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refactor: restructure light def dumper
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78
src/ObjLoading/Game/IW4/LightDef/LightDefLoaderIW4.cpp
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78
src/ObjLoading/Game/IW4/LightDef/LightDefLoaderIW4.cpp
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#include "LightDefLoaderIW4.h"
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#include "Game/IW4/IW4.h"
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#include "LightDef/LightDefCommon.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 IW4;
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using namespace ::light_def;
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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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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 = 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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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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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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auto* imageDependency = context.LoadDependency<AssetImage>(imageName);
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if (!imageDependency)
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{
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std::cerr << std::format("Could not load GfxLightDef \"{}\" due to missing image \"{}\"\n", 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.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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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 IW4
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{
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std::unique_ptr<AssetCreator<AssetLightDef>> CreateLightDefLoader(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 IW4
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