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OpenAssetTools/src/ObjLoading/Game/IW4/Material/LoaderMaterialIW4.cpp
2025-08-05 01:14:20 +02:00

56 lines
1.7 KiB
C++

#include "LoaderMaterialIW4.h"
#include "Game/IW4/IW4.h"
#include "Game/IW4/Material/JsonMaterialLoaderIW4.h"
#include "Material/MaterialCommon.h"
#include <format>
#include <iostream>
using namespace IW4;
using namespace ::material;
namespace
{
class MaterialLoader final : public AssetCreator<AssetMaterial>
{
public:
MaterialLoader(MemoryManager& memory, ISearchPath& searchPath)
: m_memory(memory),
m_search_path(searchPath)
{
}
AssetCreationResult CreateAsset(const std::string& assetName, AssetCreationContext& context) override
{
const auto file = m_search_path.Open(GetFileNameForAssetName(assetName));
if (!file.IsOpen())
return AssetCreationResult::NoAction();
auto* material = m_memory.Alloc<Material>();
material->info.name = m_memory.Dup(assetName.c_str());
AssetRegistration<AssetMaterial> registration(assetName, material);
if (!LoadMaterialAsJson(*file.m_stream, *material, m_memory, context, registration))
{
std::cerr << std::format("Failed to load material \"{}\"\n", assetName);
return AssetCreationResult::Failure();
}
return AssetCreationResult::Success(context.AddAsset(std::move(registration)));
}
private:
MemoryManager& m_memory;
ISearchPath& m_search_path;
};
} // namespace
namespace IW4::material
{
std::unique_ptr<AssetCreator<AssetMaterial>> CreateLoader(MemoryManager& memory, ISearchPath& searchPath)
{
return std::make_unique<MaterialLoader>(memory, searchPath);
}
} // namespace IW4::material