mirror of
https://github.com/Laupetin/OpenAssetTools.git
synced 2026-03-15 17:33:03 +00:00
chore: use templating for t6 techset compilation
This commit is contained in:
@@ -50,6 +50,9 @@ function ObjCompiling:project()
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path.join(folder, "ObjCompiling")
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}
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}
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ObjCommon:use()
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useSourceTemplating("ObjCompiling")
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self:include(includes)
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minilzo:include(includes)
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@@ -1,12 +1,12 @@
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#include "ObjCompilerT6.h"
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#include "Game/T6/T6.h"
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#include "Game/T6/Techset/TechniqueCompilerT6.h"
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#include "Game/T6/Techset/TechsetCompilerT6.h"
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#include "Game/T6/Techset/VertexDeclCompilerT6.h"
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#include "Image/ImageIPakPostProcessor.h"
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#include "Image/ImageIwdPostProcessor.h"
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#include "KeyValuePairs/KeyValuePairsCompilerT6.h"
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#include "Techset/TechniqueCompilerT6.h"
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#include "Techset/TechsetCompilerT6.h"
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#include "Techset/VertexDeclCompilerT6.h"
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#include <memory>
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@@ -23,7 +23,7 @@ namespace
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auto& memory = zone.Memory();
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collection.AddAssetCreator(key_value_pairs::CreateCompilerT6(memory, zone, zoneDefinition.m_zone_definition, zoneStates));
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collection.AddAssetCreator(techset::CreateCompilerT6(memory, searchPath));
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collection.AddAssetCreator(techset::CreateTechsetCompilerT6(memory, searchPath));
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collection.AddSubAssetCreator(techset::CreateTechniqueCompilerT6(memory, zone, searchPath));
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collection.AddSubAssetCreator(techset::CreateVertexDeclCompilerT6(memory));
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@@ -1,12 +0,0 @@
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#pragma once
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#include "Asset/IAssetCreator.h"
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#include "SearchPath/ISearchPath.h"
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#include "Utils/MemoryManager.h"
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#include <memory>
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namespace techset
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{
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std::unique_ptr<ISubAssetCreator> CreateTechniqueCompilerT6(MemoryManager& memory, Zone& zone, ISearchPath& searchPath);
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}
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@@ -1,12 +0,0 @@
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#pragma once
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#include "Asset/IAssetCreator.h"
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#include "SearchPath/ISearchPath.h"
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#include "Utils/MemoryManager.h"
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#include <memory>
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namespace techset
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{
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std::unique_ptr<IAssetCreator> CreateCompilerT6(MemoryManager& memory, ISearchPath& searchPath);
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} // namespace techset
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@@ -1,57 +0,0 @@
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#include "VertexDeclCompilerT6.h"
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#include "Game/T6/T6.h"
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#include "Game/T6/Techset/TechsetConstantsT6.h"
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#include "Techset/CommonVertexDeclCreator.h"
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#include "Utils/Logging/Log.h"
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using namespace T6;
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namespace
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{
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class VertexDeclCompilerT6 final : public SubAssetCreator<SubAssetVertexDecl>
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{
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public:
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explicit VertexDeclCompilerT6(MemoryManager& memory)
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: m_memory(memory)
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{
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}
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AssetCreationResult CreateSubAsset(const std::string& subAssetName, AssetCreationContext& context) override
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{
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const auto commonVertexDecl = techset::CreateVertexDeclFromName(subAssetName, commonRoutingInfos);
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if (!commonVertexDecl)
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return AssetCreationResult::Failure();
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if (commonVertexDecl->m_routing.size() > std::extent_v<decltype(MaterialVertexStreamRouting::data)>)
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{
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con::error("Vertex declaration can only have up to {} routing entries", std::extent_v<decltype(MaterialVertexStreamRouting::data)>);
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return AssetCreationResult::Failure();
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}
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auto* vertexDecl = m_memory.Alloc<MaterialVertexDeclaration>();
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for (const auto& commonRoutingEntry : commonVertexDecl->m_routing)
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{
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vertexDecl->routing.data[vertexDecl->streamCount].source = commonRoutingEntry.m_source;
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vertexDecl->routing.data[vertexDecl->streamCount].dest = commonRoutingEntry.m_destination;
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vertexDecl->hasOptionalSource = vertexDecl->hasOptionalSource || commonRoutingEntry.m_source >= STREAM_SRC_OPTIONAL_BEGIN;
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vertexDecl->streamCount++;
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}
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return AssetCreationResult::Success(context.AddSubAsset(AssetRegistration<SubAssetVertexDecl>(subAssetName, vertexDecl)));
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}
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private:
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MemoryManager& m_memory;
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};
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} // namespace
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namespace techset
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{
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std::unique_ptr<ISubAssetCreator> CreateVertexDeclCompilerT6(MemoryManager& memory)
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{
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return std::make_unique<VertexDeclCompilerT6>(memory);
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}
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} // namespace techset
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@@ -1,11 +0,0 @@
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#pragma once
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#include "Asset/IAssetCreator.h"
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#include "Utils/MemoryManager.h"
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#include <memory>
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namespace techset
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{
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std::unique_ptr<ISubAssetCreator> CreateVertexDeclCompilerT6(MemoryManager& memory);
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}
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@@ -326,7 +326,7 @@ namespace
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const techset::CommonShaderArgCreatorDestination& input) override
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{
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assert(m_shader_info);
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// TODO
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return false;
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}
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@@ -577,7 +577,6 @@ namespace
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return std::move(result);
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}
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// TODO
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return NoResult{};
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}
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@@ -1,19 +1,50 @@
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#include "TechniqueCompilerT6.h"
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#options GAME(T6)
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#include "Game/T6/T6.h"
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#include "Game/T6/Techset/TechsetConstantsT6.h"
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#include "PrecompiledIndexT6.h"
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#filename "Game/" + GAME + "/Techset/TechniqueCompiler" + GAME + ".cpp"
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#set COMPILER_HEADER "\"TechniqueCompiler" + GAME + ".h\""
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#set GAME_HEADER "\"Game/" + GAME + "/" + GAME + ".h\""
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#set TECHSET_CONSTANTS_HEADER "\"Game/" + GAME + "/Techset/TechsetConstants" + GAME + ".h\""
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#if GAME == "IW3"
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#define FEATURE_IW3
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#elif GAME == "IW4"
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#define FEATURE_IW4
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#elif GAME == "IW5"
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#define FEATURE_IW5
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#elif GAME == "T5"
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#define FEATURE_T5
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#elif GAME == "T6"
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#define FEATURE_T6
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#endif
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// This file was templated.
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// See TechniqueCompiler.cpp.template.
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// Do not modify, changes will be lost.
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#include COMPILER_HEADER
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#include GAME_HEADER
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#include TECHSET_CONSTANTS_HEADER
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#include "Techset/CommonShaderArgCreator.h"
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#include "Techset/CommonTechniqueLoader.h"
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#include "Techset/LiteralConstsZoneState.h"
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#include "Utils/StringUtils.h"
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#if defined(FEATURE_T6)
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#set PRECOMPILED_INDEX_HEADER "\"Game/" + GAME + "/Techset/PrecompiledIndex" + GAME + ".h\""
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#include PRECOMPILED_INDEX_HEADER
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#endif
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#include <cassert>
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#include <optional>
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#include <sstream>
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#include <vector>
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using namespace T6;
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using namespace GAME;
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#set SHADER_LOADER_CLASS_NAME "TechniqueShaderLoader" + GAME
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#set COMPILER_CLASS_NAME "TechniqueCompiler" + GAME
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namespace
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{
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@@ -236,10 +267,10 @@ namespace
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}
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}
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class TechniqueShaderLoaderT6 final : public techset::ITechniqueShaderLoader
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class SHADER_LOADER_CLASS_NAME final : public techset::ITechniqueShaderLoader
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{
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public:
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explicit TechniqueShaderLoaderT6(AssetCreationContext& context)
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explicit SHADER_LOADER_CLASS_NAME(AssetCreationContext& context)
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: m_context(context)
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{
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}
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@@ -282,10 +313,10 @@ namespace
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AssetCreationContext& m_context;
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};
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class TechniqueCompilerT6 final : public SubAssetCreator<SubAssetTechnique>
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class COMPILER_CLASS_NAME final : public SubAssetCreator<SubAssetTechnique>
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{
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public:
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TechniqueCompilerT6(MemoryManager& memory, Zone& zone, ISearchPath& searchPath)
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COMPILER_CLASS_NAME(MemoryManager& memory, Zone& zone, ISearchPath& searchPath)
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: m_memory(memory),
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m_zone(zone),
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m_search_path(searchPath)
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@@ -295,7 +326,7 @@ namespace
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AssetCreationResult CreateSubAsset(const std::string& subAssetName, AssetCreationContext& context) override
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{
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bool failure = false;
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TechniqueShaderLoaderT6 shaderLoader(context);
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SHADER_LOADER_CLASS_NAME shaderLoader(context);
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const auto commonShaderArgCreator = techset::CommonShaderArgCreator::CreateDx11(shaderLoader, context, commonCodeSourceInfos);
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const auto commonTechnique =
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@@ -336,10 +367,12 @@ namespace
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};
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} // namespace
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#set CREATE_COMPILER_METHOD "CreateTechniqueCompiler" + GAME
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namespace techset
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{
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std::unique_ptr<ISubAssetCreator> CreateTechniqueCompilerT6(MemoryManager& memory, Zone& zone, ISearchPath& searchPath)
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std::unique_ptr<ISubAssetCreator> CREATE_COMPILER_METHOD(MemoryManager& memory, Zone& zone, ISearchPath& searchPath)
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{
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return std::make_unique<TechniqueCompilerT6>(memory, zone, searchPath);
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return std::make_unique<COMPILER_CLASS_NAME>(memory, zone, searchPath);
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}
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} // namespace techset
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36
src/ObjCompiling/Techset/TechniqueCompiler.h.template
Normal file
36
src/ObjCompiling/Techset/TechniqueCompiler.h.template
Normal file
@@ -0,0 +1,36 @@
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#options GAME(T6)
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#filename "Game/" + GAME + "/Techset/TechniqueCompiler" + GAME + ".h"
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#set GAME_HEADER "\"Game/" + GAME + "/" + GAME + ".h\""
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#if GAME == "IW3"
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#define FEATURE_IW3
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#elif GAME == "IW4"
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#define FEATURE_IW4
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#elif GAME == "IW5"
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#define FEATURE_IW5
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#elif GAME == "T5"
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#define FEATURE_T5
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#elif GAME == "T6"
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#define FEATURE_T6
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#endif
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// This file was templated.
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// See TechniqueCompiler.h.template.
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// Do not modify, changes will be lost.
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#pragma once
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#include "Asset/IAssetCreator.h"
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#include "SearchPath/ISearchPath.h"
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#include "Utils/MemoryManager.h"
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#include <memory>
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#set CREATE_COMPILER_METHOD "CreateTechniqueCompiler" + GAME
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namespace techset
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{
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std::unique_ptr<ISubAssetCreator> CREATE_COMPILER_METHOD(MemoryManager& memory, Zone& zone, ISearchPath& searchPath);
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}
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@@ -1,11 +1,37 @@
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#include "TechsetCompilerT6.h"
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#options GAME(T6)
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#include "Game/T6/T6.h"
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#include "Game/T6/Techset/TechsetConstantsT6.h"
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#filename "Game/" + GAME + "/Techset/TechsetCompiler" + GAME + ".cpp"
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#set COMPILER_HEADER "\"TechsetCompiler" + GAME + ".h\""
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#set GAME_HEADER "\"Game/" + GAME + "/" + GAME + ".h\""
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#set TECHSET_CONSTANTS_HEADER "\"Game/" + GAME + "/Techset/TechsetConstants" + GAME + ".h\""
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#if GAME == "IW3"
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#define FEATURE_IW3
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#elif GAME == "IW4"
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#define FEATURE_IW4
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#elif GAME == "IW5"
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#define FEATURE_IW5
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#elif GAME == "T5"
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#define FEATURE_T5
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#elif GAME == "T6"
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#define FEATURE_T6
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#endif
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// This file was templated.
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// See TechsetCompiler.cpp.template.
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// Do not modify, changes will be lost.
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#include COMPILER_HEADER
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#include GAME_HEADER
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#include TECHSET_CONSTANTS_HEADER
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#include "Techset/CommonTechsetLoader.h"
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#include "Techset/TechsetCommon.h"
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using namespace T6;
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using namespace GAME;
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#set COMPILER_CLASS_NAME "TechsetCompiler" + GAME
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namespace
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{
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@@ -71,10 +97,10 @@ namespace
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return techset;
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}
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class TechsetCompilerT6 final : public AssetCreator<AssetTechniqueSet>
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class COMPILER_CLASS_NAME final : public AssetCreator<AssetTechniqueSet>
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{
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public:
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TechsetCompilerT6(ISearchPath& searchPath, MemoryManager& memory)
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COMPILER_CLASS_NAME(ISearchPath& searchPath, MemoryManager& memory)
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: m_search_path(searchPath),
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m_memory(memory)
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{
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@@ -106,8 +132,6 @@ namespace
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// but the game determines the material type by techset name.
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// So this may just be a constraint that cannot be changed.
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ApplyMaterialTypeToTechnique(*techset->techniques[techniqueIndex], materialType);
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// Precompiled index?
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}
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return AssetCreationResult::Success(context.AddAsset(AssetRegistration<AssetTechniqueSet>(assetName, techset)));
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@@ -119,10 +143,12 @@ namespace
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};
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} // namespace
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#set CREATE_COMPILER_METHOD "CreateTechsetCompiler" + GAME
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namespace techset
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{
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std::unique_ptr<IAssetCreator> CreateCompilerT6(MemoryManager& memory, ISearchPath& searchPath)
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std::unique_ptr<IAssetCreator> CREATE_COMPILER_METHOD(MemoryManager& memory, ISearchPath& searchPath)
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{
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return std::make_unique<TechsetCompilerT6>(searchPath, memory);
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return std::make_unique<COMPILER_CLASS_NAME>(searchPath, memory);
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}
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} // namespace techset
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36
src/ObjCompiling/Techset/TechsetCompiler.h.template
Normal file
36
src/ObjCompiling/Techset/TechsetCompiler.h.template
Normal file
@@ -0,0 +1,36 @@
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#options GAME(T6)
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#filename "Game/" + GAME + "/Techset/TechsetCompiler" + GAME + ".h"
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#set GAME_HEADER "\"Game/" + GAME + "/" + GAME + ".h\""
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#if GAME == "IW3"
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#define FEATURE_IW3
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#elif GAME == "IW4"
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#define FEATURE_IW4
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#elif GAME == "IW5"
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#define FEATURE_IW5
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#elif GAME == "T5"
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#define FEATURE_T5
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#elif GAME == "T6"
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#define FEATURE_T6
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#endif
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// This file was templated.
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// See TechsetCompiler.h.template.
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// Do not modify, changes will be lost.
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#pragma once
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#include "Asset/IAssetCreator.h"
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#include "SearchPath/ISearchPath.h"
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#include "Utils/MemoryManager.h"
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#include <memory>
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#set CREATE_COMPILER_METHOD "CreateTechsetCompiler" + GAME
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namespace techset
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{
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std::unique_ptr<IAssetCreator> CREATE_COMPILER_METHOD(MemoryManager& memory, ISearchPath& searchPath);
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}
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||||
97
src/ObjCompiling/Techset/VertexDeclCompiler.cpp.template
Normal file
97
src/ObjCompiling/Techset/VertexDeclCompiler.cpp.template
Normal file
@@ -0,0 +1,97 @@
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#options GAME(T6)
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#filename "Game/" + GAME + "/Techset/VertexDeclCompiler" + GAME + ".cpp"
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||||
#set COMPILER_HEADER "\"VertexDeclCompiler" + GAME + ".h\""
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#set GAME_HEADER "\"Game/" + GAME + "/" + GAME + ".h\""
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#set TECHSET_CONSTANTS_HEADER "\"Game/" + GAME + "/Techset/TechsetConstants" + GAME + ".h\""
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#if GAME == "IW3"
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#define FEATURE_IW3
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#elif GAME == "IW4"
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#define FEATURE_IW4
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#elif GAME == "IW5"
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#define FEATURE_IW5
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#elif GAME == "T5"
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#define FEATURE_T5
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#elif GAME == "T6"
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#define FEATURE_T6
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||||
#endif
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||||
// This file was templated.
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||||
// See VertexDeclCompiler.cpp.template.
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||||
// Do not modify, changes will be lost.
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||||
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#include COMPILER_HEADER
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||||
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#include GAME_HEADER
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#include TECHSET_CONSTANTS_HEADER
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#include "Techset/CommonVertexDeclCreator.h"
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#include "Utils/Logging/Log.h"
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using namespace GAME;
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||||
#set COMPILER_CLASS_NAME "VertexDeclCompiler" + GAME
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||||
#if defined(FEATURE_T6)
|
||||
#define ABSTRACT_CREATOR_NAME SubAssetCreator
|
||||
#define OVERRIDEN_CREATOR_METHOD CreateSubAsset
|
||||
#define ASSET_NAME SubAssetVertexDecl
|
||||
#define INTERFACE_NAME ISubAssetCreator
|
||||
#else
|
||||
#define ABSTRACT_CREATOR_NAME AssetCreator
|
||||
#define OVERRIDEN_CREATOR_METHOD CreateAsset
|
||||
#define ASSET_NAME AssetVertexDecl
|
||||
#define INTERFACE_NAME IAssetCreator
|
||||
#endif
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||||
|
||||
namespace
|
||||
{
|
||||
class COMPILER_CLASS_NAME final : public ABSTRACT_CREATOR_NAME<ASSET_NAME>
|
||||
{
|
||||
public:
|
||||
explicit COMPILER_CLASS_NAME(MemoryManager& memory)
|
||||
: m_memory(memory)
|
||||
{
|
||||
}
|
||||
|
||||
AssetCreationResult OVERRIDEN_CREATOR_METHOD(const std::string& assetName, AssetCreationContext& context) override
|
||||
{
|
||||
const auto commonVertexDecl = techset::CreateVertexDeclFromName(assetName, commonRoutingInfos);
|
||||
if (!commonVertexDecl)
|
||||
return AssetCreationResult::Failure();
|
||||
|
||||
if (commonVertexDecl->m_routing.size() > std::extent_v<decltype(MaterialVertexStreamRouting::data)>)
|
||||
{
|
||||
con::error("Vertex declaration can only have up to {} routing entries", std::extent_v<decltype(MaterialVertexStreamRouting::data)>);
|
||||
return AssetCreationResult::Failure();
|
||||
}
|
||||
|
||||
auto* vertexDecl = m_memory.Alloc<MaterialVertexDeclaration>();
|
||||
|
||||
for (const auto& commonRoutingEntry : commonVertexDecl->m_routing)
|
||||
{
|
||||
vertexDecl->routing.data[vertexDecl->streamCount].source = commonRoutingEntry.m_source;
|
||||
vertexDecl->routing.data[vertexDecl->streamCount].dest = commonRoutingEntry.m_destination;
|
||||
vertexDecl->hasOptionalSource = vertexDecl->hasOptionalSource || commonRoutingEntry.m_source >= STREAM_SRC_OPTIONAL_BEGIN;
|
||||
|
||||
vertexDecl->streamCount++;
|
||||
}
|
||||
|
||||
return AssetCreationResult::Success(context.AddSubAsset(AssetRegistration<ASSET_NAME>(assetName, vertexDecl)));
|
||||
}
|
||||
|
||||
private:
|
||||
MemoryManager& m_memory;
|
||||
};
|
||||
} // namespace
|
||||
|
||||
#set CREATE_COMPILER_METHOD "CreateVertexDeclCompiler" + GAME
|
||||
|
||||
namespace techset
|
||||
{
|
||||
std::unique_ptr<INTERFACE_NAME> CREATE_COMPILER_METHOD(MemoryManager& memory)
|
||||
{
|
||||
return std::make_unique<COMPILER_CLASS_NAME>(memory);
|
||||
}
|
||||
} // namespace techset
|
||||
41
src/ObjCompiling/Techset/VertexDeclCompiler.h.template
Normal file
41
src/ObjCompiling/Techset/VertexDeclCompiler.h.template
Normal file
@@ -0,0 +1,41 @@
|
||||
#options GAME(T6)
|
||||
|
||||
#filename "Game/" + GAME + "/Techset/VertexDeclCompiler" + GAME + ".h"
|
||||
|
||||
#set GAME_HEADER "\"Game/" + GAME + "/" + GAME + ".h\""
|
||||
|
||||
#if GAME == "IW3"
|
||||
#define FEATURE_IW3
|
||||
#elif GAME == "IW4"
|
||||
#define FEATURE_IW4
|
||||
#elif GAME == "IW5"
|
||||
#define FEATURE_IW5
|
||||
#elif GAME == "T5"
|
||||
#define FEATURE_T5
|
||||
#elif GAME == "T6"
|
||||
#define FEATURE_T6
|
||||
#endif
|
||||
|
||||
// This file was templated.
|
||||
// See VertexDeclCompiler.h.template.
|
||||
// Do not modify, changes will be lost.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "Asset/IAssetCreator.h"
|
||||
#include "Utils/MemoryManager.h"
|
||||
|
||||
#include <memory>
|
||||
|
||||
#set CREATE_COMPILER_METHOD "CreateVertexDeclCompiler" + GAME
|
||||
|
||||
#if defined(FEATURE_T6)
|
||||
#define INTERFACE_NAME ISubAssetCreator
|
||||
#else
|
||||
#define INTERFACE_NAME IAssetCreator
|
||||
#endif
|
||||
|
||||
namespace techset
|
||||
{
|
||||
std::unique_ptr<INTERFACE_NAME> CREATE_COMPILER_METHOD(MemoryManager& memory);
|
||||
}
|
||||
Reference in New Issue
Block a user