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mirror of https://github.com/Laupetin/OpenAssetTools.git synced 2025-06-26 14:21:49 +00:00

chore: adjust asset creation process to use separated AssetCreators

This commit is contained in:
Jan
2024-12-13 23:28:28 +00:00
parent 63046f5681
commit 4f0a405bdc
46 changed files with 638 additions and 278 deletions

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@ -1,15 +0,0 @@
#include "ZoneCreatorIW3.h"
#include "Game/IW3/IW3.h"
using namespace IW3;
GameId ZoneCreator::GetGameId() const
{
return GameId::IW3;
}
asset_type_t ZoneCreator::GetImageAssetType() const
{
return ASSET_TYPE_IMAGE;
}

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@ -1,13 +0,0 @@
#pragma once
#include "ZoneCreation/ZoneCreator.h"
namespace IW3
{
class ZoneCreator final : public IZoneCreator
{
public:
[[nodiscard]] GameId GetGameId() const override;
[[nodiscard]] asset_type_t GetImageAssetType() const override;
};
} // namespace IW3

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@ -1,15 +0,0 @@
#include "ZoneCreatorIW4.h"
#include "Game/IW4/IW4.h"
using namespace IW4;
GameId ZoneCreator::GetGameId() const
{
return GameId::IW4;
}
asset_type_t ZoneCreator::GetImageAssetType() const
{
return ASSET_TYPE_IMAGE;
}

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@ -1,13 +0,0 @@
#pragma once
#include "ZoneCreation/ZoneCreator.h"
namespace IW4
{
class ZoneCreator final : public IZoneCreator
{
public:
[[nodiscard]] GameId GetGameId() const override;
[[nodiscard]] asset_type_t GetImageAssetType() const override;
};
} // namespace IW4

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@ -1,15 +0,0 @@
#include "ZoneCreatorIW5.h"
#include "Game/IW5/IW5.h"
using namespace IW5;
GameId ZoneCreator::GetGameId() const
{
return GameId::IW5;
}
asset_type_t ZoneCreator::GetImageAssetType() const
{
return ASSET_TYPE_IMAGE;
}

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@ -1,13 +0,0 @@
#pragma once
#include "ZoneCreation/ZoneCreator.h"
namespace IW5
{
class ZoneCreator final : public IZoneCreator
{
public:
[[nodiscard]] GameId GetGameId() const override;
[[nodiscard]] asset_type_t GetImageAssetType() const override;
};
} // namespace IW5

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@ -1,15 +0,0 @@
#include "ZoneCreatorT5.h"
#include "Game/T5/T5.h"
using namespace T5;
GameId ZoneCreator::GetGameId() const
{
return GameId::T5;
}
asset_type_t ZoneCreator::GetImageAssetType() const
{
return ASSET_TYPE_IMAGE;
}

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@ -1,13 +0,0 @@
#pragma once
#include "ZoneCreation/ZoneCreator.h"
namespace T5
{
class ZoneCreator final : public IZoneCreator
{
public:
[[nodiscard]] GameId GetGameId() const override;
[[nodiscard]] asset_type_t GetImageAssetType() const override;
};
} // namespace T5

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@ -1,69 +0,0 @@
#include "ZoneCreatorT6.h"
#include "Game/T6/CommonT6.h"
#include "Game/T6/T6.h"
#include "IObjLoader.h"
#include "ObjLoading.h"
#include <format>
#include <iostream>
using namespace T6;
GameId ZoneCreator::GetGameId() const
{
return GameId::T6;
}
asset_type_t ZoneCreator::GetImageAssetType() const
{
return ASSET_TYPE_IMAGE;
}
void ZoneCreator::HandleMetadata(Zone& zone, const ZoneCreationContext& context) const
{
std::vector<KeyValuePair> kvpList;
for (const auto& metaData : context.m_definition->m_properties.m_properties)
{
if (metaData.first.rfind("level.", 0) == 0)
{
const std::string strValue = metaData.first.substr(std::char_traits<char>::length("level."));
if (strValue.empty())
continue;
int keyHash;
if (strValue[0] == '@')
{
char* endPtr;
keyHash = strtol(&strValue[1], &endPtr, 16);
if (endPtr != &strValue[strValue.size()])
{
std::cerr << std::format("Could not parse metadata key \"{}\" as hash\n", metaData.first);
continue;
}
}
else
{
keyHash = Common::Com_HashKey(strValue.c_str(), 64);
}
KeyValuePair kvp{keyHash, Common::Com_HashKey(zone.m_name.c_str(), 64), zone.GetMemory()->Dup(metaData.second.c_str())};
kvpList.push_back(kvp);
}
}
if (!kvpList.empty())
{
auto* kvps = zone.GetMemory()->Create<KeyValuePairs>();
kvps->name = zone.GetMemory()->Dup(zone.m_name.c_str());
kvps->numVariables = static_cast<int>(kvpList.size());
kvps->keyValuePairs = zone.GetMemory()->Alloc<KeyValuePair>(kvpList.size());
for (auto i = 0u; i < kvpList.size(); i++)
kvps->keyValuePairs[i] = kvpList[i];
zone.m_pools->AddAsset(std::make_unique<XAssetInfo<KeyValuePairs>>(ASSET_TYPE_KEYVALUEPAIRS, zone.m_name, kvps));
}
}

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@ -1,16 +0,0 @@
#pragma once
#include "ZoneCreation/ZoneCreator.h"
namespace T6
{
class ZoneCreator final : public IZoneCreator
{
public:
[[nodiscard]] GameId GetGameId() const override;
[[nodiscard]] asset_type_t GetImageAssetType() const override;
protected:
void HandleMetadata(Zone& zone, const ZoneCreationContext& context) const override;
};
} // namespace T6

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@ -344,8 +344,7 @@ class LinkerImpl final : public Linker
if (!LoadGdtFilesFromZoneDefinition(context.m_gdt_files, zoneDefinition, &paths.m_gdt_paths.GetSearchPaths()))
return nullptr;
const auto* creator = IZoneCreator::GetCreatorForGame(zoneDefinition.m_game);
return creator->CreateZoneForDefinition(context);
return zone_creator::CreateZoneForDefinition(zoneDefinition.m_game, context);
}
bool WriteZoneToFile(const LinkerPathManager& paths, const std::string& projectName, Zone* zone) const
@ -390,41 +389,41 @@ class LinkerImpl final : public Linker
return result;
}
bool BuildIPak(const LinkerPathManager& paths, const std::string& projectName, const ZoneDefinition& zoneDefinition, SearchPaths& assetSearchPaths) const
{
const fs::path ipakFolderPath(paths.m_linker_paths->BuildOutputFolderPath(projectName, zoneDefinition.m_game));
auto ipakFilePath(ipakFolderPath);
ipakFilePath.append(std::format("{}.ipak", zoneDefinition.m_name));
// bool BuildIPak(const LinkerPathManager& paths, const std::string& projectName, const ZoneDefinition& zoneDefinition, SearchPaths& assetSearchPaths) const
// {
// const fs::path ipakFolderPath(paths.m_linker_paths->BuildOutputFolderPath(projectName, zoneDefinition.m_game));
// auto ipakFilePath(ipakFolderPath);
// ipakFilePath.append(std::format("{}.ipak", zoneDefinition.m_name));
fs::create_directories(ipakFolderPath);
// fs::create_directories(ipakFolderPath);
std::ofstream stream(ipakFilePath, std::fstream::out | std::fstream::binary);
if (!stream.is_open())
return false;
// std::ofstream stream(ipakFilePath, std::fstream::out | std::fstream::binary);
// if (!stream.is_open())
// return false;
const auto ipakWriter = IPakWriter::Create(stream, &assetSearchPaths);
const auto imageAssetType = IZoneCreator::GetCreatorForGame(zoneDefinition.m_game)->GetImageAssetType();
for (const auto& assetEntry : zoneDefinition.m_assets)
{
if (assetEntry.m_is_reference)
continue;
// const auto ipakWriter = IPakWriter::Create(stream, &assetSearchPaths);
// const auto imageAssetType = IZoneCreator::GetCreatorForGame(zoneDefinition.m_game)->GetImageAssetType();
// for (const auto& assetEntry : zoneDefinition.m_assets)
// {
// if (assetEntry.m_is_reference)
// continue;
if (assetEntry.m_asset_type == imageAssetType)
ipakWriter->AddImage(assetEntry.m_asset_name);
}
// if (assetEntry.m_asset_type == imageAssetType)
// ipakWriter->AddImage(assetEntry.m_asset_name);
// }
if (!ipakWriter->Write())
{
std::cerr << "Writing ipak failed.\n";
stream.close();
return false;
}
// if (!ipakWriter->Write())
// {
// std::cerr << "Writing ipak failed.\n";
// stream.close();
// return false;
// }
std::cout << std::format("Created ipak \"{}\"\n", ipakFilePath.string());
// std::cout << std::format("Created ipak \"{}\"\n", ipakFilePath.string());
stream.close();
return true;
}
// stream.close();
// return true;
// }
bool BuildProject(LinkerPathManager& paths, const std::string& projectName, const std::string& targetName) const
{

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@ -1,34 +1,11 @@
#include "ZoneCreator.h"
#include "AssetLoading/AssetLoadingContext.h"
#include "Game/IW3/ZoneCreatorIW3.h"
#include "Game/IW4/ZoneCreatorIW4.h"
#include "Game/IW5/ZoneCreatorIW5.h"
#include "Game/T5/ZoneCreatorT5.h"
#include "Game/T6/ZoneCreatorT6.h"
#include "IObjCompiler.h"
#include "IObjLoader.h"
#include <cassert>
const IZoneCreator* IZoneCreator::GetCreatorForGame(GameId game)
{
static const IZoneCreator* zoneCreators[static_cast<unsigned>(GameId::COUNT)]{
new IW3::ZoneCreator(),
new IW4::ZoneCreator(),
new IW5::ZoneCreator(),
new T5::ZoneCreator(),
new T6::ZoneCreator(),
};
static_assert(std::extent_v<decltype(zoneCreators)> == static_cast<unsigned>(GameId::COUNT));
assert(static_cast<unsigned>(game) < static_cast<unsigned>(GameId::COUNT));
const auto* result = zoneCreators[static_cast<unsigned>(game)];
assert(result);
return result;
}
namespace
{
std::unique_ptr<Zone> CreateZone(const ZoneCreationContext& context, const GameId gameId)
@ -64,43 +41,37 @@ namespace
context.m_ignored_assets.m_entries.emplace_back(assetEntry.m_asset_type, assetEntry.m_asset_name, assetEntry.m_is_reference);
}
}
void ApplyIgnoredAssetsToLoadingContext(const ZoneCreationContext& creationContext, AssetLoadingContext& loadingContext)
{
for (const auto& ignoreEntry : creationContext.m_ignored_assets.m_entries)
loadingContext.m_ignored_asset_map[ignoreEntry.m_name] = ignoreEntry.m_type;
}
} // namespace
std::unique_ptr<Zone> IZoneCreator::CreateZoneForDefinition(ZoneCreationContext& context) const
namespace zone_creator
{
const auto gameId = GetGameId();
auto zone = CreateZone(context, gameId);
InitializeAssetPools(*zone, gameId);
AssetLoadingContext assetLoadingContext(*zone, *context.m_asset_search_path, CreateGdtList(context));
IgnoreReferencesFromAssets(context);
ApplyIgnoredAssetsToLoadingContext(context, assetLoadingContext);
HandleMetadata(*zone, context);
const auto* objCompiler = IObjCompiler::GetObjCompilerForGame(gameId);
const auto* objLoader = IObjLoader::GetObjLoaderForGame(gameId);
for (const auto& assetEntry : context.m_definition->m_assets)
std::unique_ptr<Zone> CreateZoneForDefinition(GameId gameId, ZoneCreationContext& context)
{
const auto compilerResult = objCompiler->CompileAssetForZone(assetLoadingContext, assetEntry.m_asset_type, assetEntry.m_asset_name);
if (compilerResult == ObjCompilerResult::FAILURE)
return nullptr;
auto zone = CreateZone(context, gameId);
InitializeAssetPools(*zone, gameId);
if (compilerResult == ObjCompilerResult::NO_COMPILATION_DONE)
IgnoreReferencesFromAssets(context);
IgnoredAssetLookup ignoredAssetLookup(context.m_ignored_assets);
const auto* objCompiler = IObjCompiler::GetObjCompilerForGame(gameId);
const auto* objLoader = IObjLoader::GetObjLoaderForGame(gameId);
AssetCreatorCollection creatorCollection(*zone);
objCompiler->ConfigureCreatorCollection(creatorCollection, *zone, *context.m_definition);
objLoader->ConfigureCreatorCollection(creatorCollection);
AssetCreationContext creationContext(zone.get(), &creatorCollection, &ignoredAssetLookup);
for (const auto& assetEntry : context.m_definition->m_assets)
{
if (!objLoader->LoadAssetForZone(assetLoadingContext, assetEntry.m_asset_type, assetEntry.m_asset_name))
const auto* createdAsset = creationContext.LoadDependencyGeneric(assetEntry.m_asset_type, assetEntry.m_asset_name);
if (!createdAsset)
return nullptr;
}
creatorCollection.FinalizeZone(creationContext);
return zone;
}
objLoader->FinalizeAssetsForZone(assetLoadingContext);
return zone;
}
} // namespace zone_creator

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@ -3,23 +3,7 @@
#include "Zone/Zone.h"
#include "ZoneCreationContext.h"
class IZoneCreator
namespace zone_creator
{
public:
IZoneCreator() = default;
virtual ~IZoneCreator() = default;
IZoneCreator(const IZoneCreator& other) = default;
IZoneCreator(IZoneCreator&& other) noexcept = default;
IZoneCreator& operator=(const IZoneCreator& other) = default;
IZoneCreator& operator=(IZoneCreator&& other) noexcept = default;
[[nodiscard]] virtual GameId GetGameId() const = 0;
[[nodiscard]] virtual asset_type_t GetImageAssetType() const = 0;
[[nodiscard]] std::unique_ptr<Zone> CreateZoneForDefinition(ZoneCreationContext& context) const;
static const IZoneCreator* GetCreatorForGame(GameId game);
protected:
virtual void HandleMetadata(Zone& zone, const ZoneCreationContext& context) const {}
};
[[nodiscard]] std::unique_ptr<Zone> CreateZoneForDefinition(GameId game, ZoneCreationContext& context);
}