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mirror of https://github.com/Laupetin/OpenAssetTools.git synced 2025-08-30 21:53:15 +00:00

refactor: streamline shader dumping

This commit is contained in:
Jan Laupetin
2025-08-04 21:36:47 +02:00
parent 408746c54a
commit 472e59991f
7 changed files with 62 additions and 62 deletions

View File

@@ -15,8 +15,8 @@
#include "PhysCollmap/PhysCollmapDumperIW4.h"
#include "PhysPreset/PhysPresetInfoStringDumperIW4.h"
#include "RawFile/RawFileDumperIW4.h"
#include "Shader/AssetDumperPixelShader.h"
#include "Shader/AssetDumperVertexShader.h"
#include "Shader/PixelShaderDumperIW4.h"
#include "Shader/VertexShaderDumperIW4.h"
#include "Sound/LoadedSoundDumperIW4.h"
#include "Sound/SndCurveDumperIW4.h"
#include "StringTable/StringTableDumperIW4.h"
@@ -47,8 +47,8 @@ bool ObjWriter::DumpZone(AssetDumpingContext& context) const
#ifdef EXPERIMENTAL_MATERIAL_COMPILATION
DUMP_ASSET_POOL(material::DecompilingGdtDumper, m_material, ASSET_TYPE_MATERIAL)
#endif
DUMP_ASSET_POOL(AssetDumperPixelShader, m_material_pixel_shader, ASSET_TYPE_PIXELSHADER)
DUMP_ASSET_POOL(AssetDumperVertexShader, m_material_vertex_shader, ASSET_TYPE_VERTEXSHADER)
DUMP_ASSET_POOL(shader::PixelShaderDumper, m_material_pixel_shader, ASSET_TYPE_PIXELSHADER)
DUMP_ASSET_POOL(shader::VertexShaderDumper, m_material_vertex_shader, ASSET_TYPE_VERTEXSHADER)
DUMP_ASSET_POOL(techset::Dumper, m_technique_set, ASSET_TYPE_TECHNIQUE_SET)
DUMP_ASSET_POOL(image::Dumper, m_image, ASSET_TYPE_IMAGE)
// DUMP_ASSET_POOL(AssetDumpersnd_alias_list_t, m_sound, ASSET_TYPE_SOUND)

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@@ -1,26 +0,0 @@
#include "AssetDumperPixelShader.h"
#include <sstream>
using namespace IW4;
bool AssetDumperPixelShader::ShouldDump(XAssetInfo<MaterialPixelShader>* asset)
{
return true;
}
void AssetDumperPixelShader::DumpAsset(AssetDumpingContext& context, XAssetInfo<MaterialPixelShader>* asset)
{
const auto* pixelShader = asset->Asset();
std::ostringstream ss;
ss << "shader_bin/ps_" << pixelShader->name << ".cso";
const auto shaderFile = context.OpenAssetFile(ss.str());
if (!shaderFile)
return;
shaderFile->write(reinterpret_cast<const char*>(pixelShader->prog.loadDef.program),
static_cast<std::streamsize>(pixelShader->prog.loadDef.programSize) * 4u);
}

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@@ -1,26 +0,0 @@
#include "AssetDumperVertexShader.h"
#include <sstream>
using namespace IW4;
bool AssetDumperVertexShader::ShouldDump(XAssetInfo<MaterialVertexShader>* asset)
{
return true;
}
void AssetDumperVertexShader::DumpAsset(AssetDumpingContext& context, XAssetInfo<MaterialVertexShader>* asset)
{
const auto* vertexShader = asset->Asset();
std::ostringstream ss;
ss << "shader_bin/vs_" << vertexShader->name << ".cso";
const auto shaderFile = context.OpenAssetFile(ss.str());
if (!shaderFile)
return;
shaderFile->write(reinterpret_cast<const char*>(vertexShader->prog.loadDef.program),
static_cast<std::streamsize>(vertexShader->prog.loadDef.programSize) * 4u);
}

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@@ -0,0 +1,26 @@
#include "PixelShaderDumperIW4.h"
#include "Shader/ShaderCommon.h"
using namespace IW4;
using namespace ::shader;
namespace IW4::shader
{
bool PixelShaderDumper::ShouldDump(XAssetInfo<MaterialPixelShader>* asset)
{
return true;
}
void PixelShaderDumper::DumpAsset(AssetDumpingContext& context, XAssetInfo<MaterialPixelShader>* asset)
{
const auto* pixelShader = asset->Asset();
const auto shaderFile = context.OpenAssetFile(GetFileNameForPixelShaderAssetName(asset->m_name));
if (!shaderFile)
return;
shaderFile->write(reinterpret_cast<const char*>(pixelShader->prog.loadDef.program),
static_cast<std::streamsize>(pixelShader->prog.loadDef.programSize) * 4u);
}
} // namespace IW4::shader

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

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@@ -0,0 +1,26 @@
#include "VertexShaderDumperIW4.h"
#include "Shader/ShaderCommon.h"
using namespace IW4;
using namespace ::shader;
namespace IW4::shader
{
bool VertexShaderDumper::ShouldDump(XAssetInfo<MaterialVertexShader>* asset)
{
return true;
}
void VertexShaderDumper::DumpAsset(AssetDumpingContext& context, XAssetInfo<MaterialVertexShader>* asset)
{
const auto* vertexShader = asset->Asset();
const auto shaderFile = context.OpenAssetFile(GetFileNameForVertexShaderAssetName(asset->m_name));
if (!shaderFile)
return;
shaderFile->write(reinterpret_cast<const char*>(vertexShader->prog.loadDef.program),
static_cast<std::streamsize>(vertexShader->prog.loadDef.programSize) * 4u);
}
} // namespace IW4::shader

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