#include namespace Assets { void IMaterialTechniqueSet::Mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) { Game::MaterialTechniqueSet* asset = header.materialTechset; for (int i = 0; i < ARR_SIZE(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->name); } if (pass->vertexShader) { builder->LoadAsset(Game::XAssetType::ASSET_TYPE_VERTEXSHADER, pass->vertexShader->name); } if (pass->pixelShader) { builder->LoadAsset(Game::XAssetType::ASSET_TYPE_PIXELSHADER, pass->pixelShader->name); } } } } void IMaterialTechniqueSet::Save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder) { Assert_Size(Game::MaterialTechniqueSet, 204); Utils::Stream* buffer = builder->GetBuffer(); Game::MaterialTechniqueSet* asset = header.materialTechset; Game::MaterialTechniqueSet* dest = buffer->Dest(); buffer->Save(asset, sizeof(Game::MaterialTechniqueSet)); 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(ARR_SIZE(Game::MaterialTechniqueSet::techniques) == 48, "Techniques array invalid!"); for (int i = 0; i < ARR_SIZE(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GetPointer(technique); } else { // Size-check is obsolete, as the structure is dynamic buffer-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 for (short j = 0; j < technique->numPasses; ++j) { Assert_Size(Game::MaterialPass, 20); Game::MaterialPass* destPass = buffer->Dest(); Game::MaterialPass* pass = &technique->passes[j]; buffer->Save(pass); if (pass->vertexDecl) { destPass->vertexDecl = builder->RequireAsset(Game::XAssetType::ASSET_TYPE_VERTEXDECL, pass->vertexDecl->name).vertexDecl; } if (pass->vertexShader) { destPass->vertexShader = builder->RequireAsset(Game::XAssetType::ASSET_TYPE_VERTEXSHADER, pass->vertexShader->name).vertexShader; } if (pass->pixelShader) { destPass->pixelShader = builder->RequireAsset(Game::XAssetType::ASSET_TYPE_PIXELSHADER, pass->pixelShader->name).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(); } }