[ZoneBuilder] Correctly write GfxImages
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33754f40aa
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896c3b7068
@ -40,7 +40,7 @@ namespace Assets
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const Game::GfxImageFileHeader* iwiHeader = reinterpret_cast<const Game::GfxImageFileHeader*>(iwiBuffer.data());
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image->mapType = 3;
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image->mapType = Game::MAPTYPE_2D;
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image->dataLen1 = iwiHeader->fileSizeForPicmip[0] - 32;
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image->dataLen2 = iwiHeader->fileSizeForPicmip[0] - 32;
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@ -52,7 +52,7 @@ namespace Assets
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std::memcpy(image->loadDef->dimensions, iwiHeader->dimensions, 6);
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image->loadDef->flags = 0;
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image->loadDef->mipLevels = 0;
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image->loadDef->levelCount = 0;
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switch (iwiHeader->format)
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{
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@ -93,6 +93,7 @@ namespace Assets
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void IGfxImage::save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
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{
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AssertSize(Game::GfxImage, 32);
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AssertSize(Game::MapType, 1);
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Utils::Stream* buffer = builder->getBuffer();
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Game::GfxImage* asset = header.image;
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@ -109,21 +110,18 @@ namespace Assets
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buffer->pushBlock(Game::XFILE_BLOCK_TEMP);
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if (asset->texture)
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if (asset->loadDef)
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{
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buffer->align(Utils::Stream::ALIGN_4);
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Game::GfxImageLoadDef* destTexture = buffer->dest<Game::GfxImageLoadDef>();
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buffer->save(asset->loadDef, 16);
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buffer->save(asset->loadDef, 16, 1);
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builder->incrementExternalSize(asset->loadDef->dataSize);
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builder->incrementExternalSize(asset->loadDef->resourceSize);
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// Zero the size!
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destTexture->dataSize = 0;
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if (destTexture->dataSize > 0)
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if (destTexture->resourceSize > 0)
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{
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buffer->save(asset->loadDef->data, asset->loadDef->dataSize);
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buffer->save(asset->loadDef->data, asset->loadDef->resourceSize);
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}
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Utils::Stream::ClearPointer(&dest->loadDef);
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@ -377,7 +377,7 @@ namespace Components
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}
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std::string _name = fmt::sprintf("raw/mapdump/%s/textures/%s.png", world->baseName, image->name);
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D3DXSaveTextureToFile(std::wstring(_name.begin(), _name.end()).data(), D3DXIFF_PNG, image->texture, NULL);
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D3DXSaveTextureToFile(std::wstring(_name.begin(), _name.end()).data(), D3DXIFF_PNG, image->map, NULL);
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mtl.append(fmt::sprintf("\nnewmtl %s\n", name.data()));
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mtl.append("Ka 1.0000 1.0000 1.0000\n");
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@ -2,6 +2,8 @@
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namespace Components
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{
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Utils::Memory::Allocator ZoneBuilder::MemAllocator;
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std::string ZoneBuilder::TraceZone;
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std::vector<std::pair<Game::XAssetType, std::string>> ZoneBuilder::TraceAssets;
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@ -316,7 +318,7 @@ namespace Components
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this->buffer.enterCriticalSection();
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Game::XFile* header = reinterpret_cast<Game::XFile*>(this->buffer.data());
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header->size = this->buffer.length() - sizeof(Game::XFile); // Write correct data size
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header->externalSize = 0;//this->externalSize; // This actually stores how much external data has to be loaded. It's used to calculate the loadscreen progress
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header->externalSize = this->externalSize; // This actually stores how much external data has to be loaded. It's used to calculate the loadscreen progress
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// Write stream sizes
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for (int i = 0; i < Game::MAX_XFILE_COUNT; ++i)
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@ -486,6 +488,25 @@ namespace Components
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return AssetTrace;
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}
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int ZoneBuilder::StoreTexture(Game::GfxImageLoadDef **loadDef, Game::GfxImage *image)
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{
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size_t size = 16 + (*loadDef)->resourceSize;
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void* data = ZoneBuilder::MemAllocator.allocate(size);
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std::memcpy(data, *loadDef, size);
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image->loadDef = reinterpret_cast<Game::GfxImageLoadDef *>(data);
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return 0;
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}
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void ZoneBuilder::ReleaseTexture(Game::XAssetHeader header)
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{
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if (header.image && header.image->loadDef)
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{
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ZoneBuilder::MemAllocator.free(header.image->loadDef);
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}
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}
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ZoneBuilder::ZoneBuilder()
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{
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AssertSize(Game::XFileHeader, 21);
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@ -497,7 +518,13 @@ namespace Components
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if (ZoneBuilder::IsEnabled())
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{
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// Prevent loading textures (preserves loaddef)
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Utils::Hook::Set<BYTE>(0x51F4E0, 0xC3);
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//Utils::Hook::Set<BYTE>(Game::Load_Texture, 0xC3);
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// Store the loaddef
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Utils::Hook(Game::Load_Texture, StoreTexture, HOOK_JUMP).install()->quick();
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// Release the loaddef
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Game::DB_ReleaseXAssetHandlers[Game::XAssetType::ASSET_TYPE_IMAGE] = ZoneBuilder::ReleaseTexture;
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//r_loadForrenderer = 0
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Utils::Hook::Set<BYTE>(0x519DDF, 0);
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@ -620,4 +647,9 @@ namespace Components
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});
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}
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}
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ZoneBuilder::~ZoneBuilder()
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{
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assert(ZoneBuilder::MemAllocator.empty());
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}
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}
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@ -75,6 +75,7 @@ namespace Components
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};
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ZoneBuilder();
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~ZoneBuilder();
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#if defined(DEBUG) || defined(FORCE_UNIT_TESTS)
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const char* getName() { return "ZoneBuilder"; };
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@ -87,5 +88,10 @@ namespace Components
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static void BeginAssetTrace(std::string zone);
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static std::vector<std::pair<Game::XAssetType, std::string>> EndAssetTrace();
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private:
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static Utils::Memory::Allocator MemAllocator;
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static int StoreTexture(Game::GfxImageLoadDef **loadDef, Game::GfxImage *image);
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static void ReleaseTexture(Game::XAssetHeader header);
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};
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}
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@ -1167,7 +1167,7 @@ namespace Components
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struct
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{
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Game::GfxImageLoadDef* texture;
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char mapType;
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Game::MapType mapType;
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char semantic;
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char category;
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char flags;
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@ -285,27 +285,41 @@ namespace Game
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int fileSizeForPicmip[4];
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};
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struct GfxImageLoadDef // actually a IDirect3DTexture* but this is easier
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struct __declspec(align(4)) GfxImageLoadDef
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{
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char mipLevels;
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char levelCount;
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char flags;
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short dimensions[3];
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int format; // usually the compression Magic
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int dataSize; // set to zero to load from IWD
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__int16 dimensions[3];
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int format;
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int resourceSize;
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char data[1];
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};
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enum MapType : char
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{
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MAPTYPE_NONE = 0x0,
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MAPTYPE_INVALID1 = 0x1,
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MAPTYPE_INVALID2 = 0x2,
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MAPTYPE_2D = 0x3,
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MAPTYPE_3D = 0x4,
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MAPTYPE_CUBE = 0x5,
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MAPTYPE_COUNT = 0x6,
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};
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struct GfxImage
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{
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union
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{
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GfxImageLoadDef* loadDef;
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#ifdef __cplusplus
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IDirect3DTexture9* texture;
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IDirect3DBaseTexture9 *basemap;
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IDirect3DTexture9 *map;
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IDirect3DVolumeTexture9 *volmap;
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IDirect3DCubeTexture9 *cubemap;
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#endif
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};
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char mapType; // 5 is cube, 4 is 3d, 3 is 2d
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MapType mapType;
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char semantic;
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char category;
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char flags;
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