ObjLoading: Read index section of ipaks and try to open images from it when loading obj data

This commit is contained in:
Jan
2020-01-03 01:13:07 +01:00
parent 204d3aed78
commit 96f2067030
4 changed files with 275 additions and 126 deletions

View File

@ -2,6 +2,7 @@
#include "Game/T6/GameT6.h"
#include "Game/T6/GameAssetPoolT6.h"
#include "ObjContainer/IPak/IPak.h"
#include "ObjLoading.h"
const int ObjLoaderT6::IPAK_READ_HASH = Com_HashKey("ipak_read", 64);
const int ObjLoaderT6::GLOBAL_HASH = Com_HashKey("GLOBAL", 64);
@ -30,15 +31,36 @@ bool ObjLoaderT6::SupportsZone(Zone* zone)
void ObjLoaderT6::LoadIPakForZone(ISearchPath* searchPath, const std::string& ipakName, Zone* zone)
{
printf("Loading ipak '%s' for zone '%s'\n", ipakName.c_str(), zone->m_name.c_str());
if(ObjLoading::Configuration.Verbose)
{
printf("Loading ipak '%s' for zone '%s'\n", ipakName.c_str(), zone->m_name.c_str());
}
const std::string ipakFilename = ipakName + ".ipak";
auto* file = searchPath->Open(ipakFilename);
if(file && file->IsOpen())
{
IPak* ipak = new IPak(ipakFilename, file);
if(ipak->Initialize())
{
IPak::Repository.AddContainer(ipak, zone);
}
else
{
delete ipak;
file->Close();
delete file;
printf("Failed to load ipak '%s'!\n", ipakFilename.c_str());
}
}
if(ipakName == "base")
{
LoadIPakForZone(searchPath, "mp", zone);
LoadIPakForZone(searchPath, "so", zone);
}
}
@ -49,11 +71,12 @@ void ObjLoaderT6::LoadReferencedContainersForZone(ISearchPath* searchPath, Zone*
if(assetPoolT6->m_key_value_pairs != nullptr)
{
for(auto* keyValuePairs : *assetPoolT6->m_key_value_pairs)
for(auto* keyValuePairsEntry : *assetPoolT6->m_key_value_pairs)
{
for(int variableIndex = 0; variableIndex < keyValuePairs->m_asset->numVariables; variableIndex++)
auto* keyValuePairs = keyValuePairsEntry->m_asset;
for(int variableIndex = 0; variableIndex < keyValuePairs->numVariables; variableIndex++)
{
T6::KeyValuePair* variable = &keyValuePairs->m_asset->keyValuePairs[variableIndex];
T6::KeyValuePair* variable = &keyValuePairs->keyValuePairs[variableIndex];
if(variable->namespaceHash == zoneNameHash && variable->keyHash == IPAK_READ_HASH)
{
@ -69,7 +92,53 @@ void ObjLoaderT6::UnloadContainersOfZone(Zone* zone)
IPak::Repository.RemoveContainerReferences(zone);
}
void ObjLoaderT6::LoadImageDataFromFile(T6::GfxImage* image, FileAPI::IFile* file, Zone* zone)
{
}
void ObjLoaderT6::LoadImageData(ISearchPath* searchPath, Zone* zone)
{
auto* assetPoolT6 = dynamic_cast<GameAssetPoolT6*>(zone->GetPools());
if (assetPoolT6->m_image != nullptr)
{
for (auto* imageEntry : *assetPoolT6->m_image)
{
auto* image = imageEntry->m_asset;
// TODO: Enable this when loadDef is no longer loaded into the temp block and never updated.
// if(image->texture.loadDef && image->texture.loadDef->resourceSize > 0)
// {
// continue;
// }
std::string imageFileName = "images/" + std::string(image->name) + ".iwi";
auto* filePathImage = searchPath->Open(imageFileName);
if(filePathImage != nullptr && filePathImage->IsOpen())
{
LoadImageDataFromFile(image, filePathImage, zone);
filePathImage->Close();
delete filePathImage;
}
else if(image->streamedPartCount > 0)
{
for (auto* ipak : IPak::Repository)
{
auto* ipakEntry = ipak->GetEntryData(image->hash, image->streamedParts[0].hash);
if (ipakEntry != nullptr && ipakEntry->IsOpen())
{
LoadImageDataFromFile(image, ipakEntry, zone);
ipakEntry->Close();
delete ipakEntry;
}
}
}
}
}
}
void ObjLoaderT6::LoadObjDataForZone(ISearchPath* searchPath, Zone* zone)
{
// TODO
LoadImageData(searchPath, zone);
}

View File

@ -2,6 +2,7 @@
#include "IObjLoader.h"
#include "SearchPath/ISearchPath.h"
#include "Game/T6/T6.h"
class ObjLoaderT6 final : public IObjLoader
{
@ -11,6 +12,9 @@ class ObjLoaderT6 final : public IObjLoader
static void LoadIPakForZone(ISearchPath* searchPath, const std::string& ipakName, Zone* zone);
static void LoadImageDataFromFile(T6::GfxImage* image, FileAPI::IFile* file, Zone* zone);
static void LoadImageData(ISearchPath* searchPath, Zone* zone);
public:
bool SupportsZone(Zone* zone) override;