OpenAssetTools/src/ObjLoading/Game/T6/ObjLoaderT6.cpp

373 lines
16 KiB
C++

#include "ObjLoaderT6.h"
#include "AssetLoaders/AssetLoaderAddonMapEnts.h"
#include "AssetLoaders/AssetLoaderClipMap.h"
#include "AssetLoaders/AssetLoaderComWorld.h"
#include "AssetLoaders/AssetLoaderDDL.h"
#include "AssetLoaders/AssetLoaderDestructibleDef.h"
#include "AssetLoaders/AssetLoaderEmblemSet.h"
#include "AssetLoaders/AssetLoaderFont.h"
#include "AssetLoaders/AssetLoaderFontIcon.h"
#include "AssetLoaders/AssetLoaderFootstepFxTable.h"
#include "AssetLoaders/AssetLoaderFootstepTable.h"
#include "AssetLoaders/AssetLoaderFx.h"
#include "AssetLoaders/AssetLoaderGameWorldMp.h"
#include "AssetLoaders/AssetLoaderGameWorldSp.h"
#include "AssetLoaders/AssetLoaderGfxImage.h"
#include "AssetLoaders/AssetLoaderGfxLightDef.h"
#include "AssetLoaders/AssetLoaderGfxWorld.h"
#include "AssetLoaders/AssetLoaderGlasses.h"
#include "AssetLoaders/AssetLoaderImpactFx.h"
#include "AssetLoaders/AssetLoaderLeaderboard.h"
#include "AssetLoaders/AssetLoaderLocalizeEntry.h"
#include "AssetLoaders/AssetLoaderMapEnts.h"
#include "AssetLoaders/AssetLoaderMaterial.h"
#include "AssetLoaders/AssetLoaderMemoryBlock.h"
#include "AssetLoaders/AssetLoaderMenu.h"
#include "AssetLoaders/AssetLoaderMenuList.h"
#include "AssetLoaders/AssetLoaderPhysConstraints.h"
#include "AssetLoaders/AssetLoaderPhysPreset.h"
#include "AssetLoaders/AssetLoaderQdb.h"
#include "AssetLoaders/AssetLoaderRawFile.h"
#include "AssetLoaders/AssetLoaderScriptParseTree.h"
#include "AssetLoaders/AssetLoaderSkinnedVerts.h"
#include "AssetLoaders/AssetLoaderSlug.h"
#include "AssetLoaders/AssetLoaderSoundBank.h"
#include "AssetLoaders/AssetLoaderSoundDriverGlobals.h"
#include "AssetLoaders/AssetLoaderSoundPatch.h"
#include "AssetLoaders/AssetLoaderStringTable.h"
#include "AssetLoaders/AssetLoaderTechniqueSet.h"
#include "AssetLoaders/AssetLoaderTracer.h"
#include "AssetLoaders/AssetLoaderVehicle.h"
#include "AssetLoaders/AssetLoaderWeapon.h"
#include "AssetLoaders/AssetLoaderWeaponAttachment.h"
#include "AssetLoaders/AssetLoaderWeaponAttachmentUnique.h"
#include "AssetLoaders/AssetLoaderWeaponCamo.h"
#include "AssetLoaders/AssetLoaderXAnim.h"
#include "AssetLoaders/AssetLoaderXGlobals.h"
#include "AssetLoaders/AssetLoaderXModel.h"
#include "AssetLoaders/AssetLoaderZBarrier.h"
#include "AssetLoading/AssetLoadingManager.h"
#include "Game/T6/CommonT6.h"
#include "Game/T6/GameAssetPoolT6.h"
#include "Game/T6/GameT6.h"
#include "Image/Dx12TextureLoader.h"
#include "Image/IwiLoader.h"
#include "Image/IwiTypes.h"
#include "Image/Texture.h"
#include "ObjContainer/IPak/IPak.h"
#include "ObjLoading.h"
#include <format>
namespace T6
{
constexpr auto IPAK_READ_HASH = Common::Com_HashKey("ipak_read", 64);
constexpr auto GLOBAL_HASH = Common::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); \
}
REGISTER_ASSET_LOADER(AssetLoaderPhysPreset)
REGISTER_ASSET_LOADER(AssetLoaderPhysConstraints)
REGISTER_ASSET_LOADER(AssetLoaderDestructibleDef)
REGISTER_ASSET_LOADER(AssetLoaderXAnim)
REGISTER_ASSET_LOADER(AssetLoaderXModel)
REGISTER_ASSET_LOADER(AssetLoaderMaterial)
REGISTER_ASSET_LOADER(AssetLoaderTechniqueSet)
REGISTER_ASSET_LOADER(AssetLoaderGfxImage)
REGISTER_ASSET_LOADER(AssetLoaderSoundBank)
REGISTER_ASSET_LOADER(AssetLoaderSoundPatch)
REGISTER_ASSET_LOADER(AssetLoaderClipMap)
REGISTER_ASSET_LOADER(AssetLoaderClipMapPvs)
REGISTER_ASSET_LOADER(AssetLoaderComWorld)
REGISTER_ASSET_LOADER(AssetLoaderGameWorldSp)
REGISTER_ASSET_LOADER(AssetLoaderGameWorldMp)
REGISTER_ASSET_LOADER(AssetLoaderMapEnts)
REGISTER_ASSET_LOADER(AssetLoaderGfxWorld)
REGISTER_ASSET_LOADER(AssetLoaderGfxLightDef)
REGISTER_ASSET_LOADER(AssetLoaderFont)
REGISTER_ASSET_LOADER(AssetLoaderFontIcon)
REGISTER_ASSET_LOADER(AssetLoaderMenuList)
REGISTER_ASSET_LOADER(AssetLoaderMenu)
REGISTER_ASSET_LOADER(AssetLoaderLocalizeEntry)
REGISTER_ASSET_LOADER(AssetLoaderWeapon)
REGISTER_ASSET_LOADER(AssetLoaderWeaponAttachment)
REGISTER_ASSET_LOADER(AssetLoaderWeaponAttachmentUnique)
REGISTER_ASSET_LOADER(AssetLoaderWeaponCamo)
REGISTER_ASSET_LOADER(AssetLoaderSoundDriverGlobals)
REGISTER_ASSET_LOADER(AssetLoaderFx)
REGISTER_ASSET_LOADER(AssetLoaderImpactFx)
REGISTER_ASSET_LOADER(AssetLoaderRawFile)
REGISTER_ASSET_LOADER(AssetLoaderStringTable)
REGISTER_ASSET_LOADER(AssetLoaderLeaderboard)
REGISTER_ASSET_LOADER(AssetLoaderXGlobals)
REGISTER_ASSET_LOADER(AssetLoaderDDL)
REGISTER_ASSET_LOADER(AssetLoaderGlasses)
REGISTER_ASSET_LOADER(AssetLoaderEmblemSet)
REGISTER_ASSET_LOADER(AssetLoaderScriptParseTree)
REGISTER_ASSET_LOADER(AssetLoaderVehicle)
REGISTER_ASSET_LOADER(AssetLoaderMemoryBlock)
REGISTER_ASSET_LOADER(AssetLoaderAddonMapEnts)
REGISTER_ASSET_LOADER(AssetLoaderTracer)
REGISTER_ASSET_LOADER(AssetLoaderSkinnedVerts)
REGISTER_ASSET_LOADER(AssetLoaderQdb)
REGISTER_ASSET_LOADER(AssetLoaderSlug)
REGISTER_ASSET_LOADER(AssetLoaderFootstepTable)
REGISTER_ASSET_LOADER(AssetLoaderFootstepFxTable)
REGISTER_ASSET_LOADER(AssetLoaderZBarrier)
#undef REGISTER_ASSET_LOADER
}
bool ObjLoader::VerifySoundBankChecksum(const SoundBank& soundBank, const SndRuntimeAssetBank& sndRuntimeAssetBank)
{
SoundAssetBankChecksum checksum{};
static_assert(sizeof(SoundAssetBankChecksum::checksumBytes) == sizeof(SndRuntimeAssetBank::linkTimeChecksum));
for (auto i = 0u; i < sizeof(SoundAssetBankChecksum::checksumBytes); i++)
checksum.checksumBytes[i] = sndRuntimeAssetBank.linkTimeChecksum[i];
return soundBank.VerifyChecksum(checksum);
}
SoundBank* ObjLoader::LoadSoundBankForZone(ISearchPath& searchPath, const std::string& soundBankFileName, Zone& zone)
{
if (ObjLoading::Configuration.Verbose)
std::cout << std::format("Trying to load sound bank '{}' for zone '{}'\n", soundBankFileName, zone.m_name);
auto* existingSoundBank = SoundBank::Repository.GetContainerByName(soundBankFileName);
if (existingSoundBank != nullptr)
{
if (ObjLoading::Configuration.Verbose)
std::cout << std::format("Referencing loaded sound bank '{}'.\n", soundBankFileName);
SoundBank::Repository.AddContainerReference(existingSoundBank, &zone);
return existingSoundBank;
}
auto file = searchPath.Open(soundBankFileName);
if (file.IsOpen())
{
auto sndBank = std::make_unique<SoundBank>(soundBankFileName, std::move(file.m_stream), file.m_length);
auto* sndBankPtr = sndBank.get();
if (!sndBank->Initialize())
{
std::cerr << std::format("Failed to load sound bank '{}'\n", soundBankFileName);
return nullptr;
}
SoundBank::Repository.AddContainer(std::move(sndBank), &zone);
if (ObjLoading::Configuration.Verbose)
std::cout << std::format("Found and loaded sound bank '{}'\n", soundBankFileName);
return sndBankPtr;
}
std::cerr << std::format("Failed to load sound bank '{}'\n", soundBankFileName);
return nullptr;
}
void ObjLoader::LoadSoundBankFromLinkedInfo(ISearchPath& searchPath,
const std::string& soundBankFileName,
const SndRuntimeAssetBank& sndBankLinkedInfo,
Zone& zone,
std::set<std::string>& loadedBanksForZone,
std::stack<std::string>& dependenciesToLoad)
{
if (loadedBanksForZone.find(soundBankFileName) == loadedBanksForZone.end())
{
auto* soundBank = LoadSoundBankForZone(searchPath, soundBankFileName, zone);
if (soundBank)
{
if (!VerifySoundBankChecksum(*soundBank, sndBankLinkedInfo))
std::cout << std::format("Checksum of sound bank does not match link time checksum for '{}'\n", soundBankFileName);
loadedBanksForZone.emplace(soundBankFileName);
for (const auto& dependency : soundBank->GetDependencies())
{
dependenciesToLoad.emplace(dependency);
}
}
}
}
void ObjLoader::LoadSoundBanksFromAsset(ISearchPath& searchPath, const SndBank& sndBank, Zone& zone, std::set<std::string>& loadedBanksForZone)
{
std::stack<std::string> dependenciesToLoad;
if (sndBank.streamAssetBank.zone)
{
const auto soundBankFileName = SoundBank::GetFileNameForDefinition(true, sndBank.streamAssetBank.zone, sndBank.streamAssetBank.language);
LoadSoundBankFromLinkedInfo(searchPath, soundBankFileName, sndBank.streamAssetBank, zone, loadedBanksForZone, dependenciesToLoad);
}
if (sndBank.runtimeAssetLoad && sndBank.loadAssetBank.zone)
{
const auto soundBankFileName = SoundBank::GetFileNameForDefinition(false, sndBank.loadAssetBank.zone, sndBank.loadAssetBank.language);
LoadSoundBankFromLinkedInfo(searchPath, soundBankFileName, sndBank.loadAssetBank, zone, loadedBanksForZone, dependenciesToLoad);
}
while (!dependenciesToLoad.empty())
{
auto dependencyFileName = dependenciesToLoad.top();
dependenciesToLoad.pop();
if (loadedBanksForZone.find(dependencyFileName) == loadedBanksForZone.end())
{
auto* soundBank = LoadSoundBankForZone(searchPath, dependencyFileName, zone);
if (soundBank)
{
loadedBanksForZone.emplace(dependencyFileName);
for (const auto& dependency : soundBank->GetDependencies())
dependenciesToLoad.emplace(dependency);
}
}
}
}
void ObjLoader::LoadIPakForZone(ISearchPath& searchPath, const std::string& ipakName, Zone& zone)
{
if (ObjLoading::Configuration.Verbose)
std::cout << std::format("Trying to load ipak '{}' for zone '{}'\n", ipakName, zone.m_name);
auto* existingIPak = IPak::Repository.GetContainerByName(ipakName);
if (existingIPak != nullptr)
{
if (ObjLoading::Configuration.Verbose)
std::cout << std::format("Referencing loaded ipak '{}'.\n", ipakName);
IPak::Repository.AddContainerReference(existingIPak, &zone);
return;
}
const auto ipakFilename = std::format("{}.ipak", ipakName);
auto file = searchPath.Open(ipakFilename);
if (file.IsOpen())
{
auto ipak = std::make_unique<IPak>(ipakFilename, std::move(file.m_stream));
if (ipak->Initialize())
{
IPak::Repository.AddContainer(std::move(ipak), &zone);
if (ObjLoading::Configuration.Verbose)
std::cout << std::format("Found and loaded ipak '{}'.\n", ipakFilename);
}
else
{
std::cerr << std::format("Failed to load ipak '{}'!\n", ipakFilename);
}
}
}
bool ObjLoader::IsMpZone(const 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(const 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::LoadCommonIPaks(ISearchPath& searchPath, Zone& zone)
{
if (ObjLoading::Configuration.Verbose)
std::cout << std::format("Loading common ipaks for zone \"{}\"\n", zone.m_name);
LoadIPakForZone(searchPath, "base", zone);
const auto& languagePrefixes = IGame::GetGameById(GameId::T6)->GetLanguagePrefixes();
for (const auto& languagePrefix : languagePrefixes)
LoadIPakForZone(searchPath, std::format("{}base", languagePrefix.m_prefix), zone);
if (IsMpZone(zone))
{
if (ObjLoading::Configuration.Verbose)
std::cout << std::format("Loading multiplayer ipaks for zone \"{}\"\n", zone.m_name);
LoadIPakForZone(searchPath, "mp", zone);
LoadIPakForZone(searchPath, "so", zone);
}
else if (IsZmZone(zone))
{
if (ObjLoading::Configuration.Verbose)
std::cout << std::format("Loading zombie ipak for zone \"{}\"\n", zone.m_name);
LoadIPakForZone(searchPath, "zm", zone);
}
else
{
if (ObjLoading::Configuration.Verbose)
std::cout << std::format("Loading singleplayer ipak for zone \"{}\"\n", zone.m_name);
LoadIPakForZone(searchPath, "sp", zone);
}
}
void ObjLoader::LoadReferencedContainersForZone(ISearchPath& searchPath, Zone& zone) const
{
const auto* assetPoolT6 = dynamic_cast<GameAssetPoolT6*>(zone.m_pools.get());
const auto zoneNameHash = Common::Com_HashKey(zone.m_name.c_str(), 64);
LoadCommonIPaks(searchPath, zone);
if (assetPoolT6->m_key_value_pairs != nullptr)
{
for (auto* keyValuePairsEntry : *assetPoolT6->m_key_value_pairs)
{
const auto* keyValuePairs = keyValuePairsEntry->Asset();
for (auto variableIndex = 0; variableIndex < keyValuePairs->numVariables; variableIndex++)
{
auto* variable = &keyValuePairs->keyValuePairs[variableIndex];
if (variable->namespaceHash == zoneNameHash && variable->keyHash == IPAK_READ_HASH)
{
LoadIPakForZone(searchPath, variable->value, zone);
}
}
}
}
if (assetPoolT6->m_sound_bank != nullptr)
{
std::set<std::string> loadedSoundBanksForZone;
for (auto* sndBankAssetInfo : *assetPoolT6->m_sound_bank)
{
LoadSoundBanksFromAsset(searchPath, *sndBankAssetInfo->Asset(), zone, loadedSoundBanksForZone);
}
}
}
void ObjLoader::UnloadContainersOfZone(Zone& zone) const
{
IPak::Repository.RemoveContainerReferences(&zone);
}
void ObjLoader::ConfigureCreatorCollection(AssetCreatorCollection& collection) const {}
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);
}
void ObjLoader::FinalizeAssetsForZone(AssetLoadingContext& context) const
{
for (const auto& [type, loader] : m_asset_loaders_by_type)
loader->FinalizeAssetsForZone(context);
}
} // namespace T6