mirror of
https://github.com/Laupetin/OpenAssetTools.git
synced 2025-06-07 21:38:01 -05:00
297 lines
12 KiB
C++
297 lines
12 KiB
C++
#include "ObjLoaderT6.h"
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#include "Game/T6/GameT6.h"
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#include "Game/T6/GameAssetPoolT6.h"
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#include "ObjContainer/IPak/IPak.h"
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#include "ObjLoading.h"
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#include "AssetLoaders/AssetLoaderRawFile.h"
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#include "AssetLoading/AssetLoadingManager.h"
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#include "Image/Texture.h"
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#include "Image/IwiLoader.h"
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#include "Game/T6/CommonT6.h"
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namespace T6
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{
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const int ObjLoader::IPAK_READ_HASH = CommonT6::Com_HashKey("ipak_read", 64);
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const int ObjLoader::GLOBAL_HASH = CommonT6::Com_HashKey("GLOBAL", 64);
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ObjLoader::ObjLoader()
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{
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#define REGISTER_ASSET_LOADER(t) {auto l = std::make_unique<t>(); m_asset_loaders_by_type[l->GetHandlingAssetType()] = std::move(l);}
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#define BASIC_LOADER(assetType, assetClass) BasicAssetLoader<assetType, assetClass>
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_PHYSPRESET, PhysPreset))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_PHYSCONSTRAINTS, PhysConstraints))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_DESTRUCTIBLEDEF, DestructibleDef))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_XANIMPARTS, XAnimParts))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_XMODEL, XModel))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_MATERIAL, Material))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_TECHNIQUE_SET, MaterialTechniqueSet))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_IMAGE, GfxImage))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_SOUND, SndBank))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_SOUND_PATCH, SndPatch))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_CLIPMAP, clipMap_t))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_CLIPMAP_PVS, clipMap_t))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_COMWORLD, ComWorld))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_GAMEWORLD_SP, GameWorldSp))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_GAMEWORLD_MP, GameWorldMp))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_MAP_ENTS, MapEnts))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_GFXWORLD, GfxWorld))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_LIGHT_DEF, GfxLightDef))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_FONT, Font_s))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_FONTICON, FontIcon))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_MENULIST, MenuList))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_MENU, menuDef_t))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_LOCALIZE_ENTRY, LocalizeEntry))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_WEAPON, WeaponVariantDef))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_ATTACHMENT, WeaponAttachment))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_ATTACHMENT_UNIQUE, WeaponAttachmentUnique))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_WEAPON_CAMO, WeaponCamo))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_SNDDRIVER_GLOBALS, SndDriverGlobals))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_FX, FxEffectDef))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_IMPACT_FX, FxImpactTable))
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REGISTER_ASSET_LOADER(AssetLoaderRawFile)
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_STRINGTABLE, StringTable))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_LEADERBOARD, LeaderboardDef))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_XGLOBALS, XGlobals))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_DDL, ddlDef_t))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_GLASSES, Glasses))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_EMBLEMSET, EmblemSet))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_SCRIPTPARSETREE, ScriptParseTree))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_VEHICLEDEF, VehicleDef))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_MEMORYBLOCK, MemoryBlock))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_ADDON_MAP_ENTS, AddonMapEnts))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_TRACER, TracerDef))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_SKINNEDVERTS, SkinnedVertsDef))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_QDB, Qdb))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_SLUG, Slug))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_FOOTSTEP_TABLE, FootstepTableDef))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_FOOTSTEPFX_TABLE, FootstepFXTableDef))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_ZBARRIER, ZBarrierDef))
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#undef BASIC_LOADER
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#undef REGISTER_ASSET_LOADER
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}
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bool ObjLoader::SupportsZone(Zone* zone) const
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{
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return zone->m_game == &g_GameT6;
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}
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void ObjLoader::LoadIPakForZone(ISearchPath* searchPath, const std::string& ipakName, Zone* zone)
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{
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if (ObjLoading::Configuration.Verbose)
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printf("Trying to load ipak '%s' for zone '%s'\n", ipakName.c_str(), zone->m_name.c_str());
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auto* existingIPak = IPak::Repository.GetContainerByName(ipakName);
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if (existingIPak != nullptr)
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{
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if (ObjLoading::Configuration.Verbose)
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printf("Referencing loaded ipak '%s'.\n", ipakName.c_str());
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IPak::Repository.AddContainerReference(existingIPak, zone);
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return;
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}
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const auto ipakFilename = ipakName + ".ipak";
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auto file = searchPath->Open(ipakFilename);
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if (file.IsOpen())
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{
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auto ipak = std::make_unique<IPak>(ipakFilename, std::move(file.m_stream));
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if (ipak->Initialize())
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{
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IPak::Repository.AddContainer(std::move(ipak), zone);
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if (ObjLoading::Configuration.Verbose)
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printf("Found and loaded ipak '%s'.\n", ipakFilename.c_str());
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}
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else
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{
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printf("Failed to load ipak '%s'!\n", ipakFilename.c_str());
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}
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}
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}
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bool ObjLoader::IsMpZone(Zone* zone)
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{
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return zone->m_name.compare(0, 3, "mp_") == 0
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|| zone->m_name.compare(zone->m_name.length() - 3, 3, "_mp") == 0;
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}
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bool ObjLoader::IsZmZone(Zone* zone)
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{
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return zone->m_name.compare(0, 3, "zm_") == 0
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|| zone->m_name.compare(zone->m_name.length() - 3, 3, "_zm") == 0;
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}
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void ObjLoader::LoadCommonIPaks(ISearchPath* searchPath, Zone* zone)
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{
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if (ObjLoading::Configuration.Verbose)
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printf("Loading common ipaks for zone \"%s\"\n", zone->m_name.c_str());
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LoadIPakForZone(searchPath, "base", zone);
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auto languagePrefixes = g_GameT6.GetLanguagePrefixes();
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for (const auto& languagePrefix : languagePrefixes)
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{
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LoadIPakForZone(searchPath, languagePrefix.m_prefix + "base", zone);
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}
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if (IsMpZone(zone))
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{
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if (ObjLoading::Configuration.Verbose)
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printf("Loading multiplayer ipaks for zone \"%s\"\n", zone->m_name.c_str());
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LoadIPakForZone(searchPath, "mp", zone);
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LoadIPakForZone(searchPath, "so", zone);
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}
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else if (IsZmZone(zone))
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{
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if (ObjLoading::Configuration.Verbose)
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printf("Loading zombie ipak for zone \"%s\"\n", zone->m_name.c_str());
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LoadIPakForZone(searchPath, "zm", zone);
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}
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else
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{
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if (ObjLoading::Configuration.Verbose)
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printf("Loading singleplayer ipak for zone \"%s\"\n", zone->m_name.c_str());
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LoadIPakForZone(searchPath, "sp", zone);
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}
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}
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void ObjLoader::LoadReferencedContainersForZone(ISearchPath* searchPath, Zone* zone) const
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{
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auto* assetPoolT6 = dynamic_cast<GameAssetPoolT6*>(zone->m_pools.get());
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const auto zoneNameHash = CommonT6::Com_HashKey(zone->m_name.c_str(), 64);
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LoadCommonIPaks(searchPath, zone);
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if (assetPoolT6->m_key_value_pairs != nullptr)
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{
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for (auto* keyValuePairsEntry : *assetPoolT6->m_key_value_pairs)
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{
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auto* keyValuePairs = keyValuePairsEntry->Asset();
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for (auto variableIndex = 0; variableIndex < keyValuePairs->numVariables; variableIndex++)
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{
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auto* variable = &keyValuePairs->keyValuePairs[variableIndex];
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if (variable->namespaceHash == zoneNameHash && variable->keyHash == IPAK_READ_HASH)
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{
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LoadIPakForZone(searchPath, variable->value, zone);
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}
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}
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}
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}
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}
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void ObjLoader::UnloadContainersOfZone(Zone* zone) const
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{
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IPak::Repository.RemoveContainerReferences(zone);
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}
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void ObjLoader::LoadImageFromLoadDef(GfxImage* image, Zone* zone)
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{
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// TODO: Load Texture from LoadDef here
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}
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void ObjLoader::LoadImageFromIwi(GfxImage* image, ISearchPath* searchPath, Zone* zone)
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{
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Texture* loadedTexture = nullptr;
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IwiLoader loader(zone->GetMemory());
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if (image->streamedPartCount > 0)
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{
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for (auto* ipak : IPak::Repository)
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{
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auto ipakStream = ipak->GetEntryStream(image->hash, image->streamedParts[0].hash);
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if (ipakStream)
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{
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loadedTexture = loader.LoadIwi(*ipakStream);
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ipakStream->close();
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if (loadedTexture != nullptr)
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{
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break;
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}
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}
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}
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}
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if (loadedTexture == nullptr)
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{
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const auto imageFileName = "images/" + std::string(image->name) + ".iwi";
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{
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const auto filePathImage = searchPath->Open(imageFileName);
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if (filePathImage.IsOpen())
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{
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loadedTexture = loader.LoadIwi(*filePathImage.m_stream);
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}
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}
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}
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if (loadedTexture != nullptr)
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{
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image->texture.texture = loadedTexture;
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image->loadedSize = 0;
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const auto textureMipCount = loadedTexture->GetMipMapCount();
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for (auto mipLevel = 0; mipLevel < textureMipCount; mipLevel++)
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image->loadedSize += loadedTexture->GetSizeOfMipLevel(mipLevel) * loadedTexture->GetFaceCount();
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}
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else
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{
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printf("Could not find data for image \"%s\"\n", image->name);
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}
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}
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void ObjLoader::LoadImageData(ISearchPath* searchPath, Zone* zone)
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{
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auto* assetPoolT6 = dynamic_cast<GameAssetPoolT6*>(zone->m_pools.get());
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if (assetPoolT6 && assetPoolT6->m_image != nullptr)
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{
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for (auto* imageEntry : *assetPoolT6->m_image)
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{
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auto* image = imageEntry->Asset();
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if (image->loadedSize > 0)
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{
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continue;
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}
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// Do not load linked assets
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if (image->name && image->name[0] == ',')
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{
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continue;
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}
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if (image->texture.loadDef && image->texture.loadDef->resourceSize > 0)
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{
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LoadImageFromLoadDef(image, zone);
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}
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else
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{
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LoadImageFromIwi(image, searchPath, zone);
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}
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}
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}
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}
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void ObjLoader::LoadObjDataForZone(ISearchPath* searchPath, Zone* zone) const
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{
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LoadImageData(searchPath, zone);
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}
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bool ObjLoader::LoadAssetForZone(AssetLoadingContext* context, const asset_type_t assetType, const std::string& assetName) const
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{
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AssetLoadingManager assetLoadingManager(m_asset_loaders_by_type, *context);
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return assetLoadingManager.LoadAssetFromLoader(assetType, assetName);
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}
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}
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