#include "STDInclude.hpp" namespace Assets { 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->numPasses; ++j) { Game::MaterialPass* pass = &technique->passes[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getPointer(technique); } else { // Size-check is obsolete, as the structure is dynamic buffer-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->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) { 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->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]); } } } buffer->popBlock(); } }