OpenAssetTools/src/ObjLoading/Game/IW4/RawFile/LoaderRawFileIW4.cpp

92 lines
3.0 KiB
C++

#include "LoaderRawFileIW4.h"
#include "Game/IW4/IW4.h"
#include <cstring>
#include <filesystem>
#include <format>
#include <iostream>
#include <zlib.h>
using namespace IW4;
namespace
{
constexpr size_t COMPRESSED_BUFFER_SIZE_PADDING = 64u;
class RawFileLoader final : public AssetCreator<AssetRawFile>
{
public:
RawFileLoader(MemoryManager& memory, ISearchPath& searchPath)
: m_memory(memory),
m_search_path(searchPath)
{
}
AssetCreationResult CreateAsset(const std::string& assetName, AssetCreationContext& context) override
{
const auto file = m_search_path.Open(assetName);
if (!file.IsOpen())
return AssetCreationResult::NoAction();
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 AssetCreationResult::Failure();
const auto compressionBufferSize = static_cast<size_t>(file.m_length + COMPRESSED_BUFFER_SIZE_PADDING);
auto* compressedBuffer = m_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 = static_cast<unsigned>(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 << std::format("Deflate failed for loading rawfile \"{}\"\n", assetName);
deflateEnd(&zs);
return AssetCreationResult::Failure();
}
const auto compressedSize = compressionBufferSize - zs.avail_out;
auto* rawFile = m_memory.Alloc<RawFile>();
rawFile->name = m_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);
return AssetCreationResult::Success(context.AddAsset<AssetRawFile>(assetName, rawFile));
}
private:
MemoryManager& m_memory;
ISearchPath& m_search_path;
};
} // namespace
namespace IW4
{
std::unique_ptr<AssetCreator<AssetRawFile>> CreateRawFileLoader(MemoryManager& memory, ISearchPath& searchPath)
{
return std::make_unique<RawFileLoader>(memory, searchPath);
}
} // namespace IW4