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chore: always build fastfile when there are assets defined
This commit is contained in:
parent
2182196730
commit
f9e0bdaa7b
@ -1,71 +1,14 @@
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#include "ZoneCreatorIW3.h"
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#include "AssetLoading/AssetLoadingContext.h"
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#include "Game/IW3/GameAssetPoolIW3.h"
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#include "Game/IW3/GameIW3.h"
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#include "IObjLoader.h"
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#include "ObjLoading.h"
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#include "Utils/StringUtils.h"
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#include "Game/IW3/IW3.h"
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using namespace IW3;
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std::vector<Gdt*> ZoneCreator::CreateGdtList(const ZoneCreationContext& context)
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{
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std::vector<Gdt*> gdtList;
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gdtList.reserve(context.m_gdt_files.size());
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for (const auto& gdt : context.m_gdt_files)
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gdtList.push_back(gdt.get());
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return gdtList;
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}
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void ZoneCreator::ApplyIgnoredAssets(const ZoneCreationContext& creationContext, AssetLoadingContext& loadingContext)
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{
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for (const auto& ignoreEntry : creationContext.m_ignored_assets.m_entries)
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loadingContext.m_ignored_asset_map[ignoreEntry.m_name] = ignoreEntry.m_type;
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}
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void ZoneCreator::CreateZoneAssetPools(Zone* zone) const
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{
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zone->m_pools = std::make_unique<GameAssetPoolIW3>(zone, zone->m_priority);
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for (auto assetType = 0; assetType < ASSET_TYPE_COUNT; assetType++)
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zone->m_pools->InitPoolDynamic(assetType);
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}
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GameId ZoneCreator::GetGameId() const
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{
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return GameId::IW3;
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}
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std::unique_ptr<Zone> ZoneCreator::CreateZoneForDefinition(ZoneCreationContext& context) const
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{
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auto zone = std::make_unique<Zone>(context.m_definition->m_name, 0, IGame::GetGameById(GameId::IW3));
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CreateZoneAssetPools(zone.get());
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for (const auto& assetEntry : context.m_definition->m_assets)
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{
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if (!assetEntry.m_is_reference)
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continue;
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context.m_ignored_assets.m_entries.emplace_back(assetEntry.m_asset_type, assetEntry.m_asset_name, assetEntry.m_is_reference);
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}
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const auto assetLoadingContext = std::make_unique<AssetLoadingContext>(*zone, *context.m_asset_search_path, CreateGdtList(context));
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ApplyIgnoredAssets(context, *assetLoadingContext);
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const auto* objLoader = IObjLoader::GetObjLoaderForGame(GameId::IW3);
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for (const auto& assetEntry : context.m_definition->m_assets)
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{
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if (!objLoader->LoadAssetForZone(*assetLoadingContext, assetEntry.m_asset_type, assetEntry.m_asset_name))
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return nullptr;
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}
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objLoader->FinalizeAssetsForZone(*assetLoadingContext);
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return zone;
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}
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asset_type_t ZoneCreator::GetImageAssetType() const
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{
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return ASSET_TYPE_IMAGE;
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@ -1,20 +1,13 @@
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#pragma once
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#include "AssetLoading/AssetLoadingContext.h"
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#include "Zone/ZoneTypes.h"
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#include "ZoneCreation/ZoneCreator.h"
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namespace IW3
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{
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class ZoneCreator final : public IZoneCreator
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{
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static std::vector<Gdt*> CreateGdtList(const ZoneCreationContext& context);
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static void ApplyIgnoredAssets(const ZoneCreationContext& creationContext, AssetLoadingContext& loadingContext);
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void CreateZoneAssetPools(Zone* zone) const;
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public:
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[[nodiscard]] GameId GetGameId() const override;
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[[nodiscard]] std::unique_ptr<Zone> CreateZoneForDefinition(ZoneCreationContext& context) const override;
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[[nodiscard]] asset_type_t GetImageAssetType() const override;
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};
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} // namespace IW3
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@ -1,70 +1,14 @@
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#include "ZoneCreatorIW4.h"
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#include "Game/IW4/GameAssetPoolIW4.h"
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#include "Game/IW4/GameIW4.h"
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#include "IObjLoader.h"
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#include "ObjLoading.h"
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#include "Utils/StringUtils.h"
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#include "Game/IW4/IW4.h"
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using namespace IW4;
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std::vector<Gdt*> ZoneCreator::CreateGdtList(const ZoneCreationContext& context)
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{
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std::vector<Gdt*> gdtList;
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gdtList.reserve(context.m_gdt_files.size());
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for (const auto& gdt : context.m_gdt_files)
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gdtList.push_back(gdt.get());
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return gdtList;
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}
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void ZoneCreator::ApplyIgnoredAssets(const ZoneCreationContext& creationContext, AssetLoadingContext& loadingContext)
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{
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for (const auto& ignoreEntry : creationContext.m_ignored_assets.m_entries)
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loadingContext.m_ignored_asset_map[ignoreEntry.m_name] = ignoreEntry.m_type;
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}
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void ZoneCreator::CreateZoneAssetPools(Zone* zone) const
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{
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zone->m_pools = std::make_unique<GameAssetPoolIW4>(zone, zone->m_priority);
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for (auto assetType = 0; assetType < ASSET_TYPE_COUNT; assetType++)
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zone->m_pools->InitPoolDynamic(assetType);
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}
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GameId ZoneCreator::GetGameId() const
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{
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return GameId::IW4;
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}
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std::unique_ptr<Zone> ZoneCreator::CreateZoneForDefinition(ZoneCreationContext& context) const
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{
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auto zone = std::make_unique<Zone>(context.m_definition->m_name, 0, IGame::GetGameById(GameId::IW4));
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CreateZoneAssetPools(zone.get());
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for (const auto& assetEntry : context.m_definition->m_assets)
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{
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if (!assetEntry.m_is_reference)
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continue;
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context.m_ignored_assets.m_entries.emplace_back(assetEntry.m_asset_type, assetEntry.m_asset_name, assetEntry.m_is_reference);
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}
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const auto assetLoadingContext = std::make_unique<AssetLoadingContext>(*zone, *context.m_asset_search_path, CreateGdtList(context));
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ApplyIgnoredAssets(context, *assetLoadingContext);
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const auto* objLoader = IObjLoader::GetObjLoaderForGame(GameId::IW4);
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for (const auto& assetEntry : context.m_definition->m_assets)
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{
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if (!objLoader->LoadAssetForZone(*assetLoadingContext, assetEntry.m_asset_type, assetEntry.m_asset_name))
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return nullptr;
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}
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objLoader->FinalizeAssetsForZone(*assetLoadingContext);
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return zone;
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}
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asset_type_t ZoneCreator::GetImageAssetType() const
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{
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return ASSET_TYPE_IMAGE;
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@ -1,20 +1,13 @@
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#pragma once
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#include "AssetLoading/AssetLoadingContext.h"
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#include "Zone/ZoneTypes.h"
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#include "ZoneCreation/ZoneCreator.h"
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namespace IW4
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{
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class ZoneCreator final : public IZoneCreator
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{
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static std::vector<Gdt*> CreateGdtList(const ZoneCreationContext& context);
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static void ApplyIgnoredAssets(const ZoneCreationContext& creationContext, AssetLoadingContext& loadingContext);
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void CreateZoneAssetPools(Zone* zone) const;
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public:
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[[nodiscard]] GameId GetGameId() const override;
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[[nodiscard]] std::unique_ptr<Zone> CreateZoneForDefinition(ZoneCreationContext& context) const override;
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[[nodiscard]] asset_type_t GetImageAssetType() const override;
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};
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} // namespace IW4
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@ -1,70 +1,14 @@
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#include "ZoneCreatorIW5.h"
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#include "Game/IW5/GameAssetPoolIW5.h"
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#include "Game/IW5/GameIW5.h"
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#include "IObjLoader.h"
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#include "ObjLoading.h"
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#include "Utils/StringUtils.h"
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#include "Game/IW5/IW5.h"
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using namespace IW5;
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std::vector<Gdt*> ZoneCreator::CreateGdtList(const ZoneCreationContext& context)
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{
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std::vector<Gdt*> gdtList;
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gdtList.reserve(context.m_gdt_files.size());
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for (const auto& gdt : context.m_gdt_files)
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gdtList.push_back(gdt.get());
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return gdtList;
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}
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void ZoneCreator::ApplyIgnoredAssets(const ZoneCreationContext& creationContext, AssetLoadingContext& loadingContext)
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{
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for (const auto& ignoreEntry : creationContext.m_ignored_assets.m_entries)
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loadingContext.m_ignored_asset_map[ignoreEntry.m_name] = ignoreEntry.m_type;
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}
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void ZoneCreator::CreateZoneAssetPools(Zone* zone) const
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{
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zone->m_pools = std::make_unique<GameAssetPoolIW5>(zone, zone->m_priority);
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for (auto assetType = 0; assetType < ASSET_TYPE_COUNT; assetType++)
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zone->m_pools->InitPoolDynamic(assetType);
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}
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GameId ZoneCreator::GetGameId() const
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{
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return GameId::IW5;
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}
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std::unique_ptr<Zone> ZoneCreator::CreateZoneForDefinition(ZoneCreationContext& context) const
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{
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auto zone = std::make_unique<Zone>(context.m_definition->m_name, 0, IGame::GetGameById(GameId::IW5));
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CreateZoneAssetPools(zone.get());
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for (const auto& assetEntry : context.m_definition->m_assets)
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{
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if (!assetEntry.m_is_reference)
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continue;
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context.m_ignored_assets.m_entries.emplace_back(assetEntry.m_asset_type, assetEntry.m_asset_name, assetEntry.m_is_reference);
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}
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const auto assetLoadingContext = std::make_unique<AssetLoadingContext>(*zone, *context.m_asset_search_path, CreateGdtList(context));
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ApplyIgnoredAssets(context, *assetLoadingContext);
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const auto* objLoader = IObjLoader::GetObjLoaderForGame(GameId::IW5);
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for (const auto& assetEntry : context.m_definition->m_assets)
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{
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if (!objLoader->LoadAssetForZone(*assetLoadingContext, assetEntry.m_asset_type, assetEntry.m_asset_name))
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return nullptr;
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}
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objLoader->FinalizeAssetsForZone(*assetLoadingContext);
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return zone;
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}
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asset_type_t ZoneCreator::GetImageAssetType() const
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{
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return ASSET_TYPE_IMAGE;
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@ -1,19 +1,13 @@
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#pragma once
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#include "AssetLoading/AssetLoadingContext.h"
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#include "Zone/ZoneTypes.h"
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#include "ZoneCreation/ZoneCreator.h"
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namespace IW5
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{
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class ZoneCreator final : public IZoneCreator
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{
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static std::vector<Gdt*> CreateGdtList(const ZoneCreationContext& context);
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static void ApplyIgnoredAssets(const ZoneCreationContext& creationContext, AssetLoadingContext& loadingContext);
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void CreateZoneAssetPools(Zone* zone) const;
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public:
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[[nodiscard]] GameId GetGameId() const override;
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[[nodiscard]] std::unique_ptr<Zone> CreateZoneForDefinition(ZoneCreationContext& context) const override;
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[[nodiscard]] asset_type_t GetImageAssetType() const override;
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};
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} // namespace IW5
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@ -1,71 +1,14 @@
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#include "ZoneCreatorT5.h"
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#include "AssetLoading/AssetLoadingContext.h"
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#include "Game/T5/GameAssetPoolT5.h"
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#include "Game/T5/GameT5.h"
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#include "IObjLoader.h"
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#include "ObjLoading.h"
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#include "Utils/StringUtils.h"
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#include "Game/T5/T5.h"
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using namespace T5;
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std::vector<Gdt*> ZoneCreator::CreateGdtList(ZoneCreationContext& context)
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{
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std::vector<Gdt*> gdtList;
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gdtList.reserve(context.m_gdt_files.size());
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for (const auto& gdt : context.m_gdt_files)
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gdtList.push_back(gdt.get());
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return gdtList;
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}
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void ZoneCreator::ApplyIgnoredAssets(const ZoneCreationContext& creationContext, AssetLoadingContext& loadingContext)
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{
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for (const auto& ignoreEntry : creationContext.m_ignored_assets.m_entries)
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loadingContext.m_ignored_asset_map[ignoreEntry.m_name] = ignoreEntry.m_type;
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}
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void ZoneCreator::CreateZoneAssetPools(Zone* zone) const
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{
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zone->m_pools = std::make_unique<GameAssetPoolT5>(zone, zone->m_priority);
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for (auto assetType = 0; assetType < ASSET_TYPE_COUNT; assetType++)
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zone->m_pools->InitPoolDynamic(assetType);
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}
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GameId ZoneCreator::GetGameId() const
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{
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return GameId::T5;
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}
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std::unique_ptr<Zone> ZoneCreator::CreateZoneForDefinition(ZoneCreationContext& context) const
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{
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auto zone = std::make_unique<Zone>(context.m_definition->m_name, 0, IGame::GetGameById(GameId::T5));
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CreateZoneAssetPools(zone.get());
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for (const auto& assetEntry : context.m_definition->m_assets)
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{
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if (!assetEntry.m_is_reference)
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continue;
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context.m_ignored_assets.m_entries.emplace_back(assetEntry.m_asset_type, assetEntry.m_asset_name, assetEntry.m_is_reference);
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}
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const auto assetLoadingContext = std::make_unique<AssetLoadingContext>(*zone, *context.m_asset_search_path, CreateGdtList(context));
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ApplyIgnoredAssets(context, *assetLoadingContext);
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const auto* objLoader = IObjLoader::GetObjLoaderForGame(GameId::T5);
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for (const auto& assetEntry : context.m_definition->m_assets)
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{
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if (!objLoader->LoadAssetForZone(*assetLoadingContext, assetEntry.m_asset_type, assetEntry.m_asset_name))
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return nullptr;
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}
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objLoader->FinalizeAssetsForZone(*assetLoadingContext);
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return zone;
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}
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asset_type_t ZoneCreator::GetImageAssetType() const
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{
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return ASSET_TYPE_IMAGE;
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@ -1,19 +1,13 @@
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#pragma once
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#include "AssetLoading/AssetLoadingContext.h"
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#include "Zone/ZoneTypes.h"
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#include "ZoneCreation/ZoneCreator.h"
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namespace T5
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{
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class ZoneCreator final : public IZoneCreator
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{
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static std::vector<Gdt*> CreateGdtList(ZoneCreationContext& context);
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static void ApplyIgnoredAssets(const ZoneCreationContext& creationContext, AssetLoadingContext& loadingContext);
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void CreateZoneAssetPools(Zone* zone) const;
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public:
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[[nodiscard]] GameId GetGameId() const override;
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[[nodiscard]] std::unique_ptr<Zone> CreateZoneForDefinition(ZoneCreationContext& context) const override;
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[[nodiscard]] asset_type_t GetImageAssetType() const override;
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};
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} // namespace T5
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|
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#include "ZoneCreatorT6.h"
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#include "Game/T6/CommonT6.h"
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#include "Game/T6/GameAssetPoolT6.h"
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#include "Game/T6/GameT6.h"
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#include "Game/T6/T6.h"
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#include "IObjLoader.h"
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#include "ObjLoading.h"
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#include "Utils/StringUtils.h"
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#include <format>
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#include <iostream>
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using namespace T6;
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std::vector<Gdt*> ZoneCreator::CreateGdtList(const ZoneCreationContext& context)
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GameId ZoneCreator::GetGameId() const
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{
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std::vector<Gdt*> gdtList;
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gdtList.reserve(context.m_gdt_files.size());
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for (const auto& gdt : context.m_gdt_files)
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gdtList.push_back(gdt.get());
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return gdtList;
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return GameId::T6;
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}
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void ZoneCreator::ApplyIgnoredAssets(const ZoneCreationContext& creationContext, AssetLoadingContext& loadingContext)
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asset_type_t ZoneCreator::GetImageAssetType() const
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{
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for (const auto& ignoreEntry : creationContext.m_ignored_assets.m_entries)
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loadingContext.m_ignored_asset_map[ignoreEntry.m_name] = ignoreEntry.m_type;
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return ASSET_TYPE_IMAGE;
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}
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void ZoneCreator::CreateZoneAssetPools(Zone* zone) const
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{
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zone->m_pools = std::make_unique<GameAssetPoolT6>(zone, zone->m_priority);
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for (auto assetType = 0; assetType < ASSET_TYPE_COUNT; assetType++)
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zone->m_pools->InitPoolDynamic(assetType);
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}
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void ZoneCreator::HandleMetadata(Zone* zone, const ZoneCreationContext& context) const
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void ZoneCreator::HandleMetadata(Zone& zone, const ZoneCreationContext& context) const
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{
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std::vector<KeyValuePair> kvpList;
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@ -56,7 +40,7 @@ void ZoneCreator::HandleMetadata(Zone* zone, const ZoneCreationContext& context)
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if (endPtr != &strValue[strValue.size()])
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{
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std::cout << "Could not parse metadata key \"" << metaData.first << "\" as hash\n";
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std::cerr << std::format("Could not parse metadata key \"{}\" as hash\n", metaData.first);
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continue;
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}
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}
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@ -65,61 +49,21 @@ void ZoneCreator::HandleMetadata(Zone* zone, const ZoneCreationContext& context)
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keyHash = Common::Com_HashKey(strValue.c_str(), 64);
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}
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KeyValuePair kvp{keyHash, Common::Com_HashKey(zone->m_name.c_str(), 64), zone->GetMemory()->Dup(metaData.second.c_str())};
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KeyValuePair kvp{keyHash, Common::Com_HashKey(zone.m_name.c_str(), 64), zone.GetMemory()->Dup(metaData.second.c_str())};
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kvpList.push_back(kvp);
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}
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}
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if (!kvpList.empty())
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{
|
||||
auto* kvps = zone->GetMemory()->Create<KeyValuePairs>();
|
||||
kvps->name = zone->GetMemory()->Dup(zone->m_name.c_str());
|
||||
kvps->numVariables = kvpList.size();
|
||||
kvps->keyValuePairs = zone->GetMemory()->Alloc<KeyValuePair>(kvpList.size());
|
||||
auto* kvps = zone.GetMemory()->Create<KeyValuePairs>();
|
||||
kvps->name = zone.GetMemory()->Dup(zone.m_name.c_str());
|
||||
kvps->numVariables = static_cast<int>(kvpList.size());
|
||||
kvps->keyValuePairs = zone.GetMemory()->Alloc<KeyValuePair>(kvpList.size());
|
||||
|
||||
for (auto i = 0u; i < kvpList.size(); i++)
|
||||
kvps->keyValuePairs[i] = kvpList[i];
|
||||
|
||||
zone->m_pools->AddAsset(std::make_unique<XAssetInfo<KeyValuePairs>>(ASSET_TYPE_KEYVALUEPAIRS, zone->m_name, kvps));
|
||||
zone.m_pools->AddAsset(std::make_unique<XAssetInfo<KeyValuePairs>>(ASSET_TYPE_KEYVALUEPAIRS, zone.m_name, kvps));
|
||||
}
|
||||
}
|
||||
|
||||
GameId ZoneCreator::GetGameId() const
|
||||
{
|
||||
return GameId::T6;
|
||||
}
|
||||
|
||||
std::unique_ptr<Zone> ZoneCreator::CreateZoneForDefinition(ZoneCreationContext& context) const
|
||||
{
|
||||
auto zone = std::make_unique<Zone>(context.m_definition->m_name, 0, IGame::GetGameById(GameId::T6));
|
||||
CreateZoneAssetPools(zone.get());
|
||||
|
||||
for (const auto& assetEntry : context.m_definition->m_assets)
|
||||
{
|
||||
if (!assetEntry.m_is_reference)
|
||||
continue;
|
||||
|
||||
context.m_ignored_assets.m_entries.emplace_back(assetEntry.m_asset_type, assetEntry.m_asset_name, assetEntry.m_is_reference);
|
||||
}
|
||||
|
||||
const auto assetLoadingContext = std::make_unique<AssetLoadingContext>(*zone, *context.m_asset_search_path, CreateGdtList(context));
|
||||
ApplyIgnoredAssets(context, *assetLoadingContext);
|
||||
|
||||
HandleMetadata(zone.get(), context);
|
||||
|
||||
const auto* objLoader = IObjLoader::GetObjLoaderForGame(GameId::T6);
|
||||
for (const auto& assetEntry : context.m_definition->m_assets)
|
||||
{
|
||||
if (!objLoader->LoadAssetForZone(*assetLoadingContext, assetEntry.m_asset_type, assetEntry.m_asset_name))
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
objLoader->FinalizeAssetsForZone(*assetLoadingContext);
|
||||
|
||||
return zone;
|
||||
}
|
||||
|
||||
asset_type_t ZoneCreator::GetImageAssetType() const
|
||||
{
|
||||
return ASSET_TYPE_IMAGE;
|
||||
}
|
||||
|
@ -1,20 +1,16 @@
|
||||
#pragma once
|
||||
#include "AssetLoading/AssetLoadingContext.h"
|
||||
#include "Zone/ZoneTypes.h"
|
||||
|
||||
#include "ZoneCreation/ZoneCreator.h"
|
||||
|
||||
namespace T6
|
||||
{
|
||||
class ZoneCreator final : public IZoneCreator
|
||||
{
|
||||
static std::vector<Gdt*> CreateGdtList(const ZoneCreationContext& context);
|
||||
static void ApplyIgnoredAssets(const ZoneCreationContext& creationContext, AssetLoadingContext& loadingContext);
|
||||
void CreateZoneAssetPools(Zone* zone) const;
|
||||
void HandleMetadata(Zone* zone, const ZoneCreationContext& context) const;
|
||||
|
||||
public:
|
||||
[[nodiscard]] GameId GetGameId() const override;
|
||||
[[nodiscard]] std::unique_ptr<Zone> CreateZoneForDefinition(ZoneCreationContext& context) const override;
|
||||
[[nodiscard]] asset_type_t GetImageAssetType() const override;
|
||||
|
||||
protected:
|
||||
void HandleMetadata(Zone& zone, const ZoneCreationContext& context) const override;
|
||||
};
|
||||
} // namespace T6
|
||||
|
@ -217,14 +217,14 @@ class LinkerImpl final : public Linker
|
||||
ISearchPath* gdtSearchPath,
|
||||
ISearchPath* sourceSearchPath) const
|
||||
{
|
||||
const auto context = std::make_unique<ZoneCreationContext>(&zoneDefinition, assetSearchPath);
|
||||
if (!ProcessZoneDefinitionIgnores(targetName, *context, sourceSearchPath))
|
||||
ZoneCreationContext context(&zoneDefinition, assetSearchPath);
|
||||
if (!ProcessZoneDefinitionIgnores(targetName, context, sourceSearchPath))
|
||||
return nullptr;
|
||||
if (!LoadGdtFilesFromZoneDefinition(context->m_gdt_files, zoneDefinition, gdtSearchPath))
|
||||
if (!LoadGdtFilesFromZoneDefinition(context.m_gdt_files, zoneDefinition, gdtSearchPath))
|
||||
return nullptr;
|
||||
|
||||
const auto* creator = IZoneCreator::GetCreatorForGame(zoneDefinition.m_game);
|
||||
return creator->CreateZoneForDefinition(*context);
|
||||
return creator->CreateZoneForDefinition(context);
|
||||
}
|
||||
|
||||
bool WriteZoneToFile(const std::string& projectName, Zone* zone) const
|
||||
@ -334,11 +334,16 @@ class LinkerImpl final : public Linker
|
||||
if (!zoneDefinition)
|
||||
return false;
|
||||
|
||||
auto result = true;
|
||||
|
||||
if (!zoneDefinition->m_assets.empty())
|
||||
{
|
||||
const auto& gameName = GameId_Names[static_cast<unsigned>(zoneDefinition->m_game)];
|
||||
auto assetSearchPaths = m_search_paths.GetAssetSearchPathsForProject(gameName, projectName);
|
||||
auto gdtSearchPaths = m_search_paths.GetGdtSearchPathsForProject(gameName, projectName);
|
||||
|
||||
auto result = BuildFastFile(projectName, targetName, *zoneDefinition, assetSearchPaths, gdtSearchPaths, sourceSearchPaths);
|
||||
result = result && BuildFastFile(projectName, targetName, *zoneDefinition, assetSearchPaths, gdtSearchPaths, sourceSearchPaths);
|
||||
}
|
||||
|
||||
m_search_paths.UnloadProjectSpecificSearchPaths();
|
||||
|
||||
@ -362,8 +367,8 @@ class LinkerImpl final : public Linker
|
||||
zoneDirectory = fs::current_path();
|
||||
auto absoluteZoneDirectory = absolute(zoneDirectory).string();
|
||||
|
||||
auto zone = std::unique_ptr<Zone>(ZoneLoading::LoadZone(zonePath));
|
||||
if (zone == nullptr)
|
||||
auto zone = ZoneLoading::LoadZone(zonePath);
|
||||
if (!zone)
|
||||
{
|
||||
std::cerr << std::format("Failed to load zone \"{}\".\n", zonePath);
|
||||
return false;
|
||||
|
@ -6,6 +6,7 @@
|
||||
#include "Game/IW5/ZoneCreatorIW5.h"
|
||||
#include "Game/T5/ZoneCreatorT5.h"
|
||||
#include "Game/T6/ZoneCreatorT6.h"
|
||||
#include "IObjLoader.h"
|
||||
|
||||
#include <cassert>
|
||||
|
||||
@ -18,6 +19,7 @@ const IZoneCreator* IZoneCreator::GetCreatorForGame(GameId game)
|
||||
new T5::ZoneCreator(),
|
||||
new T6::ZoneCreator(),
|
||||
};
|
||||
static_assert(std::extent_v<decltype(zoneCreators)> == static_cast<unsigned>(GameId::COUNT));
|
||||
|
||||
assert(static_cast<unsigned>(game) < static_cast<unsigned>(GameId::COUNT));
|
||||
const auto* result = zoneCreators[static_cast<unsigned>(game)];
|
||||
@ -25,3 +27,71 @@ const IZoneCreator* IZoneCreator::GetCreatorForGame(GameId game)
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
namespace
|
||||
{
|
||||
std::unique_ptr<Zone> CreateZone(const ZoneCreationContext& context, const GameId gameId)
|
||||
{
|
||||
return std::make_unique<Zone>(context.m_definition->m_name, 0, IGame::GetGameById(gameId));
|
||||
}
|
||||
|
||||
void InitializeAssetPools(Zone& zone, const GameId gameId)
|
||||
{
|
||||
zone.m_pools = ZoneAssetPools::CreateForGame(gameId, &zone, zone.m_priority);
|
||||
const auto assetTypeCount = zone.m_pools->GetAssetTypeCount();
|
||||
for (auto assetType = 0; assetType < assetTypeCount; assetType++)
|
||||
zone.m_pools->InitPoolDynamic(assetType);
|
||||
}
|
||||
|
||||
std::vector<Gdt*> CreateGdtList(const ZoneCreationContext& context)
|
||||
{
|
||||
std::vector<Gdt*> gdtList;
|
||||
gdtList.reserve(context.m_gdt_files.size());
|
||||
for (const auto& gdt : context.m_gdt_files)
|
||||
gdtList.push_back(gdt.get());
|
||||
|
||||
return gdtList;
|
||||
}
|
||||
|
||||
void IgnoreReferencesFromAssets(ZoneCreationContext& context)
|
||||
{
|
||||
for (const auto& assetEntry : context.m_definition->m_assets)
|
||||
{
|
||||
if (!assetEntry.m_is_reference)
|
||||
continue;
|
||||
|
||||
context.m_ignored_assets.m_entries.emplace_back(assetEntry.m_asset_type, assetEntry.m_asset_name, assetEntry.m_is_reference);
|
||||
}
|
||||
}
|
||||
|
||||
void ApplyIgnoredAssetsToLoadingContext(const ZoneCreationContext& creationContext, AssetLoadingContext& loadingContext)
|
||||
{
|
||||
for (const auto& ignoreEntry : creationContext.m_ignored_assets.m_entries)
|
||||
loadingContext.m_ignored_asset_map[ignoreEntry.m_name] = ignoreEntry.m_type;
|
||||
}
|
||||
} // namespace
|
||||
|
||||
std::unique_ptr<Zone> IZoneCreator::CreateZoneForDefinition(ZoneCreationContext& context) const
|
||||
{
|
||||
const auto gameId = GetGameId();
|
||||
|
||||
auto zone = CreateZone(context, gameId);
|
||||
InitializeAssetPools(*zone, gameId);
|
||||
|
||||
AssetLoadingContext assetLoadingContext(*zone, *context.m_asset_search_path, CreateGdtList(context));
|
||||
IgnoreReferencesFromAssets(context);
|
||||
ApplyIgnoredAssetsToLoadingContext(context, assetLoadingContext);
|
||||
|
||||
HandleMetadata(*zone, context);
|
||||
|
||||
const auto* objLoader = IObjLoader::GetObjLoaderForGame(gameId);
|
||||
for (const auto& assetEntry : context.m_definition->m_assets)
|
||||
{
|
||||
if (!objLoader->LoadAssetForZone(assetLoadingContext, assetEntry.m_asset_type, assetEntry.m_asset_name))
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
objLoader->FinalizeAssetsForZone(assetLoadingContext);
|
||||
|
||||
return zone;
|
||||
}
|
||||
|
@ -14,8 +14,12 @@ public:
|
||||
IZoneCreator& operator=(IZoneCreator&& other) noexcept = default;
|
||||
|
||||
[[nodiscard]] virtual GameId GetGameId() const = 0;
|
||||
[[nodiscard]] virtual std::unique_ptr<Zone> CreateZoneForDefinition(ZoneCreationContext& context) const = 0;
|
||||
[[nodiscard]] virtual asset_type_t GetImageAssetType() const = 0;
|
||||
|
||||
[[nodiscard]] std::unique_ptr<Zone> CreateZoneForDefinition(ZoneCreationContext& context) const;
|
||||
|
||||
static const IZoneCreator* GetCreatorForGame(GameId game);
|
||||
|
||||
protected:
|
||||
virtual void HandleMetadata(Zone& zone, const ZoneCreationContext& context) const {}
|
||||
};
|
||||
|
@ -1,5 +1,13 @@
|
||||
#include "ZoneAssetPools.h"
|
||||
|
||||
#include "Game/IW3/GameAssetPoolIW3.h"
|
||||
#include "Game/IW4/GameAssetPoolIW4.h"
|
||||
#include "Game/IW5/GameAssetPoolIW5.h"
|
||||
#include "Game/T5/GameAssetPoolT5.h"
|
||||
#include "Game/T6/GameAssetPoolT6.h"
|
||||
#include "Game/T6/ZoneConstantsT6.h"
|
||||
|
||||
#include <cassert>
|
||||
#include <format>
|
||||
|
||||
ZoneAssetPools::ZoneAssetPools(Zone* zone)
|
||||
@ -52,3 +60,23 @@ ZoneAssetPools::iterator ZoneAssetPools::end() const
|
||||
{
|
||||
return m_assets_in_order.end();
|
||||
}
|
||||
|
||||
std::unique_ptr<ZoneAssetPools> ZoneAssetPools::CreateForGame(const GameId game, Zone* zone, const zone_priority_t priority)
|
||||
{
|
||||
switch (game)
|
||||
{
|
||||
case GameId::IW3:
|
||||
return std::make_unique<GameAssetPoolIW3>(zone, priority);
|
||||
case GameId::IW4:
|
||||
return std::make_unique<GameAssetPoolIW4>(zone, priority);
|
||||
case GameId::IW5:
|
||||
return std::make_unique<GameAssetPoolIW5>(zone, priority);
|
||||
case GameId::T5:
|
||||
return std::make_unique<GameAssetPoolT5>(zone, priority);
|
||||
case GameId::T6:
|
||||
return std::make_unique<GameAssetPoolT6>(zone, priority);
|
||||
default:
|
||||
assert(false);
|
||||
return nullptr;
|
||||
}
|
||||
}
|
||||
|
@ -52,4 +52,6 @@ public:
|
||||
|
||||
_NODISCARD iterator begin() const;
|
||||
_NODISCARD iterator end() const;
|
||||
|
||||
static std::unique_ptr<ZoneAssetPools> CreateForGame(GameId game, Zone* zone, zone_priority_t priority);
|
||||
};
|
||||
|
Loading…
x
Reference in New Issue
Block a user