iw4x-client/src/Components/Modules/AssetInterfaces/IMaterialVertexDeclaration.cpp

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#include <STDInclude.hpp>
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#define IW4X_TECHSET_VERSION "0"
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namespace Assets
{
void IMaterialVertexDeclaration::load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder)
{
if (!header->data) this->loadNative(header, name, builder); // Check if there is a native one
if (!header->data) this->loadBinary(header, name, builder); // Check if we need to import a new one into the game
}
void IMaterialVertexDeclaration::loadNative(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* /*builder*/)
{
header->vertexDecl = Components::AssetHandler::FindOriginalAsset(this->getType(), name.data()).vertexDecl;
}
void IMaterialVertexDeclaration::loadBinary(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder)
{
Components::FileSystem::File declFile(Utils::String::VA("decl/%s.iw4xDECL", name.data()));
if (!declFile.exists()) return;
Utils::Stream::Reader reader(builder->getAllocator(), declFile.getBuffer());
char* magic = reader.readArray<char>(8);
if (std::memcmp(magic, "IW4xDECL", 8))
{
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Components::Logger::Error(Game::ERR_FATAL, "Reading vertex declaration '{}' failed, header is invalid!", name);
}
std::string version;
version.push_back(reader.read<char>());
if (version != IW4X_TECHSET_VERSION)
{
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Components::Logger::Error(Game::ERR_FATAL, "Reading vertex declaration '{}' failed, expected version is {}, but it was {}!",
name, IW4X_TECHSET_VERSION, version.data());
}
Game::MaterialVertexDeclaration* asset = reader.readObject<Game::MaterialVertexDeclaration>();
if (asset->name)
{
asset->name = reader.readCString();
}
header->vertexDecl = asset;
}
void IMaterialVertexDeclaration::save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
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{
AssertSize(Game::MaterialVertexDeclaration, 100);
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Utils::Stream* buffer = builder->getBuffer();
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Game::MaterialVertexDeclaration* asset = header.vertexDecl;
Game::MaterialVertexDeclaration* dest = buffer->dest<Game::MaterialVertexDeclaration>();
buffer->save(asset);
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buffer->pushBlock(Game::XFILE_BLOCK_VIRTUAL);
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if (asset->name)
{
buffer->saveString(builder->getAssetName(this->getType(), asset->name));
Utils::Stream::ClearPointer(&dest->name);
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}
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AssertSize(Game::MaterialVertexStreamRouting, 92);
buffer->popBlock();
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}
}