mirror of
https://github.com/Laupetin/OpenAssetTools.git
synced 2025-04-19 15:52:53 +00:00
188 lines
5.0 KiB
C++
188 lines
5.0 KiB
C++
#include "ObjLoaderT6.h"
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#include "Game/T6/GameT6.h"
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#include "Game/T6/GameAssetPoolT6.h"
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#include "ObjContainer/IPak/IPak.h"
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#include "ObjLoading.h"
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#include "Image/Texture.h"
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#include "Image/IwiLoader.h"
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const int ObjLoaderT6::IPAK_READ_HASH = Com_HashKey("ipak_read", 64);
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const int ObjLoaderT6::GLOBAL_HASH = Com_HashKey("GLOBAL", 64);
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int ObjLoaderT6::Com_HashKey(const char* str, const int maxLen)
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{
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if (str == nullptr)
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return 0;
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int hash = 0;
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for (int i = 0; i < maxLen; i++)
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{
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if (str[i] == '\0')
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break;
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hash += str[i] * (0x77 + i);
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}
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return hash ^ ((hash ^ (hash >> 10)) >> 10);
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}
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bool ObjLoaderT6::SupportsZone(Zone* zone)
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{
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return zone->m_game == &g_GameT6;
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}
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void ObjLoaderT6::LoadIPakForZone(ISearchPath* searchPath, const std::string& ipakName, Zone* zone)
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{
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if(ObjLoading::Configuration.Verbose)
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{
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printf("Trying to load ipak '%s' for zone '%s'\n", ipakName.c_str(), zone->m_name.c_str());
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}
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const std::string ipakFilename = ipakName + ".ipak";
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auto* file = searchPath->Open(ipakFilename);
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if(file && file->IsOpen())
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{
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IPak* ipak = new IPak(ipakFilename, file);
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if(ipak->Initialize())
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{
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IPak::Repository.AddContainer(ipak, zone);
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printf("Found and loaded ipak '%s'.\n", ipakFilename.c_str());
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}
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else
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{
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delete ipak;
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file->Close();
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delete file;
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printf("Failed to load ipak '%s'!\n", ipakFilename.c_str());
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}
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}
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if(ipakName == "base")
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{
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LoadIPakForZone(searchPath, "mp", zone);
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LoadIPakForZone(searchPath, "so", zone);
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auto languagePrefixes = g_GameT6.GetLanguagePrefixes();
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for(const auto& languagePrefix : languagePrefixes)
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{
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LoadIPakForZone(searchPath, languagePrefix.m_prefix + "base", zone);
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}
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}
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}
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void ObjLoaderT6::LoadReferencedContainersForZone(ISearchPath* searchPath, Zone* zone)
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{
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auto* assetPoolT6 = dynamic_cast<GameAssetPoolT6*>(zone->GetPools());
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const int zoneNameHash = Com_HashKey(zone->m_name.c_str(), 64);
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if(assetPoolT6->m_key_value_pairs != nullptr)
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{
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for(auto* keyValuePairsEntry : *assetPoolT6->m_key_value_pairs)
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{
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auto* keyValuePairs = keyValuePairsEntry->m_asset;
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for(int variableIndex = 0; variableIndex < keyValuePairs->numVariables; variableIndex++)
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{
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T6::KeyValuePair* variable = &keyValuePairs->keyValuePairs[variableIndex];
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if(variable->namespaceHash == zoneNameHash && variable->keyHash == IPAK_READ_HASH)
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{
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LoadIPakForZone(searchPath, variable->value, zone);
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}
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}
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}
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}
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}
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void ObjLoaderT6::UnloadContainersOfZone(Zone* zone)
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{
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IPak::Repository.RemoveContainerReferences(zone);
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}
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void ObjLoaderT6::LoadImageFromLoadDef(T6::GfxImage* image, Zone* zone)
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{
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// TODO: Load Texture from LoadDef here
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}
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void ObjLoaderT6::LoadImageFromIwi(T6::GfxImage* image, ISearchPath* searchPath, Zone* zone)
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{
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Texture* loadedTexture = nullptr;
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IwiLoader loader(zone->GetMemory());
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const std::string imageFileName = "images/" + std::string(image->name) + ".iwi";
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auto* filePathImage = searchPath->Open(imageFileName);
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if (filePathImage != nullptr && filePathImage->IsOpen())
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{
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loadedTexture = loader.LoadIwi(filePathImage);
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filePathImage->Close();
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delete filePathImage;
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}
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else if (image->streamedPartCount > 0)
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{
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for (auto* ipak : IPak::Repository)
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{
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auto* ipakEntry = ipak->GetEntryData(image->hash, image->streamedParts[0].hash);
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if (ipakEntry != nullptr && ipakEntry->IsOpen())
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{
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loadedTexture = loader.LoadIwi(ipakEntry);
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ipakEntry->Close();
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delete ipakEntry;
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}
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}
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}
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if(loadedTexture != nullptr)
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{
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image->texture.texture = loadedTexture;
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}
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else
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{
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printf("Could not find data for image \"%s\"\n", image->name);
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}
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}
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void ObjLoaderT6::LoadImageData(ISearchPath* searchPath, Zone* zone)
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{
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auto* assetPoolT6 = dynamic_cast<GameAssetPoolT6*>(zone->GetPools());
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if (assetPoolT6 && assetPoolT6->m_image != nullptr)
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{
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for (auto* imageEntry : *assetPoolT6->m_image)
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{
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auto* image = imageEntry->m_asset;
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if(image->loadedSize > 0)
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{
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continue;
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}
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// Do not load linked assets
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if(image->name && image->name[0] == ',')
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{
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continue;
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}
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if(image->texture.loadDef && image->texture.loadDef->resourceSize > 0)
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{
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LoadImageFromLoadDef(image, zone);
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}
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else
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{
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LoadImageFromIwi(image, searchPath, zone);
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}
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}
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}
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}
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void ObjLoaderT6::LoadObjDataForZone(ISearchPath* searchPath, Zone* zone)
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{
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LoadImageData(searchPath, zone);
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}
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