refactor: image and obj data loading

This commit is contained in:
Jan
2024-09-24 12:01:42 +01:00
parent 5fee875495
commit 5cc52c42cd
97 changed files with 1784 additions and 1878 deletions

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@ -5,7 +5,9 @@
#include "Image/IwiTypes.h"
#include "Pool/GlobalAssetPool.h"
#include <algorithm>
#include <cstring>
#include <format>
#include <iostream>
using namespace IW3;
@ -32,20 +34,9 @@ bool AssetLoaderGfxImage::LoadFromRaw(
return false;
std::string safeAssetName = assetName;
for (auto& c : safeAssetName)
{
switch (c)
{
case '*':
c = '_';
break;
std::ranges::replace(safeAssetName, '*', '_');
default:
break;
}
}
const auto file = searchPath->Open("images/" + safeAssetName + ".dds");
const auto file = searchPath->Open(std::format("images/{}.dds", safeAssetName));
if (!file.IsOpen())
return false;
@ -54,7 +45,7 @@ bool AssetLoaderGfxImage::LoadFromRaw(
if (texture == nullptr)
{
std::cout << "Failed to load dds file for image asset \"" << assetName << "\"\n";
std::cout << std::format("Failed to load dds file for image asset \"{}\"\n", assetName);
return false;
}

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@ -4,13 +4,7 @@
#include "AssetLoaders/AssetLoaderLocalizeEntry.h"
#include "AssetLoaders/AssetLoaderRawFile.h"
#include "AssetLoading/AssetLoadingManager.h"
#include "Game/IW3/GameAssetPoolIW3.h"
#include "Game/IW3/GameIW3.h"
#include "Image/Dx9TextureLoader.h"
#include "Image/IwiLoader.h"
#include "Image/IwiTypes.h"
#include "Image/Texture.h"
#include "ObjContainer/IPak/IPak.h"
#include "ObjLoading.h"
using namespace IW3;
@ -54,129 +48,32 @@ ObjLoader::ObjLoader()
#undef REGISTER_ASSET_LOADER
}
bool ObjLoader::SupportsZone(Zone* zone) const
bool ObjLoader::SupportsZone(const Zone& zone) const
{
return zone->m_game == &g_GameIW3;
return zone.m_game == &g_GameIW3;
}
bool ObjLoader::IsMpZone(Zone* zone)
bool ObjLoader::IsMpZone(const Zone& zone)
{
return zone->m_name.compare(0, 3, "mp_") == 0 || zone->m_name.compare(zone->m_name.length() - 3, 3, "_mp") == 0;
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)
bool ObjLoader::IsZmZone(const Zone& zone)
{
return zone->m_name.compare(0, 3, "zm_") == 0 || zone->m_name.compare(zone->m_name.length() - 3, 3, "_zm") == 0;
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::LoadReferencedContainersForZone(ISearchPath& searchPath, Zone& zone) const {}
void ObjLoader::UnloadContainersOfZone(Zone* zone) const {}
void ObjLoader::UnloadContainersOfZone(Zone& zone) const {}
void ObjLoader::LoadImageFromLoadDef(GfxImage* image, Zone* zone)
bool ObjLoader::LoadAssetForZone(AssetLoadingContext& context, const asset_type_t assetType, const std::string& assetName) const
{
const auto* loadDef = image->texture.loadDef;
Dx9TextureLoader textureLoader(zone->GetMemory());
textureLoader.Width(loadDef->dimensions[0]).Height(loadDef->dimensions[1]).Depth(loadDef->dimensions[2]);
if (loadDef->flags & iwi6::IMG_FLAG_VOLMAP)
textureLoader.Type(TextureType::T_3D);
else if (loadDef->flags & iwi6::IMG_FLAG_CUBEMAP)
textureLoader.Type(TextureType::T_CUBE);
else
textureLoader.Type(TextureType::T_2D);
textureLoader.Format(static_cast<oat::D3DFORMAT>(loadDef->format));
textureLoader.HasMipMaps(!(loadDef->flags & iwi6::IMG_FLAG_NOMIPMAPS));
Texture* loadedTexture = textureLoader.LoadTexture(image->texture.loadDef->data);
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());
}
}
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<GameAssetPoolIW3*>(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, const asset_type_t assetType, const std::string& assetName) const
{
AssetLoadingManager assetLoadingManager(m_asset_loaders_by_type, *context);
AssetLoadingManager assetLoadingManager(m_asset_loaders_by_type, context);
return assetLoadingManager.LoadAssetFromLoader(assetType, assetName);
}
void ObjLoader::FinalizeAssetsForZone(AssetLoadingContext* context) const
void ObjLoader::FinalizeAssetsForZone(AssetLoadingContext& context) const
{
for (const auto& [type, loader] : m_asset_loaders_by_type)
loader->FinalizeAssetsForZone(context);

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@ -1,37 +1,30 @@
#pragma once
#include "AssetLoading/IAssetLoader.h"
#include "Game/IW3/IW3.h"
#include "IObjLoader.h"
#include "SearchPath/ISearchPath.h"
#include <map>
#include <memory>
#include <unordered_map>
namespace IW3
{
class ObjLoader final : public IObjLoader
{
std::map<asset_type_t, std::unique_ptr<IAssetLoader>> m_asset_loaders_by_type;
std::unordered_map<asset_type_t, std::unique_ptr<IAssetLoader>> m_asset_loaders_by_type;
static void LoadImageFromIwi(GfxImage* image, ISearchPath* searchPath, Zone* zone);
static void LoadImageFromLoadDef(GfxImage* image, Zone* zone);
static void LoadImageData(ISearchPath* searchPath, Zone* zone);
static bool IsMpZone(Zone* zone);
static bool IsZmZone(Zone* zone);
static bool IsMpZone(const Zone& zone);
static bool IsZmZone(const Zone& zone);
public:
ObjLoader();
bool SupportsZone(Zone* zone) const override;
[[nodiscard]] bool SupportsZone(const Zone& zone) const override;
void LoadReferencedContainersForZone(ISearchPath* searchPath, Zone* zone) const override;
void UnloadContainersOfZone(Zone* zone) const override;
void LoadReferencedContainersForZone(ISearchPath& searchPath, Zone& zone) const override;
void UnloadContainersOfZone(Zone& zone) const override;
void LoadObjDataForZone(ISearchPath* searchPath, Zone* zone) const override;
bool LoadAssetForZone(AssetLoadingContext* context, asset_type_t assetType, const std::string& assetName) const override;
void FinalizeAssetsForZone(AssetLoadingContext* context) const override;
bool LoadAssetForZone(AssetLoadingContext& context, asset_type_t assetType, const std::string& assetName) const override;
void FinalizeAssetsForZone(AssetLoadingContext& context) const override;
};
} // namespace IW3

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@ -820,10 +820,10 @@ namespace IW4
m_material->techniqueSet = techset->Asset();
auto* loadingContext = m_manager->GetAssetLoadingContext();
auto* searchPath = loadingContext->m_raw_search_path;
auto& searchPath = loadingContext->m_raw_search_path;
auto* definitionCache = loadingContext->GetZoneAssetLoaderState<techset::TechsetDefinitionCache>();
const auto* techsetDefinition = AssetLoaderTechniqueSet::LoadTechsetDefinition(techsetName, searchPath, definitionCache);
const auto* techsetDefinition = AssetLoaderTechniqueSet::LoadTechsetDefinition(techsetName, &searchPath, definitionCache);
if (techsetDefinition == nullptr)
{
std::ostringstream ss;
@ -1375,7 +1375,7 @@ bool AssetLoaderMaterial::LoadFromGdt(
if (!entry)
return false;
MaterialGdtLoader loader(*entry, memory, manager->GetAssetLoadingContext()->m_raw_search_path, manager);
MaterialGdtLoader loader(*entry, memory, &manager->GetAssetLoadingContext()->m_raw_search_path, manager);
try
{

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@ -227,7 +227,7 @@ bool AssetLoaderMenuList::LoadFromRaw(
return true;
}
void AssetLoaderMenuList::FinalizeAssetsForZone(AssetLoadingContext* context) const
void AssetLoaderMenuList::FinalizeAssetsForZone(AssetLoadingContext& context) const
{
context->GetZoneAssetLoaderState<MenuConversionZoneState>()->FinalizeSupportingData();
context.GetZoneAssetLoaderState<MenuConversionZoneState>()->FinalizeSupportingData();
}

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@ -14,6 +14,6 @@ namespace IW4
_NODISCARD bool CanLoadFromRaw() const override;
bool
LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const override;
void FinalizeAssetsForZone(AssetLoadingContext* context) const override;
void FinalizeAssetsForZone(AssetLoadingContext& context) const override;
};
} // namespace IW4

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@ -37,14 +37,9 @@
#include "AssetLoaders/AssetLoaderXModel.h"
#include "AssetLoaders/AssetLoaderXModelSurfs.h"
#include "AssetLoading/AssetLoadingManager.h"
#include "Game/IW4/GameAssetPoolIW4.h"
#include "Game/IW4/GameIW4.h"
#include "Image/Dx9TextureLoader.h"
#include "Image/IwiLoader.h"
#include "Image/IwiTypes.h"
#include "Image/Texture.h"
#include "ObjContainer/IPak/IPak.h"
#include "ObjLoading.h"
using namespace IW4;
@ -97,129 +92,32 @@ ObjLoader::ObjLoader()
#undef REGISTER_ASSET_LOADER
}
bool ObjLoader::SupportsZone(Zone* zone) const
bool ObjLoader::SupportsZone(const Zone& zone) const
{
return zone->m_game == &g_GameIW4;
return zone.m_game == &g_GameIW4;
}
bool ObjLoader::IsMpZone(Zone* zone)
bool ObjLoader::IsMpZone(const Zone& zone)
{
return zone->m_name.compare(0, 3, "mp_") == 0 || zone->m_name.compare(zone->m_name.length() - 3, 3, "_mp") == 0;
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)
bool ObjLoader::IsZmZone(const Zone& zone)
{
return zone->m_name.compare(0, 3, "zm_") == 0 || zone->m_name.compare(zone->m_name.length() - 3, 3, "_zm") == 0;
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::LoadReferencedContainersForZone(ISearchPath& searchPath, Zone& zone) const {}
void ObjLoader::UnloadContainersOfZone(Zone* zone) const {}
void ObjLoader::UnloadContainersOfZone(Zone& zone) const {}
void ObjLoader::LoadImageFromLoadDef(GfxImage* image, Zone* zone)
bool ObjLoader::LoadAssetForZone(AssetLoadingContext& context, asset_type_t assetType, const std::string& assetName) const
{
const auto* loadDef = image->texture.loadDef;
Dx9TextureLoader textureLoader(zone->GetMemory());
textureLoader.Width(image->width).Height(image->height).Depth(image->depth);
if ((loadDef->flags & iwi8::IMG_FLAG_MAPTYPE_MASK) == iwi8::IMG_FLAG_MAPTYPE_3D)
textureLoader.Type(TextureType::T_3D);
else if ((loadDef->flags & iwi8::IMG_FLAG_MAPTYPE_MASK) == iwi8::IMG_FLAG_MAPTYPE_CUBE)
textureLoader.Type(TextureType::T_CUBE);
else
textureLoader.Type(TextureType::T_2D);
textureLoader.Format(static_cast<oat::D3DFORMAT>(loadDef->format));
textureLoader.HasMipMaps(!(loadDef->flags & iwi8::IMG_FLAG_NOMIPMAPS));
Texture* loadedTexture = textureLoader.LoadTexture(image->texture.loadDef->data);
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());
}
}
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);
AssetLoadingManager assetLoadingManager(m_asset_loaders_by_type, context);
return assetLoadingManager.LoadAssetFromLoader(assetType, assetName);
}
void ObjLoader::FinalizeAssetsForZone(AssetLoadingContext* context) const
void ObjLoader::FinalizeAssetsForZone(AssetLoadingContext& context) const
{
for (const auto& [type, loader] : m_asset_loaders_by_type)
loader->FinalizeAssetsForZone(context);

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@ -1,37 +1,31 @@
#pragma once
#include "AssetLoading/IAssetLoader.h"
#include "Game/IW4/IW4.h"
#include "IObjLoader.h"
#include "SearchPath/ISearchPath.h"
#include <map>
#include <memory>
#include <unordered_map>
namespace IW4
{
class ObjLoader final : public IObjLoader
{
std::map<asset_type_t, std::unique_ptr<IAssetLoader>> m_asset_loaders_by_type;
static void LoadImageFromIwi(GfxImage* image, ISearchPath* searchPath, Zone* zone);
static void LoadImageFromLoadDef(GfxImage* image, Zone* zone);
static void LoadImageData(ISearchPath* searchPath, Zone* zone);
static bool IsMpZone(Zone* zone);
static bool IsZmZone(Zone* zone);
public:
ObjLoader();
bool SupportsZone(Zone* zone) const override;
[[nodiscard]] bool SupportsZone(const Zone& zone) const override;
void LoadReferencedContainersForZone(ISearchPath* searchPath, Zone* zone) const override;
void UnloadContainersOfZone(Zone* zone) const override;
void LoadReferencedContainersForZone(ISearchPath& searchPath, Zone& zone) const override;
void UnloadContainersOfZone(Zone& zone) const override;
void LoadObjDataForZone(ISearchPath* searchPath, Zone* zone) const override;
bool LoadAssetForZone(AssetLoadingContext& context, asset_type_t assetType, const std::string& assetName) const override;
void FinalizeAssetsForZone(AssetLoadingContext& context) const override;
bool LoadAssetForZone(AssetLoadingContext* context, asset_type_t assetType, const std::string& assetName) const override;
void FinalizeAssetsForZone(AssetLoadingContext* context) const override;
private:
static bool IsMpZone(const Zone& zone);
static bool IsZmZone(const Zone& zone);
std::unordered_map<asset_type_t, std::unique_ptr<IAssetLoader>> m_asset_loaders_by_type;
};
} // namespace IW4

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@ -35,10 +35,8 @@ bool AssetLoaderGfxImage::LoadFromRaw(
const auto fileData = std::make_unique<char[]>(fileSize);
file.m_stream->read(fileData.get(), fileSize);
MemoryManager tempMemory;
IwiLoader iwiLoader(&tempMemory);
std::istringstream ss(std::string(fileData.get(), fileSize));
const auto texture = iwiLoader.LoadIwi(ss);
const auto texture = iwi::LoadIwi(ss);
if (!texture)
{
std::cerr << std::format("Failed to load texture from: {}\n", fileName);

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@ -227,7 +227,7 @@ bool AssetLoaderMenuList::LoadFromRaw(
return true;
}
void AssetLoaderMenuList::FinalizeAssetsForZone(AssetLoadingContext* context) const
void AssetLoaderMenuList::FinalizeAssetsForZone(AssetLoadingContext& context) const
{
context->GetZoneAssetLoaderState<MenuConversionZoneState>()->FinalizeSupportingData();
context.GetZoneAssetLoaderState<MenuConversionZoneState>()->FinalizeSupportingData();
}

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@ -14,6 +14,6 @@ namespace IW5
_NODISCARD bool CanLoadFromRaw() const override;
bool
LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const override;
void FinalizeAssetsForZone(AssetLoadingContext* context) const override;
void FinalizeAssetsForZone(AssetLoadingContext& context) const override;
};
} // namespace IW5

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@ -41,14 +41,9 @@
#include "AssetLoaders/AssetLoaderXModel.h"
#include "AssetLoaders/AssetLoaderXModelSurfs.h"
#include "AssetLoading/AssetLoadingManager.h"
#include "Game/IW5/GameAssetPoolIW5.h"
#include "Game/IW5/GameIW5.h"
#include "Image/Dx9TextureLoader.h"
#include "Image/IwiLoader.h"
#include "Image/IwiTypes.h"
#include "Image/Texture.h"
#include "ObjContainer/IPak/IPak.h"
#include "ObjLoading.h"
using namespace IW5;
@ -104,129 +99,32 @@ ObjLoader::ObjLoader()
#undef REGISTER_ASSET_LOADER
}
bool ObjLoader::SupportsZone(Zone* zone) const
bool ObjLoader::SupportsZone(const Zone& zone) const
{
return zone->m_game == &g_GameIW5;
return zone.m_game == &g_GameIW5;
}
bool ObjLoader::IsMpZone(Zone* zone)
bool ObjLoader::IsMpZone(const Zone& zone)
{
return zone->m_name.compare(0, 3, "mp_") == 0 || zone->m_name.compare(zone->m_name.length() - 3, 3, "_mp") == 0;
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)
bool ObjLoader::IsZmZone(const Zone& zone)
{
return zone->m_name.compare(0, 3, "zm_") == 0 || zone->m_name.compare(zone->m_name.length() - 3, 3, "_zm") == 0;
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::LoadReferencedContainersForZone(ISearchPath& searchPath, Zone& zone) const {}
void ObjLoader::UnloadContainersOfZone(Zone* zone) const {}
void ObjLoader::UnloadContainersOfZone(Zone& zone) const {}
void ObjLoader::LoadImageFromLoadDef(GfxImage* image, Zone* zone)
bool ObjLoader::LoadAssetForZone(AssetLoadingContext& context, const asset_type_t assetType, const std::string& assetName) const
{
const auto* loadDef = image->texture.loadDef;
Dx9TextureLoader textureLoader(zone->GetMemory());
textureLoader.Width(image->width).Height(image->height).Depth(image->depth);
if ((loadDef->flags & iwi8::IMG_FLAG_MAPTYPE_MASK) == iwi8::IMG_FLAG_MAPTYPE_3D)
textureLoader.Type(TextureType::T_3D);
else if ((loadDef->flags & iwi8::IMG_FLAG_MAPTYPE_MASK) == iwi8::IMG_FLAG_MAPTYPE_CUBE)
textureLoader.Type(TextureType::T_CUBE);
else
textureLoader.Type(TextureType::T_2D);
textureLoader.Format(static_cast<oat::D3DFORMAT>(loadDef->format));
textureLoader.HasMipMaps(!(loadDef->flags & iwi8::IMG_FLAG_NOMIPMAPS));
Texture* loadedTexture = textureLoader.LoadTexture(image->texture.loadDef->data);
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());
}
}
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<GameAssetPoolIW5*>(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);
AssetLoadingManager assetLoadingManager(m_asset_loaders_by_type, context);
return assetLoadingManager.LoadAssetFromLoader(assetType, assetName);
}
void ObjLoader::FinalizeAssetsForZone(AssetLoadingContext* context) const
void ObjLoader::FinalizeAssetsForZone(AssetLoadingContext& context) const
{
for (const auto& [type, loader] : m_asset_loaders_by_type)
loader->FinalizeAssetsForZone(context);

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@ -1,37 +1,31 @@
#pragma once
#include "AssetLoading/IAssetLoader.h"
#include "Game/IW5/IW5.h"
#include "IObjLoader.h"
#include "SearchPath/ISearchPath.h"
#include <map>
#include <memory>
#include <unordered_map>
namespace IW5
{
class ObjLoader final : public IObjLoader
{
std::map<asset_type_t, std::unique_ptr<IAssetLoader>> m_asset_loaders_by_type;
static void LoadImageFromIwi(GfxImage* image, ISearchPath* searchPath, Zone* zone);
static void LoadImageFromLoadDef(GfxImage* image, Zone* zone);
static void LoadImageData(ISearchPath* searchPath, Zone* zone);
static bool IsMpZone(Zone* zone);
static bool IsZmZone(Zone* zone);
public:
ObjLoader();
bool SupportsZone(Zone* zone) const override;
[[nodiscard]] bool SupportsZone(const Zone& zone) const override;
void LoadReferencedContainersForZone(ISearchPath* searchPath, Zone* zone) const override;
void UnloadContainersOfZone(Zone* zone) const override;
void LoadReferencedContainersForZone(ISearchPath& searchPath, Zone& zone) const override;
void UnloadContainersOfZone(Zone& zone) const override;
void LoadObjDataForZone(ISearchPath* searchPath, Zone* zone) const override;
bool LoadAssetForZone(AssetLoadingContext& context, asset_type_t assetType, const std::string& assetName) const override;
void FinalizeAssetsForZone(AssetLoadingContext& context) const override;
bool LoadAssetForZone(AssetLoadingContext* context, asset_type_t assetType, const std::string& assetName) const override;
void FinalizeAssetsForZone(AssetLoadingContext* context) const override;
private:
static bool IsMpZone(const Zone& zone);
static bool IsZmZone(const Zone& zone);
std::unordered_map<asset_type_t, std::unique_ptr<IAssetLoader>> m_asset_loaders_by_type;
};
} // namespace IW5

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@ -5,14 +5,9 @@
#include "AssetLoaders/AssetLoaderStringTable.h"
#include "AssetLoaders/AssetLoaderXModel.h"
#include "AssetLoading/AssetLoadingManager.h"
#include "Game/T5/GameAssetPoolT5.h"
#include "Game/T5/GameT5.h"
#include "Image/Dx9TextureLoader.h"
#include "Image/IwiLoader.h"
#include "Image/IwiTypes.h"
#include "Image/Texture.h"
#include "ObjContainer/IPak/IPak.h"
#include "ObjLoading.h"
using namespace T5;
@ -61,129 +56,32 @@ ObjLoader::ObjLoader()
#undef REGISTER_ASSET_LOADER
}
bool ObjLoader::SupportsZone(Zone* zone) const
bool ObjLoader::SupportsZone(const Zone& zone) const
{
return zone->m_game == &g_GameT5;
return zone.m_game == &g_GameT5;
}
bool ObjLoader::IsMpZone(Zone* zone)
bool ObjLoader::IsMpZone(const Zone& zone)
{
return zone->m_name.compare(0, 3, "mp_") == 0 || zone->m_name.compare(zone->m_name.length() - 3, 3, "_mp") == 0;
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)
bool ObjLoader::IsZmZone(const Zone& zone)
{
return zone->m_name.compare(0, 3, "zm_") == 0 || zone->m_name.compare(zone->m_name.length() - 3, 3, "_zm") == 0;
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::LoadReferencedContainersForZone(ISearchPath& searchPath, Zone& zone) const {}
void ObjLoader::UnloadContainersOfZone(Zone* zone) const {}
void ObjLoader::UnloadContainersOfZone(Zone& zone) const {}
void ObjLoader::LoadImageFromLoadDef(GfxImage* image, Zone* zone)
bool ObjLoader::LoadAssetForZone(AssetLoadingContext& context, asset_type_t assetType, const std::string& assetName) const
{
const auto* loadDef = image->texture.loadDef;
Dx9TextureLoader textureLoader(zone->GetMemory());
textureLoader.Width(image->width).Height(image->height).Depth(image->depth);
if (loadDef->flags & iwi13::IMG_FLAG_VOLMAP)
textureLoader.Type(TextureType::T_3D);
else if (loadDef->flags & iwi13::IMG_FLAG_CUBEMAP)
textureLoader.Type(TextureType::T_CUBE);
else
textureLoader.Type(TextureType::T_2D);
textureLoader.Format(static_cast<oat::D3DFORMAT>(loadDef->format));
textureLoader.HasMipMaps(!(loadDef->flags & iwi13::IMG_FLAG_NOMIPMAPS));
Texture* loadedTexture = textureLoader.LoadTexture(image->texture.loadDef->data);
if (loadedTexture != nullptr)
{
image->texture.texture = loadedTexture;
image->loadedSize = 0;
const auto textureMipCount = loadedTexture->GetMipMapCount();
for (auto mipLevel = 0; mipLevel < textureMipCount; mipLevel++)
image->loadedSize += static_cast<int>(loadedTexture->GetSizeOfMipLevel(mipLevel) * loadedTexture->GetFaceCount());
}
}
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->loadedSize = 0;
const auto textureMipCount = loadedTexture->GetMipMapCount();
for (auto mipLevel = 0; mipLevel < textureMipCount; mipLevel++)
image->loadedSize += 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<GameAssetPoolT5*>(zone->m_pools.get());
if (assetPool && assetPool->m_image != nullptr)
{
for (auto* imageEntry : *assetPool->m_image)
{
auto* image = imageEntry->Asset();
if (image->loadedSize > 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);
AssetLoadingManager assetLoadingManager(m_asset_loaders_by_type, context);
return assetLoadingManager.LoadAssetFromLoader(assetType, assetName);
}
void ObjLoader::FinalizeAssetsForZone(AssetLoadingContext* context) const
void ObjLoader::FinalizeAssetsForZone(AssetLoadingContext& context) const
{
for (const auto& [type, loader] : m_asset_loaders_by_type)
loader->FinalizeAssetsForZone(context);

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@ -1,37 +1,31 @@
#pragma once
#include "AssetLoading/IAssetLoader.h"
#include "Game/T5/T5.h"
#include "IObjLoader.h"
#include "SearchPath/ISearchPath.h"
#include <map>
#include <memory>
#include <unordered_map>
namespace T5
{
class ObjLoader final : public IObjLoader
{
std::map<asset_type_t, std::unique_ptr<IAssetLoader>> m_asset_loaders_by_type;
static void LoadImageFromIwi(GfxImage* image, ISearchPath* searchPath, Zone* zone);
static void LoadImageFromLoadDef(GfxImage* image, Zone* zone);
static void LoadImageData(ISearchPath* searchPath, Zone* zone);
static bool IsMpZone(Zone* zone);
static bool IsZmZone(Zone* zone);
public:
ObjLoader();
bool SupportsZone(Zone* zone) const override;
bool SupportsZone(const Zone& zone) const override;
void LoadReferencedContainersForZone(ISearchPath* searchPath, Zone* zone) const override;
void UnloadContainersOfZone(Zone* zone) const override;
void LoadReferencedContainersForZone(ISearchPath& searchPath, Zone& zone) const override;
void UnloadContainersOfZone(Zone& zone) const override;
void LoadObjDataForZone(ISearchPath* searchPath, Zone* zone) const override;
bool LoadAssetForZone(AssetLoadingContext& context, asset_type_t assetType, const std::string& assetName) const override;
void FinalizeAssetsForZone(AssetLoadingContext& context) const override;
bool LoadAssetForZone(AssetLoadingContext* context, asset_type_t assetType, const std::string& assetName) const override;
void FinalizeAssetsForZone(AssetLoadingContext* context) const override;
private:
static bool IsMpZone(const Zone& zone);
static bool IsZmZone(const Zone& zone);
std::unordered_map<asset_type_t, std::unique_ptr<IAssetLoader>> m_asset_loaders_by_type;
};
} // namespace T5

View File

@ -6,6 +6,7 @@
#include "Pool/GlobalAssetPool.h"
#include <cstring>
#include <format>
#include <iostream>
#include <sstream>
#include <zlib.h>
@ -27,7 +28,7 @@ bool AssetLoaderGfxImage::CanLoadFromRaw() const
bool AssetLoaderGfxImage::LoadFromRaw(
const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const
{
const auto fileName = "images/" + assetName + ".iwi";
const auto fileName = std::format("images/{}.iwi", assetName);
const auto file = searchPath->Open(fileName);
if (!file.IsOpen())
return false;
@ -37,13 +38,11 @@ bool AssetLoaderGfxImage::LoadFromRaw(
file.m_stream->read(fileData.get(), fileSize);
const auto dataHash = static_cast<unsigned>(crc32(0u, reinterpret_cast<const Bytef*>(fileData.get()), fileSize));
MemoryManager tempMemory;
IwiLoader iwiLoader(&tempMemory);
std::istringstream ss(std::string(fileData.get(), fileSize));
const auto texture = iwiLoader.LoadIwi(ss);
const auto texture = iwi::LoadIwi(ss);
if (!texture)
{
std::cerr << "Failed to load texture from: " << fileName << "\n";
std::cerr << std::format("Failed to load texture from: {}\n", fileName);
return false;
}

View File

@ -58,12 +58,12 @@
#include "ObjContainer/IPak/IPak.h"
#include "ObjLoading.h"
#include <sstream>
#include <format>
namespace T6
{
const int ObjLoader::IPAK_READ_HASH = Common::Com_HashKey("ipak_read", 64);
const int ObjLoader::GLOBAL_HASH = Common::Com_HashKey("GLOBAL", 64);
constexpr auto IPAK_READ_HASH = Common::Com_HashKey("ipak_read", 64);
constexpr auto GLOBAL_HASH = Common::Com_HashKey("GLOBAL", 64);
ObjLoader::ObjLoader()
{
@ -125,37 +125,37 @@ namespace T6
#undef REGISTER_ASSET_LOADER
}
bool ObjLoader::SupportsZone(Zone* zone) const
bool ObjLoader::SupportsZone(const Zone& zone) const
{
return zone->m_game == &g_GameT6;
return zone.m_game == &g_GameT6;
}
bool ObjLoader::VerifySoundBankChecksum(const SoundBank* soundBank, const SndRuntimeAssetBank& sndRuntimeAssetBank)
bool ObjLoader::VerifySoundBankChecksum(const SoundBank& soundBank, const SndRuntimeAssetBank& sndRuntimeAssetBank)
{
SoundAssetBankChecksum checksum{};
static_assert(sizeof(SoundAssetBankChecksum::checksumBytes) == sizeof(SndRuntimeAssetBank::linkTimeChecksum));
for (auto i = 0u; i < sizeof(SoundAssetBankChecksum::checksumBytes); i++)
checksum.checksumBytes[i] = sndRuntimeAssetBank.linkTimeChecksum[i];
return soundBank->VerifyChecksum(checksum);
return soundBank.VerifyChecksum(checksum);
}
SoundBank* ObjLoader::LoadSoundBankForZone(ISearchPath* searchPath, const std::string& soundBankFileName, Zone* zone)
SoundBank* ObjLoader::LoadSoundBankForZone(ISearchPath& searchPath, const std::string& soundBankFileName, Zone& zone)
{
if (ObjLoading::Configuration.Verbose)
std::cout << "Trying to load sound bank '" << soundBankFileName << "' for zone '" << zone->m_name << "'\n";
std::cout << std::format("Trying to load sound bank '{}' for zone '{}'\n", soundBankFileName, zone.m_name);
auto* existingSoundBank = SoundBank::Repository.GetContainerByName(soundBankFileName);
if (existingSoundBank != nullptr)
{
if (ObjLoading::Configuration.Verbose)
std::cout << "Referencing loaded sound bank '" << soundBankFileName << "'.\n";
std::cout << std::format("Referencing loaded sound bank '{}'.\n", soundBankFileName);
SoundBank::Repository.AddContainerReference(existingSoundBank, zone);
SoundBank::Repository.AddContainerReference(existingSoundBank, &zone);
return existingSoundBank;
}
auto file = searchPath->Open(soundBankFileName);
auto file = searchPath.Open(soundBankFileName);
if (file.IsOpen())
{
auto sndBank = std::make_unique<SoundBank>(soundBankFileName, std::move(file.m_stream), file.m_length);
@ -163,26 +163,26 @@ namespace T6
if (!sndBank->Initialize())
{
std::cout << "Failed to load sound bank '" << soundBankFileName << "'\n";
std::cerr << std::format("Failed to load sound bank '{}'\n", soundBankFileName);
return nullptr;
}
SoundBank::Repository.AddContainer(std::move(sndBank), zone);
SoundBank::Repository.AddContainer(std::move(sndBank), &zone);
if (ObjLoading::Configuration.Verbose)
std::cout << "Found and loaded sound bank '" << soundBankFileName << "'\n";
std::cout << std::format("Found and loaded sound bank '{}'\n", soundBankFileName);
return sndBankPtr;
}
std::cout << "Failed to load sound bank '" << soundBankFileName << "'\n";
std::cerr << std::format("Failed to load sound bank '{}'\n", soundBankFileName);
return nullptr;
}
void ObjLoader::LoadSoundBankFromLinkedInfo(ISearchPath* searchPath,
void ObjLoader::LoadSoundBankFromLinkedInfo(ISearchPath& searchPath,
const std::string& soundBankFileName,
const SndRuntimeAssetBank* sndBankLinkedInfo,
Zone* zone,
const SndRuntimeAssetBank& sndBankLinkedInfo,
Zone& zone,
std::set<std::string>& loadedBanksForZone,
std::stack<std::string>& dependenciesToLoad)
{
@ -192,10 +192,9 @@ namespace T6
if (soundBank)
{
if (!VerifySoundBankChecksum(soundBank, *sndBankLinkedInfo))
{
std::cout << "Checksum of sound bank does not match link time checksum for '" << soundBankFileName << "'\n";
}
if (!VerifySoundBankChecksum(*soundBank, sndBankLinkedInfo))
std::cout << std::format("Checksum of sound bank does not match link time checksum for '{}'\n", soundBankFileName);
loadedBanksForZone.emplace(soundBankFileName);
for (const auto& dependency : soundBank->GetDependencies())
@ -206,20 +205,20 @@ namespace T6
}
}
void ObjLoader::LoadSoundBanksFromAsset(ISearchPath* searchPath, const SndBank* sndBank, Zone* zone, std::set<std::string>& loadedBanksForZone)
void ObjLoader::LoadSoundBanksFromAsset(ISearchPath& searchPath, const SndBank& sndBank, Zone& zone, std::set<std::string>& loadedBanksForZone)
{
std::stack<std::string> dependenciesToLoad;
if (sndBank->streamAssetBank.zone)
if (sndBank.streamAssetBank.zone)
{
const auto soundBankFileName = SoundBank::GetFileNameForDefinition(true, sndBank->streamAssetBank.zone, sndBank->streamAssetBank.language);
LoadSoundBankFromLinkedInfo(searchPath, soundBankFileName, &sndBank->streamAssetBank, zone, loadedBanksForZone, dependenciesToLoad);
const auto soundBankFileName = SoundBank::GetFileNameForDefinition(true, sndBank.streamAssetBank.zone, sndBank.streamAssetBank.language);
LoadSoundBankFromLinkedInfo(searchPath, soundBankFileName, sndBank.streamAssetBank, zone, loadedBanksForZone, dependenciesToLoad);
}
if (sndBank->runtimeAssetLoad && sndBank->loadAssetBank.zone)
if (sndBank.runtimeAssetLoad && sndBank.loadAssetBank.zone)
{
const auto soundBankFileName = SoundBank::GetFileNameForDefinition(false, sndBank->loadAssetBank.zone, sndBank->loadAssetBank.language);
LoadSoundBankFromLinkedInfo(searchPath, soundBankFileName, &sndBank->loadAssetBank, zone, loadedBanksForZone, dependenciesToLoad);
const auto soundBankFileName = SoundBank::GetFileNameForDefinition(false, sndBank.loadAssetBank.zone, sndBank.loadAssetBank.language);
LoadSoundBankFromLinkedInfo(searchPath, soundBankFileName, sndBank.loadAssetBank, zone, loadedBanksForZone, dependenciesToLoad);
}
while (!dependenciesToLoad.empty())
@ -236,76 +235,72 @@ namespace T6
loadedBanksForZone.emplace(dependencyFileName);
for (const auto& dependency : soundBank->GetDependencies())
{
dependenciesToLoad.emplace(dependency);
}
}
}
}
}
void ObjLoader::LoadIPakForZone(ISearchPath* searchPath, const std::string& ipakName, Zone* zone)
void ObjLoader::LoadIPakForZone(ISearchPath& searchPath, const std::string& ipakName, Zone& zone)
{
if (ObjLoading::Configuration.Verbose)
printf("Trying to load ipak '%s' for zone '%s'\n", ipakName.c_str(), zone->m_name.c_str());
std::cout << std::format("Trying to load ipak '{}' for zone '{}'\n", ipakName, zone.m_name);
auto* existingIPak = IPak::Repository.GetContainerByName(ipakName);
if (existingIPak != nullptr)
{
if (ObjLoading::Configuration.Verbose)
printf("Referencing loaded ipak '%s'.\n", ipakName.c_str());
std::cout << std::format("Referencing loaded ipak '{}'.\n", ipakName);
IPak::Repository.AddContainerReference(existingIPak, zone);
IPak::Repository.AddContainerReference(existingIPak, &zone);
return;
}
const auto ipakFilename = ipakName + ".ipak";
const auto ipakFilename = std::format("{}.ipak", ipakName);
auto file = searchPath->Open(ipakFilename);
auto file = searchPath.Open(ipakFilename);
if (file.IsOpen())
{
auto ipak = std::make_unique<IPak>(ipakFilename, std::move(file.m_stream));
if (ipak->Initialize())
{
IPak::Repository.AddContainer(std::move(ipak), zone);
IPak::Repository.AddContainer(std::move(ipak), &zone);
if (ObjLoading::Configuration.Verbose)
printf("Found and loaded ipak '%s'.\n", ipakFilename.c_str());
std::cout << std::format("Found and loaded ipak '{}'.\n", ipakFilename);
}
else
{
printf("Failed to load ipak '%s'!\n", ipakFilename.c_str());
std::cerr << std::format("Failed to load ipak '{}'!\n", ipakFilename);
}
}
}
bool ObjLoader::IsMpZone(Zone* zone)
bool ObjLoader::IsMpZone(const Zone& zone)
{
return zone->m_name.compare(0, 3, "mp_") == 0 || zone->m_name.compare(zone->m_name.length() - 3, 3, "_mp") == 0;
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)
bool ObjLoader::IsZmZone(const Zone& zone)
{
return zone->m_name.compare(0, 3, "zm_") == 0 || zone->m_name.compare(zone->m_name.length() - 3, 3, "_zm") == 0;
return zone.m_name.compare(0, 3, "zm_") == 0 || zone.m_name.compare(zone.m_name.length() - 3, 3, "_zm") == 0;
}
void ObjLoader::LoadCommonIPaks(ISearchPath* searchPath, Zone* zone)
void ObjLoader::LoadCommonIPaks(ISearchPath& searchPath, Zone& zone)
{
if (ObjLoading::Configuration.Verbose)
printf("Loading common ipaks for zone \"%s\"\n", zone->m_name.c_str());
std::cout << std::format("Loading common ipaks for zone \"{}\"\n", zone.m_name);
LoadIPakForZone(searchPath, "base", zone);
auto languagePrefixes = g_GameT6.GetLanguagePrefixes();
const auto languagePrefixes = g_GameT6.GetLanguagePrefixes();
for (const auto& languagePrefix : languagePrefixes)
{
LoadIPakForZone(searchPath, languagePrefix.m_prefix + "base", zone);
}
LoadIPakForZone(searchPath, std::format("{}base", languagePrefix.m_prefix), zone);
if (IsMpZone(zone))
{
if (ObjLoading::Configuration.Verbose)
printf("Loading multiplayer ipaks for zone \"%s\"\n", zone->m_name.c_str());
std::cout << std::format("Loading multiplayer ipaks for zone \"{}\"\n", zone.m_name);
LoadIPakForZone(searchPath, "mp", zone);
LoadIPakForZone(searchPath, "so", zone);
@ -313,23 +308,23 @@ namespace T6
else if (IsZmZone(zone))
{
if (ObjLoading::Configuration.Verbose)
printf("Loading zombie ipak for zone \"%s\"\n", zone->m_name.c_str());
std::cout << std::format("Loading zombie ipak for zone \"{}\"\n", zone.m_name);
LoadIPakForZone(searchPath, "zm", zone);
}
else
{
if (ObjLoading::Configuration.Verbose)
printf("Loading singleplayer ipak for zone \"%s\"\n", zone->m_name.c_str());
std::cout << std::format("Loading singleplayer ipak for zone \"{}\"\n", zone.m_name);
LoadIPakForZone(searchPath, "sp", zone);
}
}
void ObjLoader::LoadReferencedContainersForZone(ISearchPath* searchPath, Zone* zone) const
void ObjLoader::LoadReferencedContainersForZone(ISearchPath& searchPath, Zone& zone) const
{
auto* assetPoolT6 = dynamic_cast<GameAssetPoolT6*>(zone->m_pools.get());
const auto zoneNameHash = Common::Com_HashKey(zone->m_name.c_str(), 64);
const auto* assetPoolT6 = dynamic_cast<GameAssetPoolT6*>(zone.m_pools.get());
const auto zoneNameHash = Common::Com_HashKey(zone.m_name.c_str(), 64);
LoadCommonIPaks(searchPath, zone);
@ -337,7 +332,7 @@ namespace T6
{
for (auto* keyValuePairsEntry : *assetPoolT6->m_key_value_pairs)
{
auto* keyValuePairs = keyValuePairsEntry->Asset();
const auto* keyValuePairs = keyValuePairsEntry->Asset();
for (auto variableIndex = 0; variableIndex < keyValuePairs->numVariables; variableIndex++)
{
auto* variable = &keyValuePairs->keyValuePairs[variableIndex];
@ -356,143 +351,23 @@ namespace T6
for (auto* sndBankAssetInfo : *assetPoolT6->m_sound_bank)
{
LoadSoundBanksFromAsset(searchPath, sndBankAssetInfo->Asset(), zone, loadedSoundBanksForZone);
LoadSoundBanksFromAsset(searchPath, *sndBankAssetInfo->Asset(), zone, loadedSoundBanksForZone);
}
}
}
void ObjLoader::UnloadContainersOfZone(Zone* zone) const
void ObjLoader::UnloadContainersOfZone(Zone& zone) const
{
IPak::Repository.RemoveContainerReferences(zone);
IPak::Repository.RemoveContainerReferences(&zone);
}
void ObjLoader::LoadImageFromLoadDef(GfxImage* image, Zone* zone)
bool ObjLoader::LoadAssetForZone(AssetLoadingContext& context, const asset_type_t assetType, const std::string& assetName) const
{
const auto* loadDef = image->texture.loadDef;
Dx12TextureLoader textureLoader(zone->GetMemory());
textureLoader.Width(image->width).Height(image->height).Depth(image->depth);
if (loadDef->flags & iwi27::IMG_FLAG_VOLMAP)
textureLoader.Type(TextureType::T_3D);
else if (loadDef->flags & iwi27::IMG_FLAG_CUBEMAP)
textureLoader.Type(TextureType::T_CUBE);
else
textureLoader.Type(TextureType::T_2D);
textureLoader.Format(static_cast<oat::DXGI_FORMAT>(loadDef->format));
textureLoader.HasMipMaps(!(loadDef->flags & iwi27::IMG_FLAG_NOMIPMAPS));
Texture* loadedTexture = textureLoader.LoadTexture(image->texture.loadDef->data);
if (loadedTexture != nullptr)
{
image->texture.texture = loadedTexture;
image->loadedSize = 0;
const auto textureMipCount = loadedTexture->GetMipMapCount();
for (auto mipLevel = 0; mipLevel < textureMipCount; mipLevel++)
image->loadedSize += static_cast<int>(loadedTexture->GetSizeOfMipLevel(mipLevel) * loadedTexture->GetFaceCount());
}
}
void ObjLoader::LoadImageFromIwi(GfxImage* image, ISearchPath* searchPath, Zone* zone)
{
Texture* loadedTexture = nullptr;
IwiLoader loader(zone->GetMemory());
if (image->streamedPartCount > 0)
{
for (auto* ipak : IPak::Repository)
{
auto ipakStream = ipak->GetEntryStream(image->hash, image->streamedParts[0].hash);
if (ipakStream)
{
loadedTexture = loader.LoadIwi(*ipakStream);
ipakStream->close();
if (loadedTexture != nullptr)
{
break;
}
}
}
}
if (loadedTexture == nullptr)
{
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->loadedSize = 0;
const auto textureMipCount = loadedTexture->GetMipMapCount();
for (auto mipLevel = 0; mipLevel < textureMipCount; mipLevel++)
image->loadedSize += 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* assetPoolT6 = dynamic_cast<GameAssetPoolT6*>(zone->m_pools.get());
if (assetPoolT6 && assetPoolT6->m_image != nullptr)
{
for (auto* imageEntry : *assetPoolT6->m_image)
{
auto* image = imageEntry->Asset();
if (image->loadedSize > 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, const asset_type_t assetType, const std::string& assetName) const
{
AssetLoadingManager assetLoadingManager(m_asset_loaders_by_type, *context);
AssetLoadingManager assetLoadingManager(m_asset_loaders_by_type, context);
return assetLoadingManager.LoadAssetFromLoader(assetType, assetName);
}
void ObjLoader::FinalizeAssetsForZone(AssetLoadingContext* context) const
void ObjLoader::FinalizeAssetsForZone(AssetLoadingContext& context) const
{
for (const auto& [type, loader] : m_asset_loaders_by_type)
loader->FinalizeAssetsForZone(context);

View File

@ -6,52 +6,44 @@
#include "ObjContainer/SoundBank/SoundBank.h"
#include "SearchPath/ISearchPath.h"
#include <map>
#include <memory>
#include <set>
#include <stack>
#include <string>
#include <unordered_map>
namespace T6
{
class ObjLoader final : public IObjLoader
{
static const int IPAK_READ_HASH;
static const int GLOBAL_HASH;
std::map<asset_type_t, std::unique_ptr<IAssetLoader>> m_asset_loaders_by_type;
static bool VerifySoundBankChecksum(const SoundBank* soundBank, const SndRuntimeAssetBank& sndRuntimeAssetBank);
static SoundBank* LoadSoundBankForZone(ISearchPath* searchPath, const std::string& soundBankFileName, Zone* zone);
static void LoadSoundBankFromLinkedInfo(ISearchPath* searchPath,
const std::string& soundBankFileName,
const SndRuntimeAssetBank* sndBankLinkedInfo,
Zone* zone,
std::set<std::string>& loadedBanksForZone,
std::stack<std::string>& dependenciesToLoad);
static void LoadSoundBanksFromAsset(ISearchPath* searchPath, const SndBank* sndBank, Zone* zone, std::set<std::string>& loadedBanksForZone);
static void LoadIPakForZone(ISearchPath* searchPath, const std::string& ipakName, Zone* zone);
static void LoadImageFromIwi(GfxImage* image, ISearchPath* searchPath, Zone* zone);
static void LoadImageFromLoadDef(GfxImage* image, Zone* zone);
static void LoadImageData(ISearchPath* searchPath, Zone* zone);
static bool IsMpZone(Zone* zone);
static bool IsZmZone(Zone* zone);
static void LoadCommonIPaks(ISearchPath* searchPath, Zone* zone);
public:
ObjLoader();
bool SupportsZone(Zone* zone) const override;
[[nodiscard]] bool SupportsZone(const Zone& zone) const override;
void LoadReferencedContainersForZone(ISearchPath* searchPath, Zone* zone) const override;
void UnloadContainersOfZone(Zone* zone) const override;
void LoadReferencedContainersForZone(ISearchPath& searchPath, Zone& zone) const override;
void UnloadContainersOfZone(Zone& zone) const override;
void LoadObjDataForZone(ISearchPath* searchPath, Zone* zone) const override;
bool LoadAssetForZone(AssetLoadingContext& context, asset_type_t assetType, const std::string& assetName) const override;
void FinalizeAssetsForZone(AssetLoadingContext& context) const override;
bool LoadAssetForZone(AssetLoadingContext* context, asset_type_t assetType, const std::string& assetName) const override;
void FinalizeAssetsForZone(AssetLoadingContext* context) const override;
private:
static bool VerifySoundBankChecksum(const SoundBank& soundBank, const SndRuntimeAssetBank& sndRuntimeAssetBank);
static SoundBank* LoadSoundBankForZone(ISearchPath& searchPath, const std::string& soundBankFileName, Zone& zone);
static void LoadSoundBankFromLinkedInfo(ISearchPath& searchPath,
const std::string& soundBankFileName,
const SndRuntimeAssetBank& sndBankLinkedInfo,
Zone& zone,
std::set<std::string>& loadedBanksForZone,
std::stack<std::string>& dependenciesToLoad);
static void LoadSoundBanksFromAsset(ISearchPath& searchPath, const SndBank& sndBank, Zone& zone, std::set<std::string>& loadedBanksForZone);
static void LoadIPakForZone(ISearchPath& searchPath, const std::string& ipakName, Zone& zone);
static void LoadCommonIPaks(ISearchPath& searchPath, Zone& zone);
static bool IsMpZone(const Zone& zone);
static bool IsZmZone(const Zone& zone);
std::unordered_map<asset_type_t, std::unique_ptr<IAssetLoader>> m_asset_loaders_by_type;
};
} // namespace T6