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mirror of https://github.com/Laupetin/OpenAssetTools.git synced 2025-07-06 19:21:52 +00:00

refactor: move iw4 techset and vertexdecl compiling to ObjCompiling

This commit is contained in:
Jan
2025-06-28 19:16:13 +01:00
parent f23b47ca13
commit 28a82818de
7 changed files with 9 additions and 8 deletions

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@ -4,7 +4,7 @@
#include "Game/IW4/IW4.h"
#include "Game/IW4/MaterialConstantsIW4.h"
#include "Game/IW4/ObjConstantsIW4.h"
#include "Game/IW4/Techset/LoaderTechsetIW4.h"
#include "Game/IW4/Techset/CompilerTechsetIW4.h"
#include "Game/IW4/TechsetConstantsIW4.h"
#include "Gdt/AbstractGdtEntryReader.h"
#include "Gdt/IGdtQueryable.h"

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@ -3,6 +3,8 @@
#include "Game/IW4/IW4.h"
#include "Image/ImageIwdPostProcessor.h"
#include "Material/CompilerMaterialIW4.h"
#include "Techset/CompilerTechsetIW4.h"
#include "Techset/CompilerVertexDeclIW4.h"
#include <memory>
@ -15,8 +17,10 @@ namespace
auto& memory = zone.Memory();
#ifdef EXPERIMENTAL_MATERIAL_COMPILATION
collection.AddAssetCreator(CreateCompilingMaterialLoader(memory, searchPath, gdt));
collection.AddAssetCreator(CreateMaterialCompiler(memory, searchPath, gdt));
collection.AddAssetCreator(CreateTechsetLoader(memory, searchPath));
#endif
collection.AddAssetCreator(CreateVertexDeclLoader(memory));
}
void ConfigurePostProcessors(AssetCreatorCollection& collection,

File diff suppressed because it is too large Load Diff

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@ -0,0 +1,30 @@
#pragma once
#include "Asset/IAssetCreator.h"
#include "Game/IW4/IW4.h"
#include "SearchPath/ISearchPath.h"
#include "StateMap/StateMapDefinition.h"
#include "Techset/TechsetDefinition.h"
#include "Utils/MemoryManager.h"
#include <memory>
#include <string>
namespace IW4
{
[[nodiscard]] std::string GetTechsetFileName(const std::string& techsetAssetName);
[[nodiscard]] std::string GetTechniqueFileName(const std::string& techniqueName);
[[nodiscard]] std::string GetStateMapFileName(const std::string& stateMapName);
class ITechsetCreator : public AssetCreator<AssetTechniqueSet>
{
public:
ITechsetCreator() = default;
virtual ~ITechsetCreator() = default;
virtual techset::TechsetDefinition* LoadTechsetDefinition(const std::string& assetName, AssetCreationContext& context, bool& failure) = 0;
virtual const state_map::StateMapDefinition* LoadStateMapDefinition(const std::string& stateMapName, AssetCreationContext& context) = 0;
};
std::unique_ptr<ITechsetCreator> CreateTechsetLoader(MemoryManager& memory, ISearchPath& searchPath);
} // namespace IW4

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@ -0,0 +1,101 @@
#include "CompilerVertexDeclIW4.h"
#include "Game/IW4/IW4.h"
#include "Game/IW4/TechsetConstantsIW4.h"
#include <cstring>
#include <format>
#include <iostream>
using namespace IW4;
namespace
{
class LoaderVertexDecl final : public AssetCreator<AssetVertexDecl>
{
public:
LoaderVertexDecl(MemoryManager& memory)
: m_memory(memory)
{
}
AssetCreationResult CreateAsset(const std::string& assetName, AssetCreationContext& context) override
{
auto* decl = m_memory.Alloc<MaterialVertexDeclaration>();
decl->name = m_memory.Dup(assetName.c_str());
size_t currentOffset = 0u;
std::string sourceAbbreviation;
while (NextAbbreviation(assetName, sourceAbbreviation, currentOffset))
{
if (decl->streamCount >= std::extent_v<decltype(MaterialVertexStreamRouting::data)>)
{
std::cerr << std::format("Failed to add vertex decl stream. Too many abbreviations: {}\n", assetName);
return AssetCreationResult::Failure();
}
std::string destinationAbbreviation;
if (!NextAbbreviation(assetName, destinationAbbreviation, currentOffset))
{
std::cerr << std::format("Failed to detect vertex decl destination abbreviation: {}\n", assetName);
return AssetCreationResult::Failure();
}
const auto foundSourceAbbreviation = std::ranges::find(materialStreamSourceAbbreviation, sourceAbbreviation);
if (foundSourceAbbreviation == std::end(materialStreamSourceAbbreviation))
{
std::cerr << std::format("Unknown vertex decl source abbreviation: {}\n", sourceAbbreviation);
return AssetCreationResult::Failure();
}
const auto foundDestinationAbbreviation = std::ranges::find(materialStreamDestinationAbbreviation, destinationAbbreviation);
if (foundDestinationAbbreviation == std::end(materialStreamDestinationAbbreviation))
{
std::cerr << std::format("Unknown vertex decl destination abbreviation: {}\n", destinationAbbreviation);
return AssetCreationResult::Failure();
}
const auto sourceIndex = static_cast<MaterialStreamStreamSource_e>(foundSourceAbbreviation - std::begin(materialStreamSourceAbbreviation));
const auto destinationIndex =
static_cast<MaterialStreamDestination_e>(foundDestinationAbbreviation - std::begin(materialStreamDestinationAbbreviation));
decl->routing.data[decl->streamCount].source = sourceIndex;
decl->routing.data[decl->streamCount].dest = destinationIndex;
decl->hasOptionalSource = decl->hasOptionalSource || sourceIndex >= STREAM_SRC_OPTIONAL_BEGIN;
decl->streamCount++;
}
return AssetCreationResult::Success(context.AddAsset<AssetVertexDecl>(assetName, decl));
}
static bool NextAbbreviation(const std::string& assetName, std::string& abbreviation, size_t& offset)
{
if (offset >= assetName.size())
return false;
if (offset + 1 < assetName.size() && isdigit(assetName[offset + 1]))
{
abbreviation = std::string(assetName, offset, 2);
offset += 2;
}
else
{
abbreviation = std::string(assetName, offset, 1);
offset += 1;
}
return true;
}
MemoryManager& m_memory;
};
} // namespace
namespace IW4
{
std::unique_ptr<AssetCreator<AssetVertexDecl>> CreateVertexDeclLoader(MemoryManager& memory)
{
return std::make_unique<LoaderVertexDecl>(memory);
}
} // namespace IW4

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@ -0,0 +1,13 @@
#pragma once
#include "Asset/IAssetCreator.h"
#include "Game/IW4/IW4.h"
#include "SearchPath/ISearchPath.h"
#include "Utils/MemoryManager.h"
#include <memory>
namespace IW4
{
std::unique_ptr<AssetCreator<AssetVertexDecl>> CreateVertexDeclLoader(MemoryManager& memory);
} // namespace IW4