iw4x-client/src/Components/Modules/AssetInterfaces/IGfxImage.cpp

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#include <STDInclude.hpp>
namespace Assets
{
void IGfxImage::load(Game::XAssetHeader* header, std::string name, Components::ZoneBuilder::Zone* builder)
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{
Game::GfxImage* image = Game::DB_FindXAssetHeader(Game::XAssetType::ASSET_TYPE_IMAGE, name.data()).image;
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if (image) return;
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image = builder->getAllocator()->allocate<Game::GfxImage>();
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if (!image)
{
Components::Logger::Error("Failed to allocate GfxImage structure!");
return;
}
image->name = builder->getAllocator()->duplicateString(name);
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image->semantic = 2;
image->category = 0;
image->cardMemory = 0;
image->loadDef = builder->getAllocator()->allocate<Game::GfxImageLoadDef>();
if (!image->loadDef)
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{
Components::Logger::Error("Failed to allocate GfxImageLoadDef structure!");
return;
}
char nameBuffer[MAX_PATH] = { 0 };
Components::Materials::FormatImagePath(nameBuffer, sizeof(nameBuffer), 0, 0, name.data());
Components::FileSystem::File iwi(nameBuffer);
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if (!iwi.exists())
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{
Components::Logger::Error("Loading image '%s' failed!", iwi.getName().data());
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return;
}
auto iwiBuffer = iwi.getBuffer();
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const Game::GfxImageFileHeader* iwiHeader = reinterpret_cast<const Game::GfxImageFileHeader*>(iwiBuffer.data());
image->mapType = Game::MAPTYPE_2D;
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image->dataLen1 = iwiHeader->fileSizeForPicmip[0] - 32;
image->dataLen2 = iwiHeader->fileSizeForPicmip[0] - 32;
if (std::memcmp(iwiHeader->tag, "IWi", 3))
{
Components::Logger::Error("Image is not a valid IWi!");
return;
}
std::memcpy(image->loadDef->dimensions, iwiHeader->dimensions, 6);
image->loadDef->flags = 0;
image->loadDef->levelCount = 0;
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switch (iwiHeader->format)
{
case Game::IWI_COMPRESSION::IWI_ARGB:
{
image->loadDef->format = 21;
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break;
}
case Game::IWI_COMPRESSION::IWI_RGB8:
{
image->loadDef->format = 20;
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break;
}
case Game::IWI_COMPRESSION::IWI_DXT1:
{
image->loadDef->format = 0x31545844;
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break;
}
case Game::IWI_COMPRESSION::IWI_DXT3:
{
image->loadDef->format = 0x33545844;
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break;
}
case Game::IWI_COMPRESSION::IWI_DXT5:
{
image->loadDef->format = 0x35545844;
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break;
}
}
header->image = image;
}
void IGfxImage::save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
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{
AssertSize(Game::GfxImage, 32);
AssertSize(Game::MapType, 1);
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Utils::Stream* buffer = builder->getBuffer();
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Game::GfxImage* asset = header.image;
Game::GfxImage* dest = buffer->dest<Game::GfxImage>();
buffer->save(asset);
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buffer->pushBlock(Game::XFILE_BLOCK_VIRTUAL);
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if (asset->name)
{
buffer->saveString(builder->getAssetName(this->getType(), asset->name));
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Utils::Stream::ClearPointer(&dest->name);
}
buffer->pushBlock(Game::XFILE_BLOCK_TEMP);
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if (asset->loadDef)
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{
buffer->align(Utils::Stream::ALIGN_4);
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Game::GfxImageLoadDef* destTexture = buffer->dest<Game::GfxImageLoadDef>();
buffer->save(asset->loadDef, 16, 1);
builder->incrementExternalSize(asset->loadDef->resourceSize);
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if (destTexture->resourceSize > 0)
{
buffer->save(asset->loadDef->data, asset->loadDef->resourceSize);
}
Utils::Stream::ClearPointer(&dest->loadDef);
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}
buffer->popBlock();
buffer->popBlock();
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}
}