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mirror of https://github.com/Laupetin/OpenAssetTools.git synced 2026-01-12 03:31:49 +00:00

refactor: do not nest asset namespaces in game namespaces

* Duplicated namespace names are kind of annoying
This commit is contained in:
Jan Laupetin
2025-08-06 00:50:35 +02:00
parent 33c09dfe61
commit 46fb919a52
336 changed files with 1430 additions and 1480 deletions

View File

@@ -3,19 +3,18 @@
#include "Shader/ShaderCommon.h"
using namespace IW4;
using namespace ::shader;
namespace IW4::shader
namespace shader
{
bool PixelShaderDumper::ShouldDump(XAssetInfo<MaterialPixelShader>* asset)
bool PixelShaderDumperIW4::ShouldDump(XAssetInfo<IW4::MaterialPixelShader>* asset)
{
return true;
}
void PixelShaderDumper::DumpAsset(AssetDumpingContext& context, XAssetInfo<MaterialPixelShader>* asset)
void PixelShaderDumperIW4::DumpAsset(AssetDumpingContext& context, XAssetInfo<IW4::MaterialPixelShader>* asset)
{
const auto* pixelShader = asset->Asset();
const auto shaderFile = context.OpenAssetFile(GetFileNameForPixelShaderAssetName(asset->m_name));
const auto shaderFile = context.OpenAssetFile(shader::GetFileNameForPixelShaderAssetName(asset->m_name));
if (!shaderFile)
return;
@@ -23,4 +22,4 @@ namespace IW4::shader
shaderFile->write(reinterpret_cast<const char*>(pixelShader->prog.loadDef.program),
static_cast<std::streamsize>(pixelShader->prog.loadDef.programSize) * 4u);
}
} // namespace IW4::shader
} // namespace shader

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@@ -3,12 +3,12 @@
#include "Dumping/AbstractAssetDumper.h"
#include "Game/IW4/IW4.h"
namespace IW4::shader
namespace shader
{
class PixelShaderDumper final : public AbstractAssetDumper<MaterialPixelShader>
class PixelShaderDumperIW4 final : public AbstractAssetDumper<IW4::MaterialPixelShader>
{
protected:
bool ShouldDump(XAssetInfo<MaterialPixelShader>* asset) override;
void DumpAsset(AssetDumpingContext& context, XAssetInfo<MaterialPixelShader>* asset) override;
bool ShouldDump(XAssetInfo<IW4::MaterialPixelShader>* asset) override;
void DumpAsset(AssetDumpingContext& context, XAssetInfo<IW4::MaterialPixelShader>* asset) override;
};
} // namespace IW4::shader
} // namespace shader

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@@ -3,19 +3,18 @@
#include "Shader/ShaderCommon.h"
using namespace IW4;
using namespace ::shader;
namespace IW4::shader
namespace shader
{
bool VertexShaderDumper::ShouldDump(XAssetInfo<MaterialVertexShader>* asset)
bool VertexShaderDumperIW4::ShouldDump(XAssetInfo<IW4::MaterialVertexShader>* asset)
{
return true;
}
void VertexShaderDumper::DumpAsset(AssetDumpingContext& context, XAssetInfo<MaterialVertexShader>* asset)
void VertexShaderDumperIW4::DumpAsset(AssetDumpingContext& context, XAssetInfo<IW4::MaterialVertexShader>* asset)
{
const auto* vertexShader = asset->Asset();
const auto shaderFile = context.OpenAssetFile(GetFileNameForVertexShaderAssetName(asset->m_name));
const auto shaderFile = context.OpenAssetFile(shader::GetFileNameForVertexShaderAssetName(asset->m_name));
if (!shaderFile)
return;
@@ -23,4 +22,4 @@ namespace IW4::shader
shaderFile->write(reinterpret_cast<const char*>(vertexShader->prog.loadDef.program),
static_cast<std::streamsize>(vertexShader->prog.loadDef.programSize) * 4u);
}
} // namespace IW4::shader
} // namespace shader

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@@ -3,12 +3,12 @@
#include "Dumping/AbstractAssetDumper.h"
#include "Game/IW4/IW4.h"
namespace IW4::shader
namespace shader
{
class VertexShaderDumper final : public AbstractAssetDumper<MaterialVertexShader>
class VertexShaderDumperIW4 final : public AbstractAssetDumper<IW4::MaterialVertexShader>
{
protected:
bool ShouldDump(XAssetInfo<MaterialVertexShader>* asset) override;
void DumpAsset(AssetDumpingContext& context, XAssetInfo<MaterialVertexShader>* asset) override;
bool ShouldDump(XAssetInfo<IW4::MaterialVertexShader>* asset) override;
void DumpAsset(AssetDumpingContext& context, XAssetInfo<IW4::MaterialVertexShader>* asset) override;
};
} // namespace IW4::shader
} // namespace shader