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https://github.com/Laupetin/OpenAssetTools.git
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Load vertex shader and pixel shader from raw
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90eaf9c4a9
commit
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@ -1,6 +1,9 @@
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#include "AssetLoaderPixelShader.h"
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#include <cstdint>
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#include <cstring>
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#include <iostream>
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#include <sstream>
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#include "ObjLoading.h"
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#include "Game/IW4/IW4.h"
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@ -15,3 +18,40 @@ void* AssetLoaderPixelShader::CreateEmptyAsset(const std::string& assetName, Mem
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pixelShader->name = memory->Dup(assetName.c_str());
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return pixelShader;
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}
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bool AssetLoaderPixelShader::CanLoadFromRaw() const
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{
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return true;
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}
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bool AssetLoaderPixelShader::LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const
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{
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std::ostringstream ss;
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ss << "shader_bin/ps_" << assetName << ".cso";
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const auto file = searchPath->Open(assetName);
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if (!file.IsOpen())
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return false;
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if(file.m_length % sizeof(uint32_t) != 0)
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{
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std::cerr << "Invalid pixel shader \"" << assetName << "\": Size must be dividable by " << sizeof(uint32_t) << "\n";
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return false;
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}
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auto* pixelShader = memory->Create<MaterialPixelShader>();
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pixelShader->name = 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 = static_cast<char*>(memory->Alloc(pixelShader->prog.loadDef.programSize * sizeof(uint32_t)));
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file.m_stream->read(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 false;
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pixelShader->prog.loadDef.program = reinterpret_cast<uint32_t*>(fileBuffer);
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manager->AddAsset(ASSET_TYPE_PIXELSHADER, assetName, pixelShader);
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return true;
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}
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@ -10,5 +10,7 @@ namespace IW4
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{
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public:
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_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
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_NODISCARD bool CanLoadFromRaw() const override;
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bool LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const override;
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};
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}
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@ -1,6 +1,9 @@
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#include "AssetLoaderVertexShader.h"
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#include <cstdint>
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#include <cstring>
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#include <iostream>
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#include <sstream>
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#include "ObjLoading.h"
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#include "Game/IW4/IW4.h"
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@ -15,3 +18,40 @@ void* AssetLoaderVertexShader::CreateEmptyAsset(const std::string& assetName, Me
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vertexShader->name = memory->Dup(assetName.c_str());
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return vertexShader;
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}
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bool AssetLoaderVertexShader::CanLoadFromRaw() const
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{
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return true;
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}
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bool AssetLoaderVertexShader::LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const
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{
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std::ostringstream ss;
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ss << "shader_bin/vs_" << assetName << ".cso";
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const auto file = searchPath->Open(assetName);
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if (!file.IsOpen())
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return false;
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if (file.m_length % sizeof(uint32_t) != 0)
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{
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std::cerr << "Invalid vertex shader \"" << assetName << "\": Size must be dividable by " << sizeof(uint32_t) << "\n";
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return false;
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}
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auto* vertexShader = memory->Create<MaterialVertexShader>();
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vertexShader->name = 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 = static_cast<char*>(memory->Alloc(vertexShader->prog.loadDef.programSize * sizeof(uint32_t)));
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file.m_stream->read(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 false;
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vertexShader->prog.loadDef.program = reinterpret_cast<uint32_t*>(fileBuffer);
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manager->AddAsset(ASSET_TYPE_VERTEXSHADER, assetName, vertexShader);
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return true;
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}
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@ -10,5 +10,7 @@ namespace IW4
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{
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public:
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_NODISCARD void* CreateEmptyAsset(const std::string& assetName, MemoryManager* memory) override;
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_NODISCARD bool CanLoadFromRaw() const override;
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bool LoadFromRaw(const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const override;
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};
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}
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