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

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#include <STDInclude.hpp>
namespace Assets
{
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void IGfxWorld::load(Game::XAssetHeader* /*header*/, std::string name, Components::ZoneBuilder::Zone* /*builder*/)
{
Game::GfxWorld* map = Game::DB_FindXAssetHeader(Game::XAssetType::ASSET_TYPE_GFX_MAP, name.data()).gfxWorld;
if (map) return;
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Components::Logger::Error("Missing GfxMap %s... you can't make them yet you idiot.", name.data());
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}
void IGfxWorld::mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
{
Game::GfxWorld* asset = header.gfxWorld;
if (asset->worldDraw.reflectionImages)
{
for (unsigned int i = 0; i < asset->worldDraw.reflectionProbeCount; ++i)
{
builder->loadAsset(Game::XAssetType::ASSET_TYPE_IMAGE, asset->worldDraw.reflectionImages[i]->name);
}
}
if (asset->worldDraw.lightmaps)
{
for (int i = 0; i < asset->worldDraw.lightmapCount; ++i)
{
if (asset->worldDraw.lightmaps[i].primary)
{
builder->loadAsset(Game::XAssetType::ASSET_TYPE_IMAGE, asset->worldDraw.lightmaps[i].primary->name);
}
if (asset->worldDraw.lightmaps[i].secondary)
{
builder->loadAsset(Game::XAssetType::ASSET_TYPE_IMAGE, asset->worldDraw.lightmaps[i].secondary->name);
}
}
}
if (asset->worldDraw.skyImage)
{
builder->loadAsset(Game::XAssetType::ASSET_TYPE_IMAGE, asset->worldDraw.skyImage->name);
}
if (asset->worldDraw.outdoorImage)
{
builder->loadAsset(Game::XAssetType::ASSET_TYPE_IMAGE, asset->worldDraw.outdoorImage->name);
}
if (asset->sun.spriteMaterial)
{
builder->loadAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->sun.spriteMaterial->name);
}
if (asset->sun.flareMaterial)
{
builder->loadAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->sun.flareMaterial->name);
}
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if (asset->skies)
{
for (unsigned int i = 0; i < asset->skyCount; ++i)
{
if (asset->skies[i].skyImage)
{
builder->loadAsset(Game::XAssetType::ASSET_TYPE_IMAGE, asset->skies[i].skyImage->name);
}
}
}
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if (asset->materialMemory)
{
for (int i = 0; i < asset->materialMemoryCount; ++i)
{
if (asset->materialMemory[i].material)
{
builder->loadAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->materialMemory[i].material->name);
}
}
}
if (asset->unknownImage)
{
builder->loadAsset(Game::XAssetType::ASSET_TYPE_IMAGE, asset->unknownImage->name);
}
if (asset->dpvs.surfaces)
{
for (int i = 0; i < asset->dpvsSurfaceCount; ++i)
{
if (asset->dpvs.surfaces[i].material)
{
builder->loadAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->dpvs.surfaces[i].material->name);
}
}
}
if (asset->dpvs.smodelDrawInsts)
{
for (unsigned int i = 0; i < asset->dpvs.smodelCount; ++i)
{
if (asset->dpvs.smodelDrawInsts[i].model)
{
builder->loadAsset(Game::XAssetType::ASSET_TYPE_XMODEL, asset->dpvs.smodelDrawInsts[i].model->name);
}
}
}
}
void IGfxWorld::saveGfxWorldDpvsPlanes(Game::GfxWorld* world, Game::GfxWorldDpvsPlanes* asset, Game::GfxWorldDpvsPlanes* dest, Components::ZoneBuilder::Zone* builder)
{
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AssertSize(Game::GfxWorldDpvsPlanes, 16);
Utils::Stream* buffer = builder->getBuffer();
if (asset->planes)
{
if (builder->hasPointer(asset->planes))
{
dest->planes = builder->getPointer(asset->planes);
}
else
{
AssertSize(Game::cplane_t, 20);
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buffer->align(Utils::Stream::ALIGN_4);
builder->storePointer(asset->planes);
buffer->saveArray(asset->planes, world->planeCount);
Utils::Stream::ClearPointer(&dest->planes);
}
}
if (asset->nodes)
{
buffer->align(Utils::Stream::ALIGN_2);
buffer->saveArray(asset->nodes, world->nodeCount);
Utils::Stream::ClearPointer(&dest->nodes);
}
buffer->pushBlock(Game::XFILE_BLOCK_RUNTIME);
if (asset->sceneEntCellBits)
{
buffer->align(Utils::Stream::ALIGN_4);
buffer->save(asset->sceneEntCellBits, 2048, asset->cellCount);
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Utils::Stream::ClearPointer(&dest->sceneEntCellBits);
}
buffer->popBlock();
}
void IGfxWorld::saveGfxWorldDraw(Game::GfxWorldDraw* asset, Game::GfxWorldDraw* dest, Components::ZoneBuilder::Zone* builder)
{
AssertSize(Game::GfxWorldDraw, 72);
Utils::Stream* buffer = builder->getBuffer();
if (asset->reflectionImages)
{
buffer->align(Utils::Stream::ALIGN_4);
Game::GfxImage** imageDest = buffer->dest<Game::GfxImage*>();
buffer->saveArray(asset->reflectionImages, asset->reflectionProbeCount);
for (unsigned int i = 0; i < asset->reflectionProbeCount; i++)
{
imageDest[i] = builder->requireAsset(Game::XAssetType::ASSET_TYPE_IMAGE, asset->reflectionImages[i]->name).image;
}
Utils::Stream::ClearPointer(asset->reflectionImages);
}
if (asset->reflectionProbes)
{
AssertSize(Game::GfxReflectionProbe, 12);
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buffer->align(Utils::Stream::ALIGN_4);
buffer->saveArray(asset->reflectionProbes, asset->reflectionProbeCount);
Utils::Stream::ClearPointer(&dest->reflectionProbes);
}
buffer->pushBlock(Game::XFILE_BLOCK_RUNTIME);
if (asset->reflectionProbeTextures)
{
AssertSize(Game::GfxRawTexture, 4);
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buffer->align(Utils::Stream::ALIGN_4);
buffer->saveArray(asset->reflectionProbeTextures, asset->reflectionProbeCount);
Utils::Stream::ClearPointer(&dest->reflectionProbeTextures);
}
buffer->popBlock();
if (asset->lightmaps)
{
AssertSize(Game::GfxLightmapArray, 8);
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buffer->align(Utils::Stream::ALIGN_4);
Game::GfxLightmapArray* lightmapArrayDestTable = buffer->dest<Game::GfxLightmapArray>();
buffer->saveArray(asset->lightmaps, asset->lightmapCount);
for (int i = 0; i < asset->lightmapCount; i++)
{
Game::GfxLightmapArray* lightmapArrayDest = &lightmapArrayDestTable[i];
Game::GfxLightmapArray* lightmapArray = &asset->lightmaps[i];
if (lightmapArray->primary)
{
lightmapArrayDest->primary = builder->requireAsset(Game::XAssetType::ASSET_TYPE_IMAGE, lightmapArray->primary->name).image;
}
if (lightmapArray->secondary)
{
lightmapArrayDest->secondary = builder->requireAsset(Game::XAssetType::ASSET_TYPE_IMAGE, lightmapArray->secondary->name).image;
}
}
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Utils::Stream::ClearPointer(asset->reflectionImages);
}
buffer->pushBlock(Game::XFILE_BLOCK_RUNTIME);
if (asset->lightmapPrimaryTextures)
{
buffer->align(Utils::Stream::ALIGN_4);
buffer->saveArray(asset->lightmapPrimaryTextures, asset->lightmapCount);
Utils::Stream::ClearPointer(&dest->lightmapPrimaryTextures);
}
if (asset->lightmapSecondaryTextures)
{
buffer->align(Utils::Stream::ALIGN_4);
buffer->saveArray(asset->lightmapSecondaryTextures, asset->lightmapCount);
Utils::Stream::ClearPointer(&dest->lightmapSecondaryTextures);
}
buffer->popBlock();
if (asset->skyImage)
{
dest->skyImage = builder->requireAsset(Game::XAssetType::ASSET_TYPE_IMAGE, asset->skyImage->name).image;
}
if (asset->outdoorImage)
{
dest->outdoorImage = builder->requireAsset(Game::XAssetType::ASSET_TYPE_IMAGE, asset->outdoorImage->name).image;
}
// saveGfxWorldVertexData
{
if (asset->vd.vertices)
{
buffer->align(Utils::Stream::ALIGN_4);
buffer->saveArray(asset->vd.vertices, asset->vertexCount);
Utils::Stream::ClearPointer(&dest->vd.vertices);
}
// this one has no if statement on purpouse
buffer->save(&asset->vd.worldVb, 1, 4);
}
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// saveGfxWorldVertexLayerData
{
if (asset->vld.data)
{
// no align for char
buffer->saveArray(asset->vld.data, asset->vertexLayerDataSize);
Utils::Stream::ClearPointer(&dest->vld.data);
}
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buffer->save(&asset->vld.layerVb, 1, 4);
}
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if (asset->indices)
{
buffer->align(Utils::Stream::ALIGN_2);
buffer->saveArray(asset->indices, asset->indexCount);
Utils::Stream::ClearPointer(&dest->indices);
}
}
void IGfxWorld::saveGfxLightGrid(Game::GfxLightGrid* asset, Game::GfxLightGrid* dest, Components::ZoneBuilder::Zone* builder)
{
AssertSize(Game::GfxLightGrid, 56);
Utils::Stream* buffer = builder->getBuffer();
if (asset->rowDataStart)
{
buffer->align(Utils::Stream::ALIGN_2);
buffer->saveArray(asset->rowDataStart, (asset->maxs[asset->rowAxis] - asset->mins[asset->rowAxis]) + 2);
Utils::Stream::ClearPointer(&dest->rowDataStart);
}
if (asset->rawRowData)
{
// no align for char
buffer->saveArray(asset->rawRowData, asset->rawRowDataSize);
Utils::Stream::ClearPointer(&dest->rawRowData);
}
if (asset->entries)
{
AssertSize(Game::GfxLightGridEntry, 4);
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buffer->align(Utils::Stream::ALIGN_4);
buffer->saveArray(asset->entries, asset->entryCount);
Utils::Stream::ClearPointer(&dest->entries);
}
if (asset->colors)
{
AssertSize(Game::GfxLightGridColors, 168);
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buffer->align(Utils::Stream::ALIGN_4);
buffer->saveArray(asset->colors, asset->colorCount);
Utils::Stream::ClearPointer(&dest->colors);
}
}
void IGfxWorld::savesunflare_t(Game::sunflare_t* asset, Game::sunflare_t* dest, Components::ZoneBuilder::Zone* builder)
{
AssertSize(Game::sunflare_t, 96);
if (asset->spriteMaterial)
{
dest->spriteMaterial = builder->requireAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->spriteMaterial->name).material;
}
if (asset->flareMaterial)
{
dest->flareMaterial = builder->requireAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->flareMaterial->name).material;
}
}
void IGfxWorld::saveGfxWorldDpvsStatic(Game::GfxWorld* world, Game::GfxWorldDpvsStatic* asset, Game::GfxWorldDpvsStatic* dest, int /*planeCount*/, Components::ZoneBuilder::Zone* builder)
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{
AssertSize(Game::GfxWorldDpvsStatic, 108);
Utils::Stream* buffer = builder->getBuffer();
buffer->pushBlock(Game::XFILE_BLOCK_RUNTIME);
for (int i = 0; i < 3; ++i)
{
if (asset->smodelVisData[i])
{
buffer->saveArray(asset->smodelVisData[i], asset->smodelCount);
Utils::Stream::ClearPointer(&dest->smodelVisData[i]);
}
}
for (int i = 0; i < 3; ++i)
{
if (asset->surfaceVisData[i])
{
buffer->saveArray(asset->surfaceVisData[i], asset->staticSurfaceCount);
Utils::Stream::ClearPointer(&dest->surfaceVisData[i]);
}
}
buffer->popBlock();
if (asset->sortedSurfIndex)
{
buffer->align(Utils::Stream::ALIGN_2);
buffer->saveArray(asset->sortedSurfIndex, asset->staticSurfaceCount + asset->litSurfsBegin);
Utils::Stream::ClearPointer(&dest->sortedSurfIndex);
}
if (asset->smodelInsts)
{
AssertSize(Game::GfxStaticModelInst, 36);
buffer->align(Utils::Stream::ALIGN_4);
buffer->saveArray(asset->smodelInsts, asset->smodelCount);
Utils::Stream::ClearPointer(&dest->smodelInsts);
}
if (asset->surfaces)
{
AssertSize(Game::GfxSurface, 24);
buffer->align(Utils::Stream::ALIGN_4);
Game::GfxSurface* destSurfaceTable = buffer->dest<Game::GfxSurface>();
buffer->saveArray(asset->surfaces, world->dpvsSurfaceCount);
for (int i = 0; i < world->dpvsSurfaceCount; i++)
{
Game::GfxSurface* surface = &asset->surfaces[i];
Game::GfxSurface* destSurface = &destSurfaceTable[i];
if (surface->material)
{
destSurface->material = builder->requireAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, surface->material->name).material;
}
}
Utils::Stream::ClearPointer(&dest->surfaces);
}
if (asset->surfacesBounds)
{
AssertSize(Game::GfxSurfaceBounds, 24);
buffer->align(Utils::Stream::ALIGN_4);
buffer->saveArray(asset->surfacesBounds, world->dpvsSurfaceCount);
Utils::Stream::ClearPointer(&dest->surfacesBounds);
}
if (asset->smodelDrawInsts)
{
AssertSize(Game::GfxStaticModelDrawInst, 76);
buffer->align(Utils::Stream::ALIGN_4);
Game::GfxStaticModelDrawInst* destModelTable = buffer->dest<Game::GfxStaticModelDrawInst>();
buffer->saveArray(asset->smodelDrawInsts, asset->smodelCount);
for (unsigned int i = 0; i < asset->smodelCount; i++)
{
Game::GfxStaticModelDrawInst* model = &asset->smodelDrawInsts[i];
Game::GfxStaticModelDrawInst* destModel = &destModelTable[i];
if (model->model)
{
destModel->model = builder->requireAsset(Game::XAssetType::ASSET_TYPE_XMODEL, model->model->name).model;
}
}
Utils::Stream::ClearPointer(&dest->smodelDrawInsts);
}
buffer->pushBlock(Game::XFILE_BLOCK_RUNTIME);
if (asset->surfaceMaterials)
{
AssertSize(Game::GfxDrawSurf, 8);
buffer->align(Utils::Stream::ALIGN_4);
buffer->saveArray(asset->surfaceMaterials, world->dpvsSurfaceCount);
Utils::Stream::ClearPointer(&dest->surfaceMaterials);
}
if (asset->surfaceCastsSunShadow)
{
AssertSize(Game::GfxDrawSurf, 8);
buffer->align(Utils::Stream::ALIGN_128);
buffer->save(asset->surfaceCastsSunShadow, 4, asset->sunShadowCount);
Utils::Stream::ClearPointer(&dest->surfaceCastsSunShadow);
}
buffer->popBlock();
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}
void IGfxWorld::saveGfxWorldDpvsDynamic(Game::GfxWorldDpvsDynamic* asset, Game::GfxWorldDpvsDynamic* dest, Components::ZoneBuilder::Zone* builder)
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{
AssertSize(Game::GfxWorldDpvsDynamic, 48);
Utils::Stream* buffer = builder->getBuffer();
buffer->pushBlock(Game::XFILE_BLOCK_RUNTIME);
if (asset->dynEntCellBits[0])
{
buffer->align(Utils::Stream::ALIGN_4);
buffer->saveArray(asset->dynEntCellBits[0], asset->dynEntClientWordCount[0]);
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Utils::Stream::ClearPointer(&dest->dynEntCellBits[0]);
}
if (asset->dynEntCellBits[1])
{
buffer->align(Utils::Stream::ALIGN_4);
buffer->saveArray(asset->dynEntCellBits[1], asset->dynEntClientWordCount[1]);
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Utils::Stream::ClearPointer(&dest->dynEntCellBits[1]);
}
// this covers [0][0], [1][0], [0][1], [1][1], [0][2], [1][2]
for (char i = 0; i < 3; i++)
{
for (char j = 0; j < 2; j++)
{
if (asset->dynEntVisData[j][i])
{
buffer->align(Utils::Stream::ALIGN_16);
buffer->save(asset->dynEntVisData[j][i], 32, asset->dynEntClientWordCount[j]);
Utils::Stream::ClearPointer(&dest->dynEntVisData[j][i]);
}
}
}
buffer->popBlock();
}
void IGfxWorld::save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
{
AssertSize(Game::GfxWorld, 0x274);
Utils::Stream* buffer = builder->getBuffer();
Game::GfxWorld* asset = header.gfxWorld;
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Game::GfxWorld* dest = buffer->dest<Game::GfxWorld>();
buffer->save(asset);
buffer->pushBlock(Game::XFILE_BLOCK_VIRTUAL);
if (asset->name)
{
buffer->saveString(builder->getAssetName(this->getType(), asset->name));
Utils::Stream::ClearPointer(&dest->name);
}
if (asset->baseName)
{
buffer->saveString(asset->baseName);
Utils::Stream::ClearPointer(&dest->baseName);
}
if (asset->skies)
{
AssertSize(Game::GfxSky, 16);
buffer->align(Utils::Stream::ALIGN_4);
Game::GfxSky* destSkyTable = buffer->dest<Game::GfxSky>();
buffer->saveArray(asset->skies, asset->skyCount);
for (unsigned int i = 0; i < asset->skyCount; ++i)
{
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Game::GfxSky* destSky = &destSkyTable[i];
Game::GfxSky* sky = &asset->skies[i];
if (sky->skyStartSurfs)
{
buffer->align(Utils::Stream::ALIGN_4);
buffer->saveArray(sky->skyStartSurfs, sky->skySurfCount);
Utils::Stream::ClearPointer(&destSky->skyStartSurfs);
}
if (sky->skyImage)
{
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destSky->skyImage = builder->requireAsset(Game::XAssetType::ASSET_TYPE_IMAGE, sky->skyImage->name).image;
}
}
Utils::Stream::ClearPointer(&dest->skies);
}
this->saveGfxWorldDpvsPlanes(asset, &asset->dpvsPlanes, &dest->dpvsPlanes, builder);
uint32_t cellCount = asset->dpvsPlanes.cellCount;
if (asset->aabbTreeCounts)
{
AssertSize(Game::GfxCellTreeCount, 4);
buffer->align(Utils::Stream::ALIGN_4);
buffer->saveArray(asset->aabbTreeCounts, cellCount);
Utils::Stream::ClearPointer(&dest->aabbTreeCounts);
}
if (asset->aabbTrees)
{
AssertSize(Game::GfxCellTree, 4);
buffer->align(Utils::Stream::ALIGN_128);
Game::GfxCellTree* destCellTreeTable = buffer->dest<Game::GfxCellTree>();
buffer->saveArray(asset->aabbTrees, cellCount);
for (unsigned int i = 0; i < cellCount; ++i)
{
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Game::GfxCellTree* destCellTree = &destCellTreeTable[i];
Game::GfxCellTree* cellTree = &asset->aabbTrees[i];
if (cellTree->aabbTree)
{
AssertSize(Game::GfxAabbTree, 44);
buffer->align(Utils::Stream::ALIGN_4);
Game::GfxAabbTree* destAabbTreeTable = buffer->dest<Game::GfxAabbTree>();
buffer->saveArray(cellTree->aabbTree, asset->aabbTreeCounts[i].aabbTreeCount);
// ok this one is based on some assumptions because the actual count is this
// *(int *)((char *)&varGfxWorld->aabbTreeCounts->aabbTreeCount + (((char *)varGfxCellTree - (char *)varGfxWorld->aabbTrees) & 0xFFFFFFFC))
// which makes no sense
// what DOES make sense is using the count from the structure
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for (int j = 0; j < asset->aabbTreeCounts[i].aabbTreeCount; ++j)
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{
Game::GfxAabbTree* destAabbTree = &destAabbTreeTable[j];
Game::GfxAabbTree* aabbTree = &cellTree->aabbTree[j];
if (aabbTree->smodelIndexes)
{
if (builder->hasPointer(aabbTree->smodelIndexes))
{
destAabbTree->smodelIndexes = builder->getPointer(aabbTree->smodelIndexes);
}
else
{
buffer->align(Utils::Stream::ALIGN_2);
builder->storePointer(aabbTree->smodelIndexes);
buffer->saveArray(aabbTree->smodelIndexes, aabbTree->smodelIndexCount);
Utils::Stream::ClearPointer(&destAabbTree->smodelIndexes);
}
}
}
Utils::Stream::ClearPointer(&destCellTree->aabbTree);
}
}
Utils::Stream::ClearPointer(&dest->aabbTrees);
}
if (asset->cells)
{
AssertSize(Game::GfxCell, 40);
buffer->align(Utils::Stream::ALIGN_4);
Game::GfxCell* destCellTable = buffer->dest<Game::GfxCell>();
buffer->saveArray(asset->cells, cellCount);
for (unsigned int i = 0; i < cellCount; ++i)
{
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Game::GfxCell* destCell = &destCellTable[i];
Game::GfxCell* cell = &asset->cells[i];
if (cell->portals)
{
AssertSize(Game::GfxPortal, 60);
buffer->align(Utils::Stream::ALIGN_4);
Game::GfxPortal* destPortalTable = buffer->dest<Game::GfxPortal>();
buffer->saveArray(cell->portals, cell->portalCount);
for (int j = 0; j < cell->portalCount; ++j)
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{
Game::GfxPortal* destPortal = &destPortalTable[j];
Game::GfxPortal* portal = &cell->portals[j];
if (portal->vertices)
{
buffer->align(Utils::Stream::ALIGN_4);
buffer->saveArray(portal->vertices, portal->vertexCount);
Utils::Stream::ClearPointer(&destPortal->vertices);
}
}
Utils::Stream::ClearPointer(&destCell->portals);
}
if (cell->reflectionProbes)
{
// no align for char
buffer->saveArray(cell->reflectionProbes, cell->reflectionProbeCount);
Utils::Stream::ClearPointer(&destCell->reflectionProbes);
}
}
Utils::Stream::ClearPointer(&dest->cells);
}
this->saveGfxWorldDraw(&asset->worldDraw, &dest->worldDraw, builder);
this->saveGfxLightGrid(&asset->lightGrid, &dest->lightGrid, builder);
if (asset->models)
{
AssertSize(Game::GfxBrushModel, 60);
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buffer->align(Utils::Stream::ALIGN_4);
buffer->saveArray(asset->models, asset->modelCount);
Utils::Stream::ClearPointer(&dest->models);
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}
if (asset->materialMemory)
{
AssertSize(Game::MaterialMemory, 8);
buffer->align(Utils::Stream::ALIGN_4);
Game::MaterialMemory* destMaterialMemoryTable = buffer->dest<Game::MaterialMemory>();
buffer->saveArray(asset->materialMemory, asset->materialMemoryCount);
for (int i = 0; i < asset->materialMemoryCount; ++i)
{
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Game::MaterialMemory* destMaterialMemory = &destMaterialMemoryTable[i];
Game::MaterialMemory* materialMemory = &asset->materialMemory[i];
if (materialMemory->material)
{
destMaterialMemory->material = builder->requireAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, materialMemory->material->name).material;
}
}
Utils::Stream::ClearPointer(&dest->materialMemory);
}
this->savesunflare_t(&asset->sun, &dest->sun, builder);
if (asset->unknownImage)
{
dest->unknownImage = builder->requireAsset(Game::XAssetType::ASSET_TYPE_IMAGE, asset->unknownImage->name).image;
}
buffer->pushBlock(Game::XFILE_BLOCK_RUNTIME);
if (asset->cellCasterBits[0])
{
buffer->align(Utils::Stream::ALIGN_4);
buffer->saveArray(asset->cellCasterBits[0], cellCount * ((cellCount + 31) >> 5));
Utils::Stream::ClearPointer(&dest->cellCasterBits[0]);
}
if (asset->cellCasterBits[1])
{
buffer->align(Utils::Stream::ALIGN_4);
buffer->saveArray(asset->cellCasterBits[1], ((cellCount + 31) >> 5));
Utils::Stream::ClearPointer(&dest->cellCasterBits[1]);
}
if (asset->sceneDynModel)
{
AssertSize(Game::GfxSceneDynModel, 6);
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buffer->align(Utils::Stream::ALIGN_4);
buffer->saveArray(asset->sceneDynModel, asset->dpvsDyn.dynEntClientCount[0]);
Utils::Stream::ClearPointer(&dest->sceneDynModel);
}
if (asset->sceneDynBrush)
{
AssertSize(Game::GfxSceneDynBrush, 4);
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buffer->align(Utils::Stream::ALIGN_4);
buffer->saveArray(asset->sceneDynBrush, asset->dpvsDyn.dynEntClientCount[1]);
Utils::Stream::ClearPointer(&dest->sceneDynBrush);
}
if (asset->primaryLightEntityShadowVis)
{
buffer->align(Utils::Stream::ALIGN_4);
buffer->save(asset->primaryLightEntityShadowVis, 1, (asset->unkCount2 + 0x1FFFF - asset->unkCount1) << 15);
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Utils::Stream::ClearPointer(&dest->primaryLightEntityShadowVis);
}
if (asset->primaryLightDynEntShadowVis[0])
{
buffer->align(Utils::Stream::ALIGN_4);
buffer->saveArray(asset->primaryLightDynEntShadowVis[0], asset->dpvsDyn.dynEntClientCount[0] * (asset->unkCount2 - 1 - asset->unkCount1));
Utils::Stream::ClearPointer(&dest->primaryLightDynEntShadowVis[0]);
}
if (asset->primaryLightDynEntShadowVis[1])
{
buffer->align(Utils::Stream::ALIGN_4);
buffer->saveArray(asset->primaryLightDynEntShadowVis[1], asset->dpvsDyn.dynEntClientCount[1] * (asset->unkCount2 - 1 - asset->unkCount1));
Utils::Stream::ClearPointer(&dest->primaryLightDynEntShadowVis[1]);
}
if (asset->primaryLightForModelDynEnt)
{
// no align cause char
buffer->saveArray(asset->primaryLightForModelDynEnt, asset->dpvsDyn.dynEntClientCount[0]);
Utils::Stream::ClearPointer(&dest->primaryLightForModelDynEnt);
}
buffer->popBlock();
if (asset->shadowGeom)
{
AssertSize(Game::GfxShadowGeometry, 12);
buffer->align(Utils::Stream::ALIGN_4);
Game::GfxShadowGeometry* destShadowGeometryTable = buffer->dest<Game::GfxShadowGeometry>();
buffer->saveArray(asset->shadowGeom, asset->unkCount2);
for (int i = 0; i < asset->unkCount2; ++i)
{
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Game::GfxShadowGeometry* destShadowGeometry = &destShadowGeometryTable[i];
Game::GfxShadowGeometry* shadowGeometry = &asset->shadowGeom[i];
if (shadowGeometry->sortedSurfIndex)
{
buffer->align(Utils::Stream::ALIGN_2);
buffer->saveArray(shadowGeometry->sortedSurfIndex, shadowGeometry->surfaceCount);
Utils::Stream::ClearPointer(&destShadowGeometry->sortedSurfIndex);
}
if (shadowGeometry->smodelIndex)
{
buffer->align(Utils::Stream::ALIGN_2);
buffer->saveArray(shadowGeometry->smodelIndex, shadowGeometry->smodelCount);
Utils::Stream::ClearPointer(&destShadowGeometry->smodelIndex);
}
}
Utils::Stream::ClearPointer(&dest->shadowGeom);
}
if (asset->lightRegion)
{
AssertSize(Game::GfxLightRegion, 8);
buffer->align(Utils::Stream::ALIGN_4);
Game::GfxLightRegion* destLightRegionTable = buffer->dest<Game::GfxLightRegion>();
buffer->saveArray(asset->lightRegion, asset->unkCount2);
for (int i = 0; i < asset->unkCount2; ++i)
{
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Game::GfxLightRegion* destLightRegion = &destLightRegionTable[i];
Game::GfxLightRegion* lightRegion = &asset->lightRegion[i];
if (lightRegion->hulls)
{
AssertSize(Game::GfxLightRegionHull, 80);
buffer->align(Utils::Stream::ALIGN_4);
Game::GfxLightRegionHull* destLightRegionHullTable = buffer->dest<Game::GfxLightRegionHull>();
buffer->saveArray(lightRegion->hulls, lightRegion->hullCount);
for (unsigned int j = 0; j < lightRegion->hullCount; ++j)
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{
Game::GfxLightRegionHull* destLightRegionHull = &destLightRegionHullTable[j];
Game::GfxLightRegionHull* lightRegionHull = &lightRegion->hulls[j];
if (lightRegionHull->axis)
{
AssertSize(Game::GfxLightRegionAxis, 20);
buffer->align(Utils::Stream::ALIGN_4);
buffer->saveArray(lightRegionHull->axis, lightRegionHull->axisCount);
Utils::Stream::ClearPointer(&destLightRegionHull->axis);
}
}
Utils::Stream::ClearPointer(&destLightRegion->hulls);
}
}
Utils::Stream::ClearPointer(&dest->lightRegion);
}
this->saveGfxWorldDpvsStatic(asset, &asset->dpvs, &dest->dpvs, asset->dpvsPlanes.cellCount, builder);
this->saveGfxWorldDpvsDynamic(&asset->dpvsDyn, &dest->dpvsDyn, builder);
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if (asset->heroOnlyLight)
{
// no assert cause we use save manually here
buffer->align(Utils::Stream::ALIGN_4);
buffer->save(asset->heroOnlyLight, 56, asset->heroOnlyLightCount);
Utils::Stream::ClearPointer(&dest->heroOnlyLight);
}
buffer->popBlock();
}
}