mirror of
https://github.com/Laupetin/OpenAssetTools.git
synced 2025-06-11 07:18:11 -05:00
Added iw4 assets related to materials, xmodels
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@ -13,34 +13,33 @@
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//#include "Game/IW4/XAssets/fxworld/fxworld_load_db.h"
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//#include "Game/IW4/XAssets/gameworldmp/gameworldmp_load_db.h"
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//#include "Game/IW4/XAssets/gameworldsp/gameworldsp_load_db.h"
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//#include "Game/IW4/XAssets/gfximage/gfximage_load_db.h"
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#include "Game/IW4/XAssets/gfximage/gfximage_load_db.h"
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//#include "Game/IW4/XAssets/gfxlightdef/gfxlightdef_load_db.h"
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//#include "Game/IW4/XAssets/gfxworld/gfxworld_load_db.h"
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//#include "Game/IW4/XAssets/leaderboarddef/leaderboarddef_load_db.h"
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//#include "Game/IW4/XAssets/loadedsound/loadedsound_load_db.h"
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//#include "Game/IW4/XAssets/localizeentry/localizeentry_load_db.h"
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//#include "Game/IW4/XAssets/mapents/mapents_load_db.h"
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//#include "Game/IW4/XAssets/material/material_load_db.h"
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//#include "Game/IW4/XAssets/materialpixelshader/materialpixelshader_load_db.h"
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//#include "Game/IW4/XAssets/materialtechniqueset/materialtechniqueset_load_db.h"
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//#include "Game/IW4/XAssets/materialvertexdeclaration/materialvertexdeclaration_load_db.h"
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//#include "Game/IW4/XAssets/materialvertexshader/materialvertexshader_load_db.h"
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#include "Game/IW4/XAssets/material/material_load_db.h"
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#include "Game/IW4/XAssets/materialpixelshader/materialpixelshader_load_db.h"
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#include "Game/IW4/XAssets/materialtechniqueset/materialtechniqueset_load_db.h"
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#include "Game/IW4/XAssets/materialvertexdeclaration/materialvertexdeclaration_load_db.h"
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#include "Game/IW4/XAssets/materialvertexshader/materialvertexshader_load_db.h"
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//#include "Game/IW4/XAssets/menudef_t/menudef_t_load_db.h"
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//#include "Game/IW4/XAssets/menulist/menulist_load_db.h"
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#include "Game/IW4/XAssets/physcollmap/physcollmap_load_db.h"
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#include "Game/IW4/XAssets/physpreset/physpreset_load_db.h"
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//#include "Game/IW4/XAssets/rawfile/rawfile_load_db.h"
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#include "Game/IW4/XAssets/rawfile/rawfile_load_db.h"
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//#include "Game/IW4/XAssets/snd_alias_list_t/snd_alias_list_t_load_db.h"
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//#include "Game/IW4/XAssets/sndcurve/sndcurve_load_db.h"
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//#include "Game/IW4/XAssets/snddriverglobals/snddriverglobals_load_db.h"
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//#include "Game/IW4/XAssets/stringtable/stringtable_load_db.h"
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#include "Game/IW4/XAssets/stringtable/stringtable_load_db.h"
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//#include "Game/IW4/XAssets/structureddatadefset/structureddatadefset_load_db.h"
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//#include "Game/IW4/XAssets/tracerdef/tracerdef_load_db.h"
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//#include "Game/IW4/XAssets/vehicledef/vehicledef_load_db.h"
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//#include "Game/IW4/XAssets/weaponcompletedef/weaponcompletedef_load_db.h"
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#include "Game/IW4/XAssets/xanimparts/xanimparts_load_db.h"
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//#include "Game/IW4/XAssets/xmodel/xmodel_load_db.h"
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//#include "Game/IW4/XAssets/xmodelsurfs/xmodelsurfs_load_db.h"
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#include "Game/IW4/XAssets/xmodel/xmodel_load_db.h"
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using namespace IW4;
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@ -101,17 +100,16 @@ void ContentLoaderIW4::LoadXAsset(const bool atStreamStart)
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switch (varXAsset->type)
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{
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LOAD_ASSET(ASSET_TYPE_PHYSPRESET, PhysPreset, physPreset);
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LOAD_ASSET(ASSET_TYPE_PHYSCOLLMAP, PhysCollmap, physCollmap);
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LOAD_ASSET(ASSET_TYPE_XANIMPARTS, XAnimParts, parts);
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// LOAD_ASSET(ASSET_TYPE_XMODEL_SURFS, XModelSurfs, modelSurfs);
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// LOAD_ASSET(ASSET_TYPE_XMODEL, XModel, model);
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// LOAD_ASSET(ASSET_TYPE_MATERIAL, Material, material);
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// LOAD_ASSET(ASSET_TYPE_PIXELSHADER, MaterialPixelShader, pixelShader);
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// LOAD_ASSET(ASSET_TYPE_VERTEXSHADER, MaterialVertexShader, vertexShader);
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// LOAD_ASSET(ASSET_TYPE_VERTEXDECL, MaterialVertexDeclaration, vertexDecl);
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// LOAD_ASSET(ASSET_TYPE_TECHNIQUE_SET, MaterialTechniqueSet, techniqueSet);
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// LOAD_ASSET(ASSET_TYPE_IMAGE, GfxImage, image);
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LOAD_ASSET(ASSET_TYPE_PHYSPRESET, PhysPreset, physPreset);
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LOAD_ASSET(ASSET_TYPE_PHYSCOLLMAP, PhysCollmap, physCollmap);
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LOAD_ASSET(ASSET_TYPE_XANIMPARTS, XAnimParts, parts);
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LOAD_ASSET(ASSET_TYPE_XMODEL, XModel, model);
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LOAD_ASSET(ASSET_TYPE_MATERIAL, Material, material);
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LOAD_ASSET(ASSET_TYPE_PIXELSHADER, MaterialPixelShader, pixelShader);
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LOAD_ASSET(ASSET_TYPE_VERTEXSHADER, MaterialVertexShader, vertexShader);
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LOAD_ASSET(ASSET_TYPE_VERTEXDECL, MaterialVertexDeclaration, vertexDecl);
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LOAD_ASSET(ASSET_TYPE_TECHNIQUE_SET, MaterialTechniqueSet, techniqueSet);
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LOAD_ASSET(ASSET_TYPE_IMAGE, GfxImage, image);
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// LOAD_ASSET(ASSET_TYPE_SOUND, snd_alias_list_t, sound);
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// LOAD_ASSET(ASSET_TYPE_SOUND_CURVE, SndCurve, sndCurve);
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// LOAD_ASSET(ASSET_TYPE_LOADED_SOUND, LoadedSound, loadSnd);
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@ -132,8 +130,8 @@ void ContentLoaderIW4::LoadXAsset(const bool atStreamStart)
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// LOAD_ASSET(ASSET_TYPE_SNDDRIVER_GLOBALS, SndDriverGlobals, sndDriverGlobals);
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// LOAD_ASSET(ASSET_TYPE_FX, FxEffectDef, fx);
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// LOAD_ASSET(ASSET_TYPE_IMPACT_FX, FxImpactTable, impactFx);
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// LOAD_ASSET(ASSET_TYPE_RAWFILE, RawFile, rawfile);
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// LOAD_ASSET(ASSET_TYPE_STRINGTABLE, StringTable, stringTable);
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LOAD_ASSET(ASSET_TYPE_RAWFILE, RawFile, rawfile);
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LOAD_ASSET(ASSET_TYPE_STRINGTABLE, StringTable, stringTable);
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// LOAD_ASSET(ASSET_TYPE_LEADERBOARD, LeaderboardDef, leaderboardDef);
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// LOAD_ASSET(ASSET_TYPE_STRUCTURED_DATA_DEF, StructuredDataDefSet, structuredDataDefSet);
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// LOAD_ASSET(ASSET_TYPE_TRACER, TracerDef, tracerDef);
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@ -141,9 +139,9 @@ void ContentLoaderIW4::LoadXAsset(const bool atStreamStart)
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// LOAD_ASSET(ASSET_TYPE_ADDON_MAP_ENTS, AddonMapEnts, addonMapEnts);
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default:
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{
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throw UnsupportedAssetTypeException(varXAsset->type);
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}
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{
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throw UnsupportedAssetTypeException(varXAsset->type);
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}
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}
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#undef LOAD_ASSET
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@ -203,4 +201,4 @@ std::string& ContentLoaderIW4::GetZoneScriptString(const scr_string_t scrString)
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}
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return m_script_strings[scrString];
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}
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}
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@ -0,0 +1,29 @@
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#include "gfximage_actions.h"
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#include <cassert>
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using namespace IW4;
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Actions_GfxImage::Actions_GfxImage(Zone* zone)
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: AssetLoadingActions(zone)
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{
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}
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void Actions_GfxImage::OnImageLoaded(GfxImage* image) const
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{
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image->cardMemory.platform[0] = 0;
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}
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void Actions_GfxImage::LoadImageData(GfxImageLoadDef* loadDef, GfxImage* image) const
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{
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if (loadDef->resourceSize > 0)
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{
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const size_t loadDefSize = offsetof(IW4::GfxImageLoadDef, data) + loadDef->resourceSize;
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image->texture.loadDef = static_cast<GfxImageLoadDef*>(m_zone->GetMemory()->Alloc(loadDefSize));
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memcpy(image->texture.loadDef, loadDef, loadDefSize);
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}
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else
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{
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image->texture.loadDef = nullptr;
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}
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}
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src/ZoneLoading/Game/IW4/XAssets/gfximage/gfximage_actions.h
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16
src/ZoneLoading/Game/IW4/XAssets/gfximage/gfximage_actions.h
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@ -0,0 +1,16 @@
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#pragma once
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#include "Loading/AssetLoadingActions.h"
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#include "Game/IW4/IW4.h"
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namespace IW4
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{
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class Actions_GfxImage final : public AssetLoadingActions
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{
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public:
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explicit Actions_GfxImage(Zone* zone);
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void OnImageLoaded(GfxImage* image) const;
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void LoadImageData(GfxImageLoadDef* loadDef, GfxImage* image) const;
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};
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}
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