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src/ObjLoading/Game/IW5/AssetLoaders/AssetLoaderGfxImage.cpp
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Original file line number | Diff line number | Diff line change |
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@@ -1,17 +1,62 @@ | ||
#include "AssetLoaderGfxImage.h" | ||
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#include "Game/IW5/IW5.h" | ||
#include "ObjLoading.h" | ||
#include "Image/IwiLoader.h" | ||
#include "Pool/GlobalAssetPool.h" | ||
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#include <cstring> | ||
#include <format> | ||
#include <iostream> | ||
#include <sstream> | ||
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using namespace IW5; | ||
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void* AssetLoaderGfxImage::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) | ||
{ | ||
auto* asset = memory->Alloc<AssetImage::Type>(); | ||
asset->name = memory->Dup(assetName.c_str()); | ||
return asset; | ||
} | ||
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bool AssetLoaderGfxImage::CanLoadFromRaw() const | ||
{ | ||
return true; | ||
} | ||
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bool AssetLoaderGfxImage::LoadFromRaw( | ||
const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const | ||
{ | ||
const auto fileName = std::format("images/{}.iwi", assetName); | ||
const auto file = searchPath->Open(fileName); | ||
if (!file.IsOpen()) | ||
return false; | ||
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const auto fileSize = static_cast<size_t>(file.m_length); | ||
const auto fileData = std::make_unique<char[]>(fileSize); | ||
file.m_stream->read(fileData.get(), fileSize); | ||
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MemoryManager tempMemory; | ||
IwiLoader iwiLoader(&tempMemory); | ||
std::istringstream ss(std::string(fileData.get(), fileSize)); | ||
const auto texture = iwiLoader.LoadIwi(ss); | ||
if (!texture) | ||
{ | ||
std::cerr << std::format("Failed to load texture from: {}\n", fileName); | ||
return false; | ||
} | ||
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auto* image = memory->Create<GfxImage>(); | ||
memset(image, 0, sizeof(GfxImage)); | ||
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image->name = memory->Dup(assetName.c_str()); | ||
return image; | ||
image->noPicmip = !texture->HasMipMaps(); | ||
image->width = static_cast<uint16_t>(texture->GetWidth()); | ||
image->height = static_cast<uint16_t>(texture->GetHeight()); | ||
image->depth = static_cast<uint16_t>(texture->GetDepth()); | ||
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image->texture.loadDef = memory->Alloc<GfxImageLoadDef>(); | ||
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manager->AddAsset<AssetImage>(assetName, image); | ||
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return true; | ||
} |
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