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

Merge pull request #778 from pagingred/gfxlightdef

feat: add lightdef dumping and loading for all games
This commit is contained in:
Jan
2026-05-16 21:43:23 +02:00
committed by GitHub
33 changed files with 764 additions and 28 deletions
+4 -4
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@@ -26,7 +26,7 @@ The following section specify which assets are supported to be dumped to disk (u
| GameWorldMp | ❌ | ❌ | |
| MapEnts | ✅ | ❌ | |
| GfxWorld | ❌ | ❌ | |
| GfxLightDef | | | |
| GfxLightDef | | | |
| Font_s | ❌ | ❌ | |
| MenuList | ❌ | ❌ | |
| menuDef_t | ❌ | ❌ | |
@@ -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. |
@@ -142,7 +142,7 @@ The following section specify which assets are supported to be dumped to disk (u
| GameWorldMp | ❌ | ❌ | |
| MapEnts | ❌ | ❌ | |
| GfxWorld | ❌ | ❌ | |
| GfxLightDef | | | |
| GfxLightDef | | | |
| Font_s | ❌ | ❌ | |
| MenuList | ❌ | ❌ | |
| menuDef_t | ❌ | ❌ | |
@@ -179,7 +179,7 @@ The following section specify which assets are supported to be dumped to disk (u
| GameWorldMp | ❌ | ❌ | |
| MapEnts | ✅ | ❌ | |
| GfxWorld | ❌ | ❌ | |
| GfxLightDef | | | |
| GfxLightDef | | | |
| Font_s | ❌ | ❌ | |
| FontIcon | ✅ | ✅ | |
| MenuList | ❌ | ❌ | |
@@ -0,0 +1,42 @@
#include "LightDefAssetCreationStateIW3.h"
#include "Utils/Logging/Log.h"
using namespace IW3;
namespace
{
constexpr auto MAX_LMAP_USAGE = 512;
};
LightDefAssetCreationState::LightDefAssetCreationState()
: m_lmap_pixels_used_for_falloff(0)
{
}
void LightDefAssetCreationState::SetLightDefLookupStart(GfxLightDef* lightDef, AssetCreationContext& context)
{
const auto* image = lightDef->attenuation.image;
if (!image)
return;
// We need the actual image to determine the width, so force load it, if it is a reference
if (image->name && image->name[0] == ',')
{
const auto forceLoadedImage = context.ForceLoadDependency<AssetImage>(&image->name[1]);
if (!forceLoadedImage)
return;
image = forceLoadedImage->Asset();
}
const int newLmapUsage = image->width + 2;
if (m_lmap_pixels_used_for_falloff + newLmapUsage > MAX_LMAP_USAGE)
{
con::error(
"Total pixel width of all attenuation textures plus 2 border pixels is {} > {}", m_lmap_pixels_used_for_falloff + newLmapUsage, MAX_LMAP_USAGE);
}
lightDef->lmapLookupStart = m_lmap_pixels_used_for_falloff + 1;
m_lmap_pixels_used_for_falloff += newLmapUsage;
}
@@ -0,0 +1,19 @@
#pragma once
#include "Asset/AssetCreationContext.h"
#include "Asset/IZoneAssetCreationState.h"
#include "Game/IW3/IW3.h"
namespace IW3
{
class LightDefAssetCreationState : public IZoneAssetCreationState
{
public:
LightDefAssetCreationState();
void SetLightDefLookupStart(GfxLightDef* lightDef, AssetCreationContext& context);
private:
int m_lmap_pixels_used_for_falloff;
};
} // namespace IW3
@@ -0,0 +1,71 @@
#include "LightDefLoaderIW3.h"
#include "Game/IW3/IW3.h"
#include "Game/IW3/LightDef/LightDefAssetCreationStateIW3.h"
#include "LightDef/LightDefCommon.h"
#include "Utils/Logging/Log.h"
#include <cstring>
#include <format>
#include <iostream>
using namespace IW3;
namespace
{
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);
std::string imageName;
int8_t samplerState;
file.m_stream->read(reinterpret_cast<char*>(&samplerState), sizeof(int8_t));
lightDef->attenuation.samplerState = samplerState;
std::getline(*file.m_stream, imageName, '\0');
auto* imageDependency = context.LoadDependency<AssetImage>(imageName);
if (!imageDependency)
{
con::error("Could not load GfxLightDef \"{}\" due to missing image \"{}\"", assetName, imageName);
return AssetCreationResult::Failure();
}
registration.AddDependency(imageDependency);
lightDef->attenuation.image = imageDependency->Asset();
context.GetZoneAssetCreationState<LightDefAssetCreationState>().SetLightDefLookupStart(lightDef, context);
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>> CreateLoaderIW3(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/IW3/IW3.h"
#include "SearchPath/ISearchPath.h"
#include "Utils/MemoryManager.h"
#include <memory>
namespace light_def
{
std::unique_ptr<AssetCreator<IW3::AssetLightDef>> CreateLoaderIW3(MemoryManager& memory, ISearchPath& searchPath);
} // namespace light_def
+2 -1
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@@ -9,6 +9,7 @@
#include "Game/IW3/Techset/PixelShaderLoaderIW3.h"
#include "Game/IW3/Techset/VertexShaderLoaderIW3.h"
#include "Game/IW3/XModel/LoaderXModelIW3.h"
#include "LightDef/LightDefLoaderIW3.h"
#include "Localize/AssetLoaderLocalizeIW3.h"
#include "Material/LoaderMaterialIW3.h"
#include "ObjLoading.h"
@@ -113,7 +114,7 @@ namespace
// collection.AddAssetCreator(std::make_unique<AssetLoaderGameWorldMp>(memory));
// collection.AddAssetCreator(std::make_unique<AssetLoaderMapEnts>(memory));
// collection.AddAssetCreator(std::make_unique<AssetLoaderGfxWorld>(memory));
// collection.AddAssetCreator(std::make_unique<AssetLoaderLightDef>(memory));
collection.AddAssetCreator(light_def::CreateLoaderIW3(memory, searchPath));
// collection.AddAssetCreator(std::make_unique<AssetLoaderFont>(memory));
// collection.AddAssetCreator(std::make_unique<AssetLoaderMenuList>(memory));
// collection.AddAssetCreator(std::make_unique<AssetLoaderMenu>(memory));
@@ -0,0 +1,42 @@
#include "LightDefAssetCreationStateIW4.h"
#include "Utils/Logging/Log.h"
using namespace IW4;
namespace
{
constexpr auto MAX_LMAP_USAGE = 512;
};
LightDefAssetCreationState::LightDefAssetCreationState()
: m_lmap_pixels_used_for_falloff(0)
{
}
void LightDefAssetCreationState::SetLightDefLookupStart(GfxLightDef* lightDef, AssetCreationContext& context)
{
const auto* image = lightDef->attenuation.image;
if (!image)
return;
// We need the actual image to determine the width, so force load it, if it is a reference
if (image->name && image->name[0] == ',')
{
const auto forceLoadedImage = context.ForceLoadDependency<AssetImage>(&image->name[1]);
if (!forceLoadedImage)
return;
image = forceLoadedImage->Asset();
}
const int newLmapUsage = image->width + 2;
if (m_lmap_pixels_used_for_falloff + newLmapUsage > MAX_LMAP_USAGE)
{
con::error(
"Total pixel width of all attenuation textures plus 2 border pixels is {} > {}", m_lmap_pixels_used_for_falloff + newLmapUsage, MAX_LMAP_USAGE);
}
lightDef->lmapLookupStart = m_lmap_pixels_used_for_falloff + 1;
m_lmap_pixels_used_for_falloff += newLmapUsage;
}
@@ -0,0 +1,19 @@
#pragma once
#include "Asset/AssetCreationContext.h"
#include "Asset/IZoneAssetCreationState.h"
#include "Game/IW4/IW4.h"
namespace IW4
{
class LightDefAssetCreationState : public IZoneAssetCreationState
{
public:
LightDefAssetCreationState();
void SetLightDefLookupStart(GfxLightDef* lightDef, AssetCreationContext& context);
private:
int m_lmap_pixels_used_for_falloff;
};
} // namespace IW4
@@ -1,6 +1,7 @@
#include "LightDefLoaderIW4.h"
#include "Game/IW4/IW4.h"
#include "Game/IW4/LightDef/LightDefAssetCreationStateIW4.h"
#include "LightDef/LightDefCommon.h"
#include "Utils/Logging/Log.h"
@@ -12,8 +13,6 @@ using namespace IW4;
namespace
{
constexpr auto MAX_IMAGE_NAME_SIZE = 0x800;
class LoaderLightDef final : public AssetCreator<AssetLightDef>
{
public:
@@ -30,22 +29,17 @@ namespace
if (!file.IsOpen())
return AssetCreationResult::NoAction();
const auto imageNameSize = file.m_length - sizeof(char) - sizeof(char);
if (imageNameSize < 0 || imageNameSize > MAX_IMAGE_NAME_SIZE)
return AssetCreationResult::Failure();
auto* lightDef = m_memory.Alloc<GfxLightDef>();
lightDef->name = m_memory.Dup(assetName.c_str());
AssetRegistration<AssetLightDef> registration(assetName, lightDef);
std::string imageName(static_cast<size_t>(imageNameSize), '\0');
std::string imageName;
int8_t samplerState;
int8_t lmapLookupStart;
file.m_stream->read(reinterpret_cast<char*>(&samplerState), sizeof(int8_t));
file.m_stream->read(&imageName[0], static_cast<size_t>(imageNameSize));
file.m_stream->read(reinterpret_cast<char*>(&lmapLookupStart), sizeof(int8_t));
lightDef->attenuation.samplerState = samplerState;
std::getline(*file.m_stream, imageName, '\0');
auto* imageDependency = context.LoadDependency<AssetImage>(imageName);
if (!imageDependency)
@@ -55,9 +49,9 @@ namespace
}
registration.AddDependency(imageDependency);
lightDef->attenuation.samplerState = samplerState;
lightDef->attenuation.image = imageDependency->Asset();
lightDef->lmapLookupStart = static_cast<int>(static_cast<uint8_t>(lmapLookupStart));
context.GetZoneAssetCreationState<LightDefAssetCreationState>().SetLightDefLookupStart(lightDef, context);
return AssetCreationResult::Success(context.AddAsset(std::move(registration)));
}
@@ -0,0 +1,42 @@
#include "LightDefAssetCreationStateIW5.h"
#include "Utils/Logging/Log.h"
using namespace IW5;
namespace
{
constexpr auto MAX_LMAP_USAGE = 512;
};
LightDefAssetCreationState::LightDefAssetCreationState()
: m_lmap_pixels_used_for_falloff(0)
{
}
void LightDefAssetCreationState::SetLightDefLookupStart(GfxLightDef* lightDef, AssetCreationContext& context)
{
const auto* image = lightDef->attenuation.image;
if (!image)
return;
// We need the actual image to determine the width, so force load it, if it is a reference
if (image->name && image->name[0] == ',')
{
const auto forceLoadedImage = context.ForceLoadDependency<AssetImage>(&image->name[1]);
if (!forceLoadedImage)
return;
image = forceLoadedImage->Asset();
}
const int newLmapUsage = image->width + 2;
if (m_lmap_pixels_used_for_falloff + newLmapUsage > MAX_LMAP_USAGE)
{
con::error(
"Total pixel width of all attenuation textures plus 2 border pixels is {} > {}", m_lmap_pixels_used_for_falloff + newLmapUsage, MAX_LMAP_USAGE);
}
lightDef->lmapLookupStart = m_lmap_pixels_used_for_falloff + 1;
m_lmap_pixels_used_for_falloff += newLmapUsage;
}
@@ -0,0 +1,19 @@
#pragma once
#include "Asset/AssetCreationContext.h"
#include "Asset/IZoneAssetCreationState.h"
#include "Game/IW5/IW5.h"
namespace IW5
{
class LightDefAssetCreationState : public IZoneAssetCreationState
{
public:
LightDefAssetCreationState();
void SetLightDefLookupStart(GfxLightDef* lightDef, AssetCreationContext& context);
private:
int m_lmap_pixels_used_for_falloff;
};
} // namespace IW5
@@ -0,0 +1,88 @@
#include "LightDefLoaderIW5.h"
#include "Game/IW5/IW5.h"
#include "Game/IW5/LightDef/LightDefAssetCreationStateIW5.h"
#include "LightDef/LightDefCommon.h"
#include "Utils/Logging/Log.h"
#include <cstring>
#include <format>
#include <iostream>
#include <sstream>
using namespace IW5;
namespace
{
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));
lightDef->attenuation.samplerState = attenuationSamplerState;
std::string attenuationName;
std::getline(*file.m_stream, attenuationName, '\0');
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);
lightDef->attenuation.image = attenuationImageDependency->Asset();
int8_t cucolorisSamplerState;
file.m_stream->read(reinterpret_cast<char*>(&cucolorisSamplerState), sizeof(int8_t));
lightDef->cucoloris.samplerState = cucolorisSamplerState;
std::string cucolorisName;
std::getline(*file.m_stream, cucolorisName, '\0');
if (!cucolorisName.empty())
{
auto* cucolorisImageDependency = context.LoadDependency<AssetImage>(cucolorisName);
if (!cucolorisImageDependency)
{
con::warn("Could not load GfxLightDef \"{}\" due to missing cucoloris image \"{}\"", assetName, cucolorisName);
return AssetCreationResult::Failure();
}
registration.AddDependency(cucolorisImageDependency);
lightDef->cucoloris.image = cucolorisImageDependency->Asset();
}
context.GetZoneAssetCreationState<LightDefAssetCreationState>().SetLightDefLookupStart(lightDef, context);
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
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@@ -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 +1,69 @@
#include "LightDefLoaderT5.h"
#include "Game/T5/T5.h"
#include "LightDef/LightDefCommon.h"
#include "Utils/Logging/Log.h"
#include <cstring>
#include <format>
#include <iostream>
using namespace T5;
namespace
{
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);
std::string attenuationName;
int8_t samplerState;
file.m_stream->read(reinterpret_cast<char*>(&samplerState), sizeof(int8_t));
lightDef->attenuation.samplerState = samplerState;
std::getline(*file.m_stream, attenuationName, '\0');
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);
lightDef->attenuation.image = attenuationImageDependency->Asset();
lightDef->lmapLookupStart = 0;
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>> CreateLoaderT5(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/T5/T5.h"
#include "SearchPath/ISearchPath.h"
#include "Utils/MemoryManager.h"
#include <memory>
namespace light_def
{
std::unique_ptr<AssetCreator<T5::AssetLightDef>> CreateLoaderT5(MemoryManager& memory, ISearchPath& searchPath);
} // namespace light_def
+2 -1
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@@ -9,6 +9,7 @@
#include "Game/T5/Techset/PixelShaderLoaderT5.h"
#include "Game/T5/Techset/VertexShaderLoaderT5.h"
#include "Game/T5/XModel/LoaderXModelT5.h"
#include "LightDef/LightDefLoaderT5.h"
#include "Localize/LoaderLocalizeT5.h"
#include "Material/LoaderMaterialT5.h"
#include "ObjLoading.h"
@@ -125,7 +126,7 @@ namespace
// collection.AddAssetCreator(std::make_unique<AssetLoaderGameWorldMp>(memory));
// collection.AddAssetCreator(std::make_unique<AssetLoaderMapEnts>(memory));
// collection.AddAssetCreator(std::make_unique<AssetLoaderGfxWorld>(memory));
// collection.AddAssetCreator(std::make_unique<AssetLoaderLightDef>(memory));
collection.AddAssetCreator(light_def::CreateLoaderT5(memory, searchPath));
// collection.AddAssetCreator(std::make_unique<AssetLoaderFont>(memory));
// collection.AddAssetCreator(std::make_unique<AssetLoaderMenuList>(memory));
// collection.AddAssetCreator(std::make_unique<AssetLoaderMenu>(memory));
@@ -0,0 +1,69 @@
#include "LightDefLoaderT6.h"
#include "Game/T6/T6.h"
#include "LightDef/LightDefCommon.h"
#include "Utils/Logging/Log.h"
#include <cstring>
#include <format>
#include <iostream>
using namespace T6;
namespace
{
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);
std::string attenuationName;
int8_t samplerState;
file.m_stream->read(reinterpret_cast<char*>(&samplerState), sizeof(int8_t));
lightDef->attenuation.samplerState = samplerState;
std::getline(*file.m_stream, attenuationName, '\0');
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);
lightDef->attenuation.image = attenuationImageDependency->Asset();
lightDef->lmapLookupStart = 0;
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>> CreateLoaderT6(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/T6/T6.h"
#include "SearchPath/ISearchPath.h"
#include "Utils/MemoryManager.h"
#include <memory>
namespace light_def
{
std::unique_ptr<AssetCreator<T6::AssetLightDef>> CreateLoaderT6(MemoryManager& memory, ISearchPath& searchPath);
} // namespace light_def
+2 -1
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@@ -17,6 +17,7 @@
#include "Image/IwiTypes.h"
#include "Image/Texture.h"
#include "Leaderboard/JsonLoaderLeaderboardT6.h"
#include "LightDef/LightDefLoaderT6.h"
#include "Localize/LocalizeLoaderT6.h"
#include "Material/LoaderMaterialT6.h"
#include "ObjContainer/IPak/IPak.h"
@@ -399,7 +400,7 @@ namespace T6
// collection.AddAssetCreator(std::make_unique<AssetLoaderGameWorldMp>(memory));
// collection.AddAssetCreator(std::make_unique<AssetLoaderMapEnts>(memory));
// collection.AddAssetCreator(std::make_unique<AssetLoaderGfxWorld>(memory));
// collection.AddAssetCreator(std::make_unique<AssetLoaderLightDef>(memory));
collection.AddAssetCreator(light_def::CreateLoaderT6(memory, searchPath));
// collection.AddAssetCreator(std::make_unique<AssetLoaderFont>(memory));
collection.AddAssetCreator(font_icon::CreateCsvLoaderT6(memory, searchPath));
collection.AddAssetCreator(font_icon::CreateJsonLoaderT6(memory, searchPath));
@@ -0,0 +1,33 @@
#include "LightDefDumperIW3.h"
#include "LightDef/LightDefCommon.h"
using namespace IW3;
namespace light_def
{
void DumperIW3::DumpAsset(AssetDumpingContext& context, const XAssetInfo<AssetLightDef::Type>& asset)
{
const auto* lightDef = asset.Asset();
const auto assetFile = context.OpenAssetFile(GetFileNameForAsset(asset.m_name));
if (!assetFile)
{
con::error("Could not open GfxLightDef file for dumping!");
return;
}
if (lightDef->attenuation.image == nullptr || lightDef->attenuation.image->name == nullptr)
{
con::error("GfxLightDef attenuation data was invalid!");
return;
}
auto& stream = *assetFile;
const auto* imageName = lightDef->attenuation.image->name;
if (imageName[0] == ',')
imageName = &imageName[1];
stream << lightDef->attenuation.samplerState << imageName << '\0';
}
} // namespace light_def
@@ -0,0 +1,13 @@
#pragma once
#include "Dumping/AbstractAssetDumper.h"
#include "Game/IW3/IW3.h"
namespace light_def
{
class DumperIW3 final : public AbstractAssetDumper<IW3::AssetLightDef>
{
protected:
void DumpAsset(AssetDumpingContext& context, const XAssetInfo<IW3::AssetLightDef::Type>& asset) override;
};
} // namespace light_def
+2 -1
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@@ -4,6 +4,7 @@
#include "Game/IW3/Techset/TechsetDumperIW3.h"
#include "Game/IW3/XModel/XModelDumperIW3.h"
#include "Image/ImageDumperIW3.h"
#include "LightDef/LightDefDumperIW3.h"
#include "Localize/LocalizeDumperIW3.h"
#include "Maps/MapEntsDumperIW3.h"
#include "PhysPreset/PhysPresetInfoStringDumperIW3.h"
@@ -37,7 +38,7 @@ void ObjWriter::RegisterAssetDumpers(AssetDumpingContext& context)
// REGISTER_DUMPER(AssetDumperGameWorldMp)
RegisterAssetDumper(std::make_unique<map_ents::DumperIW3>());
// REGISTER_DUMPER(AssetDumperGfxWorld)
// REGISTER_DUMPER(AssetDumperGfxLightDef)
RegisterAssetDumper(std::make_unique<light_def::DumperIW3>());
// REGISTER_DUMPER(AssetDumperFont_s)
// REGISTER_DUMPER(AssetDumperMenuList)
// REGISTER_DUMPER(AssetDumpermenuDef_t)
@@ -10,9 +10,17 @@ namespace light_def
{
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)
if (!assetFile)
{
con::error("Could not open GfxLightDef file for dumping!");
return;
}
if (lightDef->attenuation.image == nullptr || lightDef->attenuation.image->name == nullptr)
{
con::error("GfxLightDef attenuation data was invalid!");
return;
}
auto& stream = *assetFile;
@@ -20,6 +28,6 @@ namespace light_def
if (imageName[0] == ',')
imageName = &imageName[1];
stream << lightDef->attenuation.samplerState << imageName << static_cast<char>(lightDef->lmapLookupStart);
stream << lightDef->attenuation.samplerState << imageName << '\0';
}
} // namespace light_def
@@ -0,0 +1,43 @@
#include "LightDefDumperIW5.h"
#include "LightDef/LightDefCommon.h"
#include <assert.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)
{
con::error("Could not open GfxLightDef file for dumping!");
return;
}
if (lightDef->attenuation.image == nullptr || lightDef->attenuation.image->name == nullptr)
{
con::error("GfxLightDef attenuation data was invalid!");
return;
}
auto& stream = *assetFile;
const auto* attenuationImageName = lightDef->attenuation.image->name;
if (attenuationImageName && attenuationImageName[0] == ',')
attenuationImageName = &attenuationImageName[1];
const auto* cucolorisImageName = "";
if (lightDef->cucoloris.image && lightDef->cucoloris.image->name)
{
cucolorisImageName = lightDef->cucoloris.image->name;
if (cucolorisImageName && cucolorisImageName[0] == ',')
cucolorisImageName = &cucolorisImageName[1];
}
stream << lightDef->attenuation.samplerState << attenuationImageName << '\0' << lightDef->cucoloris.samplerState << cucolorisImageName << '\0';
}
} // 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
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@@ -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>());
@@ -0,0 +1,33 @@
#include "LightDefDumperT5.h"
#include "LightDef/LightDefCommon.h"
using namespace T5;
namespace light_def
{
void DumperT5::DumpAsset(AssetDumpingContext& context, const XAssetInfo<AssetLightDef::Type>& asset)
{
const auto* lightDef = asset.Asset();
const auto assetFile = context.OpenAssetFile(GetFileNameForAsset(asset.m_name));
if (!assetFile)
{
con::error("Could not open GfxLightDef file for dumping!");
return;
}
if (lightDef->attenuation.image == nullptr || lightDef->attenuation.image->name == nullptr)
{
con::error("GfxLightDef attenuation data was invalid!");
return;
}
auto& stream = *assetFile;
const auto* imageName = lightDef->attenuation.image->name;
if (imageName[0] == ',')
imageName = &imageName[1];
stream << lightDef->attenuation.samplerState << imageName << '\0';
}
} // namespace light_def
@@ -0,0 +1,13 @@
#pragma once
#include "Dumping/AbstractAssetDumper.h"
#include "Game/T5/T5.h"
namespace light_def
{
class DumperT5 final : public AbstractAssetDumper<T5::AssetLightDef>
{
protected:
void DumpAsset(AssetDumpingContext& context, const XAssetInfo<T5::AssetLightDef::Type>& asset) override;
};
} // namespace light_def
+2 -1
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@@ -4,6 +4,7 @@
#include "Game/T5/Techset/TechsetDumperT5.h"
#include "Game/T5/XModel/XModelDumperT5.h"
#include "Image/ImageDumperT5.h"
#include "LightDef/LightDefDumperT5.h"
#include "Localize/LocalizeDumperT5.h"
#include "PhysPreset/PhysPresetInfoStringDumperT5.h"
#include "RawFile/RawFileDumperT5.h"
@@ -35,7 +36,7 @@ void ObjWriter::RegisterAssetDumpers(AssetDumpingContext& context)
// REGISTER_DUMPER(AssetDumperGameWorldMp, m_game_world_mp)
// REGISTER_DUMPER(AssetDumperMapEnts, m_map_ents)
// REGISTER_DUMPER(AssetDumperGfxWorld, m_gfx_world)
// REGISTER_DUMPER(AssetDumperGfxLightDef, m_gfx_light_def)
RegisterAssetDumper(std::make_unique<light_def::DumperT5>());
// REGISTER_DUMPER(AssetDumperFont, m_font)
// REGISTER_DUMPER(AssetDumperMenuList, m_menu_list)
// REGISTER_DUMPER(AssetDumperMenuDef, m_menu_def)
@@ -0,0 +1,33 @@
#include "LightDefDumperT6.h"
#include "LightDef/LightDefCommon.h"
using namespace T6;
namespace light_def
{
void DumperT6::DumpAsset(AssetDumpingContext& context, const XAssetInfo<AssetLightDef::Type>& asset)
{
const auto* lightDef = asset.Asset();
const auto assetFile = context.OpenAssetFile(GetFileNameForAsset(asset.m_name));
if (!assetFile)
{
con::error("Could not open GfxLightDef file for dumping!");
return;
}
if (lightDef->attenuation.image == nullptr || lightDef->attenuation.image->name == nullptr)
{
con::error("GfxLightDef attenuation data was invalid!");
return;
}
auto& stream = *assetFile;
const auto* imageName = lightDef->attenuation.image->name;
if (imageName[0] == ',')
imageName = &imageName[1];
stream << lightDef->attenuation.samplerState << imageName << '\0';
}
} // namespace light_def
@@ -0,0 +1,13 @@
#pragma once
#include "Dumping/AbstractAssetDumper.h"
#include "Game/T6/T6.h"
namespace light_def
{
class DumperT6 final : public AbstractAssetDumper<T6::AssetLightDef>
{
protected:
void DumpAsset(AssetDumpingContext& context, const XAssetInfo<T6::AssetLightDef::Type>& asset) override;
};
} // namespace light_def
+2 -1
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@@ -6,6 +6,7 @@
#include "Game/T6/XModel/XModelDumperT6.h"
#include "Image/ImageDumperT6.h"
#include "Leaderboard/LeaderboardJsonDumperT6.h"
#include "LightDef/LightDefDumperT6.h"
#include "Localize/LocalizeDumperT6.h"
#include "Maps/MapEntsDumperT6.h"
#include "PhysConstraints/PhysConstraintsInfoStringDumperT6.h"
@@ -51,7 +52,7 @@ void ObjWriter::RegisterAssetDumpers(AssetDumpingContext& context)
// REGISTER_DUMPER(AssetDumperGameWorldMp, m_game_world_mp)
RegisterAssetDumper(std::make_unique<map_ents::DumperT6>());
// REGISTER_DUMPER(AssetDumperGfxWorld, m_gfx_world)
// REGISTER_DUMPER(AssetDumperGfxLightDef, m_gfx_light_def)
RegisterAssetDumper(std::make_unique<light_def::DumperT6>());
// REGISTER_DUMPER(AssetDumperFont, m_font)
RegisterAssetDumper(font_icon::CreateDumperT6());
// REGISTER_DUMPER(AssetDumperMenuList, m_menu_list)