[IGfxWorld] Small fixes and more progress

This commit is contained in:
momo5502 2016-12-20 22:23:05 +01:00
parent 89fc89275f
commit 756d7c15a9
3 changed files with 132 additions and 22 deletions

View File

@ -23,6 +23,7 @@ namespace Assets
}
else
{
AssertSize(Game::cplane_s, 20);
buffer->align(Utils::Stream::ALIGN_4);
builder->storePointer(asset->planes);
@ -43,7 +44,7 @@ namespace Assets
if (asset->sceneEntCellBits)
{
buffer->align(Utils::Stream::ALIGN_4);
buffer->saveArray(asset->sceneEntCellBits, asset->cellCount);
buffer->save(asset->sceneEntCellBits, 2048, asset->cellCount);
Utils::Stream::ClearPointer(&dest->sceneEntCellBits);
}
@ -73,6 +74,8 @@ namespace Assets
if (asset->reflectionProbes)
{
AssertSize(Game::GfxReflectionProbe, 12);
buffer->align(Utils::Stream::ALIGN_4);
buffer->saveArray(asset->reflectionProbes, asset->reflectionProbeCount);
Utils::Stream::ClearPointer(&dest->reflectionProbes);
@ -82,6 +85,8 @@ namespace Assets
if (asset->reflectionProbeTextures)
{
AssertSize(Game::GfxRawTexture, 4);
buffer->align(Utils::Stream::ALIGN_4);
buffer->saveArray(asset->reflectionProbeTextures, asset->reflectionProbeCount);
Utils::Stream::ClearPointer(&dest->reflectionProbeTextures);
@ -91,6 +96,8 @@ namespace Assets
if (asset->lightmaps)
{
AssertSize(Game::GfxLightmapArray, 8);
buffer->align(Utils::Stream::ALIGN_4);
Game::GfxLightmapArray* lightmapArrayDestTable = buffer->dest<Game::GfxLightmapArray>();
@ -195,6 +202,8 @@ namespace Assets
if (asset->entries)
{
AssertSize(Game::GfxLightGridEntry, 4);
buffer->align(Utils::Stream::ALIGN_4);
buffer->saveArray(asset->entries, asset->entryCount);
Utils::Stream::ClearPointer(&dest->entries);
@ -202,6 +211,8 @@ namespace Assets
if (asset->colors)
{
AssertSize(Game::GfxLightGridColors, 168);
buffer->align(Utils::Stream::ALIGN_4);
buffer->saveArray(asset->colors, asset->colorCount);
Utils::Stream::ClearPointer(&dest->colors);
@ -223,14 +234,81 @@ namespace Assets
}
}
void IGfxWorld::saveGfxWorldDpvsStatic(Game::GfxWorldDpvsStatic* /*asset*/, Game::GfxWorldDpvsStatic* /*dest*/, int /*planeCount*/, Components::ZoneBuilder::Zone* /*builder*/)
void IGfxWorld::saveGfxWorldDpvsStatic(Game::GfxWorldDpvsStatic* asset, Game::GfxWorldDpvsStatic* dest, int /*planeCount*/, Components::ZoneBuilder::Zone* builder)
{
AssertSize(Game::GfxWorldDpvsStatic, 108);
//Utils::Stream* buffer = builder->getBuffer();
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]);
}
}
void IGfxWorld::saveGfxWorldDpvsDynamic(Game::GfxWorldDpvsDynamic* asset, Game::GfxWorldDpvsDynamic* dest, int planeCount, Components::ZoneBuilder::Zone* builder)
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->sortedSurfIndex);
}
if (asset->surfaces)
{
// TODO
}
if (asset->surfacesBounds)
{
// TODO
}
if (asset->smodelDrawInsts)
{
// TODO
}
buffer->pushBlock(Game::XFILE_BLOCK_RUNTIME);
if (asset->surfaceMaterials)
{
// TODO
}
if (asset->surfaceCastsSunShadow)
{
// TODO
}
buffer->popBlock();
}
void IGfxWorld::saveGfxWorldDpvsDynamic(Game::GfxWorldDpvsDynamic* asset, Game::GfxWorldDpvsDynamic* dest, Components::ZoneBuilder::Zone* builder)
{
AssertSize(Game::GfxWorldDpvsDynamic, 48);
@ -241,14 +319,14 @@ namespace Assets
if (asset->dynEntCellBits[0])
{
buffer->align(Utils::Stream::ALIGN_4);
buffer->saveArray(asset->dynEntCellBits[0], planeCount);
buffer->saveArray(asset->dynEntCellBits[0], asset->dynEntClientWordCount[0]);
Utils::Stream::ClearPointer(&dest->dynEntCellBits[0]);
}
if (asset->dynEntCellBits[1])
{
buffer->align(Utils::Stream::ALIGN_4);
buffer->saveArray(asset->dynEntCellBits[1], planeCount);
buffer->saveArray(asset->dynEntCellBits[1], asset->dynEntClientWordCount[1]);
Utils::Stream::ClearPointer(&dest->dynEntCellBits[1]);
}
@ -300,7 +378,7 @@ namespace Assets
Game::GfxSky* destSkyTable = buffer->dest<Game::GfxSky>();
buffer->saveArray(asset->skies, asset->skyCount);
for (unsigned char i = 0; i < asset->skyCount; ++i)
for (unsigned int i = 0; i < asset->skyCount; ++i)
{
Game::GfxSky* destSky = &destSkyTable[i];
Game::GfxSky* sky = &asset->skies[i];
@ -312,7 +390,8 @@ namespace Assets
Utils::Stream::ClearPointer(&destSky->skyStartSurfs);
}
if (sky->skyImage) {
if (sky->skyImage)
{
destSky->skyImage = builder->requireAsset(Game::XAssetType::ASSET_TYPE_IMAGE, sky->skyImage->name).image;
}
}
@ -341,7 +420,7 @@ namespace Assets
Game::GfxCellTree* destCellTreeTable = buffer->dest<Game::GfxCellTree>();
buffer->saveArray(asset->aabbTrees, cellCount);
for (unsigned char i = 0; i < cellCount; ++i)
for (unsigned int i = 0; i < cellCount; ++i)
{
Game::GfxCellTree* destCellTree = &destCellTreeTable[i];
Game::GfxCellTree* cellTree = &asset->aabbTrees[i];
@ -359,7 +438,7 @@ namespace Assets
// which makes no sense
// what DOES make sense is using the count from the strucutre
for (char j = 0; j < asset->aabbTreeCounts[i].aabbTreeCount; ++j)
for (int j = 0; j < asset->aabbTreeCounts[i].aabbTreeCount; ++j)
{
Game::GfxAabbTree* destAabbTree = &destAabbTreeTable[j];
Game::GfxAabbTree* aabbTree = &cellTree->aabbTree[j];
@ -397,7 +476,7 @@ namespace Assets
Game::GfxCell* destCellTable = buffer->dest<Game::GfxCell>();
buffer->saveArray(asset->cells, cellCount);
for (unsigned char i = 0; i < cellCount; ++i)
for (unsigned int i = 0; i < cellCount; ++i)
{
Game::GfxCell* destCell = &destCellTable[i];
Game::GfxCell* cell = &asset->cells[i];
@ -410,7 +489,7 @@ namespace Assets
Game::GfxPortal* destPortalTable = buffer->dest<Game::GfxPortal>();
buffer->saveArray(cell->portals, cell->portalCount);
for (char j = 0; j < cell->portalCount; ++j)
for (int j = 0; j < cell->portalCount; ++j)
{
Game::GfxPortal* destPortal = &destPortalTable[j];
Game::GfxPortal* portal = &cell->portals[j];
@ -442,9 +521,11 @@ namespace Assets
if (asset->models)
{
AssertSize(Game::GfxBrushModel, 60);
buffer->align(Utils::Stream::ALIGN_4);
buffer->saveArray(asset->models, asset->modelCount);
Utils::Stream::ClearPointer(&dest->aabbTreeCounts);
Utils::Stream::ClearPointer(&dest->models);
}
if (asset->materialMemory)
@ -494,6 +575,8 @@ namespace Assets
if (asset->sceneDynModel)
{
AssertSize(Game::GfxSceneDynModel, 6);
buffer->align(Utils::Stream::ALIGN_4);
buffer->saveArray(asset->sceneDynModel, asset->dpvsDyn.dynEntClientCount[0]);
Utils::Stream::ClearPointer(&dest->sceneDynModel);
@ -501,6 +584,8 @@ namespace Assets
if (asset->sceneDynBrush)
{
AssertSize(Game::GfxSceneDynBrush, 4);
buffer->align(Utils::Stream::ALIGN_4);
buffer->saveArray(asset->sceneDynBrush, asset->dpvsDyn.dynEntClientCount[1]);
Utils::Stream::ClearPointer(&dest->sceneDynBrush);
@ -509,7 +594,7 @@ namespace Assets
if (asset->primaryLightEntityShadowVis)
{
buffer->align(Utils::Stream::ALIGN_4);
buffer->saveArray(asset->primaryLightEntityShadowVis, (asset->unkCount2 + 0x1FFFF - asset->unkCount1) << 15);
buffer->save(asset->primaryLightEntityShadowVis, 1, (asset->unkCount2 + 0x1FFFF - asset->unkCount1) << 15);
Utils::Stream::ClearPointer(&dest->primaryLightEntityShadowVis);
}
@ -544,7 +629,7 @@ namespace Assets
Game::GfxShadowGeometry* destShadowGeometryTable = buffer->dest<Game::GfxShadowGeometry>();
buffer->saveArray(asset->shadowGeom, asset->unkCount2);
for (char i = 0; i < asset->unkCount2; ++i)
for (int i = 0; i < asset->unkCount2; ++i)
{
Game::GfxShadowGeometry* destShadowGeometry = &destShadowGeometryTable[i];
Game::GfxShadowGeometry* shadowGeometry = &asset->shadowGeom[i];
@ -575,7 +660,7 @@ namespace Assets
Game::GfxLightRegion* destLightRegionTable = buffer->dest<Game::GfxLightRegion>();
buffer->saveArray(asset->lightRegion, asset->unkCount2);
for (char i = 0; i < asset->unkCount2; ++i)
for (int i = 0; i < asset->unkCount2; ++i)
{
Game::GfxLightRegion* destLightRegion = &destLightRegionTable[i];
Game::GfxLightRegion* lightRegion = &asset->lightRegion[i];
@ -588,7 +673,7 @@ namespace Assets
Game::GfxLightRegionHull* destLightRegionHullTable = buffer->dest<Game::GfxLightRegionHull>();
buffer->saveArray(lightRegion->hulls, lightRegion->hullCount);
for (unsigned char j = 0; j < lightRegion->hullCount; ++j)
for (unsigned int j = 0; j < lightRegion->hullCount; ++j)
{
Game::GfxLightRegionHull* destLightRegionHull = &destLightRegionHullTable[j];
Game::GfxLightRegionHull* lightRegionHull = &lightRegion->hulls[j];
@ -606,14 +691,13 @@ namespace Assets
Utils::Stream::ClearPointer(&destLightRegion->hulls);
}
}
Utils::Stream::ClearPointer(&dest->lightRegion);
}
this->saveGfxWorldDpvsStatic(&asset->dpvs, &dest->dpvs, asset->dpvsPlanes.cellCount, builder);
this->saveGfxWorldDpvsDynamic(&asset->dpvsDyn, &dest->dpvsDyn, asset->dpvsPlanes.cellCount, builder);
this->saveGfxWorldDpvsDynamic(&asset->dpvsDyn, &dest->dpvsDyn, builder);
if (asset->heroOnlyLight)
{

View File

@ -13,6 +13,6 @@ namespace Assets
void saveGfxLightGrid(Game::GfxLightGrid* asset, Game::GfxLightGrid* dest, Components::ZoneBuilder::Zone* builder);
void savesunflare_t(Game::sunflare_t* asset, Game::sunflare_t* dest, Components::ZoneBuilder::Zone* builder);
void saveGfxWorldDpvsStatic(Game::GfxWorldDpvsStatic* asset, Game::GfxWorldDpvsStatic* dest, int planeCount, Components::ZoneBuilder::Zone* builder);
void saveGfxWorldDpvsDynamic(Game::GfxWorldDpvsDynamic* asset, Game::GfxWorldDpvsDynamic* dest, int planeCount, Components::ZoneBuilder::Zone* builder);
void saveGfxWorldDpvsDynamic(Game::GfxWorldDpvsDynamic* asset, Game::GfxWorldDpvsDynamic* dest, Components::ZoneBuilder::Zone* builder);
};
}

View File

@ -2631,9 +2631,34 @@ namespace Game
pathnode_tree_t *nodeTree;
};
struct VehicleTrackObstacle
{
char pad[12];
};
struct VehicleTrackSector
{
char pad[52];
VehicleTrackObstacle* trackObstacles;
int trackObstacleCount;
};
struct VehicleTrackSegment
{
const char* name;
VehicleTrackSector* trackSectors;
int trackSectorCount;
VehicleTrackSegment** trackSegments1;
int trackSegmentCount1;
VehicleTrackSegment** trackSegments2;
int trackSegmentCount2;
int pad;
};
struct VehicleTrack
{
char pad[8];
VehicleTrackSegment* trackSegments;
int trackSegmentCount;
};
struct GameWorldSp
@ -2644,7 +2669,6 @@ namespace Game
G_GlassData* data;
};
struct GameWorldMp
{
const char* name;
@ -2814,6 +2838,7 @@ namespace Game
float mins[3];
float maxs[3];
GfxColor groundLighting;
int pad[2];
};
enum surfaceType_t
@ -3003,6 +3028,7 @@ namespace Game
float bounds[2][3];
unsigned int surfaceCount;
unsigned int startSurfIndex;
int pad;
};
struct MaterialMemory