int addAsset(zoneInfo_t* info, int type, const char* name, void* data) { if(info->assetCount >= MAX_ASSET_COUNT) Com_Error(true, "Tell Apadayo to increase MAX_ASSET_COUNT!"); int a = containsAsset(info, type, name); if(a >= 0) return a; // force data to have correct name const char* assetName = getAssetName(type, data); if (strcmp(assetName, name)) { setAssetName(type, data, name); } info->assets[info->assetCount].name = R_HashString(name); info->assets[info->assetCount].type = type; info->assets[info->assetCount].data = data; #if ZB_DEBUG info->assets[info->assetCount].debugName = name; info->assets[info->assetCount].verified = false; #endif return info->assetCount++; }
void* addXModel(zoneInfo_t* info, const char* name, char* data, size_t dataLen) { if (data == NULL) return NULL; if(dataLen == 0) { XModel * model = (XModel*)data; short* boneNames = new short[model->numBones]; for(int i=0; i<model->numBones; i++) { boneNames[i] = addScriptString(info, SL_ConvertToString(model->boneNames[i])); } model->boneNames = boneNames; for(int i=0; i<model->numSurfaces; i++) { // allow material overriding void* file; void* asset; if(int len = FS_ReadFile(va("zonebuilder/materials/%s.txt", model->materials[i]->name), &file) > 0) { asset = addMaterial(info, model->materials[i]->name, (char*)file, len); FS_FreeFile(file); } else { asset = addMaterial(info, model->materials[i]->name, (char*)model->materials[i], 0); } addAsset(info, ASSET_TYPE_MATERIAL, model->materials[i]->name, asset); } return data; } // copy stuff over XModel * base = (XModel*)DB_FindXAssetHeader(ASSET_TYPE_XMODEL, "viewmodel_mp5k"); XModel * asset = new XModel; memcpy(asset, base, sizeof(XModel)); asset->lods[0].surfaces = new XModelSurfaces; memcpy(asset->lods[0].surfaces, base->lods[0].surfaces, sizeof(XModelSurfaces)); XModelSurfaces * surf = asset->lods[0].surfaces; surf->name = new char[strlen(name) + 6]; sprintf((char*)surf->name, "%s_surf", name); BUFFER * buf = new BUFFER(data, dataLen); asset->name = new char[128]; buf->readstr(asset->name, 128); buf->read(&asset->numBones, 4, 1); buf->read(&asset->numSubBones, 4, 1); buf->read(&asset->numSurfaces, 4, 1); surf->numSurfaces = asset->numSurfaces; asset->lods[0].numSurfs = surf->numSurfaces; asset->boneNames = new short[asset->numBones]; for(int i=0; i<asset->numBones; i++) { char bone[64]; buf->readstr(bone, 64); asset->boneNames[i] = addScriptString(info, bone); } // allocate stuff and load it if(asset->numBones - asset->numSubBones) { asset->parentList = new char[asset->numBones - asset->numSubBones]; asset->tagAngles = new XModelAngle[asset->numBones - asset->numSubBones]; asset->tagPositions = new XModelTagPos[asset->numBones - asset->numSubBones]; buf->read(asset->parentList, sizeof(char), asset->numBones - asset->numSubBones); buf->read(asset->tagAngles, sizeof(XModelAngle), asset->numBones - asset->numSubBones); buf->read(asset->tagPositions, sizeof(XModelTagPos), asset->numBones - asset->numSubBones); } if(asset->numBones) { asset->partClassification = new char[asset->numBones]; asset->animMatrix = new char[32 * asset->numBones]; buf->read(asset->partClassification, sizeof(char), asset->numBones); buf->read(asset->animMatrix, 32, asset->numBones); } surf->surfaces = new XSurface[surf->numSurfaces]; memset(surf->surfaces, 0, sizeof(XSurface) * surf->numSurfaces); for(int i=0; i<surf->numSurfaces; i++) { XSurface* s = &surf->surfaces[i]; buf->read(&s->numVertices, 4, 1); buf->read(&s->numPrimitives, 4, 1); buf->read(&s->blendNum1, 4, 1); buf->read(&s->blendNum2, 4, 1); buf->read(&s->blendNum3, 4, 1); buf->read(&s->blendNum4, 4, 1); int blendCount = (s->blendNum4 * 7) + (s->blendNum3 * 5) + (s->blendNum2 * 3) + s->blendNum1; if(blendCount) { s->blendInfo = new char[blendCount * 2]; buf->read(s->blendInfo, 2, blendCount); } else { s->blendInfo = NULL; } s->vertexBuffer = new GfxPackedVertex[s->numVertices]; buf->read(s->vertexBuffer, 32, s->numVertices); int ct = 0; buf->read(&ct, 4, 1); if(ct) { buf->read(&s->numCT, 4, 1); s->ct = new XSurfaceCT[s->numCT]; for(int j=0; j<s->numCT; j++) { XSurfaceCT* ct = &s->ct[j]; buf->read(&ct->pad, 4, 1); buf->read(&ct->pad2, 4, 1); ct->entry = new XSurfaceCTEntry; buf->read(ct->entry, 24, 1); buf->read(&ct->entry->numNode, 4, 1); buf->read(&ct->entry->numLeaf, 4, 1); if(ct->entry->numNode) { ct->entry->node = new char[ct->entry->numNode * 16]; buf->read(ct->entry->node, 16, ct->entry->numNode); } else { ct->entry->node = NULL; } if(ct->entry->numLeaf) { ct->entry->leaf = new short[ct->entry->numLeaf]; buf->read(ct->entry->leaf, 2, ct->entry->numLeaf); } else { ct->entry->node = NULL; } } } else { s->ct = NULL; s->numCT = 0; } s->indexBuffer = new Face[s->numPrimitives]; buf->read(s->indexBuffer, sizeof(Face), s->numPrimitives); } asset->materials = new Material*[asset->numSurfaces]; // read the material stuff and load a material if we need it for(int i=0; i<asset->numSurfaces; i++) { char matName[64] = { 0 }; char techName[64] = { 0 }; char matFileName[78] = { 0 }; buf->readstr(matName, 50); buf->readstr(techName, 64); char* filename = matName; // asset is already in db... dont re-add it if (containsAsset(info, ASSET_TYPE_MATERIAL, matName) > 0) { asset->materials[i] = (Material*)getAsset(info, ASSET_TYPE_MATERIAL, matName); continue; } if(!strncmp("mc/", matName, 3)) filename = matName + 3; _snprintf(matFileName, sizeof(matFileName), "materials/%s.txt", filename); void* matBuf; int len = FS_ReadFile(matFileName, &matBuf); if(len > 0) { asset->materials[i] = (Material*)addMaterial(info, matName, (char*)matBuf, len); FS_FreeFile(matBuf); } else { asset->materials[i] = (Material*)DB_FindXAssetHeader(ASSET_TYPE_MATERIAL, matName); addMaterial(info, matName, (char*)asset->materials[i], 0); } addAsset(info, ASSET_TYPE_MATERIAL, matName, asset->materials[i]); } int test = 0; buf->read(&test, 4, 1); if(test) Com_Error(false, "Cause NTA said so!"); buf->read(&test, 4, 1); if(!test) Com_Error(false, "Cause NTA said so!"); asset->unknowns = new char[asset->numBones * 28]; buf->read(asset->unknowns, 28, asset->numBones); return asset; }
void addMaterial(zoneInfo_t* info, const char* name, char* data, size_t dataLen) { if(parseMatFile(data, dataLen) < 0) return; // load up the techset char techsetfname [128]; _snprintf(techsetfname, 128, "techsets/%s.techset", techsetName); loadAsset(info, ASSET_TYPE_TECHSET, techsetfname, techsetName); int asset = addAsset(info, ASSET_TYPE_MATERIAL, name, NULL, 0); BUFFER* buf = new BUFFER(4096); Material* mat = new Material; memset(mat, 0, sizeof(Material)); mat->name = (char*)0xFFFFFFFF; if(materialUsage == MATERIAL_USAGE_UI) { mat->flags = 0x2F; mat->animationX = 1; mat->animationY = 1; mat->unknown2 = 0xFFFFFFFF; mat->unknown3 = 0xFFFFFF00; memset(mat->unknown4, 0xFF, sizeof(mat->unknown4)); mat->numMaps = materialMapCount; mat->stateMapCount = 1; mat->unknown6 = 3; mat->unknown7 = 4; } // null dem pointers! mat->techniqueSet = (MaterialTechniqueSet*)0x0;//0xFFFFFFFF; mat->maps = (MaterialTextureDef*)0xFFFFFFFF; mat->stateMap = (void*)0xFFFFFFFF; buf->write(mat, sizeof(Material), 1); buf->write((void*)name, strlen(name) + 1, 1); // techset int assetPatchTo = containsAsset(info, ASSET_TYPE_TECHSET, techsetName); addFixup(info, asset, 80, assetPatchTo); // maps for(int i=0; i<materialMapCount; i++) { MaterialTextureDef* tex = new MaterialTextureDef; memset(tex, 0, sizeof(MaterialTextureDef)); tex->firstCharacter = materialMaps[i][0]; tex->secondLastCharacter = materialMaps[i][strlen(materialMaps[i])]; tex->typeHash = R_HashString(materialMaps[i]); tex->image = (GfxImage*)0xFFFFFFFF; tex->textureType = 0xE2; buf->write(tex, sizeof(MaterialTextureDef), 1); GfxImage* img = new GfxImage; memset(img, 0, sizeof(GfxImage)); img->depth = 1; img->textureType = 3; // 2d texture img->textureType2 = 3; img->texture = (GfxImageLoadDef*)0xFFFFFFFF; img->name = (char*)0xFFFFFFFF; img->width = iwiHeaders[i].xsize; img->height = iwiHeaders[i].ysize; buf->write(img, sizeof(GfxImage), 1); buf->write((void*)materialTextureNames[i], strlen(materialTextureNames[i]) + 1, 1); GfxImageLoadDef * def = new GfxImageLoadDef; memset(def, 0, sizeof(GfxImageLoadDef)); int format = 0; switch(iwiHeaders[i].format) { case IWI_ARGB: format = 21; break; case IWI_RGB8: format = 20; break; case IWI_DXT1: format = 0x31545844; break; case IWI_DXT3: format = 0x33545844; break; case IWI_DXT5: format = 0x35545844; break; } def->format = format; def->mipLevels = 1; buf->write(def, sizeof(GfxImageLoadDef), 1); } // unknown 8 goes here whenever we use it // statemap if(materialUsage == MATERIAL_USAGE_UI) { char statemap[] = {0x65, 0x51, 0x12, 0x18, 0x02, 0x00, 0x0E, 0xE0 }; buf->write(statemap, 8, 1); } buf->resize(-1); // fix the data setAssetData(info, asset, buf->data(), buf->getsize()); }