iw4x-client/src/Components/Modules/AssetInterfaces/IGfxImage.cpp
2018-12-17 15:34:28 +01:00

189 lines
5.0 KiB
C++

#include "STDInclude.hpp"
#define IW4X_IMG_VERSION "0"
namespace Assets
{
void IGfxImage::load(Game::XAssetHeader* header, const 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<Game::GfxImage>();
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<char>();
image->semantic = reader.read<char>();
image->category = reader.read<char>();
int dataLength = reader.read<int>();
image->cardMemory.platform[0] = dataLength;
image->cardMemory.platform[1] = dataLength;
Game::GfxImageLoadDefIW3 loadDef;
image->texture.loadDef = reinterpret_cast<Game::GfxImageLoadDef*>(reader.readArray<char>(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<const Game::GfxImageFileHeader*>(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<Game::GfxImageLoadDef>();
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<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.loadDef)
{
buffer->align(Utils::Stream::ALIGN_4);
Game::GfxImageLoadDef* destTexture = buffer->dest<Game::GfxImageLoadDef>();
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();
}
}