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feat: add t6 sub asset loaders for shaders
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55
src/ObjLoading/Game/T6/Techset/PixelShaderLoaderT6.cpp
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55
src/ObjLoading/Game/T6/Techset/PixelShaderLoaderT6.cpp
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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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