[Techsets] half written dumptechsets command

This commit is contained in:
TheApadayo 2017-03-26 20:44:37 -04:00
parent 73e158e07e
commit 9e2fab7f54

View File

@ -470,6 +470,181 @@ namespace Components
QuickPatch::CompareMaterialStateBits(); QuickPatch::CompareMaterialStateBits();
}); });
Command::Add("dumptechsets", [](Command::Params* param)
{
if (param->length() != 2)
{
Logger::Print("usage: dumptechsets <fastfile> | all\n");
return;
}
std::vector<std::string> fastfiles;
if (param->get(1) == "all"s)
{
for (std::string f : Utils::IO::ListFiles("zone/english"))
fastfiles.push_back(f.substr(7, f.length() - 10));
for (std::string f : Utils::IO::ListFiles("zone/dlc"))
fastfiles.push_back(f.substr(3, f.length() - 6));
for (std::string f : Utils::IO::ListFiles("zone/patch"))
fastfiles.push_back(f.substr(5, f.length() - 8));
}
else
{
fastfiles.push_back(param->get(1));
}
int count = 0;
AssetHandler::OnLoad([](Game::XAssetType type, Game::XAssetHeader asset, std::string name, bool* /*restrict*/)
{
// they're basically the same right?
if (type == Game::ASSET_TYPE_PIXELSHADER | type == Game::ASSET_TYPE_VERTEXSHADER)
{
Utils::IO::CreateDir("userraw/shader_bin");
const char* formatString;
if (type == Game::ASSET_TYPE_PIXELSHADER)
{
formatString = "userraw/shader_bin/%.ps";
}
else
{
formatString = "userraw/shader_bin/%.vs";
}
if (Utils::IO::FileExists(Utils::String::VA(formatString, name))) return;
Utils::Stream* buffer = new Utils::Stream(0x1000);
Game::MaterialPixelShader* dest = buffer->dest<Game::MaterialPixelShader>();
buffer->save(asset.pixelShader);
if (asset.pixelShader->loadDef.physicalPart)
{
buffer->save(asset.pixelShader->loadDef.physicalPart, 4, asset.pixelShader->loadDef.cachedPartSize & 0xFFFF);
Utils::Stream::ClearPointer(&dest->loadDef.physicalPart);
}
Utils::IO::WriteFile(Utils::String::VA(formatString, name), buffer->toBuffer());
}
static std::map<const void*, unsigned int> pointerMap;
// Check if the given pointer has already been mapped
std::function<bool(const void*)> hasPointer = [](const void* pointer)
{
return (pointerMap.find(pointer) != pointerMap.end());
};
// Get stored offset for given file pointer
std::function<unsigned int(const void*)> getPointer = [hasPointer](const void* pointer)
{
if (hasPointer(pointer))
{
return pointerMap[pointer];
}
return 0U;
};
std::function<void(const void*, unsigned int)> storePointer = [hasPointer](const void* ptr, unsigned int offset)
{
if (hasPointer(ptr)) return;
pointerMap[ptr] = offset;
};
if (type == Game::ASSET_TYPE_TECHNIQUE_SET)
{
Utils::IO::CreateDir("userraw/techsets");
Utils::Stream* buffer = new Utils::Stream(0x1000);
Game::MaterialTechniqueSet* dest = buffer->dest<Game::MaterialTechniqueSet>();
buffer->save(asset.techniqueSet);
if (asset.techniqueSet->name)
{
buffer->saveString(asset.techniqueSet->name);
Utils::Stream::ClearPointer(&dest->name);
}
for (int i = 0; i < ARRAYSIZE(Game::MaterialTechniqueSet::techniques); ++i)
{
Game::MaterialTechnique* technique = asset.techniqueSet->techniques[i];
if (technique)
{
dest->techniques[i] = reinterpret_cast<Game::MaterialTechnique*>(getPointer(technique));
if (!dest->techniques)
{
// Size-check is obsolete, as the structure is dynamic
buffer->align(Utils::Stream::ALIGN_4);
//storePointer(technique, buffer->);
Game::MaterialTechnique* destTechnique = buffer->dest<Game::MaterialTechnique>();
buffer->save(technique, 8);
// Save_MaterialPassArray
Game::MaterialPass* destPasses = buffer->dest<Game::MaterialPass>();
buffer->saveArray(technique->passes, technique->numPasses);
for (short j = 0; j < technique->numPasses; ++j)
{
AssertSize(Game::MaterialPass, 20);
Game::MaterialPass* destPass = &destPasses[j];
Game::MaterialPass* pass = &technique->passes[j];
if (pass->vertexDecl)
{
}
if (pass->argumentDef)
{
buffer->align(Utils::Stream::ALIGN_4);
buffer->saveArray(pass->argumentDef, pass->argCount1 + pass->argCount2 + pass->argCount3);
Utils::Stream::ClearPointer(&destPass->argumentDef);
}
}
if (technique->name)
{
buffer->saveString(technique->name);
Utils::Stream::ClearPointer(&destTechnique->name);
}
Utils::Stream::ClearPointer(&dest->techniques[i]);
}
}
}
}
});
for (std::string fastfile : fastfiles)
{
if (!Game::DB_IsZoneLoaded(fastfile.data()))
{
Game::XZoneInfo info;
info.name = fastfile.data();
info.allocFlags = 0x20;
info.freeFlags = 0;
Game::DB_LoadXAssets(&info, 1, true);
}
// unload the fastfiles so we don't run out of memory or asset pools
if (count % 5)
{
Game::XZoneInfo info;
info.name = nullptr;
info.allocFlags = 0x0;
info.freeFlags = 0x20;
Game::DB_LoadXAssets(&info, 1, true);
}
count++;
}
});
// Dvars // Dvars
Dvar::Register<bool>("ui_streamFriendly", false, Game::DVAR_FLAG_SAVED, "Stream friendly UI"); Dvar::Register<bool>("ui_streamFriendly", false, Game::DVAR_FLAG_SAVED, "Stream friendly UI");