32 lines
871 B
C++
32 lines
871 B
C++
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#include <STDInclude.hpp>
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namespace Assets
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{
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void IMaterialPixelShader::Save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
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{
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Assert_AssetStruct(Game::MaterialPixelShader, 16);
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Utils::Stream* buffer = builder->GetBuffer();
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Game::MaterialPixelShader* asset = header.pixelShader;
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Game::MaterialPixelShader* dest = (Game::MaterialPixelShader*)buffer->At();
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buffer->Save(asset, sizeof(Game::MaterialPixelShader));
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buffer->PushBlock(Game::XFILE_BLOCK_VIRTUAL);
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if (asset->name)
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{
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buffer->SaveString(builder->GetAssetName(this->GetType(), asset->name));
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dest->name = (char *)-1;
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}
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if (asset->loadDef.physicalPart)
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{
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buffer->Align(Utils::Stream::ALIGN_4);
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buffer->Save(asset->loadDef.physicalPart, 4, asset->loadDef.cachedPartSize & 0xFFFF);
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dest->loadDef.physicalPart = (char*)-1;
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}
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buffer->PopBlock();
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}
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}
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