Merge pull request #143 from Laupetin/feature/t6-weapon-camo-loading

feat: loading t6 weapon camo
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Jan 2024-03-24 17:14:38 +01:00 committed by GitHub
commit 3cbdd5b735
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9 changed files with 363 additions and 17 deletions

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@ -6666,6 +6666,13 @@ namespace T6
const char* flameCooldownSound; const char* flameCooldownSound;
}; };
enum WeaponCamoMaterialFlags
{
WCM_REPLACE_COLOR = 0x1,
WCM_REPLACE_NORMAL = 0x2,
WCM_REPLACE_SPECULAR = 0x4,
};
struct WeaponCamoMaterial struct WeaponCamoMaterial
{ {
uint16_t replaceFlags; uint16_t replaceFlags;

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@ -23,16 +23,30 @@ namespace T6
NLOHMANN_DEFINE_TYPE_NON_INTRUSIVE(JsonWeaponCamoSet, solidCamoImage, patternCamoImage, patternOffset, patternScale); NLOHMANN_DEFINE_TYPE_NON_INTRUSIVE(JsonWeaponCamoSet, solidCamoImage, patternCamoImage, patternOffset, patternScale);
class JsonWeaponCamoMaterialOverride
{
public:
std::string baseMaterial;
std::string camoMaterial;
};
NLOHMANN_DEFINE_TYPE_NON_INTRUSIVE(JsonWeaponCamoMaterialOverride, baseMaterial, camoMaterial);
constexpr auto SHADER_CONST_COUNT = 8;
class JsonWeaponCamoMaterial class JsonWeaponCamoMaterial
{ {
public: public:
unsigned replaceFlags; bool useColorMap;
std::vector<std::string> baseMaterials; bool useNormalMap;
std::vector<std::string> camoMaterials; bool useSpecularMap;
std::array<float, 8> shaderConsts; std::vector<JsonWeaponCamoMaterialOverride> materialOverrides;
std::array<float, SHADER_CONST_COUNT> shaderConsts;
}; };
NLOHMANN_DEFINE_TYPE_NON_INTRUSIVE(JsonWeaponCamoMaterial, replaceFlags, baseMaterials, camoMaterials, shaderConsts); static_assert(SHADER_CONST_COUNT == std::extent_v<decltype(WeaponCamoMaterial::shaderConsts)>);
NLOHMANN_DEFINE_TYPE_NON_INTRUSIVE(JsonWeaponCamoMaterial, useColorMap, useNormalMap, useSpecularMap, materialOverrides, shaderConsts);
class JsonWeaponCamoMaterialSet class JsonWeaponCamoMaterialSet
{ {

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@ -0,0 +1,46 @@
#include "AssetLoaderWeaponCamo.h"
#include "Game/T6/T6.h"
#include "Game/T6/WeaponCamo/JsonWeaponCamoLoader.h"
#include "Pool/GlobalAssetPool.h"
#include <cstring>
#include <format>
#include <iostream>
using namespace T6;
void* AssetLoaderWeaponCamo::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
{
auto* weaponCamo = memory->Create<WeaponCamo>();
memset(weaponCamo, 0, sizeof(WeaponCamo));
weaponCamo->name = memory->Dup(assetName.c_str());
return weaponCamo;
}
bool AssetLoaderWeaponCamo::CanLoadFromRaw() const
{
return true;
}
bool AssetLoaderWeaponCamo::LoadFromRaw(
const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const
{
const auto fileName = std::format("camo/{}.json", assetName);
const auto file = searchPath->Open(fileName);
if (!file.IsOpen())
return false;
auto* weaponCamo = static_cast<WeaponCamo*>(memory->Alloc(sizeof(WeaponCamo)));
memset(weaponCamo, 0, sizeof(WeaponCamo));
weaponCamo->name = memory->Dup(assetName.c_str());
std::vector<XAssetInfoGeneric*> dependencies;
if (LoadWeaponCamoAsJson(*file.m_stream, *weaponCamo, memory, manager, dependencies))
manager->AddAsset(ASSET_TYPE_WEAPON_CAMO, assetName, weaponCamo, std::move(dependencies));
else
std::cerr << "Failed to load weapon camo \"" << assetName << "\"\n";
return true;
}

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@ -0,0 +1,17 @@
#pragma once
#include "AssetLoading/BasicAssetLoader.h"
#include "AssetLoading/IAssetLoadingManager.h"
#include "Game/T6/T6.h"
#include "SearchPath/ISearchPath.h"
namespace T6
{
class AssetLoaderWeaponCamo final : public BasicAssetLoader<ASSET_TYPE_WEAPON_CAMO, WeaponCamo>
{
public:
_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
_NODISCARD bool CanLoadFromRaw() const override;
bool
LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const override;
};
} // namespace T6

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@ -4,13 +4,13 @@
#include "Game/T6/Json/JsonMaterial.h" #include "Game/T6/Json/JsonMaterial.h"
#include <format> #include <format>
#include <iomanip>
#include <iostream> #include <iostream>
#include <nlohmann/json.hpp> #include <nlohmann/json.hpp>
using namespace nlohmann; using namespace nlohmann;
using namespace T6;
namespace T6 namespace
{ {
class JsonLoader class JsonLoader
{ {
@ -362,7 +362,10 @@ namespace T6
IAssetLoadingManager& m_manager; IAssetLoadingManager& m_manager;
std::vector<XAssetInfoGeneric*>& m_dependencies; std::vector<XAssetInfoGeneric*>& m_dependencies;
}; };
} // namespace
namespace T6
{
bool LoadMaterialAsJson( bool LoadMaterialAsJson(
std::istream& stream, Material& material, MemoryManager* memory, IAssetLoadingManager* manager, std::vector<XAssetInfoGeneric*>& dependencies) std::istream& stream, Material& material, MemoryManager* memory, IAssetLoadingManager* manager, std::vector<XAssetInfoGeneric*>& dependencies)
{ {

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@ -17,6 +17,7 @@
#include "AssetLoaders/AssetLoaderWeapon.h" #include "AssetLoaders/AssetLoaderWeapon.h"
#include "AssetLoaders/AssetLoaderWeaponAttachment.h" #include "AssetLoaders/AssetLoaderWeaponAttachment.h"
#include "AssetLoaders/AssetLoaderWeaponAttachmentUnique.h" #include "AssetLoaders/AssetLoaderWeaponAttachmentUnique.h"
#include "AssetLoaders/AssetLoaderWeaponCamo.h"
#include "AssetLoaders/AssetLoaderZBarrier.h" #include "AssetLoaders/AssetLoaderZBarrier.h"
#include "AssetLoading/AssetLoadingManager.h" #include "AssetLoading/AssetLoadingManager.h"
#include "Game/T6/CommonT6.h" #include "Game/T6/CommonT6.h"
@ -72,7 +73,7 @@ namespace T6
REGISTER_ASSET_LOADER(AssetLoaderWeapon) REGISTER_ASSET_LOADER(AssetLoaderWeapon)
REGISTER_ASSET_LOADER(AssetLoaderWeaponAttachment) REGISTER_ASSET_LOADER(AssetLoaderWeaponAttachment)
REGISTER_ASSET_LOADER(AssetLoaderWeaponAttachmentUnique) REGISTER_ASSET_LOADER(AssetLoaderWeaponAttachmentUnique)
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_WEAPON_CAMO, WeaponCamo)) REGISTER_ASSET_LOADER(AssetLoaderWeaponCamo)
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_SNDDRIVER_GLOBALS, SndDriverGlobals)) REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_SNDDRIVER_GLOBALS, SndDriverGlobals))
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_FX, FxEffectDef)) REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_FX, FxEffectDef))
REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_IMPACT_FX, FxImpactTable)) REGISTER_ASSET_LOADER(BASIC_LOADER(ASSET_TYPE_IMPACT_FX, FxImpactTable))

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@ -0,0 +1,248 @@
#include "JsonWeaponCamoLoader.h"
#include "Game/T6/CommonT6.h"
#include "Game/T6/Json/JsonWeaponCamo.h"
#include <format>
#include <iostream>
#include <nlohmann/json.hpp>
using namespace nlohmann;
using namespace T6;
namespace
{
class JsonLoader
{
public:
JsonLoader(std::istream& stream, MemoryManager& memory, IAssetLoadingManager& manager, std::vector<XAssetInfoGeneric*>& dependencies)
: m_stream(stream),
m_memory(memory),
m_manager(manager),
m_dependencies(dependencies)
{
}
bool Load(WeaponCamo& weaponCamo) const
{
const auto jRoot = json::parse(m_stream);
std::string type;
unsigned version;
jRoot.at("_type").get_to(type);
jRoot.at("_version").get_to(version);
if (type != "weaponCamo" || version != 1u)
{
std::cerr << "Tried to load weapon camo \"" << weaponCamo.name << "\" but did not find expected type weaponCamo of version 1\n";
return false;
}
const auto jWeaponCamo = jRoot.get<JsonWeaponCamo>();
return CreateWeaponCamoFromJson(jWeaponCamo, weaponCamo);
}
private:
static void PrintError(const WeaponCamo& weaponCamo, const std::string& message)
{
std::cerr << "Cannot load weapon camo \"" << weaponCamo.name << "\": " << message << "\n";
}
bool CreateWeaponCamoSetFromJson(const JsonWeaponCamoSet& jWeaponCamoSet, WeaponCamoSet& weaponCamoSet, const WeaponCamo& weaponCamo) const
{
if (jWeaponCamoSet.solidCamoImage)
{
auto* image = static_cast<XAssetInfo<GfxImage>*>(m_manager.LoadDependency(ASSET_TYPE_IMAGE, jWeaponCamoSet.solidCamoImage.value()));
if (!image)
{
PrintError(weaponCamo, "Could not find solidCamoImage");
return false;
}
m_dependencies.push_back(image);
weaponCamoSet.solidCamoImage = image->Asset();
}
if (jWeaponCamoSet.patternCamoImage)
{
auto* image = static_cast<XAssetInfo<GfxImage>*>(m_manager.LoadDependency(ASSET_TYPE_IMAGE, jWeaponCamoSet.patternCamoImage.value()));
if (!image)
{
PrintError(weaponCamo, "Could not find patternCamoImage");
return false;
}
m_dependencies.push_back(image);
weaponCamoSet.patternCamoImage = image->Asset();
}
weaponCamoSet.patternOffset.x = jWeaponCamoSet.patternOffset.x;
weaponCamoSet.patternOffset.y = jWeaponCamoSet.patternOffset.y;
weaponCamoSet.patternScale = jWeaponCamoSet.patternScale;
return true;
}
bool CreateWeaponCamoMaterialFromJson(const JsonWeaponCamoMaterial& jWeaponCamoMaterial,
WeaponCamoMaterial& weaponCamoMaterial,
const WeaponCamo& weaponCamo) const
{
if (jWeaponCamoMaterial.useColorMap)
weaponCamoMaterial.replaceFlags |= WCM_REPLACE_COLOR;
if (jWeaponCamoMaterial.useNormalMap)
weaponCamoMaterial.replaceFlags |= WCM_REPLACE_NORMAL;
if (jWeaponCamoMaterial.useSpecularMap)
weaponCamoMaterial.replaceFlags |= WCM_REPLACE_SPECULAR;
weaponCamoMaterial.numBaseMaterials = static_cast<uint16_t>(jWeaponCamoMaterial.materialOverrides.size());
if (!jWeaponCamoMaterial.materialOverrides.empty())
{
weaponCamoMaterial.baseMaterials = static_cast<Material**>(m_memory.Alloc(sizeof(Material*) * weaponCamoMaterial.numBaseMaterials));
weaponCamoMaterial.camoMaterials = static_cast<Material**>(m_memory.Alloc(sizeof(Material*) * weaponCamoMaterial.numBaseMaterials));
memset(weaponCamoMaterial.baseMaterials, 0, sizeof(Material*) * weaponCamoMaterial.numBaseMaterials);
memset(weaponCamoMaterial.camoMaterials, 0, sizeof(Material*) * weaponCamoMaterial.numBaseMaterials);
for (auto i = 0u; i < weaponCamoMaterial.numBaseMaterials; i++)
{
const auto& materialOverride = jWeaponCamoMaterial.materialOverrides[i];
auto* baseMaterial = static_cast<XAssetInfo<Material>*>(m_manager.LoadDependency(ASSET_TYPE_MATERIAL, materialOverride.baseMaterial));
auto* camoMaterial = static_cast<XAssetInfo<Material>*>(m_manager.LoadDependency(ASSET_TYPE_MATERIAL, materialOverride.camoMaterial));
if (!baseMaterial)
{
PrintError(weaponCamo, "Could not find baseMaterial");
return false;
}
if (!camoMaterial)
{
PrintError(weaponCamo, "Could not find camoMaterial");
return false;
}
m_dependencies.push_back(baseMaterial);
m_dependencies.push_back(camoMaterial);
weaponCamoMaterial.baseMaterials[i] = baseMaterial->Asset();
weaponCamoMaterial.camoMaterials[i] = camoMaterial->Asset();
}
}
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);
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

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@ -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

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@ -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++)