[ZoneBuilder] Added GfxWorld asset interface but is completely untested

i have no idea if any of it works so try it out whenever
This commit is contained in:
TheApadayo 2016-12-20 01:47:10 -05:00
parent 38abd43533
commit 8b7c990a53
7 changed files with 632 additions and 10 deletions

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@ -437,6 +437,7 @@ namespace Components
AssetHandler::RegisterInterface(new Assets::IMaterialVertexShader()); AssetHandler::RegisterInterface(new Assets::IMaterialVertexShader());
AssetHandler::RegisterInterface(new Assets::IStructuredDataDefSet()); AssetHandler::RegisterInterface(new Assets::IStructuredDataDefSet());
AssetHandler::RegisterInterface(new Assets::IMaterialVertexDeclaration()); AssetHandler::RegisterInterface(new Assets::IMaterialVertexDeclaration());
AssetHandler::RegisterInterface(new Assets::IGfxWorld());
} }
} }

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@ -93,3 +93,4 @@ namespace Components
#include "AssetInterfaces\IMaterialVertexShader.hpp" #include "AssetInterfaces\IMaterialVertexShader.hpp"
#include "AssetInterfaces\IStructuredDataDefSet.hpp" #include "AssetInterfaces\IStructuredDataDefSet.hpp"
#include "AssetInterfaces\IMaterialVertexDeclaration.hpp" #include "AssetInterfaces\IMaterialVertexDeclaration.hpp"
#include "AssetInterfaces\IGfxWorld.hpp"

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@ -0,0 +1,600 @@
#include <STDInclude.hpp>
namespace Assets
{
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()).gfxMap;
if (map) return;
Components::Logger::Error("Missing GfxMap %s... you can't make them yet you idiot.", name.data());
*(header);
*(builder);
}
void IGfxWorld::saveGfxWorldDpvsPlanes(Game::GfxWorld* world, Game::GfxWorldDpvsPlanes* asset, Game::GfxWorldDpvsPlanes* dest, Components::ZoneBuilder::Zone* builder) {
AssertSize(Game::GfxWorldDpvsPlanes, 16);
Utils::Stream* buffer = builder->getBuffer();
if(asset->planes) {
if(builder->hasPointer(asset->planes)) {
dest->planes = builder->getPointer(asset->planes);
} else {
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->saveArray(asset->sceneEntCellBits, asset->cellCount);
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)
{
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)
{
buffer->align(Utils::Stream::ALIGN_4);
buffer->saveArray(asset->reflectionProbeTextures, asset->reflectionProbeCount);
Utils::Stream::ClearPointer(&dest->reflectionProbeTextures);
}
buffer->popBlock();
if (asset->lightmaps)
{
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;
}
}
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;
}
// the next 2 blocks *SHOULD* be in their own functions but i'm too lazy to type it all out
// 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);
// saveGfxWorldVertexLayerData
if (asset->vld.data) {
// no align for char
buffer->saveArray(asset->vld.data, asset->vertexLayerDataSize);
Utils::Stream::ClearPointer(&dest->vld.data);
}
buffer->save(&asset->vld.layerVb, 1, 4);
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)
{
buffer->align(Utils::Stream::ALIGN_4);
buffer->saveArray(asset->entries, asset->entryCount);
Utils::Stream::ClearPointer(&dest->entries);
}
if (asset->colors)
{
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);
Utils::Stream* buffer = builder->getBuffer();
if(asset->spriteMaterial) {
asset->spriteMaterial = builder->requireAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->spriteMaterial->name).material;
}
if(asset->flareMaterial) {
asset->flareMaterial = builder->requireAsset(Game::XAssetType::ASSET_TYPE_MATERIAL, asset->flareMaterial->name).material;
}
}
void IGfxWorld::saveGfxWorldDpvsStatic(Game::GfxWorldDpvsStatic* asset, Game::GfxWorldDpvsStatic* dest, int planeCount, Components::ZoneBuilder::Zone* builder) {
AssertSize(Game::GfxWorldDpvsStatic, 108);
Utils::Stream* buffer = builder->getBuffer();
}
void IGfxWorld::saveGfxWorldDpvsDynamic(Game::GfxWorldDpvsDynamic* asset, Game::GfxWorldDpvsDynamic* dest, int planeCount, Components::ZoneBuilder::Zone* builder) {
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], planeCount);
Utils::Stream::ClearPointer(&dest->dynEntCellBits[0]);
}
if (asset->dynEntCellBits[1])
{
buffer->align(Utils::Stream::ALIGN_4);
buffer->saveArray(asset->dynEntCellBits[1], planeCount);
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.gfxMap;
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 (char i = 0; i < asset->skyCount; ++i)
{
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) {
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 (char i = 0; i < cellCount; ++i)
{
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 strucutre
for (char j = 0; j < asset->aabbTreeCounts[i].aabbTreeCount; ++j)
{
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 (char i = 0; i < cellCount; ++i)
{
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 (char j = 0; j < cell->portalCount; ++j)
{
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)
{
buffer->align(Utils::Stream::ALIGN_4);
buffer->saveArray(asset->models, asset->modelCount);
Utils::Stream::ClearPointer(&dest->aabbTreeCounts);
}
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 (char i = 0; i < asset->materialMemoryCount; ++i)
{
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)
{
buffer->align(Utils::Stream::ALIGN_4);
buffer->saveArray(asset->sceneDynModel, asset->dpvsDyn.dynEntClientCount[0]);
Utils::Stream::ClearPointer(&dest->sceneDynModel);
}
if (asset->sceneDynBrush)
{
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->saveArray(asset->primaryLightEntityShadowVis, (asset->unkCount2 + 0x1FFFF - asset->unkCount1) << 15);
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 (char i = 0; i < asset->unkCount2; ++i)
{
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 (char i = 0; i < asset->unkCount2; ++i)
{
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 (char j = 0; j < lightRegion->hullCount; ++j)
{
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->dpvs, &dest->dpvs, asset->dpvsPlanes.cellCount, builder);
this->saveGfxWorldDpvsDynamic(&asset->dpvsDyn, &dest->dpvsDyn, asset->dpvsPlanes.cellCount, builder);
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();
}
}

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@ -0,0 +1,19 @@
namespace Assets
{
class IGfxWorld : public Components::AssetHandler::IAsset
{
public:
virtual Game::XAssetType getType() override { return Game::XAssetType::ASSET_TYPE_GFX_MAP; };
virtual void save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) override;
virtual void load(Game::XAssetHeader* header, std::string name, Components::ZoneBuilder::Zone* builder) override;
private:
void saveGfxWorldDpvsPlanes(Game::GfxWorld* world, Game::GfxWorldDpvsPlanes* asset, Game::GfxWorldDpvsPlanes* dest, Components::ZoneBuilder::Zone* builder);
void saveGfxWorldDraw(Game::GfxWorldDraw* asset, Game::GfxWorldDraw* dest, Components::ZoneBuilder::Zone* builder);
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);
};
}

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@ -308,12 +308,13 @@ namespace Components
Logger::Print("Minidump %s now prepared for uploading (currently %d bytes)...\n", id.data(), compressedMinidump.size()); Logger::Print("Minidump %s now prepared for uploading (currently %d bytes)...\n", id.data(), compressedMinidump.size());
#ifdef DISABLE_BITMESSAGE #ifdef DISABLE_BITMESSAGE
for (auto& targetUrl : targetUrls) for (auto& targetUrl : targetUrls)
{ {
Utils::WebIO webio("Firefucks", targetUrl); Utils::WebIO webio("Firefucks", targetUrl);
std::string buffer = MinidumpUpload::Encode(compressedMinidump, extraHeaders); std::string buffer = MinidumpUpload::Encode(compressedMinidump, extraHeaders);
std::string result = webio.PostFile(buffer, "files[]", "minidump.dmpx"); std::string result = webio.postFile(buffer, "files[]", "minidump.dmpx");
std::string errors; std::string errors;
json11::Json object = json11::Json::parse(result, errors); json11::Json object = json11::Json::parse(result, errors);

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@ -2953,18 +2953,18 @@ namespace Game
void/*IDirect3DVertexBuffer9*/* layerVb; void/*IDirect3DVertexBuffer9*/* layerVb;
}; };
typedef char GfxTexture[0x34]; typedef unsigned int GfxRawTexture;
struct GfxWorldDraw struct GfxWorldDraw
{ {
unsigned int reflectionProbeCount; unsigned int reflectionProbeCount;
GfxImage * * reflectionImages; GfxImage * * reflectionImages;
GfxReflectionProbe *reflectionProbes; GfxReflectionProbe *reflectionProbes;
GfxTexture * reflectionProbeTextures; //Count = refelctionProbeCount GfxRawTexture * reflectionProbeTextures; //Count = refelctionProbeCount
int lightmapCount; int lightmapCount;
GfxLightmapArray *lightmaps; GfxLightmapArray *lightmaps;
GfxTexture * lightmapPrimaryTextures; //Count = lightmapCount GfxRawTexture * lightmapPrimaryTextures; //Count = lightmapCount
GfxTexture * lightmapSecondaryTextures; //Count = lightmapCount GfxRawTexture * lightmapSecondaryTextures; //Count = lightmapCount
GfxImage *skyImage; GfxImage *skyImage;
GfxImage *outdoorImage; GfxImage *outdoorImage;
unsigned int vertexCount; unsigned int vertexCount;
@ -3021,7 +3021,7 @@ namespace Game
GfxLightRegion *lightRegion; GfxLightRegion *lightRegion;
GfxWorldDpvsStatic dpvs; GfxWorldDpvsStatic dpvs;
GfxWorldDpvsDynamic dpvsDyn; GfxWorldDpvsDynamic dpvsDyn;
char pad2[4]; int pad2;
unsigned int heroOnlyLightCount; unsigned int heroOnlyLightCount;
char * heroOnlyLight; char * heroOnlyLight;
int unknown5; int unknown5;