mirror of
https://github.com/Laupetin/OpenAssetTools.git
synced 2026-03-15 17:33:03 +00:00
chore: use templated loaders for shaders in IW4,T6
This commit is contained in:
@@ -1,8 +1,6 @@
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#include "CompilerTechsetIW4.h"
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#include "Game/IW4/IW4.h"
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#include "Game/IW4/Shader/LoaderPixelShaderIW4.h"
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#include "Game/IW4/Shader/LoaderVertexShaderIW4.h"
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#include "Game/IW4/Techset/TechsetConstantsIW4.h"
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#include "Shader/D3D9ShaderAnalyser.h"
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#include "Shader/ShaderCommon.h"
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@@ -2,8 +2,6 @@
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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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@@ -2,8 +2,6 @@
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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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@@ -36,13 +36,13 @@ using namespace GAME;
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#if defined(IS_SUB_ASSET)
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#define ABSTRACT_CREATOR_NAME SubAssetCreator
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#define OVERRIDEN_CREATOR_METHOD CreateSubAsset
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#define OVERRIDDEN_CREATOR_METHOD CreateSubAsset
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#define ADD_ASSET_METHOD AddSubAsset
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#define ASSET_NAME SubAssetVertexDecl
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#define INTERFACE_NAME ISubAssetCreator
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#else
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#define ABSTRACT_CREATOR_NAME AssetCreator
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#define OVERRIDEN_CREATOR_METHOD CreateAsset
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#define OVERRIDDEN_CREATOR_METHOD CreateAsset
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#define ADD_ASSET_METHOD AddAsset
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#define ASSET_NAME AssetVertexDecl
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#define INTERFACE_NAME IAssetCreator
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@@ -58,7 +58,7 @@ namespace
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{
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}
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AssetCreationResult OVERRIDEN_CREATOR_METHOD(const std::string& assetName, AssetCreationContext& context) override
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AssetCreationResult OVERRIDDEN_CREATOR_METHOD(const std::string& assetName, AssetCreationContext& context) override
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{
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const auto commonVertexDecl = techset::CreateVertexDeclFromName(assetName, commonRoutingInfos);
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if (!commonVertexDecl)
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@@ -2,8 +2,6 @@
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#filename "Game/" + GAME + "/Techset/VertexDeclCompiler" + 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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@@ -6,6 +6,8 @@
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#include "Game/IW4/IW4.h"
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#include "Game/IW4/Image/ImageLoaderEmbeddedIW4.h"
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#include "Game/IW4/Image/ImageLoaderExternalIW4.h"
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#include "Game/IW4/Techset/PixelShaderLoaderIW4.h"
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#include "Game/IW4/Techset/VertexShaderLoaderIW4.h"
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#include "Game/IW4/XModel/LoaderXModelIW4.h"
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#include "Leaderboard/LoaderLeaderboardIW4.h"
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#include "LightDef/LightDefLoaderIW4.h"
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@@ -16,8 +18,6 @@
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#include "PhysPreset/GdtLoaderPhysPresetIW4.h"
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#include "PhysPreset/RawLoaderPhysPresetIW4.h"
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#include "RawFile/LoaderRawFileIW4.h"
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#include "Shader/LoaderPixelShaderIW4.h"
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#include "Shader/LoaderVertexShaderIW4.h"
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#include "Sound/LoaderSoundCurveIW4.h"
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#include "StringTable/LoaderStringTableIW4.h"
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#include "StructuredDataDef/LoaderStructuredDataDefIW4.h"
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@@ -129,8 +129,8 @@ namespace
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// collection.AddAssetCreator(std::make_unique<AssetLoaderXModelSurfs>(memory));
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collection.AddAssetCreator(xmodel::CreateLoaderIW4(memory, searchPath, zone));
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collection.AddAssetCreator(material::CreateLoaderIW4(memory, searchPath));
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collection.AddAssetCreator(shader::CreatePixelShaderLoaderIW4(memory, searchPath));
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collection.AddAssetCreator(shader::CreateVertexShaderLoaderIW4(memory, searchPath));
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collection.AddAssetCreator(techset::CreateVertexShaderLoaderIW4(memory, searchPath));
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collection.AddAssetCreator(techset::CreatePixelShaderLoaderIW4(memory, searchPath));
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// collection.AddAssetCreator(std::make_unique<AssetLoaderTechset>(memory));
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collection.AddAssetCreator(image::CreateLoaderEmbeddedIW4(memory, searchPath));
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collection.AddAssetCreator(image::CreateLoaderExternalIW4(memory, searchPath));
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@@ -1,64 +0,0 @@
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#include "LoaderPixelShaderIW4.h"
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#include "Game/IW4/IW4.h"
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#include "Shader/ShaderCommon.h"
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#include "Utils/Logging/Log.h"
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#include <cstdint>
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#include <format>
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#include <iostream>
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using namespace IW4;
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namespace
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{
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class PixelShaderLoader final : public AssetCreator<AssetPixelShader>
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{
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public:
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PixelShaderLoader(MemoryManager& memory, ISearchPath& searchPath)
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: m_memory(memory),
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m_search_path(searchPath)
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{
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}
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AssetCreationResult CreateAsset(const std::string& assetName, AssetCreationContext& context) override
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{
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const auto fileName = shader::GetFileNameForPixelShaderAssetName(assetName);
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const auto file = m_search_path.Open(fileName);
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if (!file.IsOpen())
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return AssetCreationResult::NoAction();
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if (file.m_length % sizeof(uint32_t) != 0)
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{
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con::error("Invalid pixel shader \"{}\": Size must be dividable by {}", assetName, sizeof(uint32_t));
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return AssetCreationResult::Failure();
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}
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auto* pixelShader = m_memory.Alloc<MaterialPixelShader>();
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pixelShader->name = m_memory.Dup(assetName.c_str());
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pixelShader->prog.loadDef.programSize = static_cast<uint16_t>(static_cast<size_t>(file.m_length) / sizeof(uint32_t));
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pixelShader->prog.loadDef.loadForRenderer = 0;
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pixelShader->prog.ps = nullptr;
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auto* fileBuffer = m_memory.Alloc<uint32_t>(pixelShader->prog.loadDef.programSize);
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file.m_stream->read(reinterpret_cast<char*>(fileBuffer), static_cast<std::streamsize>(pixelShader->prog.loadDef.programSize) * sizeof(uint32_t));
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if (file.m_stream->gcount() != file.m_length)
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return AssetCreationResult::Failure();
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pixelShader->prog.loadDef.program = fileBuffer;
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return AssetCreationResult::Success(context.AddAsset<AssetPixelShader>(assetName, pixelShader));
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}
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private:
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MemoryManager& m_memory;
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ISearchPath& m_search_path;
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};
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} // namespace
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namespace shader
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{
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std::unique_ptr<AssetCreator<AssetPixelShader>> CreatePixelShaderLoaderIW4(MemoryManager& memory, ISearchPath& searchPath)
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{
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return std::make_unique<PixelShaderLoader>(memory, searchPath);
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}
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} // namespace shader
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@@ -1,13 +0,0 @@
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#pragma once
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#include "Asset/IAssetCreator.h"
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#include "Game/IW4/IW4.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 shader
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{
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std::unique_ptr<AssetCreator<IW4::AssetPixelShader>> CreatePixelShaderLoaderIW4(MemoryManager& memory, ISearchPath& searchPath);
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} // namespace shader
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@@ -1,64 +0,0 @@
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#include "LoaderVertexShaderIW4.h"
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#include "Game/IW4/IW4.h"
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#include "Shader/ShaderCommon.h"
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#include "Utils/Logging/Log.h"
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#include <cstdint>
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#include <format>
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#include <iostream>
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using namespace IW4;
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namespace
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{
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class VertexShaderLoader final : public AssetCreator<AssetVertexShader>
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{
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public:
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VertexShaderLoader(MemoryManager& memory, ISearchPath& searchPath)
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: m_memory(memory),
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m_search_path(searchPath)
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{
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}
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AssetCreationResult CreateAsset(const std::string& assetName, AssetCreationContext& context) override
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{
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const auto fileName = shader::GetFileNameForVertexShaderAssetName(assetName);
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const auto file = m_search_path.Open(fileName);
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if (!file.IsOpen())
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return AssetCreationResult::NoAction();
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if (file.m_length % sizeof(uint32_t) != 0)
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{
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con::error("Invalid vertex shader \"{}\": Size must be dividable by {}", assetName, sizeof(uint32_t));
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return AssetCreationResult::Failure();
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}
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auto* vertexShader = m_memory.Alloc<MaterialVertexShader>();
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vertexShader->name = m_memory.Dup(assetName.c_str());
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vertexShader->prog.loadDef.programSize = static_cast<uint16_t>(static_cast<size_t>(file.m_length) / sizeof(uint32_t));
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vertexShader->prog.loadDef.loadForRenderer = 0;
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vertexShader->prog.vs = nullptr;
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auto* fileBuffer = m_memory.Alloc<uint32_t>(vertexShader->prog.loadDef.programSize);
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file.m_stream->read(reinterpret_cast<char*>(fileBuffer), static_cast<std::streamsize>(vertexShader->prog.loadDef.programSize) * sizeof(uint32_t));
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if (file.m_stream->gcount() != file.m_length)
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return AssetCreationResult::Failure();
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vertexShader->prog.loadDef.program = fileBuffer;
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return AssetCreationResult::Success(context.AddAsset<AssetVertexShader>(assetName, vertexShader));
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}
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private:
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MemoryManager& m_memory;
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ISearchPath& m_search_path;
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};
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} // namespace
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namespace shader
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{
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std::unique_ptr<AssetCreator<AssetVertexShader>> CreateVertexShaderLoaderIW4(MemoryManager& memory, ISearchPath& searchPath)
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{
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return std::make_unique<VertexShaderLoader>(memory, searchPath);
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}
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} // namespace shader
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@@ -1,13 +0,0 @@
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#pragma once
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#include "Asset/IAssetCreator.h"
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#include "Game/IW4/IW4.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 shader
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{
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std::unique_ptr<AssetCreator<IW4::AssetVertexShader>> CreateVertexShaderLoaderIW4(MemoryManager& memory, ISearchPath& searchPath);
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} // namespace shader
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@@ -9,6 +9,8 @@
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#include "Game/T6/Image/ImageLoaderEmbeddedT6.h"
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#include "Game/T6/Image/ImageLoaderExternalT6.h"
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#include "Game/T6/T6.h"
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#include "Game/T6/Techset/PixelShaderLoaderT6.h"
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#include "Game/T6/Techset/VertexShaderLoaderT6.h"
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#include "Game/T6/XModel/LoaderXModelT6.h"
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#include "Image/Dx12TextureLoader.h"
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#include "Image/IwiLoader.h"
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@@ -29,8 +31,6 @@
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#include "Slug/LoaderSlugT6.h"
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#include "Sound/LoaderSoundBankT6.h"
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#include "StringTable/LoaderStringTableT6.h"
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#include "Techset/PixelShaderLoaderT6.h"
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#include "Techset/VertexShaderLoaderT6.h"
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#include "Tracer/GdtLoaderTracerT6.h"
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#include "Tracer/RawLoaderTracerT6.h"
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#include "Utils/Logging/Log.h"
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@@ -1,55 +0,0 @@
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#include "PixelShaderLoaderT6.h"
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#include "Game/T6/T6.h"
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#include "Shader/ShaderCommon.h"
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#include <format>
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#include <iostream>
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using namespace T6;
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namespace
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{
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class PixelShaderLoader final : public SubAssetCreator<SubAssetPixelShader>
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{
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public:
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PixelShaderLoader(MemoryManager& memory, ISearchPath& searchPath)
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: m_memory(memory),
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m_search_path(searchPath)
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{
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}
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AssetCreationResult CreateSubAsset(const std::string& assetName, AssetCreationContext& context) override
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{
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const auto fileName = shader::GetFileNameForPixelShaderAssetName(assetName);
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const auto file = m_search_path.Open(fileName);
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if (!file.IsOpen())
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return AssetCreationResult::NoAction();
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auto* pixelShader = m_memory.Alloc<MaterialPixelShader>();
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pixelShader->name = m_memory.Dup(assetName.c_str());
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pixelShader->prog.loadDef.programSize = static_cast<decltype(GfxPixelShaderLoadDef::programSize)>(file.m_length);
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pixelShader->prog.ps = nullptr;
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auto* fileBuffer = m_memory.Alloc<char>(pixelShader->prog.loadDef.programSize);
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file.m_stream->read(fileBuffer, pixelShader->prog.loadDef.programSize);
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if (file.m_stream->gcount() != file.m_length)
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return AssetCreationResult::Failure();
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pixelShader->prog.loadDef.program = fileBuffer;
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return AssetCreationResult::Success(context.AddSubAsset<SubAssetPixelShader>(assetName, pixelShader));
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}
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private:
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MemoryManager& m_memory;
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ISearchPath& m_search_path;
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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<SubAssetCreator<SubAssetPixelShader>> CreatePixelShaderLoaderT6(MemoryManager& memory, ISearchPath& searchPath)
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{
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return std::make_unique<PixelShaderLoader>(memory, searchPath);
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}
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} // namespace techset
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@@ -1,13 +0,0 @@
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#pragma once
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#include "Asset/IAssetCreator.h"
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#include "Game/T6/T6.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<SubAssetCreator<T6::SubAssetPixelShader>> CreatePixelShaderLoaderT6(MemoryManager& memory, ISearchPath& searchPath);
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} // namespace techset
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@@ -1,55 +0,0 @@
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#include "VertexShaderLoaderT6.h"
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#include "Game/T6/T6.h"
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#include "Shader/ShaderCommon.h"
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#include <format>
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#include <iostream>
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using namespace T6;
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namespace
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{
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class VertexShaderLoader final : public SubAssetCreator<SubAssetVertexShader>
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{
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public:
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VertexShaderLoader(MemoryManager& memory, ISearchPath& searchPath)
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: m_memory(memory),
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m_search_path(searchPath)
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{
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}
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AssetCreationResult CreateSubAsset(const std::string& assetName, AssetCreationContext& context) override
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{
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const auto fileName = shader::GetFileNameForVertexShaderAssetName(assetName);
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const auto file = m_search_path.Open(fileName);
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if (!file.IsOpen())
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return AssetCreationResult::NoAction();
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auto* vertexShader = m_memory.Alloc<MaterialVertexShader>();
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vertexShader->name = m_memory.Dup(assetName.c_str());
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vertexShader->prog.loadDef.programSize = static_cast<decltype(GfxVertexShaderLoadDef::programSize)>(file.m_length);
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vertexShader->prog.vs = nullptr;
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auto* fileBuffer = m_memory.Alloc<char>(vertexShader->prog.loadDef.programSize);
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file.m_stream->read(fileBuffer, vertexShader->prog.loadDef.programSize);
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if (file.m_stream->gcount() != file.m_length)
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return AssetCreationResult::Failure();
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vertexShader->prog.loadDef.program = fileBuffer;
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return AssetCreationResult::Success(context.AddSubAsset<SubAssetVertexShader>(assetName, vertexShader));
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}
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private:
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MemoryManager& m_memory;
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ISearchPath& m_search_path;
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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<SubAssetCreator<SubAssetVertexShader>> CreateVertexShaderLoaderT6(MemoryManager& memory, ISearchPath& searchPath)
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{
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return std::make_unique<VertexShaderLoader>(memory, searchPath);
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}
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} // namespace techset
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@@ -1,13 +0,0 @@
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#pragma once
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#include "Asset/IAssetCreator.h"
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#include "Game/T6/T6.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<SubAssetCreator<T6::SubAssetVertexShader>> CreateVertexShaderLoaderT6(MemoryManager& memory, ISearchPath& searchPath);
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} // namespace techset
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117
src/ObjLoading/Techset/PixelShaderLoader.cpp.template
Normal file
117
src/ObjLoading/Techset/PixelShaderLoader.cpp.template
Normal file
@@ -0,0 +1,117 @@
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#options GAME(IW4, T6)
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#filename "Game/" + GAME + "/Techset/PixelShaderLoader" + GAME + ".cpp"
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#set LOADER_HEADER "\"PixelShaderLoader" + 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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#define IS_DX9
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#elif GAME == "IW4"
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#define FEATURE_IW4
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#define IS_DX9
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#elif GAME == "IW5"
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#define FEATURE_IW5
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#define IS_DX9
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#elif GAME == "T5"
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#define FEATURE_T5
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#define IS_DX9
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#elif GAME == "T6"
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#define FEATURE_T6
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#define IS_DX11
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#define IS_SUB_ASSET
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#endif
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#include LOADER_HEADER
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#include GAME_HEADER
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#include "Shader/ShaderCommon.h"
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#include "Utils/Logging/Log.h"
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||||
|
||||
#include <format>
|
||||
#include <iostream>
|
||||
|
||||
using namespace GAME;
|
||||
|
||||
#set LOADER_CLASS_NAME "PixelShaderLoader" + GAME
|
||||
|
||||
#if defined(IS_SUB_ASSET)
|
||||
#define ABSTRACT_CREATOR_NAME SubAssetCreator
|
||||
#define OVERRIDDEN_CREATOR_METHOD CreateSubAsset
|
||||
#define ADD_ASSET_METHOD AddSubAsset
|
||||
#define ASSET_NAME SubAssetPixelShader
|
||||
#define INTERFACE_NAME ISubAssetCreator
|
||||
#else
|
||||
#define ABSTRACT_CREATOR_NAME AssetCreator
|
||||
#define OVERRIDDEN_CREATOR_METHOD CreateAsset
|
||||
#define ADD_ASSET_METHOD AddAsset
|
||||
#define ASSET_NAME AssetPixelShader
|
||||
#define INTERFACE_NAME IAssetCreator
|
||||
#endif
|
||||
|
||||
namespace
|
||||
{
|
||||
class LOADER_CLASS_NAME final : public ABSTRACT_CREATOR_NAME<ASSET_NAME>
|
||||
{
|
||||
public:
|
||||
LOADER_CLASS_NAME(MemoryManager& memory, ISearchPath& searchPath)
|
||||
: m_memory(memory),
|
||||
m_search_path(searchPath)
|
||||
{
|
||||
}
|
||||
|
||||
AssetCreationResult OVERRIDDEN_CREATOR_METHOD(const std::string& assetName, AssetCreationContext& context) override
|
||||
{
|
||||
const auto fileName = shader::GetFileNameForPixelShaderAssetName(assetName);
|
||||
const auto file = m_search_path.Open(fileName);
|
||||
if (!file.IsOpen())
|
||||
return AssetCreationResult::NoAction();
|
||||
|
||||
#if defined(IS_DX9)
|
||||
if (file.m_length % sizeof(uint32_t) != 0)
|
||||
{
|
||||
con::error("Invalid pixel shader \"{}\": Size must be dividable by {}", assetName, sizeof(uint32_t));
|
||||
return AssetCreationResult::Failure();
|
||||
}
|
||||
#endif
|
||||
|
||||
auto* pixelShader = m_memory.Alloc<MaterialPixelShader>();
|
||||
pixelShader->name = m_memory.Dup(assetName.c_str());
|
||||
pixelShader->prog.loadDef.programSize = static_cast<decltype(GfxPixelShaderLoadDef::programSize)>(
|
||||
#if defined(IS_DX9)
|
||||
file.m_length / sizeof(std::remove_pointer_t<decltype(GfxPixelShaderLoadDef::program)>)
|
||||
#else
|
||||
file.m_length
|
||||
#endif
|
||||
);
|
||||
pixelShader->prog.ps = nullptr;
|
||||
|
||||
auto* fileBuffer = m_memory.Alloc<char>(static_cast<size_t>(file.m_length));
|
||||
file.m_stream->read(fileBuffer, file.m_length);
|
||||
if (file.m_stream->gcount() != file.m_length)
|
||||
return AssetCreationResult::Failure();
|
||||
|
||||
#if defined(IS_DX9)
|
||||
pixelShader->prog.loadDef.program = reinterpret_cast<decltype(GfxPixelShaderLoadDef::program)>(fileBuffer);
|
||||
#else
|
||||
pixelShader->prog.loadDef.program = fileBuffer;
|
||||
#endif
|
||||
return AssetCreationResult::Success(context.ADD_ASSET_METHOD<ASSET_NAME>(assetName, pixelShader));
|
||||
}
|
||||
|
||||
private:
|
||||
MemoryManager& m_memory;
|
||||
ISearchPath& m_search_path;
|
||||
};
|
||||
} // namespace
|
||||
|
||||
#set CREATE_LOADER_METHOD "CreatePixelShaderLoader" + GAME
|
||||
|
||||
namespace techset
|
||||
{
|
||||
std::unique_ptr<INTERFACE_NAME> CREATE_LOADER_METHOD(MemoryManager& memory, ISearchPath& searchPath)
|
||||
{
|
||||
return std::make_unique<LOADER_CLASS_NAME>(memory, searchPath);
|
||||
}
|
||||
} // namespace techset
|
||||
40
src/ObjLoading/Techset/PixelShaderLoader.h.template
Normal file
40
src/ObjLoading/Techset/PixelShaderLoader.h.template
Normal file
@@ -0,0 +1,40 @@
|
||||
#options GAME(IW4, T6)
|
||||
|
||||
#filename "Game/" + GAME + "/Techset/PixelShaderLoader" + 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 PixelShaderLoader.h.template.
|
||||
// Do not modify, changes will be lost.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "Asset/IAssetCreator.h"
|
||||
#include "SearchPath/ISearchPath.h"
|
||||
#include "Utils/MemoryManager.h"
|
||||
|
||||
#include <memory>
|
||||
|
||||
#set CREATE_LOADER_METHOD "CreatePixelShaderLoader" + GAME
|
||||
|
||||
#if defined(FEATURE_T6)
|
||||
#define INTERFACE_NAME ISubAssetCreator
|
||||
#else
|
||||
#define INTERFACE_NAME IAssetCreator
|
||||
#endif
|
||||
|
||||
namespace techset
|
||||
{
|
||||
std::unique_ptr<INTERFACE_NAME> CREATE_LOADER_METHOD(MemoryManager& memory, ISearchPath& searchPath);
|
||||
} // namespace techset
|
||||
118
src/ObjLoading/Techset/VertexShaderLoader.cpp.template
Normal file
118
src/ObjLoading/Techset/VertexShaderLoader.cpp.template
Normal file
@@ -0,0 +1,118 @@
|
||||
#options GAME(IW4, T6)
|
||||
|
||||
#filename "Game/" + GAME + "/Techset/VertexShaderLoader" + GAME + ".cpp"
|
||||
|
||||
#set LOADER_HEADER "\"VertexShaderLoader" + GAME + ".h\""
|
||||
#set GAME_HEADER "\"Game/" + GAME + "/" + GAME + ".h\""
|
||||
|
||||
#if GAME == "IW3"
|
||||
#define FEATURE_IW3
|
||||
#define IS_DX9
|
||||
#elif GAME == "IW4"
|
||||
#define FEATURE_IW4
|
||||
#define IS_DX9
|
||||
#elif GAME == "IW5"
|
||||
#define FEATURE_IW5
|
||||
#define IS_DX9
|
||||
#elif GAME == "T5"
|
||||
#define FEATURE_T5
|
||||
#define IS_DX9
|
||||
#elif GAME == "T6"
|
||||
#define FEATURE_T6
|
||||
#define IS_DX11
|
||||
#define IS_SUB_ASSET
|
||||
#endif
|
||||
|
||||
#include LOADER_HEADER
|
||||
|
||||
#include GAME_HEADER
|
||||
#include "Shader/ShaderCommon.h"
|
||||
#include "Utils/Logging/Log.h"
|
||||
|
||||
#include <format>
|
||||
#include <iostream>
|
||||
|
||||
using namespace GAME;
|
||||
|
||||
#set LOADER_CLASS_NAME "VertexShaderLoader" + GAME
|
||||
|
||||
#if defined(IS_SUB_ASSET)
|
||||
#define ABSTRACT_CREATOR_NAME SubAssetCreator
|
||||
#define OVERRIDDEN_CREATOR_METHOD CreateSubAsset
|
||||
#define ADD_ASSET_METHOD AddSubAsset
|
||||
#define ASSET_NAME SubAssetVertexShader
|
||||
#define INTERFACE_NAME ISubAssetCreator
|
||||
#else
|
||||
#define ABSTRACT_CREATOR_NAME AssetCreator
|
||||
#define OVERRIDDEN_CREATOR_METHOD CreateAsset
|
||||
#define ADD_ASSET_METHOD AddAsset
|
||||
#define ASSET_NAME AssetVertexShader
|
||||
#define INTERFACE_NAME IAssetCreator
|
||||
#endif
|
||||
|
||||
namespace
|
||||
{
|
||||
class LOADER_CLASS_NAME final : public ABSTRACT_CREATOR_NAME<ASSET_NAME>
|
||||
{
|
||||
public:
|
||||
LOADER_CLASS_NAME(MemoryManager& memory, ISearchPath& searchPath)
|
||||
: m_memory(memory),
|
||||
m_search_path(searchPath)
|
||||
{
|
||||
}
|
||||
|
||||
AssetCreationResult OVERRIDDEN_CREATOR_METHOD(const std::string& assetName, AssetCreationContext& context) override
|
||||
{
|
||||
const auto fileName = shader::GetFileNameForVertexShaderAssetName(assetName);
|
||||
const auto file = m_search_path.Open(fileName);
|
||||
if (!file.IsOpen())
|
||||
return AssetCreationResult::NoAction();
|
||||
|
||||
#if defined(IS_DX9)
|
||||
if (file.m_length % sizeof(uint32_t) != 0)
|
||||
{
|
||||
con::error("Invalid vertex shader \"{}\": Size must be dividable by {}", assetName, sizeof(uint32_t));
|
||||
return AssetCreationResult::Failure();
|
||||
}
|
||||
#endif
|
||||
|
||||
auto* vertexShader = m_memory.Alloc<MaterialVertexShader>();
|
||||
vertexShader->name = m_memory.Dup(assetName.c_str());
|
||||
vertexShader->prog.loadDef.programSize = static_cast<decltype(GfxVertexShaderLoadDef::programSize)>(
|
||||
#if defined(IS_DX9)
|
||||
file.m_length / sizeof(std::remove_pointer_t<decltype(GfxVertexShaderLoadDef::program)>)
|
||||
#else
|
||||
file.m_length
|
||||
#endif
|
||||
);
|
||||
vertexShader->prog.vs = nullptr;
|
||||
|
||||
auto* fileBuffer = m_memory.Alloc<char>(static_cast<size_t>(file.m_length));
|
||||
file.m_stream->read(fileBuffer, file.m_length);
|
||||
if (file.m_stream->gcount() != file.m_length)
|
||||
return AssetCreationResult::Failure();
|
||||
|
||||
#if defined(IS_DX9)
|
||||
vertexShader->prog.loadDef.program = reinterpret_cast<decltype(GfxVertexShaderLoadDef::program)>(fileBuffer);
|
||||
#else
|
||||
vertexShader->prog.loadDef.program = fileBuffer;
|
||||
#endif
|
||||
|
||||
return AssetCreationResult::Success(context.ADD_ASSET_METHOD<ASSET_NAME>(assetName, vertexShader));
|
||||
}
|
||||
|
||||
private:
|
||||
MemoryManager& m_memory;
|
||||
ISearchPath& m_search_path;
|
||||
};
|
||||
} // namespace
|
||||
|
||||
#set CREATE_LOADER_METHOD "CreateVertexShaderLoader" + GAME
|
||||
|
||||
namespace techset
|
||||
{
|
||||
std::unique_ptr<INTERFACE_NAME> CREATE_LOADER_METHOD(MemoryManager& memory, ISearchPath& searchPath)
|
||||
{
|
||||
return std::make_unique<LOADER_CLASS_NAME>(memory, searchPath);
|
||||
}
|
||||
} // namespace techset
|
||||
40
src/ObjLoading/Techset/VertexShaderLoader.h.template
Normal file
40
src/ObjLoading/Techset/VertexShaderLoader.h.template
Normal file
@@ -0,0 +1,40 @@
|
||||
#options GAME(IW4, T6)
|
||||
|
||||
#filename "Game/" + GAME + "/Techset/VertexShaderLoader" + 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 VertexShaderLoader.h.template.
|
||||
// Do not modify, changes will be lost.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "Asset/IAssetCreator.h"
|
||||
#include "SearchPath/ISearchPath.h"
|
||||
#include "Utils/MemoryManager.h"
|
||||
|
||||
#include <memory>
|
||||
|
||||
#set CREATE_LOADER_METHOD "CreateVertexShaderLoader" + GAME
|
||||
|
||||
#if defined(FEATURE_T6)
|
||||
#define INTERFACE_NAME ISubAssetCreator
|
||||
#else
|
||||
#define INTERFACE_NAME IAssetCreator
|
||||
#endif
|
||||
|
||||
namespace techset
|
||||
{
|
||||
std::unique_ptr<INTERFACE_NAME> CREATE_LOADER_METHOD(MemoryManager& memory, ISearchPath& searchPath);
|
||||
} // namespace techset
|
||||
Reference in New Issue
Block a user