2016-01-22 05:59:43 -05:00
|
|
|
#include <STDInclude.hpp>
|
|
|
|
|
|
|
|
namespace Assets
|
|
|
|
{
|
2016-01-22 10:11:47 -05:00
|
|
|
void IGfxImage::Load(Game::XAssetHeader* header, std::string name, Components::ZoneBuilder::Zone* builder)
|
|
|
|
{
|
|
|
|
Game::GfxImage* image = Game::DB_FindXAssetHeader(Game::XAssetType::ASSET_TYPE_IMAGE, name.data()).image;
|
|
|
|
if (image) return; // TODO: Check for default?
|
|
|
|
|
|
|
|
image = builder->GetAllocator()->AllocateArray<Game::GfxImage>();
|
|
|
|
if (!image)
|
|
|
|
{
|
|
|
|
Components::Logger::Error("Failed to allocate GfxImage structure!");
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
2016-01-22 12:10:45 -05:00
|
|
|
image->name = builder->GetAllocator()->DuplicateString(name);
|
|
|
|
image->semantic = 2;
|
|
|
|
image->category = 0;
|
2016-01-22 10:11:47 -05:00
|
|
|
image->cardMemory = 0;
|
|
|
|
|
2016-01-22 12:10:45 -05:00
|
|
|
image->texture = builder->GetAllocator()->AllocateArray<Game::GfxImageLoadDef>();
|
|
|
|
if (!image->texture)
|
|
|
|
{
|
|
|
|
Components::Logger::Error("Failed to allocate GfxImageLoadDef structure!");
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
Components::FileSystem::File iwi(Utils::VA("images/%s.iwi", name.data()));
|
|
|
|
|
|
|
|
if (!iwi.Exists())
|
|
|
|
{
|
|
|
|
Components::Logger::Error("Loading image '%s' failed!", iwi.GetName());
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
const Game::GfxImageFileHeader* iwiHeader = reinterpret_cast<const Game::GfxImageFileHeader*>(iwi.GetBuffer().data());
|
2016-01-22 10:11:47 -05:00
|
|
|
|
2016-01-22 12:10:45 -05:00
|
|
|
image->mapType = 3;
|
|
|
|
image->dataLen1 = iwiHeader->fileSizeForPicmip[0] - 32;
|
|
|
|
image->dataLen2 = iwiHeader->fileSizeForPicmip[0] - 32;
|
|
|
|
|
|
|
|
// TODO: Check tag
|
|
|
|
image->texture->dimensions[0] = iwiHeader->dimensions[0]; // Width
|
|
|
|
image->texture->dimensions[1] = iwiHeader->dimensions[1]; // Height
|
|
|
|
image->texture->dimensions[2] = iwiHeader->dimensions[2]; // Depth
|
|
|
|
image->texture->flags = 0;//iwiHeader->flags;
|
|
|
|
image->texture->mipLevels = 0;
|
|
|
|
|
|
|
|
switch (iwiHeader->format)
|
2016-01-22 10:11:47 -05:00
|
|
|
{
|
2016-01-22 12:10:45 -05:00
|
|
|
case Game::IWI_COMPRESSION::IWI_ARGB:
|
|
|
|
image->texture->format = 21;
|
|
|
|
break;
|
|
|
|
case Game::IWI_COMPRESSION::IWI_RGB8:
|
|
|
|
image->texture->format = 20;
|
|
|
|
break;
|
|
|
|
case Game::IWI_COMPRESSION::IWI_DXT1:
|
|
|
|
image->texture->format = 0x31545844;
|
|
|
|
break;
|
|
|
|
case Game::IWI_COMPRESSION::IWI_DXT3:
|
|
|
|
image->texture->format = 0x33545844;
|
|
|
|
break;
|
|
|
|
case Game::IWI_COMPRESSION::IWI_DXT5:
|
|
|
|
image->texture->format = 0x35545844;
|
|
|
|
break;
|
|
|
|
}
|
2016-01-22 10:11:47 -05:00
|
|
|
|
2016-01-22 12:10:45 -05:00
|
|
|
Components::AssetHandler::StoreTemporaryAsset(Game::XAssetType::ASSET_TYPE_IMAGE, { image });
|
2016-01-22 10:11:47 -05:00
|
|
|
header->image = image;
|
|
|
|
}
|
|
|
|
|
2016-01-22 05:59:43 -05:00
|
|
|
void IGfxImage::Save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
|
|
|
|
{
|
|
|
|
Assert_AssetStruct(Game::GfxImage, 32);
|
|
|
|
|
|
|
|
Utils::Stream* buffer = builder->GetBuffer();
|
|
|
|
Game::GfxImage* asset = header.image;
|
|
|
|
Game::GfxImage* dest = (Game::GfxImage*)buffer->At();
|
|
|
|
buffer->Save(asset, sizeof(Game::GfxImage));
|
|
|
|
|
|
|
|
buffer->PushBlock(Game::XFILE_BLOCK_VIRTUAL);
|
|
|
|
|
|
|
|
if (asset->name)
|
|
|
|
{
|
|
|
|
buffer->SaveString(builder->GetAssetName(this->GetType(), asset->name));
|
|
|
|
dest->name = (char *)-1;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (asset->texture)
|
|
|
|
{
|
|
|
|
buffer->Align(Utils::Stream::ALIGN_4);
|
|
|
|
|
|
|
|
Game::GfxImageLoadDef* destTexture = (Game::GfxImageLoadDef*)buffer->At();
|
|
|
|
buffer->Save(asset->texture, 16);
|
|
|
|
|
|
|
|
// Zero the size!
|
|
|
|
destTexture->dataSize = 0;
|
|
|
|
|
|
|
|
dest->texture = (Game::GfxImageLoadDef*)-1;
|
|
|
|
}
|
|
|
|
|
|
|
|
buffer->PopBlock();
|
|
|
|
}
|
|
|
|
}
|