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mirror of https://github.com/Laupetin/OpenAssetTools.git synced 2026-03-16 18:03:03 +00:00

chore: use templated loaders for shaders in IW4,T6

This commit is contained in:
Jan Laupetin
2026-03-07 11:11:53 +00:00
parent fbfd418e20
commit 6e19b94b9b
20 changed files with 325 additions and 307 deletions

View 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