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

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#include <STDInclude.hpp>
#include "IMaterialPixelShader.hpp"
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#define GFX_RENDERER_SHADER_SM3 0
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namespace Assets
{
void IMaterialPixelShader::load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder)
{
if (!header->data) this->loadBinary(header, name, builder); // Check if we need to import a new one into the game
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if (!header->data) this->loadNative(header, name, builder); // Check if there is a native one
}
void IMaterialPixelShader::loadNative(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* /*builder*/)
{
header->pixelShader = Components::AssetHandler::FindOriginalAsset(this->getType(), name.data()).pixelShader;
}
void IMaterialPixelShader::loadBinary(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder)
{
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Components::FileSystem::File psFile(std::format("ps/{}.cso", name));
if (!psFile.exists()) return;
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auto buff = psFile.getBuffer();
auto programSize = buff.size() / 4;
Game::MaterialPixelShader* asset = builder->getAllocator()->allocate<Game::MaterialPixelShader>();
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asset->name = builder->getAllocator()->duplicateString(name);
asset->prog.loadDef.loadForRenderer = GFX_RENDERER_SHADER_SM3;
asset->prog.loadDef.programSize = static_cast<unsigned short>(programSize);
asset->prog.loadDef.program = builder->getAllocator()->allocateArray<unsigned int>(programSize);
memcpy_s(asset->prog.loadDef.program, buff.size(), buff.data(), buff.size());
header->pixelShader = asset;
}
void IMaterialPixelShader::save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
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{
AssertSize(Game::MaterialPixelShader, 16);
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Utils::Stream* buffer = builder->getBuffer();
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Game::MaterialPixelShader* asset = header.pixelShader;
Game::MaterialPixelShader* dest = buffer->dest<Game::MaterialPixelShader>();
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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if (asset->prog.loadDef.program)
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{
buffer->align(Utils::Stream::ALIGN_4);
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buffer->saveArray(asset->prog.loadDef.program, asset->prog.loadDef.programSize);
Utils::Stream::ClearPointer(&dest->prog.loadDef.program);
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}
buffer->popBlock();
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}
}