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mirror of https://github.com/Laupetin/OpenAssetTools.git synced 2025-08-30 21:53:15 +00:00

refactor: streamline material dumping

This commit is contained in:
Jan Laupetin
2025-07-29 23:37:41 +01:00
parent 9885a4ce93
commit 0dfa57446c
26 changed files with 111 additions and 310 deletions

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@@ -1,30 +0,0 @@
#include "DumperMaterialIW3.h"
#include "Game/IW3/Material/JsonMaterialWriterIW3.h"
#include "Game/IW3/Material/MaterialConstantZoneStateIW3.h"
#include "Material/MaterialCommon.h"
using namespace IW3;
void AssetDumperMaterial::DumpPool(AssetDumpingContext& context, AssetPool<Material>* pool)
{
auto* materialConstantState = context.GetZoneAssetDumperState<MaterialConstantZoneState>();
materialConstantState->ExtractNamesFromZone();
AbstractAssetDumper::DumpPool(context, pool);
}
bool AssetDumperMaterial::ShouldDump(XAssetInfo<Material>* asset)
{
return true;
}
void AssetDumperMaterial::DumpAsset(AssetDumpingContext& context, XAssetInfo<Material>* asset)
{
const auto assetFile = context.OpenAssetFile(material::GetFileNameForAssetName(asset->m_name));
if (!assetFile)
return;
DumpMaterialAsJson(*assetFile, *asset->Asset(), context);
}

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@@ -1,17 +0,0 @@
#pragma once
#include "Dumping/AbstractAssetDumper.h"
#include "Game/IW3/IW3.h"
namespace IW3
{
class AssetDumperMaterial final : public AbstractAssetDumper<Material>
{
public:
void DumpPool(AssetDumpingContext& context, AssetPool<Material>* pool) override;
protected:
bool ShouldDump(XAssetInfo<Material>* asset) override;
void DumpAsset(AssetDumpingContext& context, XAssetInfo<Material>* asset) override;
};
} // namespace IW3

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@@ -1,11 +1,11 @@
#include "ObjWriterIW3.h"
#include "Game/IW3/GameAssetPoolIW3.h"
#include "Game/IW3/Material/MaterialJsonDumperIW3.h"
#include "Game/IW3/XModel/XModelDumperIW3.h"
#include "Image/ImageDumperIW3.h"
#include "Localize/LocalizeDumperIW3.h"
#include "Maps/MapEntsDumperIW3.h"
#include "Material/DumperMaterialIW3.h"
#include "ObjWriting.h"
#include "RawFile/AssetDumperRawFile.h"
#include "Sound/AssetDumperLoadedSound.h"
@@ -28,7 +28,7 @@ bool ObjWriter::DumpZone(AssetDumpingContext& context) const
// DUMP_ASSET_POOL(AssetDumperPhysPreset, m_phys_preset, ASSET_TYPE_PHYSPRESET)
// DUMP_ASSET_POOL(AssetDumperXAnimParts, m_xanim_parts, ASSET_TYPE_XANIMPARTS)
DUMP_ASSET_POOL(AssetDumperXModel, m_xmodel, ASSET_TYPE_XMODEL)
DUMP_ASSET_POOL(AssetDumperMaterial, m_material, ASSET_TYPE_MATERIAL)
DUMP_ASSET_POOL(material::JsonDumper, m_material, ASSET_TYPE_MATERIAL)
// DUMP_ASSET_POOL(AssetDumperMaterialTechniqueSet, m_technique_set, ASSET_TYPE_TECHNIQUE_SET)
DUMP_ASSET_POOL(image::Dumper, m_image, ASSET_TYPE_IMAGE)
// DUMP_ASSET_POOL(AssetDumpersnd_alias_list_t, m_sound, ASSET_TYPE_SOUND)

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@@ -1,10 +0,0 @@
#pragma once
#include "Dumping/AssetDumpingContext.h"
#include "Game/IW4/IW4.h"
#include "Obj/Gdt/GdtStream.h"
namespace IW4
{
void DecompileMaterialToGdt(GdtOutputStream& out, const Material& material, AssetDumpingContext& context);
} // namespace IW4

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@@ -1,38 +0,0 @@
#include "DumperMaterialIW4.h"
#include "DecompilingMaterialDumperIW4.h"
#include "Game/IW4/Material/JsonMaterialWriterIW4.h"
#include "Game/IW4/Material/MaterialConstantZoneStateIW4.h"
#include "Material/MaterialCommon.h"
using namespace IW4;
void AssetDumperMaterial::DumpPool(AssetDumpingContext& context, AssetPool<Material>* pool)
{
auto* materialConstantState = context.GetZoneAssetDumperState<MaterialConstantZoneState>();
materialConstantState->ExtractNamesFromZone();
AbstractAssetDumper::DumpPool(context, pool);
}
bool AssetDumperMaterial::ShouldDump(XAssetInfo<Material>* asset)
{
return true;
}
void AssetDumperMaterial::DumpAsset(AssetDumpingContext& context, XAssetInfo<Material>* asset)
{
#ifdef EXPERIMENTAL_MATERIAL_COMPILATION
if (context.m_gdt)
{
DecompileMaterialToGdt(*context.m_gdt, *asset->Asset(), context);
}
#else
const auto assetFile = context.OpenAssetFile(material::GetFileNameForAssetName(asset->m_name));
if (!assetFile)
return;
DumpMaterialAsJson(*assetFile, *asset->Asset(), context);
#endif
}

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@@ -1,4 +1,4 @@
#include "DecompilingMaterialDumperIW4.h"
#include "MaterialDecompilingDumperIW4.h"
#include "Game/IW4/MaterialConstantsIW4.h"
#include "Game/IW4/ObjConstantsIW4.h"
@@ -1108,11 +1108,19 @@ namespace
};
} // namespace
namespace IW4
namespace IW4::material
{
void DecompileMaterialToGdt(GdtOutputStream& out, const Material& material, AssetDumpingContext& context)
bool DecompilingGdtDumper::ShouldDump(XAssetInfo<Material>* asset)
{
MaterialGdtDumper dumper(material);
out.WriteEntry(dumper.CreateGdtEntry());
return true;
}
} // namespace IW4
void DecompilingGdtDumper::DumpAsset(AssetDumpingContext& context, XAssetInfo<Material>* asset)
{
if (!context.m_gdt)
return;
MaterialGdtDumper dumper(*asset->Asset());
context.m_gdt->WriteEntry(dumper.CreateGdtEntry());
}
} // namespace IW4::material

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@@ -3,15 +3,12 @@
#include "Dumping/AbstractAssetDumper.h"
#include "Game/IW4/IW4.h"
namespace IW4
namespace IW4::material
{
class AssetDumperMaterial final : public AbstractAssetDumper<Material>
class DecompilingGdtDumper final : public AbstractAssetDumper<Material>
{
public:
void DumpPool(AssetDumpingContext& context, AssetPool<Material>* pool) override;
protected:
bool ShouldDump(XAssetInfo<Material>* asset) override;
void DumpAsset(AssetDumpingContext& context, XAssetInfo<Material>* asset) override;
};
} // namespace IW4
} // namespace IW4::material

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@@ -1,13 +1,14 @@
#include "ObjWriterIW4.h"
#include "Game/IW4/GameAssetPoolIW4.h"
#include "Game/IW4/Material/MaterialJsonDumperIW4.h"
#include "Game/IW4/XModel/XModelDumperIW4.h"
#include "Image/ImageDumperIW4.h"
#include "Leaderboard/LeaderboardJsonDumperIW4.h"
#include "LightDef/LightDefDumperIW4.h"
#include "Localize/LocalizeDumperIW4.h"
#include "Maps/AddonMapEntsDumperIW4.h"
#include "Material/DumperMaterialIW4.h"
#include "Material/MaterialDecompilingDumperIW4.h"
#include "Menu/AssetDumperMenuDef.h"
#include "Menu/AssetDumperMenuList.h"
#include "ObjWriting.h"
@@ -42,7 +43,10 @@ bool ObjWriter::DumpZone(AssetDumpingContext& context) const
DUMP_ASSET_POOL(AssetDumperPhysCollmap, m_phys_collmap, ASSET_TYPE_PHYSCOLLMAP)
// DUMP_ASSET_POOL(AssetDumperXAnimParts, m_xanim_parts, ASSET_TYPE_XANIMPARTS)
DUMP_ASSET_POOL(AssetDumperXModel, m_xmodel, ASSET_TYPE_XMODEL)
DUMP_ASSET_POOL(AssetDumperMaterial, m_material, ASSET_TYPE_MATERIAL)
DUMP_ASSET_POOL(material::JsonDumper, m_material, ASSET_TYPE_MATERIAL)
#ifdef EXPERIMENTAL_MATERIAL_COMPILATION
DUMP_ASSET_POOL(material::DecompilingGdtDumper, m_material, ASSET_TYPE_MATERIAL)
#endif
DUMP_ASSET_POOL(AssetDumperPixelShader, m_material_pixel_shader, ASSET_TYPE_PIXELSHADER)
DUMP_ASSET_POOL(AssetDumperVertexShader, m_material_vertex_shader, ASSET_TYPE_VERTEXSHADER)
DUMP_ASSET_POOL(AssetDumperTechniqueSet, m_technique_set, ASSET_TYPE_TECHNIQUE_SET)

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@@ -1,31 +0,0 @@
#include "DumperMaterialIW5.h"
#include "Game/IW5/Material/JsonMaterialWriterIW5.h"
#include "Game/IW5/Material/MaterialConstantZoneStateIW5.h"
#include "Material/MaterialCommon.h"
using namespace IW5;
void AssetDumperMaterial::DumpPool(AssetDumpingContext& context, AssetPool<Material>* pool)
{
auto* materialConstantState = context.GetZoneAssetDumperState<MaterialConstantZoneState>();
materialConstantState->ExtractNamesFromZone();
AbstractAssetDumper::DumpPool(context, pool);
}
bool AssetDumperMaterial::ShouldDump(XAssetInfo<Material>* asset)
{
return true;
}
void AssetDumperMaterial::DumpAsset(AssetDumpingContext& context, XAssetInfo<Material>* asset)
{
const auto assetFile = context.OpenAssetFile(material::GetFileNameForAssetName(asset->m_name));
if (!assetFile)
return;
const auto* material = asset->Asset();
DumpMaterialAsJson(*assetFile, *material, context);
}

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@@ -1,17 +0,0 @@
#pragma once
#include "Dumping/AbstractAssetDumper.h"
#include "Game/IW5/IW5.h"
namespace IW5
{
class AssetDumperMaterial final : public AbstractAssetDumper<Material>
{
public:
void DumpPool(AssetDumpingContext& context, AssetPool<Material>* pool) override;
protected:
bool ShouldDump(XAssetInfo<Material>* asset) override;
void DumpAsset(AssetDumpingContext& context, XAssetInfo<Material>* asset) override;
};
} // namespace IW5

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@@ -1,12 +1,12 @@
#include "ObjWriterIW5.h"
#include "Game/IW5/GameAssetPoolIW5.h"
#include "Game/IW5/Material/MaterialJsonDumperIW5.h"
#include "Game/IW5/XModel/XModelDumperIW5.h"
#include "Image/ImageDumperIW5.h"
#include "Leaderboard/LeaderboardJsonDumperIW5.h"
#include "Localize/LocalizeDumperIW5.h"
#include "Maps/AddonMapEntsDumperIW5.h"
#include "Material/DumperMaterialIW5.h"
#include "Menu/AssetDumperMenuDef.h"
#include "Menu/AssetDumperMenuList.h"
#include "ObjWriting.h"
@@ -34,7 +34,7 @@ bool ObjWriter::DumpZone(AssetDumpingContext& context) const
// DUMP_ASSET_POOL(AssetDumperXAnimParts, m_xanim_parts, ASSET_TYPE_XANIMPARTS)
// DUMP_ASSET_POOL(AssetDumperXModelSurfs, m_xmodel_surfs, ASSET_TYPE_XMODEL_SURFS)
DUMP_ASSET_POOL(AssetDumperXModel, m_xmodel, ASSET_TYPE_XMODEL)
DUMP_ASSET_POOL(AssetDumperMaterial, m_material, ASSET_TYPE_MATERIAL)
DUMP_ASSET_POOL(material::JsonDumper, m_material, ASSET_TYPE_MATERIAL)
// DUMP_ASSET_POOL(AssetDumperMaterialPixelShader, m_material_pixel_shader, ASSET_TYPE_PIXELSHADER)
// DUMP_ASSET_POOL(AssetDumperMaterialVertexShader, m_material_vertex_shader, ASSET_TYPE_VERTEXSHADER)
// DUMP_ASSET_POOL(AssetDumperMaterialVertexDeclaration, m_material_vertex_decl, ASSET_TYPE_VERTEXDECL)

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@@ -1,35 +0,0 @@
#include "DumperMaterialT5.h"
#include "Game/T5/Material/JsonMaterialWriterT5.h"
#include "Game/T5/Material/MaterialConstantZoneStateT5.h"
#include "Material/MaterialCommon.h"
#include <assert.h>
using namespace T5;
void AssetDumperMaterial::DumpPool(AssetDumpingContext& context, AssetPool<Material>* pool)
{
auto* materialConstantState = context.GetZoneAssetDumperState<MaterialConstantZoneState>();
materialConstantState->ExtractNamesFromZone();
AbstractAssetDumper::DumpPool(context, pool);
}
bool AssetDumperMaterial::ShouldDump(XAssetInfo<Material>* asset)
{
return true;
}
void AssetDumperMaterial::DumpAsset(AssetDumpingContext& context, XAssetInfo<Material>* asset)
{
const auto assetFile = context.OpenAssetFile(material::GetFileNameForAssetName(asset->m_name));
if (!assetFile)
return;
const auto* material = asset->Asset();
assert(material->info.gameFlags < 0x400);
assert(material->maxStreamedMips == 0);
DumpMaterialAsJson(*assetFile, *material, context);
}

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@@ -1,17 +0,0 @@
#pragma once
#include "Dumping/AbstractAssetDumper.h"
#include "Game/T5/T5.h"
namespace T5
{
class AssetDumperMaterial final : public AbstractAssetDumper<Material>
{
public:
void DumpPool(AssetDumpingContext& context, AssetPool<Material>* pool) override;
protected:
bool ShouldDump(XAssetInfo<Material>* asset) override;
void DumpAsset(AssetDumpingContext& context, XAssetInfo<Material>* asset) override;
};
} // namespace T5

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@@ -1,10 +1,10 @@
#include "ObjWriterT5.h"
#include "Game/T5/GameAssetPoolT5.h"
#include "Game/T5/Material/MaterialJsonDumperT5.h"
#include "Game/T5/XModel/XModelDumperT5.h"
#include "Image/ImageDumperT5.h"
#include "Localize/LocalizeDumperT5.h"
#include "Material/DumperMaterialT5.h"
#include "ObjWriting.h"
#include "PhysConstraints/AssetDumperPhysConstraints.h"
#include "PhysPreset/AssetDumperPhysPreset.h"
@@ -31,7 +31,7 @@ bool ObjWriter::DumpZone(AssetDumpingContext& context) const
// DUMP_ASSET_POOL(AssetDumperDestructibleDef, m_destructible_def, ASSET_TYPE_DESTRUCTIBLEDEF)
// DUMP_ASSET_POOL(AssetDumperXAnimParts, m_xanim_parts, ASSET_TYPE_XANIMPARTS)
DUMP_ASSET_POOL(AssetDumperXModel, m_xmodel, ASSET_TYPE_XMODEL)
DUMP_ASSET_POOL(AssetDumperMaterial, m_material, ASSET_TYPE_MATERIAL)
DUMP_ASSET_POOL(material::JsonDumper, m_material, ASSET_TYPE_MATERIAL)
// DUMP_ASSET_POOL(AssetDumperTechniqueSet, m_technique_set, ASSET_TYPE_TECHNIQUE_SET)
DUMP_ASSET_POOL(image::Dumper, m_image, ASSET_TYPE_IMAGE)
// DUMP_ASSET_POOL(AssetDumperSndBank, m_sound_bank, ASSET_TYPE_SOUND)

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@@ -1,36 +0,0 @@
#include "DumperMaterialT6.h"
#include "Game/T6/Material/JsonMaterialWriterT6.h"
#include "Game/T6/Material/MaterialConstantZoneStateT6.h"
#include "Material/MaterialCommon.h"
#include <cassert>
using namespace T6;
void AssetDumperMaterial::DumpPool(AssetDumpingContext& context, AssetPool<Material>* pool)
{
auto* materialConstantState = context.GetZoneAssetDumperState<MaterialConstantZoneState>();
materialConstantState->ExtractNamesFromZone();
AbstractAssetDumper::DumpPool(context, pool);
}
bool AssetDumperMaterial::ShouldDump(XAssetInfo<Material>* asset)
{
return true;
}
void AssetDumperMaterial::DumpAsset(AssetDumpingContext& context, XAssetInfo<Material>* asset)
{
const auto assetFile = context.OpenAssetFile(material::GetFileNameForAssetName(asset->m_name));
if (!assetFile)
return;
const auto* material = asset->Asset();
assert(material->info.gameFlags < 0x8000);
assert(material->info.hashIndex == 0);
assert(material->probeMipBits == 0);
DumpMaterialAsJson(*assetFile, *material, context);
}

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@@ -1,17 +0,0 @@
#pragma once
#include "Dumping/AbstractAssetDumper.h"
#include "Game/T6/T6.h"
namespace T6
{
class AssetDumperMaterial final : public AbstractAssetDumper<Material>
{
public:
void DumpPool(AssetDumpingContext& context, AssetPool<Material>* pool) override;
protected:
bool ShouldDump(XAssetInfo<Material>* asset) override;
void DumpAsset(AssetDumpingContext& context, XAssetInfo<Material>* asset) override;
};
} // namespace T6

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@@ -2,12 +2,12 @@
#include "FontIcon/FontIconDumperT6.h"
#include "Game/T6/GameAssetPoolT6.h"
#include "Game/T6/Material/MaterialJsonDumperT6.h"
#include "Game/T6/XModel/XModelDumperT6.h"
#include "Image/ImageDumperT6.h"
#include "Leaderboard/LeaderboardJsonDumperT6.h"
#include "Localize/LocalizeDumperT6.h"
#include "Maps/MapEntsDumperT6.h"
#include "Material/DumperMaterialT6.h"
#include "ObjWriting.h"
#include "PhysConstraints/AssetDumperPhysConstraints.h"
#include "PhysPreset/AssetDumperPhysPreset.h"
@@ -51,7 +51,7 @@ bool ObjWriter::DumpZone(AssetDumpingContext& context) const
// DUMP_ASSET_POOL(AssetDumperDestructibleDef, m_destructible_def, ASSET_TYPE_DESTRUCTIBLEDEF)
// DUMP_ASSET_POOL(AssetDumperXAnimParts, m_xanim_parts, ASSET_TYPE_XANIMPARTS)
DUMP_ASSET_POOL(AssetDumperXModel, m_xmodel, ASSET_TYPE_XMODEL)
DUMP_ASSET_POOL(AssetDumperMaterial, m_material, ASSET_TYPE_MATERIAL)
DUMP_ASSET_POOL(material::JsonDumper, m_material, ASSET_TYPE_MATERIAL)
DUMP_ASSET_POOL(AssetDumperTechniqueSet, m_technique_set, ASSET_TYPE_TECHNIQUE_SET)
DUMP_ASSET_POOL(image::Dumper, m_image, ASSET_TYPE_IMAGE)
DUMP_ASSET_POOL(AssetDumperSndBank, m_sound_bank, ASSET_TYPE_SOUND)

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@@ -1,20 +0,0 @@
#options GAME (IW3, IW4, IW5, T5, T6)
#filename "Game/" + GAME + "/Material/JsonMaterialWriter" + GAME + ".h"
// This file was templated.
// See JsonMaterialWriter.h.template.
// Do not modify, changes will be lost.
#pragma once
#include "Dumping/AssetDumpingContext.h"
#set GAME_HEADER "\"Game/" + GAME + "/" + GAME + ".h\""
#include GAME_HEADER
#include <ostream>
namespace GAME
{
void DumpMaterialAsJson(std::ostream& stream, const Material& material, AssetDumpingContext& context);
} // namespace GAME

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@@ -1,6 +1,6 @@
#options GAME (IW3, IW4, IW5, T5, T6)
#filename "Game/" + GAME + "/Material/JsonMaterialWriter" + GAME + ".cpp"
#filename "Game/" + GAME + "/Material/MaterialJsonDumper" + GAME + ".cpp"
#if GAME == "IW3"
#define FEATURE_IW3
@@ -24,16 +24,17 @@
#endif
// This file was templated.
// See JsonMaterialWriter.cpp.template.
// See MaterialJsonDumper.cpp.template.
// Do not modify, changes will be lost.
#set WRITER_HEADER "\"JsonMaterialWriter" + GAME + ".h\""
#set WRITER_HEADER "\"MaterialJsonDumper" + GAME + ".h\""
#include WRITER_HEADER
#ifdef HAS_WATER
#include "Base64.h"
#endif
#include "Material/MaterialCommon.h"
#set COMMON_HEADER "\"Game/" + GAME + "/Common" + GAME + ".h\""
#include COMMON_HEADER
#set JSON_HEADER "\"Game/" + GAME + "/Material/JsonMaterial" + GAME + ".h\""
@@ -41,18 +42,20 @@
#set CONSTANTS_HEADER "\"Game/" + GAME + "/Material/MaterialConstantZoneState" + GAME + ".h\""
#include CONSTANTS_HEADER
#include <cassert>
#include <iomanip>
#include <nlohmann/json.hpp>
using namespace nlohmann;
using namespace GAME;
using namespace ::material;
namespace
{
class JsonDumper
class JsonDumperImpl
{
public:
JsonDumper(AssetDumpingContext& context, std::ostream& stream)
JsonDumperImpl(AssetDumpingContext& context, std::ostream& stream)
: m_stream(stream),
m_material_constants(*context.GetZoneAssetDumperState<MaterialConstantZoneState>())
{
@@ -355,11 +358,40 @@ namespace
};
} // namespace
namespace GAME
namespace GAME::material
{
void DumpMaterialAsJson(std::ostream& stream, const Material& material, AssetDumpingContext& context)
void JsonDumper::DumpPool(AssetDumpingContext& context, AssetPool<Material>* pool)
{
const JsonDumper dumper(context, stream);
dumper.Dump(material);
auto* materialConstantState = context.GetZoneAssetDumperState<MaterialConstantZoneState>();
materialConstantState->ExtractNamesFromZone();
AbstractAssetDumper::DumpPool(context, pool);
}
} // namespace GAME
bool JsonDumper::ShouldDump(XAssetInfo<Material>* asset)
{
return true;
}
void JsonDumper::DumpAsset(AssetDumpingContext& context, XAssetInfo<Material>* asset)
{
const auto assetFile = context.OpenAssetFile(GetFileNameForAssetName(asset->m_name));
if (!assetFile)
return;
const auto* material = asset->Asset();
#if defined(FEATURE_T5)
assert(material->info.gameFlags < 0x400);
assert(material->maxStreamedMips == 0);
#elif defined(FEATURE_T6)
assert(material->info.gameFlags < 0x8000);
assert(material->info.hashIndex == 0);
assert(material->probeMipBits == 0);
#endif
JsonDumperImpl dumper(context, *assetFile);
dumper.Dump(*material);
}
} // namespace T6::leaderboard

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@@ -0,0 +1,27 @@
#options GAME(IW3, IW4, IW5, T5, T6)
#filename "Game/" + GAME + "/Material/MaterialJsonDumper" + GAME + ".h"
// This file was templated.
// See MaterialJsonDumper.h.template.
// Do not modify, changes will be lost.
#pragma once
#include "Dumping/AbstractAssetDumper.h"
#include "Dumping/AssetDumpingContext.h"
#set GAME_HEADER "\"Game/" + GAME + "/" + GAME + ".h\""
#include GAME_HEADER
namespace GAME::material
{
class JsonDumper final : public AbstractAssetDumper<Material>
{
public:
void DumpPool(AssetDumpingContext& context, AssetPool<Material>* pool) override;
protected:
[[nodiscard]] bool ShouldDump(XAssetInfo<Material>* asset) override;
void DumpAsset(AssetDumpingContext& context, XAssetInfo<Material>* asset) override;
};
} // namespace GAME::material

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@@ -3,6 +3,7 @@ ObjWritingTests = {}
function ObjWritingTests:include(includes)
if includes:handle(self:name()) then
includedirs {
"%{wks.location}/src/ObjWriting",
path.join(TestFolder(), "ObjWritingTests")
}
end

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@@ -1,4 +1,4 @@
#include "Game/IW3/Material/DumperMaterialIW3.h"
#include "Game/IW3/Material/MaterialJsonDumperIW3.h"
#include "Asset/AssetRegistration.h"
#include "Game/IW3/CommonIW3.h"
@@ -562,7 +562,7 @@ namespace
GivenMaterial("wc/ch_plasterwall_long", materialPool, memory);
AssetDumperMaterial dumper;
material::JsonDumper dumper;
dumper.DumpPool(context, &materialPool);
const auto* file = mockOutput.GetMockedFile("materials/wc/ch_plasterwall_long.json");

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@@ -1,4 +1,4 @@
#include "Game/IW4/Material/DumperMaterialIW4.h"
#include "Game/IW4/Material/MaterialJsonDumperIW4.h"
#include "Asset/AssetRegistration.h"
#include "Game/IW4/CommonIW4.h"
@@ -543,7 +543,7 @@ namespace
GivenMaterial("mc/ch_rubble01", materialPool, memory);
AssetDumperMaterial dumper;
material::JsonDumper dumper;
dumper.DumpPool(context, &materialPool);
const auto* file = mockOutput.GetMockedFile("materials/mc/ch_rubble01.json");

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@@ -1,4 +1,4 @@
#include "Game/IW5/Material/DumperMaterialIW5.h"
#include "Game/IW5/Material/MaterialJsonDumperIW5.h"
#include "Asset/AssetRegistration.h"
#include "Game/IW5/CommonIW5.h"
@@ -596,7 +596,7 @@ namespace
GivenMaterial("wc/me_metal_rust_02", materialPool, memory);
AssetDumperMaterial dumper;
material::JsonDumper dumper;
dumper.DumpPool(context, &materialPool);
const auto* file = mockOutput.GetMockedFile("materials/wc/me_metal_rust_02.json");

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@@ -1,4 +1,4 @@
#include "Game/T5/Material/DumperMaterialT5.h"
#include "Game/T5/Material/MaterialJsonDumperT5.h"
#include "Asset/AssetRegistration.h"
#include "Game/T5/CommonT5.h"
@@ -625,7 +625,7 @@ namespace
GivenMaterial("mc/ch_rubble01", materialPool, memory);
AssetDumperMaterial dumper;
material::JsonDumper dumper;
dumper.DumpPool(context, &materialPool);
const auto* file = mockOutput.GetMockedFile("materials/mc/ch_rubble01.json");

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@@ -1,4 +1,4 @@
#include "Game/T6/Material/DumperMaterialT6.h"
#include "Game/T6/Material/MaterialJsonDumperT6.h"
#include "Asset/AssetRegistration.h"
#include "Game/T6/CommonT6.h"
@@ -472,7 +472,7 @@ namespace
AssetPoolDynamic<Material> materialPool(0);
GivenMaterial("wpc/metal_ac_duct", materialPool, memory);
AssetDumperMaterial dumper;
material::JsonDumper dumper;
dumper.DumpPool(context, &materialPool);
const auto* file = mockOutput.GetMockedFile("materials/wpc/metal_ac_duct.json");