mirror of
https://github.com/Laupetin/OpenAssetTools.git
synced 2025-11-22 21:02:07 +00:00
FIxed techset dumping and loading to be the same, as well as added a missing image check to the BSP compiler to reduce the output prints when an image is missing.
This commit is contained in:
@@ -6,11 +6,11 @@ namespace shader
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{
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std::string GetFileNameForPixelShaderAssetName(const std::string& assetName)
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{
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return std::format("shader_bin/ps_{}.cso", assetName);
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return std::format("techniquesets/shader_bin/ps_{}.cso", assetName);
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}
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std::string GetFileNameForVertexShaderAssetName(const std::string& assetName)
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{
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return std::format("shader_bin/vs_{}.cso", assetName);
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return std::format("techniquesets/shader_bin/vs_{}.cso", assetName);
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}
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} // namespace shader
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@@ -138,6 +138,14 @@ private:
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Material* loadImageIntoMaterial(std::string& imageName)
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{
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std::string imagePath = std::format("images/{}.iwi", imageName);
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auto imageFile = m_search_path.Open(imagePath);
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if (!imageFile.IsOpen())
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{
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printf("WARN: failed to find image %s.\n", imageName.c_str());
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return NULL;
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}
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Material* material = new Material;
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material->info.name = m_memory.Dup(imageName.c_str());
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@@ -1808,7 +1816,7 @@ private:
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std::string entityString;
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const auto entFile = m_search_path.Open("entities.json");
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const auto entFile = m_search_path.Open("custom_map/entities.json");
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if (!entFile.IsOpen())
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{
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printf("ERROR: can't find entity json!\n");
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@@ -1817,7 +1825,7 @@ private:
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json entJs = json::parse(*entFile.m_stream);
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parseMapEntsJSON(entJs["entities"], entityString);
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const auto spawnFile = m_search_path.Open("spawns.json");
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const auto spawnFile = m_search_path.Open("custom_map/spawns.json");
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json spawnJs;
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if (!spawnFile.IsOpen())
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{
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@@ -1,5 +1,6 @@
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#include "Game/T6/T6.h"
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#include "LoaderTechniqueSetT6.h"
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#include "Shader/ShaderCommon.h"
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#include <cstring>
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#include <format>
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@@ -128,7 +129,7 @@ namespace
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currPass->pixelShader->name = _strdup(pixelName.c_str());
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currPass->pixelShader->prog.ps = NULL;
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const auto psFileName = std::format("techniquesets/shader_bin/ps_{}", pixelName);
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const auto psFileName = shader::GetFileNameForPixelShaderAssetName(pixelName);
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const auto psFile = m_search_path.Open(psFileName);
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if (!psFile.IsOpen())
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{
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@@ -152,7 +153,7 @@ namespace
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currPass->vertexShader->name = _strdup(vertexName.c_str());
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currPass->vertexShader->prog.vs = NULL;
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const auto vsFileName = std::format("techniquesets/shader_bin/vs_{}", vertexName);
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const auto vsFileName = shader::GetFileNameForVertexShaderAssetName(vertexName);
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const auto vsFile = m_search_path.Open(vsFileName);
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if (!vsFile.IsOpen())
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{
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@@ -4,7 +4,9 @@
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#include <sstream>
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#include <unordered_set>
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#include <nlohmann/json.hpp>
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using namespace nlohmann;
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using namespace T6;
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namespace
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@@ -87,21 +89,111 @@ namespace techset
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const auto* techniqueSet = asset->Asset();
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auto* shaderState = context.GetZoneAssetDumperState<ShaderZoneState>();
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const auto assetFile = context.OpenAssetFile(std::format("techniquesets/{}.json", techniqueSet->name));
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if (!assetFile)
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return;
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json js;
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js["name"] = techniqueSet->name;
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js["worldVertFormat"] = techniqueSet->worldVertFormat;
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js["techniques"] = json::array();
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for (const auto* technique : techniqueSet->techniques)
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{
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if (!technique || !shaderState->ShouldDumpTechnique(technique))
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continue;
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json techniqueJs = json::object();
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if (technique != NULL)
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{
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techniqueJs["name"] = technique->name;
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techniqueJs["flags"] = technique->flags;
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techniqueJs["passCount"] = technique->passCount;
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_ASSERT(technique->passCount == 1);
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techniqueJs["passArray"] = json::array();
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for (auto passIndex = 0u; passIndex < technique->passCount; passIndex++)
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{
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const auto* pixelShader = technique->passArray[passIndex].pixelShader;
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if (pixelShader && shaderState->ShouldDumpPixelShader(pixelShader))
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DumpPixelShader(context, *pixelShader);
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const MaterialPass* currPass = &technique->passArray[passIndex];
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json passJs = json::object();
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const auto* vertexShader = technique->passArray[passIndex].vertexShader;
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if (vertexShader && shaderState->ShouldDumpVertexShader(vertexShader))
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DumpVertexShader(context, *vertexShader);
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passJs["perPrimArgCount"] = currPass->perPrimArgCount;
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passJs["perObjArgCount"] = currPass->perObjArgCount;
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passJs["stableArgCount"] = currPass->stableArgCount;
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passJs["customSamplerFlags"] = currPass->customSamplerFlags;
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passJs["precompiledIndex"] = currPass->precompiledIndex;
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passJs["materialType"] = currPass->materialType;
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json vertDeclJs = json::object();
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if (currPass->vertexDecl != NULL)
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{
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vertDeclJs["streamCount"] = currPass->vertexDecl->streamCount;
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vertDeclJs["hasOptionalSource"] = currPass->vertexDecl->hasOptionalSource;
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vertDeclJs["isLoaded"] = currPass->vertexDecl->isLoaded;
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for (int i = 0; i < 16; i++)
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{
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vertDeclJs["routing"][i]["source"] = currPass->vertexDecl->routing.data[i].source;
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vertDeclJs["routing"][i]["dest"] = currPass->vertexDecl->routing.data[i].dest;
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_ASSERT(currPass->vertexDecl->routing.decl[i] == NULL);
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}
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}
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passJs["vertexDecl"] = vertDeclJs;
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passJs["args"] = json::array();
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if (currPass->args != NULL)
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{
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for (int i = 0; i < currPass->perPrimArgCount + currPass->perObjArgCount + currPass->stableArgCount; i++)
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{
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json argsJs = json::object();
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MaterialShaderArgument* currArg = &currPass->args[i];
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argsJs["type"] = currArg->type;
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argsJs["location"] = currArg->location.offset;
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argsJs["size"] = currArg->size;
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argsJs["buffer"] = currArg->buffer;
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if (currArg->type == MTL_ARG_LITERAL_VERTEX_CONST || currArg->type == MTL_ARG_LITERAL_PIXEL_CONST)
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{
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argsJs["u"]["const0"] = currArg->u.literalConst[0];
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argsJs["u"]["const1"] = currArg->u.literalConst[1];
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argsJs["u"]["const2"] = currArg->u.literalConst[2];
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argsJs["u"]["const3"] = currArg->u.literalConst[3];
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}
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else
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{
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argsJs["u"]["value"] = currArg->u.nameHash;
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}
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passJs["args"].push_back(argsJs);
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}
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}
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json pixelJs = json::object();
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if (currPass->pixelShader != NULL)
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{
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pixelJs["name"] = currPass->pixelShader->name;
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if (shaderState->ShouldDumpPixelShader(currPass->pixelShader))
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DumpPixelShader(context, *currPass->pixelShader);
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}
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passJs["pixelShader"] = pixelJs;
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json vertexJs = json::object();
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if (currPass->vertexShader != NULL)
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{
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vertexJs["name"] = currPass->vertexShader->name;
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if (shaderState->ShouldDumpVertexShader(currPass->vertexShader))
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DumpVertexShader(context, *currPass->vertexShader);
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}
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passJs["vertexShader"] = vertexJs;
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techniqueJs["passArray"].push_back(passJs);
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}
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}
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js["techniques"].push_back(techniqueJs);
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}
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std::string jsonString = js.dump(4);
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assetFile->write(jsonString.c_str(), jsonString.size());
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}
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} // namespace techset
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