mirror of
https://github.com/Laupetin/OpenAssetTools.git
synced 2025-04-21 16:45:44 +00:00
162 lines
6.2 KiB
C++
162 lines
6.2 KiB
C++
#include "ObjLoaderIW4.h"
|
|
#include "Game/IW4/GameIW4.h"
|
|
#include "Game/IW4/GameAssetPoolIW4.h"
|
|
#include "ObjContainer/IPak/IPak.h"
|
|
#include "ObjLoading.h"
|
|
#include "AssetLoaders/AssetLoaderRawFile.h"
|
|
#include "AssetLoading/AssetLoadingManager.h"
|
|
#include "Image/Texture.h"
|
|
#include "Image/IwiLoader.h"
|
|
|
|
using namespace IW4;
|
|
|
|
ObjLoader::ObjLoader()
|
|
{
|
|
#define REGISTER_ASSET_LOADER(t) {auto l = std::make_unique<t>(); m_asset_loaders_by_type[l->GetHandlingAssetType()] = std::move(l);}
|
|
#define BASIC_LOADER(assetType, assetClass) BasicAssetLoader<assetType, assetClass>
|
|
|
|
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_PHYSPRESET, PhysPreset))
|
|
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_PHYSCOLLMAP, PhysCollmap))
|
|
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_XANIMPARTS, XAnimParts))
|
|
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_XMODEL_SURFS, XModelSurfs))
|
|
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_PIXELSHADER, MaterialPixelShader))
|
|
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_VERTEXSHADER, MaterialVertexShader))
|
|
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_VERTEXDECL, MaterialVertexDeclaration))
|
|
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, snd_alias_list_t))
|
|
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_SOUND_CURVE, SndCurve))
|
|
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_LOADED_SOUND, LoadedSound))
|
|
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_CLIPMAP_SP, clipMap_t))
|
|
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_CLIPMAP_MP, 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_FXWORLD, FxWorld))
|
|
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(BASIC_LOADER(ASSET_TYPE_LOCALIZE_ENTRY, LocalizeEntry))
|
|
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_WEAPON, WeaponCompleteDef))
|
|
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(BASIC_LOADER(ASSET_TYPE_STRINGTABLE, StringTable))
|
|
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_LEADERBOARD, LeaderboardDef))
|
|
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_STRUCTURED_DATA_DEF, StructuredDataDefSet))
|
|
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_TRACER, TracerDef))
|
|
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_VEHICLE, VehicleDef))
|
|
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_ADDON_MAP_ENTS, AddonMapEnts))
|
|
|
|
#undef BASIC_LOADER
|
|
#undef REGISTER_ASSET_LOADER
|
|
}
|
|
|
|
bool ObjLoader::SupportsZone(Zone* zone) const
|
|
{
|
|
return zone->m_game == &g_GameIW4;
|
|
}
|
|
|
|
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)
|
|
{
|
|
// TODO: Load Texture from LoadDef here
|
|
}
|
|
|
|
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->cardMemory.platform[0] = 0;
|
|
|
|
const auto textureMipCount = loadedTexture->GetMipMapCount();
|
|
for (auto mipLevel = 0; mipLevel < textureMipCount; mipLevel++)
|
|
image->cardMemory.platform[0] += static_cast<int>(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<GameAssetPoolIW4*>(zone->m_pools.get());
|
|
|
|
if (assetPool && assetPool->m_image != nullptr)
|
|
{
|
|
for (auto* imageEntry : *assetPool->m_image)
|
|
{
|
|
auto* image = imageEntry->Asset();
|
|
|
|
if (image->cardMemory.platform[0] > 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);
|
|
} |