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Merge pull request #143 from Laupetin/feature/t6-weapon-camo-loading
feat: loading t6 weapon camo
This commit is contained in:
commit
3cbdd5b735
@ -6666,6 +6666,13 @@ namespace T6
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const char* flameCooldownSound;
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const char* flameCooldownSound;
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};
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};
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enum WeaponCamoMaterialFlags
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{
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WCM_REPLACE_COLOR = 0x1,
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WCM_REPLACE_NORMAL = 0x2,
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WCM_REPLACE_SPECULAR = 0x4,
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};
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struct WeaponCamoMaterial
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struct WeaponCamoMaterial
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{
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{
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uint16_t replaceFlags;
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uint16_t replaceFlags;
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@ -23,16 +23,30 @@ namespace T6
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NLOHMANN_DEFINE_TYPE_NON_INTRUSIVE(JsonWeaponCamoSet, solidCamoImage, patternCamoImage, patternOffset, patternScale);
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NLOHMANN_DEFINE_TYPE_NON_INTRUSIVE(JsonWeaponCamoSet, solidCamoImage, patternCamoImage, patternOffset, patternScale);
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class JsonWeaponCamoMaterialOverride
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{
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public:
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std::string baseMaterial;
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std::string camoMaterial;
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};
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NLOHMANN_DEFINE_TYPE_NON_INTRUSIVE(JsonWeaponCamoMaterialOverride, baseMaterial, camoMaterial);
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constexpr auto SHADER_CONST_COUNT = 8;
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class JsonWeaponCamoMaterial
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class JsonWeaponCamoMaterial
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{
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{
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public:
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public:
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unsigned replaceFlags;
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bool useColorMap;
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std::vector<std::string> baseMaterials;
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bool useNormalMap;
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std::vector<std::string> camoMaterials;
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bool useSpecularMap;
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std::array<float, 8> shaderConsts;
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std::vector<JsonWeaponCamoMaterialOverride> materialOverrides;
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std::array<float, SHADER_CONST_COUNT> shaderConsts;
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};
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};
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NLOHMANN_DEFINE_TYPE_NON_INTRUSIVE(JsonWeaponCamoMaterial, replaceFlags, baseMaterials, camoMaterials, shaderConsts);
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static_assert(SHADER_CONST_COUNT == std::extent_v<decltype(WeaponCamoMaterial::shaderConsts)>);
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NLOHMANN_DEFINE_TYPE_NON_INTRUSIVE(JsonWeaponCamoMaterial, useColorMap, useNormalMap, useSpecularMap, materialOverrides, shaderConsts);
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class JsonWeaponCamoMaterialSet
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class JsonWeaponCamoMaterialSet
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{
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{
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@ -0,0 +1,46 @@
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#include "AssetLoaderWeaponCamo.h"
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#include "Game/T6/T6.h"
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#include "Game/T6/WeaponCamo/JsonWeaponCamoLoader.h"
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#include "Pool/GlobalAssetPool.h"
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#include <cstring>
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#include <format>
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#include <iostream>
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using namespace T6;
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void* AssetLoaderWeaponCamo::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
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{
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auto* weaponCamo = memory->Create<WeaponCamo>();
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memset(weaponCamo, 0, sizeof(WeaponCamo));
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weaponCamo->name = memory->Dup(assetName.c_str());
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return weaponCamo;
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}
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bool AssetLoaderWeaponCamo::CanLoadFromRaw() const
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{
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return true;
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}
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bool AssetLoaderWeaponCamo::LoadFromRaw(
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const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const
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{
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const auto fileName = std::format("camo/{}.json", assetName);
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const auto file = searchPath->Open(fileName);
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if (!file.IsOpen())
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return false;
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auto* weaponCamo = static_cast<WeaponCamo*>(memory->Alloc(sizeof(WeaponCamo)));
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memset(weaponCamo, 0, sizeof(WeaponCamo));
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weaponCamo->name = memory->Dup(assetName.c_str());
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std::vector<XAssetInfoGeneric*> dependencies;
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if (LoadWeaponCamoAsJson(*file.m_stream, *weaponCamo, memory, manager, dependencies))
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manager->AddAsset(ASSET_TYPE_WEAPON_CAMO, assetName, weaponCamo, std::move(dependencies));
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else
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std::cerr << "Failed to load weapon camo \"" << assetName << "\"\n";
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return true;
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}
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17
src/ObjLoading/Game/T6/AssetLoaders/AssetLoaderWeaponCamo.h
Normal file
17
src/ObjLoading/Game/T6/AssetLoaders/AssetLoaderWeaponCamo.h
Normal file
@ -0,0 +1,17 @@
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#pragma once
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#include "AssetLoading/BasicAssetLoader.h"
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#include "AssetLoading/IAssetLoadingManager.h"
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#include "Game/T6/T6.h"
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#include "SearchPath/ISearchPath.h"
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namespace T6
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{
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class AssetLoaderWeaponCamo final : public BasicAssetLoader<ASSET_TYPE_WEAPON_CAMO, WeaponCamo>
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{
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public:
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_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
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_NODISCARD bool CanLoadFromRaw() const override;
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bool
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LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const override;
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};
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} // namespace T6
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@ -4,13 +4,13 @@
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#include "Game/T6/Json/JsonMaterial.h"
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#include "Game/T6/Json/JsonMaterial.h"
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#include <format>
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#include <format>
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#include <iomanip>
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#include <iostream>
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#include <iostream>
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#include <nlohmann/json.hpp>
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#include <nlohmann/json.hpp>
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using namespace nlohmann;
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using namespace nlohmann;
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using namespace T6;
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namespace T6
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namespace
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{
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{
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class JsonLoader
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class JsonLoader
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{
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{
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@ -362,7 +362,10 @@ namespace T6
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IAssetLoadingManager& m_manager;
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IAssetLoadingManager& m_manager;
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std::vector<XAssetInfoGeneric*>& m_dependencies;
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std::vector<XAssetInfoGeneric*>& m_dependencies;
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};
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};
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} // namespace
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namespace T6
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{
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bool LoadMaterialAsJson(
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bool LoadMaterialAsJson(
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std::istream& stream, Material& material, MemoryManager* memory, IAssetLoadingManager* manager, std::vector<XAssetInfoGeneric*>& dependencies)
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std::istream& stream, Material& material, MemoryManager* memory, IAssetLoadingManager* manager, std::vector<XAssetInfoGeneric*>& dependencies)
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{
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{
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@ -17,6 +17,7 @@
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#include "AssetLoaders/AssetLoaderWeapon.h"
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#include "AssetLoaders/AssetLoaderWeapon.h"
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#include "AssetLoaders/AssetLoaderWeaponAttachment.h"
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#include "AssetLoaders/AssetLoaderWeaponAttachment.h"
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#include "AssetLoaders/AssetLoaderWeaponAttachmentUnique.h"
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#include "AssetLoaders/AssetLoaderWeaponAttachmentUnique.h"
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#include "AssetLoaders/AssetLoaderWeaponCamo.h"
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#include "AssetLoaders/AssetLoaderZBarrier.h"
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#include "AssetLoaders/AssetLoaderZBarrier.h"
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#include "AssetLoading/AssetLoadingManager.h"
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#include "AssetLoading/AssetLoadingManager.h"
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#include "Game/T6/CommonT6.h"
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#include "Game/T6/CommonT6.h"
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@ -72,7 +73,7 @@ namespace T6
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REGISTER_ASSET_LOADER(AssetLoaderWeapon)
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REGISTER_ASSET_LOADER(AssetLoaderWeapon)
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REGISTER_ASSET_LOADER(AssetLoaderWeaponAttachment)
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REGISTER_ASSET_LOADER(AssetLoaderWeaponAttachment)
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REGISTER_ASSET_LOADER(AssetLoaderWeaponAttachmentUnique)
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REGISTER_ASSET_LOADER(AssetLoaderWeaponAttachmentUnique)
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_WEAPON_CAMO, WeaponCamo))
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REGISTER_ASSET_LOADER(AssetLoaderWeaponCamo)
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_SNDDRIVER_GLOBALS, SndDriverGlobals))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_SNDDRIVER_GLOBALS, SndDriverGlobals))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_FX, FxEffectDef))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_FX, FxEffectDef))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_IMPACT_FX, FxImpactTable))
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REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_IMPACT_FX, FxImpactTable))
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248
src/ObjLoading/Game/T6/WeaponCamo/JsonWeaponCamoLoader.cpp
Normal file
248
src/ObjLoading/Game/T6/WeaponCamo/JsonWeaponCamoLoader.cpp
Normal file
@ -0,0 +1,248 @@
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#include "JsonWeaponCamoLoader.h"
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#include "Game/T6/CommonT6.h"
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#include "Game/T6/Json/JsonWeaponCamo.h"
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#include <format>
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#include <iostream>
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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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{
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class JsonLoader
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{
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public:
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JsonLoader(std::istream& stream, MemoryManager& memory, IAssetLoadingManager& manager, std::vector<XAssetInfoGeneric*>& dependencies)
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: m_stream(stream),
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m_memory(memory),
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m_manager(manager),
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m_dependencies(dependencies)
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{
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}
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bool Load(WeaponCamo& weaponCamo) const
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{
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const auto jRoot = json::parse(m_stream);
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std::string type;
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unsigned version;
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jRoot.at("_type").get_to(type);
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jRoot.at("_version").get_to(version);
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if (type != "weaponCamo" || version != 1u)
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{
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std::cerr << "Tried to load weapon camo \"" << weaponCamo.name << "\" but did not find expected type weaponCamo of version 1\n";
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return false;
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}
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const auto jWeaponCamo = jRoot.get<JsonWeaponCamo>();
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return CreateWeaponCamoFromJson(jWeaponCamo, weaponCamo);
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}
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private:
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static void PrintError(const WeaponCamo& weaponCamo, const std::string& message)
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{
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std::cerr << "Cannot load weapon camo \"" << weaponCamo.name << "\": " << message << "\n";
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}
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bool CreateWeaponCamoSetFromJson(const JsonWeaponCamoSet& jWeaponCamoSet, WeaponCamoSet& weaponCamoSet, const WeaponCamo& weaponCamo) const
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{
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if (jWeaponCamoSet.solidCamoImage)
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{
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auto* image = static_cast<XAssetInfo<GfxImage>*>(m_manager.LoadDependency(ASSET_TYPE_IMAGE, jWeaponCamoSet.solidCamoImage.value()));
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if (!image)
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{
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PrintError(weaponCamo, "Could not find solidCamoImage");
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return false;
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}
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m_dependencies.push_back(image);
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weaponCamoSet.solidCamoImage = image->Asset();
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}
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if (jWeaponCamoSet.patternCamoImage)
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{
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auto* image = static_cast<XAssetInfo<GfxImage>*>(m_manager.LoadDependency(ASSET_TYPE_IMAGE, jWeaponCamoSet.patternCamoImage.value()));
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if (!image)
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{
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PrintError(weaponCamo, "Could not find patternCamoImage");
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return false;
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}
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m_dependencies.push_back(image);
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weaponCamoSet.patternCamoImage = image->Asset();
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}
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weaponCamoSet.patternOffset.x = jWeaponCamoSet.patternOffset.x;
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weaponCamoSet.patternOffset.y = jWeaponCamoSet.patternOffset.y;
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weaponCamoSet.patternScale = jWeaponCamoSet.patternScale;
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|
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return true;
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|
}
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|
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|
bool CreateWeaponCamoMaterialFromJson(const JsonWeaponCamoMaterial& jWeaponCamoMaterial,
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WeaponCamoMaterial& weaponCamoMaterial,
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const WeaponCamo& weaponCamo) const
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|
{
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if (jWeaponCamoMaterial.useColorMap)
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|
weaponCamoMaterial.replaceFlags |= WCM_REPLACE_COLOR;
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|
if (jWeaponCamoMaterial.useNormalMap)
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|
weaponCamoMaterial.replaceFlags |= WCM_REPLACE_NORMAL;
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|
if (jWeaponCamoMaterial.useSpecularMap)
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|
weaponCamoMaterial.replaceFlags |= WCM_REPLACE_SPECULAR;
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|
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|
weaponCamoMaterial.numBaseMaterials = static_cast<uint16_t>(jWeaponCamoMaterial.materialOverrides.size());
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|
if (!jWeaponCamoMaterial.materialOverrides.empty())
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|
{
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|
weaponCamoMaterial.baseMaterials = static_cast<Material**>(m_memory.Alloc(sizeof(Material*) * weaponCamoMaterial.numBaseMaterials));
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|
weaponCamoMaterial.camoMaterials = static_cast<Material**>(m_memory.Alloc(sizeof(Material*) * weaponCamoMaterial.numBaseMaterials));
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|
memset(weaponCamoMaterial.baseMaterials, 0, sizeof(Material*) * weaponCamoMaterial.numBaseMaterials);
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|
memset(weaponCamoMaterial.camoMaterials, 0, sizeof(Material*) * weaponCamoMaterial.numBaseMaterials);
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|
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|
for (auto i = 0u; i < weaponCamoMaterial.numBaseMaterials; i++)
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|
{
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|
const auto& materialOverride = jWeaponCamoMaterial.materialOverrides[i];
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|
auto* baseMaterial = static_cast<XAssetInfo<Material>*>(m_manager.LoadDependency(ASSET_TYPE_MATERIAL, materialOverride.baseMaterial));
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|
auto* camoMaterial = static_cast<XAssetInfo<Material>*>(m_manager.LoadDependency(ASSET_TYPE_MATERIAL, materialOverride.camoMaterial));
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|
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|
if (!baseMaterial)
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|
{
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|
PrintError(weaponCamo, "Could not find baseMaterial");
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|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!camoMaterial)
|
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|
{
|
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|
PrintError(weaponCamo, "Could not find camoMaterial");
|
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|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
m_dependencies.push_back(baseMaterial);
|
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|
m_dependencies.push_back(camoMaterial);
|
||||||
|
|
||||||
|
weaponCamoMaterial.baseMaterials[i] = baseMaterial->Asset();
|
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|
weaponCamoMaterial.camoMaterials[i] = camoMaterial->Asset();
|
||||||
|
}
|
||||||
|
}
|
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|
else
|
||||||
|
{
|
||||||
|
weaponCamoMaterial.baseMaterials = nullptr;
|
||||||
|
weaponCamoMaterial.camoMaterials = nullptr;
|
||||||
|
}
|
||||||
|
|
||||||
|
for (auto i = 0u; i < std::extent_v<decltype(WeaponCamoMaterial::shaderConsts)>; i++)
|
||||||
|
weaponCamoMaterial.shaderConsts[i] = jWeaponCamoMaterial.shaderConsts[i];
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
bool CreateWeaponCamoMaterialSetFromJson(const JsonWeaponCamoMaterialSet& jWeaponCamoMaterialSet,
|
||||||
|
WeaponCamoMaterialSet& weaponCamoMaterialSet,
|
||||||
|
const WeaponCamo& weaponCamo) const
|
||||||
|
{
|
||||||
|
if (!jWeaponCamoMaterialSet.materials.empty())
|
||||||
|
{
|
||||||
|
weaponCamoMaterialSet.numMaterials = jWeaponCamoMaterialSet.materials.size();
|
||||||
|
weaponCamoMaterialSet.materials =
|
||||||
|
static_cast<WeaponCamoMaterial*>(m_memory.Alloc(sizeof(WeaponCamoMaterial) * weaponCamoMaterialSet.numMaterials));
|
||||||
|
memset(weaponCamoMaterialSet.materials, 0, sizeof(WeaponCamoMaterial) * weaponCamoMaterialSet.numMaterials);
|
||||||
|
|
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|
for (auto i = 0u; i < weaponCamoMaterialSet.numMaterials; i++)
|
||||||
|
{
|
||||||
|
if (!CreateWeaponCamoMaterialFromJson(jWeaponCamoMaterialSet.materials[i], weaponCamoMaterialSet.materials[i], weaponCamo))
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
weaponCamoMaterialSet.numMaterials = 0;
|
||||||
|
weaponCamoMaterialSet.materials = nullptr;
|
||||||
|
}
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
bool CreateWeaponCamoFromJson(const JsonWeaponCamo& jWeaponCamo, WeaponCamo& weaponCamo) const
|
||||||
|
{
|
||||||
|
if (jWeaponCamo.solidBaseImage)
|
||||||
|
{
|
||||||
|
auto* image = static_cast<XAssetInfo<GfxImage>*>(m_manager.LoadDependency(ASSET_TYPE_IMAGE, jWeaponCamo.solidBaseImage.value()));
|
||||||
|
if (!image)
|
||||||
|
{
|
||||||
|
PrintError(weaponCamo, "Could not find solidBaseImage");
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
m_dependencies.push_back(image);
|
||||||
|
weaponCamo.solidBaseImage = image->Asset();
|
||||||
|
}
|
||||||
|
|
||||||
|
if (jWeaponCamo.patternBaseImage)
|
||||||
|
{
|
||||||
|
auto* image = static_cast<XAssetInfo<GfxImage>*>(m_manager.LoadDependency(ASSET_TYPE_IMAGE, jWeaponCamo.patternBaseImage.value()));
|
||||||
|
if (!image)
|
||||||
|
{
|
||||||
|
PrintError(weaponCamo, "Could not find patternBaseImage");
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
m_dependencies.push_back(image);
|
||||||
|
weaponCamo.patternBaseImage = image->Asset();
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!jWeaponCamo.camoSets.empty())
|
||||||
|
{
|
||||||
|
weaponCamo.numCamoSets = jWeaponCamo.camoSets.size();
|
||||||
|
weaponCamo.camoSets = static_cast<WeaponCamoSet*>(m_memory.Alloc(sizeof(WeaponCamoSet) * weaponCamo.numCamoSets));
|
||||||
|
memset(weaponCamo.camoSets, 0, sizeof(WeaponCamoSet) * weaponCamo.numCamoSets);
|
||||||
|
|
||||||
|
for (auto i = 0u; i < weaponCamo.numCamoSets; i++)
|
||||||
|
{
|
||||||
|
if (!CreateWeaponCamoSetFromJson(jWeaponCamo.camoSets[i], weaponCamo.camoSets[i], weaponCamo))
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
weaponCamo.numCamoSets = 0;
|
||||||
|
weaponCamo.camoSets = nullptr;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!jWeaponCamo.camoMaterials.empty())
|
||||||
|
{
|
||||||
|
weaponCamo.numCamoMaterials = jWeaponCamo.camoMaterials.size();
|
||||||
|
weaponCamo.camoMaterials = static_cast<WeaponCamoMaterialSet*>(m_memory.Alloc(sizeof(WeaponCamoMaterialSet) * weaponCamo.numCamoMaterials));
|
||||||
|
memset(weaponCamo.camoMaterials, 0, sizeof(WeaponCamoMaterialSet) * weaponCamo.numCamoMaterials);
|
||||||
|
|
||||||
|
for (auto i = 0u; i < weaponCamo.numCamoMaterials; i++)
|
||||||
|
{
|
||||||
|
if (!CreateWeaponCamoMaterialSetFromJson(jWeaponCamo.camoMaterials[i], weaponCamo.camoMaterials[i], weaponCamo))
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
weaponCamo.numCamoMaterials = 0;
|
||||||
|
weaponCamo.camoMaterials = nullptr;
|
||||||
|
}
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
std::istream& m_stream;
|
||||||
|
MemoryManager& m_memory;
|
||||||
|
IAssetLoadingManager& m_manager;
|
||||||
|
std::vector<XAssetInfoGeneric*>& m_dependencies;
|
||||||
|
};
|
||||||
|
} // namespace
|
||||||
|
|
||||||
|
namespace T6
|
||||||
|
{
|
||||||
|
bool LoadWeaponCamoAsJson(
|
||||||
|
std::istream& stream, WeaponCamo& weaponCamo, MemoryManager* memory, IAssetLoadingManager* manager, std::vector<XAssetInfoGeneric*>& dependencies)
|
||||||
|
{
|
||||||
|
const JsonLoader loader(stream, *memory, *manager, dependencies);
|
||||||
|
|
||||||
|
return loader.Load(weaponCamo);
|
||||||
|
}
|
||||||
|
} // namespace T6
|
13
src/ObjLoading/Game/T6/WeaponCamo/JsonWeaponCamoLoader.h
Normal file
13
src/ObjLoading/Game/T6/WeaponCamo/JsonWeaponCamoLoader.h
Normal file
@ -0,0 +1,13 @@
|
|||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include "AssetLoading/IAssetLoadingManager.h"
|
||||||
|
#include "Game/T6/T6.h"
|
||||||
|
#include "Utils/MemoryManager.h"
|
||||||
|
|
||||||
|
#include <istream>
|
||||||
|
|
||||||
|
namespace T6
|
||||||
|
{
|
||||||
|
bool LoadWeaponCamoAsJson(
|
||||||
|
std::istream& stream, WeaponCamo& weaponCamo, MemoryManager* memory, IAssetLoadingManager* manager, std::vector<XAssetInfoGeneric*>& dependencies);
|
||||||
|
} // namespace T6
|
@ -55,20 +55,17 @@ namespace
|
|||||||
|
|
||||||
static void CreateJsonWeaponCamoMaterial(JsonWeaponCamoMaterial& jWeaponCamoMaterial, const WeaponCamoMaterial& weaponCamoMaterial)
|
static void CreateJsonWeaponCamoMaterial(JsonWeaponCamoMaterial& jWeaponCamoMaterial, const WeaponCamoMaterial& weaponCamoMaterial)
|
||||||
{
|
{
|
||||||
jWeaponCamoMaterial.replaceFlags = weaponCamoMaterial.replaceFlags;
|
jWeaponCamoMaterial.useColorMap = weaponCamoMaterial.replaceFlags & WCM_REPLACE_COLOR;
|
||||||
|
jWeaponCamoMaterial.useNormalMap = weaponCamoMaterial.replaceFlags & WCM_REPLACE_NORMAL;
|
||||||
|
jWeaponCamoMaterial.useSpecularMap = weaponCamoMaterial.replaceFlags & WCM_REPLACE_SPECULAR;
|
||||||
|
|
||||||
jWeaponCamoMaterial.baseMaterials.resize(weaponCamoMaterial.numBaseMaterials);
|
jWeaponCamoMaterial.materialOverrides.resize(weaponCamoMaterial.numBaseMaterials);
|
||||||
for (auto i = 0u; i < weaponCamoMaterial.numBaseMaterials; i++)
|
for (auto i = 0u; i < weaponCamoMaterial.numBaseMaterials; i++)
|
||||||
{
|
{
|
||||||
if (weaponCamoMaterial.baseMaterials[i] && weaponCamoMaterial.baseMaterials[i]->info.name)
|
if (weaponCamoMaterial.baseMaterials[i] && weaponCamoMaterial.baseMaterials[i]->info.name)
|
||||||
jWeaponCamoMaterial.baseMaterials[i] = AssetName(weaponCamoMaterial.baseMaterials[i]->info.name);
|
jWeaponCamoMaterial.materialOverrides[i].baseMaterial = AssetName(weaponCamoMaterial.baseMaterials[i]->info.name);
|
||||||
}
|
|
||||||
|
|
||||||
jWeaponCamoMaterial.camoMaterials.resize(weaponCamoMaterial.numBaseMaterials);
|
|
||||||
for (auto i = 0u; i < weaponCamoMaterial.numBaseMaterials; i++)
|
|
||||||
{
|
|
||||||
if (weaponCamoMaterial.camoMaterials[i] && weaponCamoMaterial.camoMaterials[i]->info.name)
|
if (weaponCamoMaterial.camoMaterials[i] && weaponCamoMaterial.camoMaterials[i]->info.name)
|
||||||
jWeaponCamoMaterial.camoMaterials[i] = AssetName(weaponCamoMaterial.camoMaterials[i]->info.name);
|
jWeaponCamoMaterial.materialOverrides[i].camoMaterial = AssetName(weaponCamoMaterial.camoMaterials[i]->info.name);
|
||||||
}
|
}
|
||||||
|
|
||||||
for (auto i = 0u; i < std::extent_v<decltype(WeaponCamoMaterial::shaderConsts)>; i++)
|
for (auto i = 0u; i < std::extent_v<decltype(WeaponCamoMaterial::shaderConsts)>; i++)
|
||||||
|
Loading…
x
Reference in New Issue
Block a user