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https://github.com/Laupetin/OpenAssetTools.git
synced 2026-06-06 16:52:35 +00:00
chore: generalize IAssetDumper interface
This commit is contained in:
@@ -30,68 +30,67 @@ using namespace IW4;
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bool ObjWriter::DumpZone(AssetDumpingContext& context) const
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{
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#define DUMP_ASSET_POOL(dumperType, poolName, assetType) \
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if (assetPools->poolName && ObjWriting::ShouldHandleAssetType(assetType)) \
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#define REGISTER_DUMPER(dumperType, poolName) \
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if (assetPools->poolName && ObjWriting::ShouldHandleAssetType(dumperType::AssetType_t::EnumEntry)) \
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{ \
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dumperType dumper; \
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totalProgress += dumper.GetProgressTotalCount(*assetPools->poolName); \
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dumpingFunctions.emplace_back( \
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[](AssetDumpingContext& funcContext, const GameAssetPoolIW4* funcPools) \
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{ \
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dumperType dumper; \
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dumper.DumpPool(funcContext, *funcPools->poolName); \
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}); \
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dumpers.emplace_back(std::make_unique<dumperType>(*assetPools->poolName)); \
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}
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const auto* assetPools = dynamic_cast<GameAssetPoolIW4*>(context.m_zone.m_pools.get());
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std::vector<std::unique_ptr<IAssetDumper>> dumpers;
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size_t totalProgress = 0uz;
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std::vector<std::function<void(AssetDumpingContext & context, const GameAssetPoolIW4*)>> dumpingFunctions;
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DUMP_ASSET_POOL(phys_preset::InfoStringDumperIW4, m_phys_preset, ASSET_TYPE_PHYSPRESET)
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DUMP_ASSET_POOL(phys_collmap::DumperIW4, m_phys_collmap, ASSET_TYPE_PHYSCOLLMAP)
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// DUMP_ASSET_POOL(AssetDumperXAnimParts, m_xanim_parts, ASSET_TYPE_XANIMPARTS)
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DUMP_ASSET_POOL(xmodel::DumperIW4, m_xmodel, ASSET_TYPE_XMODEL)
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DUMP_ASSET_POOL(material::JsonDumperIW4, m_material, ASSET_TYPE_MATERIAL)
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REGISTER_DUMPER(phys_preset::InfoStringDumperIW4, m_phys_preset)
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REGISTER_DUMPER(phys_collmap::DumperIW4, m_phys_collmap)
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// REGISTER_DUMPER(AssetDumperXAnimParts, m_xanim_parts)
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REGISTER_DUMPER(xmodel::DumperIW4, m_xmodel)
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REGISTER_DUMPER(material::JsonDumperIW4, m_material)
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#ifdef EXPERIMENTAL_MATERIAL_COMPILATION
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DUMP_ASSET_POOL(material::DecompilingGdtDumperIW4, m_material, ASSET_TYPE_MATERIAL)
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DUMP_ASSET_POOL(material::DecompilingGdtDumperIW4, m_material)
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#endif
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DUMP_ASSET_POOL(shader::PixelShaderDumperIW4, m_material_pixel_shader, ASSET_TYPE_PIXELSHADER)
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DUMP_ASSET_POOL(shader::VertexShaderDumperIW4, m_material_vertex_shader, ASSET_TYPE_VERTEXSHADER)
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DUMP_ASSET_POOL(techset::DumperIW4, m_technique_set, ASSET_TYPE_TECHNIQUE_SET)
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DUMP_ASSET_POOL(image::DumperIW4, m_image, ASSET_TYPE_IMAGE)
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// DUMP_ASSET_POOL(AssetDumpersnd_alias_list_t, m_sound, ASSET_TYPE_SOUND)
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DUMP_ASSET_POOL(sound_curve::DumperIW4, m_sound_curve, ASSET_TYPE_SOUND_CURVE)
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DUMP_ASSET_POOL(sound::LoadedSoundDumperIW4, m_loaded_sound, ASSET_TYPE_LOADED_SOUND)
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// DUMP_ASSET_POOL(AssetDumperClipMap, m_clip_map, ASSET_TYPE_CLIPMAP_MP)
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// DUMP_ASSET_POOL(AssetDumperComWorld, m_com_world, ASSET_TYPE_COMWORLD)
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// DUMP_ASSET_POOL(AssetDumperGameWorldSp, m_game_world_sp, ASSET_TYPE_GAMEWORLD_SP)
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// DUMP_ASSET_POOL(AssetDumperGameWorldMp, m_game_world_mp, ASSET_TYPE_GAMEWORLD_MP)
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// DUMP_ASSET_POOL(AssetDumperMapEnts, m_map_ents, ASSET_TYPE_MAP_ENTS)
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// DUMP_ASSET_POOL(AssetDumperFxWorld, m_fx_world, ASSET_TYPE_FXWORLD)
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// DUMP_ASSET_POOL(AssetDumperGfxWorld, m_gfx_world, ASSET_TYPE_GFXWORLD)
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DUMP_ASSET_POOL(light_def::DumperIW4, m_gfx_light_def, ASSET_TYPE_LIGHT_DEF)
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// DUMP_ASSET_POOL(AssetDumperFont_s, m_font, ASSET_TYPE_FONT)
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DUMP_ASSET_POOL(menu::MenuListDumperIW4, m_menu_list, ASSET_TYPE_MENULIST)
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DUMP_ASSET_POOL(menu::MenuDumperIW4, m_menu_def, ASSET_TYPE_MENU)
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DUMP_ASSET_POOL(localize::DumperIW4, m_localize, ASSET_TYPE_LOCALIZE_ENTRY)
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DUMP_ASSET_POOL(weapon::DumperIW4, m_weapon, ASSET_TYPE_WEAPON)
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// DUMP_ASSET_POOL(AssetDumperSndDriverGlobals, m_snd_driver_globals, ASSET_TYPE_SNDDRIVER_GLOBALS)
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// DUMP_ASSET_POOL(AssetDumperFxEffectDef, m_fx, ASSET_TYPE_FX)
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// DUMP_ASSET_POOL(AssetDumperFxImpactTable, m_fx_impact_table, ASSET_TYPE_IMPACT_FX)
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DUMP_ASSET_POOL(raw_file::DumperIW4, m_raw_file, ASSET_TYPE_RAWFILE)
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DUMP_ASSET_POOL(string_table::DumperIW4, m_string_table, ASSET_TYPE_STRINGTABLE)
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DUMP_ASSET_POOL(leaderboard::JsonDumperIW4, m_leaderboard, ASSET_TYPE_LEADERBOARD)
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DUMP_ASSET_POOL(structured_data_def::DumperIW4, m_structed_data_def_set, ASSET_TYPE_STRUCTURED_DATA_DEF)
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DUMP_ASSET_POOL(tracer::DumperIW4, m_tracer, ASSET_TYPE_TRACER)
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DUMP_ASSET_POOL(vehicle::DumperIW4, m_vehicle, ASSET_TYPE_VEHICLE)
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DUMP_ASSET_POOL(addon_map_ents::DumperIW4, m_addon_map_ents, ASSET_TYPE_ADDON_MAP_ENTS)
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REGISTER_DUMPER(shader::PixelShaderDumperIW4, m_material_pixel_shader)
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REGISTER_DUMPER(shader::VertexShaderDumperIW4, m_material_vertex_shader)
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REGISTER_DUMPER(techset::DumperIW4, m_technique_set)
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REGISTER_DUMPER(image::DumperIW4, m_image)
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// REGISTER_DUMPER(AssetDumpersnd_alias_list_t, m_sound)
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REGISTER_DUMPER(sound_curve::DumperIW4, m_sound_curve)
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REGISTER_DUMPER(sound::LoadedSoundDumperIW4, m_loaded_sound)
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// REGISTER_DUMPER(AssetDumperClipMap, m_clip_map)
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// REGISTER_DUMPER(AssetDumperComWorld, m_com_world)
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// REGISTER_DUMPER(AssetDumperGameWorldSp, m_game_world_sp)
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// REGISTER_DUMPER(AssetDumperGameWorldMp, m_game_world_mp)
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// REGISTER_DUMPER(AssetDumperMapEnts, m_map_ents)
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// REGISTER_DUMPER(AssetDumperFxWorld, m_fx_world)
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// REGISTER_DUMPER(AssetDumperGfxWorld, m_gfx_world)
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REGISTER_DUMPER(light_def::DumperIW4, m_gfx_light_def)
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// REGISTER_DUMPER(AssetDumperFont_s, m_font)
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REGISTER_DUMPER(menu::MenuListDumperIW4, m_menu_list)
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REGISTER_DUMPER(menu::MenuDumperIW4, m_menu_def)
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REGISTER_DUMPER(localize::DumperIW4, m_localize)
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REGISTER_DUMPER(weapon::DumperIW4, m_weapon)
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// REGISTER_DUMPER(AssetDumperSndDriverGlobals, m_snd_driver_globals)
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// REGISTER_DUMPER(AssetDumperFxEffectDef, m_fx)
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// REGISTER_DUMPER(AssetDumperFxImpactTable, m_fx_impact_table)
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REGISTER_DUMPER(raw_file::DumperIW4, m_raw_file)
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REGISTER_DUMPER(string_table::DumperIW4, m_string_table)
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REGISTER_DUMPER(leaderboard::JsonDumperIW4, m_leaderboard)
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REGISTER_DUMPER(structured_data_def::DumperIW4, m_structed_data_def_set)
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REGISTER_DUMPER(tracer::DumperIW4, m_tracer)
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REGISTER_DUMPER(vehicle::DumperIW4, m_vehicle)
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REGISTER_DUMPER(addon_map_ents::DumperIW4, m_addon_map_ents)
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context.SetTotalProgress(totalProgress);
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for (const auto& func : dumpingFunctions)
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func(context, assetPools);
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if (context.ShouldTrackProgress())
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{
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size_t totalProgress = 0uz;
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for (const auto& dumper : dumpers)
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totalProgress += dumper->GetProgressTotalCount();
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context.SetTotalProgress(totalProgress);
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}
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for (const auto& dumper : dumpers)
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dumper->Dump(context);
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return true;
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#undef DUMP_ASSET_POOL
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#undef REGISTER_DUMPER
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}
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