feat: add post processors compiling iwds and ipaks

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Jan 2025-01-02 12:48:57 +01:00
parent b5937ef975
commit a7254aa11c
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26 changed files with 480 additions and 34 deletions

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@ -257,9 +257,10 @@ class LinkerImpl final : public Linker
return true; return true;
} }
std::unique_ptr<Zone> CreateZoneForDefinition(LinkerPathManager& paths, const std::string& targetName, ZoneDefinition& zoneDefinition) const std::unique_ptr<Zone> CreateZoneForDefinition(
LinkerPathManager& paths, const fs::path& outDir, const fs::path& cacheDir, const std::string& targetName, ZoneDefinition& zoneDefinition) const
{ {
ZoneCreationContext context(&zoneDefinition, &paths.m_asset_paths.GetSearchPaths()); ZoneCreationContext context(&zoneDefinition, &paths.m_asset_paths.GetSearchPaths(), outDir, cacheDir);
if (!ProcessZoneDefinitionIgnores(paths, targetName, context)) if (!ProcessZoneDefinitionIgnores(paths, targetName, context))
return nullptr; return nullptr;
if (!LoadGdtFilesFromZoneDefinition(context.m_gdt_files, zoneDefinition, &paths.m_gdt_paths.GetSearchPaths())) if (!LoadGdtFilesFromZoneDefinition(context.m_gdt_files, zoneDefinition, &paths.m_gdt_paths.GetSearchPaths()))
@ -268,22 +269,18 @@ class LinkerImpl final : public Linker
return zone_creator::CreateZoneForDefinition(zoneDefinition.m_game, context); return zone_creator::CreateZoneForDefinition(zoneDefinition.m_game, context);
} }
bool WriteZoneToFile(const LinkerPathManager& paths, const std::string& projectName, Zone* zone) const bool WriteZoneToFile(const LinkerPathManager& paths, const fs::path& outDir, const std::string& projectName, Zone* zone) const
{ {
const fs::path zoneFolderPath(paths.m_linker_paths->BuildOutputFolderPath(projectName, zone->m_game->GetId())); auto zoneFilePath(outDir);
auto zoneFilePath(zoneFolderPath); zoneFilePath.append(std::format("{}.ff", zone->m_name));
zoneFilePath.append(zone->m_name + ".ff");
fs::create_directories(zoneFolderPath); fs::create_directories(outDir);
std::ofstream stream(zoneFilePath, std::fstream::out | std::fstream::binary); std::ofstream stream(zoneFilePath, std::fstream::out | std::fstream::binary);
if (!stream.is_open()) if (!stream.is_open())
return false; return false;
if (m_args.m_verbose)
{
std::cout << std::format("Building zone \"{}\"\n", zoneFilePath.string()); std::cout << std::format("Building zone \"{}\"\n", zoneFilePath.string());
}
if (!ZoneWriting::WriteZone(stream, zone)) if (!ZoneWriting::WriteZone(stream, zone))
{ {
@ -300,12 +297,14 @@ class LinkerImpl final : public Linker
bool BuildFastFile(LinkerPathManager& paths, const std::string& projectName, const std::string& targetName, ZoneDefinition& zoneDefinition) const bool BuildFastFile(LinkerPathManager& paths, const std::string& projectName, const std::string& targetName, ZoneDefinition& zoneDefinition) const
{ {
SoundBankWriter::OutputPath = fs::path(paths.m_linker_paths->BuildOutputFolderPath(projectName, zoneDefinition.m_game)); const fs::path outDir(paths.m_linker_paths->BuildOutputFolderPath(projectName, zoneDefinition.m_game));
const fs::path cacheDir(paths.m_linker_paths->BuildCacheFolderPath(projectName, zoneDefinition.m_game));
SoundBankWriter::OutputPath = outDir;
const auto zone = CreateZoneForDefinition(paths, targetName, zoneDefinition); const auto zone = CreateZoneForDefinition(paths, outDir, cacheDir, targetName, zoneDefinition);
auto result = zone != nullptr; auto result = zone != nullptr;
if (zone) if (zone)
result = WriteZoneToFile(paths, projectName, zone.get()); result = WriteZoneToFile(paths, outDir, projectName, zone.get());
return result; return result;
} }

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@ -1,13 +1,17 @@
#include "ZoneCreationContext.h" #include "ZoneCreationContext.h"
namespace fs = std::filesystem;
ZoneCreationContext::ZoneCreationContext() ZoneCreationContext::ZoneCreationContext()
: m_definition(nullptr), : m_definition(nullptr),
m_asset_search_path(nullptr) m_asset_search_path(nullptr)
{ {
} }
ZoneCreationContext::ZoneCreationContext(ZoneDefinition* definition, ISearchPath* assetSearchPath) ZoneCreationContext::ZoneCreationContext(ZoneDefinition* definition, ISearchPath* assetSearchPath, fs::path outDir, fs::path cacheDir)
: m_definition(definition), : m_definition(definition),
m_asset_search_path(assetSearchPath) m_asset_search_path(assetSearchPath),
m_out_dir(std::move(outDir)),
m_cache_dir(std::move(cacheDir))
{ {
} }

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@ -4,6 +4,7 @@
#include "Zone/AssetList/AssetList.h" #include "Zone/AssetList/AssetList.h"
#include "Zone/Definition/ZoneDefinition.h" #include "Zone/Definition/ZoneDefinition.h"
#include <filesystem>
#include <memory> #include <memory>
#include <vector> #include <vector>
@ -12,9 +13,11 @@ class ZoneCreationContext
public: public:
ZoneDefinition* m_definition; ZoneDefinition* m_definition;
ISearchPath* m_asset_search_path; ISearchPath* m_asset_search_path;
std::filesystem::path m_out_dir;
std::filesystem::path m_cache_dir;
std::vector<std::unique_ptr<Gdt>> m_gdt_files; std::vector<std::unique_ptr<Gdt>> m_gdt_files;
AssetList m_ignored_assets; AssetList m_ignored_assets;
ZoneCreationContext(); ZoneCreationContext();
ZoneCreationContext(ZoneDefinition* definition, ISearchPath* assetSearchPath); ZoneCreationContext(ZoneDefinition* definition, ISearchPath* assetSearchPath, std::filesystem::path outDir, std::filesystem::path cacheDir);
}; };

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@ -64,7 +64,8 @@ namespace zone_creator
const auto* objLoader = IObjLoader::GetObjLoaderForGame(gameId); const auto* objLoader = IObjLoader::GetObjLoaderForGame(gameId);
AssetCreatorCollection creatorCollection(*zone); AssetCreatorCollection creatorCollection(*zone);
objCompiler->ConfigureCreatorCollection(creatorCollection, *zone, *context.m_definition); objCompiler->ConfigureCreatorCollection(
creatorCollection, *zone, *context.m_definition, *context.m_asset_search_path, lookup, context.m_out_dir, context.m_cache_dir);
objLoader->ConfigureCreatorCollection(creatorCollection, *zone, *context.m_asset_search_path, lookup); objLoader->ConfigureCreatorCollection(creatorCollection, *zone, *context.m_asset_search_path, lookup);
AssetCreationContext creationContext(zone.get(), &creatorCollection, &ignoredAssetLookup); AssetCreationContext creationContext(zone.get(), &creatorCollection, &ignoredAssetLookup);

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@ -1,5 +1,37 @@
#include "ObjCompilerIW3.h" #include "ObjCompilerIW3.h"
using namespace IW3; #include "Game/IW3/IW3.h"
#include "Image/ImageIwdPostProcessor.h"
void ObjCompiler::ConfigureCreatorCollection(AssetCreatorCollection& collection, Zone& zone, const ZoneDefinition& zoneDefinition) const {} #include <memory>
using namespace IW3;
namespace fs = std::filesystem;
namespace
{
void ConfigureCompilers(AssetCreatorCollection& collection, Zone& zone, ISearchPath& searchPath)
{
auto& memory = *zone.GetMemory();
// No compilers yet
}
void ConfigurePostProcessors(AssetCreatorCollection& collection, Zone& zone, ISearchPath& searchPath, const fs::path& outDir)
{
auto& memory = *zone.GetMemory();
collection.AddAssetPostProcessor(std::make_unique<ImageIwdPostProcessor<AssetImage>>(searchPath, outDir));
}
} // namespace
void ObjCompiler::ConfigureCreatorCollection(AssetCreatorCollection& collection,
Zone& zone,
const ZoneDefinition& zoneDefinition,
ISearchPath& searchPath,
IGdtQueryable& gdt,
const fs::path& outDir,
const fs::path& cacheDir) const
{
ConfigurePostProcessors(collection, zone, searchPath, outDir);
}

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@ -7,6 +7,12 @@ namespace IW3
class ObjCompiler final : public IObjCompiler class ObjCompiler final : public IObjCompiler
{ {
public: public:
void ConfigureCreatorCollection(AssetCreatorCollection& collection, Zone& zone, const ZoneDefinition& zoneDefinition) const override; void ConfigureCreatorCollection(AssetCreatorCollection& collection,
Zone& zone,
const ZoneDefinition& zoneDefinition,
ISearchPath& searchPath,
IGdtQueryable& gdt,
const std::filesystem::path& outDir,
const std::filesystem::path& cacheDir) const override;
}; };
} // namespace IW3 } // namespace IW3

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@ -1,5 +1,37 @@
#include "ObjCompilerIW4.h" #include "ObjCompilerIW4.h"
using namespace IW4; #include "Game/IW4/IW4.h"
#include "Image/ImageIwdPostProcessor.h"
void ObjCompiler::ConfigureCreatorCollection(AssetCreatorCollection& collection, Zone& zone, const ZoneDefinition& zoneDefinition) const {} #include <memory>
using namespace IW4;
namespace fs = std::filesystem;
namespace
{
void ConfigureCompilers(AssetCreatorCollection& collection, Zone& zone, ISearchPath& searchPath)
{
auto& memory = *zone.GetMemory();
// No compilers yet
}
void ConfigurePostProcessors(AssetCreatorCollection& collection, Zone& zone, ISearchPath& searchPath, const fs::path& outDir)
{
auto& memory = *zone.GetMemory();
collection.AddAssetPostProcessor(std::make_unique<ImageIwdPostProcessor<AssetImage>>(searchPath, outDir));
}
} // namespace
void ObjCompiler::ConfigureCreatorCollection(AssetCreatorCollection& collection,
Zone& zone,
const ZoneDefinition& zoneDefinition,
ISearchPath& searchPath,
IGdtQueryable& gdt,
const fs::path& outDir,
const fs::path& cacheDir) const
{
ConfigurePostProcessors(collection, zone, searchPath, outDir);
}

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@ -7,6 +7,12 @@ namespace IW4
class ObjCompiler final : public IObjCompiler class ObjCompiler final : public IObjCompiler
{ {
public: public:
void ConfigureCreatorCollection(AssetCreatorCollection& collection, Zone& zone, const ZoneDefinition& zoneDefinition) const override; void ConfigureCreatorCollection(AssetCreatorCollection& collection,
Zone& zone,
const ZoneDefinition& zoneDefinition,
ISearchPath& searchPath,
IGdtQueryable& gdt,
const std::filesystem::path& outDir,
const std::filesystem::path& cacheDir) const override;
}; };
} // namespace IW4 } // namespace IW4

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@ -1,5 +1,37 @@
#include "ObjCompilerIW5.h" #include "ObjCompilerIW5.h"
using namespace IW5; #include "Game/IW5/IW5.h"
#include "Image/ImageIwdPostProcessor.h"
void ObjCompiler::ConfigureCreatorCollection(AssetCreatorCollection& collection, Zone& zone, const ZoneDefinition& zoneDefinition) const {} #include <memory>
using namespace IW5;
namespace fs = std::filesystem;
namespace
{
void ConfigureCompilers(AssetCreatorCollection& collection, Zone& zone, ISearchPath& searchPath)
{
auto& memory = *zone.GetMemory();
// No compilers yet
}
void ConfigurePostProcessors(AssetCreatorCollection& collection, Zone& zone, ISearchPath& searchPath, const fs::path& outDir)
{
auto& memory = *zone.GetMemory();
collection.AddAssetPostProcessor(std::make_unique<ImageIwdPostProcessor<AssetImage>>(searchPath, outDir));
}
} // namespace
void ObjCompiler::ConfigureCreatorCollection(AssetCreatorCollection& collection,
Zone& zone,
const ZoneDefinition& zoneDefinition,
ISearchPath& searchPath,
IGdtQueryable& gdt,
const fs::path& outDir,
const fs::path& cacheDir) const
{
ConfigurePostProcessors(collection, zone, searchPath, outDir);
}

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@ -7,6 +7,12 @@ namespace IW5
class ObjCompiler final : public IObjCompiler class ObjCompiler final : public IObjCompiler
{ {
public: public:
void ConfigureCreatorCollection(AssetCreatorCollection& collection, Zone& zone, const ZoneDefinition& zoneDefinition) const override; void ConfigureCreatorCollection(AssetCreatorCollection& collection,
Zone& zone,
const ZoneDefinition& zoneDefinition,
ISearchPath& searchPath,
IGdtQueryable& gdt,
const std::filesystem::path& outDir,
const std::filesystem::path& cacheDir) const override;
}; };
} // namespace IW5 } // namespace IW5

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@ -1,5 +1,37 @@
#include "ObjCompilerT5.h" #include "ObjCompilerT5.h"
using namespace T5; #include "Game/T5/T5.h"
#include "Image/ImageIwdPostProcessor.h"
void ObjCompiler::ConfigureCreatorCollection(AssetCreatorCollection& collection, Zone& zone, const ZoneDefinition& zoneDefinition) const {} #include <memory>
using namespace T5;
namespace fs = std::filesystem;
namespace
{
void ConfigureCompilers(AssetCreatorCollection& collection, Zone& zone, ISearchPath& searchPath)
{
auto& memory = *zone.GetMemory();
// No compilers yet
}
void ConfigurePostProcessors(AssetCreatorCollection& collection, Zone& zone, ISearchPath& searchPath, const fs::path& outDir)
{
auto& memory = *zone.GetMemory();
collection.AddAssetPostProcessor(std::make_unique<ImageIwdPostProcessor<AssetImage>>(searchPath, outDir));
}
} // namespace
void ObjCompiler::ConfigureCreatorCollection(AssetCreatorCollection& collection,
Zone& zone,
const ZoneDefinition& zoneDefinition,
ISearchPath& searchPath,
IGdtQueryable& gdt,
const fs::path& outDir,
const fs::path& cacheDir) const
{
ConfigurePostProcessors(collection, zone, searchPath, outDir);
}

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@ -7,6 +7,12 @@ namespace T5
class ObjCompiler final : public IObjCompiler class ObjCompiler final : public IObjCompiler
{ {
public: public:
void ConfigureCreatorCollection(AssetCreatorCollection& collection, Zone& zone, const ZoneDefinition& zoneDefinition) const override; void ConfigureCreatorCollection(AssetCreatorCollection& collection,
Zone& zone,
const ZoneDefinition& zoneDefinition,
ISearchPath& searchPath,
IGdtQueryable& gdt,
const std::filesystem::path& outDir,
const std::filesystem::path& cacheDir) const override;
}; };
} // namespace T5 } // namespace T5

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@ -1,7 +1,37 @@
#include "ObjCompilerT6.h" #include "ObjCompilerT6.h"
#include "Game/T6/T6.h" #include "Game/T6/T6.h"
#include "Image/ImageIwdPostProcessor.h"
#include <memory>
using namespace T6; using namespace T6;
namespace fs = std::filesystem;
void ObjCompiler::ConfigureCreatorCollection(AssetCreatorCollection& collection, Zone& zone, const ZoneDefinition& zoneDefinition) const {} namespace
{
void ConfigureCompilers(AssetCreatorCollection& collection, Zone& zone, ISearchPath& searchPath)
{
auto& memory = *zone.GetMemory();
// No compilers yet
}
void ConfigurePostProcessors(AssetCreatorCollection& collection, Zone& zone, ISearchPath& searchPath, const fs::path& outDir)
{
auto& memory = *zone.GetMemory();
collection.AddAssetPostProcessor(std::make_unique<ImageIwdPostProcessor<AssetImage>>(searchPath, outDir));
}
} // namespace
void ObjCompiler::ConfigureCreatorCollection(AssetCreatorCollection& collection,
Zone& zone,
const ZoneDefinition& zoneDefinition,
ISearchPath& searchPath,
IGdtQueryable& gdt,
const fs::path& outDir,
const fs::path& cacheDir) const
{
ConfigurePostProcessors(collection, zone, searchPath, outDir);
}

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@ -7,6 +7,12 @@ namespace T6
class ObjCompiler final : public IObjCompiler class ObjCompiler final : public IObjCompiler
{ {
public: public:
void ConfigureCreatorCollection(AssetCreatorCollection& collection, Zone& zone, const ZoneDefinition& zoneDefinition) const override; void ConfigureCreatorCollection(AssetCreatorCollection& collection,
Zone& zone,
const ZoneDefinition& zoneDefinition,
ISearchPath& searchPath,
IGdtQueryable& gdt,
const std::filesystem::path& outDir,
const std::filesystem::path& cacheDir) const override;
}; };
} // namespace T6 } // namespace T6

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@ -1,11 +1,13 @@
#pragma once #pragma once
#include "Asset/AssetCreatorCollection.h" #include "Asset/AssetCreatorCollection.h"
#include "Gdt/IGdtQueryable.h"
#include "SearchPath/ISearchPath.h" #include "SearchPath/ISearchPath.h"
#include "Zone/Definition/ZoneDefinition.h" #include "Zone/Definition/ZoneDefinition.h"
#include "Zone/Zone.h" #include "Zone/Zone.h"
#include <cstdint> #include <cstdint>
#include <filesystem>
#include <string> #include <string>
class IObjCompiler class IObjCompiler
@ -18,7 +20,13 @@ public:
IObjCompiler& operator=(const IObjCompiler& other) = default; IObjCompiler& operator=(const IObjCompiler& other) = default;
IObjCompiler& operator=(IObjCompiler&& other) noexcept = default; IObjCompiler& operator=(IObjCompiler&& other) noexcept = default;
virtual void ConfigureCreatorCollection(AssetCreatorCollection& collection, Zone& zone, const ZoneDefinition& zoneDefinition) const = 0; virtual void ConfigureCreatorCollection(AssetCreatorCollection& collection,
Zone& zone,
const ZoneDefinition& zoneDefinition,
ISearchPath& searchPath,
IGdtQueryable& gdt,
const std::filesystem::path& outDir,
const std::filesystem::path& cacheDir) const = 0;
static const IObjCompiler* GetObjCompilerForGame(GameId game); static const IObjCompiler* GetObjCompilerForGame(GameId game);
}; };

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@ -0,0 +1,17 @@
#include "IPakCreator.h"
#include <format>
#include <iostream>
void IPakCreator::AddImage(std::string imageName)
{
m_image_names.emplace_back(std::move(imageName));
}
void IPakCreator::Finalize(ISearchPath& searchPath, const std::filesystem::path& outPath)
{
std::cout << std::format("Creating ipak with {} entries:\n", m_image_names.size());
for (const auto& imageName : m_image_names)
std::cout << std::format(" {}\n", imageName);
}

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@ -0,0 +1,16 @@
#pragma once
#include "Asset/IZoneAssetLoaderState.h"
#include "SearchPath/ISearchPath.h"
#include <filesystem>
class IPakCreator : public IZoneAssetLoaderState
{
public:
void AddImage(std::string imageName);
void Finalize(ISearchPath& searchPath, const std::filesystem::path& outPath);
private:
std::vector<std::string> m_image_names;
};

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@ -0,0 +1,25 @@
#include "ImageIPakPostProcessor.h"
#include "IPak/IPakCreator.h"
#include <format>
AbstractImageIPakPostProcessor::AbstractImageIPakPostProcessor(ISearchPath& searchPath, const std::filesystem::path& outDir)
: m_search_path(searchPath),
m_out_dir(outDir)
{
}
void AbstractImageIPakPostProcessor::PostProcessAsset(XAssetInfoGeneric& assetInfo, AssetCreationContext& context)
{
if (assetInfo.m_name.empty() || assetInfo.m_name[0] == ',')
return;
auto* ipakCreator = context.GetZoneAssetLoaderState<IPakCreator>();
ipakCreator->AddImage(assetInfo.m_name);
}
void AbstractImageIPakPostProcessor::FinalizeZone(AssetCreationContext& context)
{
context.GetZoneAssetLoaderState<IPakCreator>()->Finalize(m_search_path, m_out_dir);
}

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@ -0,0 +1,34 @@
#pragma once
#include "Asset/IAssetPostProcessor.h"
#include <filesystem>
class AbstractImageIPakPostProcessor : public IAssetPostProcessor
{
public:
AbstractImageIPakPostProcessor(ISearchPath& searchPath, const std::filesystem::path& outDir);
void PostProcessAsset(XAssetInfoGeneric& assetInfo, AssetCreationContext& context) override;
void FinalizeZone(AssetCreationContext& context) override;
private:
ISearchPath& m_search_path;
const std::filesystem::path& m_out_dir;
};
template<typename AssetType> class ImageIPakPostProcessor final : public AbstractImageIPakPostProcessor
{
public:
static_assert(std::is_base_of_v<IAssetBase, AssetType>);
ImageIPakPostProcessor(ISearchPath& searchPath, const std::filesystem::path& outDir)
: AbstractImageIPakPostProcessor(searchPath, outDir)
{
}
[[nodiscard]] asset_type_t GetHandlingAssetType() const override
{
return AssetType::EnumEntry;
};
};

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@ -0,0 +1,25 @@
#include "ImageIwdPostProcessor.h"
#include "Iwd/IwdCreator.h"
#include <format>
AbstractImageIwdPostProcessor::AbstractImageIwdPostProcessor(ISearchPath& searchPath, const std::filesystem::path& outDir)
: m_search_path(searchPath),
m_out_dir(outDir)
{
}
void AbstractImageIwdPostProcessor::PostProcessAsset(XAssetInfoGeneric& assetInfo, AssetCreationContext& context)
{
if (assetInfo.m_name.empty() || assetInfo.m_name[0] == ',')
return;
auto* iwdCreator = context.GetZoneAssetLoaderState<IwdCreator>();
iwdCreator->AddFile(std::format("images/{}.iwi", assetInfo.m_name));
}
void AbstractImageIwdPostProcessor::FinalizeZone(AssetCreationContext& context)
{
context.GetZoneAssetLoaderState<IwdCreator>()->Finalize(m_search_path, m_out_dir);
}

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@ -0,0 +1,34 @@
#pragma once
#include "Asset/IAssetPostProcessor.h"
#include <filesystem>
class AbstractImageIwdPostProcessor : public IAssetPostProcessor
{
public:
AbstractImageIwdPostProcessor(ISearchPath& searchPath, const std::filesystem::path& outDir);
void PostProcessAsset(XAssetInfoGeneric& assetInfo, AssetCreationContext& context) override;
void FinalizeZone(AssetCreationContext& context) override;
private:
ISearchPath& m_search_path;
const std::filesystem::path& m_out_dir;
};
template<typename AssetType> class ImageIwdPostProcessor final : public AbstractImageIwdPostProcessor
{
public:
static_assert(std::is_base_of_v<IAssetBase, AssetType>);
ImageIwdPostProcessor(ISearchPath& searchPath, const std::filesystem::path& outDir)
: AbstractImageIwdPostProcessor(searchPath, outDir)
{
}
[[nodiscard]] asset_type_t GetHandlingAssetType() const override
{
return AssetType::EnumEntry;
};
};

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@ -0,0 +1,17 @@
#include "IwdCreator.h"
#include <format>
#include <iostream>
void IwdCreator::AddFile(std::string filePath)
{
m_file_paths.emplace_back(std::move(filePath));
}
void IwdCreator::Finalize(ISearchPath& searchPath, const std::filesystem::path& outPath)
{
std::cout << std::format("Creating iwd with {} entries:\n", m_file_paths.size());
for (const auto& filePath : m_file_paths)
std::cout << std::format(" {}\n", filePath);
}

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@ -0,0 +1,16 @@
#pragma once
#include "Asset/IZoneAssetLoaderState.h"
#include "SearchPath/ISearchPath.h"
#include <filesystem>
class IwdCreator : public IZoneAssetLoaderState
{
public:
void AddFile(std::string filePath);
void Finalize(ISearchPath& searchPath, const std::filesystem::path& outPath);
private:
std::vector<std::string> m_file_paths;
};

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@ -5,6 +5,7 @@
AssetCreatorCollection::AssetCreatorCollection(const Zone& zone) AssetCreatorCollection::AssetCreatorCollection(const Zone& zone)
{ {
m_asset_creators_by_type.resize(zone.m_pools->GetAssetTypeCount()); m_asset_creators_by_type.resize(zone.m_pools->GetAssetTypeCount());
m_asset_post_processors_by_type.resize(zone.m_pools->GetAssetTypeCount());
m_default_asset_creators_by_type.resize(zone.m_pools->GetAssetTypeCount()); m_default_asset_creators_by_type.resize(zone.m_pools->GetAssetTypeCount());
} }
@ -18,6 +19,16 @@ void AssetCreatorCollection::AddAssetCreator(std::unique_ptr<IAssetCreator> crea
m_asset_creators.emplace_back(std::move(creator)); m_asset_creators.emplace_back(std::move(creator));
} }
void AssetCreatorCollection::AddAssetPostProcessor(std::unique_ptr<IAssetPostProcessor> postProcessor)
{
const auto handlingAssetType = postProcessor->GetHandlingAssetType();
assert(static_cast<unsigned>(handlingAssetType) < m_asset_post_processors_by_type.size());
if (static_cast<unsigned>(handlingAssetType) < m_asset_post_processors_by_type.size())
m_asset_post_processors_by_type[static_cast<unsigned>(handlingAssetType)].emplace_back(postProcessor.get());
m_asset_post_processors.emplace_back(std::move(postProcessor));
}
void AssetCreatorCollection::AddDefaultAssetCreator(std::unique_ptr<IDefaultAssetCreator> defaultAssetCreator) void AssetCreatorCollection::AddDefaultAssetCreator(std::unique_ptr<IDefaultAssetCreator> defaultAssetCreator)
{ {
const auto handlingAssetType = defaultAssetCreator->GetHandlingAssetType(); const auto handlingAssetType = defaultAssetCreator->GetHandlingAssetType();
@ -38,9 +49,20 @@ AssetCreationResult AssetCreatorCollection::CreateAsset(const asset_type_t asset
{ {
const auto result = creator->CreateAsset(assetName, context); const auto result = creator->CreateAsset(assetName, context);
if (result.HasTakenAction()) if (result.HasTakenAction())
{
// Post process asset if creation was successful
if (result.HasBeenSuccessful())
{
assert(static_cast<unsigned>(assetType) < m_asset_post_processors_by_type.size());
for (auto* postProcessor : m_asset_post_processors_by_type[assetType])
postProcessor->PostProcessAsset(*result.GetAssetInfo(), context);
}
// Return result that was either successful or failed
return result; return result;
} }
} }
}
return AssetCreationResult::NoAction(); return AssetCreationResult::NoAction();
} }
@ -61,4 +83,6 @@ void AssetCreatorCollection::FinalizeZone(AssetCreationContext& context) const
{ {
for (const auto& creator : m_asset_creators) for (const auto& creator : m_asset_creators)
creator->FinalizeZone(context); creator->FinalizeZone(context);
for (const auto& postProcessor : m_asset_post_processors)
postProcessor->FinalizeZone(context);
} }

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@ -3,13 +3,16 @@
#include "AssetCreationContext.h" #include "AssetCreationContext.h"
#include "Game/IGame.h" #include "Game/IGame.h"
#include "IAssetCreator.h" #include "IAssetCreator.h"
#include "IAssetPostProcessor.h"
#include "IDefaultAssetCreator.h" #include "IDefaultAssetCreator.h"
#include "Zone/ZoneTypes.h" #include "Zone/ZoneTypes.h"
#include <memory> #include <memory>
#include <vector>
class AssetCreationContext; class AssetCreationContext;
class IAssetCreator; class IAssetCreator;
class IAssetPostProcessor;
class AssetCreationResult; class AssetCreationResult;
class IDefaultAssetCreator; class IDefaultAssetCreator;
@ -19,6 +22,7 @@ public:
explicit AssetCreatorCollection(const Zone& zone); explicit AssetCreatorCollection(const Zone& zone);
void AddAssetCreator(std::unique_ptr<IAssetCreator> creator); void AddAssetCreator(std::unique_ptr<IAssetCreator> creator);
void AddAssetPostProcessor(std::unique_ptr<IAssetPostProcessor> postProcessor);
void AddDefaultAssetCreator(std::unique_ptr<IDefaultAssetCreator> defaultAssetCreator); void AddDefaultAssetCreator(std::unique_ptr<IDefaultAssetCreator> defaultAssetCreator);
AssetCreationResult CreateAsset(asset_type_t assetType, const std::string& assetName, AssetCreationContext& context) const; AssetCreationResult CreateAsset(asset_type_t assetType, const std::string& assetName, AssetCreationContext& context) const;
@ -27,6 +31,8 @@ public:
private: private:
std::vector<std::vector<IAssetCreator*>> m_asset_creators_by_type; std::vector<std::vector<IAssetCreator*>> m_asset_creators_by_type;
std::vector<std::unique_ptr<IDefaultAssetCreator>> m_default_asset_creators_by_type;
std::vector<std::unique_ptr<IAssetCreator>> m_asset_creators; std::vector<std::unique_ptr<IAssetCreator>> m_asset_creators;
std::vector<std::vector<IAssetPostProcessor*>> m_asset_post_processors_by_type;
std::vector<std::unique_ptr<IAssetPostProcessor>> m_asset_post_processors;
std::vector<std::unique_ptr<IDefaultAssetCreator>> m_default_asset_creators_by_type;
}; };

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@ -0,0 +1,29 @@
#pragma once
#include "AssetCreationContext.h"
#include "AssetCreationResult.h"
#include "Game/IAsset.h"
#include "Pool/XAssetInfo.h"
#include "SearchPath/ISearchPath.h"
#include "Utils/MemoryManager.h"
#include "Zone/ZoneTypes.h"
#include <optional>
#include <string>
class AssetCreationContext;
class IAssetPostProcessor
{
public:
IAssetPostProcessor() = default;
virtual ~IAssetPostProcessor() = default;
IAssetPostProcessor(const IAssetPostProcessor& other) = default;
IAssetPostProcessor(IAssetPostProcessor&& other) noexcept = default;
IAssetPostProcessor& operator=(const IAssetPostProcessor& other) = default;
IAssetPostProcessor& operator=(IAssetPostProcessor&& other) noexcept = default;
[[nodiscard]] virtual asset_type_t GetHandlingAssetType() const = 0;
virtual void PostProcessAsset(XAssetInfoGeneric& assetInfo, AssetCreationContext& context) = 0;
virtual void FinalizeZone(AssetCreationContext& context){};
};