iw4x-client/src/Components/Modules/AssetInterfaces/IMaterial.cpp
Edo c7ae27a664
[Json] Sorround with try/catch (#531)
* [Json] Sorround with try/catch

* Minor format fix
2022-10-16 16:17:42 +01:00

495 lines
16 KiB
C++

#include <STDInclude.hpp>
#include "IMaterial.hpp"
#define IW4X_MAT_VERSION "1"
namespace Assets
{
void IMaterial::load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder)
{
if (!header->data) this->loadJson(header, name, builder); // Check if we want to override materials
if (!header->data) this->loadNative(header, name, builder); // Check if there is a native one
if (!header->data) this->loadBinary(header, name, builder); // Check if we need to import a new one into the game
}
void IMaterial::loadBinary(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder)
{
static const char* techsetSuffix[] =
{
"_lin",
"_add_lin",
"_replace",
"_eyeoffset",
"_blend",
"_blend_nofog",
"_add",
"_nofog",
"_nocast",
"_add_lin_nofog",
};
static std::unordered_map<std::string, std::string> techSetCorrespondance =
{
{"effect", "effect_blend"},
{"effect", "effect_blend"},
{"effect_nofog", "effect_blend_nofog"},
{"effect_zfeather", "effect_zfeather_blend"},
{"wc_unlit_add", "wc_unlit_add_lin"},
{"wc_unlit_distfalloff", "wc_unlit_distfalloff_replace"},
{"wc_unlit_multiply", "wc_unlit_multiply_lin"},
{"wc_unlit_falloff_add", "wc_unlit_falloff_add_lin_ua"},
{"wc_unlit", "wc_unlit_replace_lin"},
{"wc_unlit_alphatest", "wc_unlit_blend_lin"},
{"wc_unlit_blend", "wc_unlit_blend_lin_ua"},
{"wc_unlit_replace", "wc_unlit_replace_lin"},
{"wc_unlit_nofog", "wc_unlit_replace_lin_nofog_nocast" },
{"mc_unlit_replace", "mc_unlit_replace_lin"},
{"mc_unlit_nofog", "mc_unlit_blend_nofog_ua"},
{"mc_unlit", "mc_unlit_replace_lin_nocast"},
{"mc_unlit_alphatest", "mc_unlit_blend_lin"}
};
Components::FileSystem::File materialFile(Utils::String::VA("materials/%s.iw4xMaterial", name.data()));
if (!materialFile.exists()) return;
Utils::Stream::Reader reader(builder->getAllocator(), materialFile.getBuffer());
char* magic = reader.readArray<char>(7);
if (std::memcmp(magic, "IW4xMat", 7) != 0)
{
Components::Logger::Error(Game::ERR_FATAL, "Reading material '{}' failed, header is invalid!", name);
}
std::string version;
version.push_back(reader.read<char>());
if (version != IW4X_MAT_VERSION)
{
Components::Logger::Error(Game::ERR_FATAL, "Reading material '{}' failed, expected version is {}, but it was {}!", name, IW4X_MAT_VERSION, version);
}
auto* asset = reader.readObject<Game::Material>();
if (asset->info.name)
{
asset->info.name = reader.readCString();
}
if (asset->techniqueSet)
{
std::string techsetName = reader.readString();
if (!techsetName.empty() && techsetName.front() == ',') techsetName.erase(techsetName.begin());
asset->techniqueSet = Components::AssetHandler::FindAssetForZone(Game::XAssetType::ASSET_TYPE_TECHNIQUE_SET, techsetName.data(), builder).techniqueSet;
if (!asset->techniqueSet)
{
// Workaround for effect techsets having _nofog suffix
std::string suffix;
if (Utils::String::StartsWith(techsetName, "effect_") && Utils::String::EndsWith(techsetName, "_nofog"))
{
suffix = "_nofog";
Utils::String::Replace(techsetName, suffix, "");
}
for (int i = 0; i < ARRAYSIZE(techsetSuffix); ++i)
{
Game::MaterialTechniqueSet* techsetPtr = Components::AssetHandler::FindAssetForZone(Game::XAssetType::ASSET_TYPE_TECHNIQUE_SET, (techsetName + techsetSuffix[i] + suffix).data(), builder).techniqueSet;
if (techsetPtr)
{
asset->techniqueSet = techsetPtr;
if (asset->techniqueSet->name[0] == ',') continue; // Try to find a better one
Components::Logger::Print("Techset '{}' has been mapped to '{}'\n", techsetName, asset->techniqueSet->name);
break;
}
}
}
else
{
Components::Logger::Print("Techset {} exists with the same name in iw4, and was mapped 1:1 with {}\n", techsetName, asset->techniqueSet->name);
}
if (!asset->techniqueSet)
{
Components::Logger::Error(Game::ERR_FATAL, "Missing techset: '{}' not found", techsetName);
}
}
if (asset->textureTable)
{
asset->textureTable = reader.readArray<Game::MaterialTextureDef>(asset->textureCount);
for (char i = 0; i < asset->textureCount; ++i)
{
Game::MaterialTextureDef* textureDef = &asset->textureTable[i];
if (textureDef->semantic == SEMANTIC_WATER_MAP)
{
if (textureDef->u.water)
{
Game::water_t* water = reader.readObject<Game::water_t>();
textureDef->u.water = water;
// Save_water_t
if (water->H0)
{
water->H0 = reader.readArray<Game::complex_s>(water->M * water->N);
}
if (water->wTerm)
{
water->wTerm = reader.readArray<float>(water->M * water->N);
}
if (water->image)
{
water->image = Components::AssetHandler::FindAssetForZone(Game::XAssetType::ASSET_TYPE_IMAGE, reader.readString().data(), builder).image;
}
}
}
else if (textureDef->u.image)
{
textureDef->u.image = Components::AssetHandler::FindAssetForZone(Game::XAssetType::ASSET_TYPE_IMAGE, reader.readString().data(), builder).image;
}
}
}
if (asset->constantTable)
{
asset->constantTable = reader.readArray<Game::MaterialConstantDef>(asset->constantCount);
}
if (asset->stateBitsTable)
{
asset->stateBitsTable = reader.readArray<Game::GfxStateBits>(asset->stateBitsCount);
}
header->material = asset;
static thread_local bool replacementFound;
replacementFound = false;
// Find correct sortkey by comparing techsets
Game::DB_EnumXAssetEntries(Game::XAssetType::ASSET_TYPE_MATERIAL, [asset](Game::XAssetEntry* entry)
{
if (!replacementFound)
{
Game::XAssetHeader header = entry->asset.header;
const char* name = asset->techniqueSet->name;
if (name[0] == ',') ++name;
if (std::string(name) == header.material->techniqueSet->name)
{
asset->info.sortKey = header.material->info.sortKey;
// This is temp, as nobody has time to fix materials
asset->stateBitsCount = header.material->stateBitsCount;
asset->stateBitsTable = header.material->stateBitsTable;
std::memcpy(asset->stateBitsEntry, header.material->stateBitsEntry, 48);
asset->constantCount = header.material->constantCount;
asset->constantTable = header.material->constantTable;
Components::Logger::Print("For {}, copied constants & statebits from {}\n", asset->info.name, header.material->info.name);
replacementFound = true;
}
}
}, false);
if (!replacementFound)
{
auto techsetMatches = [](Game::Material* m1, Game::Material* m2)
{
Game::MaterialTechniqueSet* t1 = m1->techniqueSet;
Game::MaterialTechniqueSet* t2 = m2->techniqueSet;
if (!t1 || !t2) return false;
if (t1->remappedTechniqueSet && t2->remappedTechniqueSet && std::string(t1->remappedTechniqueSet->name) == t2->remappedTechniqueSet->name) return true;
for (int i = 0; i < ARRAYSIZE(t1->techniques); ++i)
{
if (!t1->techniques[i] && !t2->techniques[i]) continue;;
if (!t1->techniques[i] || !t2->techniques[i]) return false;
// Apparently, this is really not that important
//if (t1->techniques[i]->flags != t2->techniques[i]->flags) return false;
}
return true;
};
Game::DB_EnumXAssetEntries(Game::XAssetType::ASSET_TYPE_MATERIAL, [asset, techsetMatches](Game::XAssetEntry* entry)
{
if (!replacementFound)
{
Game::XAssetHeader header = entry->asset.header;
if (techsetMatches(header.material, asset))
{
Components::Logger::Print("Material {} with techset {} has been mapped to {}\n", asset->info.name, asset->techniqueSet->name, header.material->techniqueSet->name);
asset->info.sortKey = header.material->info.sortKey;
replacementFound = true;
}
}
}, false);
}
if (!replacementFound && asset->techniqueSet)
{
Components::Logger::Print("No replacement found for material {} with techset {}\n", asset->info.name, asset->techniqueSet->name);
std::string techName = asset->techniqueSet->name;
if (techSetCorrespondance.contains(techName))
{
auto iw4TechSetName = techSetCorrespondance[techName];
Game::XAssetEntry* iw4TechSet = Game::DB_FindXAssetEntry(Game::XAssetType::ASSET_TYPE_TECHNIQUE_SET, iw4TechSetName.data());
if (iw4TechSet)
{
Game::DB_EnumXAssetEntries(Game::XAssetType::ASSET_TYPE_MATERIAL, [asset, iw4TechSet](Game::XAssetEntry* entry)
{
if (!replacementFound)
{
Game::XAssetHeader header = entry->asset.header;
if (header.material->techniqueSet == iw4TechSet->asset.header.techniqueSet
&& std::string(header.material->info.name).find("icon") == std::string::npos) // Yeah this has a tendency to fuck up a LOT of transparent materials
{
Components::Logger::Print("Material {} with techset {} has been mapped to {} (last chance!), taking the sort key of material {}\n",
asset->info.name, asset->techniqueSet->name, header.material->techniqueSet->name, header.material->info.name);
asset->info.sortKey = header.material->info.sortKey;
asset->techniqueSet = iw4TechSet->asset.header.techniqueSet;
// this is terrible!
asset->stateBitsCount = header.material->stateBitsCount;
asset->stateBitsTable = header.material->stateBitsTable;
std::memcpy(asset->stateBitsEntry, header.material->stateBitsEntry, 48);
asset->constantCount = header.material->constantCount;
asset->constantTable = header.material->constantTable;
replacementFound = true;
}
}
}, false);
if (!replacementFound)
{
Components::Logger::Print("Could not find any loaded material with techset {} (in replacement of {}), so I cannot set the sortkey for material {}\n", iw4TechSetName, asset->techniqueSet->name, asset->info.name);
}
}
else
{
Components::Logger::Print("Could not find any loaded techset with iw4 name {} for iw3 techset {}\n", iw4TechSetName, asset->techniqueSet->name);
}
}
else
{
Components::Logger::Print("Could not match iw3 techset {} with any of the techsets I know! This is a critical error, there's a good chance the map will not be playable.\n", techName);
}
}
if (!reader.end())
{
Components::Logger::Error(Game::ERR_FATAL, "Material data left!");
}
/*char baseIndex = 0;
for (char i = 0; i < asset->stateBitsCount; ++i)
{
auto stateBits = asset->stateBitsTable[i];
if (stateBits.loadBits[0] == 0x18128812 &&
stateBits.loadBits[1] == 0xD) // Seems to be like a default stateBit causing a 'generic' initialization
{
baseIndex = i;
break;
}
}
for (int i = 0; i < 48; ++i)
{
if (!asset->techniqueSet->techniques[i] && asset->stateBitsEntry[i] != -1)
{
asset->stateBitsEntry[i] = -1;
}
if (asset->techniqueSet->techniques[i] && asset->stateBitsEntry[i] == -1)
{
asset->stateBitsEntry[i] = baseIndex;
}
}*/
}
void IMaterial::loadNative(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* /*builder*/)
{
header->material = Components::AssetHandler::FindOriginalAsset(this->getType(), name.data()).material;
}
void IMaterial::loadJson(Game::XAssetHeader* header, const std::string& name, [[maybe_unused]] Components::ZoneBuilder::Zone* builder)
{
Components::FileSystem::File materialInfo(Utils::String::VA("materials/%s.json", name.data()));
if (!materialInfo.exists()) return;
header->material = nullptr;
}
void IMaterial::mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
{
Game::Material* asset = header.material;
if (asset->techniqueSet)
{
builder->loadAsset(Game::XAssetType::ASSET_TYPE_TECHNIQUE_SET, asset->techniqueSet);
}
if (asset->textureTable)
{
for (char i = 0; i < asset->textureCount; ++i)
{
if (asset->textureTable[i].u.image)
{
if (asset->textureTable[i].semantic == SEMANTIC_WATER_MAP)
{
if (asset->textureTable[i].u.water->image)
{
builder->loadAsset(Game::XAssetType::ASSET_TYPE_IMAGE, asset->textureTable[i].u.water->image);
}
}
else
{
builder->loadAsset(Game::XAssetType::ASSET_TYPE_IMAGE, asset->textureTable[i].u.image);
}
}
}
}
}
void IMaterial::save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
{
AssertSize(Game::Material, 96);
Utils::Stream* buffer = builder->getBuffer();
Game::Material* asset = header.material;
Game::Material* dest = buffer->dest<Game::Material>();
buffer->save(asset);
buffer->pushBlock(Game::XFILE_BLOCK_VIRTUAL);
if (asset->info.name)
{
buffer->saveString(builder->getAssetName(this->getType(), asset->info.name));
Utils::Stream::ClearPointer(&dest->info.name);
}
if (asset->techniqueSet)
{
dest->techniqueSet = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_TECHNIQUE_SET, asset->techniqueSet).techniqueSet;
}
if (asset->textureTable)
{
AssertSize(Game::MaterialTextureDef, 12);
// Pointer/Offset insertion is untested, but it worked in T6, so I think it's fine
if (builder->hasPointer(asset->textureTable))
{
dest->textureTable = builder->getPointer(asset->textureTable);
}
else
{
buffer->align(Utils::Stream::ALIGN_4);
builder->storePointer(asset->textureTable);
auto* destTextureTable = buffer->dest<Game::MaterialTextureDef>();
buffer->saveArray(asset->textureTable, asset->textureCount);
for (std::uint8_t i = 0; i < asset->textureCount; ++i)
{
auto* destTextureDef = &destTextureTable[i];
auto* textureDef = &asset->textureTable[i];
if (textureDef->semantic == SEMANTIC_WATER_MAP)
{
AssertSize(Game::water_t, 68);
Game::water_t* destWater = buffer->dest<Game::water_t>();
Game::water_t* water = textureDef->u.water;
if (water)
{
buffer->align(Utils::Stream::ALIGN_4);
buffer->save(water);
Utils::Stream::ClearPointer(&destTextureDef->u.water);
// Save_water_t
if (water->H0)
{
buffer->align(Utils::Stream::ALIGN_4);
buffer->save(water->H0, 8, water->M * water->N);
Utils::Stream::ClearPointer(&destWater->H0);
}
if (water->wTerm)
{
buffer->align(Utils::Stream::ALIGN_4);
buffer->save(water->wTerm, 4, water->M * water->N);
Utils::Stream::ClearPointer(&destWater->wTerm);
}
if (water->image)
{
destWater->image = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_IMAGE, water->image).image;
}
}
}
else if (textureDef->u.image)
{
destTextureDef->u.image = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_IMAGE, textureDef->u.image).image;
}
}
Utils::Stream::ClearPointer(&dest->textureTable);
}
}
if (asset->constantTable)
{
AssertSize(Game::MaterialConstantDef, 32);
if (builder->hasPointer(asset->constantTable))
{
dest->constantTable = builder->getPointer(asset->constantTable);
}
else
{
buffer->align(Utils::Stream::ALIGN_16);
builder->storePointer(asset->constantTable);
buffer->saveArray(asset->constantTable, asset->constantCount);
Utils::Stream::ClearPointer(&dest->constantTable);
}
}
if (asset->stateBitsTable)
{
if (builder->hasPointer(asset->stateBitsTable))
{
dest->stateBitsTable = builder->getPointer(asset->stateBitsTable);
}
else
{
buffer->align(Utils::Stream::ALIGN_4);
builder->storePointer(asset->stateBitsTable);
buffer->save(asset->stateBitsTable, 8, asset->stateBitsCount);
Utils::Stream::ClearPointer(&dest->stateBitsTable);
}
}
buffer->popBlock();
}
}