Add AssetLoader basis

This commit is contained in:
Jan
2021-03-13 14:27:20 +01:00
parent 83080db991
commit a7860c7c76
34 changed files with 736 additions and 149 deletions

View File

@ -1,49 +1,33 @@
#include "ZoneCreatorT6.h"
#include <iostream>
#include "ObjLoading.h"
#include "Game/T6/T6.h"
#include "Game/T6/GameT6.h"
#include "Game/T6/GameAssetPoolT6.h"
using namespace T6;
namespace T6
ZoneCreator::ZoneCreator()
{
class SpecifiedAsset
for(auto assetType = 0; assetType < ASSET_TYPE_COUNT; assetType++)
{
public:
XAssetType m_type;
std::string m_name;
bool m_reference;
};
AddAssetTypeName(assetType, GameAssetPoolT6::AssetTypeNameByType(assetType));
}
}
class AssetLoaderImpl
{
ZoneCreationContext& m_context;
void ZoneCreator::AddAssetTypeName(asset_type_t assetType, std::string name)
{
m_asset_types_by_name.emplace(std::make_pair(std::move(name), assetType));
}
void CreateZoneAssetPools(Zone* zone) const
{
zone->m_pools = std::make_unique<GameAssetPoolT6>(zone, zone->m_priority);
void ZoneCreator::CreateZoneAssetPools(Zone* zone) const
{
zone->m_pools = std::make_unique<GameAssetPoolT6>(zone, zone->m_priority);
for (auto assetType = 0; assetType < ASSET_TYPE_COUNT; assetType++)
zone->m_pools->InitPoolDynamic(assetType);
}
public:
explicit AssetLoaderImpl(ZoneCreationContext& context)
: m_context(context)
{
}
std::unique_ptr<Zone> CreateZoneForDefinition()
{
auto zone = std::make_unique<Zone>(m_context.m_zone_name, 0, &g_GameT6);
CreateZoneAssetPools(zone.get());
std::vector<SpecifiedAsset> specifiedAssets;
return zone;
}
};
for (auto assetType = 0; assetType < ASSET_TYPE_COUNT; assetType++)
zone->m_pools->InitPoolDynamic(assetType);
}
bool ZoneCreator::SupportsGame(const std::string& gameName) const
@ -53,6 +37,30 @@ bool ZoneCreator::SupportsGame(const std::string& gameName) const
std::unique_ptr<Zone> ZoneCreator::CreateZoneForDefinition(ZoneCreationContext& context) const
{
AssetLoaderImpl impl(context);
return impl.CreateZoneForDefinition();
auto zone = std::make_unique<Zone>(context.m_zone_name, 0, &g_GameT6);
CreateZoneAssetPools(zone.get());
std::vector<Gdt*> gdtList;
gdtList.reserve(context.m_gdt_files.size());
for (const auto& gdt : context.m_gdt_files)
gdtList.push_back(gdt.get());
const auto assetLoadingContext = std::make_unique<AssetLoadingContext>(zone.get(), context.m_asset_search_path, std::move(gdtList));
for(const auto& assetEntry : context.m_definition->m_assets)
{
if (assetEntry.m_is_reference)
continue;
const auto foundAssetTypeEntry = m_asset_types_by_name.find(assetEntry.m_asset_type);
if(foundAssetTypeEntry == m_asset_types_by_name.end())
{
std::cout << "Unknown asset type \"" << assetEntry.m_asset_type << "\"" << std::endl;
return nullptr;
}
if (!ObjLoading::LoadAssetForZone(assetLoadingContext.get(), foundAssetTypeEntry->second, assetEntry.m_asset_name))
return nullptr;
}
return zone;
}