iw4x-client/src/Components/Modules/AssetInterfaces/IGfxImage.cpp
2016-12-14 18:12:29 +01:00

136 lines
3.3 KiB
C++

#include <STDInclude.hpp>
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) return;
image = builder->getAllocator()->allocate<Game::GfxImage>();
if (!image)
{
Components::Logger::Error("Failed to allocate GfxImage structure!");
return;
}
image->name = builder->getAllocator()->duplicateString(name);
image->semantic = 2;
image->category = 0;
image->cardMemory = 0;
image->loadDef = builder->getAllocator()->allocate<Game::GfxImageLoadDef>();
if (!image->loadDef)
{
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);
if (!iwi.exists())
{
Components::Logger::Error("Loading image '%s' failed!", iwi.getName().data());
return;
}
auto iwiBuffer = iwi.getBuffer();
const Game::GfxImageFileHeader* iwiHeader = reinterpret_cast<const Game::GfxImageFileHeader*>(iwiBuffer.data());
image->mapType = 3;
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->mipLevels = 0;
switch (iwiHeader->format)
{
case Game::IWI_COMPRESSION::IWI_ARGB:
{
image->loadDef->format = 21;
break;
}
case Game::IWI_COMPRESSION::IWI_RGB8:
{
image->loadDef->format = 20;
break;
}
case Game::IWI_COMPRESSION::IWI_DXT1:
{
image->loadDef->format = 0x31545844;
break;
}
case Game::IWI_COMPRESSION::IWI_DXT3:
{
image->loadDef->format = 0x33545844;
break;
}
case Game::IWI_COMPRESSION::IWI_DXT5:
{
image->loadDef->format = 0x35545844;
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<Game::GfxImage>();
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)
{
buffer->align(Utils::Stream::ALIGN_4);
Game::GfxImageLoadDef* destTexture = buffer->dest<Game::GfxImageLoadDef>();
buffer->save(asset->loadDef, 16);
builder->incrementExternalSize(asset->loadDef->dataSize);
// Zero the size!
destTexture->dataSize = 0;
if (destTexture->dataSize > 0)
{
buffer->save(asset->loadDef->data, asset->loadDef->dataSize);
}
Utils::Stream::ClearPointer(&dest->loadDef);
}
buffer->popBlock();
buffer->popBlock();
}
}