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https://github.com/Laupetin/OpenAssetTools.git
synced 2025-11-22 21:02:07 +00:00
Updated Json Material loader to support passing JSON instead of a stream, and added techset loading code
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@@ -43,6 +43,7 @@
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#include "ZBarrier/GdtLoaderZBarrierT6.h"
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#include "ZBarrier/RawLoaderZBarrierT6.h"
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#include "CustomMap/LoaderCustomMapT6.h"
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#include "TechniqueSet/LoaderTechniqueSetT6.h"
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#include <format>
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#include <memory>
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@@ -393,7 +394,7 @@ namespace T6
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// collection.AddAssetCreator(std::make_unique<AssetLoaderXAnim>(memory));
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collection.AddAssetCreator(xmodel::CreateLoaderT6(memory, searchPath, zone));
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collection.AddAssetCreator(material::CreateLoaderT6(memory, searchPath));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderTechniqueSet>(memory));
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collection.AddAssetCreator(technique_set::CreateLoaderT6(memory, searchPath));
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collection.AddAssetCreator(image::CreateLoaderT6(memory, searchPath));
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collection.AddAssetCreator(sound::CreateSoundBankLoaderT6(memory, searchPath));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderSoundPatch>(memory));
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@@ -175,10 +175,10 @@ namespace
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};
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} // namespace
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namespace T6
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namespace technique_set
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{
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std::unique_ptr<AssetCreator<AssetTechniqueSet>> CreateTechniqueSetLoader(MemoryManager& memory, ISearchPath& searchPath)
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std::unique_ptr<AssetCreator<AssetTechniqueSet>> CreateLoaderT6(MemoryManager& memory, ISearchPath& searchPath)
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{
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return std::make_unique<TechniqueSetLoader>(memory, searchPath);
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}
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} // namespace T6
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} // namespace technique_set
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@@ -7,7 +7,7 @@
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#include <memory>
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namespace T6
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namespace technique_set
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{
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std::unique_ptr<AssetCreator<AssetTechniqueSet>> CreateTechniqueSetLoader(MemoryManager& memory, ISearchPath& searchPath);
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} // namespace T6
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std::unique_ptr<AssetCreator<T6::AssetTechniqueSet>> CreateLoaderT6(MemoryManager& memory, ISearchPath& searchPath);
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} // namespace technique_set
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@@ -52,19 +52,15 @@ namespace
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class JsonLoader
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{
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public:
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JsonLoader(std::istream& stream, MemoryManager& memory, AssetCreationContext& context, AssetRegistration<AssetMaterial>& registration)
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: m_stream(stream),
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m_memory(memory),
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JsonLoader(MemoryManager& memory, AssetCreationContext& context, AssetRegistration<AssetMaterial>& registration)
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: m_memory(memory),
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m_context(context),
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m_registration(registration)
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{
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}
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bool Load(Material& material) const
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bool Load(json& jRoot, Material& material) const
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{
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try
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{
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const auto jRoot = json::parse(m_stream);
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std::string type;
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unsigned version;
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@@ -90,13 +86,6 @@ namespace
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const auto jMaterial = jRoot.get<JsonMaterial>();
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return CreateMaterialFromJson(jMaterial, material);
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}
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catch (const json::exception& e)
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{
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con::error("Failed to parse json of material: {}", e.what());
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}
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return false;
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}
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private:
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static void PrintError(const Material& material, const std::string& message)
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@@ -519,7 +508,6 @@ namespace
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return true;
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}
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std::istream& m_stream;
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MemoryManager& m_memory;
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AssetCreationContext& m_context;
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AssetRegistration<AssetMaterial>& m_registration;
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@@ -531,8 +519,26 @@ namespace GAME
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bool LoadMaterialAsJson(
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std::istream& stream, Material& material, MemoryManager& memory, AssetCreationContext& context, AssetRegistration<AssetMaterial>& registration)
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{
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const JsonLoader loader(stream, memory, context, registration);
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const JsonLoader loader(memory, context, registration);
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return loader.Load(material);
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try
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{
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auto jRoot = json::parse(stream);
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return loader.Load(jRoot, material);
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}
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catch (const json::exception& e)
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{
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con::error("Failed to parse json of material: {}", e.what());
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return false;
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}
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}
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bool LoadMaterialAsJson(
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json& json, Material& material, MemoryManager& memory, AssetCreationContext& context, AssetRegistration<AssetMaterial>& registration)
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{
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const JsonLoader loader(memory, context, registration);
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return loader.Load(json, material);
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}
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} // namespace GAME
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