Z_FINISH);
|
||||
|
||||
if (ret != Z_STREAM_END)
|
||||
{
|
||||
std::cerr << std::format("Deflate failed for loading gsc file \"{}\"\n", assetName);
|
||||
deflateEnd(&zs);
|
||||
return AssetCreationResult::Failure();
|
||||
}
|
||||
|
||||
const auto compressedSize = compressionBufferSize - zs.avail_out;
|
||||
|
||||
reinterpret_cast<uint32_t*>(compressedBuffer)[0] = static_cast<uint32_t>(file.m_length + 1); // outLen
|
||||
reinterpret_cast<uint32_t*>(compressedBuffer)[1] = compressedSize; // inLen
|
||||
|
||||
auto* rawFile = m_memory.Alloc<RawFile>();
|
||||
rawFile->name = m_memory.Dup(assetName.c_str());
|
||||
rawFile->len = static_cast<int>(compressedSize + sizeof(uint32_t) + sizeof(uint32_t));
|
||||
rawFile->buffer = static_cast<const char*>(compressedBuffer);
|
||||
|
||||
deflateEnd(&zs);
|
||||
|
||||
return AssetCreationResult::Success(context.AddAsset<AssetRawFile>(assetName, rawFile));
|
||||
}
|
||||
|
||||
AssetCreationResult LoadDefault(const SearchPathOpenFile& file, const std::string& assetName, AssetCreationContext& context)
|
||||
{
|
||||
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));
|
||||
}
|
||||
|
||||
MemoryManager& m_memory;
|
||||
ISearchPath& m_search_path;
|
||||
};
|
||||
} // namespace
|
||||
|
||||
namespace T5
|
||||
{
|
||||
std::unique_ptr<AssetCreator<AssetRawFile>> CreateRawFileLoader(MemoryManager& memory, ISearchPath& searchPath)
|
||||
{
|
||||
return std::make_unique<RawFileLoader>(memory, searchPath);
|
||||
}
|
||||
} // namespace T5
|
13
src/ObjLoading/Game/T5/RawFile/LoaderRawFileT5.h
Normal file
13
src/ObjLoading/Game/T5/RawFile/LoaderRawFileT5.h
Normal file
@ -0,0 +1,13 @@
|
||||
#pragma once
|
||||
|
||||
#include "Asset/IAssetCreator.h"
|
||||
#include "Game/T5/T5.h"
|
||||
#include "SearchPath/ISearchPath.h"
|
||||
#include "Utils/MemoryManager.h"
|
||||
|
||||
#include <memory>
|
||||
|
||||
namespace T5
|
||||
{
|
||||
std::unique_ptr<AssetCreator<AssetRawFile>> CreateRawFileLoader(MemoryManager& memory, ISearchPath& searchPath);
|
||||
} // namespace T5
|
46
src/ObjLoading/Game/T5/StringTable/LoaderStringTableT5.cpp
Normal file
46
src/ObjLoading/Game/T5/StringTable/LoaderStringTableT5.cpp
Normal file
@ -0,0 +1,46 @@
|
||||
#include "LoaderStringTableT5.h"
|
||||
|
||||
#include "Game/T5/CommonT5.h"
|
||||
#include "Game/T5/T5.h"
|
||||
#include "StringTable/StringTableLoader.h"
|
||||
|
||||
#include <cstring>
|
||||
|
||||
using namespace T5;
|
||||
|
||||
namespace
|
||||
{
|
||||
class StringTableLoader final : public AssetCreator<AssetStringTable>
|
||||
{
|
||||
public:
|
||||
StringTableLoader(MemoryManager& memory, ISearchPath& searchPath)
|
||||
: m_memory(memory),
|
||||
m_search_path(searchPath)
|
||||
{
|
||||
}
|
||||
|
||||
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::StringTableLoaderV3<StringTable, Common::Com_HashString> loader;
|
||||
auto* stringTable = loader.LoadFromStream(assetName, m_memory, *file.m_stream);
|
||||
|
||||
return AssetCreationResult::Success(context.AddAsset<AssetStringTable>(assetName, stringTable));
|
||||
}
|
||||
|
||||
private:
|
||||
MemoryManager& m_memory;
|
||||
ISearchPath& m_search_path;
|
||||
};
|
||||
} // namespace
|
||||
|
||||
namespace T5
|
||||
{
|
||||
std::unique_ptr<AssetCreator<AssetStringTable>> CreateStringTableLoader(MemoryManager& memory, ISearchPath& searchPath)
|
||||
{
|
||||
return std::make_unique<StringTableLoader>(memory, searchPath);
|
||||
}
|
||||
} // namespace T5
|
13
src/ObjLoading/Game/T5/StringTable/LoaderStringTableT5.h
Normal file
13
src/ObjLoading/Game/T5/StringTable/LoaderStringTableT5.h
Normal file
@ -0,0 +1,13 @@
|
||||
#pragma once
|
||||
|
||||
#include "Asset/IAssetCreator.h"
|
||||
#include "Game/T5/T5.h"
|
||||
#include "SearchPath/ISearchPath.h"
|
||||
#include "Utils/MemoryManager.h"
|
||||
|
||||
#include <memory>
|
||||
|
||||
namespace T5
|
||||
{
|
||||
std::unique_ptr<AssetCreator<AssetStringTable>> CreateStringTableLoader(MemoryManager& memory, ISearchPath& searchPath);
|
||||
} // namespace T5
|
Loading…
x
Reference in New Issue
Block a user