jak-project/goalc/build_level/build_level.cpp
water111 1e33dcda4b
Remove assets folder, use more std::filesystem (#1575)
* Remove assets folder, use more std::filesystem

* windows fix

* another one for windows

* another one

* better system for different folders

* rm debugging stuff

* let extractor override everything

* dont revert jak1 change
2022-06-29 23:32:46 -04:00

116 lines
4.3 KiB
C++

#include "common/custom_data/Tfrag3Data.h"
#include "common/log/log.h"
#include "common/util/FileUtil.h"
#include "common/util/compress.h"
#include "common/util/json_util.h"
#include "goalc/build_level/Entity.h"
#include "goalc/build_level/FileInfo.h"
#include "goalc/build_level/LevelFile.h"
#include "goalc/build_level/Tfrag.h"
#include "goalc/build_level/collide_bvh.h"
#include "goalc/build_level/collide_pack.h"
#include "goalc/build_level/gltf_mesh_extract.h"
#include "third-party/fmt/core.h"
void save_pc_data(const std::string& nickname,
tfrag3::Level& data,
const std::filesystem::path& output_dir) {
Serializer ser;
data.serialize(ser);
auto compressed =
compression::compress_zstd(ser.get_save_result().first, ser.get_save_result().second);
fmt::print("stats for {}\n", data.level_name);
print_memory_usage(data, ser.get_save_result().second);
fmt::print("compressed: {} -> {} ({:.2f}%)\n", ser.get_save_result().second, compressed.size(),
100.f * compressed.size() / ser.get_save_result().second);
file_util::write_binary_file(output_dir / fmt::format("{}.fr3", nickname), compressed.data(),
compressed.size());
}
std::vector<std::string> get_build_level_deps(const std::string& input_file) {
auto level_json = parse_commented_json(
file_util::read_text_file(file_util::get_file_path({input_file})), input_file);
return {level_json.at("gltf_file").get<std::string>()};
}
bool run_build_level(const std::string& input_file, const std::string& output_file) {
auto level_json = parse_commented_json(
file_util::read_text_file(file_util::get_file_path({input_file})), input_file);
LevelFile file; // GOAL level file
tfrag3::Level pc_level; // PC level file
TexturePool tex_pool; // pc level texture pool
// process input mesh from blender
gltf_mesh_extract::Input mesh_extract_in;
mesh_extract_in.filename =
file_util::get_file_path({level_json.at("gltf_file").get<std::string>()});
mesh_extract_in.auto_wall_enable = level_json.value("automatic_wall_detection", true);
mesh_extract_in.auto_wall_angle = level_json.value("automatic_wall_angle", 30.0);
mesh_extract_in.tex_pool = &tex_pool;
gltf_mesh_extract::Output mesh_extract_out;
gltf_mesh_extract::extract(mesh_extract_in, mesh_extract_out);
// add stuff to the GOAL level structure
file.info = make_file_info_for_level(std::filesystem::path(input_file).filename().string());
// all vis
// drawable trees
// pat
// texture remap
// texture ids
// unk zero
// name
file.name = level_json.at("long_name").get<std::string>();
// nick
file.nickname = level_json.at("nickname").get<std::string>();
// vis infos
// actors
std::vector<EntityActor> actors;
add_actors_from_json(level_json.at("actors"), actors, 1234);
file.actors = std::move(actors);
// cameras
// nodes
// boxes
// ambients
// subdivs
// adgifs
// actor birth
for (size_t i = 0; i < file.actors.size(); i++) {
file.actor_birth_order.push_back(i);
}
// split box
// add stuff to the PC level structure
pc_level.level_name = file.name;
// TFRAG
auto& tfrag_drawable_tree = file.drawable_trees.tfrags.emplace_back();
tfrag_from_gltf(mesh_extract_out.tfrag, tfrag_drawable_tree,
pc_level.tfrag_trees[0].emplace_back());
pc_level.textures = std::move(tex_pool.textures_by_idx);
// COLLIDE
if (mesh_extract_out.collide.faces.empty()) {
lg::error("No collision geometry was found");
} else {
auto& collide_drawable_tree = file.drawable_trees.collides.emplace_back();
collide_drawable_tree.bvh = collide::construct_collide_bvh(mesh_extract_out.collide.faces);
collide_drawable_tree.packed_frags = pack_collide_frags(collide_drawable_tree.bvh.frags.frags);
}
// Save the GOAL level
auto result = file.save_object_file();
fmt::print("Level bsp file size {} bytes\n", result.size());
auto save_path = file_util::get_file_path({output_file});
file_util::create_dir_if_needed_for_file(save_path);
fmt::print("Saving to {}\n", save_path);
file_util::write_binary_file(save_path, result.data(), result.size());
// Save the PC level
// TODO out dir
save_pc_data(file.nickname, pc_level, file_util::get_jak_project_dir() / "out" / "fr3");
return true;
}