#include "ObjLoaderT5.h" #include "AssetLoaders/AssetLoaderLocalizeEntry.h" #include "AssetLoaders/AssetLoaderRawFile.h" #include "AssetLoaders/AssetLoaderStringTable.h" #include "AssetLoading/AssetLoadingManager.h" #include "Game/T5/GameAssetPoolT5.h" #include "Game/T5/GameT5.h" #include "Image/Dx9TextureLoader.h" #include "Image/IwiLoader.h" #include "Image/IwiTypes.h" #include "Image/Texture.h" #include "ObjContainer/IPak/IPak.h" #include "ObjLoading.h" using namespace T5; ObjLoader::ObjLoader() { #define REGISTER_ASSET_LOADER(t) \ { \ auto l = std::make_unique(); \ m_asset_loaders_by_type[l->GetHandlingAssetType()] = std::move(l); \ } #define BASIC_LOADER(assetType, assetClass) BasicAssetLoader 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_MENULIST, MenuList)) REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_MENU, menuDef_t)) REGISTER_ASSET_LOADER(AssetLoaderLocalizeEntry) REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_WEAPON, WeaponVariantDef)) 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(AssetLoaderStringTable) REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_PACK_INDEX, PackIndex)) REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_XGLOBALS, XGlobals)) REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_DDL, ddlRoot_t)) REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_GLASSES, Glasses)) REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_EMBLEMSET, EmblemSet)) #undef BASIC_LOADER #undef REGISTER_ASSET_LOADER } bool ObjLoader::SupportsZone(Zone* zone) const { return zone->m_game == &g_GameT5; } 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) { const auto* loadDef = image->texture.loadDef; Dx9TextureLoader textureLoader(zone->GetMemory()); textureLoader.Width(image->width).Height(image->height).Depth(image->depth); if (loadDef->flags & iwi13::IMG_FLAG_VOLMAP) textureLoader.Type(TextureType::T_3D); else if (loadDef->flags & iwi13::IMG_FLAG_CUBEMAP) textureLoader.Type(TextureType::T_CUBE); else textureLoader.Type(TextureType::T_2D); textureLoader.Format(static_cast(loadDef->format)); textureLoader.HasMipMaps(!(loadDef->flags & iwi13::IMG_FLAG_NOMIPMAPS)); Texture* loadedTexture = textureLoader.LoadTexture(image->texture.loadDef->data); if (loadedTexture != nullptr) { image->texture.texture = loadedTexture; image->loadedSize = 0; const auto textureMipCount = loadedTexture->GetMipMapCount(); for (auto mipLevel = 0; mipLevel < textureMipCount; mipLevel++) image->loadedSize += static_cast(loadedTexture->GetSizeOfMipLevel(mipLevel) * loadedTexture->GetFaceCount()); } } 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()) { loadedTexture = loader.LoadIwi(*filePathImage.m_stream); } } if (loadedTexture != nullptr) { image->texture.texture = loadedTexture; image->loadedSize = 0; const auto textureMipCount = loadedTexture->GetMipMapCount(); for (auto mipLevel = 0; mipLevel < textureMipCount; mipLevel++) image->loadedSize += static_cast(loadedTexture->GetSizeOfMipLevel(mipLevel) * loadedTexture->GetFaceCount()); } else { printf("Could not find data for image \"%s\"\n", image->name); } } void ObjLoader::LoadImageData(ISearchPath* searchPath, Zone* zone) { auto* assetPool = dynamic_cast(zone->m_pools.get()); if (assetPool && assetPool->m_image != nullptr) { for (auto* imageEntry : *assetPool->m_image) { auto* image = imageEntry->Asset(); if (image->loadedSize > 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); } void ObjLoader::FinalizeAssetsForZone(AssetLoadingContext* context) const { for (const auto& [type, loader] : m_asset_loaders_by_type) loader->FinalizeAssetsForZone(context); }