OpenAssetTools/src/ObjLoading/Game/IW3/AssetLoaders/AssetLoaderGfxImage.cpp

133 lines
4.0 KiB
C++

#include "AssetLoaderGfxImage.h"
#include <cstring>
#include <iostream>
#include "Game/IW3/IW3.h"
#include "Image/DdsLoader.h"
#include "Pool/GlobalAssetPool.h"
#include "Image/IwiTypes.h"
using namespace IW3;
void* AssetLoaderGfxImage::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
{
auto* image = memory->Create<GfxImage>();
memset(image, 0, sizeof(GfxImage));
image->name = memory->Dup(assetName.c_str());
return image;
}
bool AssetLoaderGfxImage::CanLoadFromRaw() const
{
return true;
}
bool AssetLoaderGfxImage::LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const
{
// Do not load any GfxImages from raw for now that are not loaded
// TODO: Load iwis and add streaming info to asset
if (assetName.empty() || assetName[0] != '*')
return false;
std::string safeAssetName = assetName;
for (auto& c : safeAssetName)
{
switch (c)
{
case '*':
c = '_';
break;
default:
break;
}
}
const auto file = searchPath->Open("images/" + safeAssetName + ".dds");
if (!file.IsOpen())
return false;
const DdsLoader ddsLoader(zone->GetMemory());
auto* texture = ddsLoader.LoadDds(*file.m_stream);
if (texture == nullptr)
{
std::cout << "Failed to load dds file for image asset \"" << assetName << "\"" << std::endl;
return false;
}
auto* image = memory->Create<GfxImage>();
image->name = memory->Dup(assetName.c_str());
image->picmip.platform[0] = 0;
image->picmip.platform[1] = 0;
image->noPicmip = !texture->HasMipMaps();
image->semantic = TS_FUNCTION;
image->track = 0;
image->cardMemory.platform[0] = 0;
image->cardMemory.platform[1] = 0;
image->width = static_cast<uint16_t>(texture->GetWidth());
image->height = static_cast<uint16_t>(texture->GetHeight());
image->depth = static_cast<uint16_t>(texture->GetDepth());
image->category = IMG_CATEGORY_AUTO_GENERATED;
image->delayLoadPixels = false;
switch (texture->GetTextureType())
{
case TextureType::T_2D:
image->mapType = MAPTYPE_2D;
break;
case TextureType::T_3D:
image->mapType = MAPTYPE_3D;
break;
case TextureType::T_CUBE:
image->mapType = MAPTYPE_CUBE;
break;
default:
image->mapType = MAPTYPE_NONE;
break;
}
const auto mipCount = texture->HasMipMaps() ? texture->GetMipMapCount() : 1;
const auto faceCount = texture->GetFaceCount();
size_t dataSize = 0;
for (auto mipLevel = 0; mipLevel < mipCount; mipLevel++)
dataSize += texture->GetSizeOfMipLevel(mipLevel) * faceCount;
auto* loadDef = static_cast<GfxImageLoadDef*>(zone->GetMemory()->Alloc(offsetof(GfxImageLoadDef, data) + dataSize));
image->texture.loadDef = loadDef;
loadDef->levelCount = static_cast<char>(mipCount);
loadDef->flags = 0;
if (!texture->HasMipMaps())
loadDef->flags |= iwi6::IMG_FLAG_NOMIPMAPS;
if (texture->GetTextureType() == TextureType::T_CUBE)
loadDef->flags |= iwi6::IMG_FLAG_CUBEMAP;
if (texture->GetTextureType() == TextureType::T_3D)
loadDef->flags |= iwi6::IMG_FLAG_VOLMAP;
loadDef->dimensions[0] = image->width;
loadDef->dimensions[1] = image->height;
loadDef->dimensions[2] = image->depth;
loadDef->format = static_cast<int>(texture->GetFormat()->GetD3DFormat());
loadDef->resourceSize = dataSize;
char* currentDataBuffer = loadDef->data;
for (auto mipLevel = 0; mipLevel < mipCount; mipLevel++)
{
const auto mipSize = texture->GetSizeOfMipLevel(mipLevel);
for (auto face = 0; face < faceCount; face++)
{
memcpy(currentDataBuffer, texture->GetBufferForMipLevel(mipLevel, face), mipSize);
currentDataBuffer += mipSize;
}
}
manager->AddAsset(ASSET_TYPE_IMAGE, assetName, image);
return true;
}