mirror of
https://github.com/Laupetin/OpenAssetTools.git
synced 2025-04-21 00:25:44 +00:00
186 lines
7.2 KiB
C++
186 lines
7.2 KiB
C++
#include "ObjLoaderIW3.h"
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#include "AssetLoaders/AssetLoaderGfxImage.h"
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#include "AssetLoaders/AssetLoaderLocalizeEntry.h"
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#include "AssetLoaders/AssetLoaderRawFile.h"
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#include "AssetLoading/AssetLoadingManager.h"
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#include "Game/IW3/GameAssetPoolIW3.h"
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#include "Game/IW3/GameIW3.h"
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#include "Image/Dx9TextureLoader.h"
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#include "Image/IwiLoader.h"
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#include "Image/IwiTypes.h"
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#include "Image/Texture.h"
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#include "ObjContainer/IPak/IPak.h"
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#include "ObjLoading.h"
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using namespace IW3;
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ObjLoader::ObjLoader()
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{
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#define REGISTER_ASSET_LOADER(t) \
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{ \
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auto l = std::make_unique<t>(); \
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m_asset_loaders_by_type[l->GetHandlingAssetType()] = std::move(l); \
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}
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#define BASIC_LOADER(assetType, assetClass) BasicAssetLoader<assetType, assetClass>
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_PHYSPRESET, PhysPreset))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_XANIMPARTS, XAnimParts))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_XMODEL, XModel))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_MATERIAL, Material))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_TECHNIQUE_SET, MaterialTechniqueSet))
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REGISTER_ASSET_LOADER(AssetLoaderGfxImage)
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_SOUND, snd_alias_list_t))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_SOUND_CURVE, SndCurve))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_LOADED_SOUND, LoadedSound))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_CLIPMAP, clipMap_t))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_CLIPMAP_PVS, clipMap_t))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_COMWORLD, ComWorld))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_GAMEWORLD_SP, GameWorldSp))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_GAMEWORLD_MP, GameWorldMp))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_MAP_ENTS, MapEnts))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_GFXWORLD, GfxWorld))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_LIGHT_DEF, GfxLightDef))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_FONT, Font_s))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_MENULIST, MenuList))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_MENU, menuDef_t))
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REGISTER_ASSET_LOADER(AssetLoaderLocalizeEntry)
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_WEAPON, WeaponDef))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_SNDDRIVER_GLOBALS, SndDriverGlobals))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_FX, FxEffectDef))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_IMPACT_FX, FxImpactTable))
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REGISTER_ASSET_LOADER(AssetLoaderRawFile)
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_STRINGTABLE, StringTable))
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#undef BASIC_LOADER
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#undef REGISTER_ASSET_LOADER
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}
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bool ObjLoader::SupportsZone(Zone* zone) const
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{
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return zone->m_game == &g_GameIW3;
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}
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bool ObjLoader::IsMpZone(Zone* zone)
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{
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return zone->m_name.compare(0, 3, "mp_") == 0 || zone->m_name.compare(zone->m_name.length() - 3, 3, "_mp") == 0;
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}
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bool ObjLoader::IsZmZone(Zone* zone)
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{
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return zone->m_name.compare(0, 3, "zm_") == 0 || zone->m_name.compare(zone->m_name.length() - 3, 3, "_zm") == 0;
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}
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void ObjLoader::LoadReferencedContainersForZone(ISearchPath* searchPath, Zone* zone) const {}
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void ObjLoader::UnloadContainersOfZone(Zone* zone) const {}
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void ObjLoader::LoadImageFromLoadDef(GfxImage* image, Zone* zone)
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{
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const auto* loadDef = image->texture.loadDef;
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Dx9TextureLoader textureLoader(zone->GetMemory());
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textureLoader.Width(loadDef->dimensions[0]).Height(loadDef->dimensions[1]).Depth(loadDef->dimensions[2]);
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if (loadDef->flags & iwi6::IMG_FLAG_VOLMAP)
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textureLoader.Type(TextureType::T_3D);
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else if (loadDef->flags & iwi6::IMG_FLAG_CUBEMAP)
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textureLoader.Type(TextureType::T_CUBE);
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else
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textureLoader.Type(TextureType::T_2D);
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textureLoader.Format(static_cast<oat::D3DFORMAT>(loadDef->format));
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textureLoader.HasMipMaps(!(loadDef->flags & iwi6::IMG_FLAG_NOMIPMAPS));
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Texture* loadedTexture = textureLoader.LoadTexture(image->texture.loadDef->data);
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if (loadedTexture != nullptr)
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{
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image->texture.texture = loadedTexture;
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image->cardMemory.platform[0] = 0;
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const auto textureMipCount = loadedTexture->GetMipMapCount();
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for (auto mipLevel = 0; mipLevel < textureMipCount; mipLevel++)
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image->cardMemory.platform[0] += static_cast<int>(loadedTexture->GetSizeOfMipLevel(mipLevel) * loadedTexture->GetFaceCount());
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}
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}
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void ObjLoader::LoadImageFromIwi(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 auto imageFileName = "images/" + std::string(image->name) + ".iwi";
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{
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const auto filePathImage = searchPath->Open(imageFileName);
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if (filePathImage.IsOpen())
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{
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loadedTexture = loader.LoadIwi(*filePathImage.m_stream);
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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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image->cardMemory.platform[0] = 0;
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const auto textureMipCount = loadedTexture->GetMipMapCount();
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for (auto mipLevel = 0; mipLevel < textureMipCount; mipLevel++)
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image->cardMemory.platform[0] += static_cast<int>(loadedTexture->GetSizeOfMipLevel(mipLevel) * loadedTexture->GetFaceCount());
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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 ObjLoader::LoadImageData(ISearchPath* searchPath, Zone* zone)
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{
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auto* assetPool = dynamic_cast<GameAssetPoolIW3*>(zone->m_pools.get());
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if (assetPool && assetPool->m_image != nullptr)
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{
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for (auto* imageEntry : *assetPool->m_image)
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{
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auto* image = imageEntry->Asset();
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if (image->cardMemory.platform[0] > 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 ObjLoader::LoadObjDataForZone(ISearchPath* searchPath, Zone* zone) const
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{
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LoadImageData(searchPath, zone);
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}
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bool ObjLoader::LoadAssetForZone(AssetLoadingContext* context, const asset_type_t assetType, const std::string& assetName) const
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{
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AssetLoadingManager assetLoadingManager(m_asset_loaders_by_type, *context);
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return assetLoadingManager.LoadAssetFromLoader(assetType, assetName);
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}
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void ObjLoader::FinalizeAssetsForZone(AssetLoadingContext* context) const
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{
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for (const auto& [type, loader] : m_asset_loaders_by_type)
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loader->FinalizeAssetsForZone(context);
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}
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