Files
OpenAssetTools/src/ObjWriting/Game/T6/AssetDumpers/AssetDumperTechniqueSet.cpp
2024-02-18 13:48:04 +01:00

107 lines
3.3 KiB
C++

#include "AssetDumperTechniqueSet.h"
#include <sstream>
#include <unordered_set>
using namespace T6;
class ShaderZoneState final : public IZoneAssetDumperState
{
public:
bool ShouldDumpTechnique(const MaterialTechnique* technique)
{
const auto existingTechnique = m_dumped_techniques.find(technique);
if (existingTechnique == m_dumped_techniques.end())
{
m_dumped_techniques.emplace(technique);
return true;
}
return false;
}
bool ShouldDumpPixelShader(const MaterialPixelShader* pixelShader)
{
const auto existingPixelShader = m_dumped_pixel_shaders.find(pixelShader);
if (existingPixelShader == m_dumped_pixel_shaders.end())
{
m_dumped_pixel_shaders.emplace(pixelShader);
return true;
}
return false;
}
bool ShouldDumpVertexShader(const MaterialVertexShader* vertexShader)
{
const auto existingVertexShader = m_dumped_vertex_shaders.find(vertexShader);
if (existingVertexShader == m_dumped_vertex_shaders.end())
{
m_dumped_vertex_shaders.emplace(vertexShader);
return true;
}
return false;
}
private:
std::unordered_set<const MaterialTechnique*> m_dumped_techniques;
std::unordered_set<const MaterialPixelShader*> m_dumped_pixel_shaders;
std::unordered_set<const MaterialVertexShader*> m_dumped_vertex_shaders;
};
bool AssetDumperTechniqueSet::ShouldDump(XAssetInfo<MaterialTechniqueSet>* asset)
{
return true;
}
void AssetDumperTechniqueSet::DumpPixelShader(const AssetDumpingContext& context, const MaterialPixelShader* pixelShader)
{
std::ostringstream ss;
ss << "shader_bin/ps_" << pixelShader->name << ".cso";
const auto shaderFile = context.OpenAssetFile(ss.str());
if (!shaderFile)
return;
shaderFile->write(pixelShader->prog.loadDef.program, pixelShader->prog.loadDef.programSize);
}
void AssetDumperTechniqueSet::DumpVertexShader(const AssetDumpingContext& context, const MaterialVertexShader* vertexShader)
{
std::ostringstream ss;
ss << "shader_bin/vs_" << vertexShader->name << ".cso";
const auto shaderFile = context.OpenAssetFile(ss.str());
if (!shaderFile)
return;
shaderFile->write(vertexShader->prog.loadDef.program, vertexShader->prog.loadDef.programSize);
}
void AssetDumperTechniqueSet::DumpAsset(AssetDumpingContext& context, XAssetInfo<MaterialTechniqueSet>* asset)
{
const auto* techniqueSet = asset->Asset();
auto* shaderState = context.GetZoneAssetDumperState<ShaderZoneState>();
for (const auto* technique : techniqueSet->techniques)
{
if (!technique || !shaderState->ShouldDumpTechnique(technique))
continue;
for (auto passIndex = 0u; passIndex < technique->passCount; passIndex++)
{
const auto* pixelShader = technique->passArray[passIndex].pixelShader;
if (pixelShader && shaderState->ShouldDumpPixelShader(pixelShader))
DumpPixelShader(context, pixelShader);
const auto* vertexShader = technique->passArray[passIndex].vertexShader;
if (vertexShader && shaderState->ShouldDumpVertexShader(vertexShader))
DumpVertexShader(context, vertexShader);
}
}
}