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mirror of https://github.com/Laupetin/OpenAssetTools.git synced 2026-01-11 03:01:49 +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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@@ -1,10 +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)