mirror of
https://github.com/Laupetin/OpenAssetTools.git
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80 lines
2.7 KiB
C++
80 lines
2.7 KiB
C++
#include "LoaderImageT6.h"
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#include "Game/T6/CommonT6.h"
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#include "Game/T6/T6.h"
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#include "Image/ImageCommon.h"
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#include "Image/IwiLoader.h"
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#include "Utils/Logging/Log.h"
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#include <cstring>
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#include <format>
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#include <iostream>
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#include <sstream>
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#include <zlib.h>
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using namespace T6;
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namespace
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{
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class ImageLoader final : public AssetCreator<AssetImage>
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{
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public:
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ImageLoader(MemoryManager& memory, ISearchPath& searchPath)
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: m_memory(memory),
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m_search_path(searchPath)
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{
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}
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AssetCreationResult CreateAsset(const std::string& assetName, AssetCreationContext& context) override
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{
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const auto fileName = image::GetFileNameForAsset(assetName, ".iwi");
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const auto file = m_search_path.Open(fileName);
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if (!file.IsOpen())
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return AssetCreationResult::NoAction();
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const auto fileSize = static_cast<size_t>(file.m_length);
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const auto fileData = std::make_unique<char[]>(fileSize);
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file.m_stream->read(fileData.get(), static_cast<std::streamsize>(fileSize));
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const auto dataHash = static_cast<unsigned>(crc32(0u, reinterpret_cast<const Bytef*>(fileData.get()), static_cast<unsigned>(fileSize)));
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std::istringstream ss(std::string(fileData.get(), fileSize));
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const auto texture = iwi::LoadIwi(ss);
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if (!texture)
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{
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con::error("Failed to load texture from: {}", fileName);
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return AssetCreationResult::Failure();
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}
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auto* image = m_memory.Alloc<GfxImage>();
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image->name = m_memory.Dup(assetName.c_str());
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image->hash = Common::R_HashString(image->name, 0);
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image->delayLoadPixels = true;
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image->noPicmip = !texture->HasMipMaps();
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image->width = static_cast<uint16_t>(texture->GetWidth());
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image->height = static_cast<uint16_t>(texture->GetHeight());
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image->depth = static_cast<uint16_t>(texture->GetDepth());
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image->streaming = 1;
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image->streamedParts[0].levelCount = 1;
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image->streamedParts[0].levelSize = static_cast<uint32_t>(fileSize);
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image->streamedParts[0].hash = dataHash & 0x1FFFFFFF;
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image->streamedPartCount = 1;
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return AssetCreationResult::Success(context.AddAsset<AssetImage>(assetName, image));
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}
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private:
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MemoryManager& m_memory;
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ISearchPath& m_search_path;
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};
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} // namespace
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namespace image
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{
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std::unique_ptr<AssetCreator<AssetImage>> CreateLoaderT6(MemoryManager& memory, ISearchPath& searchPath)
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{
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return std::make_unique<ImageLoader>(memory, searchPath);
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}
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} // namespace image
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