#include #define IW4X_TECHSET_VERSION "0" namespace Assets { void IMaterialVertexShader::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 IMaterialVertexShader::loadNative(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* /*builder*/) { header->vertexShader = Components::AssetHandler::FindOriginalAsset(this->getType(), name.data()).vertexShader; } void IMaterialVertexShader::loadBinary(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) { Components::FileSystem::File vsFile(Utils::String::VA("vs/%s.iw4xVS", name.data())); if (!vsFile.exists()) return; Utils::Stream::Reader reader(builder->getAllocator(), vsFile.getBuffer()); char* magic = reader.readArray(8); if (std::memcmp(magic, "IW4xVERT", 8)) { Components::Logger::Error(Game::ERR_FATAL, "Reading vertex shader '{}' 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 vertex shader '{}' failed, expected version is {}, but it was {}!", name, IW4X_TECHSET_VERSION, version); } Game::MaterialVertexShader* asset = reader.readObject(); if (asset->name) { asset->name = reader.readCString(); } if (asset->prog.loadDef.program) { asset->prog.loadDef.program = reader.readArray(asset->prog.loadDef.programSize); } header->vertexShader = asset; } void IMaterialVertexShader::save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) { AssertSize(Game::MaterialVertexShader, 16); Utils::Stream* buffer = builder->getBuffer(); Game::MaterialVertexShader* asset = header.vertexShader; Game::MaterialVertexShader* 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); } if (asset->prog.loadDef.program) { buffer->align(Utils::Stream::ALIGN_4); buffer->saveArray(asset->prog.loadDef.program, asset->prog.loadDef.programSize); Utils::Stream::ClearPointer(&dest->prog.loadDef.program); } buffer->popBlock(); } }