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:
@@ -26,7 +26,7 @@ The following section specify which assets are supported to be dumped to disk (u
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| GameWorldMp | ❌ | ❌ | |
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| MapEnts | ✅ | ❌ | |
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| GfxWorld | ❌ | ❌ | |
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| GfxLightDef | ❌ | ❌ | |
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| GfxLightDef | ✅ | ✅ | |
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| Font_s | ❌ | ❌ | |
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| MenuList | ❌ | ❌ | |
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| menuDef_t | ❌ | ❌ | |
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@@ -103,7 +103,7 @@ The following section specify which assets are supported to be dumped to disk (u
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| MapEnts | ❌ | ❌ | |
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| FxWorld | ❌ | ❌ | |
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| GfxWorld | ❌ | ❌ | |
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| GfxLightDef | ❌ | ❌ | |
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| GfxLightDef | ✅ | ✅ | |
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| Font_s | ❌ | ❌ | |
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| MenuList | ✅ | ✅ | The output is decompiled. The result will not be the same as the input. |
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| menuDef_t | ✅ | ✅ | See menulist. |
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@@ -142,7 +142,7 @@ The following section specify which assets are supported to be dumped to disk (u
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| GameWorldMp | ❌ | ❌ | |
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| MapEnts | ❌ | ❌ | |
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| GfxWorld | ❌ | ❌ | |
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| GfxLightDef | ❌ | ❌ | |
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| GfxLightDef | ✅ | ✅ | |
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| Font_s | ❌ | ❌ | |
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| MenuList | ❌ | ❌ | |
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| menuDef_t | ❌ | ❌ | |
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@@ -179,7 +179,7 @@ The following section specify which assets are supported to be dumped to disk (u
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| GameWorldMp | ❌ | ❌ | |
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| MapEnts | ✅ | ❌ | |
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| GfxWorld | ❌ | ❌ | |
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| GfxLightDef | ❌ | ❌ | |
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| GfxLightDef | ✅ | ✅ | |
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| Font_s | ❌ | ❌ | |
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| FontIcon | ✅ | ✅ | |
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| MenuList | ❌ | ❌ | |
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@@ -0,0 +1,42 @@
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#include "LightDefAssetCreationStateIW3.h"
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#include "Utils/Logging/Log.h"
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using namespace IW3;
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namespace
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{
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constexpr auto MAX_LMAP_USAGE = 512;
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};
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LightDefAssetCreationState::LightDefAssetCreationState()
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: m_lmap_pixels_used_for_falloff(0)
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{
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}
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void LightDefAssetCreationState::SetLightDefLookupStart(GfxLightDef* lightDef, AssetCreationContext& context)
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{
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const auto* image = lightDef->attenuation.image;
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if (!image)
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return;
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// We need the actual image to determine the width, so force load it, if it is a reference
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if (image->name && image->name[0] == ',')
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{
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const auto forceLoadedImage = context.ForceLoadDependency<AssetImage>(&image->name[1]);
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if (!forceLoadedImage)
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return;
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image = forceLoadedImage->Asset();
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}
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const int newLmapUsage = image->width + 2;
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if (m_lmap_pixels_used_for_falloff + newLmapUsage > MAX_LMAP_USAGE)
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{
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con::error(
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"Total pixel width of all attenuation textures plus 2 border pixels is {} > {}", m_lmap_pixels_used_for_falloff + newLmapUsage, MAX_LMAP_USAGE);
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}
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lightDef->lmapLookupStart = m_lmap_pixels_used_for_falloff + 1;
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m_lmap_pixels_used_for_falloff += newLmapUsage;
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}
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@@ -0,0 +1,19 @@
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#pragma once
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#include "Asset/AssetCreationContext.h"
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#include "Asset/IZoneAssetCreationState.h"
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#include "Game/IW3/IW3.h"
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namespace IW3
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{
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class LightDefAssetCreationState : public IZoneAssetCreationState
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{
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public:
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LightDefAssetCreationState();
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void SetLightDefLookupStart(GfxLightDef* lightDef, AssetCreationContext& context);
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private:
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int m_lmap_pixels_used_for_falloff;
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};
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} // namespace IW3
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@@ -0,0 +1,71 @@
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#include "LightDefLoaderIW3.h"
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#include "Game/IW3/IW3.h"
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#include "Game/IW3/LightDef/LightDefAssetCreationStateIW3.h"
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#include "LightDef/LightDefCommon.h"
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#include "Utils/Logging/Log.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 IW3;
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namespace
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{
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class LoaderLightDef final : public AssetCreator<AssetLightDef>
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{
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public:
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LoaderLightDef(MemoryManager& memory, ISearchPath& searchPath)
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: m_memory(memory),
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m_search_path(searchPath)
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{
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}
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AssetCreationResult CreateAsset(const std::string& assetName, AssetCreationContext& context) override
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{
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const auto filename = light_def::GetFileNameForAsset(assetName);
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const auto file = m_search_path.Open(filename);
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if (!file.IsOpen())
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return AssetCreationResult::NoAction();
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auto* lightDef = m_memory.Alloc<GfxLightDef>();
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lightDef->name = m_memory.Dup(assetName.c_str());
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AssetRegistration<AssetLightDef> registration(assetName, lightDef);
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std::string imageName;
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int8_t samplerState;
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file.m_stream->read(reinterpret_cast<char*>(&samplerState), sizeof(int8_t));
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lightDef->attenuation.samplerState = samplerState;
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std::getline(*file.m_stream, imageName, '\0');
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auto* imageDependency = context.LoadDependency<AssetImage>(imageName);
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if (!imageDependency)
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{
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con::error("Could not load GfxLightDef \"{}\" due to missing image \"{}\"", assetName, imageName);
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return AssetCreationResult::Failure();
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}
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registration.AddDependency(imageDependency);
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lightDef->attenuation.image = imageDependency->Asset();
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context.GetZoneAssetCreationState<LightDefAssetCreationState>().SetLightDefLookupStart(lightDef, context);
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return AssetCreationResult::Success(context.AddAsset(std::move(registration)));
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}
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private:
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MemoryManager& m_memory;
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ISearchPath& m_search_path;
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};
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} // namespace
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namespace light_def
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{
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std::unique_ptr<AssetCreator<AssetLightDef>> CreateLoaderIW3(MemoryManager& memory, ISearchPath& searchPath)
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{
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return std::make_unique<LoaderLightDef>(memory, searchPath);
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}
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} // namespace light_def
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@@ -0,0 +1,13 @@
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#pragma once
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#include "Asset/IAssetCreator.h"
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#include "Game/IW3/IW3.h"
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#include "SearchPath/ISearchPath.h"
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#include "Utils/MemoryManager.h"
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#include <memory>
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namespace light_def
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{
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std::unique_ptr<AssetCreator<IW3::AssetLightDef>> CreateLoaderIW3(MemoryManager& memory, ISearchPath& searchPath);
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} // namespace light_def
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@@ -9,6 +9,7 @@
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#include "Game/IW3/Techset/PixelShaderLoaderIW3.h"
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#include "Game/IW3/Techset/VertexShaderLoaderIW3.h"
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#include "Game/IW3/XModel/LoaderXModelIW3.h"
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#include "LightDef/LightDefLoaderIW3.h"
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#include "Localize/AssetLoaderLocalizeIW3.h"
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#include "Material/LoaderMaterialIW3.h"
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#include "ObjLoading.h"
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@@ -113,7 +114,7 @@ namespace
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// collection.AddAssetCreator(std::make_unique<AssetLoaderGameWorldMp>(memory));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderMapEnts>(memory));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderGfxWorld>(memory));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderLightDef>(memory));
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collection.AddAssetCreator(light_def::CreateLoaderIW3(memory, searchPath));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderFont>(memory));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderMenuList>(memory));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderMenu>(memory));
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@@ -0,0 +1,42 @@
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#include "LightDefAssetCreationStateIW4.h"
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#include "Utils/Logging/Log.h"
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using namespace IW4;
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namespace
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{
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constexpr auto MAX_LMAP_USAGE = 512;
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};
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LightDefAssetCreationState::LightDefAssetCreationState()
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: m_lmap_pixels_used_for_falloff(0)
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{
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}
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void LightDefAssetCreationState::SetLightDefLookupStart(GfxLightDef* lightDef, AssetCreationContext& context)
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{
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const auto* image = lightDef->attenuation.image;
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if (!image)
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return;
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// We need the actual image to determine the width, so force load it, if it is a reference
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if (image->name && image->name[0] == ',')
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{
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const auto forceLoadedImage = context.ForceLoadDependency<AssetImage>(&image->name[1]);
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if (!forceLoadedImage)
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return;
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image = forceLoadedImage->Asset();
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}
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const int newLmapUsage = image->width + 2;
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if (m_lmap_pixels_used_for_falloff + newLmapUsage > MAX_LMAP_USAGE)
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{
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con::error(
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"Total pixel width of all attenuation textures plus 2 border pixels is {} > {}", m_lmap_pixels_used_for_falloff + newLmapUsage, MAX_LMAP_USAGE);
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}
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lightDef->lmapLookupStart = m_lmap_pixels_used_for_falloff + 1;
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m_lmap_pixels_used_for_falloff += newLmapUsage;
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}
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@@ -0,0 +1,19 @@
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#pragma once
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#include "Asset/AssetCreationContext.h"
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#include "Asset/IZoneAssetCreationState.h"
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#include "Game/IW4/IW4.h"
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namespace IW4
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{
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class LightDefAssetCreationState : public IZoneAssetCreationState
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{
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public:
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LightDefAssetCreationState();
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void SetLightDefLookupStart(GfxLightDef* lightDef, AssetCreationContext& context);
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private:
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int m_lmap_pixels_used_for_falloff;
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};
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} // namespace IW4
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@@ -1,6 +1,7 @@
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#include "LightDefLoaderIW4.h"
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#include "Game/IW4/IW4.h"
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#include "Game/IW4/LightDef/LightDefAssetCreationStateIW4.h"
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#include "LightDef/LightDefCommon.h"
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#include "Utils/Logging/Log.h"
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@@ -12,8 +13,6 @@ using namespace IW4;
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namespace
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{
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constexpr auto MAX_IMAGE_NAME_SIZE = 0x800;
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class LoaderLightDef final : public AssetCreator<AssetLightDef>
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{
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public:
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@@ -30,22 +29,17 @@ namespace
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if (!file.IsOpen())
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return AssetCreationResult::NoAction();
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const auto imageNameSize = file.m_length - sizeof(char) - sizeof(char);
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if (imageNameSize < 0 || imageNameSize > MAX_IMAGE_NAME_SIZE)
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return AssetCreationResult::Failure();
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auto* lightDef = m_memory.Alloc<GfxLightDef>();
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lightDef->name = m_memory.Dup(assetName.c_str());
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AssetRegistration<AssetLightDef> registration(assetName, lightDef);
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std::string imageName(static_cast<size_t>(imageNameSize), '\0');
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std::string imageName;
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int8_t samplerState;
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int8_t lmapLookupStart;
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file.m_stream->read(reinterpret_cast<char*>(&samplerState), sizeof(int8_t));
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file.m_stream->read(&imageName[0], static_cast<size_t>(imageNameSize));
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file.m_stream->read(reinterpret_cast<char*>(&lmapLookupStart), sizeof(int8_t));
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lightDef->attenuation.samplerState = samplerState;
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std::getline(*file.m_stream, imageName, '\0');
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auto* imageDependency = context.LoadDependency<AssetImage>(imageName);
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if (!imageDependency)
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@@ -55,9 +49,9 @@ namespace
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}
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registration.AddDependency(imageDependency);
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lightDef->attenuation.samplerState = samplerState;
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lightDef->attenuation.image = imageDependency->Asset();
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lightDef->lmapLookupStart = static_cast<int>(static_cast<uint8_t>(lmapLookupStart));
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context.GetZoneAssetCreationState<LightDefAssetCreationState>().SetLightDefLookupStart(lightDef, context);
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return AssetCreationResult::Success(context.AddAsset(std::move(registration)));
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}
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@@ -0,0 +1,42 @@
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#include "LightDefAssetCreationStateIW5.h"
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#include "Utils/Logging/Log.h"
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using namespace IW5;
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namespace
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{
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constexpr auto MAX_LMAP_USAGE = 512;
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};
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LightDefAssetCreationState::LightDefAssetCreationState()
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: m_lmap_pixels_used_for_falloff(0)
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{
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}
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void LightDefAssetCreationState::SetLightDefLookupStart(GfxLightDef* lightDef, AssetCreationContext& context)
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{
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const auto* image = lightDef->attenuation.image;
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if (!image)
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return;
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// We need the actual image to determine the width, so force load it, if it is a reference
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if (image->name && image->name[0] == ',')
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{
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const auto forceLoadedImage = context.ForceLoadDependency<AssetImage>(&image->name[1]);
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if (!forceLoadedImage)
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return;
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image = forceLoadedImage->Asset();
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}
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const int newLmapUsage = image->width + 2;
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if (m_lmap_pixels_used_for_falloff + newLmapUsage > MAX_LMAP_USAGE)
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{
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con::error(
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"Total pixel width of all attenuation textures plus 2 border pixels is {} > {}", m_lmap_pixels_used_for_falloff + newLmapUsage, MAX_LMAP_USAGE);
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}
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lightDef->lmapLookupStart = m_lmap_pixels_used_for_falloff + 1;
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m_lmap_pixels_used_for_falloff += newLmapUsage;
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}
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@@ -0,0 +1,19 @@
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#pragma once
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#include "Asset/AssetCreationContext.h"
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#include "Asset/IZoneAssetCreationState.h"
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#include "Game/IW5/IW5.h"
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namespace IW5
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{
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class LightDefAssetCreationState : public IZoneAssetCreationState
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{
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public:
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LightDefAssetCreationState();
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void SetLightDefLookupStart(GfxLightDef* lightDef, AssetCreationContext& context);
|
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|
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private:
|
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int m_lmap_pixels_used_for_falloff;
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};
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} // namespace IW5
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@@ -0,0 +1,88 @@
|
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#include "LightDefLoaderIW5.h"
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#include "Game/IW5/IW5.h"
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#include "Game/IW5/LightDef/LightDefAssetCreationStateIW5.h"
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#include "LightDef/LightDefCommon.h"
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#include "Utils/Logging/Log.h"
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|
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#include <cstring>
|
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#include <format>
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#include <iostream>
|
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#include <sstream>
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|
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using namespace IW5;
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|
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namespace
|
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{
|
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class LoaderLightDef final : public AssetCreator<AssetLightDef>
|
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{
|
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public:
|
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LoaderLightDef(MemoryManager& memory, ISearchPath& searchPath)
|
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: m_memory(memory),
|
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m_search_path(searchPath)
|
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{
|
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}
|
||||
|
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AssetCreationResult CreateAsset(const std::string& assetName, AssetCreationContext& context) override
|
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{
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const auto filename = light_def::GetFileNameForAsset(assetName);
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const auto file = m_search_path.Open(filename);
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if (!file.IsOpen())
|
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return AssetCreationResult::NoAction();
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|
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auto* lightDef = m_memory.Alloc<GfxLightDef>();
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lightDef->name = m_memory.Dup(assetName.c_str());
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|
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AssetRegistration<AssetLightDef> registration(assetName, lightDef);
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|
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int8_t attenuationSamplerState;
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file.m_stream->read(reinterpret_cast<char*>(&attenuationSamplerState), sizeof(int8_t));
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lightDef->attenuation.samplerState = attenuationSamplerState;
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|
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std::string attenuationName;
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std::getline(*file.m_stream, attenuationName, '\0');
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auto* attenuationImageDependency = context.LoadDependency<AssetImage>(attenuationName);
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if (!attenuationImageDependency)
|
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{
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con::error("Could not load GfxLightDef \"{}\" due to missing attenuation image \"{}\"", assetName, attenuationName);
|
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return AssetCreationResult::Failure();
|
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}
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registration.AddDependency(attenuationImageDependency);
|
||||
lightDef->attenuation.image = attenuationImageDependency->Asset();
|
||||
|
||||
int8_t cucolorisSamplerState;
|
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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
|
||||
@@ -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
|
||||
@@ -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
|
||||
@@ -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
|
||||
@@ -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
|
||||
@@ -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
|
||||
@@ -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
|
||||
@@ -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)
|
||||
|
||||
Reference in New Issue
Block a user