OpenAssetTools/src/ObjLoading/Game/IW4/AssetLoaders/AssetLoaderVertexShader.cpp

64 lines
2.1 KiB
C++

#include "AssetLoaderVertexShader.h"
#include "Game/IW4/IW4.h"
#include "ObjLoading.h"
#include "Pool/GlobalAssetPool.h"
#include <cstdint>
#include <cstring>
#include <iostream>
#include <sstream>
using namespace IW4;
void* AssetLoaderVertexShader::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
{
auto* vertexShader = memory->Create<MaterialVertexShader>();
memset(vertexShader, 0, sizeof(MaterialVertexShader));
vertexShader->name = memory->Dup(assetName.c_str());
return vertexShader;
}
bool AssetLoaderVertexShader::CanLoadFromRaw() const
{
return true;
}
std::string AssetLoaderVertexShader::GetFileNameForAsset(const std::string& assetName)
{
std::ostringstream ss;
ss << "shader_bin/vs_" << assetName << ".cso";
return ss.str();
}
bool AssetLoaderVertexShader::LoadFromRaw(
const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const
{
const auto fileName = GetFileNameForAsset(assetName);
const auto file = searchPath->Open(fileName);
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 = memory->Alloc<uint32_t>(vertexShader->prog.loadDef.programSize);
file.m_stream->read(reinterpret_cast<char*>(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 = fileBuffer;
manager->AddAsset<AssetVertexShader>(assetName, vertexShader);
return true;
}