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chore: use templated loaders for shaders in IW4,T6
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118
src/ObjLoading/Techset/VertexShaderLoader.cpp.template
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118
src/ObjLoading/Techset/VertexShaderLoader.cpp.template
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#options GAME(IW4, T6)
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#filename "Game/" + GAME + "/Techset/VertexShaderLoader" + GAME + ".cpp"
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#set LOADER_HEADER "\"VertexShaderLoader" + 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>
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#include <iostream>
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using namespace GAME;
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#set LOADER_CLASS_NAME "VertexShaderLoader" + GAME
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#if defined(IS_SUB_ASSET)
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#define ABSTRACT_CREATOR_NAME SubAssetCreator
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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 SubAssetVertexShader
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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 OVERRIDDEN_CREATOR_METHOD CreateAsset
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#define ADD_ASSET_METHOD AddAsset
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#define ASSET_NAME AssetVertexShader
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#define INTERFACE_NAME IAssetCreator
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#endif
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namespace
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{
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class LOADER_CLASS_NAME final : public ABSTRACT_CREATOR_NAME<ASSET_NAME>
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{
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public:
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LOADER_CLASS_NAME(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 OVERRIDDEN_CREATOR_METHOD(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 defined(IS_DX9)
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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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#endif
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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)>(
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#if defined(IS_DX9)
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file.m_length / sizeof(std::remove_pointer_t<decltype(GfxVertexShaderLoadDef::program)>)
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#else
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file.m_length
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#endif
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);
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vertexShader->prog.vs = nullptr;
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auto* fileBuffer = m_memory.Alloc<char>(static_cast<size_t>(file.m_length));
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file.m_stream->read(fileBuffer, file.m_length);
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if (file.m_stream->gcount() != file.m_length)
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return AssetCreationResult::Failure();
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#if defined(IS_DX9)
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vertexShader->prog.loadDef.program = reinterpret_cast<decltype(GfxVertexShaderLoadDef::program)>(fileBuffer);
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#else
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vertexShader->prog.loadDef.program = fileBuffer;
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#endif
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return AssetCreationResult::Success(context.ADD_ASSET_METHOD<ASSET_NAME>(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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#set CREATE_LOADER_METHOD "CreateVertexShaderLoader" + GAME
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namespace techset
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{
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std::unique_ptr<INTERFACE_NAME> CREATE_LOADER_METHOD(MemoryManager& memory, ISearchPath& searchPath)
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{
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return std::make_unique<LOADER_CLASS_NAME>(memory, searchPath);
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}
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} // namespace techset
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