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OpenAssetTools/src/ObjLoading/Game/T6/Image/LoaderImageT6.cpp

80 lines
2.7 KiB
C++

#include "LoaderImageT6.h"
#include "Game/T6/CommonT6.h"
#include "Game/T6/T6.h"
#include "Image/ImageCommon.h"
#include "Image/IwiLoader.h"
#include "Utils/Logging/Log.h"
#include <cstring>
#include <format>
#include <iostream>
#include <sstream>
#include <zlib.h>
using namespace T6;
namespace
{
class ImageLoader final : public AssetCreator<AssetImage>
{
public:
ImageLoader(MemoryManager& memory, ISearchPath& searchPath)
: m_memory(memory),
m_search_path(searchPath)
{
}
AssetCreationResult CreateAsset(const std::string& assetName, AssetCreationContext& context) override
{
const auto fileName = image::GetFileNameForAsset(assetName, ".iwi");
const auto file = m_search_path.Open(fileName);
if (!file.IsOpen())
return AssetCreationResult::NoAction();
const auto fileSize = static_cast<size_t>(file.m_length);
const auto fileData = std::make_unique<char[]>(fileSize);
file.m_stream->read(fileData.get(), static_cast<std::streamsize>(fileSize));
const auto dataHash = static_cast<unsigned>(crc32(0u, reinterpret_cast<const Bytef*>(fileData.get()), static_cast<unsigned>(fileSize)));
std::istringstream ss(std::string(fileData.get(), fileSize));
const auto texture = iwi::LoadIwi(ss);
if (!texture)
{
con::error("Failed to load texture from: {}", fileName);
return AssetCreationResult::Failure();
}
auto* image = m_memory.Alloc<GfxImage>();
image->name = m_memory.Dup(assetName.c_str());
image->hash = Common::R_HashString(image->name, 0);
image->delayLoadPixels = true;
image->noPicmip = !texture->HasMipMaps();
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->streaming = 1;
image->streamedParts[0].levelCount = 1;
image->streamedParts[0].levelSize = static_cast<uint32_t>(fileSize);
image->streamedParts[0].hash = dataHash & 0x1FFFFFFF;
image->streamedPartCount = 1;
return AssetCreationResult::Success(context.AddAsset<AssetImage>(assetName, image));
}
private:
MemoryManager& m_memory;
ISearchPath& m_search_path;
};
} // namespace
namespace image
{
std::unique_ptr<AssetCreator<AssetImage>> CreateLoaderT6(MemoryManager& memory, ISearchPath& searchPath)
{
return std::make_unique<ImageLoader>(memory, searchPath);
}
} // namespace image