mirror of
https://github.com/Laupetin/OpenAssetTools.git
synced 2025-11-27 15:02:06 +00:00
Refactored files to use CLANG formatting and linux compatabillty.
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@@ -1,5 +1,6 @@
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#include "Game/T6/T6.h"
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#include "LoaderTechniqueSetT6.h"
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#include "Game/T6/T6.h"
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#include "Shader/ShaderCommon.h"
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#include <cstring>
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@@ -41,7 +42,7 @@ namespace
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if (techniqueJs.size() == 0)
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{
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techniqueSet->techniques[i] = NULL;
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techniqueSet->techniques[i] = nullptr;
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}
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else
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{
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@@ -52,8 +53,8 @@ namespace
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technique->name = _strdup(techName.c_str());
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technique->flags = techniqueJs["flags"];
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technique->passCount = techniqueJs["passCount"];
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_ASSERT(technique->passCount == 1);
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assert(technique->passCount == 1);
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for (auto passIndex = 0u; passIndex < technique->passCount; passIndex++)
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{
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MaterialPass* currPass = &technique->passArray[passIndex];
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@@ -69,7 +70,7 @@ namespace
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int argCount = currPass->perPrimArgCount + currPass->perObjArgCount + currPass->stableArgCount;
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if (argCount == 0)
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{
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currPass->args = NULL;
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currPass->args = nullptr;
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}
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else
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{
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@@ -101,7 +102,7 @@ namespace
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if (passJs["vertexDecl"].size() == 0)
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{
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currPass->vertexDecl = NULL;
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currPass->vertexDecl = nullptr;
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}
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else
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{
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@@ -113,13 +114,13 @@ namespace
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{
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currPass->vertexDecl->routing.data[i].source = (unsigned char)passJs["vertexDecl"]["routing"][i]["source"];
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currPass->vertexDecl->routing.data[i].dest = (unsigned char)passJs["vertexDecl"]["routing"][i]["dest"];
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currPass->vertexDecl->routing.decl[i] = NULL;
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currPass->vertexDecl->routing.decl[i] = nullptr;
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}
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}
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if (passJs["pixelShader"].size() == 0)
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{
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currPass->pixelShader = NULL;
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currPass->pixelShader = nullptr;
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}
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else
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{
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@@ -127,7 +128,7 @@ namespace
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std::string pixelName = passJs["pixelShader"]["name"];
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currPass->pixelShader->name = _strdup(pixelName.c_str());
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currPass->pixelShader->prog.ps = NULL;
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currPass->pixelShader->prog.ps = nullptr;
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const auto psFileName = shader::GetFileNameForPixelShaderAssetName(pixelName);
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const auto psFile = m_search_path.Open(psFileName);
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@@ -143,7 +144,7 @@ namespace
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if (passJs["vertexShader"].size() == 0)
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{
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currPass->vertexShader = NULL;
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currPass->vertexShader = nullptr;
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}
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else
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{
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@@ -151,7 +152,7 @@ namespace
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std::string vertexName = passJs["vertexShader"]["name"];
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currPass->vertexShader->name = _strdup(vertexName.c_str());
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currPass->vertexShader->prog.vs = NULL;
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currPass->vertexShader->prog.vs = nullptr;
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const auto vsFileName = shader::GetFileNameForVertexShaderAssetName(vertexName);
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const auto vsFile = m_search_path.Open(vsFileName);
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