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chore: refactor IW4 asset loaders

This commit is contained in:
Jan
2024-12-25 21:39:05 +01:00
parent f9456101e6
commit 7ef944ebd4
139 changed files with 2370 additions and 2965 deletions

View File

@@ -0,0 +1,78 @@
#include "LoaderSoundCurveIW4.h"
#include "Game/IW4/IW4.h"
#include "ObjLoading.h"
#include "Parsing/Graph2D/Graph2DReader.h"
#include "Pool/GlobalAssetPool.h"
#include <cstring>
#include <format>
#include <iostream>
#include <sstream>
using namespace IW4;
namespace
{
class LoaderSoundCurve final : public AssetCreator<AssetSoundCurve>
{
public:
LoaderSoundCurve(MemoryManager& memory, ISearchPath& searchPath)
: m_memory(memory),
m_search_path(searchPath)
{
}
AssetCreationResult CreateAsset(const std::string& assetName, AssetCreationContext& context) override
{
const auto fileName = std::format("soundaliases/{}.vfcurve", assetName);
const auto file = m_search_path.Open(fileName);
if (!file.IsOpen())
return AssetCreationResult::NoAction();
const auto sndCurveData = graph2d::Read("sound curve", "SNDCURVE", *file.m_stream, fileName, assetName);
if (!sndCurveData)
return AssetCreationResult::Failure();
if (sndCurveData->knots.size() > std::extent_v<decltype(SndCurve::knots)>)
{
std::cerr << std::format("Failed to load SndCurve \"{}\": Too many knots ({})\n", assetName, sndCurveData->knots.size());
return AssetCreationResult::Failure();
}
auto* sndCurve = m_memory.Alloc<SndCurve>();
sndCurve->filename = m_memory.Dup(assetName.c_str());
sndCurve->knotCount = static_cast<uint16_t>(sndCurveData->knots.size());
for (auto i = 0u; i < std::extent_v<decltype(SndCurve::knots)>; i++)
{
if (i < sndCurveData->knots.size())
{
const auto& [x, y] = sndCurveData->knots[i];
sndCurve->knots[i][0] = static_cast<float>(x);
sndCurve->knots[i][1] = static_cast<float>(y);
}
else
{
sndCurve->knots[i][0] = 0;
sndCurve->knots[i][1] = 0;
}
}
return AssetCreationResult::Success(context.AddAsset<AssetSoundCurve>(assetName, sndCurve));
}
private:
MemoryManager& m_memory;
ISearchPath& m_search_path;
};
} // namespace
namespace IW4
{
std::unique_ptr<AssetCreator<AssetSoundCurve>> CreateSoundCurveLoader(MemoryManager& memory, ISearchPath& searchPath)
{
return std::make_unique<LoaderSoundCurve>(memory, searchPath);
}
} // namespace IW4