OpenAssetTools/src/ObjLoading/Game/IW4/ObjLoaderIW4.cpp

170 lines
12 KiB
C++

#include "ObjLoaderIW4.h"
#include "Asset/GlobalAssetPoolsLoader.h"
#include "Game/IW4/GameIW4.h"
#include "Game/IW4/IW4.h"
#include "Leaderboard/LoaderLeaderboardIW4.h"
#include "LightDef/LoaderLightDefIW4.h"
#include "Localize/LoaderLocalizeIW4.h"
#include "Material/LoaderMaterialIW4.h"
#include "Menu/LoaderMenuListIW4.h"
#include "ObjLoading.h"
#include "PhysPreset/GdtLoaderPhysPresetIW4.h"
#include "PhysPreset/RawLoaderPhysPresetIW4.h"
#include "RawFile/LoaderRawFileIW4.h"
#include "Shader/LoaderPixelShaderIW4.h"
#include "Shader/LoaderVertexShaderIW4.h"
#include "Sound/LoaderSoundCurveIW4.h"
#include "StringTable/LoaderStringTableIW4.h"
#include "StructuredDataDef/LoaderStructuredDataDefIW4.h"
#include "Techset/LoaderTechsetIW4.h"
#include "Techset/LoaderVertexDeclIW4.h"
#include "Weapon/GdtLoaderWeaponIW4.h"
#include "Weapon/RawLoaderWeaponIW4.h"
#include <memory>
using namespace IW4;
void ObjLoader::LoadReferencedContainersForZone(ISearchPath& searchPath, Zone& zone) const {}
void ObjLoader::UnloadContainersOfZone(Zone& zone) const {}
namespace
{
void ConfigureDefaultCreators(AssetCreatorCollection& collection, Zone& zone)
{
auto& memory = *zone.GetMemory();
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetPhysPreset>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetPhysCollMap>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetXAnim>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetXModelSurfs>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetXModel>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetMaterial>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetPixelShader>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetVertexShader>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetVertexDecl>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetTechniqueSet>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetImage>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetSound>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetSoundCurve>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetLoadedSound>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetClipMapSp>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetClipMapMp>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetComWorld>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetGameWorldSp>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetGameWorldMp>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetMapEnts>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetFxWorld>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetGfxWorld>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetLightDef>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetFont>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetMenuList>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetMenu>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetLocalize>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetWeapon>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetFx>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetImpactFx>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetRawFile>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetStringTable>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetLeaderboard>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetStructuredDataDef>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetTracer>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetVehicle>>(memory));
collection.AddDefaultAssetCreator(std::make_unique<DefaultAssetCreator<AssetAddonMapEnts>>(memory));
}
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 ConfigureLoaders(AssetCreatorCollection& collection, Zone& zone, ISearchPath& searchPath, IGdtQueryable& gdt)
{
auto& memory = *zone.GetMemory();
collection.AddAssetCreator(std::make_unique<RawLoaderPhysPreset>(memory, searchPath, zone));
collection.AddAssetCreator(std::make_unique<GdtLoaderPhysPreset>(memory, gdt, zone));
// 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(CreateMaterialLoader(memory, searchPath, gdt));
collection.AddAssetCreator(CreatePixelShaderLoader(memory, searchPath));
collection.AddAssetCreator(CreateVertexShaderLoader(memory, searchPath));
collection.AddAssetCreator(CreateVertexDeclLoader(memory));
collection.AddAssetCreator(CreateTechsetLoader(memory, searchPath));
// collection.AddAssetCreator(std::make_unique<AssetLoaderImage>(memory));
// collection.AddAssetCreator(std::make_unique<AssetLoaderSound>(memory));
collection.AddAssetCreator(CreateSoundCurveLoader(memory, searchPath));
// 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<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(CreateLightDefLoader(memory, searchPath));
// collection.AddAssetCreator(std::make_unique<AssetLoaderFont>(memory));
collection.AddAssetCreator(CreateMenuListLoader(memory, searchPath));
// collection.AddAssetCreator(std::make_unique<AssetLoaderMenu>(memory));
collection.AddAssetCreator(CreateLocalizeLoader(memory, searchPath, zone));
collection.AddAssetCreator(CreateRawWeaponLoader(memory, searchPath, zone));
collection.AddAssetCreator(CreateGdtWeaponLoader(memory, searchPath, gdt, zone));
// collection.AddAssetCreator(std::make_unique<AssetLoaderFx>(memory));
// collection.AddAssetCreator(std::make_unique<AssetLoaderImpactFx>(memory));
collection.AddAssetCreator(CreateRawFileLoader(memory, searchPath));
collection.AddAssetCreator(CreateStringTableLoader(memory, searchPath));
collection.AddAssetCreator(CreateLeaderboardLoader(memory, searchPath));
collection.AddAssetCreator(CreateStructuredDataDefLoader(memory, searchPath));
// 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, IGdtQueryable& gdt) const
{
ConfigureDefaultCreators(collection, zone);
ConfigureLoaders(collection, zone, searchPath, gdt);
ConfigureGlobalAssetPoolsLoaders(collection, zone);
}