#include #include "IMaterialTechniqueSet.hpp" #include #define IW4X_TECHSET_VERSION 1 namespace Assets { void IMaterialTechniqueSet::load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) { if (!header->data) this->loadFromDisk(header, name, builder); // Check if we need to import a new one into the game if (!header->data) this->loadNative(header, name, builder); // Check if there is a native one assert(header->data); } 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::loadFromDisk(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) { header->techniqueSet = builder->getIW4OfApi()->read(Game::ASSET_TYPE_TECHNIQUE_SET, name); auto ptr = header->techniqueSet; if (ptr) { while (ptr->remappedTechniqueSet && ptr->remappedTechniqueSet != ptr) { ptr = ptr->remappedTechniqueSet; builder->loadAsset(Game::ASSET_TYPE_TECHNIQUE_SET, ptr, false); for (size_t i = 0; i < Game::TECHNIQUE_COUNT; i++) { const auto technique = ptr->techniques[i]; if (technique) { for (size_t j = 0; j < technique->passCount; j++) { const auto pass = &technique->passArray[j]; builder->loadAsset(Game::ASSET_TYPE_VERTEXDECL, pass->vertexDecl, true); builder->loadAsset(Game::ASSET_TYPE_PIXELSHADER, pass->pixelShader, true); builder->loadAsset(Game::ASSET_TYPE_VERTEXSHADER, pass->vertexShader, true); } } } } } } 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(); } }