81 lines
2.3 KiB
C++

#include "AssetLoaderRawFile.h"
#include "Game/IW4/IW4.h"
#include "Pool/GlobalAssetPool.h"
#include <cstring>
#include <filesystem>
#include <iostream>
#include <zlib.h>
using namespace IW4;
void* AssetLoaderRawFile::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
{
auto* rawFile = memory->Create<RawFile>();
memset(rawFile, 0, sizeof(RawFile));
rawFile->name = memory->Dup(assetName.c_str());
return rawFile;
}
bool AssetLoaderRawFile::CanLoadFromRaw() const
{
return true;
}
bool AssetLoaderRawFile::LoadFromRaw(
const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const
{
const auto file = searchPath->Open(assetName);
if (!file.IsOpen())
return false;
const auto uncompressedBuffer = std::make_unique<char[]>(static_cast<size_t>(file.m_length));
file.m_stream->read(uncompressedBuffer.get(), file.m_length);
if (file.m_stream->gcount() != file.m_length)
return false;
const auto compressionBufferSize = static_cast<size_t>(file.m_length + COMPRESSED_BUFFER_SIZE_PADDING);
auto* compressedBuffer = memory->Alloc<char>(compressionBufferSize);
z_stream_s zs{};
zs.zalloc = Z_NULL;
zs.zfree = Z_NULL;
zs.opaque = Z_NULL;
zs.avail_in = static_cast<uInt>(file.m_length);
zs.avail_out = compressionBufferSize;
zs.next_in = reinterpret_cast<const Bytef*>(uncompressedBuffer.get());
zs.next_out = reinterpret_cast<Bytef*>(compressedBuffer);
int ret = deflateInit(&zs, Z_DEFAULT_COMPRESSION);
if (ret != Z_OK)
{
throw std::runtime_error("Initializing deflate failed");
}
ret = deflate(&zs, Z_FINISH);
if (ret != Z_STREAM_END)
{
std::cerr << "Deflate failed for loading rawfile \"" << assetName << "\"\n";
deflateEnd(&zs);
return false;
}
const auto compressedSize = compressionBufferSize - zs.avail_out;
auto* rawFile = memory->Create<RawFile>();
rawFile->name = memory->Dup(assetName.c_str());
rawFile->compressedLen = static_cast<int>(compressedSize);
rawFile->len = static_cast<int>(file.m_length);
rawFile->data.compressedBuffer = static_cast<const char*>(compressedBuffer);
deflateEnd(&zs);
manager->AddAsset<AssetRawFile>(assetName, rawFile);
return true;
}