#include #include "IMaterialPixelShader.hpp" namespace Assets { void IMaterialPixelShader::load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) { if (!header->data) this->loadBinary(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 } void IMaterialPixelShader::loadNative(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* /*builder*/) { header->pixelShader = Components::AssetHandler::FindOriginalAsset(this->getType(), name.data()).pixelShader; } void IMaterialPixelShader::loadBinary(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder) { header->pixelShader = builder->getIW4OfApi()->read(Game::XAssetType::ASSET_TYPE_PIXELSHADER, name); } void IMaterialPixelShader::save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) { AssertSize(Game::MaterialPixelShader, 16); Utils::Stream* buffer = builder->getBuffer(); Game::MaterialPixelShader* asset = header.pixelShader; Game::MaterialPixelShader* 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(); } }