mirror of
https://github.com/Laupetin/OpenAssetTools.git
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64 lines
2.1 KiB
C++
64 lines
2.1 KiB
C++
#include "AssetLoaderVertexShader.h"
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#include "Game/IW4/IW4.h"
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#include "ObjLoading.h"
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#include "Pool/GlobalAssetPool.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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using namespace IW4;
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void* AssetLoaderVertexShader::CreateEmptyAsset(const std::string& assetName, MemoryManager* memory)
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{
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auto* vertexShader = memory->Create<MaterialVertexShader>();
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memset(vertexShader, 0, sizeof(MaterialVertexShader));
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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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std::string AssetLoaderVertexShader::GetFileNameForAsset(const std::string& assetName)
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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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return ss.str();
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}
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bool AssetLoaderVertexShader::LoadFromRaw(
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const std::string& assetName, ISearchPath* searchPath, MemoryManager* memory, IAssetLoadingManager* manager, Zone* zone) const
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{
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const auto fileName = GetFileNameForAsset(assetName);
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const auto file = searchPath->Open(fileName);
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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 = 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 false;
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vertexShader->prog.loadDef.program = fileBuffer;
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manager->AddAsset<AssetVertexShader>(assetName, vertexShader);
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return true;
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}
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