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

@@ -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