iw4x-client/src/Components/Modules/AssetInterfaces/IMaterial.cpp
momo5502 82e9f3864c [General] Refactor all the code
This is the actual refactoring, the last commit was broken
2017-01-20 22:41:03 +01:00

467 lines
16 KiB
C++

#include "STDInclude.hpp"
#define IW4X_MAT_VERSION "0"
namespace Assets
{
void IMaterial::load(Game::XAssetHeader* header, std::string name, Components::ZoneBuilder::Zone* builder)
{
if (!header->data) this->loadJson(header, name, builder); // Check if we want to override materials
if (!header->data) this->loadNative(header, name, builder); // Check if there is a native one
if (!header->data) this->loadBinary(header, name, builder); // Check if we need to import a new one into the game
}
void IMaterial::loadBinary(Game::XAssetHeader* header, std::string name, Components::ZoneBuilder::Zone* builder)
{
Components::FileSystem::File materialFile(Utils::String::VA("materials/%s.iw4xMaterial", name.data()));
if (!materialFile.exists()) return;
Game::Material* material = builder->getAllocator()->allocate<Game::Material>();
if (!material)
{
Components::Logger::Print("Error allocating memory for material structure!\n");
return;
}
Utils::Stream::Reader reader(builder->getAllocator(), materialFile.getBuffer());
__int64 magic = reader.read<__int64>();
if (std::memcmp(&magic, "IW4xMat" IW4X_MAT_VERSION, 8))
{
Components::Logger::Error(0, "Reading material '%s' failed, header is invalid!", name.data());
}
material->name = reader.readCString();
material->gameFlags = reader.readByte();
material->sortKey = reader.readByte();
material->textureAtlasRowCount = reader.readByte();
material->textureAtlasColumnCount = reader.readByte();
material->drawSurf.packed = reader.read<__int64>();
material->surfaceTypeBits = reader.read<int>();
material->hashIndex = reader.read<unsigned __int16>();
char* stateBitsEntry = reader.readArray<char>(48);
std::memcpy(material->stateBitsEntry, stateBitsEntry, 48);
material->textureCount = reader.readByte();
material->constantCount = reader.readByte();
material->stateBitsCount = reader.readByte();
material->stateFlags = reader.readByte();
material->cameraRegion = reader.readByte();
std::string techset = reader.readString();
material->techniqueSet = Components::AssetHandler::FindAssetForZone(Game::XAssetType::ASSET_TYPE_TECHNIQUE_SET, techset.data(), builder).techniqueSet;
if (!material->techniqueSet)
{
Components::Logger::Error("Techset '%s' not found!", techset.data());
}
material->textureTable = builder->getAllocator()->allocateArray<Game::MaterialTextureDef>(material->textureCount & 0xFF);
material->constantTable = builder->getAllocator()->allocateArray<Game::MaterialConstantDef>(material->constantCount & 0xFF);
material->stateBitTable = builder->getAllocator()->allocateArray<Game::GfxStateBits>(material->stateBitsCount & 0xFF);
if (!material->textureTable || !material->constantTable || !material->stateBitTable)
{
Components::Logger::Print("Error allocating memory for material structure!\n");
return;
}
for (char i = 0; i < material->textureCount; ++i)
{
std::string mapName = reader.readString();
material->textureTable[i].nameStart = mapName.front();
material->textureTable[i].nameEnd = mapName.back();
material->textureTable[i].nameHash = Game::R_HashString(mapName.data());
material->textureTable[i].sampleState = reader.readByte();
material->textureTable[i].semantic = reader.readByte();
if (material->textureTable[i].semantic == SEMANTIC_WATER_MAP)
{
material->textureTable[i].info.water = builder->getAllocator()->allocate<Game::water_t>();
material->textureTable[i].info.water->writable.floatTime = reader.read<float>();
material->textureTable[i].info.water->M = reader.read<int>();
material->textureTable[i].info.water->N = reader.read<int>();
int count = material->textureTable[i].info.water->M * material->textureTable[i].info.water->N;
material->textureTable[i].info.water->H0 = reader.readArray<Game::complex_s>(count);
material->textureTable[i].info.water->wTerm = reader.readArray<float>(count);
material->textureTable[i].info.water->Lx = reader.read<float>();
material->textureTable[i].info.water->Lz = reader.read<float>();
material->textureTable[i].info.water->gravity = reader.read<float>();
material->textureTable[i].info.water->windvel = reader.read<float>();
material->textureTable[i].info.water->winddir[0] = reader.read<float>();
material->textureTable[i].info.water->winddir[1] = reader.read<float>();
material->textureTable[i].info.water->amplitude = reader.read<float>();
material->textureTable[i].info.water->codeConstant[0] = reader.read<float>();
material->textureTable[i].info.water->codeConstant[1] = reader.read<float>();
material->textureTable[i].info.water->codeConstant[2] = reader.read<float>();
material->textureTable[i].info.water->codeConstant[3] = reader.read<float>();
material->textureTable[i].info.water->image = Components::AssetHandler::FindAssetForZone(Game::XAssetType::ASSET_TYPE_IMAGE, reader.readString().data(), builder).image;
}
else
{
material->textureTable[i].info.image = Components::AssetHandler::FindAssetForZone(Game::XAssetType::ASSET_TYPE_IMAGE, reader.readString().data(), builder).image;
}
}
for (char i = 0; i < material->constantCount; ++i)
{
for (int j = 0; j < 12; ++j)
{
material->constantTable[i].name[j] = reader.readByte();
}
std::string constName(material->constantTable[i].name, 12);
constName.push_back('0');
material->constantTable[i].nameHash = Game::R_HashString(constName.data());
material->constantTable[i].literal[0] = reader.read<float>();
material->constantTable[i].literal[1] = reader.read<float>();
material->constantTable[i].literal[2] = reader.read<float>();
material->constantTable[i].literal[3] = reader.read<float>();
}
material->stateBitTable = reader.readArray<Game::GfxStateBits>(material->stateBitsCount);
header->material = material;
// Find correct sortkey by comparing techsets
Game::DB_EnumXAssets_Internal(Game::XAssetType::ASSET_TYPE_MATERIAL, [](Game::XAssetHeader header, void* data)
{
Game::Material* material = reinterpret_cast<Game::Material*>(data);
const char* name = material->techniqueSet->name;
if (name[0] == ',') ++name;
if (std::string(name) == header.material->techniqueSet->name)
{
material->sortKey = header.material->sortKey;
// This is temp, as nobody has time to fix materials
material->stateBitsCount = header.material->stateBitsCount;
material->stateBitTable = header.material->stateBitTable;
std::memcpy(material->stateBitsEntry, header.material->stateBitsEntry, 48);
material->constantCount = header.material->constantCount;
material->constantTable = header.material->constantTable;
}
}, material, false);
}
void IMaterial::loadNative(Game::XAssetHeader* header, std::string name, Components::ZoneBuilder::Zone* /*builder*/)
{
header->material = Components::AssetHandler::FindOriginalAsset(this->getType(), name.data()).material;
}
void IMaterial::loadJson(Game::XAssetHeader* header, std::string name, Components::ZoneBuilder::Zone* builder)
{
Components::FileSystem::File materialInfo(Utils::String::VA("materials/%s.json", name.data()));
if (!materialInfo.exists()) return;
std::string errors;
json11::Json infoData = json11::Json::parse(materialInfo.getBuffer(), errors);
if (!infoData.is_object())
{
Components::Logger::Error("Failed to load material information for %s!", name.data());
return;
}
auto base = infoData["base"];
if (!base.is_string())
{
Components::Logger::Error("No valid material base provided for %s!", name.data());
return;
}
Game::Material* baseMaterial = Game::DB_FindXAssetHeader(Game::XAssetType::ASSET_TYPE_MATERIAL, base.string_value().data()).material;
if (!baseMaterial) // TODO: Maybe check if default asset? Maybe not? You could still want to use the default one as base!?
{
Components::Logger::Error("Basematerial '%s' not found for %s!", base.string_value().data(), name.data());
return;
}
Game::Material* material = builder->getAllocator()->allocate<Game::Material>();
if (!material)
{
Components::Logger::Error("Failed to allocate material structure!");
return;
}
// Copy base material to our structure
std::memcpy(material, baseMaterial, sizeof(Game::Material));
material->name = builder->getAllocator()->duplicateString(name);
material->textureAtlasRowCount = 1;
material->textureAtlasColumnCount = 1;
// Load animation frames
auto anims = infoData["anims"];
if (anims.is_array())
{
auto animCoords = anims.array_items();
if (animCoords.size() >= 2)
{
auto animCoordX = animCoords[0];
auto animCoordY = animCoords[1];
if (animCoordX.is_number())
{
material->textureAtlasColumnCount = static_cast<char>(animCoordX.number_value()) & 0xFF;
}
if (animCoordY.is_number())
{
material->textureAtlasRowCount = static_cast<char>(animCoordY.number_value()) & 0xFF;
}
}
}
// Model surface textures are special, they need a special order and whatnot
bool replaceTexture = Utils::String::StartsWith(name, "mc/");
if (replaceTexture)
{
Game::MaterialTextureDef* textureTable = builder->getAllocator()->allocateArray<Game::MaterialTextureDef>(baseMaterial->textureCount);
std::memcpy(textureTable, baseMaterial->textureTable, sizeof(Game::MaterialTextureDef) * baseMaterial->textureCount);
material->textureTable = textureTable;
material->textureCount = baseMaterial->textureCount;
}
// Load referenced textures
auto textures = infoData["textures"];
if (textures.is_array())
{
std::vector<Game::MaterialTextureDef> textureList;
for (auto texture : textures.array_items())
{
if (!texture.is_array()) continue;
if (textureList.size() >= 0xFF) break;
auto textureInfo = texture.array_items();
if (textureInfo.size() < 2) continue;
auto map = textureInfo[0];
auto image = textureInfo[1];
if (!map.is_string() || !image.is_string()) continue;
Game::MaterialTextureDef textureDef;
textureDef.semantic = 0; // No water image
textureDef.sampleState = -30;
textureDef.nameEnd = map.string_value().back();
textureDef.nameStart = map.string_value().front();
textureDef.nameHash = Game::R_HashString(map.string_value().data());
textureDef.info.image = Components::AssetHandler::FindAssetForZone(Game::XAssetType::ASSET_TYPE_IMAGE, image.string_value(), builder).image;
if (replaceTexture)
{
bool applied = false;
for (char i = 0; i < baseMaterial->textureCount; ++i)
{
if (material->textureTable[i].nameHash == textureDef.nameHash)
{
applied = true;
material->textureTable[i].info.image = textureDef.info.image;
break;
}
}
if (!applied)
{
Components::Logger::Error(0, "Unable to find texture for map '%s' in %s!", map.string_value().data(), baseMaterial->name);
}
}
else
{
textureList.push_back(textureDef);
}
}
if(!replaceTexture)
{
if (!textureList.empty())
{
Game::MaterialTextureDef* textureTable = builder->getAllocator()->allocateArray<Game::MaterialTextureDef>(textureList.size());
if (!textureTable)
{
Components::Logger::Error("Failed to allocate texture table!");
return;
}
std::memcpy(textureTable, textureList.data(), sizeof(Game::MaterialTextureDef) * textureList.size());
material->textureTable = textureTable;
}
else
{
material->textureTable = nullptr;
}
material->textureCount = static_cast<char>(textureList.size()) & 0xFF;
}
}
header->material = material;
}
void IMaterial::mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
{
Game::Material* asset = header.material;
if (asset->techniqueSet)
{
builder->loadAsset(Game::XAssetType::ASSET_TYPE_TECHNIQUE_SET, asset->techniqueSet);
}
if (asset->textureTable)
{
for (char i = 0; i < asset->textureCount; ++i)
{
if (asset->textureTable[i].info.image)
{
if (asset->textureTable[i].semantic == SEMANTIC_WATER_MAP)
{
if (asset->textureTable[i].info.water->image)
{
builder->loadAsset(Game::XAssetType::ASSET_TYPE_IMAGE, asset->textureTable[i].info.water->image);
}
}
else
{
builder->loadAsset(Game::XAssetType::ASSET_TYPE_IMAGE, asset->textureTable[i].info.image);
}
}
}
}
}
void IMaterial::save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
{
AssertSize(Game::Material, 96);
Utils::Stream* buffer = builder->getBuffer();
Game::Material* asset = header.material;
Game::Material* dest = buffer->dest<Game::Material>();
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);
}
if (asset->techniqueSet)
{
dest->techniqueSet = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_TECHNIQUE_SET, asset->techniqueSet).techniqueSet;
}
if (asset->textureTable)
{
AssertSize(Game::MaterialTextureDef, 12);
// Pointer/Offset insertion is untested, but it worked in T6, so I think it's fine
if (builder->hasPointer(asset->textureTable))
{
dest->textureTable = builder->getPointer(asset->textureTable);
}
else
{
buffer->align(Utils::Stream::ALIGN_4);
builder->storePointer(asset->textureTable);
Game::MaterialTextureDef* destTextureTable = buffer->dest<Game::MaterialTextureDef>();
buffer->saveArray(asset->textureTable, asset->textureCount);
for (char i = 0; i < asset->textureCount; ++i)
{
Game::MaterialTextureDef* destTextureDef = &destTextureTable[i];
Game::MaterialTextureDef* textureDef = &asset->textureTable[i];
if (textureDef->semantic == SEMANTIC_WATER_MAP)
{
AssertSize(Game::water_t, 68);
Game::water_t* destWater = buffer->dest<Game::water_t>();
Game::water_t* water = textureDef->info.water;
if (water)
{
buffer->align(Utils::Stream::ALIGN_4);
buffer->save(water);
Utils::Stream::ClearPointer(&destTextureDef->info.water);
// Save_water_t
if (water->H0)
{
buffer->align(Utils::Stream::ALIGN_4);
buffer->save(water->H0, 8, water->M * water->N);
Utils::Stream::ClearPointer(&destWater->H0);
}
if (water->wTerm)
{
buffer->align(Utils::Stream::ALIGN_4);
buffer->save(water->wTerm, 4, water->M * water->N);
Utils::Stream::ClearPointer(&destWater->wTerm);
}
if (water->image)
{
destWater->image = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_IMAGE, water->image).image;
}
}
}
else if (textureDef->info.image)
{
destTextureDef->info.image = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_IMAGE, textureDef->info.image).image;
}
}
Utils::Stream::ClearPointer(&dest->textureTable);
}
}
if (asset->constantTable)
{
AssertSize(Game::MaterialConstantDef, 32);
if (builder->hasPointer(asset->constantTable))
{
dest->constantTable = builder->getPointer(asset->constantTable);
}
else
{
buffer->align(Utils::Stream::ALIGN_16);
builder->storePointer(asset->constantTable);
buffer->saveArray(asset->constantTable, asset->constantCount);
Utils::Stream::ClearPointer(&dest->constantTable);
}
}
if (asset->stateBitTable)
{
if (builder->hasPointer(asset->stateBitTable))
{
dest->stateBitTable = builder->getPointer(asset->stateBitTable);
}
else
{
buffer->align(Utils::Stream::ALIGN_4);
builder->storePointer(asset->stateBitTable);
buffer->save(asset->stateBitTable, 8, asset->stateBitsCount);
Utils::Stream::ClearPointer(&dest->stateBitTable);
}
}
buffer->popBlock();
}
}