refactor: move material asset dumpers to material folder

This commit is contained in:
Jan
2025-06-25 21:35:35 +01:00
parent 110ae473e8
commit 223dfcd4f8
9 changed files with 20 additions and 64 deletions

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@ -15,7 +15,7 @@
#include <type_traits>
#include <vector>
#define DUMP_AS_GDT 1
// #define DUMP_AS_GDT 1
// #define FLAGS_DEBUG 1
using namespace IW4;

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@ -6,7 +6,6 @@
#include "AssetDumpers/AssetDumperLeaderboardDef.h"
#include "AssetDumpers/AssetDumperLoadedSound.h"
#include "AssetDumpers/AssetDumperLocalizeEntry.h"
#include "AssetDumpers/AssetDumperMaterial.h"
#include "AssetDumpers/AssetDumperMenuDef.h"
#include "AssetDumpers/AssetDumperMenuList.h"
#include "AssetDumpers/AssetDumperPhysCollmap.h"
@ -23,6 +22,7 @@
#include "AssetDumpers/AssetDumperWeapon.h"
#include "AssetDumpers/AssetDumperXModel.h"
#include "Game/IW4/GameAssetPoolIW4.h"
#include "Material/AssetDumperMaterial.h"
#include "ObjWriting.h"
using namespace IW4;

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@ -2,26 +2,16 @@
#include "Game/IW5/Material/JsonMaterialWriterIW5.h"
#include "Game/IW5/Material/MaterialConstantZoneState.h"
#include <algorithm>
#include <format>
#include <ranges>
#include "Material/MaterialCommon.h"
using namespace IW5;
std::string AssetDumperMaterial::GetFileNameForAsset(const std::string& assetName)
void AssetDumperMaterial::DumpPool(AssetDumpingContext& context, AssetPool<Material>* pool)
{
std::string sanitizedFileName(assetName);
if (sanitizedFileName[0] == '*')
{
std::ranges::replace(sanitizedFileName, '*', '_');
const auto parenthesisPos = sanitizedFileName.find('(');
if (parenthesisPos != std::string::npos)
sanitizedFileName.erase(parenthesisPos);
sanitizedFileName = "generated/" + sanitizedFileName;
}
auto* materialConstantState = context.GetZoneAssetDumperState<MaterialConstantZoneState>();
materialConstantState->ExtractNamesFromZone();
return std::format("materials/{}.json", sanitizedFileName);
AbstractAssetDumper::DumpPool(context, pool);
}
bool AssetDumperMaterial::ShouldDump(XAssetInfo<Material>* asset)
@ -31,18 +21,10 @@ bool AssetDumperMaterial::ShouldDump(XAssetInfo<Material>* asset)
void AssetDumperMaterial::DumpAsset(AssetDumpingContext& context, XAssetInfo<Material>* asset)
{
const auto assetFile = context.OpenAssetFile(GetFileNameForAsset(asset->m_name));
const auto assetFile = context.OpenAssetFile(material::GetFileNameForAssetName(asset->m_name));
if (!assetFile)
return;
DumpMaterialAsJson(*assetFile, *asset->Asset(), context);
}
void AssetDumperMaterial::DumpPool(AssetDumpingContext& context, AssetPool<Material>* pool)
{
auto* materialConstantState = context.GetZoneAssetDumperState<MaterialConstantZoneState>();
materialConstantState->ExtractNamesFromZone();
AbstractAssetDumper::DumpPool(context, pool);
}

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@ -3,19 +3,15 @@
#include "Dumping/AbstractAssetDumper.h"
#include "Game/IW5/IW5.h"
#include <string>
namespace IW5
{
class AssetDumperMaterial final : public AbstractAssetDumper<Material>
{
static std::string GetFileNameForAsset(const std::string& assetName);
public:
void DumpPool(AssetDumpingContext& context, AssetPool<Material>* pool) override;
protected:
bool ShouldDump(XAssetInfo<Material>* asset) override;
void DumpAsset(AssetDumpingContext& context, XAssetInfo<Material>* asset) override;
public:
void DumpPool(AssetDumpingContext& context, AssetPool<Material>* pool) override;
};
} // namespace IW5

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@ -5,7 +5,6 @@
#include "AssetDumpers/AssetDumperLeaderboardDef.h"
#include "AssetDumpers/AssetDumperLoadedSound.h"
#include "AssetDumpers/AssetDumperLocalizeEntry.h"
#include "AssetDumpers/AssetDumperMaterial.h"
#include "AssetDumpers/AssetDumperMenuDef.h"
#include "AssetDumpers/AssetDumperMenuList.h"
#include "AssetDumpers/AssetDumperRawFile.h"
@ -15,6 +14,7 @@
#include "AssetDumpers/AssetDumperWeaponAttachment.h"
#include "AssetDumpers/AssetDumperXModel.h"
#include "Game/IW5/GameAssetPoolIW5.h"
#include "Material/AssetDumperMaterial.h"
#include "ObjWriting.h"
using namespace IW5;

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@ -2,26 +2,16 @@
#include "Game/T6/Material/JsonMaterialWriterT6.h"
#include "Game/T6/Material/MaterialConstantZoneState.h"
#include <algorithm>
#include <format>
#include <ranges>
#include "Material/MaterialCommon.h"
using namespace T6;
std::string AssetDumperMaterial::GetFileNameForAsset(const std::string& assetName)
void AssetDumperMaterial::DumpPool(AssetDumpingContext& context, AssetPool<Material>* pool)
{
std::string sanitizedFileName(assetName);
if (sanitizedFileName[0] == '*')
{
std::ranges::replace(sanitizedFileName, '*', '_');
const auto parenthesisPos = sanitizedFileName.find('(');
if (parenthesisPos != std::string::npos)
sanitizedFileName.erase(parenthesisPos);
sanitizedFileName = "generated/" + sanitizedFileName;
}
auto* materialConstantState = context.GetZoneAssetDumperState<MaterialConstantZoneState>();
materialConstantState->ExtractNamesFromZone();
return std::format("materials/{}.json", sanitizedFileName);
AbstractAssetDumper::DumpPool(context, pool);
}
bool AssetDumperMaterial::ShouldDump(XAssetInfo<Material>* asset)
@ -31,18 +21,10 @@ bool AssetDumperMaterial::ShouldDump(XAssetInfo<Material>* asset)
void AssetDumperMaterial::DumpAsset(AssetDumpingContext& context, XAssetInfo<Material>* asset)
{
const auto assetFile = context.OpenAssetFile(GetFileNameForAsset(asset->m_name));
const auto assetFile = context.OpenAssetFile(material::GetFileNameForAssetName(asset->m_name));
if (!assetFile)
return;
DumpMaterialAsJson(*assetFile, *asset->Asset(), context);
}
void AssetDumperMaterial::DumpPool(AssetDumpingContext& context, AssetPool<Material>* pool)
{
auto* materialConstantState = context.GetZoneAssetDumperState<MaterialConstantZoneState>();
materialConstantState->ExtractNamesFromZone();
AbstractAssetDumper::DumpPool(context, pool);
}

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@ -3,19 +3,15 @@
#include "Dumping/AbstractAssetDumper.h"
#include "Game/T6/T6.h"
#include <string>
namespace T6
{
class AssetDumperMaterial final : public AbstractAssetDumper<Material>
{
static std::string GetFileNameForAsset(const std::string& assetName);
public:
void DumpPool(AssetDumpingContext& context, AssetPool<Material>* pool) override;
protected:
bool ShouldDump(XAssetInfo<Material>* asset) override;
void DumpAsset(AssetDumpingContext& context, XAssetInfo<Material>* asset) override;
public:
void DumpPool(AssetDumpingContext& context, AssetPool<Material>* pool) override;
};
} // namespace T6

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@ -5,7 +5,6 @@
#include "AssetDumpers/AssetDumperLeaderboardDef.h"
#include "AssetDumpers/AssetDumperLocalizeEntry.h"
#include "AssetDumpers/AssetDumperMapEnts.h"
#include "AssetDumpers/AssetDumperMaterial.h"
#include "AssetDumpers/AssetDumperPhysConstraints.h"
#include "AssetDumpers/AssetDumperPhysPreset.h"
#include "AssetDumpers/AssetDumperQdb.h"
@ -25,6 +24,7 @@
#include "AssetDumpers/AssetDumperXModel.h"
#include "AssetDumpers/AssetDumperZBarrier.h"
#include "Game/T6/GameAssetPoolT6.h"
#include "Material/AssetDumperMaterial.h"
#include "ObjWriting.h"
using namespace T6;