mirror of
https://github.com/Laupetin/OpenAssetTools.git
synced 2025-09-08 17:57:24 +00:00
chore: refactor IW4 asset loaders
This commit is contained in:
67
src/ObjLoading/Game/IW4/Shader/LoaderPixelShaderIW4.cpp
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67
src/ObjLoading/Game/IW4/Shader/LoaderPixelShaderIW4.cpp
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#include "LoaderPixelShaderIW4.h"
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#include "Game/IW4/IW4.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 = GetPixelShaderFileName(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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std::cerr << std::format("Invalid pixel shader \"{}\": Size must be dividable by {}\n", 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 IW4
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{
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std::string GetPixelShaderFileName(const std::string& pixelShaderAssetName)
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{
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return std::format("shader_bin/ps_{}.cso", pixelShaderAssetName);
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}
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std::unique_ptr<AssetCreator<AssetPixelShader>> CreatePixelShaderLoader(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 IW4
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15
src/ObjLoading/Game/IW4/Shader/LoaderPixelShaderIW4.h
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15
src/ObjLoading/Game/IW4/Shader/LoaderPixelShaderIW4.h
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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 IW4
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{
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[[nodiscard]] std::string GetPixelShaderFileName(const std::string& pixelShaderAssetName);
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std::unique_ptr<AssetCreator<AssetPixelShader>> CreatePixelShaderLoader(MemoryManager& memory, ISearchPath& searchPath);
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} // namespace IW4
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67
src/ObjLoading/Game/IW4/Shader/LoaderVertexShaderIW4.cpp
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67
src/ObjLoading/Game/IW4/Shader/LoaderVertexShaderIW4.cpp
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#include "LoaderVertexShaderIW4.h"
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#include "Game/IW4/IW4.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 = GetVertexShaderFileName(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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std::cerr << std::format("Invalid vertex shader \"{}\": Size must be dividable by {}\n", 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 IW4
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{
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std::string GetVertexShaderFileName(const std::string& vertexShaderAssetName)
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{
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return std::format("shader_bin/vs_{}.cso", vertexShaderAssetName);
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}
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std::unique_ptr<AssetCreator<AssetVertexShader>> CreateVertexShaderLoader(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 IW4
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15
src/ObjLoading/Game/IW4/Shader/LoaderVertexShaderIW4.h
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15
src/ObjLoading/Game/IW4/Shader/LoaderVertexShaderIW4.h
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@@ -0,0 +1,15 @@
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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 IW4
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{
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[[nodiscard]] std::string GetVertexShaderFileName(const std::string& vertexShaderAssetName);
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std::unique_ptr<AssetCreator<AssetVertexShader>> CreateVertexShaderLoader(MemoryManager& memory, ISearchPath& searchPath);
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} // namespace IW4
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