ataulien / ZenLib

Loading of proprietary formats used by the engine used by the games "Gothic" and "Gothic II"
MIT License
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ZenLib Build status Build Status

Loading of proprietary formats used by the engine of the games "Gothic" and "Gothic II".

Features

Contains loaders for:

There is no possibility to write files at the moment. However, this is planned for a later release.

Building

ZenLib requires a compiler capable of the C++14-standard and at least CMake 3.9!

Linux and macOS

ZenLib can be built by the standard CMake build procedure. After cloning, do this in the repository root:

$ mkdir build
$ cd build
$ cmake ..
$ cmake --build .

Samples

There are some sample programs inside the /samples-folder, which can teach you how the library works and what you can do with it.

Basic usage

VDF-Archives

#include <vdfs/fileIndex.h>

/** ... **/

// Load all vdfs you need into a file-index
VDFS::FileIndex vdf;
vdf.loadVDF("Meshes.vdf");
vdf.loadVDF("MyMod.mod");

// Get file-data as byte-vector. Filename only, no folders.
std::vector<uint8_t> data;
vdf.getFileData("MyAsset.ext", data);

ZEN-Archives

#include <zenload/zenParser.h>

/** ... **/

 // Load ZEN from disk. There is also a constructor for byte-data, usefull if loading from a .vdf.
 ZenLoad::ZenParser parser("MyWorld.zen");

 // Do parsing
 parser.readHeader();
 ZenLoad::oCWorldData world = parser.readWorld();
 ZenLoad::zCMesh* mesh = parser.getWorldMesh();

 // Do something with 'world' or 'worldMesh'

Meshes/Animations

 // Load by filename + initialized VDFS::FileIndex
 ZenLoad::zCProgMeshProto mesh("MyMesh.MRM", vdfIndex);

 // Bring the loaded mesh in a more accessible format
 ZenLoad::PackedMesh packedMesh;
 mesh.packMesh(packedMesh);

This is mostly the same for all "zC***"-Classes in the ZenLib-Package.

See zenload/zTypes.h for more information about the packed data structs returned by the objects.

Textures

#include <zenload/ztex2dds.h>

/** ... **/
std::vector<uint8_t> zTexData = ...; // Get data from vdfs or something

// Convert the ZTex to a usual DDS-Texture
std::vector<uint8_t> ddsData;
ZenLoad::convertZTEX2DDS(zTexData, ddsData);

// ... do something with ddsData
// or...

// Convert the DDS-Texture to 32bpp RGBA-Data, if wanted
std::vector<uint8_t> rgbaData;
ZenLoad::convertDDSToRGBA8(ddsData, rgbaData);

// .. do something with rgbaData

Log-Callback

By default, the internal Logging-Class will output to stdout (and OutputDebugString on Windows).

You can define your own target by calling:

#include <utils/logger.h>

/** ... **/

Utils::Log::SetLogCallback([](const std::string& msg){
       // Do something with msg
   });

(Logging to file seems currently broken, sorry.)

License

MIT, see License-file.