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