2
0
mirror of https://github.com/Laupetin/OpenAssetTools.git synced 2026-05-16 23:11:42 +00:00

feat: add iw5 gfxlight dumper and loader

This commit is contained in:
njohnson
2026-04-30 19:14:53 -04:00
committed by Jan Laupetin
parent a905a6d161
commit 3c15f8ad7e
7 changed files with 165 additions and 3 deletions
+1 -1
View File
@@ -103,7 +103,7 @@ The following section specify which assets are supported to be dumped to disk (u
| MapEnts | ❌ | ❌ | |
| FxWorld | ❌ | ❌ | |
| GfxWorld | ❌ | ❌ | |
| GfxLightDef | | | |
| GfxLightDef | | | |
| Font_s | ❌ | ❌ | |
| MenuList | ✅ | ✅ | The output is decompiled. The result will not be the same as the input. |
| menuDef_t | ✅ | ✅ | See menulist. |
@@ -0,0 +1,103 @@
#include "LightDefLoaderIW5.h"
#include "Game/IW5/IW5.h"
#include "LightDef/LightDefCommon.h"
#include "Utils/Logging/Log.h"
#include <cstring>
#include <format>
#include <iostream>
using namespace IW5;
namespace
{
constexpr auto MAX_IMAGE_NAME_SIZE = 0x800;
class LoaderLightDef final : public AssetCreator<AssetLightDef>
{
public:
LoaderLightDef(MemoryManager& memory, ISearchPath& searchPath)
: m_memory(memory),
m_search_path(searchPath)
{
}
AssetCreationResult CreateAsset(const std::string& assetName, AssetCreationContext& context) override
{
const auto filename = light_def::GetFileNameForAsset(assetName);
const auto file = m_search_path.Open(filename);
if (!file.IsOpen())
return AssetCreationResult::NoAction();
auto* lightDef = m_memory.Alloc<GfxLightDef>();
lightDef->name = m_memory.Dup(assetName.c_str());
AssetRegistration<AssetLightDef> registration(assetName, lightDef);
int8_t attenuationSamplerState;
file.m_stream->read(reinterpret_cast<char*>(&attenuationSamplerState), sizeof(int8_t));
std::string attenuationName = "";
unsigned char letter;
file.m_stream->read(reinterpret_cast<char*>(&letter), sizeof(int8_t));
while (letter != '\0')
{
attenuationName += letter;
file.m_stream->read(reinterpret_cast<char*>(&letter), sizeof(int8_t));
}
auto* attenuationImageDependency = context.LoadDependency<AssetImage>(attenuationName);
if (!attenuationImageDependency)
{
con::error("Could not load GfxLightDef \"{}\" due to missing attenuation image \"{}\"", assetName, attenuationName);
return AssetCreationResult::Failure();
}
registration.AddDependency(attenuationImageDependency);
int8_t cucolorisSamplerState;
file.m_stream->read(reinterpret_cast<char*>(&cucolorisSamplerState), sizeof(int8_t));
std::string cucolorisName = "";
file.m_stream->read(reinterpret_cast<char*>(&letter), sizeof(int8_t));
while (letter != '\0')
{
cucolorisName += letter;
file.m_stream->read(reinterpret_cast<char*>(&cucolorisName), sizeof(int8_t));
}
auto* cucolorisImageDependency = context.LoadDependency<AssetImage>(cucolorisName);
if (!cucolorisImageDependency)
{
con::error("Could not load GfxLightDef \"{}\" due to missing cucoloris image \"{}\"", assetName, cucolorisName);
return AssetCreationResult::Failure();
}
registration.AddDependency(cucolorisImageDependency);
int8_t lmapLookupStart;
file.m_stream->read(reinterpret_cast<char*>(&lmapLookupStart), sizeof(int8_t));
lightDef->attenuation.samplerState = attenuationSamplerState;
lightDef->attenuation.image = attenuationImageDependency->Asset();
lightDef->cucoloris.samplerState = cucolorisSamplerState;
lightDef->cucoloris.image = cucolorisImageDependency->Asset();
lightDef->lmapLookupStart = static_cast<int>(static_cast<uint8_t>(lmapLookupStart));
return AssetCreationResult::Success(context.AddAsset(std::move(registration)));
}
private:
MemoryManager& m_memory;
ISearchPath& m_search_path;
};
} // namespace
namespace light_def
{
std::unique_ptr<AssetCreator<AssetLightDef>> CreateLoaderIW5(MemoryManager& memory, ISearchPath& searchPath)
{
return std::make_unique<LoaderLightDef>(memory, searchPath);
}
} // namespace light_def
@@ -0,0 +1,13 @@
#pragma once
#include "Asset/IAssetCreator.h"
#include "Game/IW5/IW5.h"
#include "SearchPath/ISearchPath.h"
#include "Utils/MemoryManager.h"
#include <memory>
namespace light_def
{
std::unique_ptr<AssetCreator<IW5::AssetLightDef>> CreateLoaderIW5(MemoryManager& memory, ISearchPath& searchPath);
} // namespace light_def
+2 -1
View File
@@ -10,6 +10,7 @@
#include "Game/IW5/Techset/VertexShaderLoaderIW5.h"
#include "Game/IW5/XModel/LoaderXModelIW5.h"
#include "Leaderboard/LoaderLeaderboardIW5.h"
#include "LightDef/LightDefLoaderIW5.h"
#include "Localize/LoaderLocalizeIW5.h"
#include "Material/LoaderMaterialIW5.h"
#include "Menu/LoaderMenuListIW5.h"
@@ -151,7 +152,7 @@ namespace
// collection.AddAssetCreator(std::make_unique<AssetLoaderMapEnts>(memory));
// collection.AddAssetCreator(std::make_unique<AssetLoaderFxWorld>(memory));
// collection.AddAssetCreator(std::make_unique<AssetLoaderGfxWorld>(memory));
// collection.AddAssetCreator(std::make_unique<AssetLoaderLightDef>(memory));
collection.AddAssetCreator(light_def::CreateLoaderIW5(memory, searchPath));
// collection.AddAssetCreator(std::make_unique<AssetLoaderFont>(memory));
collection.AddAssetCreator(menu::CreateMenuListLoaderIW5(memory, searchPath));
// collection.AddAssetCreator(std::make_unique<AssetLoaderMenu>(memory));
@@ -0,0 +1,31 @@
#include "LightDefDumperIW5.h"
#include "LightDef/LightDefCommon.h"
using namespace IW5;
namespace light_def
{
void DumperIW5::DumpAsset(AssetDumpingContext& context, const XAssetInfo<AssetLightDef::Type>& asset)
{
const auto* lightDef = asset.Asset();
const auto assetFile = context.OpenAssetFile(GetFileNameForAsset(asset.m_name));
if (!assetFile || lightDef->attenuation.image == nullptr || lightDef->attenuation.image->name == nullptr || lightDef->cucoloris.image == nullptr
|| lightDef->cucoloris.image->name == nullptr)
return;
auto& stream = *assetFile;
const auto* attenuationImageName = lightDef->attenuation.image->name;
if (attenuationImageName[0] == ',')
attenuationImageName = &attenuationImageName[1];
const auto* cucolorisImageName = lightDef->cucoloris.image->name;
if (cucolorisImageName[0] == ',')
cucolorisImageName = &cucolorisImageName[1];
stream << lightDef->attenuation.samplerState << attenuationImageName << '\0' << lightDef->cucoloris.samplerState << cucolorisImageName
<< static_cast<char>(lightDef->lmapLookupStart);
}
} // namespace light_def
@@ -0,0 +1,13 @@
#pragma once
#include "Dumping/AbstractAssetDumper.h"
#include "Game/IW5/IW5.h"
namespace light_def
{
class DumperIW5 final : public AbstractAssetDumper<IW5::AssetLightDef>
{
protected:
void DumpAsset(AssetDumpingContext& context, const XAssetInfo<IW5::AssetLightDef::Type>& asset) override;
};
} // namespace light_def
+2 -1
View File
@@ -7,6 +7,7 @@
#include "Game/IW5/XModel/XModelDumperIW5.h"
#include "Image/ImageDumperIW5.h"
#include "Leaderboard/LeaderboardJsonDumperIW5.h"
#include "LightDef/LightDefDumperIW5.h"
#include "Localize/LocalizeDumperIW5.h"
#include "Maps/AddonMapEntsDumperIW5.h"
#include "Menu/MenuDumperIW5.h"
@@ -51,7 +52,7 @@ void ObjWriter::RegisterAssetDumpers(AssetDumpingContext& context)
// REGISTER_DUMPER(AssetDumperMapEnts)
// REGISTER_DUMPER(AssetDumperFxWorld)
// REGISTER_DUMPER(AssetDumperGfxWorld)
// REGISTER_DUMPER(AssetDumperGfxLightDef)
RegisterAssetDumper(std::make_unique<light_def::DumperIW5>());
// REGISTER_DUMPER(AssetDumperFont_s)
RegisterAssetDumper(std::make_unique<menu::MenuListDumperIW5>());
RegisterAssetDumper(std::make_unique<menu::MenuDumperIW5>());