c7ae27a664
* [Json] Sorround with try/catch * Minor format fix
495 lines
16 KiB
C++
495 lines
16 KiB
C++
#include <STDInclude.hpp>
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#include "IMaterial.hpp"
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#define IW4X_MAT_VERSION "1"
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namespace Assets
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{
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void IMaterial::load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder)
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{
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if (!header->data) this->loadJson(header, name, builder); // Check if we want to override materials
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if (!header->data) this->loadNative(header, name, builder); // Check if there is a native one
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if (!header->data) this->loadBinary(header, name, builder); // Check if we need to import a new one into the game
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}
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void IMaterial::loadBinary(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder)
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{
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static const char* techsetSuffix[] =
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{
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"_lin",
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"_add_lin",
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"_replace",
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"_eyeoffset",
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"_blend",
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"_blend_nofog",
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"_add",
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"_nofog",
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"_nocast",
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"_add_lin_nofog",
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};
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static std::unordered_map<std::string, std::string> techSetCorrespondance =
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{
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{"effect", "effect_blend"},
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{"effect", "effect_blend"},
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{"effect_nofog", "effect_blend_nofog"},
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{"effect_zfeather", "effect_zfeather_blend"},
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{"wc_unlit_add", "wc_unlit_add_lin"},
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{"wc_unlit_distfalloff", "wc_unlit_distfalloff_replace"},
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{"wc_unlit_multiply", "wc_unlit_multiply_lin"},
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{"wc_unlit_falloff_add", "wc_unlit_falloff_add_lin_ua"},
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{"wc_unlit", "wc_unlit_replace_lin"},
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{"wc_unlit_alphatest", "wc_unlit_blend_lin"},
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{"wc_unlit_blend", "wc_unlit_blend_lin_ua"},
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{"wc_unlit_replace", "wc_unlit_replace_lin"},
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{"wc_unlit_nofog", "wc_unlit_replace_lin_nofog_nocast" },
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{"mc_unlit_replace", "mc_unlit_replace_lin"},
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{"mc_unlit_nofog", "mc_unlit_blend_nofog_ua"},
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{"mc_unlit", "mc_unlit_replace_lin_nocast"},
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{"mc_unlit_alphatest", "mc_unlit_blend_lin"}
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};
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Components::FileSystem::File materialFile(Utils::String::VA("materials/%s.iw4xMaterial", name.data()));
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if (!materialFile.exists()) return;
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Utils::Stream::Reader reader(builder->getAllocator(), materialFile.getBuffer());
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char* magic = reader.readArray<char>(7);
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if (std::memcmp(magic, "IW4xMat", 7) != 0)
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{
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Components::Logger::Error(Game::ERR_FATAL, "Reading material '{}' failed, header is invalid!", name);
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}
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std::string version;
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version.push_back(reader.read<char>());
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if (version != IW4X_MAT_VERSION)
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{
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Components::Logger::Error(Game::ERR_FATAL, "Reading material '{}' failed, expected version is {}, but it was {}!", name, IW4X_MAT_VERSION, version);
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}
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auto* asset = reader.readObject<Game::Material>();
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if (asset->info.name)
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{
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asset->info.name = reader.readCString();
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}
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if (asset->techniqueSet)
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{
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std::string techsetName = reader.readString();
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if (!techsetName.empty() && techsetName.front() == ',') techsetName.erase(techsetName.begin());
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asset->techniqueSet = Components::AssetHandler::FindAssetForZone(Game::XAssetType::ASSET_TYPE_TECHNIQUE_SET, techsetName.data(), builder).techniqueSet;
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if (!asset->techniqueSet)
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{
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// Workaround for effect techsets having _nofog suffix
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std::string suffix;
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if (Utils::String::StartsWith(techsetName, "effect_") && Utils::String::EndsWith(techsetName, "_nofog"))
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{
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suffix = "_nofog";
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Utils::String::Replace(techsetName, suffix, "");
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}
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for (int i = 0; i < ARRAYSIZE(techsetSuffix); ++i)
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{
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Game::MaterialTechniqueSet* techsetPtr = Components::AssetHandler::FindAssetForZone(Game::XAssetType::ASSET_TYPE_TECHNIQUE_SET, (techsetName + techsetSuffix[i] + suffix).data(), builder).techniqueSet;
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if (techsetPtr)
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{
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asset->techniqueSet = techsetPtr;
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if (asset->techniqueSet->name[0] == ',') continue; // Try to find a better one
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Components::Logger::Print("Techset '{}' has been mapped to '{}'\n", techsetName, asset->techniqueSet->name);
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break;
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}
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}
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}
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else
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{
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Components::Logger::Print("Techset {} exists with the same name in iw4, and was mapped 1:1 with {}\n", techsetName, asset->techniqueSet->name);
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}
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if (!asset->techniqueSet)
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{
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Components::Logger::Error(Game::ERR_FATAL, "Missing techset: '{}' not found", techsetName);
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}
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}
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if (asset->textureTable)
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{
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asset->textureTable = reader.readArray<Game::MaterialTextureDef>(asset->textureCount);
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for (char i = 0; i < asset->textureCount; ++i)
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{
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Game::MaterialTextureDef* textureDef = &asset->textureTable[i];
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if (textureDef->semantic == SEMANTIC_WATER_MAP)
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{
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if (textureDef->u.water)
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{
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Game::water_t* water = reader.readObject<Game::water_t>();
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textureDef->u.water = water;
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// Save_water_t
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if (water->H0)
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{
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water->H0 = reader.readArray<Game::complex_s>(water->M * water->N);
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}
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if (water->wTerm)
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{
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water->wTerm = reader.readArray<float>(water->M * water->N);
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}
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if (water->image)
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{
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water->image = Components::AssetHandler::FindAssetForZone(Game::XAssetType::ASSET_TYPE_IMAGE, reader.readString().data(), builder).image;
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}
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}
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}
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else if (textureDef->u.image)
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{
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textureDef->u.image = Components::AssetHandler::FindAssetForZone(Game::XAssetType::ASSET_TYPE_IMAGE, reader.readString().data(), builder).image;
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}
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}
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}
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if (asset->constantTable)
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{
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asset->constantTable = reader.readArray<Game::MaterialConstantDef>(asset->constantCount);
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}
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if (asset->stateBitsTable)
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{
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asset->stateBitsTable = reader.readArray<Game::GfxStateBits>(asset->stateBitsCount);
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}
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header->material = asset;
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static thread_local bool replacementFound;
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replacementFound = false;
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// Find correct sortkey by comparing techsets
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Game::DB_EnumXAssetEntries(Game::XAssetType::ASSET_TYPE_MATERIAL, [asset](Game::XAssetEntry* entry)
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{
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if (!replacementFound)
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{
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Game::XAssetHeader header = entry->asset.header;
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const char* name = asset->techniqueSet->name;
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if (name[0] == ',') ++name;
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if (std::string(name) == header.material->techniqueSet->name)
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{
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asset->info.sortKey = header.material->info.sortKey;
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// This is temp, as nobody has time to fix materials
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asset->stateBitsCount = header.material->stateBitsCount;
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asset->stateBitsTable = header.material->stateBitsTable;
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std::memcpy(asset->stateBitsEntry, header.material->stateBitsEntry, 48);
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asset->constantCount = header.material->constantCount;
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asset->constantTable = header.material->constantTable;
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Components::Logger::Print("For {}, copied constants & statebits from {}\n", asset->info.name, header.material->info.name);
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replacementFound = true;
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}
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}
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}, false);
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if (!replacementFound)
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{
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auto techsetMatches = [](Game::Material* m1, Game::Material* m2)
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{
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Game::MaterialTechniqueSet* t1 = m1->techniqueSet;
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Game::MaterialTechniqueSet* t2 = m2->techniqueSet;
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if (!t1 || !t2) return false;
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if (t1->remappedTechniqueSet && t2->remappedTechniqueSet && std::string(t1->remappedTechniqueSet->name) == t2->remappedTechniqueSet->name) return true;
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for (int i = 0; i < ARRAYSIZE(t1->techniques); ++i)
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{
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if (!t1->techniques[i] && !t2->techniques[i]) continue;;
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if (!t1->techniques[i] || !t2->techniques[i]) return false;
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// Apparently, this is really not that important
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//if (t1->techniques[i]->flags != t2->techniques[i]->flags) return false;
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}
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return true;
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};
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Game::DB_EnumXAssetEntries(Game::XAssetType::ASSET_TYPE_MATERIAL, [asset, techsetMatches](Game::XAssetEntry* entry)
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{
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if (!replacementFound)
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{
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Game::XAssetHeader header = entry->asset.header;
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if (techsetMatches(header.material, asset))
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{
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Components::Logger::Print("Material {} with techset {} has been mapped to {}\n", asset->info.name, asset->techniqueSet->name, header.material->techniqueSet->name);
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asset->info.sortKey = header.material->info.sortKey;
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replacementFound = true;
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}
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}
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}, false);
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}
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if (!replacementFound && asset->techniqueSet)
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{
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Components::Logger::Print("No replacement found for material {} with techset {}\n", asset->info.name, asset->techniqueSet->name);
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std::string techName = asset->techniqueSet->name;
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if (techSetCorrespondance.contains(techName))
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{
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auto iw4TechSetName = techSetCorrespondance[techName];
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Game::XAssetEntry* iw4TechSet = Game::DB_FindXAssetEntry(Game::XAssetType::ASSET_TYPE_TECHNIQUE_SET, iw4TechSetName.data());
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if (iw4TechSet)
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{
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Game::DB_EnumXAssetEntries(Game::XAssetType::ASSET_TYPE_MATERIAL, [asset, iw4TechSet](Game::XAssetEntry* entry)
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{
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if (!replacementFound)
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{
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Game::XAssetHeader header = entry->asset.header;
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if (header.material->techniqueSet == iw4TechSet->asset.header.techniqueSet
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&& std::string(header.material->info.name).find("icon") == std::string::npos) // Yeah this has a tendency to fuck up a LOT of transparent materials
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{
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Components::Logger::Print("Material {} with techset {} has been mapped to {} (last chance!), taking the sort key of material {}\n",
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asset->info.name, asset->techniqueSet->name, header.material->techniqueSet->name, header.material->info.name);
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asset->info.sortKey = header.material->info.sortKey;
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asset->techniqueSet = iw4TechSet->asset.header.techniqueSet;
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// this is terrible!
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asset->stateBitsCount = header.material->stateBitsCount;
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asset->stateBitsTable = header.material->stateBitsTable;
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std::memcpy(asset->stateBitsEntry, header.material->stateBitsEntry, 48);
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asset->constantCount = header.material->constantCount;
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asset->constantTable = header.material->constantTable;
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replacementFound = true;
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}
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}
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}, false);
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if (!replacementFound)
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{
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Components::Logger::Print("Could not find any loaded material with techset {} (in replacement of {}), so I cannot set the sortkey for material {}\n", iw4TechSetName, asset->techniqueSet->name, asset->info.name);
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}
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}
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else
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{
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Components::Logger::Print("Could not find any loaded techset with iw4 name {} for iw3 techset {}\n", iw4TechSetName, asset->techniqueSet->name);
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}
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}
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else
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{
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Components::Logger::Print("Could not match iw3 techset {} with any of the techsets I know! This is a critical error, there's a good chance the map will not be playable.\n", techName);
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}
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}
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if (!reader.end())
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{
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Components::Logger::Error(Game::ERR_FATAL, "Material data left!");
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}
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/*char baseIndex = 0;
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for (char i = 0; i < asset->stateBitsCount; ++i)
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{
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auto stateBits = asset->stateBitsTable[i];
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if (stateBits.loadBits[0] == 0x18128812 &&
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stateBits.loadBits[1] == 0xD) // Seems to be like a default stateBit causing a 'generic' initialization
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{
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baseIndex = i;
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break;
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}
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}
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for (int i = 0; i < 48; ++i)
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{
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if (!asset->techniqueSet->techniques[i] && asset->stateBitsEntry[i] != -1)
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{
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asset->stateBitsEntry[i] = -1;
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}
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if (asset->techniqueSet->techniques[i] && asset->stateBitsEntry[i] == -1)
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{
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asset->stateBitsEntry[i] = baseIndex;
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}
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}*/
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}
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void IMaterial::loadNative(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* /*builder*/)
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{
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header->material = Components::AssetHandler::FindOriginalAsset(this->getType(), name.data()).material;
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}
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void IMaterial::loadJson(Game::XAssetHeader* header, const std::string& name, [[maybe_unused]] Components::ZoneBuilder::Zone* builder)
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{
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Components::FileSystem::File materialInfo(Utils::String::VA("materials/%s.json", name.data()));
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if (!materialInfo.exists()) return;
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header->material = nullptr;
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}
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void IMaterial::mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
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{
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Game::Material* asset = header.material;
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if (asset->techniqueSet)
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{
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builder->loadAsset(Game::XAssetType::ASSET_TYPE_TECHNIQUE_SET, asset->techniqueSet);
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}
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if (asset->textureTable)
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{
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for (char i = 0; i < asset->textureCount; ++i)
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{
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if (asset->textureTable[i].u.image)
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{
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if (asset->textureTable[i].semantic == SEMANTIC_WATER_MAP)
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{
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if (asset->textureTable[i].u.water->image)
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{
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builder->loadAsset(Game::XAssetType::ASSET_TYPE_IMAGE, asset->textureTable[i].u.water->image);
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}
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}
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else
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{
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builder->loadAsset(Game::XAssetType::ASSET_TYPE_IMAGE, asset->textureTable[i].u.image);
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}
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}
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}
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}
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}
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void IMaterial::save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
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{
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AssertSize(Game::Material, 96);
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Utils::Stream* buffer = builder->getBuffer();
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Game::Material* asset = header.material;
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Game::Material* dest = buffer->dest<Game::Material>();
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buffer->save(asset);
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buffer->pushBlock(Game::XFILE_BLOCK_VIRTUAL);
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if (asset->info.name)
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{
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buffer->saveString(builder->getAssetName(this->getType(), asset->info.name));
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Utils::Stream::ClearPointer(&dest->info.name);
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}
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if (asset->techniqueSet)
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{
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dest->techniqueSet = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_TECHNIQUE_SET, asset->techniqueSet).techniqueSet;
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}
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if (asset->textureTable)
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{
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AssertSize(Game::MaterialTextureDef, 12);
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// Pointer/Offset insertion is untested, but it worked in T6, so I think it's fine
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if (builder->hasPointer(asset->textureTable))
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{
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dest->textureTable = builder->getPointer(asset->textureTable);
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}
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else
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{
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buffer->align(Utils::Stream::ALIGN_4);
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builder->storePointer(asset->textureTable);
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auto* destTextureTable = buffer->dest<Game::MaterialTextureDef>();
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buffer->saveArray(asset->textureTable, asset->textureCount);
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for (std::uint8_t i = 0; i < asset->textureCount; ++i)
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{
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auto* destTextureDef = &destTextureTable[i];
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auto* textureDef = &asset->textureTable[i];
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if (textureDef->semantic == SEMANTIC_WATER_MAP)
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{
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AssertSize(Game::water_t, 68);
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Game::water_t* destWater = buffer->dest<Game::water_t>();
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Game::water_t* water = textureDef->u.water;
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if (water)
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{
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buffer->align(Utils::Stream::ALIGN_4);
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buffer->save(water);
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Utils::Stream::ClearPointer(&destTextureDef->u.water);
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// Save_water_t
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if (water->H0)
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{
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buffer->align(Utils::Stream::ALIGN_4);
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buffer->save(water->H0, 8, water->M * water->N);
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Utils::Stream::ClearPointer(&destWater->H0);
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}
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if (water->wTerm)
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{
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buffer->align(Utils::Stream::ALIGN_4);
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buffer->save(water->wTerm, 4, water->M * water->N);
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Utils::Stream::ClearPointer(&destWater->wTerm);
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}
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if (water->image)
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{
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destWater->image = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_IMAGE, water->image).image;
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}
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}
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}
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else if (textureDef->u.image)
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{
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destTextureDef->u.image = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_IMAGE, textureDef->u.image).image;
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}
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}
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Utils::Stream::ClearPointer(&dest->textureTable);
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}
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}
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if (asset->constantTable)
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{
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AssertSize(Game::MaterialConstantDef, 32);
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if (builder->hasPointer(asset->constantTable))
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{
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dest->constantTable = builder->getPointer(asset->constantTable);
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}
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else
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{
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buffer->align(Utils::Stream::ALIGN_16);
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builder->storePointer(asset->constantTable);
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buffer->saveArray(asset->constantTable, asset->constantCount);
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Utils::Stream::ClearPointer(&dest->constantTable);
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}
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}
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if (asset->stateBitsTable)
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{
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if (builder->hasPointer(asset->stateBitsTable))
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{
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dest->stateBitsTable = builder->getPointer(asset->stateBitsTable);
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}
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else
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{
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buffer->align(Utils::Stream::ALIGN_4);
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builder->storePointer(asset->stateBitsTable);
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buffer->save(asset->stateBitsTable, 8, asset->stateBitsCount);
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Utils::Stream::ClearPointer(&dest->stateBitsTable);
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}
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}
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buffer->popBlock();
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}
|
|
}
|