#include #define IW4X_TECHSET_VERSION "0" namespace Assets { void IMaterialTechniqueSet::load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) { if (!header->data) this->loadNative(header, name, builder); // Check if there is a native one if (!header->data) this->loadBinary(header, name, builder); // Check if we need to import a new one into the game } void IMaterialTechniqueSet::loadNative(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* /*builder*/) { header->techniqueSet = Components::AssetHandler::FindOriginalAsset(this->getType(), name.data()).techniqueSet; } void IMaterialTechniqueSet::loadBinaryTechnique(Game::MaterialTechnique** tech, const std::string& name, Components::ZoneBuilder::Zone* builder) { AssertSize(Game::MaterialPass, 20); Components::FileSystem::File techFile(Utils::String::VA("techniques/%s.iw4xTech", name.data())); if (!techFile.exists()) { *tech = nullptr; Components::Logger::Warning(Game::CON_CHANNEL_DONT_FILTER, "Missing technique '{}'\n", name); return; } Utils::Stream::Reader reader(builder->getAllocator(), techFile.getBuffer()); char* magic = reader.readArray(8); if (std::memcmp(magic, "IW4xTECH", 8)) { Components::Logger::Error(Game::ERR_FATAL, "Reading technique '{}' failed, header is invalid!", name); } std::string version; version.push_back(reader.read()); if (version != IW4X_TECHSET_VERSION) { Components::Logger::Error(Game::ERR_FATAL, "Reading technique '{}' failed, expected version is {}, but it was {}!", name, IW4X_TECHSET_VERSION, version.data()); } unsigned short flags = reader.read(); unsigned short passCount = reader.read(); Game::MaterialTechnique* asset = (Game::MaterialTechnique*)builder->getAllocator()->allocateArray(sizeof(Game::MaterialTechnique) + (sizeof(Game::MaterialPass) * (passCount - 1))); asset->name = builder->getAllocator()->duplicateString(name); asset->flags = flags; asset->passCount = passCount; Game::MaterialPass* passes = reader.readArray(passCount); std::memcpy(asset->passArray, passes, sizeof(Game::MaterialPass) * passCount); for (unsigned short i = 0; i < asset->passCount; i++) { Game::MaterialPass* pass = &asset->passArray[i]; if (pass->vertexDecl) { const char* declName = reader.readCString(); pass->vertexDecl = Components::AssetHandler::FindAssetForZone(Game::XAssetType::ASSET_TYPE_VERTEXDECL, declName, builder).vertexDecl; } if (pass->vertexShader) { const char* vsName = reader.readCString(); pass->vertexShader = Components::AssetHandler::FindAssetForZone(Game::XAssetType::ASSET_TYPE_VERTEXSHADER, vsName, builder).vertexShader; } if (pass->pixelShader) { const char* psName = reader.readCString(); pass->pixelShader = Components::AssetHandler::FindAssetForZone(Game::XAssetType::ASSET_TYPE_PIXELSHADER, psName, builder).pixelShader; } pass->args = reader.readArray(pass->perPrimArgCount + pass->perObjArgCount + pass->stableArgCount); for (int j = 0; j < pass->perPrimArgCount + pass->perObjArgCount + pass->stableArgCount; j++) { if (pass->args[j].type == 1 || pass->args[j].type == 7) { pass->args[j].u.literalConst = reader.readArray(4); } if (pass->args[j].type == 3 || pass->args[j].type == 5) { pass->args[j].u.codeConst.index = *reader.readObject(); pass->args[j].u.codeConst.firstRow = *reader.readObject(); pass->args[j].u.codeConst.rowCount = *reader.readObject(); } } } *tech = asset; } void IMaterialTechniqueSet::loadBinary(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) { Components::FileSystem::File tsFile(Utils::String::VA("techsets/%s.iw4xTS", name.data())); if (!tsFile.exists()) return; Utils::Stream::Reader reader(builder->getAllocator(), tsFile.getBuffer()); char* magic = reader.readArray(8); if (std::memcmp(magic, "IW4xTSET", 8)) { Components::Logger::Error(Game::ERR_FATAL, "Reading techset '{}' failed, header is invalid!", name); } std::string version; version.push_back(reader.read()); if (version != IW4X_TECHSET_VERSION) { Components::Logger::Error(Game::ERR_FATAL, "Reading techset '{}' failed, expected version is {}, but it was {}!", name, IW4X_TECHSET_VERSION, version); } Game::MaterialTechniqueSet* asset = reader.readObject(); if (asset->name) { asset->name = reader.readCString(); } for (int i = 0; i < 48; i++) { if (asset->techniques[i]) { const char* techName = reader.readCString(); this->loadBinaryTechnique(&asset->techniques[i], techName, builder); } } header->techniqueSet = asset; } void IMaterialTechniqueSet::mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) { Game::MaterialTechniqueSet* asset = header.techniqueSet; for (int i = 0; i < ARRAYSIZE(Game::MaterialTechniqueSet::techniques); ++i) { Game::MaterialTechnique* technique = asset->techniques[i]; if (!technique) continue; for (short j = 0; j < technique->passCount; ++j) { Game::MaterialPass* pass = &technique->passArray[j]; if (pass->vertexDecl) { builder->loadAsset(Game::XAssetType::ASSET_TYPE_VERTEXDECL, pass->vertexDecl); } if (pass->vertexShader) { builder->loadAsset(Game::XAssetType::ASSET_TYPE_VERTEXSHADER, pass->vertexShader); } if (pass->pixelShader) { builder->loadAsset(Game::XAssetType::ASSET_TYPE_PIXELSHADER, pass->pixelShader); } } } } void IMaterialTechniqueSet::save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) { AssertSize(Game::MaterialTechniqueSet, 204); Utils::Stream* buffer = builder->getBuffer(); Game::MaterialTechniqueSet* asset = header.techniqueSet; Game::MaterialTechniqueSet* dest = buffer->dest(); 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); } // Save_MaterialTechniquePtrArray static_assert(ARRAYSIZE(Game::MaterialTechniqueSet::techniques) == 48, "Techniques array invalid!"); for (int i = 0; i < ARRAYSIZE(Game::MaterialTechniqueSet::techniques); ++i) { Game::MaterialTechnique* technique = asset->techniques[i]; if (technique) { if (builder->hasPointer(technique)) { dest->techniques[i] = builder->getPointer(technique); } else { // Size-check is obsolete, as the structure is dynamic buffer->align(Utils::Stream::ALIGN_4); builder->storePointer(technique); Game::MaterialTechnique* destTechnique = buffer->dest(); buffer->save(technique, 8); // Save_MaterialPassArray Game::MaterialPass* destPasses = buffer->dest(); buffer->saveArray(technique->passArray, technique->passCount); for (short j = 0; j < technique->passCount; ++j) { AssertSize(Game::MaterialPass, 20); Game::MaterialPass* destPass = &destPasses[j]; Game::MaterialPass* pass = &technique->passArray[j]; if (pass->vertexDecl) { destPass->vertexDecl = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_VERTEXDECL, pass->vertexDecl).vertexDecl; } if (pass->vertexShader) { destPass->vertexShader = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_VERTEXSHADER, pass->vertexShader).vertexShader; } if (pass->pixelShader) { destPass->pixelShader = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_PIXELSHADER, pass->pixelShader).pixelShader; } if (pass->args) { buffer->align(Utils::Stream::ALIGN_4); Game::MaterialShaderArgument* destArgs = buffer->dest(); buffer->saveArray(pass->args, pass->perPrimArgCount + pass->perObjArgCount + pass->stableArgCount); for (int k = 0; k < pass->perPrimArgCount + pass->perObjArgCount + pass->stableArgCount; ++k) { Game::MaterialShaderArgument* arg = &pass->args[k]; Game::MaterialShaderArgument* destArg = &destArgs[k]; if (arg->type == 1 || arg->type == 7) { if (builder->hasPointer(arg->u.literalConst)) { destArg->u.literalConst = builder->getPointer(arg->u.literalConst); } else { buffer->align(Utils::Stream::ALIGN_4); builder->storePointer(arg->u.literalConst); buffer->saveArray(arg->u.literalConst, 4); Utils::Stream::ClearPointer(&destArg->u.literalConst); } } } Utils::Stream::ClearPointer(&destPass->args); } } if (technique->name) { buffer->saveString(technique->name); Utils::Stream::ClearPointer(&destTechnique->name); } Utils::Stream::ClearPointer(&dest->techniques[i]); } } } buffer->popBlock(); } }