#include "STDInclude.hpp" #define IW4X_IMG_VERSION "0" namespace Assets { 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 && name[0] != '*') return; image = builder->getAllocator()->allocate(); if (!image) { Components::Logger::Error("Failed to allocate GfxImage structure!"); return; } image->name = builder->getAllocator()->duplicateString(name); image->semantic = 2; const char* tempName = image->name; if (tempName[0] == '*') tempName++; Components::FileSystem::File imageFile(Utils::String::VA("images/%s.iw4xImage", tempName)); if (imageFile.exists()) { Utils::Stream::Reader reader(builder->getAllocator(), imageFile.getBuffer()); __int64 magic = reader.read<__int64>(); if (std::memcmp(&magic, "IW4xImg" IW4X_IMG_VERSION, 8)) { Components::Logger::Error(0, "Reading image '%s' failed, header is invalid!", name.data()); } image->mapType = reader.read(); image->semantic = reader.read(); image->category = reader.read(); int dataLength = reader.read(); image->cardMemory.platform[0] = dataLength; image->cardMemory.platform[1] = dataLength; Game::GfxImageLoadDefIW3 loadDef; image->texture.loadDef = reinterpret_cast(reader.readArray(dataLength + 16)); std::memcpy(&loadDef, image->texture.loadDef, sizeof(loadDef)); image->texture.loadDef->levelCount = loadDef.levelCount; image->texture.loadDef->flags = loadDef.flags; image->texture.loadDef->format = loadDef.format; image->texture.loadDef->resourceSize = loadDef.resourceSize; ZeroMemory(image->texture.loadDef->pad, 3); if (image->texture.loadDef->resourceSize != dataLength) { Components::Logger::Error("Resource size doesn't match the data length (%s)!\n", name.data()); } image->width = loadDef.dimensions[0]; image->height = loadDef.dimensions[1]; image->depth = loadDef.dimensions[2]; image->delayLoadPixels = true; header->image = image; } else if (name[0] != '*') { char nameBuffer[MAX_PATH] = { 0 }; Components::Materials::FormatImagePath(nameBuffer, sizeof(nameBuffer), 0, 0, name.data()); Components::FileSystem::File iwi(nameBuffer); if (!iwi.exists()) { Components::Logger::Error("Loading image '%s' failed!", iwi.getName().data()); return; } auto iwiBuffer = iwi.getBuffer(); const Game::GfxImageFileHeader* iwiHeader = reinterpret_cast(iwiBuffer.data()); if (std::memcmp(iwiHeader->tag, "IWi", 3) && iwiHeader->version == 8) { Components::Logger::Error("Image is not a valid IWi!"); return; } image->mapType = Game::MAPTYPE_2D; image->cardMemory.platform[0] = iwiHeader->fileSizeForPicmip[0] - 32; image->cardMemory.platform[1] = iwiHeader->fileSizeForPicmip[0] - 32; image->texture.loadDef = builder->getAllocator()->allocate(); if (!image->texture.loadDef) { Components::Logger::Error("Failed to allocate GfxImageLoadDef structure!"); return; } image->texture.loadDef->flags = iwiHeader->flags; image->texture.loadDef->levelCount = 0; image->width = iwiHeader->dimensions[0]; image->height = iwiHeader->dimensions[1]; image->depth = iwiHeader->dimensions[2]; switch (iwiHeader->format) { case Game::IMG_FORMAT_BITMAP_RGBA: { image->texture.loadDef->format = 21; break; } case Game::IMG_FORMAT_BITMAP_RGB: { image->texture.loadDef->format = 20; break; } case Game::IMG_FORMAT_DXT1: { image->texture.loadDef->format = 0x31545844; break; } case Game::IMG_FORMAT_DXT3: { image->texture.loadDef->format = 0x33545844; break; } case Game::IMG_FORMAT_DXT5: { image->texture.loadDef->format = 0x35545844; break; } default: { break; } } header->image = image; } } void IGfxImage::save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) { AssertSize(Game::GfxImage, 32); Utils::Stream* buffer = builder->getBuffer(); Game::GfxImage* asset = header.image; Game::GfxImage* dest = buffer->dest(); buffer->save(asset); buffer->pushBlock(Game::XFILE_BLOCK_VIRTUAL); if (asset->name) { buffer->saveString(builder->getAssetName(this->getType(), asset->name)); Utils::Stream::ClearPointer(&dest->name); } buffer->pushBlock(Game::XFILE_BLOCK_TEMP); if (asset->texture.loadDef) { buffer->align(Utils::Stream::ALIGN_4); Game::GfxImageLoadDef* destTexture = buffer->dest(); buffer->save(asset->texture.loadDef, 16, 1); builder->incrementExternalSize(asset->texture.loadDef->resourceSize); if (destTexture->resourceSize > 0) { buffer->save(asset->texture.loadDef->data, asset->texture.loadDef->resourceSize); } Utils::Stream::ClearPointer(&dest->texture.loadDef); } buffer->popBlock(); buffer->popBlock(); } }