chore: refactor IW4 asset loaders

This commit is contained in:
Jan
2024-12-25 21:39:05 +01:00
parent f9456101e6
commit 7ef944ebd4
139 changed files with 2370 additions and 2965 deletions

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#include "LoaderLightDefIW4.h"
#include "Game/IW4/IW4.h"
#include <cstring>
#include <format>
#include <iostream>
using namespace IW4;
namespace
{
constexpr auto MAX_IMAGE_NAME_SIZE = 0x800;
class LoaderLightDef final : public AssetCreator<AssetLightDef>
{
public:
LoaderLightDef(MemoryManager& memory, ISearchPath& searchPath)
: m_memory(memory),
m_search_path(searchPath)
{
}
AssetCreationResult CreateAsset(const std::string& assetName, AssetCreationContext& context) override
{
const auto filename = GetAssetFilename(assetName);
const auto file = m_search_path.Open(filename);
if (!file.IsOpen())
return AssetCreationResult::NoAction();
const auto imageNameSize = file.m_length - sizeof(char) - sizeof(char);
if (imageNameSize < 0 || imageNameSize > MAX_IMAGE_NAME_SIZE)
return AssetCreationResult::Failure();
auto* lightDef = m_memory.Alloc<GfxLightDef>();
lightDef->name = m_memory.Dup(assetName.c_str());
AssetRegistration<AssetLightDef> registration(assetName, lightDef);
std::string imageName(static_cast<size_t>(imageNameSize), '\0');
int8_t samplerState;
int8_t lmapLookupStart;
file.m_stream->read(reinterpret_cast<char*>(&samplerState), sizeof(int8_t));
file.m_stream->read(&imageName[0], static_cast<size_t>(imageNameSize));
file.m_stream->read(reinterpret_cast<char*>(&lmapLookupStart), sizeof(int8_t));
auto* imageDependency = context.LoadDependency<AssetImage>(imageName);
if (!imageDependency)
{
std::cerr << std::format("Could not load GfxLightDef \"{}\" due to missing image \"{}\"\n", assetName, imageName);
return AssetCreationResult::Failure();
}
registration.AddDependency(imageDependency);
lightDef->attenuation.samplerState = samplerState;
lightDef->attenuation.image = imageDependency->Asset();
lightDef->lmapLookupStart = static_cast<int>(static_cast<uint8_t>(lmapLookupStart));
return AssetCreationResult::Success(context.AddAsset(std::move(registration)));
}
private:
std::string GetAssetFilename(const std::string& assetName)
{
return std::format("lights/{}", assetName);
}
MemoryManager& m_memory;
ISearchPath& m_search_path;
};
} // namespace
namespace IW4
{
std::unique_ptr<AssetCreator<AssetLightDef>> CreateLightDefLoader(MemoryManager& memory, ISearchPath& searchPath)
{
return std::make_unique<LoaderLightDef>(memory, searchPath);
}
} // namespace IW4

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#pragma once
#include "Asset/IAssetCreator.h"
#include "Game/IW4/IW4.h"
#include "SearchPath/ISearchPath.h"
#include "Utils/MemoryManager.h"
#include <memory>
namespace IW4
{
std::unique_ptr<AssetCreator<AssetLightDef>> CreateLightDefLoader(MemoryManager& memory, ISearchPath& searchPath);
} // namespace IW4