Add AssetLoader basis

This commit is contained in:
Jan
2021-03-13 14:27:20 +01:00
parent 83080db991
commit a7860c7c76
34 changed files with 736 additions and 149 deletions

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@ -0,0 +1,32 @@
#include "AssetLoaderRawFile.h"
#include "Game/IW4/IW4.h"
#include "Pool/GlobalAssetPool.h"
using namespace IW4;
bool AssetLoaderRawFile::CanLoadFromRaw() const
{
return true;
}
bool AssetLoaderRawFile::LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager) const
{
const auto file = searchPath->Open(assetName);
if (!file.IsOpen())
return false;
auto* rawFile = memory->Create<RawFile>();
rawFile->name = memory->Dup(assetName.c_str());
rawFile->len = static_cast<int>(file.m_length);
auto* fileBuffer = static_cast<char*>(memory->Alloc(static_cast<size_t>(file.m_length + 1)));
file.m_stream->read(fileBuffer, file.m_length);
if (file.m_stream->gcount() != file.m_length)
return false;
rawFile->data.buffer = fileBuffer;
manager->AddAsset(ASSET_TYPE_RAWFILE, assetName, rawFile);
return true;
}

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@ -0,0 +1,15 @@
#pragma once
#include "Game/IW4/IW4.h"
#include "AssetLoading/BasicAssetLoader.h"
#include "AssetLoading/IAssetLoadingManager.h"
#include "SearchPath/ISearchPath.h"
namespace IW4
{
class AssetLoaderRawFile final : public BasicAssetLoader<ASSET_TYPE_RAWFILE, RawFile>
{
public:
_NODISCARD bool CanLoadFromRaw() const override;
bool LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager) const override;
};
}

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@ -3,106 +3,160 @@
#include "Game/IW4/GameAssetPoolIW4.h"
#include "ObjContainer/IPak/IPak.h"
#include "ObjLoading.h"
#include "AssetLoaders/AssetLoaderRawFile.h"
#include "AssetLoading/AssetLoadingManager.h"
#include "Image/Texture.h"
#include "Image/IwiLoader.h"
namespace IW4
using namespace IW4;
ObjLoader::ObjLoader()
{
bool ObjLoader::SupportsZone(Zone* zone) const
#define REGISTER_ASSET_LOADER(t) {auto l = std::make_unique<t>(); m_asset_loaders_by_type[l->GetHandlingAssetType()] = std::move(l);}
#define BASIC_LOADER(assetType, assetClass) BasicAssetLoader<assetType, assetClass>
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_PHYSPRESET, PhysPreset))
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_PHYSCOLLMAP, PhysCollmap))
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_XANIMPARTS, XAnimParts))
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_XMODEL_SURFS, XModelSurfs))
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_XMODEL, XModel))
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_MATERIAL, Material))
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_PIXELSHADER, MaterialPixelShader))
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_VERTEXSHADER, MaterialVertexShader))
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_VERTEXDECL, MaterialVertexDeclaration))
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_TECHNIQUE_SET, MaterialTechniqueSet))
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_IMAGE, GfxImage))
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_SOUND, snd_alias_list_t))
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_SOUND_CURVE, SndCurve))
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_LOADED_SOUND, LoadedSound))
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_CLIPMAP_SP, clipMap_t))
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_CLIPMAP_MP, clipMap_t))
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_COMWORLD, ComWorld))
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_GAMEWORLD_SP, GameWorldSp))
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_GAMEWORLD_MP, GameWorldMp))
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_MAP_ENTS, MapEnts))
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_FXWORLD, FxWorld))
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_GFXWORLD, GfxWorld))
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_LIGHT_DEF, GfxLightDef))
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_FONT, Font_s))
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_MENULIST, MenuList))
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_MENU, menuDef_t))
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_LOCALIZE_ENTRY, LocalizeEntry))
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_WEAPON, WeaponCompleteDef))
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_FX, FxEffectDef))
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_IMPACT_FX, FxImpactTable))
REGISTER_ASSET_LOADER(AssetLoaderRawFile)
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_STRINGTABLE, StringTable))
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_LEADERBOARD, LeaderboardDef))
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_STRUCTURED_DATA_DEF, StructuredDataDefSet))
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_TRACER, TracerDef))
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_VEHICLE, VehicleDef))
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_ADDON_MAP_ENTS, AddonMapEnts))
#undef BASIC_LOADER
#undef REGISTER_ASSET_LOADER
}
bool ObjLoader::SupportsZone(Zone* zone) const
{
return zone->m_game == &g_GameIW4;
}
bool ObjLoader::IsMpZone(Zone* zone)
{
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)
{
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::UnloadContainersOfZone(Zone* zone) const
{
}
void ObjLoader::LoadImageFromLoadDef(GfxImage* image, Zone* zone)
{
// TODO: Load Texture from LoadDef here
}
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";
{
return zone->m_game == &g_GameIW4;
}
bool ObjLoader::IsMpZone(Zone* zone)
{
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)
{
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::UnloadContainersOfZone(Zone* zone) const
{
}
void ObjLoader::LoadImageFromLoadDef(GfxImage* image, Zone* zone)
{
// TODO: Load Texture from LoadDef here
}
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())
{
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);
loadedTexture = loader.LoadIwi(*filePathImage.m_stream);
}
}
void ObjLoader::LoadImageData(ISearchPath* searchPath, Zone* zone)
if (loadedTexture != nullptr)
{
auto* assetPool = dynamic_cast<GameAssetPoolIW4*>(zone->m_pools.get());
image->texture.texture = loadedTexture;
image->cardMemory.platform[0] = 0;
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);
}
}
}
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::LoadObjDataForZone(ISearchPath* searchPath, Zone* zone) const
else
{
LoadImageData(searchPath, zone);
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);
return assetLoadingManager.LoadAssetFromLoader(assetType, assetName);
}

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@ -1,6 +1,10 @@
#pragma once
#include <unordered_map>
#include <memory>
#include "IObjLoader.h"
#include "AssetLoading/IAssetLoader.h"
#include "SearchPath/ISearchPath.h"
#include "Game/IW4/IW4.h"
@ -8,6 +12,8 @@ namespace IW4
{
class ObjLoader final : public IObjLoader
{
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);
@ -16,11 +22,15 @@ namespace IW4
static bool IsZmZone(Zone* zone);
public:
ObjLoader();
bool SupportsZone(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;
};
}

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@ -0,0 +1,32 @@
#include "AssetLoaderRawFile.h"
#include "Game/T6/T6.h"
#include "Pool/GlobalAssetPool.h"
using namespace T6;
bool AssetLoaderRawFile::CanLoadFromRaw() const
{
return true;
}
bool AssetLoaderRawFile::LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager) const
{
const auto file = searchPath->Open(assetName);
if (!file.IsOpen())
return false;
auto* rawFile = memory->Create<RawFile>();
rawFile->name = memory->Dup(assetName.c_str());
rawFile->len = static_cast<int>(file.m_length);
auto* fileBuffer = static_cast<char*>(memory->Alloc(static_cast<size_t>(file.m_length + 1)));
file.m_stream->read(fileBuffer, file.m_length);
if (file.m_stream->gcount() != file.m_length)
return false;
rawFile->buffer = static_cast<char16*>(fileBuffer);
manager->AddAsset(ASSET_TYPE_RAWFILE, assetName, rawFile);
return true;
}

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@ -0,0 +1,15 @@
#pragma once
#include "Game/T6/T6.h"
#include "AssetLoading/BasicAssetLoader.h"
#include "AssetLoading/IAssetLoadingManager.h"
#include "SearchPath/ISearchPath.h"
namespace T6
{
class AssetLoaderRawFile final : public BasicAssetLoader<ASSET_TYPE_RAWFILE, RawFile>
{
public:
_NODISCARD bool CanLoadFromRaw() const override;
bool LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager) const override;
};
}

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@ -4,6 +4,8 @@
#include "Game/T6/GameAssetPoolT6.h"
#include "ObjContainer/IPak/IPak.h"
#include "ObjLoading.h"
#include "AssetLoaders/AssetLoaderRawFile.h"
#include "AssetLoading/AssetLoadingManager.h"
#include "Image/Texture.h"
#include "Image/IwiLoader.h"
#include "Game/T6/CommonT6.h"
@ -13,6 +15,64 @@ namespace T6
const int ObjLoader::IPAK_READ_HASH = CommonT6::Com_HashKey("ipak_read", 64);
const int ObjLoader::GLOBAL_HASH = CommonT6::Com_HashKey("GLOBAL", 64);
ObjLoader::ObjLoader()
{
#define REGISTER_ASSET_LOADER(t) {auto l = std::make_unique<t>(); m_asset_loaders_by_type[l->GetHandlingAssetType()] = std::move(l);}
#define BASIC_LOADER(assetType, assetClass) BasicAssetLoader<assetType, assetClass>
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_PHYSPRESET, PhysPreset))
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_PHYSCONSTRAINTS, PhysConstraints))
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_DESTRUCTIBLEDEF, DestructibleDef))
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_XANIMPARTS, XAnimParts))
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_XMODEL, XModel))
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_MATERIAL, Material))
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_TECHNIQUE_SET, MaterialTechniqueSet))
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_IMAGE, GfxImage))
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_SOUND, SndBank))
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_SOUND_PATCH, SndPatch))
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_CLIPMAP, clipMap_t))
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_CLIPMAP_PVS, clipMap_t))
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_COMWORLD, ComWorld))
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_GAMEWORLD_SP, GameWorldSp))
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_GAMEWORLD_MP, GameWorldMp))
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_MAP_ENTS, MapEnts))
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_GFXWORLD, GfxWorld))
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_LIGHT_DEF, GfxLightDef))
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_FONT, Font_s))
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_FONTICON, FontIcon))
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_MENULIST, MenuList))
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_MENU, menuDef_t))
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_LOCALIZE_ENTRY, LocalizeEntry))
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_WEAPON, WeaponVariantDef))
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_ATTACHMENT, WeaponAttachment))
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_ATTACHMENT_UNIQUE, WeaponAttachmentUnique))
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_WEAPON_CAMO, WeaponCamo))
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_SNDDRIVER_GLOBALS, SndDriverGlobals))
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_FX, FxEffectDef))
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_IMPACT_FX, FxImpactTable))
REGISTER_ASSET_LOADER(AssetLoaderRawFile)
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_STRINGTABLE, StringTable))
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_LEADERBOARD, LeaderboardDef))
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_XGLOBALS, XGlobals))
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_DDL, ddlDef_t))
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_GLASSES, Glasses))
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_EMBLEMSET, EmblemSet))
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_SCRIPTPARSETREE, ScriptParseTree))
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_VEHICLEDEF, VehicleDef))
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_MEMORYBLOCK, MemoryBlock))
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_ADDON_MAP_ENTS, AddonMapEnts))
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_TRACER, TracerDef))
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_SKINNEDVERTS, SkinnedVertsDef))
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_QDB, Qdb))
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_SLUG, Slug))
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_FOOTSTEP_TABLE, FootstepTableDef))
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_FOOTSTEPFX_TABLE, FootstepFXTableDef))
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_ZBARRIER, ZBarrierDef))
#undef BASIC_LOADER
#undef REGISTER_ASSET_LOADER
}
bool ObjLoader::SupportsZone(Zone* zone) const
{
return zone->m_game == &g_GameT6;
@ -227,4 +287,10 @@ namespace T6
{
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);
return assetLoadingManager.LoadAssetFromLoader(assetType, assetName);
}
}

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@ -1,6 +1,10 @@
#pragma once
#include <unordered_map>
#include <memory>
#include "IObjLoader.h"
#include "AssetLoading/IAssetLoader.h"
#include "SearchPath/ISearchPath.h"
#include "Game/T6/T6.h"
@ -11,6 +15,8 @@ namespace T6
static const int IPAK_READ_HASH;
static const int GLOBAL_HASH;
std::unordered_map<asset_type_t, std::unique_ptr<IAssetLoader>> m_asset_loaders_by_type;
static void LoadIPakForZone(ISearchPath* searchPath, const std::string& ipakName, Zone* zone);
static void LoadImageFromIwi(GfxImage* image, ISearchPath* searchPath, Zone* zone);
@ -22,11 +28,15 @@ namespace T6
static void LoadCommonIPaks(ISearchPath* searchPath, Zone* zone);
public:
ObjLoader();
bool SupportsZone(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;
};
}