feat: add post processors compiling iwds and ipaks

This commit is contained in:
Jan
2025-01-02 12:48:57 +01:00
parent b5937ef975
commit a7254aa11c
26 changed files with 480 additions and 34 deletions

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@ -1,5 +1,37 @@
#include "ObjCompilerIW3.h"
using namespace IW3;
#include "Game/IW3/IW3.h"
#include "Image/ImageIwdPostProcessor.h"
void ObjCompiler::ConfigureCreatorCollection(AssetCreatorCollection& collection, Zone& zone, const ZoneDefinition& zoneDefinition) const {}
#include <memory>
using namespace IW3;
namespace fs = std::filesystem;
namespace
{
void ConfigureCompilers(AssetCreatorCollection& collection, Zone& zone, ISearchPath& searchPath)
{
auto& memory = *zone.GetMemory();
// No compilers yet
}
void ConfigurePostProcessors(AssetCreatorCollection& collection, Zone& zone, ISearchPath& searchPath, const fs::path& outDir)
{
auto& memory = *zone.GetMemory();
collection.AddAssetPostProcessor(std::make_unique<ImageIwdPostProcessor<AssetImage>>(searchPath, outDir));
}
} // namespace
void ObjCompiler::ConfigureCreatorCollection(AssetCreatorCollection& collection,
Zone& zone,
const ZoneDefinition& zoneDefinition,
ISearchPath& searchPath,
IGdtQueryable& gdt,
const fs::path& outDir,
const fs::path& cacheDir) const
{
ConfigurePostProcessors(collection, zone, searchPath, outDir);
}

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@ -7,6 +7,12 @@ namespace IW3
class ObjCompiler final : public IObjCompiler
{
public:
void ConfigureCreatorCollection(AssetCreatorCollection& collection, Zone& zone, const ZoneDefinition& zoneDefinition) const override;
void ConfigureCreatorCollection(AssetCreatorCollection& collection,
Zone& zone,
const ZoneDefinition& zoneDefinition,
ISearchPath& searchPath,
IGdtQueryable& gdt,
const std::filesystem::path& outDir,
const std::filesystem::path& cacheDir) const override;
};
} // namespace IW3

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@ -1,5 +1,37 @@
#include "ObjCompilerIW4.h"
using namespace IW4;
#include "Game/IW4/IW4.h"
#include "Image/ImageIwdPostProcessor.h"
void ObjCompiler::ConfigureCreatorCollection(AssetCreatorCollection& collection, Zone& zone, const ZoneDefinition& zoneDefinition) const {}
#include <memory>
using namespace IW4;
namespace fs = std::filesystem;
namespace
{
void ConfigureCompilers(AssetCreatorCollection& collection, Zone& zone, ISearchPath& searchPath)
{
auto& memory = *zone.GetMemory();
// No compilers yet
}
void ConfigurePostProcessors(AssetCreatorCollection& collection, Zone& zone, ISearchPath& searchPath, const fs::path& outDir)
{
auto& memory = *zone.GetMemory();
collection.AddAssetPostProcessor(std::make_unique<ImageIwdPostProcessor<AssetImage>>(searchPath, outDir));
}
} // namespace
void ObjCompiler::ConfigureCreatorCollection(AssetCreatorCollection& collection,
Zone& zone,
const ZoneDefinition& zoneDefinition,
ISearchPath& searchPath,
IGdtQueryable& gdt,
const fs::path& outDir,
const fs::path& cacheDir) const
{
ConfigurePostProcessors(collection, zone, searchPath, outDir);
}

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@ -7,6 +7,12 @@ namespace IW4
class ObjCompiler final : public IObjCompiler
{
public:
void ConfigureCreatorCollection(AssetCreatorCollection& collection, Zone& zone, const ZoneDefinition& zoneDefinition) const override;
void ConfigureCreatorCollection(AssetCreatorCollection& collection,
Zone& zone,
const ZoneDefinition& zoneDefinition,
ISearchPath& searchPath,
IGdtQueryable& gdt,
const std::filesystem::path& outDir,
const std::filesystem::path& cacheDir) const override;
};
} // namespace IW4

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@ -1,5 +1,37 @@
#include "ObjCompilerIW5.h"
using namespace IW5;
#include "Game/IW5/IW5.h"
#include "Image/ImageIwdPostProcessor.h"
void ObjCompiler::ConfigureCreatorCollection(AssetCreatorCollection& collection, Zone& zone, const ZoneDefinition& zoneDefinition) const {}
#include <memory>
using namespace IW5;
namespace fs = std::filesystem;
namespace
{
void ConfigureCompilers(AssetCreatorCollection& collection, Zone& zone, ISearchPath& searchPath)
{
auto& memory = *zone.GetMemory();
// No compilers yet
}
void ConfigurePostProcessors(AssetCreatorCollection& collection, Zone& zone, ISearchPath& searchPath, const fs::path& outDir)
{
auto& memory = *zone.GetMemory();
collection.AddAssetPostProcessor(std::make_unique<ImageIwdPostProcessor<AssetImage>>(searchPath, outDir));
}
} // namespace
void ObjCompiler::ConfigureCreatorCollection(AssetCreatorCollection& collection,
Zone& zone,
const ZoneDefinition& zoneDefinition,
ISearchPath& searchPath,
IGdtQueryable& gdt,
const fs::path& outDir,
const fs::path& cacheDir) const
{
ConfigurePostProcessors(collection, zone, searchPath, outDir);
}

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@ -7,6 +7,12 @@ namespace IW5
class ObjCompiler final : public IObjCompiler
{
public:
void ConfigureCreatorCollection(AssetCreatorCollection& collection, Zone& zone, const ZoneDefinition& zoneDefinition) const override;
void ConfigureCreatorCollection(AssetCreatorCollection& collection,
Zone& zone,
const ZoneDefinition& zoneDefinition,
ISearchPath& searchPath,
IGdtQueryable& gdt,
const std::filesystem::path& outDir,
const std::filesystem::path& cacheDir) const override;
};
} // namespace IW5

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@ -1,5 +1,37 @@
#include "ObjCompilerT5.h"
using namespace T5;
#include "Game/T5/T5.h"
#include "Image/ImageIwdPostProcessor.h"
void ObjCompiler::ConfigureCreatorCollection(AssetCreatorCollection& collection, Zone& zone, const ZoneDefinition& zoneDefinition) const {}
#include <memory>
using namespace T5;
namespace fs = std::filesystem;
namespace
{
void ConfigureCompilers(AssetCreatorCollection& collection, Zone& zone, ISearchPath& searchPath)
{
auto& memory = *zone.GetMemory();
// No compilers yet
}
void ConfigurePostProcessors(AssetCreatorCollection& collection, Zone& zone, ISearchPath& searchPath, const fs::path& outDir)
{
auto& memory = *zone.GetMemory();
collection.AddAssetPostProcessor(std::make_unique<ImageIwdPostProcessor<AssetImage>>(searchPath, outDir));
}
} // namespace
void ObjCompiler::ConfigureCreatorCollection(AssetCreatorCollection& collection,
Zone& zone,
const ZoneDefinition& zoneDefinition,
ISearchPath& searchPath,
IGdtQueryable& gdt,
const fs::path& outDir,
const fs::path& cacheDir) const
{
ConfigurePostProcessors(collection, zone, searchPath, outDir);
}

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@ -7,6 +7,12 @@ namespace T5
class ObjCompiler final : public IObjCompiler
{
public:
void ConfigureCreatorCollection(AssetCreatorCollection& collection, Zone& zone, const ZoneDefinition& zoneDefinition) const override;
void ConfigureCreatorCollection(AssetCreatorCollection& collection,
Zone& zone,
const ZoneDefinition& zoneDefinition,
ISearchPath& searchPath,
IGdtQueryable& gdt,
const std::filesystem::path& outDir,
const std::filesystem::path& cacheDir) const override;
};
} // namespace T5

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@ -1,7 +1,37 @@
#include "ObjCompilerT6.h"
#include "Game/T6/T6.h"
#include "Image/ImageIwdPostProcessor.h"
#include <memory>
using namespace T6;
namespace fs = std::filesystem;
void ObjCompiler::ConfigureCreatorCollection(AssetCreatorCollection& collection, Zone& zone, const ZoneDefinition& zoneDefinition) const {}
namespace
{
void ConfigureCompilers(AssetCreatorCollection& collection, Zone& zone, ISearchPath& searchPath)
{
auto& memory = *zone.GetMemory();
// No compilers yet
}
void ConfigurePostProcessors(AssetCreatorCollection& collection, Zone& zone, ISearchPath& searchPath, const fs::path& outDir)
{
auto& memory = *zone.GetMemory();
collection.AddAssetPostProcessor(std::make_unique<ImageIwdPostProcessor<AssetImage>>(searchPath, outDir));
}
} // namespace
void ObjCompiler::ConfigureCreatorCollection(AssetCreatorCollection& collection,
Zone& zone,
const ZoneDefinition& zoneDefinition,
ISearchPath& searchPath,
IGdtQueryable& gdt,
const fs::path& outDir,
const fs::path& cacheDir) const
{
ConfigurePostProcessors(collection, zone, searchPath, outDir);
}

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@ -7,6 +7,12 @@ namespace T6
class ObjCompiler final : public IObjCompiler
{
public:
void ConfigureCreatorCollection(AssetCreatorCollection& collection, Zone& zone, const ZoneDefinition& zoneDefinition) const override;
void ConfigureCreatorCollection(AssetCreatorCollection& collection,
Zone& zone,
const ZoneDefinition& zoneDefinition,
ISearchPath& searchPath,
IGdtQueryable& gdt,
const std::filesystem::path& outDir,
const std::filesystem::path& cacheDir) const override;
};
} // namespace T6

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@ -1,11 +1,13 @@
#pragma once
#include "Asset/AssetCreatorCollection.h"
#include "Gdt/IGdtQueryable.h"
#include "SearchPath/ISearchPath.h"
#include "Zone/Definition/ZoneDefinition.h"
#include "Zone/Zone.h"
#include <cstdint>
#include <filesystem>
#include <string>
class IObjCompiler
@ -18,7 +20,13 @@ public:
IObjCompiler& operator=(const IObjCompiler& other) = default;
IObjCompiler& operator=(IObjCompiler&& other) noexcept = default;
virtual void ConfigureCreatorCollection(AssetCreatorCollection& collection, Zone& zone, const ZoneDefinition& zoneDefinition) const = 0;
virtual void ConfigureCreatorCollection(AssetCreatorCollection& collection,
Zone& zone,
const ZoneDefinition& zoneDefinition,
ISearchPath& searchPath,
IGdtQueryable& gdt,
const std::filesystem::path& outDir,
const std::filesystem::path& cacheDir) const = 0;
static const IObjCompiler* GetObjCompilerForGame(GameId game);
};

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@ -0,0 +1,17 @@
#include "IPakCreator.h"
#include <format>
#include <iostream>
void IPakCreator::AddImage(std::string imageName)
{
m_image_names.emplace_back(std::move(imageName));
}
void IPakCreator::Finalize(ISearchPath& searchPath, const std::filesystem::path& outPath)
{
std::cout << std::format("Creating ipak with {} entries:\n", m_image_names.size());
for (const auto& imageName : m_image_names)
std::cout << std::format(" {}\n", imageName);
}

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@ -0,0 +1,16 @@
#pragma once
#include "Asset/IZoneAssetLoaderState.h"
#include "SearchPath/ISearchPath.h"
#include <filesystem>
class IPakCreator : public IZoneAssetLoaderState
{
public:
void AddImage(std::string imageName);
void Finalize(ISearchPath& searchPath, const std::filesystem::path& outPath);
private:
std::vector<std::string> m_image_names;
};

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@ -0,0 +1,25 @@
#include "ImageIPakPostProcessor.h"
#include "IPak/IPakCreator.h"
#include <format>
AbstractImageIPakPostProcessor::AbstractImageIPakPostProcessor(ISearchPath& searchPath, const std::filesystem::path& outDir)
: m_search_path(searchPath),
m_out_dir(outDir)
{
}
void AbstractImageIPakPostProcessor::PostProcessAsset(XAssetInfoGeneric& assetInfo, AssetCreationContext& context)
{
if (assetInfo.m_name.empty() || assetInfo.m_name[0] == ',')
return;
auto* ipakCreator = context.GetZoneAssetLoaderState<IPakCreator>();
ipakCreator->AddImage(assetInfo.m_name);
}
void AbstractImageIPakPostProcessor::FinalizeZone(AssetCreationContext& context)
{
context.GetZoneAssetLoaderState<IPakCreator>()->Finalize(m_search_path, m_out_dir);
}

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@ -0,0 +1,34 @@
#pragma once
#include "Asset/IAssetPostProcessor.h"
#include <filesystem>
class AbstractImageIPakPostProcessor : public IAssetPostProcessor
{
public:
AbstractImageIPakPostProcessor(ISearchPath& searchPath, const std::filesystem::path& outDir);
void PostProcessAsset(XAssetInfoGeneric& assetInfo, AssetCreationContext& context) override;
void FinalizeZone(AssetCreationContext& context) override;
private:
ISearchPath& m_search_path;
const std::filesystem::path& m_out_dir;
};
template<typename AssetType> class ImageIPakPostProcessor final : public AbstractImageIPakPostProcessor
{
public:
static_assert(std::is_base_of_v<IAssetBase, AssetType>);
ImageIPakPostProcessor(ISearchPath& searchPath, const std::filesystem::path& outDir)
: AbstractImageIPakPostProcessor(searchPath, outDir)
{
}
[[nodiscard]] asset_type_t GetHandlingAssetType() const override
{
return AssetType::EnumEntry;
};
};

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@ -0,0 +1,25 @@
#include "ImageIwdPostProcessor.h"
#include "Iwd/IwdCreator.h"
#include <format>
AbstractImageIwdPostProcessor::AbstractImageIwdPostProcessor(ISearchPath& searchPath, const std::filesystem::path& outDir)
: m_search_path(searchPath),
m_out_dir(outDir)
{
}
void AbstractImageIwdPostProcessor::PostProcessAsset(XAssetInfoGeneric& assetInfo, AssetCreationContext& context)
{
if (assetInfo.m_name.empty() || assetInfo.m_name[0] == ',')
return;
auto* iwdCreator = context.GetZoneAssetLoaderState<IwdCreator>();
iwdCreator->AddFile(std::format("images/{}.iwi", assetInfo.m_name));
}
void AbstractImageIwdPostProcessor::FinalizeZone(AssetCreationContext& context)
{
context.GetZoneAssetLoaderState<IwdCreator>()->Finalize(m_search_path, m_out_dir);
}

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@ -0,0 +1,34 @@
#pragma once
#include "Asset/IAssetPostProcessor.h"
#include <filesystem>
class AbstractImageIwdPostProcessor : public IAssetPostProcessor
{
public:
AbstractImageIwdPostProcessor(ISearchPath& searchPath, const std::filesystem::path& outDir);
void PostProcessAsset(XAssetInfoGeneric& assetInfo, AssetCreationContext& context) override;
void FinalizeZone(AssetCreationContext& context) override;
private:
ISearchPath& m_search_path;
const std::filesystem::path& m_out_dir;
};
template<typename AssetType> class ImageIwdPostProcessor final : public AbstractImageIwdPostProcessor
{
public:
static_assert(std::is_base_of_v<IAssetBase, AssetType>);
ImageIwdPostProcessor(ISearchPath& searchPath, const std::filesystem::path& outDir)
: AbstractImageIwdPostProcessor(searchPath, outDir)
{
}
[[nodiscard]] asset_type_t GetHandlingAssetType() const override
{
return AssetType::EnumEntry;
};
};

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@ -0,0 +1,17 @@
#include "IwdCreator.h"
#include <format>
#include <iostream>
void IwdCreator::AddFile(std::string filePath)
{
m_file_paths.emplace_back(std::move(filePath));
}
void IwdCreator::Finalize(ISearchPath& searchPath, const std::filesystem::path& outPath)
{
std::cout << std::format("Creating iwd with {} entries:\n", m_file_paths.size());
for (const auto& filePath : m_file_paths)
std::cout << std::format(" {}\n", filePath);
}

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@ -0,0 +1,16 @@
#pragma once
#include "Asset/IZoneAssetLoaderState.h"
#include "SearchPath/ISearchPath.h"
#include <filesystem>
class IwdCreator : public IZoneAssetLoaderState
{
public:
void AddFile(std::string filePath);
void Finalize(ISearchPath& searchPath, const std::filesystem::path& outPath);
private:
std::vector<std::string> m_file_paths;
};