Adding splashpack
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@@ -2,32 +2,38 @@
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#include "gameobject.hh"
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#include "mesh.hh"
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#include "renderer.hh"
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#include <cassert>
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#include <cstdint>
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#include <cstring>
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namespace psxsplash {
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eastl::vector<psxsplash::GameObject*> LoadSplashpack(uint8_t *data) {
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assert(data != nullptr);
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psyqo::Kernel::assert(data != nullptr, "Splashpack loading data pointer is null");
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psxsplash::SPLASHPACKFileHeader *header =
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reinterpret_cast<psxsplash::SPLASHPACKFileHeader *>(data);
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assert(memcmp(header->magic, "SP", 10) == 0);
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psyqo::Kernel::assert(memcmp(header->magic, "SP", 2) == 0, "Splashpack has incorrect magic");
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eastl::vector<psxsplash::GameObject*> gameObjects;
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gameObjects.reserve(header->gameObjectCount);
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uint8_t* curentPointer = data += sizeof(psxsplash::SPLASHPACKFileHeader);
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uint8_t* curentPointer = data + sizeof(psxsplash::SPLASHPACKFileHeader);
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for(uint16_t i = 0; i < header->gameObjectCount; i++) {
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psxsplash::GameObject* go = reinterpret_cast<psxsplash::GameObject*>(curentPointer);
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go->polygons = reinterpret_cast<psxsplash::Tri*>(data += go->polygonsOffset);
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go->polygons = reinterpret_cast<psxsplash::Tri*>(data + go->polygonsOffset);
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gameObjects.push_back(go);
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curentPointer += sizeof(psxsplash::GameObject);
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}
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for(uint16_t i = 0; i < header->textureAtlasCount; i++) {
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psxsplash::SPLASHPACKTextureAtlas* atlas = reinterpret_cast<psxsplash::SPLASHPACKTextureAtlas *>(curentPointer);
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psxsplash::Renderer::getInstance().vramUpload((uint16_t*) (data += atlas->polygonsOffset), atlas->x, atlas->y, atlas->width, atlas->height);
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uint8_t* offsetData = data + atlas->polygonsOffset; // Ensure correct byte offset
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uint16_t* castedData = reinterpret_cast<uint16_t*>(offsetData); // Safe cast
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psxsplash::Renderer::getInstance().vramUpload(castedData, atlas->x, atlas->y, atlas->width, atlas->height);
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}
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return gameObjects;
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}
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}
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