mirror of
https://github.com/Laupetin/OpenAssetTools.git
synced 2025-09-01 06:27:26 +00:00
refactor: streamline shader dumping
This commit is contained in:
@@ -15,8 +15,8 @@
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#include "PhysCollmap/PhysCollmapDumperIW4.h"
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#include "PhysCollmap/PhysCollmapDumperIW4.h"
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#include "PhysPreset/PhysPresetInfoStringDumperIW4.h"
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#include "PhysPreset/PhysPresetInfoStringDumperIW4.h"
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#include "RawFile/RawFileDumperIW4.h"
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#include "RawFile/RawFileDumperIW4.h"
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#include "Shader/AssetDumperPixelShader.h"
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#include "Shader/PixelShaderDumperIW4.h"
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#include "Shader/AssetDumperVertexShader.h"
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#include "Shader/VertexShaderDumperIW4.h"
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#include "Sound/LoadedSoundDumperIW4.h"
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#include "Sound/LoadedSoundDumperIW4.h"
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#include "Sound/SndCurveDumperIW4.h"
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#include "Sound/SndCurveDumperIW4.h"
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#include "StringTable/StringTableDumperIW4.h"
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#include "StringTable/StringTableDumperIW4.h"
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@@ -47,8 +47,8 @@ bool ObjWriter::DumpZone(AssetDumpingContext& context) const
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#ifdef EXPERIMENTAL_MATERIAL_COMPILATION
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#ifdef EXPERIMENTAL_MATERIAL_COMPILATION
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DUMP_ASSET_POOL(material::DecompilingGdtDumper, m_material, ASSET_TYPE_MATERIAL)
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DUMP_ASSET_POOL(material::DecompilingGdtDumper, m_material, ASSET_TYPE_MATERIAL)
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#endif
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#endif
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DUMP_ASSET_POOL(AssetDumperPixelShader, m_material_pixel_shader, ASSET_TYPE_PIXELSHADER)
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DUMP_ASSET_POOL(shader::PixelShaderDumper, m_material_pixel_shader, ASSET_TYPE_PIXELSHADER)
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DUMP_ASSET_POOL(AssetDumperVertexShader, m_material_vertex_shader, ASSET_TYPE_VERTEXSHADER)
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DUMP_ASSET_POOL(shader::VertexShaderDumper, m_material_vertex_shader, ASSET_TYPE_VERTEXSHADER)
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DUMP_ASSET_POOL(techset::Dumper, m_technique_set, ASSET_TYPE_TECHNIQUE_SET)
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DUMP_ASSET_POOL(techset::Dumper, m_technique_set, ASSET_TYPE_TECHNIQUE_SET)
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DUMP_ASSET_POOL(image::Dumper, m_image, ASSET_TYPE_IMAGE)
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DUMP_ASSET_POOL(image::Dumper, m_image, ASSET_TYPE_IMAGE)
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// DUMP_ASSET_POOL(AssetDumpersnd_alias_list_t, m_sound, ASSET_TYPE_SOUND)
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// DUMP_ASSET_POOL(AssetDumpersnd_alias_list_t, m_sound, ASSET_TYPE_SOUND)
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@@ -1,26 +0,0 @@
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#include "AssetDumperPixelShader.h"
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#include <sstream>
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using namespace IW4;
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bool AssetDumperPixelShader::ShouldDump(XAssetInfo<MaterialPixelShader>* asset)
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{
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return true;
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}
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void AssetDumperPixelShader::DumpAsset(AssetDumpingContext& context, XAssetInfo<MaterialPixelShader>* asset)
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{
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const auto* pixelShader = asset->Asset();
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std::ostringstream ss;
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ss << "shader_bin/ps_" << pixelShader->name << ".cso";
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const auto shaderFile = context.OpenAssetFile(ss.str());
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if (!shaderFile)
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return;
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shaderFile->write(reinterpret_cast<const char*>(pixelShader->prog.loadDef.program),
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static_cast<std::streamsize>(pixelShader->prog.loadDef.programSize) * 4u);
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}
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@@ -1,26 +0,0 @@
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#include "AssetDumperVertexShader.h"
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#include <sstream>
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using namespace IW4;
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bool AssetDumperVertexShader::ShouldDump(XAssetInfo<MaterialVertexShader>* asset)
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{
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return true;
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}
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void AssetDumperVertexShader::DumpAsset(AssetDumpingContext& context, XAssetInfo<MaterialVertexShader>* asset)
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{
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const auto* vertexShader = asset->Asset();
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std::ostringstream ss;
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ss << "shader_bin/vs_" << vertexShader->name << ".cso";
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const auto shaderFile = context.OpenAssetFile(ss.str());
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if (!shaderFile)
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return;
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shaderFile->write(reinterpret_cast<const char*>(vertexShader->prog.loadDef.program),
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static_cast<std::streamsize>(vertexShader->prog.loadDef.programSize) * 4u);
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}
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26
src/ObjWriting/Game/IW4/Shader/PixelShaderDumperIW4.cpp
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26
src/ObjWriting/Game/IW4/Shader/PixelShaderDumperIW4.cpp
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@@ -0,0 +1,26 @@
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#include "PixelShaderDumperIW4.h"
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#include "Shader/ShaderCommon.h"
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using namespace IW4;
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using namespace ::shader;
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namespace IW4::shader
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{
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bool PixelShaderDumper::ShouldDump(XAssetInfo<MaterialPixelShader>* asset)
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{
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return true;
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}
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void PixelShaderDumper::DumpAsset(AssetDumpingContext& context, XAssetInfo<MaterialPixelShader>* asset)
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{
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const auto* pixelShader = asset->Asset();
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const auto shaderFile = context.OpenAssetFile(GetFileNameForPixelShaderAssetName(asset->m_name));
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if (!shaderFile)
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return;
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shaderFile->write(reinterpret_cast<const char*>(pixelShader->prog.loadDef.program),
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static_cast<std::streamsize>(pixelShader->prog.loadDef.programSize) * 4u);
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}
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} // namespace IW4::shader
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@@ -3,12 +3,12 @@
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#include "Dumping/AbstractAssetDumper.h"
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#include "Dumping/AbstractAssetDumper.h"
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#include "Game/IW4/IW4.h"
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#include "Game/IW4/IW4.h"
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namespace IW4
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namespace IW4::shader
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{
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{
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class AssetDumperPixelShader final : public AbstractAssetDumper<MaterialPixelShader>
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class PixelShaderDumper final : public AbstractAssetDumper<MaterialPixelShader>
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{
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{
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protected:
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protected:
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bool ShouldDump(XAssetInfo<MaterialPixelShader>* asset) override;
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bool ShouldDump(XAssetInfo<MaterialPixelShader>* asset) override;
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void DumpAsset(AssetDumpingContext& context, XAssetInfo<MaterialPixelShader>* asset) override;
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void DumpAsset(AssetDumpingContext& context, XAssetInfo<MaterialPixelShader>* asset) override;
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};
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};
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} // namespace IW4
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} // namespace IW4::shader
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26
src/ObjWriting/Game/IW4/Shader/VertexShaderDumperIW4.cpp
Normal file
26
src/ObjWriting/Game/IW4/Shader/VertexShaderDumperIW4.cpp
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@@ -0,0 +1,26 @@
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#include "VertexShaderDumperIW4.h"
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#include "Shader/ShaderCommon.h"
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using namespace IW4;
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using namespace ::shader;
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namespace IW4::shader
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{
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bool VertexShaderDumper::ShouldDump(XAssetInfo<MaterialVertexShader>* asset)
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{
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return true;
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}
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void VertexShaderDumper::DumpAsset(AssetDumpingContext& context, XAssetInfo<MaterialVertexShader>* asset)
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{
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const auto* vertexShader = asset->Asset();
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const auto shaderFile = context.OpenAssetFile(GetFileNameForVertexShaderAssetName(asset->m_name));
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if (!shaderFile)
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return;
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shaderFile->write(reinterpret_cast<const char*>(vertexShader->prog.loadDef.program),
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static_cast<std::streamsize>(vertexShader->prog.loadDef.programSize) * 4u);
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}
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} // namespace IW4::shader
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@@ -3,12 +3,12 @@
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#include "Dumping/AbstractAssetDumper.h"
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#include "Dumping/AbstractAssetDumper.h"
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#include "Game/IW4/IW4.h"
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#include "Game/IW4/IW4.h"
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namespace IW4
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namespace IW4::shader
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{
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{
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class AssetDumperVertexShader final : public AbstractAssetDumper<MaterialVertexShader>
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class VertexShaderDumper final : public AbstractAssetDumper<MaterialVertexShader>
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{
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{
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protected:
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protected:
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bool ShouldDump(XAssetInfo<MaterialVertexShader>* asset) override;
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bool ShouldDump(XAssetInfo<MaterialVertexShader>* asset) override;
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void DumpAsset(AssetDumpingContext& context, XAssetInfo<MaterialVertexShader>* asset) override;
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void DumpAsset(AssetDumpingContext& context, XAssetInfo<MaterialVertexShader>* asset) override;
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};
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};
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} // namespace IW4
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} // namespace IW4::shader
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