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114 lines
3.3 KiB
C++
114 lines
3.3 KiB
C++
/*
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* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
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* its licensors.
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*
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* For complete copyright and license terms please see the LICENSE at the root of this
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* distribution (the "License"). All use of this software is governed by the License,
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* or, if provided, by the license below or the license accompanying this file. Do not
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* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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*
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*/
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// Original file Copyright Crytek GMBH or its affiliates, used under license.
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#ifndef CRYINCLUDE_TOOLS_RC_RESOURCECOMPILERPC_STATCGFCOMPILER_H
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#define CRYINCLUDE_TOOLS_RC_RESOURCECOMPILERPC_STATCGFCOMPILER_H
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#pragma once
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#include "Cry_Color.h"
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#include <IConvertor.h>
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#include <AzCore/Asset/AssetCommon.h>
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#include "../../CryEngine/Cry3DEngine/MeshCompiler/MeshCompiler.h"
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#include <AzToolsFramework/Application/ToolsApplication.h>
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struct ConvertContext;
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class CContentCGF;
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class CChunkFile;
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class CPhysicsInterface;
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struct CMaterialCGF;
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namespace AssetBuilderSDK
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{
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struct ProcessJobResponse;
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}
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class CGFToolApplication : public AzToolsFramework::ToolsApplication
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{
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public:
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CGFToolApplication() = default;
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AZ::ComponentTypeList GetRequiredSystemComponents() const override;
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void SetSettingsRegistrySpecializations(AZ::SettingsRegistryInterface::Specializations& specializations) override;
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};
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class CStatCGFCompiler
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: public IConvertor
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, public ICompiler
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{
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public:
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class Error
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{
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public:
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Error (int nCode);
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Error (const char* szFormat, ...);
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const char* c_str() const { return m_strReason.c_str(); }
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protected:
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string m_strReason;
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};
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CStatCGFCompiler();
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~CStatCGFCompiler();
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// IConvertor methods.
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virtual ICompiler* CreateCompiler();
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virtual const char* GetExt(int index) const
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{
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switch (index)
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{
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case 0:
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return "cga";
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case 1:
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return "cgf";
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case 2:
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return "i_cgf";
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default:
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return 0;
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}
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}
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// ICompiler methods.
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virtual void BeginProcessing([[maybe_unused]] const IConfig* config) { }
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virtual void EndProcessing() { }
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virtual IConvertContext* GetConvertContext() { return &m_CC; }
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virtual bool Process();
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// ICompiler + IConvertor methods.
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virtual void Release();
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// Helper function to dump detailed debug information for a CGF
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static bool DebugDumpCGF(const char* sourceFileName, const char* outputFilePath);
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// Do the entire compilation process for the CGF source asset, populating the ProcessJobResponse
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bool CompileCGF(AssetBuilderSDK::ProcessJobResponse& response, AZStd::string assetRoot = "", AZStd::string gameFolder = "");
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// Write the JobProduct response file
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bool WriteResponse(const char* folder, AssetBuilderSDK::ProcessJobResponse& response, bool success = true) const;
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private:
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string GetOutputFileNameOnly() const;
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string GetOutputPath() const;
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AZStd::string GetDependencyAbsolutePath(const AZStd::string& fileName) const;
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void DeleteOldChunks(CContentCGF* pCGF, CChunkFile& chunkFile);
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bool IsLodFile(const string& filename) const;
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private:
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ConvertContext m_CC;
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int m_refCount;
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};
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#endif // CRYINCLUDE_TOOLS_RC_RESOURCECOMPILERPC_STATCGFCOMPILER_H
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