Load vertex shader and pixel shader from raw

This commit is contained in:
Jan 2022-03-25 18:35:22 +01:00
parent 90eaf9c4a9
commit d0e8e94561
4 changed files with 84 additions and 0 deletions

View File

@ -1,6 +1,9 @@
#include "AssetLoaderPixelShader.h"
#include <cstdint>
#include <cstring>
#include <iostream>
#include <sstream>
#include "ObjLoading.h"
#include "Game/IW4/IW4.h"
@ -15,3 +18,40 @@ void* AssetLoaderPixelShader::CreateEmptyAsset(const std::string& assetName, Mem
pixelShader->name = memory->Dup(assetName.c_str());
return pixelShader;
}
bool AssetLoaderPixelShader::CanLoadFromRaw() const
{
return true;
}
bool AssetLoaderPixelShader::LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const
{
std::ostringstream ss;
ss << "shader_bin/ps_" << assetName << ".cso";
const auto file = searchPath->Open(assetName);
if (!file.IsOpen())
return false;
if(file.m_length % sizeof(uint32_t) != 0)
{
std::cerr << "Invalid pixel shader \"" << assetName << "\": Size must be dividable by " << sizeof(uint32_t) << "\n";
return false;
}
auto* pixelShader = memory->Create<MaterialPixelShader>();
pixelShader->name = memory->Dup(assetName.c_str());
pixelShader->prog.loadDef.programSize = static_cast<uint16_t>(static_cast<size_t>(file.m_length) / sizeof(uint32_t));
pixelShader->prog.loadDef.loadForRenderer = 0;
pixelShader->prog.ps = nullptr;
auto* fileBuffer = static_cast<char*>(memory->Alloc(pixelShader->prog.loadDef.programSize * sizeof(uint32_t)));
file.m_stream->read(fileBuffer, static_cast<std::streamsize>(pixelShader->prog.loadDef.programSize) * sizeof(uint32_t));
if (file.m_stream->gcount() != file.m_length)
return false;
pixelShader->prog.loadDef.program = reinterpret_cast<uint32_t*>(fileBuffer);
manager->AddAsset(ASSET_TYPE_PIXELSHADER, assetName, pixelShader);
return true;
}

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@ -10,5 +10,7 @@ namespace IW4
{
public:
_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
_NODISCARD bool CanLoadFromRaw() const override;
bool LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const override;
};
}

View File

@ -1,6 +1,9 @@
#include "AssetLoaderVertexShader.h"
#include <cstdint>
#include <cstring>
#include <iostream>
#include <sstream>
#include "ObjLoading.h"
#include "Game/IW4/IW4.h"
@ -15,3 +18,40 @@ void* AssetLoaderVertexShader::CreateEmptyAsset(const std::string& assetName, Me
vertexShader->name = memory->Dup(assetName.c_str());
return vertexShader;
}
bool AssetLoaderVertexShader::CanLoadFromRaw() const
{
return true;
}
bool AssetLoaderVertexShader::LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const
{
std::ostringstream ss;
ss << "shader_bin/vs_" << assetName << ".cso";
const auto file = searchPath->Open(assetName);
if (!file.IsOpen())
return false;
if (file.m_length % sizeof(uint32_t) != 0)
{
std::cerr << "Invalid vertex shader \"" << assetName << "\": Size must be dividable by " << sizeof(uint32_t) << "\n";
return false;
}
auto* vertexShader = memory->Create<MaterialVertexShader>();
vertexShader->name = memory->Dup(assetName.c_str());
vertexShader->prog.loadDef.programSize = static_cast<uint16_t>(static_cast<size_t>(file.m_length) / sizeof(uint32_t));
vertexShader->prog.loadDef.loadForRenderer = 0;
vertexShader->prog.vs = nullptr;
auto* fileBuffer = static_cast<char*>(memory->Alloc(vertexShader->prog.loadDef.programSize * sizeof(uint32_t)));
file.m_stream->read(fileBuffer, static_cast<std::streamsize>(vertexShader->prog.loadDef.programSize) * sizeof(uint32_t));
if (file.m_stream->gcount() != file.m_length)
return false;
vertexShader->prog.loadDef.program = reinterpret_cast<uint32_t*>(fileBuffer);
manager->AddAsset(ASSET_TYPE_VERTEXSHADER, assetName, vertexShader);
return true;
}

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@ -10,5 +10,7 @@ namespace IW4
{
public:
_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
_NODISCARD bool CanLoadFromRaw() const override;
bool LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const override;
};
}