mirror of
https://github.com/Laupetin/OpenAssetTools.git
synced 2025-04-20 00:02:55 +00:00
chore: implement obj loading skeleton with localize asset
This commit is contained in:
parent
673db0592f
commit
c524cb007a
@ -58,7 +58,7 @@ namespace zone_creator
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AssetCreatorCollection creatorCollection(*zone);
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AssetCreatorCollection creatorCollection(*zone);
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objCompiler->ConfigureCreatorCollection(creatorCollection, *zone, *context.m_definition);
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objCompiler->ConfigureCreatorCollection(creatorCollection, *zone, *context.m_definition);
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objLoader->ConfigureCreatorCollection(creatorCollection);
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objLoader->ConfigureCreatorCollection(creatorCollection, *zone, *context.m_asset_search_path);
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AssetCreationContext creationContext(zone.get(), &creatorCollection, &ignoredAssetLookup);
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AssetCreationContext creationContext(zone.get(), &creatorCollection, &ignoredAssetLookup);
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@ -79,7 +79,7 @@ XAssetInfoGeneric* AssetCreationContext::AddAssetGeneric(GenericAssetRegistratio
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return addedAsset;
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return addedAsset;
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}
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}
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XAssetInfoGeneric* AssetCreationContext::LoadDefaultAssetDependency(const asset_type_t assetType, const std::string& assetName) const
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XAssetInfoGeneric* AssetCreationContext::LoadDefaultAssetDependency(const asset_type_t assetType, const std::string& assetName)
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{
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{
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const auto result = m_creators->CreateDefaultAsset(assetType, assetName, *this);
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const auto result = m_creators->CreateDefaultAsset(assetType, assetName, *this);
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if (result.HasTakenAction() && !result.HasFailed())
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if (result.HasTakenAction() && !result.HasFailed())
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@ -39,6 +39,13 @@ public:
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return static_cast<XAssetInfo<typename AssetType::Type>*>(AddAssetGeneric(std::move(registration)));
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return static_cast<XAssetInfo<typename AssetType::Type>*>(AddAssetGeneric(std::move(registration)));
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}
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}
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template<typename AssetType> XAssetInfo<typename AssetType::Type>* AddAsset(std::string assetName, typename AssetType::Type* asset)
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{
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static_assert(std::is_base_of_v<IAssetBase, AssetType>);
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return static_cast<XAssetInfo<typename AssetType::Type>*>(AddAssetGeneric(AssetRegistration<AssetType>(std::move(assetName), asset)));
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}
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XAssetInfoGeneric* AddAssetGeneric(GenericAssetRegistration registration) const;
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XAssetInfoGeneric* AddAssetGeneric(GenericAssetRegistration registration) const;
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template<typename AssetType> XAssetInfo<typename AssetType::Type>* LoadDependency(const std::string& assetName)
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template<typename AssetType> XAssetInfo<typename AssetType::Type>* LoadDependency(const std::string& assetName)
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@ -76,7 +83,7 @@ public:
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}
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}
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private:
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private:
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[[nodiscard]] XAssetInfoGeneric* LoadDefaultAssetDependency(asset_type_t assetType, const std::string& assetName) const;
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[[nodiscard]] XAssetInfoGeneric* LoadDefaultAssetDependency(asset_type_t assetType, const std::string& assetName);
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Zone* m_zone;
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Zone* m_zone;
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const AssetCreatorCollection* m_creators;
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const AssetCreatorCollection* m_creators;
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@ -44,15 +44,13 @@ AssetCreationResult AssetCreatorCollection::CreateAsset(const asset_type_t asset
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return AssetCreationResult::NoAction();
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return AssetCreationResult::NoAction();
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}
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}
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AssetCreationResult
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AssetCreationResult AssetCreatorCollection::CreateDefaultAsset(const asset_type_t assetType, const std::string& assetName, AssetCreationContext& context) const
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AssetCreatorCollection::CreateDefaultAsset(const asset_type_t assetType, const std::string& assetName, const AssetCreationContext& context) const
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{
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{
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assert(assetType >= 0 && static_cast<unsigned>(assetType) < m_default_asset_creators_by_type.size());
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assert(assetType >= 0 && static_cast<unsigned>(assetType) < m_default_asset_creators_by_type.size());
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if (assetType >= 0 && static_cast<unsigned>(assetType) < m_default_asset_creators_by_type.size() && m_default_asset_creators_by_type[assetType])
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if (assetType >= 0 && static_cast<unsigned>(assetType) < m_default_asset_creators_by_type.size() && m_default_asset_creators_by_type[assetType])
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{
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{
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auto defaultAsset = m_default_asset_creators_by_type[assetType]->CreateDefaultAsset(assetName);
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return m_default_asset_creators_by_type[assetType]->CreateDefaultAsset(assetName, context);
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return AssetCreationResult::Success(context.AddAssetGeneric(std::move(defaultAsset)));
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}
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}
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return AssetCreationResult::NoAction();
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return AssetCreationResult::NoAction();
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@ -22,7 +22,7 @@ public:
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void AddDefaultAssetCreator(std::unique_ptr<IDefaultAssetCreator> defaultAssetCreator);
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void AddDefaultAssetCreator(std::unique_ptr<IDefaultAssetCreator> defaultAssetCreator);
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AssetCreationResult CreateAsset(asset_type_t assetType, const std::string& assetName, AssetCreationContext& context) const;
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AssetCreationResult CreateAsset(asset_type_t assetType, const std::string& assetName, AssetCreationContext& context) const;
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AssetCreationResult CreateDefaultAsset(asset_type_t assetType, const std::string& assetName, const AssetCreationContext& context) const;
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AssetCreationResult CreateDefaultAsset(asset_type_t assetType, const std::string& assetName, AssetCreationContext& context) const;
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void FinalizeZone(AssetCreationContext& context) const;
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void FinalizeZone(AssetCreationContext& context) const;
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private:
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private:
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46
src/ObjLoading/Asset/GlobalAssetPoolsLoader.h
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46
src/ObjLoading/Asset/GlobalAssetPoolsLoader.h
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@ -0,0 +1,46 @@
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#pragma once
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#include "Asset/IAssetCreator.h"
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#include "Pool/GlobalAssetPool.h"
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template<typename AssetType> class GlobalAssetPoolsLoader : public AssetCreator<AssetType>
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{
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public:
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static_assert(std::is_base_of_v<IAssetBase, AssetType>);
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GlobalAssetPoolsLoader(Zone& zone)
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: m_zone(zone)
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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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auto* existingAsset = GlobalAssetPool<typename AssetType::Type>::GetAssetByName(assetName);
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if (!existingAsset)
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return AssetCreationResult::Failure();
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AssetRegistration<AssetType> registration(assetName, existingAsset->Asset());
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for (const auto* dependency : existingAsset->m_dependencies)
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{
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auto* newDependency = context.LoadDependencyGeneric(dependency->m_type, dependency->m_name);
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if (newDependency)
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registration.AddDependency(newDependency);
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else
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return AssetCreationResult::Failure();
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}
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for (const auto& indirectAssetReference : existingAsset->m_indirect_asset_references)
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registration.AddIndirectAssetReference(context.LoadIndirectAssetReferenceGeneric(indirectAssetReference.m_type, indirectAssetReference.m_name));
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// Make sure any used script string is available in the created zone
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// The replacement of the scr_string_t values will be done upon writing
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for (const auto scrString : existingAsset->m_used_script_strings)
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m_zone.m_script_strings.AddOrGetScriptString(existingAsset->m_zone->m_script_strings.CValue(scrString));
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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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Zone& m_zone;
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};
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@ -15,6 +15,11 @@ AssetCreationResult AssetCreationResult::NoAction()
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return AssetCreationResult(false, nullptr);
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return AssetCreationResult(false, nullptr);
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}
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}
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bool AssetCreationResult::HasBeenSuccessful() const
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{
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return m_taken_action && m_asset_info != nullptr;
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}
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bool AssetCreationResult::HasTakenAction() const
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bool AssetCreationResult::HasTakenAction() const
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{
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{
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return m_taken_action;
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return m_taken_action;
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@ -17,6 +17,7 @@ public:
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static AssetCreationResult Failure();
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static AssetCreationResult Failure();
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static AssetCreationResult NoAction();
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static AssetCreationResult NoAction();
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[[nodiscard]] bool HasBeenSuccessful() const;
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[[nodiscard]] bool HasTakenAction() const;
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[[nodiscard]] bool HasTakenAction() const;
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[[nodiscard]] bool HasFailed() const;
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[[nodiscard]] bool HasFailed() const;
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[[nodiscard]] XAssetInfoGeneric* GetAssetInfo() const;
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[[nodiscard]] XAssetInfoGeneric* GetAssetInfo() const;
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@ -1,16 +1,15 @@
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#pragma once
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#pragma once
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#include "AssetCreationContext.h"
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#include "AssetCreationContext.h"
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#include "AssetRegistration.h"
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#include "Game/IAsset.h"
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#include "Game/IAsset.h"
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#include "Utils/MemoryManager.h"
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#include "IAssetCreator.h"
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#include "Zone/ZoneTypes.h"
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#include "Zone/ZoneTypes.h"
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#include <string>
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#include <string>
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#include <type_traits>
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#include <type_traits>
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class GenericAssetRegistration;
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class AssetCreationResult;
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template<typename AssetType> class AssetRegistration;
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class AssetCreationContext;
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class IDefaultAssetCreator
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class IDefaultAssetCreator
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{
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{
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@ -23,7 +22,7 @@ public:
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IDefaultAssetCreator& operator=(IDefaultAssetCreator&& other) noexcept = default;
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IDefaultAssetCreator& operator=(IDefaultAssetCreator&& other) noexcept = default;
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[[nodiscard]] virtual asset_type_t GetHandlingAssetType() const = 0;
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[[nodiscard]] virtual asset_type_t GetHandlingAssetType() const = 0;
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virtual GenericAssetRegistration CreateDefaultAsset(const std::string& assetName) const = 0;
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virtual AssetCreationResult CreateDefaultAsset(const std::string& assetName, AssetCreationContext& context) const = 0;
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};
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};
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template<typename AssetType> class DefaultAssetCreator : public IDefaultAssetCreator
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template<typename AssetType> class DefaultAssetCreator : public IDefaultAssetCreator
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@ -35,12 +34,4 @@ public:
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{
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{
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return AssetType::EnumEntry;
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return AssetType::EnumEntry;
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}
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}
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GenericAssetRegistration CreateDefaultAsset(const std::string& assetName) const override
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{
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return CreateDefaultAssetInternal(assetName);
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}
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protected:
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virtual AssetRegistration<typename AssetType::Type> CreateDefaultAssetInternal(const std::string& assetName) const = 0;
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};
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};
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@ -1,17 +0,0 @@
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#pragma once
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#include "AssetLoading/BasicAssetLoader.h"
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#include "AssetLoading/IAssetLoadingManager.h"
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#include "Game/IW3/IW3.h"
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#include "SearchPath/ISearchPath.h"
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namespace IW3
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{
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class AssetLoaderGfxImage final : public BasicAssetLoader<AssetImage>
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{
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public:
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_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
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_NODISCARD bool CanLoadFromRaw() const override;
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bool
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LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const override;
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};
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} // namespace IW3
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@ -1,36 +0,0 @@
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#include "AssetLoaderLocalizeEntry.h"
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#include "Localize/LocalizeCommonAssetLoader.h"
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using namespace IW3;
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XAssetInfoGeneric* AssetLoaderLocalizeEntry::LoadFromGlobalAssetPools(const std::string& assetName) const
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{
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return nullptr;
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}
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void* AssetLoaderLocalizeEntry::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
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{
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return nullptr;
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}
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bool AssetLoaderLocalizeEntry::CanLoadFromRaw() const
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{
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return true;
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}
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bool AssetLoaderLocalizeEntry::LoadFromRaw(
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const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const
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{
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const LocalizeCommonAssetLoader commonLoader(
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[memory, manager](const CommonLocalizeEntry& entry)
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{
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auto* localizeEntry = memory->Create<LocalizeEntry>();
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localizeEntry->name = memory->Dup(entry.m_key.c_str());
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localizeEntry->value = memory->Dup(entry.m_value.c_str());
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manager->AddAsset<AssetLocalize>(entry.m_key, localizeEntry);
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});
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return commonLoader.LoadLocalizeAsset(assetName, searchPath, manager, zone);
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}
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@ -1,19 +0,0 @@
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#pragma once
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#include "AssetLoading/BasicAssetLoader.h"
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#include "AssetLoading/IAssetLoadingManager.h"
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#include "Game/IW3/IW3.h"
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#include "SearchPath/ISearchPath.h"
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namespace IW3
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{
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class AssetLoaderLocalizeEntry final : public BasicAssetLoader<AssetLocalize>
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{
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public:
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_NODISCARD XAssetInfoGeneric* LoadFromGlobalAssetPools(const std::string& assetName) const override;
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_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
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_NODISCARD bool CanLoadFromRaw() const override;
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bool
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LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const override;
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};
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} // namespace IW3
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#include "AssetLoaderRawFile.h"
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#include "Game/IW3/IW3.h"
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#include "Pool/GlobalAssetPool.h"
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#include <cstring>
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using namespace IW3;
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void* AssetLoaderRawFile::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
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{
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auto* rawFile = memory->Create<RawFile>();
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memset(rawFile, 0, sizeof(RawFile));
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rawFile->name = memory->Dup(assetName.c_str());
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return rawFile;
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}
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bool AssetLoaderRawFile::CanLoadFromRaw() const
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{
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return true;
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}
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bool AssetLoaderRawFile::LoadFromRaw(
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const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const
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{
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const auto file = searchPath->Open(assetName);
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if (!file.IsOpen())
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return false;
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auto* rawFile = memory->Create<RawFile>();
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rawFile->name = memory->Dup(assetName.c_str());
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rawFile->len = static_cast<int>(file.m_length);
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auto* fileBuffer = memory->Alloc<char>(static_cast<size_t>(file.m_length + 1));
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file.m_stream->read(fileBuffer, file.m_length);
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if (file.m_stream->gcount() != file.m_length)
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return false;
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fileBuffer[rawFile->len] = '\0';
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rawFile->buffer = fileBuffer;
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manager->AddAsset<AssetRawFile>(assetName, rawFile);
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return true;
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}
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#pragma once
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#include "AssetLoading/BasicAssetLoader.h"
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#include "AssetLoading/IAssetLoadingManager.h"
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#include "Game/IW3/IW3.h"
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#include "SearchPath/ISearchPath.h"
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namespace IW3
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{
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class AssetLoaderRawFile final : public BasicAssetLoader<AssetRawFile>
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{
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public:
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_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
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_NODISCARD bool CanLoadFromRaw() const override;
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bool
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LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const override;
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};
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} // namespace IW3
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#include "AssetLoaderGfxImage.h"
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#include "AssetLoaderImageIW3.h"
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#include "Game/IW3/IW3.h"
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#include "Game/IW3/IW3.h"
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#include "Image/DdsLoader.h"
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#include "Image/DdsLoader.h"
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@ -12,43 +12,35 @@
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using namespace IW3;
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using namespace IW3;
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void* AssetLoaderGfxImage::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
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AssetLoaderImage::AssetLoaderImage(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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auto* image = memory->Create<GfxImage>();
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memset(image, 0, sizeof(GfxImage));
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image->name = memory->Dup(assetName.c_str());
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return image;
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}
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}
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bool AssetLoaderGfxImage::CanLoadFromRaw() const
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AssetCreationResult AssetLoaderImage::CreateAsset(const std::string& assetName, AssetCreationContext& context)
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{
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return true;
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|
||||||
}
|
|
||||||
|
|
||||||
bool AssetLoaderGfxImage::LoadFromRaw(
|
|
||||||
const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const
|
|
||||||
{
|
{
|
||||||
// Do not load any GfxImages from raw for now that are not loaded
|
// Do not load any GfxImages from raw for now that are not loaded
|
||||||
// TODO: Load iwis and add streaming info to asset
|
// TODO: Load iwis and add streaming info to asset
|
||||||
if (assetName.empty() || assetName[0] != '*')
|
if (assetName.empty() || assetName[0] != '*')
|
||||||
return false;
|
return AssetCreationResult::NoAction();
|
||||||
|
|
||||||
std::string safeAssetName = assetName;
|
std::string safeAssetName = assetName;
|
||||||
std::ranges::replace(safeAssetName, '*', '_');
|
std::ranges::replace(safeAssetName, '*', '_');
|
||||||
|
|
||||||
const auto file = searchPath->Open(std::format("images/{}.dds", safeAssetName));
|
const auto file = m_search_path.Open(std::format("images/{}.dds", safeAssetName));
|
||||||
if (!file.IsOpen())
|
if (!file.IsOpen())
|
||||||
return false;
|
return AssetCreationResult::NoAction();
|
||||||
|
|
||||||
const auto texture = dds::LoadDds(*file.m_stream);
|
const auto texture = dds::LoadDds(*file.m_stream);
|
||||||
if (!texture)
|
if (!texture)
|
||||||
{
|
{
|
||||||
std::cerr << std::format("Failed to load dds file for image asset \"{}\"\n", assetName);
|
std::cerr << std::format("Failed to load dds file for image asset \"{}\"\n", assetName);
|
||||||
return false;
|
return AssetCreationResult::Failure();
|
||||||
}
|
}
|
||||||
|
|
||||||
auto* image = memory->Create<GfxImage>();
|
auto* image = m_memory.Alloc<GfxImage>();
|
||||||
image->name = memory->Dup(assetName.c_str());
|
image->name = m_memory.Dup(assetName.c_str());
|
||||||
image->picmip.platform[0] = 0;
|
image->picmip.platform[0] = 0;
|
||||||
image->picmip.platform[1] = 0;
|
image->picmip.platform[1] = 0;
|
||||||
image->noPicmip = !texture->HasMipMaps();
|
image->noPicmip = !texture->HasMipMaps();
|
||||||
@ -88,7 +80,7 @@ bool AssetLoaderGfxImage::LoadFromRaw(
|
|||||||
for (auto mipLevel = 0; mipLevel < mipCount; mipLevel++)
|
for (auto mipLevel = 0; mipLevel < mipCount; mipLevel++)
|
||||||
dataSize += texture->GetSizeOfMipLevel(mipLevel) * faceCount;
|
dataSize += texture->GetSizeOfMipLevel(mipLevel) * faceCount;
|
||||||
|
|
||||||
auto* loadDef = static_cast<GfxImageLoadDef*>(zone->GetMemory()->AllocRaw(offsetof(GfxImageLoadDef, data) + dataSize));
|
auto* loadDef = static_cast<GfxImageLoadDef*>(m_memory.AllocRaw(offsetof(GfxImageLoadDef, data) + dataSize));
|
||||||
image->texture.loadDef = loadDef;
|
image->texture.loadDef = loadDef;
|
||||||
loadDef->levelCount = static_cast<char>(mipCount);
|
loadDef->levelCount = static_cast<char>(mipCount);
|
||||||
loadDef->flags = 0;
|
loadDef->flags = 0;
|
||||||
@ -116,7 +108,5 @@ bool AssetLoaderGfxImage::LoadFromRaw(
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
manager->AddAsset<AssetImage>(assetName, image);
|
return AssetCreationResult::Success(context.AddAsset<AssetImage>(assetName, image));
|
||||||
|
|
||||||
return true;
|
|
||||||
}
|
}
|
21
src/ObjLoading/Game/IW3/Image/AssetLoaderImageIW3.h
Normal file
21
src/ObjLoading/Game/IW3/Image/AssetLoaderImageIW3.h
Normal file
@ -0,0 +1,21 @@
|
|||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include "Asset/IAssetCreator.h"
|
||||||
|
#include "Game/IW3/IW3.h"
|
||||||
|
#include "SearchPath/ISearchPath.h"
|
||||||
|
#include "Utils/MemoryManager.h"
|
||||||
|
|
||||||
|
namespace IW3
|
||||||
|
{
|
||||||
|
class AssetLoaderImage final : public AssetCreator<AssetImage>
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
AssetLoaderImage(MemoryManager& memory, ISearchPath& searchPath);
|
||||||
|
|
||||||
|
AssetCreationResult CreateAsset(const std::string& assetName, AssetCreationContext& context) override;
|
||||||
|
|
||||||
|
private:
|
||||||
|
MemoryManager& m_memory;
|
||||||
|
ISearchPath& m_search_path;
|
||||||
|
};
|
||||||
|
} // namespace IW3
|
16
src/ObjLoading/Game/IW3/Image/DefaultCreatorImageIW3.cpp
Normal file
16
src/ObjLoading/Game/IW3/Image/DefaultCreatorImageIW3.cpp
Normal file
@ -0,0 +1,16 @@
|
|||||||
|
#include "DefaultCreatorImageIW3.h"
|
||||||
|
|
||||||
|
using namespace IW3;
|
||||||
|
|
||||||
|
DefaultCreatorImage::DefaultCreatorImage(MemoryManager& memory)
|
||||||
|
: m_memory(memory)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
AssetCreationResult DefaultCreatorImage::CreateDefaultAsset(const std::string& assetName, AssetCreationContext& context) const
|
||||||
|
{
|
||||||
|
auto* asset = m_memory.Alloc<GfxImage>();
|
||||||
|
asset->name = m_memory.Dup(assetName.c_str());
|
||||||
|
|
||||||
|
return AssetCreationResult::Success(context.AddAsset<AssetImage>(assetName, asset));
|
||||||
|
}
|
18
src/ObjLoading/Game/IW3/Image/DefaultCreatorImageIW3.h
Normal file
18
src/ObjLoading/Game/IW3/Image/DefaultCreatorImageIW3.h
Normal file
@ -0,0 +1,18 @@
|
|||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include "Asset/IDefaultAssetCreator.h"
|
||||||
|
#include "Game/IW3/IW3.h"
|
||||||
|
#include "Utils/MemoryManager.h"
|
||||||
|
|
||||||
|
namespace IW3
|
||||||
|
{
|
||||||
|
class DefaultCreatorImage : public DefaultAssetCreator<AssetImage>
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
explicit DefaultCreatorImage(MemoryManager& memory);
|
||||||
|
AssetCreationResult CreateDefaultAsset(const std::string& assetName, AssetCreationContext& context) const override;
|
||||||
|
|
||||||
|
private:
|
||||||
|
MemoryManager& m_memory;
|
||||||
|
};
|
||||||
|
} // namespace IW3
|
23
src/ObjLoading/Game/IW3/Localize/AssetLoaderLocalizeIW3.cpp
Normal file
23
src/ObjLoading/Game/IW3/Localize/AssetLoaderLocalizeIW3.cpp
Normal file
@ -0,0 +1,23 @@
|
|||||||
|
#include "AssetLoaderLocalizeIW3.h"
|
||||||
|
|
||||||
|
using namespace IW3;
|
||||||
|
|
||||||
|
AssetLoaderLocalize::AssetLoaderLocalize(MemoryManager& memory, ISearchPath& searchPath, Zone& zone)
|
||||||
|
: CommonLocalizeLoader(searchPath, zone),
|
||||||
|
m_memory(memory)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
AssetCreationResult AssetLoaderLocalize::CreateAsset(const std::string& assetName, AssetCreationContext& context)
|
||||||
|
{
|
||||||
|
return CreateLocalizeAsset(assetName, context);
|
||||||
|
}
|
||||||
|
|
||||||
|
AssetCreationResult AssetLoaderLocalize::CreateAssetFromCommonAsset(const CommonLocalizeEntry& localizeEntry, AssetCreationContext& context)
|
||||||
|
{
|
||||||
|
auto* asset = m_memory.Alloc<LocalizeEntry>();
|
||||||
|
asset->name = m_memory.Dup(localizeEntry.m_key.c_str());
|
||||||
|
asset->value = m_memory.Dup(localizeEntry.m_value.c_str());
|
||||||
|
|
||||||
|
return AssetCreationResult::Success(context.AddAsset<AssetLocalize>(localizeEntry.m_key, asset));
|
||||||
|
}
|
23
src/ObjLoading/Game/IW3/Localize/AssetLoaderLocalizeIW3.h
Normal file
23
src/ObjLoading/Game/IW3/Localize/AssetLoaderLocalizeIW3.h
Normal file
@ -0,0 +1,23 @@
|
|||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include "Asset/IAssetCreator.h"
|
||||||
|
#include "Game/IW3/IW3.h"
|
||||||
|
#include "Localize/CommonLocalizeLoader.h"
|
||||||
|
#include "SearchPath/ISearchPath.h"
|
||||||
|
#include "Utils/MemoryManager.h"
|
||||||
|
|
||||||
|
namespace IW3
|
||||||
|
{
|
||||||
|
class AssetLoaderLocalize final : public AssetCreator<AssetLocalize>, public CommonLocalizeLoader
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
AssetLoaderLocalize(MemoryManager& memory, ISearchPath& searchPath, Zone& zone);
|
||||||
|
AssetCreationResult CreateAsset(const std::string& assetName, AssetCreationContext& context) override;
|
||||||
|
|
||||||
|
protected:
|
||||||
|
AssetCreationResult CreateAssetFromCommonAsset(const CommonLocalizeEntry& localizeEntry, AssetCreationContext& context) override;
|
||||||
|
|
||||||
|
private:
|
||||||
|
MemoryManager& m_memory;
|
||||||
|
};
|
||||||
|
} // namespace IW3
|
@ -1,77 +1,123 @@
|
|||||||
#include "ObjLoaderIW3.h"
|
#include "ObjLoaderIW3.h"
|
||||||
|
|
||||||
#include "AssetLoaders/AssetLoaderGfxImage.h"
|
#include "Asset/GlobalAssetPoolsLoader.h"
|
||||||
#include "AssetLoaders/AssetLoaderLocalizeEntry.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderRawFile.h"
|
|
||||||
#include "AssetLoading/AssetLoadingManager.h"
|
|
||||||
#include "Game/IW3/GameIW3.h"
|
#include "Game/IW3/GameIW3.h"
|
||||||
|
#include "Game/IW3/IW3.h"
|
||||||
|
#include "Image/AssetLoaderImageIW3.h"
|
||||||
|
#include "Image/DefaultCreatorImageIW3.h"
|
||||||
|
#include "Localize/AssetLoaderLocalizeIW3.h"
|
||||||
#include "ObjLoading.h"
|
#include "ObjLoading.h"
|
||||||
|
|
||||||
|
#include <memory>
|
||||||
|
|
||||||
using namespace IW3;
|
using namespace IW3;
|
||||||
|
|
||||||
ObjLoader::ObjLoader()
|
|
||||||
{
|
|
||||||
#define REGISTER_ASSET_LOADER(t) \
|
|
||||||
{ \
|
|
||||||
auto l = std::make_unique<t>(); \
|
|
||||||
m_asset_loaders_by_type[l->GetHandlingAssetType()] = std::move(l); \
|
|
||||||
}
|
|
||||||
|
|
||||||
REGISTER_ASSET_LOADER(BasicAssetLoader<AssetPhysPreset>)
|
|
||||||
REGISTER_ASSET_LOADER(BasicAssetLoader<AssetXAnim>)
|
|
||||||
REGISTER_ASSET_LOADER(BasicAssetLoader<AssetXModel>)
|
|
||||||
REGISTER_ASSET_LOADER(BasicAssetLoader<AssetMaterial>)
|
|
||||||
REGISTER_ASSET_LOADER(BasicAssetLoader<AssetTechniqueSet>)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderGfxImage)
|
|
||||||
REGISTER_ASSET_LOADER(BasicAssetLoader<AssetSound>)
|
|
||||||
REGISTER_ASSET_LOADER(BasicAssetLoader<AssetSoundCurve>)
|
|
||||||
REGISTER_ASSET_LOADER(BasicAssetLoader<AssetLoadedSound>)
|
|
||||||
REGISTER_ASSET_LOADER(BasicAssetLoader<AssetClipMap>)
|
|
||||||
REGISTER_ASSET_LOADER(BasicAssetLoader<AssetClipMapPvs>)
|
|
||||||
REGISTER_ASSET_LOADER(BasicAssetLoader<AssetComWorld>)
|
|
||||||
REGISTER_ASSET_LOADER(BasicAssetLoader<AssetGameWorldSp>)
|
|
||||||
REGISTER_ASSET_LOADER(BasicAssetLoader<AssetGameWorldMp>)
|
|
||||||
REGISTER_ASSET_LOADER(BasicAssetLoader<AssetMapEnts>)
|
|
||||||
REGISTER_ASSET_LOADER(BasicAssetLoader<AssetGfxWorld>)
|
|
||||||
REGISTER_ASSET_LOADER(BasicAssetLoader<AssetLightDef>)
|
|
||||||
REGISTER_ASSET_LOADER(BasicAssetLoader<AssetFont>)
|
|
||||||
REGISTER_ASSET_LOADER(BasicAssetLoader<AssetMenuList>)
|
|
||||||
REGISTER_ASSET_LOADER(BasicAssetLoader<AssetMenu>)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderLocalizeEntry)
|
|
||||||
REGISTER_ASSET_LOADER(BasicAssetLoader<AssetWeapon>)
|
|
||||||
REGISTER_ASSET_LOADER(BasicAssetLoader<AssetSoundDriverGlobals>)
|
|
||||||
REGISTER_ASSET_LOADER(BasicAssetLoader<AssetFx>)
|
|
||||||
REGISTER_ASSET_LOADER(BasicAssetLoader<AssetImpactFx>)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderRawFile)
|
|
||||||
REGISTER_ASSET_LOADER(BasicAssetLoader<AssetStringTable>)
|
|
||||||
|
|
||||||
#undef REGISTER_ASSET_LOADER
|
|
||||||
}
|
|
||||||
|
|
||||||
bool ObjLoader::IsMpZone(const Zone& zone)
|
|
||||||
{
|
|
||||||
return zone.m_name.compare(0, 3, "mp_") == 0 || zone.m_name.compare(zone.m_name.length() - 3, 3, "_mp") == 0;
|
|
||||||
}
|
|
||||||
|
|
||||||
bool ObjLoader::IsZmZone(const Zone& zone)
|
|
||||||
{
|
|
||||||
return zone.m_name.compare(0, 3, "zm_") == 0 || zone.m_name.compare(zone.m_name.length() - 3, 3, "_zm") == 0;
|
|
||||||
}
|
|
||||||
|
|
||||||
void ObjLoader::LoadReferencedContainersForZone(ISearchPath& searchPath, Zone& zone) const {}
|
void ObjLoader::LoadReferencedContainersForZone(ISearchPath& searchPath, Zone& zone) const {}
|
||||||
|
|
||||||
void ObjLoader::UnloadContainersOfZone(Zone& zone) const {}
|
void ObjLoader::UnloadContainersOfZone(Zone& zone) const {}
|
||||||
|
|
||||||
void ObjLoader::ConfigureCreatorCollection(AssetCreatorCollection& collection) const {}
|
namespace
|
||||||
|
|
||||||
bool ObjLoader::LoadAssetForZone(AssetLoadingContext& context, const asset_type_t assetType, const std::string& assetName) const
|
|
||||||
{
|
{
|
||||||
AssetLoadingManager assetLoadingManager(m_asset_loaders_by_type, context);
|
void ConfigureDefaultCreators(AssetCreatorCollection& collection, Zone& zone)
|
||||||
return assetLoadingManager.LoadAssetFromLoader(assetType, assetName);
|
{
|
||||||
}
|
auto& memory = *zone.GetMemory();
|
||||||
|
|
||||||
void ObjLoader::FinalizeAssetsForZone(AssetLoadingContext& context) const
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorPhysPreset>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorXAnim>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorXModel>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorMaterial>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorTechniqueSet>(memory));
|
||||||
|
collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorImage>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorSound>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorSoundCurve>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorLoadedSound>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorClipMap>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorClipMapPvs>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorComWorld>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorGameWorldSp>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorGameWorldMp>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorMapEnts>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorGfxWorld>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorLightDef>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorFont>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorMenuList>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorMenu>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorLocalize>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorWeapon>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorSoundDriverGlobals>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorFx>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorImpactFx>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorRawFile>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorStringTable>(memory));
|
||||||
|
}
|
||||||
|
|
||||||
|
void ConfigureGlobalAssetPoolsLoaders(AssetCreatorCollection& collection, Zone& zone)
|
||||||
|
{
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetPhysPreset>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetXAnim>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetXModel>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetMaterial>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetTechniqueSet>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetImage>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetSound>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetSoundCurve>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetLoadedSound>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetClipMap>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetClipMapPvs>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetComWorld>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetGameWorldSp>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetGameWorldMp>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetMapEnts>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetGfxWorld>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetLightDef>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetFont>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetMenuList>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetMenu>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetLocalize>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetWeapon>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetSoundDriverGlobals>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetFx>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetImpactFx>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetRawFile>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetStringTable>>(zone));
|
||||||
|
}
|
||||||
|
|
||||||
|
void ConfigureDefaultCreators(AssetCreatorCollection& collection, Zone& zone, ISearchPath& searchPath)
|
||||||
|
{
|
||||||
|
auto& memory = *zone.GetMemory();
|
||||||
|
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderPhysPreset>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderXAnim>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderXModel>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderMaterial>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderTechniqueSet>(memory));
|
||||||
|
collection.AddAssetCreator(std::make_unique<AssetLoaderImage>(memory, searchPath));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderSound>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderSoundCurve>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderLoadedSound>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderClipMap>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderClipMapPvs>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderComWorld>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderGameWorldSp>(memory));
|
||||||
|
// 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(std::make_unique<AssetLoaderFont>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderMenuList>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderMenu>(memory));
|
||||||
|
collection.AddAssetCreator(std::make_unique<AssetLoaderLocalize>(memory, searchPath, zone));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderWeapon>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderSoundDriverGlobals>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderFx>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderImpactFx>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderRawFile>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderStringTable>(memory));
|
||||||
|
}
|
||||||
|
} // namespace
|
||||||
|
|
||||||
|
void ObjLoader::ConfigureCreatorCollection(AssetCreatorCollection& collection, Zone& zone, ISearchPath& searchPath) const
|
||||||
{
|
{
|
||||||
for (const auto& [type, loader] : m_asset_loaders_by_type)
|
ConfigureDefaultCreators(collection, zone, searchPath);
|
||||||
loader->FinalizeAssetsForZone(context);
|
ConfigureGlobalAssetPoolsLoaders(collection, zone);
|
||||||
}
|
}
|
||||||
|
@ -1,30 +1,16 @@
|
|||||||
#pragma once
|
#pragma once
|
||||||
|
|
||||||
#include "AssetLoading/IAssetLoader.h"
|
|
||||||
#include "IObjLoader.h"
|
#include "IObjLoader.h"
|
||||||
#include "SearchPath/ISearchPath.h"
|
#include "SearchPath/ISearchPath.h"
|
||||||
|
|
||||||
#include <memory>
|
|
||||||
#include <unordered_map>
|
|
||||||
|
|
||||||
namespace IW3
|
namespace IW3
|
||||||
{
|
{
|
||||||
class ObjLoader final : public IObjLoader
|
class ObjLoader final : public IObjLoader
|
||||||
{
|
{
|
||||||
std::unordered_map<asset_type_t, std::unique_ptr<IAssetLoader>> m_asset_loaders_by_type;
|
|
||||||
|
|
||||||
static bool IsMpZone(const Zone& zone);
|
|
||||||
static bool IsZmZone(const Zone& zone);
|
|
||||||
|
|
||||||
public:
|
public:
|
||||||
ObjLoader();
|
|
||||||
|
|
||||||
void LoadReferencedContainersForZone(ISearchPath& searchPath, Zone& zone) const override;
|
void LoadReferencedContainersForZone(ISearchPath& searchPath, Zone& zone) const override;
|
||||||
void UnloadContainersOfZone(Zone& zone) const override;
|
void UnloadContainersOfZone(Zone& zone) const override;
|
||||||
|
|
||||||
void ConfigureCreatorCollection(AssetCreatorCollection& collection) const override;
|
void ConfigureCreatorCollection(AssetCreatorCollection& collection, Zone& zone, ISearchPath& searchPath) const override;
|
||||||
|
|
||||||
bool LoadAssetForZone(AssetLoadingContext& context, asset_type_t assetType, const std::string& assetName) const override;
|
|
||||||
void FinalizeAssetsForZone(AssetLoadingContext& context) const override;
|
|
||||||
};
|
};
|
||||||
} // namespace IW3
|
} // namespace IW3
|
||||||
|
35
src/ObjLoading/Game/IW3/RawFile/AssetLoaderRawFileIW3.cpp
Normal file
35
src/ObjLoading/Game/IW3/RawFile/AssetLoaderRawFileIW3.cpp
Normal file
@ -0,0 +1,35 @@
|
|||||||
|
#include "AssetLoaderRawFileIW3.h"
|
||||||
|
|
||||||
|
#include "Game/IW3/IW3.h"
|
||||||
|
#include "Pool/GlobalAssetPool.h"
|
||||||
|
|
||||||
|
#include <cstring>
|
||||||
|
|
||||||
|
using namespace IW3;
|
||||||
|
|
||||||
|
AssetLoaderRawFile::AssetLoaderRawFile(MemoryManager& memory, ISearchPath& searchPath)
|
||||||
|
: m_memory(memory),
|
||||||
|
m_search_path(searchPath)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
AssetCreationResult AssetLoaderRawFile::CreateAsset(const std::string& assetName, AssetCreationContext& context)
|
||||||
|
{
|
||||||
|
const auto file = m_search_path.Open(assetName);
|
||||||
|
if (!file.IsOpen())
|
||||||
|
return AssetCreationResult::NoAction();
|
||||||
|
|
||||||
|
auto* rawFile = m_memory.Alloc<RawFile>();
|
||||||
|
rawFile->name = m_memory.Dup(assetName.c_str());
|
||||||
|
rawFile->len = static_cast<int>(file.m_length);
|
||||||
|
|
||||||
|
auto* fileBuffer = m_memory.Alloc<char>(static_cast<size_t>(file.m_length + 1));
|
||||||
|
file.m_stream->read(fileBuffer, file.m_length);
|
||||||
|
if (file.m_stream->gcount() != file.m_length)
|
||||||
|
return AssetCreationResult::Failure();
|
||||||
|
fileBuffer[rawFile->len] = '\0';
|
||||||
|
|
||||||
|
rawFile->buffer = fileBuffer;
|
||||||
|
|
||||||
|
return AssetCreationResult::Success(context.AddAsset<AssetRawFile>(assetName, rawFile));
|
||||||
|
}
|
21
src/ObjLoading/Game/IW3/RawFile/AssetLoaderRawFileIW3.h
Normal file
21
src/ObjLoading/Game/IW3/RawFile/AssetLoaderRawFileIW3.h
Normal file
@ -0,0 +1,21 @@
|
|||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include "Asset/IAssetCreator.h"
|
||||||
|
#include "Game/IW3/IW3.h"
|
||||||
|
#include "SearchPath/ISearchPath.h"
|
||||||
|
#include "Utils/MemoryManager.h"
|
||||||
|
|
||||||
|
namespace IW3
|
||||||
|
{
|
||||||
|
class AssetLoaderRawFile final : public AssetCreator<AssetRawFile>
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
AssetLoaderRawFile(MemoryManager& memory, ISearchPath& searchPath);
|
||||||
|
|
||||||
|
AssetCreationResult CreateAsset(const std::string& assetName, AssetCreationContext& context) override;
|
||||||
|
|
||||||
|
private:
|
||||||
|
MemoryManager& m_memory;
|
||||||
|
ISearchPath& m_search_path;
|
||||||
|
};
|
||||||
|
} // namespace IW3
|
16
src/ObjLoading/Game/IW3/RawFile/DefaultCreatorRawFileIW3.cpp
Normal file
16
src/ObjLoading/Game/IW3/RawFile/DefaultCreatorRawFileIW3.cpp
Normal file
@ -0,0 +1,16 @@
|
|||||||
|
#include "DefaultCreatorRawFileIW3.h"
|
||||||
|
|
||||||
|
using namespace IW3;
|
||||||
|
|
||||||
|
DefaultCreatorRawFile::DefaultCreatorRawFile(MemoryManager& memory)
|
||||||
|
: m_memory(memory)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
AssetCreationResult DefaultCreatorRawFile::CreateDefaultAsset(const std::string& assetName, AssetCreationContext& context) const
|
||||||
|
{
|
||||||
|
auto* asset = m_memory.Alloc<RawFile>();
|
||||||
|
asset->name = m_memory.Dup(assetName.c_str());
|
||||||
|
|
||||||
|
return AssetCreationResult::Success(context.AddAsset<AssetRawFile>(assetName, asset));
|
||||||
|
}
|
18
src/ObjLoading/Game/IW3/RawFile/DefaultCreatorRawFileIW3.h
Normal file
18
src/ObjLoading/Game/IW3/RawFile/DefaultCreatorRawFileIW3.h
Normal file
@ -0,0 +1,18 @@
|
|||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include "Asset/IDefaultAssetCreator.h"
|
||||||
|
#include "Game/IW3/IW3.h"
|
||||||
|
#include "Utils/MemoryManager.h"
|
||||||
|
|
||||||
|
namespace IW3
|
||||||
|
{
|
||||||
|
class DefaultCreatorRawFile : public DefaultAssetCreator<AssetRawFile>
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
explicit DefaultCreatorRawFile(MemoryManager& memory);
|
||||||
|
AssetCreationResult CreateDefaultAsset(const std::string& assetName, AssetCreationContext& context) const override;
|
||||||
|
|
||||||
|
private:
|
||||||
|
MemoryManager& m_memory;
|
||||||
|
};
|
||||||
|
} // namespace IW3
|
@ -1,36 +0,0 @@
|
|||||||
#include "AssetLoaderLocalizeEntry.h"
|
|
||||||
|
|
||||||
#include "Localize/LocalizeCommonAssetLoader.h"
|
|
||||||
|
|
||||||
using namespace IW4;
|
|
||||||
|
|
||||||
XAssetInfoGeneric* AssetLoaderLocalizeEntry::LoadFromGlobalAssetPools(const std::string& assetName) const
|
|
||||||
{
|
|
||||||
return nullptr;
|
|
||||||
}
|
|
||||||
|
|
||||||
void* AssetLoaderLocalizeEntry::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
|
|
||||||
{
|
|
||||||
return nullptr;
|
|
||||||
}
|
|
||||||
|
|
||||||
bool AssetLoaderLocalizeEntry::CanLoadFromRaw() const
|
|
||||||
{
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
bool AssetLoaderLocalizeEntry::LoadFromRaw(
|
|
||||||
const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const
|
|
||||||
{
|
|
||||||
const LocalizeCommonAssetLoader commonLoader(
|
|
||||||
[memory, manager](const CommonLocalizeEntry& entry)
|
|
||||||
{
|
|
||||||
auto* localizeEntry = memory->Create<LocalizeEntry>();
|
|
||||||
localizeEntry->name = memory->Dup(entry.m_key.c_str());
|
|
||||||
localizeEntry->value = memory->Dup(entry.m_value.c_str());
|
|
||||||
|
|
||||||
manager->AddAsset<AssetLocalize>(entry.m_key, localizeEntry);
|
|
||||||
});
|
|
||||||
|
|
||||||
return commonLoader.LoadLocalizeAsset(assetName, searchPath, manager, zone);
|
|
||||||
}
|
|
@ -1,19 +0,0 @@
|
|||||||
#pragma once
|
|
||||||
|
|
||||||
#include "AssetLoading/BasicAssetLoader.h"
|
|
||||||
#include "AssetLoading/IAssetLoadingManager.h"
|
|
||||||
#include "Game/IW4/IW4.h"
|
|
||||||
#include "SearchPath/ISearchPath.h"
|
|
||||||
|
|
||||||
namespace IW4
|
|
||||||
{
|
|
||||||
class AssetLoaderLocalizeEntry final : public BasicAssetLoader<AssetLocalize>
|
|
||||||
{
|
|
||||||
public:
|
|
||||||
_NODISCARD XAssetInfoGeneric* LoadFromGlobalAssetPools(const std::string& assetName) const override;
|
|
||||||
_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
|
|
||||||
_NODISCARD bool CanLoadFromRaw() const override;
|
|
||||||
bool
|
|
||||||
LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const override;
|
|
||||||
};
|
|
||||||
} // namespace IW4
|
|
23
src/ObjLoading/Game/IW4/Localize/AssetLoaderLocalizeIW4.cpp
Normal file
23
src/ObjLoading/Game/IW4/Localize/AssetLoaderLocalizeIW4.cpp
Normal file
@ -0,0 +1,23 @@
|
|||||||
|
#include "AssetLoaderLocalizeIW4.h"
|
||||||
|
|
||||||
|
using namespace IW4;
|
||||||
|
|
||||||
|
AssetLoaderLocalize::AssetLoaderLocalize(MemoryManager& memory, ISearchPath& searchPath, Zone& zone)
|
||||||
|
: CommonLocalizeLoader(searchPath, zone),
|
||||||
|
m_memory(memory)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
AssetCreationResult AssetLoaderLocalize::CreateAsset(const std::string& assetName, AssetCreationContext& context)
|
||||||
|
{
|
||||||
|
return CreateLocalizeAsset(assetName, context);
|
||||||
|
}
|
||||||
|
|
||||||
|
AssetCreationResult AssetLoaderLocalize::CreateAssetFromCommonAsset(const CommonLocalizeEntry& localizeEntry, AssetCreationContext& context)
|
||||||
|
{
|
||||||
|
auto* asset = m_memory.Alloc<LocalizeEntry>();
|
||||||
|
asset->name = m_memory.Dup(localizeEntry.m_key.c_str());
|
||||||
|
asset->value = m_memory.Dup(localizeEntry.m_value.c_str());
|
||||||
|
|
||||||
|
return AssetCreationResult::Success(context.AddAsset<AssetLocalize>(localizeEntry.m_key, asset));
|
||||||
|
}
|
25
src/ObjLoading/Game/IW4/Localize/AssetLoaderLocalizeIW4.h
Normal file
25
src/ObjLoading/Game/IW4/Localize/AssetLoaderLocalizeIW4.h
Normal file
@ -0,0 +1,25 @@
|
|||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include "Asset/AssetCreationContext.h"
|
||||||
|
#include "Asset/IAssetCreator.h"
|
||||||
|
#include "Game/IW4/IW4.h"
|
||||||
|
#include "Localize/CommonLocalizeLoader.h"
|
||||||
|
#include "SearchPath/ISearchPath.h"
|
||||||
|
#include "Utils/MemoryManager.h"
|
||||||
|
#include "Zone/Zone.h"
|
||||||
|
|
||||||
|
namespace IW4
|
||||||
|
{
|
||||||
|
class AssetLoaderLocalize final : public AssetCreator<AssetLocalize>, public CommonLocalizeLoader
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
AssetLoaderLocalize(MemoryManager& memory, ISearchPath& searchPath, Zone& zone);
|
||||||
|
AssetCreationResult CreateAsset(const std::string& assetName, AssetCreationContext& context) override;
|
||||||
|
|
||||||
|
protected:
|
||||||
|
AssetCreationResult CreateAssetFromCommonAsset(const CommonLocalizeEntry& localizeEntry, AssetCreationContext& context) override;
|
||||||
|
|
||||||
|
private:
|
||||||
|
MemoryManager& m_memory;
|
||||||
|
};
|
||||||
|
} // namespace IW4
|
@ -1,121 +1,150 @@
|
|||||||
#include "ObjLoaderIW4.h"
|
#include "ObjLoaderIW4.h"
|
||||||
|
|
||||||
#include "AssetLoaders/AssetLoaderAddonMapEnts.h"
|
#include "Asset/GlobalAssetPoolsLoader.h"
|
||||||
#include "AssetLoaders/AssetLoaderClipMap.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderComWorld.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderFont.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderFx.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderFxImpactTable.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderFxWorld.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderGameWorldMp.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderGameWorldSp.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderGfxImage.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderGfxLightDef.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderGfxWorld.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderLeaderboard.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderLoadedSound.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderLocalizeEntry.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderMapEnts.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderMaterial.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderMenuDef.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderMenuList.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderPhysCollmap.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderPhysPreset.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderPixelShader.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderRawFile.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderSndCurve.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderSoundAliasList.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderStringTable.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderStructuredDataDefSet.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderTechniqueSet.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderTracer.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderVehicle.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderVertexDecl.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderVertexShader.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderWeapon.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderXAnim.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderXModel.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderXModelSurfs.h"
|
|
||||||
#include "AssetLoading/AssetLoadingManager.h"
|
|
||||||
#include "Game/IW4/GameIW4.h"
|
#include "Game/IW4/GameIW4.h"
|
||||||
#include "Image/IwiLoader.h"
|
#include "Game/IW4/IW4.h"
|
||||||
#include "ObjContainer/IPak/IPak.h"
|
#include "Localize/AssetLoaderLocalizeIW4.h"
|
||||||
|
#include "ObjLoading.h"
|
||||||
|
|
||||||
|
#include <memory>
|
||||||
|
|
||||||
using namespace IW4;
|
using namespace IW4;
|
||||||
|
|
||||||
ObjLoader::ObjLoader()
|
|
||||||
{
|
|
||||||
#define REGISTER_ASSET_LOADER(t) \
|
|
||||||
{ \
|
|
||||||
auto l = std::make_unique<t>(); \
|
|
||||||
m_asset_loaders_by_type[l->GetHandlingAssetType()] = std::move(l); \
|
|
||||||
}
|
|
||||||
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderPhysPreset)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderPhysCollmap)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderXAnim)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderXModelSurfs)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderXModel)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderMaterial)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderPixelShader)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderVertexShader)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderVertexDecl)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderTechniqueSet)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderGfxImage)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderSoundAliasList)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderSndCurve)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderLoadedSound)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderClipMapSp)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderClipMapMp)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderComWorld)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderGameWorldSp)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderGameWorldMp)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderMapEnts)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderFxWorld)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderGfxWorld)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderGfxLightDef)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderFont)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderMenuList)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderMenuDef)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderLocalizeEntry)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderWeapon)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderFx)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderFxImpactTable)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderRawFile)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderStringTable)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderLeaderboard)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderStructuredDataDefSet)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderTracer)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderVehicle)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderAddonMapEnts)
|
|
||||||
|
|
||||||
#undef REGISTER_ASSET_LOADER
|
|
||||||
}
|
|
||||||
|
|
||||||
bool ObjLoader::IsMpZone(const Zone& zone)
|
|
||||||
{
|
|
||||||
return zone.m_name.compare(0, 3, "mp_") == 0 || zone.m_name.compare(zone.m_name.length() - 3, 3, "_mp") == 0;
|
|
||||||
}
|
|
||||||
|
|
||||||
bool ObjLoader::IsZmZone(const Zone& zone)
|
|
||||||
{
|
|
||||||
return zone.m_name.compare(0, 3, "zm_") == 0 || zone.m_name.compare(zone.m_name.length() - 3, 3, "_zm") == 0;
|
|
||||||
}
|
|
||||||
|
|
||||||
void ObjLoader::LoadReferencedContainersForZone(ISearchPath& searchPath, Zone& zone) const {}
|
void ObjLoader::LoadReferencedContainersForZone(ISearchPath& searchPath, Zone& zone) const {}
|
||||||
|
|
||||||
void ObjLoader::UnloadContainersOfZone(Zone& zone) const {}
|
void ObjLoader::UnloadContainersOfZone(Zone& zone) const {}
|
||||||
|
|
||||||
void ObjLoader::ConfigureCreatorCollection(AssetCreatorCollection& collection) const {}
|
namespace
|
||||||
|
|
||||||
bool ObjLoader::LoadAssetForZone(AssetLoadingContext& context, asset_type_t assetType, const std::string& assetName) const
|
|
||||||
{
|
{
|
||||||
AssetLoadingManager assetLoadingManager(m_asset_loaders_by_type, context);
|
void ConfigureDefaultCreators(AssetCreatorCollection& collection, Zone& zone)
|
||||||
return assetLoadingManager.LoadAssetFromLoader(assetType, assetName);
|
{
|
||||||
}
|
auto& memory = *zone.GetMemory();
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorPhysPreset>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorPhysCollMap>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorXAnim>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorXModelSurfs>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorXModel>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorMaterial>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorPixelShader>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorVertexShader>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorVertexDecl>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorTechniqueSet>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorImage>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorSound>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorSoundCurve>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorLoadedSound>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorClipMapSp>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorClipMapMp>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorComWorld>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorGameWorldSp>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorGameWorldMp>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorMapEnts>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorFxWorld>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorGfxWorld>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorLightDef>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorFont>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorMenuList>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorMenu>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorLocalize>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorWeapon>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorFx>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorImpactFx>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorRawFile>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorStringTable>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorLeaderboard>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorStructuredDataDef>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorTracer>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorVehicle>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorAddonMapEnts>(memory));
|
||||||
|
}
|
||||||
|
|
||||||
void ObjLoader::FinalizeAssetsForZone(AssetLoadingContext& context) const
|
void ConfigureGlobalAssetPoolsLoaders(AssetCreatorCollection& collection, Zone& zone)
|
||||||
|
{
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetPhysPreset>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetPhysCollMap>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetXAnim>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetXModelSurfs>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetXModel>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetMaterial>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetPixelShader>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetVertexShader>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetVertexDecl>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetTechniqueSet>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetImage>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetSound>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetSoundCurve>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetLoadedSound>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetClipMapSp>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetClipMapMp>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetComWorld>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetGameWorldSp>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetGameWorldMp>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetMapEnts>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetFxWorld>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetGfxWorld>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetLightDef>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetFont>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetMenuList>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetMenu>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetLocalize>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetWeapon>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetFx>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetImpactFx>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetRawFile>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetStringTable>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetLeaderboard>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetStructuredDataDef>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetTracer>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetVehicle>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetAddonMapEnts>>(zone));
|
||||||
|
}
|
||||||
|
|
||||||
|
void ConfigureDefaultCreators(AssetCreatorCollection& collection, Zone& zone, ISearchPath& searchPath)
|
||||||
|
{
|
||||||
|
auto& memory = *zone.GetMemory();
|
||||||
|
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderPhysPreset>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderPhysCollMap>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderXAnim>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderXModelSurfs>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderXModel>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderMaterial>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderPixelShader>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderVertexShader>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderVertexDecl>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderTechniqueSet>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderImage>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderSound>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderSoundCurve>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderLoadedSound>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderClipMapSp>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderClipMapMp>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderComWorld>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderGameWorldSp>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderGameWorldMp>(memory));
|
||||||
|
// 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(std::make_unique<AssetLoaderFont>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderMenuList>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderMenu>(memory));
|
||||||
|
collection.AddAssetCreator(std::make_unique<AssetLoaderLocalize>(memory, searchPath, zone));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderWeapon>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderFx>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderImpactFx>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderRawFile>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderStringTable>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderLeaderboard>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderStructuredDataDef>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderTracer>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderVehicle>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderAddonMapEnts>(memory));
|
||||||
|
}
|
||||||
|
} // namespace
|
||||||
|
|
||||||
|
void ObjLoader::ConfigureCreatorCollection(AssetCreatorCollection& collection, Zone& zone, ISearchPath& searchPath) const
|
||||||
{
|
{
|
||||||
for (const auto& [type, loader] : m_asset_loaders_by_type)
|
ConfigureDefaultCreators(collection, zone, searchPath);
|
||||||
loader->FinalizeAssetsForZone(context);
|
ConfigureGlobalAssetPoolsLoaders(collection, zone);
|
||||||
}
|
}
|
||||||
|
@ -3,29 +3,16 @@
|
|||||||
#include "AssetLoading/IAssetLoader.h"
|
#include "AssetLoading/IAssetLoader.h"
|
||||||
#include "IObjLoader.h"
|
#include "IObjLoader.h"
|
||||||
#include "SearchPath/ISearchPath.h"
|
#include "SearchPath/ISearchPath.h"
|
||||||
|
#include "Zone/Zone.h"
|
||||||
#include <memory>
|
|
||||||
#include <unordered_map>
|
|
||||||
|
|
||||||
namespace IW4
|
namespace IW4
|
||||||
{
|
{
|
||||||
class ObjLoader final : public IObjLoader
|
class ObjLoader final : public IObjLoader
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
ObjLoader();
|
|
||||||
|
|
||||||
void LoadReferencedContainersForZone(ISearchPath& searchPath, Zone& zone) const override;
|
void LoadReferencedContainersForZone(ISearchPath& searchPath, Zone& zone) const override;
|
||||||
void UnloadContainersOfZone(Zone& zone) const override;
|
void UnloadContainersOfZone(Zone& zone) const override;
|
||||||
|
|
||||||
void ConfigureCreatorCollection(AssetCreatorCollection& collection) const override;
|
void ConfigureCreatorCollection(AssetCreatorCollection& collection, Zone& zone, ISearchPath& searchPath) const override;
|
||||||
|
|
||||||
bool LoadAssetForZone(AssetLoadingContext& context, asset_type_t assetType, const std::string& assetName) const override;
|
|
||||||
void FinalizeAssetsForZone(AssetLoadingContext& context) const override;
|
|
||||||
|
|
||||||
private:
|
|
||||||
static bool IsMpZone(const Zone& zone);
|
|
||||||
static bool IsZmZone(const Zone& zone);
|
|
||||||
|
|
||||||
std::unordered_map<asset_type_t, std::unique_ptr<IAssetLoader>> m_asset_loaders_by_type;
|
|
||||||
};
|
};
|
||||||
} // namespace IW4
|
} // namespace IW4
|
||||||
|
@ -1,36 +0,0 @@
|
|||||||
#include "AssetLoaderLocalizeEntry.h"
|
|
||||||
|
|
||||||
#include "Localize/LocalizeCommonAssetLoader.h"
|
|
||||||
|
|
||||||
using namespace IW5;
|
|
||||||
|
|
||||||
XAssetInfoGeneric* AssetLoaderLocalizeEntry::LoadFromGlobalAssetPools(const std::string& assetName) const
|
|
||||||
{
|
|
||||||
return nullptr;
|
|
||||||
}
|
|
||||||
|
|
||||||
void* AssetLoaderLocalizeEntry::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
|
|
||||||
{
|
|
||||||
return nullptr;
|
|
||||||
}
|
|
||||||
|
|
||||||
bool AssetLoaderLocalizeEntry::CanLoadFromRaw() const
|
|
||||||
{
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
bool AssetLoaderLocalizeEntry::LoadFromRaw(
|
|
||||||
const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const
|
|
||||||
{
|
|
||||||
const LocalizeCommonAssetLoader commonLoader(
|
|
||||||
[memory, manager](const CommonLocalizeEntry& entry)
|
|
||||||
{
|
|
||||||
auto* localizeEntry = memory->Create<LocalizeEntry>();
|
|
||||||
localizeEntry->name = memory->Dup(entry.m_key.c_str());
|
|
||||||
localizeEntry->value = memory->Dup(entry.m_value.c_str());
|
|
||||||
|
|
||||||
manager->AddAsset<AssetLocalize>(entry.m_key, localizeEntry);
|
|
||||||
});
|
|
||||||
|
|
||||||
return commonLoader.LoadLocalizeAsset(assetName, searchPath, manager, zone);
|
|
||||||
}
|
|
@ -1,19 +0,0 @@
|
|||||||
#pragma once
|
|
||||||
|
|
||||||
#include "AssetLoading/BasicAssetLoader.h"
|
|
||||||
#include "AssetLoading/IAssetLoadingManager.h"
|
|
||||||
#include "Game/IW5/IW5.h"
|
|
||||||
#include "SearchPath/ISearchPath.h"
|
|
||||||
|
|
||||||
namespace IW5
|
|
||||||
{
|
|
||||||
class AssetLoaderLocalizeEntry final : public BasicAssetLoader<AssetLocalize>
|
|
||||||
{
|
|
||||||
public:
|
|
||||||
_NODISCARD XAssetInfoGeneric* LoadFromGlobalAssetPools(const std::string& assetName) const override;
|
|
||||||
_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
|
|
||||||
_NODISCARD bool CanLoadFromRaw() const override;
|
|
||||||
bool
|
|
||||||
LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const override;
|
|
||||||
};
|
|
||||||
} // namespace IW5
|
|
23
src/ObjLoading/Game/IW5/Localize/AssetLoaderLocalizeIW5.cpp
Normal file
23
src/ObjLoading/Game/IW5/Localize/AssetLoaderLocalizeIW5.cpp
Normal file
@ -0,0 +1,23 @@
|
|||||||
|
#include "AssetLoaderLocalizeIW5.h"
|
||||||
|
|
||||||
|
using namespace IW5;
|
||||||
|
|
||||||
|
AssetLoaderLocalize::AssetLoaderLocalize(MemoryManager& memory, ISearchPath& searchPath, Zone& zone)
|
||||||
|
: CommonLocalizeLoader(searchPath, zone),
|
||||||
|
m_memory(memory)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
AssetCreationResult AssetLoaderLocalize::CreateAsset(const std::string& assetName, AssetCreationContext& context)
|
||||||
|
{
|
||||||
|
return CreateLocalizeAsset(assetName, context);
|
||||||
|
}
|
||||||
|
|
||||||
|
AssetCreationResult AssetLoaderLocalize::CreateAssetFromCommonAsset(const CommonLocalizeEntry& localizeEntry, AssetCreationContext& context)
|
||||||
|
{
|
||||||
|
auto* asset = m_memory.Alloc<LocalizeEntry>();
|
||||||
|
asset->name = m_memory.Dup(localizeEntry.m_key.c_str());
|
||||||
|
asset->value = m_memory.Dup(localizeEntry.m_value.c_str());
|
||||||
|
|
||||||
|
return AssetCreationResult::Success(context.AddAsset<AssetLocalize>(localizeEntry.m_key, asset));
|
||||||
|
}
|
25
src/ObjLoading/Game/IW5/Localize/AssetLoaderLocalizeIW5.h
Normal file
25
src/ObjLoading/Game/IW5/Localize/AssetLoaderLocalizeIW5.h
Normal file
@ -0,0 +1,25 @@
|
|||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include "Asset/AssetCreationContext.h"
|
||||||
|
#include "Asset/IAssetCreator.h"
|
||||||
|
#include "Game/IW5/IW5.h"
|
||||||
|
#include "Localize/CommonLocalizeLoader.h"
|
||||||
|
#include "SearchPath/ISearchPath.h"
|
||||||
|
#include "Utils/MemoryManager.h"
|
||||||
|
#include "Zone/Zone.h"
|
||||||
|
|
||||||
|
namespace IW5
|
||||||
|
{
|
||||||
|
class AssetLoaderLocalize final : public AssetCreator<AssetLocalize>, public CommonLocalizeLoader
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
AssetLoaderLocalize(MemoryManager& memory, ISearchPath& searchPath, Zone& zone);
|
||||||
|
AssetCreationResult CreateAsset(const std::string& assetName, AssetCreationContext& context) override;
|
||||||
|
|
||||||
|
protected:
|
||||||
|
AssetCreationResult CreateAssetFromCommonAsset(const CommonLocalizeEntry& localizeEntry, AssetCreationContext& context) override;
|
||||||
|
|
||||||
|
private:
|
||||||
|
MemoryManager& m_memory;
|
||||||
|
};
|
||||||
|
} // namespace IW5
|
@ -1,128 +1,158 @@
|
|||||||
#include "ObjLoaderIW5.h"
|
#include "ObjLoaderIW5.h"
|
||||||
|
|
||||||
#include "AssetLoaders/AssetLoaderAddonMapEnts.h"
|
#include "Asset/GlobalAssetPoolsLoader.h"
|
||||||
#include "AssetLoaders/AssetLoaderClipMap.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderComWorld.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderFont.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderFx.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderFxImpactTable.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderFxWorld.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderGfxImage.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderGfxLightDef.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderGfxWorld.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderGlassWorld.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderLeaderboard.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderLoadedSound.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderLocalizeEntry.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderMapEnts.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderMaterial.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderMenuDef.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderMenuList.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderPathData.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderPhysCollmap.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderPhysPreset.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderPixelShader.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderRawFile.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderScriptFile.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderSoundAliasList.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderSoundCurve.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderStringTable.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderStructuredDataDef.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderSurfaceFxTable.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderTechniqueSet.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderTracerDef.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderVehicleDef.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderVehicleTrack.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderVertexDecl.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderVertexShader.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderWeapon.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderWeaponAttachment.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderXAnim.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderXModel.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderXModelSurfs.h"
|
|
||||||
#include "AssetLoading/AssetLoadingManager.h"
|
|
||||||
#include "Game/IW5/GameIW5.h"
|
#include "Game/IW5/GameIW5.h"
|
||||||
#include "Image/IwiLoader.h"
|
#include "Game/IW5/IW5.h"
|
||||||
#include "ObjContainer/IPak/IPak.h"
|
#include "Localize/AssetLoaderLocalizeIW5.h"
|
||||||
|
#include "ObjLoading.h"
|
||||||
|
|
||||||
|
#include <memory>
|
||||||
|
|
||||||
using namespace IW5;
|
using namespace IW5;
|
||||||
|
|
||||||
ObjLoader::ObjLoader()
|
|
||||||
{
|
|
||||||
#define REGISTER_ASSET_LOADER(t) \
|
|
||||||
{ \
|
|
||||||
auto l = std::make_unique<t>(); \
|
|
||||||
m_asset_loaders_by_type[l->GetHandlingAssetType()] = std::move(l); \
|
|
||||||
}
|
|
||||||
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderPhysPreset)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderPhysCollmap)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderXAnim)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderXModelSurfs)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderXModel)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderMaterial)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderPixelShader)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderVertexShader)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderVertexDecl)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderTechniqueSet)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderGfxImage)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderSoundAliasList)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderSoundCurve)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderLoadedSound)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderClipMap)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderComWorld)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderGlassWorld)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderPathData)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderVehicleTrack)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderMapEnts)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderFxWorld)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderGfxWorld)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderGfxLightDef)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderFont)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderMenuList)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderMenuDef)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderLocalizeEntry)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderWeaponAttachment)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderWeapon)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderFx)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderFxImpactTable)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderSurfaceFxTable)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderRawFile)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderScriptFile)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderStringTable)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderLeaderboard)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderStructuredDataDef)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderTracerDef)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderVehicleDef)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderAddonMapEnts)
|
|
||||||
|
|
||||||
#undef REGISTER_ASSET_LOADER
|
|
||||||
}
|
|
||||||
|
|
||||||
bool ObjLoader::IsMpZone(const Zone& zone)
|
|
||||||
{
|
|
||||||
return zone.m_name.compare(0, 3, "mp_") == 0 || zone.m_name.compare(zone.m_name.length() - 3, 3, "_mp") == 0;
|
|
||||||
}
|
|
||||||
|
|
||||||
bool ObjLoader::IsZmZone(const Zone& zone)
|
|
||||||
{
|
|
||||||
return zone.m_name.compare(0, 3, "zm_") == 0 || zone.m_name.compare(zone.m_name.length() - 3, 3, "_zm") == 0;
|
|
||||||
}
|
|
||||||
|
|
||||||
void ObjLoader::LoadReferencedContainersForZone(ISearchPath& searchPath, Zone& zone) const {}
|
void ObjLoader::LoadReferencedContainersForZone(ISearchPath& searchPath, Zone& zone) const {}
|
||||||
|
|
||||||
void ObjLoader::UnloadContainersOfZone(Zone& zone) const {}
|
void ObjLoader::UnloadContainersOfZone(Zone& zone) const {}
|
||||||
|
|
||||||
void ObjLoader::ConfigureCreatorCollection(AssetCreatorCollection& collection) const {}
|
namespace
|
||||||
|
|
||||||
bool ObjLoader::LoadAssetForZone(AssetLoadingContext& context, const asset_type_t assetType, const std::string& assetName) const
|
|
||||||
{
|
{
|
||||||
AssetLoadingManager assetLoadingManager(m_asset_loaders_by_type, context);
|
void ConfigureDefaultCreators(AssetCreatorCollection& collection, Zone& zone)
|
||||||
return assetLoadingManager.LoadAssetFromLoader(assetType, assetName);
|
{
|
||||||
}
|
auto& memory = *zone.GetMemory();
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorPhysPreset>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorPhysCollMap>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorXAnim>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorXModelSurfs>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorXModel>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorMaterial>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorPixelShader>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorVertexShader>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorVertexDecl>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorTechniqueSet>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorImage>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorSound>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorSoundCurve>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorLoadedSound>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorClipMap>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorComWorld>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorGlassWorld>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorPathData>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorVehicleTrack>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorMapEnts>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorFxWorld>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorGfxWorld>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorLightDef>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorFont>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorMenuList>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorMenu>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorLocalize>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorAttachment>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorWeapon>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorFx>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorImpactFx>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorSurfaceFx>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorRawFile>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorScript>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorStringTable>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorLeaderboard>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorStructuredDataDef>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorTracer>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorVehicle>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorAddonMapEnts>(memory));
|
||||||
|
}
|
||||||
|
|
||||||
void ObjLoader::FinalizeAssetsForZone(AssetLoadingContext& context) const
|
void ConfigureGlobalAssetPoolsLoaders(AssetCreatorCollection& collection, Zone& zone)
|
||||||
|
{
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetPhysPreset>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetPhysCollMap>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetXAnim>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetXModelSurfs>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetXModel>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetMaterial>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetPixelShader>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetVertexShader>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetVertexDecl>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetTechniqueSet>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetImage>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetSound>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetSoundCurve>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetLoadedSound>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetClipMap>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetComWorld>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetGlassWorld>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetPathData>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetVehicleTrack>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetMapEnts>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetFxWorld>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetGfxWorld>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetLightDef>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetFont>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetMenuList>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetMenu>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetLocalize>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetAttachment>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetWeapon>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetFx>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetImpactFx>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetSurfaceFx>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetRawFile>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetScript>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetStringTable>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetLeaderboard>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetStructuredDataDef>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetTracer>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetVehicle>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetAddonMapEnts>>(zone));
|
||||||
|
}
|
||||||
|
|
||||||
|
void ConfigureDefaultCreators(AssetCreatorCollection& collection, Zone& zone, ISearchPath& searchPath)
|
||||||
|
{
|
||||||
|
auto& memory = *zone.GetMemory();
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderPhysPreset>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderPhysCollMap>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderXAnim>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderXModelSurfs>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderXModel>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderMaterial>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderPixelShader>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderVertexShader>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderVertexDecl>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderTechniqueSet>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderImage>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderSound>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderSoundCurve>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderLoadedSound>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderClipMap>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderComWorld>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderGlassWorld>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderPathData>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderVehicleTrack>(memory));
|
||||||
|
// 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(std::make_unique<AssetLoaderFont>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderMenuList>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderMenu>(memory));
|
||||||
|
collection.AddAssetCreator(std::make_unique<AssetLoaderLocalize>(memory, searchPath, zone));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderAttachment>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderWeapon>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderFx>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderImpactFx>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderSurfaceFx>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderRawFile>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderScript>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderStringTable>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderLeaderboard>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderStructuredDataDef>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderTracer>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderVehicle>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderAddonMapEnts>(memory));
|
||||||
|
}
|
||||||
|
} // namespace
|
||||||
|
|
||||||
|
void ObjLoader::ConfigureCreatorCollection(AssetCreatorCollection& collection, Zone& zone, ISearchPath& searchPath) const
|
||||||
{
|
{
|
||||||
for (const auto& [type, loader] : m_asset_loaders_by_type)
|
ConfigureDefaultCreators(collection, zone, searchPath);
|
||||||
loader->FinalizeAssetsForZone(context);
|
ConfigureGlobalAssetPoolsLoaders(collection, zone);
|
||||||
}
|
}
|
||||||
|
@ -4,28 +4,14 @@
|
|||||||
#include "IObjLoader.h"
|
#include "IObjLoader.h"
|
||||||
#include "SearchPath/ISearchPath.h"
|
#include "SearchPath/ISearchPath.h"
|
||||||
|
|
||||||
#include <memory>
|
|
||||||
#include <unordered_map>
|
|
||||||
|
|
||||||
namespace IW5
|
namespace IW5
|
||||||
{
|
{
|
||||||
class ObjLoader final : public IObjLoader
|
class ObjLoader final : public IObjLoader
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
ObjLoader();
|
|
||||||
|
|
||||||
void LoadReferencedContainersForZone(ISearchPath& searchPath, Zone& zone) const override;
|
void LoadReferencedContainersForZone(ISearchPath& searchPath, Zone& zone) const override;
|
||||||
void UnloadContainersOfZone(Zone& zone) const override;
|
void UnloadContainersOfZone(Zone& zone) const override;
|
||||||
|
|
||||||
void ConfigureCreatorCollection(AssetCreatorCollection& collection) const override;
|
void ConfigureCreatorCollection(AssetCreatorCollection& collection, Zone& zone, ISearchPath& searchPath) const override;
|
||||||
|
|
||||||
bool LoadAssetForZone(AssetLoadingContext& context, asset_type_t assetType, const std::string& assetName) const override;
|
|
||||||
void FinalizeAssetsForZone(AssetLoadingContext& context) const override;
|
|
||||||
|
|
||||||
private:
|
|
||||||
static bool IsMpZone(const Zone& zone);
|
|
||||||
static bool IsZmZone(const Zone& zone);
|
|
||||||
|
|
||||||
std::unordered_map<asset_type_t, std::unique_ptr<IAssetLoader>> m_asset_loaders_by_type;
|
|
||||||
};
|
};
|
||||||
} // namespace IW5
|
} // namespace IW5
|
||||||
|
@ -1,36 +0,0 @@
|
|||||||
#include "AssetLoaderLocalizeEntry.h"
|
|
||||||
|
|
||||||
#include "Localize/LocalizeCommonAssetLoader.h"
|
|
||||||
|
|
||||||
using namespace T5;
|
|
||||||
|
|
||||||
XAssetInfoGeneric* AssetLoaderLocalizeEntry::LoadFromGlobalAssetPools(const std::string& assetName) const
|
|
||||||
{
|
|
||||||
return nullptr;
|
|
||||||
}
|
|
||||||
|
|
||||||
void* AssetLoaderLocalizeEntry::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
|
|
||||||
{
|
|
||||||
return nullptr;
|
|
||||||
}
|
|
||||||
|
|
||||||
bool AssetLoaderLocalizeEntry::CanLoadFromRaw() const
|
|
||||||
{
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
bool AssetLoaderLocalizeEntry::LoadFromRaw(
|
|
||||||
const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const
|
|
||||||
{
|
|
||||||
const LocalizeCommonAssetLoader commonLoader(
|
|
||||||
[memory, manager](const CommonLocalizeEntry& entry)
|
|
||||||
{
|
|
||||||
auto* localizeEntry = memory->Create<LocalizeEntry>();
|
|
||||||
localizeEntry->name = memory->Dup(entry.m_key.c_str());
|
|
||||||
localizeEntry->value = memory->Dup(entry.m_value.c_str());
|
|
||||||
|
|
||||||
manager->AddAsset<AssetLocalize>(entry.m_key, localizeEntry);
|
|
||||||
});
|
|
||||||
|
|
||||||
return commonLoader.LoadLocalizeAsset(assetName, searchPath, manager, zone);
|
|
||||||
}
|
|
@ -1,19 +0,0 @@
|
|||||||
#pragma once
|
|
||||||
|
|
||||||
#include "AssetLoading/BasicAssetLoader.h"
|
|
||||||
#include "AssetLoading/IAssetLoadingManager.h"
|
|
||||||
#include "Game/T5/T5.h"
|
|
||||||
#include "SearchPath/ISearchPath.h"
|
|
||||||
|
|
||||||
namespace T5
|
|
||||||
{
|
|
||||||
class AssetLoaderLocalizeEntry final : public BasicAssetLoader<AssetLocalize>
|
|
||||||
{
|
|
||||||
public:
|
|
||||||
_NODISCARD XAssetInfoGeneric* LoadFromGlobalAssetPools(const std::string& assetName) const override;
|
|
||||||
_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
|
|
||||||
_NODISCARD bool CanLoadFromRaw() const override;
|
|
||||||
bool
|
|
||||||
LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const override;
|
|
||||||
};
|
|
||||||
} // namespace T5
|
|
23
src/ObjLoading/Game/T5/Localize/AssetLoaderLocalizeT5.cpp
Normal file
23
src/ObjLoading/Game/T5/Localize/AssetLoaderLocalizeT5.cpp
Normal file
@ -0,0 +1,23 @@
|
|||||||
|
#include "AssetLoaderLocalizeT5.h"
|
||||||
|
|
||||||
|
using namespace T5;
|
||||||
|
|
||||||
|
AssetLoaderLocalize::AssetLoaderLocalize(MemoryManager& memory, ISearchPath& searchPath, Zone& zone)
|
||||||
|
: CommonLocalizeLoader(searchPath, zone),
|
||||||
|
m_memory(memory)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
AssetCreationResult AssetLoaderLocalize::CreateAsset(const std::string& assetName, AssetCreationContext& context)
|
||||||
|
{
|
||||||
|
return CreateLocalizeAsset(assetName, context);
|
||||||
|
}
|
||||||
|
|
||||||
|
AssetCreationResult AssetLoaderLocalize::CreateAssetFromCommonAsset(const CommonLocalizeEntry& localizeEntry, AssetCreationContext& context)
|
||||||
|
{
|
||||||
|
auto* asset = m_memory.Alloc<LocalizeEntry>();
|
||||||
|
asset->name = m_memory.Dup(localizeEntry.m_key.c_str());
|
||||||
|
asset->value = m_memory.Dup(localizeEntry.m_value.c_str());
|
||||||
|
|
||||||
|
return AssetCreationResult::Success(context.AddAsset<AssetLocalize>(localizeEntry.m_key, asset));
|
||||||
|
}
|
25
src/ObjLoading/Game/T5/Localize/AssetLoaderLocalizeT5.h
Normal file
25
src/ObjLoading/Game/T5/Localize/AssetLoaderLocalizeT5.h
Normal file
@ -0,0 +1,25 @@
|
|||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include "Asset/AssetCreationContext.h"
|
||||||
|
#include "Asset/IAssetCreator.h"
|
||||||
|
#include "Game/T5/T5.h"
|
||||||
|
#include "Localize/CommonLocalizeLoader.h"
|
||||||
|
#include "SearchPath/ISearchPath.h"
|
||||||
|
#include "Utils/MemoryManager.h"
|
||||||
|
#include "Zone/Zone.h"
|
||||||
|
|
||||||
|
namespace T5
|
||||||
|
{
|
||||||
|
class AssetLoaderLocalize final : public AssetCreator<AssetLocalize>, public CommonLocalizeLoader
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
AssetLoaderLocalize(MemoryManager& memory, ISearchPath& searchPath, Zone& zone);
|
||||||
|
AssetCreationResult CreateAsset(const std::string& assetName, AssetCreationContext& context) override;
|
||||||
|
|
||||||
|
protected:
|
||||||
|
AssetCreationResult CreateAssetFromCommonAsset(const CommonLocalizeEntry& localizeEntry, AssetCreationContext& context) override;
|
||||||
|
|
||||||
|
private:
|
||||||
|
MemoryManager& m_memory;
|
||||||
|
};
|
||||||
|
} // namespace T5
|
@ -1,85 +1,137 @@
|
|||||||
#include "ObjLoaderT5.h"
|
#include "ObjLoaderT5.h"
|
||||||
|
|
||||||
#include "AssetLoaders/AssetLoaderLocalizeEntry.h"
|
#include "Asset/GlobalAssetPoolsLoader.h"
|
||||||
#include "AssetLoaders/AssetLoaderRawFile.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderStringTable.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderXModel.h"
|
|
||||||
#include "AssetLoading/AssetLoadingManager.h"
|
|
||||||
#include "Game/T5/GameT5.h"
|
#include "Game/T5/GameT5.h"
|
||||||
#include "Image/IwiLoader.h"
|
#include "Game/T5/T5.h"
|
||||||
#include "ObjContainer/IPak/IPak.h"
|
#include "Localize/AssetLoaderLocalizeT5.h"
|
||||||
|
#include "ObjLoading.h"
|
||||||
|
|
||||||
|
#include <memory>
|
||||||
|
|
||||||
using namespace T5;
|
using namespace T5;
|
||||||
|
|
||||||
ObjLoader::ObjLoader()
|
|
||||||
{
|
|
||||||
#define REGISTER_ASSET_LOADER(t) \
|
|
||||||
{ \
|
|
||||||
auto l = std::make_unique<t>(); \
|
|
||||||
m_asset_loaders_by_type[l->GetHandlingAssetType()] = std::move(l); \
|
|
||||||
}
|
|
||||||
|
|
||||||
REGISTER_ASSET_LOADER(BasicAssetLoader<AssetPhysPreset>)
|
|
||||||
REGISTER_ASSET_LOADER(BasicAssetLoader<AssetPhysConstraints>)
|
|
||||||
REGISTER_ASSET_LOADER(BasicAssetLoader<AssetDestructibleDef>)
|
|
||||||
REGISTER_ASSET_LOADER(BasicAssetLoader<AssetXAnim>)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderXModel)
|
|
||||||
REGISTER_ASSET_LOADER(BasicAssetLoader<AssetMaterial>)
|
|
||||||
REGISTER_ASSET_LOADER(BasicAssetLoader<AssetTechniqueSet>)
|
|
||||||
REGISTER_ASSET_LOADER(BasicAssetLoader<AssetImage>)
|
|
||||||
REGISTER_ASSET_LOADER(BasicAssetLoader<AssetSoundBank>)
|
|
||||||
REGISTER_ASSET_LOADER(BasicAssetLoader<AssetSoundPatch>)
|
|
||||||
REGISTER_ASSET_LOADER(BasicAssetLoader<AssetClipMap>)
|
|
||||||
REGISTER_ASSET_LOADER(BasicAssetLoader<AssetClipMapPvs>)
|
|
||||||
REGISTER_ASSET_LOADER(BasicAssetLoader<AssetComWorld>)
|
|
||||||
REGISTER_ASSET_LOADER(BasicAssetLoader<AssetGameWorldSp>)
|
|
||||||
REGISTER_ASSET_LOADER(BasicAssetLoader<AssetGameWorldMp>)
|
|
||||||
REGISTER_ASSET_LOADER(BasicAssetLoader<AssetMapEnts>)
|
|
||||||
REGISTER_ASSET_LOADER(BasicAssetLoader<AssetGfxWorld>)
|
|
||||||
REGISTER_ASSET_LOADER(BasicAssetLoader<AssetLightDef>)
|
|
||||||
REGISTER_ASSET_LOADER(BasicAssetLoader<AssetFont>)
|
|
||||||
REGISTER_ASSET_LOADER(BasicAssetLoader<AssetMenuList>)
|
|
||||||
REGISTER_ASSET_LOADER(BasicAssetLoader<AssetMenu>)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderLocalizeEntry)
|
|
||||||
REGISTER_ASSET_LOADER(BasicAssetLoader<AssetWeapon>)
|
|
||||||
REGISTER_ASSET_LOADER(BasicAssetLoader<AssetSoundDriverGlobals>)
|
|
||||||
REGISTER_ASSET_LOADER(BasicAssetLoader<AssetFx>)
|
|
||||||
REGISTER_ASSET_LOADER(BasicAssetLoader<AssetImpactFx>)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderRawFile)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderStringTable)
|
|
||||||
REGISTER_ASSET_LOADER(BasicAssetLoader<AssetPackIndex>)
|
|
||||||
REGISTER_ASSET_LOADER(BasicAssetLoader<AssetXGlobals>)
|
|
||||||
REGISTER_ASSET_LOADER(BasicAssetLoader<AssetDDL>)
|
|
||||||
REGISTER_ASSET_LOADER(BasicAssetLoader<AssetGlasses>)
|
|
||||||
REGISTER_ASSET_LOADER(BasicAssetLoader<AssetEmblemSet>)
|
|
||||||
|
|
||||||
#undef REGISTER_ASSET_LOADER
|
|
||||||
}
|
|
||||||
|
|
||||||
bool ObjLoader::IsMpZone(const Zone& zone)
|
|
||||||
{
|
|
||||||
return zone.m_name.compare(0, 3, "mp_") == 0 || zone.m_name.compare(zone.m_name.length() - 3, 3, "_mp") == 0;
|
|
||||||
}
|
|
||||||
|
|
||||||
bool ObjLoader::IsZmZone(const Zone& zone)
|
|
||||||
{
|
|
||||||
return zone.m_name.compare(0, 3, "zm_") == 0 || zone.m_name.compare(zone.m_name.length() - 3, 3, "_zm") == 0;
|
|
||||||
}
|
|
||||||
|
|
||||||
void ObjLoader::LoadReferencedContainersForZone(ISearchPath& searchPath, Zone& zone) const {}
|
void ObjLoader::LoadReferencedContainersForZone(ISearchPath& searchPath, Zone& zone) const {}
|
||||||
|
|
||||||
void ObjLoader::UnloadContainersOfZone(Zone& zone) const {}
|
void ObjLoader::UnloadContainersOfZone(Zone& zone) const {}
|
||||||
|
|
||||||
void ObjLoader::ConfigureCreatorCollection(AssetCreatorCollection& collection) const {}
|
namespace
|
||||||
|
|
||||||
bool ObjLoader::LoadAssetForZone(AssetLoadingContext& context, asset_type_t assetType, const std::string& assetName) const
|
|
||||||
{
|
{
|
||||||
AssetLoadingManager assetLoadingManager(m_asset_loaders_by_type, context);
|
void ConfigureDefaultCreators(AssetCreatorCollection& collection, Zone& zone)
|
||||||
return assetLoadingManager.LoadAssetFromLoader(assetType, assetName);
|
{
|
||||||
}
|
auto& memory = *zone.GetMemory();
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorPhysPreset>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorPhysConstraints>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorDestructibleDef>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorXAnim>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorXModel>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorMaterial>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorTechniqueSet>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorImage>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorSoundBank>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorSoundPatch>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorClipMap>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorClipMapPvs>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorComWorld>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorGameWorldSp>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorGameWorldMp>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorMapEnts>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorGfxWorld>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorLightDef>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorFont>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorMenuList>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorMenu>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorLocalize>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorWeapon>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorSoundDriverGlobals>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorFx>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorImpactFx>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorRawFile>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorStringTable>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorPackIndex>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorXGlobals>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorDDL>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorGlasses>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorEmblemSet>(memory));
|
||||||
|
}
|
||||||
|
|
||||||
void ObjLoader::FinalizeAssetsForZone(AssetLoadingContext& context) const
|
void ConfigureGlobalAssetPoolsLoaders(AssetCreatorCollection& collection, Zone& zone)
|
||||||
|
{
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetPhysPreset>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetPhysConstraints>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetDestructibleDef>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetXAnim>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetXModel>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetMaterial>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetTechniqueSet>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetImage>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetSoundBank>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetSoundPatch>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetClipMap>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetClipMapPvs>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetComWorld>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetGameWorldSp>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetGameWorldMp>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetMapEnts>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetGfxWorld>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetLightDef>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetFont>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetMenuList>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetMenu>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetLocalize>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetWeapon>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetSoundDriverGlobals>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetFx>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetImpactFx>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetRawFile>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetStringTable>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetPackIndex>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetXGlobals>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetDDL>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetGlasses>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetEmblemSet>>(zone));
|
||||||
|
}
|
||||||
|
|
||||||
|
void ConfigureDefaultCreators(AssetCreatorCollection& collection, Zone& zone, ISearchPath& searchPath)
|
||||||
|
{
|
||||||
|
auto& memory = *zone.GetMemory();
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderPhysPreset>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderPhysConstraints>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderDestructibleDef>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderXAnim>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderXModel>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderMaterial>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderTechniqueSet>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderImage>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderSoundBank>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderSoundPatch>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderClipMap>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderClipMapPvs>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderComWorld>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderGameWorldSp>(memory));
|
||||||
|
// 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(std::make_unique<AssetLoaderFont>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderMenuList>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderMenu>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderLocalize>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderWeapon>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderSoundDriverGlobals>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderFx>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderImpactFx>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderRawFile>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderStringTable>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderPackIndex>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderXGlobals>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderDDL>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderGlasses>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderEmblemSet>(memory));
|
||||||
|
}
|
||||||
|
} // namespace
|
||||||
|
|
||||||
|
void ObjLoader::ConfigureCreatorCollection(AssetCreatorCollection& collection, Zone& zone, ISearchPath& searchPath) const
|
||||||
{
|
{
|
||||||
for (const auto& [type, loader] : m_asset_loaders_by_type)
|
ConfigureDefaultCreators(collection, zone, searchPath);
|
||||||
loader->FinalizeAssetsForZone(context);
|
ConfigureGlobalAssetPoolsLoaders(collection, zone);
|
||||||
}
|
}
|
||||||
|
@ -4,28 +4,14 @@
|
|||||||
#include "IObjLoader.h"
|
#include "IObjLoader.h"
|
||||||
#include "SearchPath/ISearchPath.h"
|
#include "SearchPath/ISearchPath.h"
|
||||||
|
|
||||||
#include <memory>
|
|
||||||
#include <unordered_map>
|
|
||||||
|
|
||||||
namespace T5
|
namespace T5
|
||||||
{
|
{
|
||||||
class ObjLoader final : public IObjLoader
|
class ObjLoader final : public IObjLoader
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
ObjLoader();
|
|
||||||
|
|
||||||
void LoadReferencedContainersForZone(ISearchPath& searchPath, Zone& zone) const override;
|
void LoadReferencedContainersForZone(ISearchPath& searchPath, Zone& zone) const override;
|
||||||
void UnloadContainersOfZone(Zone& zone) const override;
|
void UnloadContainersOfZone(Zone& zone) const override;
|
||||||
|
|
||||||
void ConfigureCreatorCollection(AssetCreatorCollection& collection) const override;
|
void ConfigureCreatorCollection(AssetCreatorCollection& collection, Zone& zone, ISearchPath& searchPath) const override;
|
||||||
|
|
||||||
bool LoadAssetForZone(AssetLoadingContext& context, asset_type_t assetType, const std::string& assetName) const override;
|
|
||||||
void FinalizeAssetsForZone(AssetLoadingContext& context) const override;
|
|
||||||
|
|
||||||
private:
|
|
||||||
static bool IsMpZone(const Zone& zone);
|
|
||||||
static bool IsZmZone(const Zone& zone);
|
|
||||||
|
|
||||||
std::unordered_map<asset_type_t, std::unique_ptr<IAssetLoader>> m_asset_loaders_by_type;
|
|
||||||
};
|
};
|
||||||
} // namespace T5
|
} // namespace T5
|
||||||
|
@ -1,36 +0,0 @@
|
|||||||
#include "AssetLoaderLocalizeEntry.h"
|
|
||||||
|
|
||||||
#include "Localize/LocalizeCommonAssetLoader.h"
|
|
||||||
|
|
||||||
using namespace T6;
|
|
||||||
|
|
||||||
XAssetInfoGeneric* AssetLoaderLocalizeEntry::LoadFromGlobalAssetPools(const std::string& assetName) const
|
|
||||||
{
|
|
||||||
return nullptr;
|
|
||||||
}
|
|
||||||
|
|
||||||
void* AssetLoaderLocalizeEntry::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
|
|
||||||
{
|
|
||||||
return nullptr;
|
|
||||||
}
|
|
||||||
|
|
||||||
bool AssetLoaderLocalizeEntry::CanLoadFromRaw() const
|
|
||||||
{
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
bool AssetLoaderLocalizeEntry::LoadFromRaw(
|
|
||||||
const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const
|
|
||||||
{
|
|
||||||
const LocalizeCommonAssetLoader commonLoader(
|
|
||||||
[memory, manager](const CommonLocalizeEntry& entry)
|
|
||||||
{
|
|
||||||
auto* localizeEntry = memory->Create<LocalizeEntry>();
|
|
||||||
localizeEntry->name = memory->Dup(entry.m_key.c_str());
|
|
||||||
localizeEntry->value = memory->Dup(entry.m_value.c_str());
|
|
||||||
|
|
||||||
manager->AddAsset<AssetLocalize>(entry.m_key, localizeEntry);
|
|
||||||
});
|
|
||||||
|
|
||||||
return commonLoader.LoadLocalizeAsset(assetName, searchPath, manager, zone);
|
|
||||||
}
|
|
@ -1,18 +0,0 @@
|
|||||||
#pragma once
|
|
||||||
#include "AssetLoading/BasicAssetLoader.h"
|
|
||||||
#include "AssetLoading/IAssetLoadingManager.h"
|
|
||||||
#include "Game/T6/T6.h"
|
|
||||||
#include "SearchPath/ISearchPath.h"
|
|
||||||
|
|
||||||
namespace T6
|
|
||||||
{
|
|
||||||
class AssetLoaderLocalizeEntry final : public BasicAssetLoader<AssetLocalize>
|
|
||||||
{
|
|
||||||
public:
|
|
||||||
_NODISCARD XAssetInfoGeneric* LoadFromGlobalAssetPools(const std::string& assetName) const override;
|
|
||||||
_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
|
|
||||||
_NODISCARD bool CanLoadFromRaw() const override;
|
|
||||||
bool
|
|
||||||
LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const override;
|
|
||||||
};
|
|
||||||
} // namespace T6
|
|
23
src/ObjLoading/Game/T6/Localize/AssetLoaderLocalizeT6.cpp
Normal file
23
src/ObjLoading/Game/T6/Localize/AssetLoaderLocalizeT6.cpp
Normal file
@ -0,0 +1,23 @@
|
|||||||
|
#include "AssetLoaderLocalizeT6.h"
|
||||||
|
|
||||||
|
using namespace T6;
|
||||||
|
|
||||||
|
AssetLoaderLocalize::AssetLoaderLocalize(MemoryManager& memory, ISearchPath& searchPath, Zone& zone)
|
||||||
|
: CommonLocalizeLoader(searchPath, zone),
|
||||||
|
m_memory(memory)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
AssetCreationResult AssetLoaderLocalize::CreateAsset(const std::string& assetName, AssetCreationContext& context)
|
||||||
|
{
|
||||||
|
return CreateLocalizeAsset(assetName, context);
|
||||||
|
}
|
||||||
|
|
||||||
|
AssetCreationResult AssetLoaderLocalize::CreateAssetFromCommonAsset(const CommonLocalizeEntry& localizeEntry, AssetCreationContext& context)
|
||||||
|
{
|
||||||
|
auto* asset = m_memory.Alloc<LocalizeEntry>();
|
||||||
|
asset->name = m_memory.Dup(localizeEntry.m_key.c_str());
|
||||||
|
asset->value = m_memory.Dup(localizeEntry.m_value.c_str());
|
||||||
|
|
||||||
|
return AssetCreationResult::Success(context.AddAsset<AssetLocalize>(localizeEntry.m_key, asset));
|
||||||
|
}
|
25
src/ObjLoading/Game/T6/Localize/AssetLoaderLocalizeT6.h
Normal file
25
src/ObjLoading/Game/T6/Localize/AssetLoaderLocalizeT6.h
Normal file
@ -0,0 +1,25 @@
|
|||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include "Asset/AssetCreationContext.h"
|
||||||
|
#include "Asset/IAssetCreator.h"
|
||||||
|
#include "Game/T6/T6.h"
|
||||||
|
#include "Localize/CommonLocalizeLoader.h"
|
||||||
|
#include "SearchPath/ISearchPath.h"
|
||||||
|
#include "Utils/MemoryManager.h"
|
||||||
|
#include "Zone/Zone.h"
|
||||||
|
|
||||||
|
namespace T6
|
||||||
|
{
|
||||||
|
class AssetLoaderLocalize final : public AssetCreator<AssetLocalize>, public CommonLocalizeLoader
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
AssetLoaderLocalize(MemoryManager& memory, ISearchPath& searchPath, Zone& zone);
|
||||||
|
AssetCreationResult CreateAsset(const std::string& assetName, AssetCreationContext& context) override;
|
||||||
|
|
||||||
|
protected:
|
||||||
|
AssetCreationResult CreateAssetFromCommonAsset(const CommonLocalizeEntry& localizeEntry, AssetCreationContext& context) override;
|
||||||
|
|
||||||
|
private:
|
||||||
|
MemoryManager& m_memory;
|
||||||
|
};
|
||||||
|
} // namespace T6
|
@ -1,130 +1,27 @@
|
|||||||
#include "ObjLoaderT6.h"
|
#include "ObjLoaderT6.h"
|
||||||
|
|
||||||
#include "AssetLoaders/AssetLoaderAddonMapEnts.h"
|
#include "Asset/GlobalAssetPoolsLoader.h"
|
||||||
#include "AssetLoaders/AssetLoaderClipMap.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderComWorld.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderDDL.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderDestructibleDef.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderEmblemSet.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderFont.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderFontIcon.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderFootstepFxTable.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderFootstepTable.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderFx.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderGameWorldMp.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderGameWorldSp.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderGfxImage.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderGfxLightDef.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderGfxWorld.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderGlasses.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderImpactFx.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderLeaderboard.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderLocalizeEntry.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderMapEnts.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderMaterial.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderMemoryBlock.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderMenu.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderMenuList.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderPhysConstraints.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderPhysPreset.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderQdb.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderRawFile.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderScriptParseTree.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderSkinnedVerts.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderSlug.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderSoundBank.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderSoundDriverGlobals.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderSoundPatch.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderStringTable.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderTechniqueSet.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderTracer.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderVehicle.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderWeapon.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderWeaponAttachment.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderWeaponAttachmentUnique.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderWeaponCamo.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderXAnim.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderXGlobals.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderXModel.h"
|
|
||||||
#include "AssetLoaders/AssetLoaderZBarrier.h"
|
|
||||||
#include "AssetLoading/AssetLoadingManager.h"
|
#include "AssetLoading/AssetLoadingManager.h"
|
||||||
#include "Game/T6/CommonT6.h"
|
#include "Game/T6/CommonT6.h"
|
||||||
#include "Game/T6/GameAssetPoolT6.h"
|
#include "Game/T6/GameAssetPoolT6.h"
|
||||||
#include "Game/T6/GameT6.h"
|
#include "Game/T6/GameT6.h"
|
||||||
|
#include "Game/T6/T6.h"
|
||||||
#include "Image/Dx12TextureLoader.h"
|
#include "Image/Dx12TextureLoader.h"
|
||||||
#include "Image/IwiLoader.h"
|
#include "Image/IwiLoader.h"
|
||||||
#include "Image/IwiTypes.h"
|
#include "Image/IwiTypes.h"
|
||||||
#include "Image/Texture.h"
|
#include "Image/Texture.h"
|
||||||
|
#include "Localize/AssetLoaderLocalizeT6.h"
|
||||||
#include "ObjContainer/IPak/IPak.h"
|
#include "ObjContainer/IPak/IPak.h"
|
||||||
#include "ObjLoading.h"
|
#include "ObjLoading.h"
|
||||||
|
|
||||||
#include <format>
|
#include <format>
|
||||||
|
#include <memory>
|
||||||
|
|
||||||
namespace T6
|
namespace T6
|
||||||
{
|
{
|
||||||
constexpr auto IPAK_READ_HASH = Common::Com_HashKey("ipak_read", 64);
|
constexpr auto IPAK_READ_HASH = Common::Com_HashKey("ipak_read", 64);
|
||||||
constexpr auto GLOBAL_HASH = Common::Com_HashKey("GLOBAL", 64);
|
constexpr auto GLOBAL_HASH = Common::Com_HashKey("GLOBAL", 64);
|
||||||
|
|
||||||
ObjLoader::ObjLoader()
|
|
||||||
{
|
|
||||||
#define REGISTER_ASSET_LOADER(t) \
|
|
||||||
{ \
|
|
||||||
auto l = std::make_unique<t>(); \
|
|
||||||
m_asset_loaders_by_type[l->GetHandlingAssetType()] = std::move(l); \
|
|
||||||
}
|
|
||||||
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderPhysPreset)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderPhysConstraints)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderDestructibleDef)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderXAnim)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderXModel)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderMaterial)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderTechniqueSet)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderGfxImage)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderSoundBank)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderSoundPatch)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderClipMap)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderClipMapPvs)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderComWorld)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderGameWorldSp)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderGameWorldMp)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderMapEnts)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderGfxWorld)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderGfxLightDef)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderFont)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderFontIcon)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderMenuList)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderMenu)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderLocalizeEntry)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderWeapon)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderWeaponAttachment)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderWeaponAttachmentUnique)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderWeaponCamo)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderSoundDriverGlobals)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderFx)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderImpactFx)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderRawFile)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderStringTable)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderLeaderboard)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderXGlobals)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderDDL)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderGlasses)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderEmblemSet)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderScriptParseTree)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderVehicle)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderMemoryBlock)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderAddonMapEnts)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderTracer)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderSkinnedVerts)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderQdb)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderSlug)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderFootstepTable)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderFootstepFxTable)
|
|
||||||
REGISTER_ASSET_LOADER(AssetLoaderZBarrier)
|
|
||||||
|
|
||||||
#undef REGISTER_ASSET_LOADER
|
|
||||||
}
|
|
||||||
|
|
||||||
bool ObjLoader::VerifySoundBankChecksum(const SoundBank& soundBank, const SndRuntimeAssetBank& sndRuntimeAssetBank)
|
bool ObjLoader::VerifySoundBankChecksum(const SoundBank& soundBank, const SndRuntimeAssetBank& sndRuntimeAssetBank)
|
||||||
{
|
{
|
||||||
SoundAssetBankChecksum checksum{};
|
SoundAssetBankChecksum checksum{};
|
||||||
@ -356,17 +253,155 @@ namespace T6
|
|||||||
IPak::Repository.RemoveContainerReferences(&zone);
|
IPak::Repository.RemoveContainerReferences(&zone);
|
||||||
}
|
}
|
||||||
|
|
||||||
void ObjLoader::ConfigureCreatorCollection(AssetCreatorCollection& collection) const {}
|
namespace
|
||||||
|
|
||||||
bool ObjLoader::LoadAssetForZone(AssetLoadingContext& context, const asset_type_t assetType, const std::string& assetName) const
|
|
||||||
{
|
{
|
||||||
AssetLoadingManager assetLoadingManager(m_asset_loaders_by_type, context);
|
void ConfigureDefaultCreators(AssetCreatorCollection& collection, Zone& zone)
|
||||||
return assetLoadingManager.LoadAssetFromLoader(assetType, assetName);
|
{
|
||||||
|
auto& memory = *zone.GetMemory();
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorPhysPreset>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorPhysConstraints>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorDestructibleDef>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorXAnim>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorXModel>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorMaterial>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorTechniqueSet>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorImage>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorSoundBank>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorSoundPatch>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorClipMap>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorClipMapPvs>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorComWorld>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorGameWorldSp>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorGameWorldMp>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorMapEnts>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorGfxWorld>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorLightDef>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorFont>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorMenuList>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorMenu>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorLocalize>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorWeapon>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorSoundDriverGlobals>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorFx>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorImpactFx>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorRawFile>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorStringTable>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorPackIndex>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorXGlobals>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorDDL>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorGlasses>(memory));
|
||||||
|
// collection.AddDefaultAssetCreator(std::make_unique<DefaultCreatorEmblemSet>(memory));
|
||||||
}
|
}
|
||||||
|
|
||||||
void ObjLoader::FinalizeAssetsForZone(AssetLoadingContext& context) const
|
void ConfigureGlobalAssetPoolsLoaders(AssetCreatorCollection& collection, Zone& zone)
|
||||||
{
|
{
|
||||||
for (const auto& [type, loader] : m_asset_loaders_by_type)
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetPhysPreset>>(zone));
|
||||||
loader->FinalizeAssetsForZone(context);
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetPhysConstraints>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetDestructibleDef>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetXAnim>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetXModel>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetMaterial>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetTechniqueSet>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetImage>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetSoundBank>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetSoundPatch>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetClipMap>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetClipMapPvs>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetComWorld>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetGameWorldSp>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetGameWorldMp>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetMapEnts>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetGfxWorld>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetLightDef>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetFont>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetFontIcon>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetMenuList>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetMenu>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetLocalize>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetWeapon>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetAttachment>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetAttachmentUnique>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetWeaponCamo>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetSoundDriverGlobals>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetFx>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetImpactFx>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetRawFile>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetStringTable>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetLeaderboard>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetXGlobals>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetDDL>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetGlasses>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetEmblemSet>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetScript>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetVehicle>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetMemoryBlock>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetAddonMapEnts>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetTracer>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetSkinnedVerts>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetQdb>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetSlug>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetFootstepTable>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetFootstepFxTable>>(zone));
|
||||||
|
collection.AddAssetCreator(std::make_unique<GlobalAssetPoolsLoader<AssetZBarrier>>(zone));
|
||||||
|
}
|
||||||
|
|
||||||
|
void ConfigureDefaultCreators(AssetCreatorCollection& collection, Zone& zone, ISearchPath& searchPath)
|
||||||
|
{
|
||||||
|
auto& memory = *zone.GetMemory();
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderPhysPreset>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderPhysConstraints>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderDestructibleDef>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderXAnim>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderXModel>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderMaterial>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderTechniqueSet>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderImage>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderSoundBank>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderSoundPatch>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderClipMap>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderClipMapPvs>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderComWorld>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderGameWorldSp>(memory));
|
||||||
|
// 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(std::make_unique<AssetLoaderFont>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderFontIcon>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderMenuList>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderMenu>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderLocalize>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderWeapon>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderAttachment>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderAttachmentUnique>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderWeaponCamo>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderSoundDriverGlobals>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderFx>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderImpactFx>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderRawFile>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderStringTable>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderLeaderboard>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderXGlobals>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderDDL>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderGlasses>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderEmblemSet>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderScript>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderVehicle>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderMemoryBlock>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderAddonMapEnts>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderTracer>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderSkinnedVerts>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderQdb>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderSlug>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderFootstepTable>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderFootstepFxTable>(memory));
|
||||||
|
// collection.AddAssetCreator(std::make_unique<AssetLoaderZBarrier>(memory));
|
||||||
|
}
|
||||||
|
} // namespace
|
||||||
|
|
||||||
|
void ObjLoader::ConfigureCreatorCollection(AssetCreatorCollection& collection, Zone& zone, ISearchPath& searchPath) const
|
||||||
|
{
|
||||||
|
ConfigureDefaultCreators(collection, zone, searchPath);
|
||||||
|
ConfigureGlobalAssetPoolsLoaders(collection, zone);
|
||||||
}
|
}
|
||||||
} // namespace T6
|
} // namespace T6
|
||||||
|
@ -10,22 +10,16 @@
|
|||||||
#include <set>
|
#include <set>
|
||||||
#include <stack>
|
#include <stack>
|
||||||
#include <string>
|
#include <string>
|
||||||
#include <unordered_map>
|
|
||||||
|
|
||||||
namespace T6
|
namespace T6
|
||||||
{
|
{
|
||||||
class ObjLoader final : public IObjLoader
|
class ObjLoader final : public IObjLoader
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
ObjLoader();
|
|
||||||
|
|
||||||
void LoadReferencedContainersForZone(ISearchPath& searchPath, Zone& zone) const override;
|
void LoadReferencedContainersForZone(ISearchPath& searchPath, Zone& zone) const override;
|
||||||
void UnloadContainersOfZone(Zone& zone) const override;
|
void UnloadContainersOfZone(Zone& zone) const override;
|
||||||
|
|
||||||
void ConfigureCreatorCollection(AssetCreatorCollection& collection) const override;
|
void ConfigureCreatorCollection(AssetCreatorCollection& collection, Zone& zone, ISearchPath& searchPath) const override;
|
||||||
|
|
||||||
bool LoadAssetForZone(AssetLoadingContext& context, asset_type_t assetType, const std::string& assetName) const override;
|
|
||||||
void FinalizeAssetsForZone(AssetLoadingContext& context) const override;
|
|
||||||
|
|
||||||
private:
|
private:
|
||||||
static bool VerifySoundBankChecksum(const SoundBank& soundBank, const SndRuntimeAssetBank& sndRuntimeAssetBank);
|
static bool VerifySoundBankChecksum(const SoundBank& soundBank, const SndRuntimeAssetBank& sndRuntimeAssetBank);
|
||||||
@ -43,7 +37,5 @@ namespace T6
|
|||||||
|
|
||||||
static bool IsMpZone(const Zone& zone);
|
static bool IsMpZone(const Zone& zone);
|
||||||
static bool IsZmZone(const Zone& zone);
|
static bool IsZmZone(const Zone& zone);
|
||||||
|
|
||||||
std::unordered_map<asset_type_t, std::unique_ptr<IAssetLoader>> m_asset_loaders_by_type;
|
|
||||||
};
|
};
|
||||||
} // namespace T6
|
} // namespace T6
|
||||||
|
@ -28,10 +28,7 @@ public:
|
|||||||
*/
|
*/
|
||||||
virtual void UnloadContainersOfZone(Zone& zone) const = 0;
|
virtual void UnloadContainersOfZone(Zone& zone) const = 0;
|
||||||
|
|
||||||
virtual void ConfigureCreatorCollection(AssetCreatorCollection& collection) const = 0;
|
virtual void ConfigureCreatorCollection(AssetCreatorCollection& collection, Zone& zone, ISearchPath& searchPath) const = 0;
|
||||||
|
|
||||||
virtual bool LoadAssetForZone(AssetLoadingContext& context, asset_type_t assetType, const std::string& assetName) const = 0;
|
|
||||||
virtual void FinalizeAssetsForZone(AssetLoadingContext& context) const = 0;
|
|
||||||
|
|
||||||
static const IObjLoader* GetObjLoaderForGame(GameId game);
|
static const IObjLoader* GetObjLoaderForGame(GameId game);
|
||||||
};
|
};
|
||||||
|
52
src/ObjLoading/Localize/CommonLocalizeLoader.cpp
Normal file
52
src/ObjLoading/Localize/CommonLocalizeLoader.cpp
Normal file
@ -0,0 +1,52 @@
|
|||||||
|
#include "CommonLocalizeLoader.h"
|
||||||
|
|
||||||
|
#include "Localize/LocalizeCommon.h"
|
||||||
|
#include "Localize/Parsing/LocalizeFileReader.h"
|
||||||
|
|
||||||
|
#include <format>
|
||||||
|
|
||||||
|
CommonLocalizeLoader::CommonLocalizeLoader(ISearchPath& searchPath, Zone& zone)
|
||||||
|
: m_search_path(searchPath),
|
||||||
|
m_zone(zone)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
std::string CommonLocalizeLoader::GetFileName(const std::string& assetName) const
|
||||||
|
{
|
||||||
|
return std::format("{}/localizedstrings/{}.str", LocalizeCommon::GetNameOfLanguage(m_zone.m_language), assetName);
|
||||||
|
}
|
||||||
|
|
||||||
|
AssetCreationResult CommonLocalizeLoader::CreateLocalizeAsset(const std::string& assetName, AssetCreationContext& context)
|
||||||
|
{
|
||||||
|
std::string fileName = GetFileName(assetName);
|
||||||
|
|
||||||
|
const auto file = m_search_path.Open(fileName);
|
||||||
|
if (!file.IsOpen())
|
||||||
|
return AssetCreationResult::NoAction();
|
||||||
|
|
||||||
|
LocalizeFileReader reader(*file.m_stream, assetName, m_zone.m_language, *this);
|
||||||
|
|
||||||
|
std::vector<CommonLocalizeEntry> localizeEntries;
|
||||||
|
if (!reader.ReadLocalizeFile(localizeEntries))
|
||||||
|
return AssetCreationResult::Failure();
|
||||||
|
|
||||||
|
auto lastResult = AssetCreationResult::Failure();
|
||||||
|
for (const auto& entry : localizeEntries)
|
||||||
|
{
|
||||||
|
lastResult = CreateAssetFromCommonAsset(entry, context);
|
||||||
|
if (!lastResult.HasBeenSuccessful())
|
||||||
|
return lastResult;
|
||||||
|
}
|
||||||
|
|
||||||
|
return lastResult;
|
||||||
|
}
|
||||||
|
|
||||||
|
bool CommonLocalizeLoader::CheckLocalizeEntryForDuplicates(const std::string& key)
|
||||||
|
{
|
||||||
|
const auto existingEntry = m_keys.find(key);
|
||||||
|
if (existingEntry != m_keys.end())
|
||||||
|
return false;
|
||||||
|
|
||||||
|
m_keys.emplace(key);
|
||||||
|
return true;
|
||||||
|
}
|
32
src/ObjLoading/Localize/CommonLocalizeLoader.h
Normal file
32
src/ObjLoading/Localize/CommonLocalizeLoader.h
Normal file
@ -0,0 +1,32 @@
|
|||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include "Asset/IAssetCreator.h"
|
||||||
|
#include "AssetLoading/IAssetLoadingManager.h"
|
||||||
|
#include "Localize/CommonLocalizeEntry.h"
|
||||||
|
#include "Localize/Parsing/ILocalizeFileDuplicationChecker.h"
|
||||||
|
#include "SearchPath/ISearchPath.h"
|
||||||
|
#include "Zone/Zone.h"
|
||||||
|
|
||||||
|
#include <string>
|
||||||
|
#include <unordered_set>
|
||||||
|
|
||||||
|
class CommonLocalizeLoader : ILocalizeFileDuplicationChecker
|
||||||
|
{
|
||||||
|
public:
|
||||||
|
CommonLocalizeLoader(ISearchPath& searchPath, Zone& zone);
|
||||||
|
|
||||||
|
AssetCreationResult CreateLocalizeAsset(const std::string& assetName, AssetCreationContext& context);
|
||||||
|
|
||||||
|
protected:
|
||||||
|
virtual AssetCreationResult CreateAssetFromCommonAsset(const CommonLocalizeEntry& localizeEntry, AssetCreationContext& context) = 0;
|
||||||
|
|
||||||
|
private:
|
||||||
|
std::string GetFileName(const std::string& assetName) const;
|
||||||
|
|
||||||
|
bool CheckLocalizeEntryForDuplicates(const std::string& key) override;
|
||||||
|
|
||||||
|
ISearchPath& m_search_path;
|
||||||
|
Zone& m_zone;
|
||||||
|
|
||||||
|
std::unordered_set<std::string> m_keys;
|
||||||
|
};
|
@ -1,42 +0,0 @@
|
|||||||
#include "LocalizeCommonAssetLoader.h"
|
|
||||||
|
|
||||||
#include "Localize/LocalizeCommon.h"
|
|
||||||
#include "Localize/LocalizeReadingZoneState.h"
|
|
||||||
#include "Localize/Parsing/LocalizeFileReader.h"
|
|
||||||
|
|
||||||
#include <sstream>
|
|
||||||
|
|
||||||
LocalizeCommonAssetLoader::LocalizeCommonAssetLoader(std::function<void(const CommonLocalizeEntry&)> entryCallback)
|
|
||||||
: m_entry_callback(std::move(entryCallback))
|
|
||||||
{
|
|
||||||
}
|
|
||||||
|
|
||||||
std::string LocalizeCommonAssetLoader::GetFileName(const std::string& assetName, Zone* zone) const
|
|
||||||
{
|
|
||||||
std::ostringstream ss;
|
|
||||||
ss << LocalizeCommon::GetNameOfLanguage(zone->m_language) << "/localizedstrings/" << assetName << ".str";
|
|
||||||
return ss.str();
|
|
||||||
}
|
|
||||||
|
|
||||||
bool LocalizeCommonAssetLoader::LoadLocalizeAsset(const std::string& assetName, ISearchPath* searchPath, IAssetLoadingManager* manager, Zone* zone) const
|
|
||||||
{
|
|
||||||
std::string fileName = GetFileName(assetName, zone);
|
|
||||||
|
|
||||||
const auto file = searchPath->Open(fileName);
|
|
||||||
if (!file.IsOpen())
|
|
||||||
return false;
|
|
||||||
|
|
||||||
auto* zoneState = manager->GetAssetLoadingContext()->GetZoneAssetLoaderState<LocalizeReadingZoneState>();
|
|
||||||
LocalizeFileReader reader(*file.m_stream, assetName, zone->m_language, zoneState);
|
|
||||||
|
|
||||||
std::vector<CommonLocalizeEntry> localizeEntries;
|
|
||||||
if (!reader.ReadLocalizeFile(localizeEntries))
|
|
||||||
return false;
|
|
||||||
|
|
||||||
for (const auto& entry : localizeEntries)
|
|
||||||
{
|
|
||||||
m_entry_callback(entry);
|
|
||||||
}
|
|
||||||
|
|
||||||
return true;
|
|
||||||
}
|
|
@ -1,22 +0,0 @@
|
|||||||
#pragma once
|
|
||||||
|
|
||||||
#include "AssetLoading/IAssetLoadingManager.h"
|
|
||||||
#include "Localize/CommonLocalizeEntry.h"
|
|
||||||
#include "SearchPath/ISearchPath.h"
|
|
||||||
#include "Zone/Zone.h"
|
|
||||||
|
|
||||||
#include <functional>
|
|
||||||
#include <string>
|
|
||||||
|
|
||||||
class LocalizeCommonAssetLoader
|
|
||||||
{
|
|
||||||
public:
|
|
||||||
explicit LocalizeCommonAssetLoader(std::function<void(const CommonLocalizeEntry&)> entryCallback);
|
|
||||||
|
|
||||||
bool LoadLocalizeAsset(const std::string& assetName, ISearchPath* searchPath, IAssetLoadingManager* manager, Zone* zone) const;
|
|
||||||
|
|
||||||
private:
|
|
||||||
std::string GetFileName(const std::string& assetName, Zone* zone) const;
|
|
||||||
|
|
||||||
std::function<void(const CommonLocalizeEntry&)> m_entry_callback;
|
|
||||||
};
|
|
@ -1,11 +0,0 @@
|
|||||||
#include "LocalizeReadingZoneState.h"
|
|
||||||
|
|
||||||
bool LocalizeReadingZoneState::DoLocalizeEntryDuplicateCheck(const std::string& key)
|
|
||||||
{
|
|
||||||
const auto existingEntry = m_keys.find(key);
|
|
||||||
if (existingEntry != m_keys.end())
|
|
||||||
return false;
|
|
||||||
|
|
||||||
m_keys.emplace(key);
|
|
||||||
return true;
|
|
||||||
}
|
|
@ -1,13 +1,12 @@
|
|||||||
#pragma once
|
#pragma once
|
||||||
|
|
||||||
#include "AssetLoading/IZoneAssetLoaderState.h"
|
|
||||||
|
|
||||||
#include <string>
|
#include <string>
|
||||||
#include <unordered_set>
|
|
||||||
|
|
||||||
class LocalizeReadingZoneState final : public IZoneAssetLoaderState
|
class ILocalizeFileDuplicationChecker
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
|
virtual ~ILocalizeFileDuplicationChecker() = default;
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Checks whether a localize key was already added.
|
* Checks whether a localize key was already added.
|
||||||
* Inserts key if it was not added yet.
|
* Inserts key if it was not added yet.
|
||||||
@ -15,8 +14,5 @@ public:
|
|||||||
* \param key The key to check
|
* \param key The key to check
|
||||||
* \returns \c true if key was not duplicated yet, \c false otherwise
|
* \returns \c true if key was not duplicated yet, \c false otherwise
|
||||||
*/
|
*/
|
||||||
bool DoLocalizeEntryDuplicateCheck(const std::string& key);
|
virtual bool CheckLocalizeEntryForDuplicates(const std::string& key) = 0;
|
||||||
|
|
||||||
private:
|
|
||||||
std::unordered_set<std::string> m_keys;
|
|
||||||
};
|
};
|
@ -8,8 +8,8 @@
|
|||||||
#include "Sequence/SequenceLocalizeFileReference.h"
|
#include "Sequence/SequenceLocalizeFileReference.h"
|
||||||
#include "Sequence/SequenceLocalizeFileVersion.h"
|
#include "Sequence/SequenceLocalizeFileVersion.h"
|
||||||
|
|
||||||
LocalizeFileParser::LocalizeFileParser(SimpleLexer* lexer, GameLanguage language, LocalizeReadingZoneState* zoneState)
|
LocalizeFileParser::LocalizeFileParser(SimpleLexer* lexer, GameLanguage language, ILocalizeFileDuplicationChecker& duplicationChecker)
|
||||||
: AbstractParser(lexer, std::make_unique<LocalizeFileParserState>(language, zoneState))
|
: AbstractParser(lexer, std::make_unique<LocalizeFileParserState>(language, duplicationChecker))
|
||||||
{
|
{
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -12,6 +12,6 @@ protected:
|
|||||||
const std::vector<sequence_t*>& GetTestsForState() override;
|
const std::vector<sequence_t*>& GetTestsForState() override;
|
||||||
|
|
||||||
public:
|
public:
|
||||||
LocalizeFileParser(SimpleLexer* lexer, GameLanguage language, LocalizeReadingZoneState* zoneState);
|
LocalizeFileParser(SimpleLexer* lexer, GameLanguage language, ILocalizeFileDuplicationChecker& duplicationChecker);
|
||||||
std::vector<CommonLocalizeEntry> GetParsedValues();
|
std::vector<CommonLocalizeEntry> GetParsedValues();
|
||||||
};
|
};
|
||||||
|
@ -3,10 +3,10 @@
|
|||||||
#include "Localize/LocalizeCommon.h"
|
#include "Localize/LocalizeCommon.h"
|
||||||
#include "Utils/StringUtils.h"
|
#include "Utils/StringUtils.h"
|
||||||
|
|
||||||
LocalizeFileParserState::LocalizeFileParserState(const GameLanguage language, LocalizeReadingZoneState* zoneState)
|
LocalizeFileParserState::LocalizeFileParserState(const GameLanguage language, ILocalizeFileDuplicationChecker& duplicationChecker)
|
||||||
: m_end(false),
|
: m_end(false),
|
||||||
m_language(language),
|
m_language(language),
|
||||||
m_zone_state(zoneState)
|
m_duplication_checker(duplicationChecker)
|
||||||
{
|
{
|
||||||
m_language_name_caps = LocalizeCommon::GetNameOfLanguage(m_language);
|
m_language_name_caps = LocalizeCommon::GetNameOfLanguage(m_language);
|
||||||
utils::MakeStringUpperCase(m_language_name_caps);
|
utils::MakeStringUpperCase(m_language_name_caps);
|
||||||
|
@ -1,8 +1,8 @@
|
|||||||
#pragma once
|
#pragma once
|
||||||
|
|
||||||
#include "Game/GameLanguage.h"
|
#include "Game/GameLanguage.h"
|
||||||
|
#include "ILocalizeFileDuplicationChecker.h"
|
||||||
#include "Localize/CommonLocalizeEntry.h"
|
#include "Localize/CommonLocalizeEntry.h"
|
||||||
#include "Localize/LocalizeReadingZoneState.h"
|
|
||||||
|
|
||||||
#include <unordered_set>
|
#include <unordered_set>
|
||||||
#include <vector>
|
#include <vector>
|
||||||
@ -10,16 +10,16 @@
|
|||||||
class LocalizeFileParserState
|
class LocalizeFileParserState
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
|
LocalizeFileParserState(GameLanguage language, ILocalizeFileDuplicationChecker& duplicationChecker);
|
||||||
|
|
||||||
bool m_end;
|
bool m_end;
|
||||||
|
|
||||||
std::vector<CommonLocalizeEntry> m_entries;
|
std::vector<CommonLocalizeEntry> m_entries;
|
||||||
|
|
||||||
GameLanguage m_language;
|
GameLanguage m_language;
|
||||||
LocalizeReadingZoneState* m_zone_state;
|
ILocalizeFileDuplicationChecker& m_duplication_checker;
|
||||||
std::string m_language_name_caps;
|
std::string m_language_name_caps;
|
||||||
|
|
||||||
std::string m_current_reference;
|
std::string m_current_reference;
|
||||||
std::unordered_set<std::string> m_current_reference_languages;
|
std::unordered_set<std::string> m_current_reference_languages;
|
||||||
|
|
||||||
LocalizeFileParserState(GameLanguage language, LocalizeReadingZoneState* zoneState);
|
|
||||||
};
|
};
|
||||||
|
@ -4,11 +4,11 @@
|
|||||||
#include "Parsing/Impl/CommentRemovingStreamProxy.h"
|
#include "Parsing/Impl/CommentRemovingStreamProxy.h"
|
||||||
#include "Parsing/Impl/ParserSingleInputStream.h"
|
#include "Parsing/Impl/ParserSingleInputStream.h"
|
||||||
|
|
||||||
LocalizeFileReader::LocalizeFileReader(std::istream& stream, std::string fileName, GameLanguage language, LocalizeReadingZoneState* zoneState)
|
LocalizeFileReader::LocalizeFileReader(std::istream& stream, std::string fileName, GameLanguage language, ILocalizeFileDuplicationChecker& duplicationChecker)
|
||||||
: m_file_name(std::move(fileName)),
|
: m_file_name(std::move(fileName)),
|
||||||
m_stream(nullptr),
|
m_stream(nullptr),
|
||||||
m_language(language),
|
m_language(language),
|
||||||
m_zone_state(zoneState)
|
m_duplication_checker(duplicationChecker)
|
||||||
{
|
{
|
||||||
OpenBaseStream(stream);
|
OpenBaseStream(stream);
|
||||||
SetupStreamProxies();
|
SetupStreamProxies();
|
||||||
@ -38,7 +38,7 @@ bool LocalizeFileReader::ReadLocalizeFile(std::vector<CommonLocalizeEntry>& entr
|
|||||||
lexerConfig.m_read_floating_point_numbers = false;
|
lexerConfig.m_read_floating_point_numbers = false;
|
||||||
const auto lexer = std::make_unique<SimpleLexer>(m_stream, std::move(lexerConfig));
|
const auto lexer = std::make_unique<SimpleLexer>(m_stream, std::move(lexerConfig));
|
||||||
|
|
||||||
const auto parser = std::make_unique<LocalizeFileParser>(lexer.get(), m_language, m_zone_state);
|
const auto parser = std::make_unique<LocalizeFileParser>(lexer.get(), m_language, m_duplication_checker);
|
||||||
|
|
||||||
if (parser->Parse())
|
if (parser->Parse())
|
||||||
{
|
{
|
||||||
|
@ -1,8 +1,8 @@
|
|||||||
#pragma once
|
#pragma once
|
||||||
|
|
||||||
#include "Game/GameLanguage.h"
|
#include "Game/GameLanguage.h"
|
||||||
|
#include "ILocalizeFileDuplicationChecker.h"
|
||||||
#include "Localize/CommonLocalizeEntry.h"
|
#include "Localize/CommonLocalizeEntry.h"
|
||||||
#include "Localize/LocalizeReadingZoneState.h"
|
|
||||||
#include "Parsing/IParserLineStream.h"
|
#include "Parsing/IParserLineStream.h"
|
||||||
|
|
||||||
#include <map>
|
#include <map>
|
||||||
@ -16,13 +16,13 @@ class LocalizeFileReader
|
|||||||
IParserLineStream* m_stream;
|
IParserLineStream* m_stream;
|
||||||
std::vector<std::unique_ptr<IParserLineStream>> m_open_streams;
|
std::vector<std::unique_ptr<IParserLineStream>> m_open_streams;
|
||||||
GameLanguage m_language;
|
GameLanguage m_language;
|
||||||
LocalizeReadingZoneState* m_zone_state;
|
ILocalizeFileDuplicationChecker& m_duplication_checker;
|
||||||
|
|
||||||
bool OpenBaseStream(std::istream& stream);
|
bool OpenBaseStream(std::istream& stream);
|
||||||
void SetupStreamProxies();
|
void SetupStreamProxies();
|
||||||
|
|
||||||
public:
|
public:
|
||||||
LocalizeFileReader(std::istream& stream, std::string fileName, GameLanguage language, LocalizeReadingZoneState* zoneState);
|
LocalizeFileReader(std::istream& stream, std::string fileName, GameLanguage language, ILocalizeFileDuplicationChecker& duplicationChecker);
|
||||||
|
|
||||||
bool ReadLocalizeFile(std::vector<CommonLocalizeEntry>& entries);
|
bool ReadLocalizeFile(std::vector<CommonLocalizeEntry>& entries);
|
||||||
};
|
};
|
||||||
|
@ -33,7 +33,7 @@ void SequenceLocalizeFileLanguageValue::ProcessMatch(LocalizeFileParserState* st
|
|||||||
if (langName == state->m_language_name_caps)
|
if (langName == state->m_language_name_caps)
|
||||||
{
|
{
|
||||||
const auto& currentReference = state->m_current_reference;
|
const auto& currentReference = state->m_current_reference;
|
||||||
if (!state->m_zone_state->DoLocalizeEntryDuplicateCheck(currentReference))
|
if (!state->m_duplication_checker.CheckLocalizeEntryForDuplicates(currentReference))
|
||||||
{
|
{
|
||||||
std::cout << "Localize: a value for reference \"" << currentReference << "\" was already defined\n";
|
std::cout << "Localize: a value for reference \"" << currentReference << "\" was already defined\n";
|
||||||
}
|
}
|
||||||
|
Loading…
x
Reference in New Issue
Block a user