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Parse techset files for IW4
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@ -1,10 +1,14 @@
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#include "AssetLoaderTechniqueSet.h"
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#include <cstring>
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#include <sstream>
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#include <type_traits>
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#include "ObjLoading.h"
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#include "Game/IW4/IW4.h"
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#include "Game/IW4/TechsetConstantsIW4.h"
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#include "Pool/GlobalAssetPool.h"
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#include "Techset/TechsetFileReader.h"
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using namespace IW4;
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@ -15,3 +19,68 @@ void* AssetLoaderTechniqueSet::CreateEmptyAsset(const std::string& assetName, Me
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techset->name = memory->Dup(assetName.c_str());
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return techset;
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}
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std::string AssetLoaderTechniqueSet::GetTechniqueFileName(const std::string& techniqueName)
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{
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std::ostringstream ss;
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ss << "techniques/" << techniqueName << ".tech";
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return ss.str();
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}
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std::string AssetLoaderTechniqueSet::GetTechsetFileName(const std::string& techsetAssetName)
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{
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std::ostringstream ss;
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ss << "techsets/" << techsetAssetName << ".techset";
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return ss.str();
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}
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MaterialTechnique* AssetLoaderTechniqueSet::LoadTechniqueWithName(const std::string& techniqueName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager)
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{
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// TODO: Load technique or use previously loaded one
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return nullptr;
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}
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bool AssetLoaderTechniqueSet::CreateTechsetFromDefinition(const std::string& assetName, const techset::TechsetDefinition& definition, ISearchPath* searchPath, MemoryManager* memory,
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IAssetLoadingManager* manager)
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{
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auto* techset = memory->Create<MaterialTechniqueSet>();
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memset(techset, 0, sizeof(MaterialTechniqueSet));
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techset->name = memory->Dup(assetName.c_str());
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for(auto i = 0u; i < std::extent_v<decltype(MaterialTechniqueSet::techniques)>; i++)
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{
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std::string techniqueName;
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if(definition.GetTechniqueByIndex(i, techniqueName))
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{
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auto* technique = LoadTechniqueWithName(techniqueName, searchPath, memory, manager);
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if (technique == nullptr)
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return false;
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techset->techniques[i] = technique;
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}
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}
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manager->AddAsset(ASSET_TYPE_TECHNIQUE_SET, assetName, techset);
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return true;
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}
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bool AssetLoaderTechniqueSet::CanLoadFromRaw() const
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{
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return true;
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}
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bool AssetLoaderTechniqueSet::LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const
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{
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const auto techsetFileName = GetTechsetFileName(assetName);
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const auto file = searchPath->Open(techsetFileName);
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if (!file.IsOpen())
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return false;
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const TechsetFileReader reader(*file.m_stream, techsetFileName, techniqueTypeNames, std::extent_v<decltype(techniqueTypeNames)>);
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const auto techsetDefinition = reader.ReadTechsetDefinition();
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if(techsetDefinition)
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return CreateTechsetFromDefinition(assetName, *techsetDefinition, searchPath, memory, manager);
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return false;
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}
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@ -3,12 +3,21 @@
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#include "Game/IW4/IW4.h"
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#include "AssetLoading/BasicAssetLoader.h"
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#include "SearchPath/ISearchPath.h"
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#include "Techset/TechsetDefinition.h"
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namespace IW4
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{
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class AssetLoaderTechniqueSet final : public BasicAssetLoader<ASSET_TYPE_TECHNIQUE_SET, MaterialTechniqueSet>
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{
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static std::string GetTechniqueFileName(const std::string& techniqueName);
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static std::string GetTechsetFileName(const std::string& techsetAssetName);
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static MaterialTechnique* LoadTechniqueWithName(const std::string& techniqueName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager);
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static bool CreateTechsetFromDefinition(const std::string& assetName, const techset::TechsetDefinition& definition, ISearchPath* searchPath, MemoryManager* memory,
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IAssetLoadingManager* manager);
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public:
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_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
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_NODISCARD bool CanLoadFromRaw() const override;
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bool LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const override;
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};
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}
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