622 lines
19 KiB
C++
622 lines
19 KiB
C++
#include "STDInclude.hpp"
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#define IW4X_MAT_VERSION "1"
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namespace Assets
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{
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void IMaterial::load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder)
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{
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if (!header->data) this->loadJson(header, name, builder); // Check if we want to override materials
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if (!header->data) this->loadNative(header, name, builder); // Check if there is a native one
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if (!header->data) this->loadBinary(header, name, builder); // Check if we need to import a new one into the game
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}
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void IMaterial::loadBinary(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder)
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{
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static const char* techsetSuffix[] =
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{
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"_lin",
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"_add_lin",
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"_replace",
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"_eyeoffset",
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"_blend",
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"_blend_nofog",
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"_add",
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"_nofog",
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"_nocast",
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"_add_lin_nofog",
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};
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std::map<std::string, std::string> techSetCorrespondance = {
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{"effect_zfeather_outdoor", "effect_zfeather_blend"},
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{"effect", "effect_blend"},
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{"effect_nofog", "effect_blend_nofog"},
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{"wc_unlit_add", "wc_unlit_add_lin"},
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{"wc_unlit_multiply", "wc_unlit_multiply_lin"},
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{"wc_unlit_falloff_add", "wc_unlit_falloff_add_lin_ua"},
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{"mc_unlit_replace", "mc_unlit_replace_lin"},
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{"mc_unlit_nofog", "mc_unlit_blend_nofog_ua"},
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{"wc_unlit", "wc_unlit_add"},
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{"wc_unlit_multiply_lin", "wc_unlit_multiply_lin"},
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{"wc_unlit_blend", "wc_unlit_blend_lin"},
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{"mc_unlit", "mc_unlit_replace_lin"},
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{"effect_zfeather", "effect_zfeather_blend"}/*,
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{"", ""},
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{"", ""},
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{"", ""},
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{"", ""},
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{"", ""},*/
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};
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Components::FileSystem::File materialFile(Utils::String::VA("materials/%s.iw4xMaterial", name.data()));
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if (!materialFile.exists()) return;
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Utils::Stream::Reader reader(builder->getAllocator(), materialFile.getBuffer());
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char* magic = reader.readArray<char>(7);
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if (std::memcmp(magic, "IW4xMat", 7))
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{
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Components::Logger::Error(0, "Reading material '%s' failed, header is invalid!", name.data());
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}
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std::string version;
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version.push_back(reader.read<char>());
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if (version != IW4X_MAT_VERSION)
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{
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Components::Logger::Error("Reading material '%s' failed, expected version is %d, but it was %d!", name.data(), atoi(IW4X_MAT_VERSION), atoi(version.data()));
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}
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Game::Material* asset = reader.readObject<Game::Material>();
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if (asset->info.name)
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{
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asset->info.name = reader.readCString();
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}
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if (asset->techniqueSet)
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{
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std::string techset = reader.readString();
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if (!techset.empty() && techset.front() == ',') techset.erase(techset.begin());
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asset->techniqueSet = Components::AssetHandler::FindAssetForZone(Game::XAssetType::ASSET_TYPE_TECHNIQUE_SET, techset.data(), builder).techniqueSet;
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if (!asset->techniqueSet)
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{
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// Workaround for effect techsets having _nofog suffix
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std::string suffix;
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if (Utils::String::StartsWith(techset, "effect_") && Utils::String::EndsWith(techset, "_nofog"))
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{
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suffix = "_nofog";
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Utils::String::Replace(techset, suffix, "");
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}
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for (int i = 0; i < ARRAYSIZE(techsetSuffix); ++i)
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{
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Game::MaterialTechniqueSet* techsetPtr = Components::AssetHandler::FindAssetForZone(Game::XAssetType::ASSET_TYPE_TECHNIQUE_SET, (techset + techsetSuffix[i] + suffix).data(), builder).techniqueSet;
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if (techsetPtr)
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{
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asset->techniqueSet = techsetPtr;
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if (asset->techniqueSet->name[0] == ',') continue; // Try to find a better one
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Components::Logger::Print("Techset '%s' has been mapped to '%s'\n", techset.data(), asset->techniqueSet->name);
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break;
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}
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}
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}
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if (!asset->techniqueSet)
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{
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Components::Logger::Error("Missing techset: '%s' not found", techset.data());
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}
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}
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if (asset->textureTable)
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{
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asset->textureTable = reader.readArray<Game::MaterialTextureDef>(asset->textureCount);
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for (char i = 0; i < asset->textureCount; ++i)
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{
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Game::MaterialTextureDef* textureDef = &asset->textureTable[i];
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if (textureDef->semantic == SEMANTIC_WATER_MAP)
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{
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if (textureDef->u.water)
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{
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Game::water_t* water = reader.readObject<Game::water_t>();
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textureDef->u.water = water;
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// Save_water_t
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if (water->H0)
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{
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water->H0 = reader.readArray<Game::complex_s>(water->M * water->N);
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}
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if (water->wTerm)
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{
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water->wTerm = reader.readArray<float>(water->M * water->N);
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}
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if (water->image)
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{
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water->image = Components::AssetHandler::FindAssetForZone(Game::XAssetType::ASSET_TYPE_IMAGE, reader.readString().data(), builder).image;
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}
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}
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}
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else if (textureDef->u.image)
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{
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textureDef->u.image = Components::AssetHandler::FindAssetForZone(Game::XAssetType::ASSET_TYPE_IMAGE, reader.readString().data(), builder).image;
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}
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}
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}
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if (asset->constantTable)
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{
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asset->constantTable = reader.readArray<Game::MaterialConstantDef>(asset->constantCount);
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}
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if (asset->stateBitsTable)
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{
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asset->stateBitsTable = reader.readArray<Game::GfxStateBits>(asset->stateBitsCount);
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}
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header->material = asset;
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static thread_local bool replacementFound;
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replacementFound = false;
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// Find correct sortkey by comparing techsets
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Game::DB_EnumXAssetEntries(Game::XAssetType::ASSET_TYPE_MATERIAL, [asset](Game::XAssetEntry* entry)
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{
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if (!replacementFound)
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{
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Game::XAssetHeader header = entry->asset.header;
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const char* name = asset->techniqueSet->name;
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if (name[0] == ',') ++name;
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if (std::string(name) == header.material->techniqueSet->name)
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{
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asset->info.sortKey = header.material->info.sortKey;
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// This is temp, as nobody has time to fix materials
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asset->stateBitsCount = header.material->stateBitsCount;
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asset->stateBitsTable = header.material->stateBitsTable;
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std::memcpy(asset->stateBitsEntry, header.material->stateBitsEntry, 48);
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asset->constantCount = header.material->constantCount;
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asset->constantTable = header.material->constantTable;
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replacementFound = true;
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}
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}
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}, false, false);
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if (!replacementFound)
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{
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auto techsetMatches = [](Game::Material* m1, Game::Material* m2)
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{
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Game::MaterialTechniqueSet* t1 = m1->techniqueSet;
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Game::MaterialTechniqueSet* t2 = m2->techniqueSet;
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if (!t1 || !t2) return false;
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if (t1->remappedTechniqueSet && t2->remappedTechniqueSet && std::string(t1->remappedTechniqueSet->name) == t2->remappedTechniqueSet->name) return true;
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for (int i = 0; i < ARRAYSIZE(t1->techniques); ++i)
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{
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if (!t1->techniques[i] && !t2->techniques[i]) continue;;
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if (!t1->techniques[i] || !t2->techniques[i]) return false;
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// Apparently, this is really not that important
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//if (t1->techniques[i]->flags != t2->techniques[i]->flags) return false;
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}
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return true;
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};
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Game::DB_EnumXAssetEntries(Game::XAssetType::ASSET_TYPE_MATERIAL, [asset, techsetMatches](Game::XAssetEntry* entry)
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{
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if (!replacementFound)
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{
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Game::XAssetHeader header = entry->asset.header;
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if (techsetMatches(header.material, asset))
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{
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Components::Logger::Print("Material %s with techset %s has been mapped to %s\n", asset->info.name, asset->techniqueSet->name, header.material->techniqueSet->name);
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asset->info.sortKey = header.material->info.sortKey;
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replacementFound = true;
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}
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}
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}, false, false);
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}
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if (!replacementFound && asset->techniqueSet)
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{
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Components::Logger::Print("No replacement found for material %s with techset %s\n", asset->info.name, asset->techniqueSet->name);
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std::string techName = asset->techniqueSet->name;
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if (techSetCorrespondance.find(techName) != techSetCorrespondance.end()) {
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auto iw4TechSetName = techSetCorrespondance[techName];
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Game::XAssetEntry* entry = Game::DB_FindXAssetEntry(Game::XAssetType::ASSET_TYPE_TECHNIQUE_SET, iw4TechSetName.data());
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if (entry) {
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Game::DB_EnumXAssetEntries(Game::XAssetType::ASSET_TYPE_MATERIAL, [asset](Game::XAssetEntry* entry)
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{
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if (!replacementFound)
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{
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Game::XAssetHeader header = entry->asset.header;
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if (header.material->techniqueSet == asset->techniqueSet)
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{
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Components::Logger::Print("Material %s with techset %s has been mapped (last chance!) to %s\n", asset->info.name, asset->techniqueSet->name, header.material->techniqueSet->name);
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asset->info.sortKey = header.material->info.sortKey;
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replacementFound = true;
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}
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}
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}, false, false);
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if (!replacementFound) {
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Components::Logger::Print("Could not find any loaded material with techset %s, so I cannot set the sortkey for material %s\n", asset->techniqueSet->name, asset->info.name);
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}
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}
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else {
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Components::Logger::Print("Could not find any loaded techset with iw4 name %s for iw3 techset %s\n", iw4TechSetName.data(), asset->techniqueSet->name);
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}
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}
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else {
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Components::Logger::Print("Could not match iw3 techset %s with any of the techsets I know! This is a critical error, there's a good chance the map will not be playable.\n", asset->techniqueSet->name);
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}
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}
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if (!reader.end())
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{
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Components::Logger::Error("Material data left!");
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}
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/*char baseIndex = 0;
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for (char i = 0; i < asset->stateBitsCount; ++i)
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{
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auto stateBits = asset->stateBitsTable[i];
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if (stateBits.loadBits[0] == 0x18128812 &&
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stateBits.loadBits[1] == 0xD) // Seems to be like a default stateBit causing a 'generic' initialization
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{
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baseIndex = i;
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break;
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}
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}
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for (int i = 0; i < 48; ++i)
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{
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if (!asset->techniqueSet->techniques[i] && asset->stateBitsEntry[i] != -1)
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{
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asset->stateBitsEntry[i] = -1;
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}
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if (asset->techniqueSet->techniques[i] && asset->stateBitsEntry[i] == -1)
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{
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asset->stateBitsEntry[i] = baseIndex;
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}
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}*/
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}
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void IMaterial::loadNative(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* /*builder*/)
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{
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header->material = Components::AssetHandler::FindOriginalAsset(this->getType(), name.data()).material;
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}
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void IMaterial::loadJson(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder)
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{
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Components::FileSystem::File materialInfo(Utils::String::VA("materials/%s.json", name.data()));
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if (!materialInfo.exists()) return;
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std::string errors;
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json11::Json infoData = json11::Json::parse(materialInfo.getBuffer(), errors);
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if (!infoData.is_object())
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{
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Components::Logger::Error("Failed to load material information for %s!", name.data());
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return;
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}
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auto base = infoData["base"];
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if (!base.is_string())
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{
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Components::Logger::Error("No valid material base provided for %s!", name.data());
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return;
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}
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Game::Material* baseMaterial = Game::DB_FindXAssetHeader(Game::XAssetType::ASSET_TYPE_MATERIAL, base.string_value().data()).material;
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if (!baseMaterial) // TODO: Maybe check if default asset? Maybe not? You could still want to use the default one as base!?
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{
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Components::Logger::Error("Basematerial '%s' not found for %s!", base.string_value().data(), name.data());
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return;
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}
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Game::Material* material = builder->getAllocator()->allocate<Game::Material>();
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if (!material)
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{
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Components::Logger::Error("Failed to allocate material structure!");
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return;
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}
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// Copy base material to our structure
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std::memcpy(material, baseMaterial, sizeof(Game::Material));
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material->info.name = builder->getAllocator()->duplicateString(name);
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material->info.textureAtlasRowCount = 1;
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material->info.textureAtlasColumnCount = 1;
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// Load animation frames
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auto anims = infoData["anims"];
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if (anims.is_array())
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{
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auto animCoords = anims.array_items();
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if (animCoords.size() >= 2)
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{
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auto animCoordX = animCoords[0];
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auto animCoordY = animCoords[1];
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if (animCoordX.is_number())
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{
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material->info.textureAtlasColumnCount = static_cast<char>(animCoordX.number_value()) & 0xFF;
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}
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if (animCoordY.is_number())
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{
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material->info.textureAtlasRowCount = static_cast<char>(animCoordY.number_value()) & 0xFF;
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}
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}
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}
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// Model surface textures are special, they need a special order and whatnot
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bool replaceTexture = Utils::String::StartsWith(name, "mc/");
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if (replaceTexture)
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{
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Game::MaterialTextureDef* textureTable = builder->getAllocator()->allocateArray<Game::MaterialTextureDef>(baseMaterial->textureCount);
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std::memcpy(textureTable, baseMaterial->textureTable, sizeof(Game::MaterialTextureDef) * baseMaterial->textureCount);
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material->textureTable = textureTable;
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material->textureCount = baseMaterial->textureCount;
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}
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// Load referenced textures
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auto textures = infoData["textures"];
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if (textures.is_array())
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{
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std::vector<Game::MaterialTextureDef> textureList;
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for (auto& texture : textures.array_items())
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{
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if (!texture.is_array()) continue;
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if (textureList.size() >= 0xFF) break;
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auto textureInfo = texture.array_items();
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if (textureInfo.size() < 2) continue;
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auto map = textureInfo[0];
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auto image = textureInfo[1];
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if (!map.is_string() || !image.is_string()) continue;
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Game::MaterialTextureDef textureDef;
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textureDef.semantic = 0; // No water image
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textureDef.samplerState = -30;
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textureDef.nameEnd = map.string_value().back();
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textureDef.nameStart = map.string_value().front();
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textureDef.nameHash = Game::R_HashString(map.string_value().data());
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textureDef.u.image = Components::AssetHandler::FindAssetForZone(Game::XAssetType::ASSET_TYPE_IMAGE, image.string_value(), builder).image;
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if (replaceTexture)
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{
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bool applied = false;
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for (char i = 0; i < baseMaterial->textureCount; ++i)
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{
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if (material->textureTable[i].nameHash == textureDef.nameHash)
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{
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applied = true;
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material->textureTable[i].u.image = textureDef.u.image;
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break;
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}
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}
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if (!applied)
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{
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Components::Logger::Error(0, "Unable to find texture for map '%s' in %s!", map.string_value().data(), baseMaterial->info.name);
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}
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}
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else
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{
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textureList.push_back(textureDef);
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}
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}
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if (!replaceTexture)
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{
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if (!textureList.empty())
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{
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Game::MaterialTextureDef* textureTable = builder->getAllocator()->allocateArray<Game::MaterialTextureDef>(textureList.size());
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if (!textureTable)
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{
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Components::Logger::Error("Failed to allocate texture table!");
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return;
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}
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std::memcpy(textureTable, textureList.data(), sizeof(Game::MaterialTextureDef) * textureList.size());
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material->textureTable = textureTable;
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}
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else
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{
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material->textureTable = nullptr;
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}
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material->textureCount = static_cast<char>(textureList.size()) & 0xFF;
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}
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}
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header->material = material;
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}
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void IMaterial::mark(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
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{
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Game::Material* asset = header.material;
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if (asset->techniqueSet)
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{
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builder->loadAsset(Game::XAssetType::ASSET_TYPE_TECHNIQUE_SET, asset->techniqueSet);
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}
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if (asset->textureTable)
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{
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for (char i = 0; i < asset->textureCount; ++i)
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{
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if (asset->textureTable[i].u.image)
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{
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if (asset->textureTable[i].semantic == SEMANTIC_WATER_MAP)
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{
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if (asset->textureTable[i].u.water->image)
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{
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builder->loadAsset(Game::XAssetType::ASSET_TYPE_IMAGE, asset->textureTable[i].u.water->image);
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}
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}
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else
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{
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builder->loadAsset(Game::XAssetType::ASSET_TYPE_IMAGE, asset->textureTable[i].u.image);
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}
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}
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}
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}
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}
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void IMaterial::save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
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{
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AssertSize(Game::Material, 96);
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Utils::Stream* buffer = builder->getBuffer();
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Game::Material* asset = header.material;
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Game::Material* dest = buffer->dest<Game::Material>();
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buffer->save(asset);
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|
|
buffer->pushBlock(Game::XFILE_BLOCK_VIRTUAL);
|
|
|
|
if (asset->info.name)
|
|
{
|
|
buffer->saveString(builder->getAssetName(this->getType(), asset->info.name));
|
|
Utils::Stream::ClearPointer(&dest->info.name);
|
|
}
|
|
|
|
if (asset->techniqueSet)
|
|
{
|
|
dest->techniqueSet = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_TECHNIQUE_SET, asset->techniqueSet).techniqueSet;
|
|
}
|
|
|
|
if (asset->textureTable)
|
|
{
|
|
AssertSize(Game::MaterialTextureDef, 12);
|
|
|
|
// Pointer/Offset insertion is untested, but it worked in T6, so I think it's fine
|
|
if (builder->hasPointer(asset->textureTable))
|
|
{
|
|
dest->textureTable = builder->getPointer(asset->textureTable);
|
|
}
|
|
else
|
|
{
|
|
buffer->align(Utils::Stream::ALIGN_4);
|
|
builder->storePointer(asset->textureTable);
|
|
|
|
Game::MaterialTextureDef* destTextureTable = buffer->dest<Game::MaterialTextureDef>();
|
|
buffer->saveArray(asset->textureTable, asset->textureCount);
|
|
|
|
for (char i = 0; i < asset->textureCount; ++i)
|
|
{
|
|
Game::MaterialTextureDef* destTextureDef = &destTextureTable[i];
|
|
Game::MaterialTextureDef* textureDef = &asset->textureTable[i];
|
|
|
|
if (textureDef->semantic == SEMANTIC_WATER_MAP)
|
|
{
|
|
AssertSize(Game::water_t, 68);
|
|
|
|
Game::water_t* destWater = buffer->dest<Game::water_t>();
|
|
Game::water_t* water = textureDef->u.water;
|
|
|
|
if (water)
|
|
{
|
|
buffer->align(Utils::Stream::ALIGN_4);
|
|
buffer->save(water);
|
|
Utils::Stream::ClearPointer(&destTextureDef->u.water);
|
|
|
|
// Save_water_t
|
|
if (water->H0)
|
|
{
|
|
buffer->align(Utils::Stream::ALIGN_4);
|
|
buffer->save(water->H0, 8, water->M * water->N);
|
|
Utils::Stream::ClearPointer(&destWater->H0);
|
|
}
|
|
|
|
if (water->wTerm)
|
|
{
|
|
buffer->align(Utils::Stream::ALIGN_4);
|
|
buffer->save(water->wTerm, 4, water->M * water->N);
|
|
Utils::Stream::ClearPointer(&destWater->wTerm);
|
|
}
|
|
|
|
if (water->image)
|
|
{
|
|
destWater->image = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_IMAGE, water->image).image;
|
|
}
|
|
}
|
|
}
|
|
else if (textureDef->u.image)
|
|
{
|
|
destTextureDef->u.image = builder->saveSubAsset(Game::XAssetType::ASSET_TYPE_IMAGE, textureDef->u.image).image;
|
|
}
|
|
}
|
|
|
|
Utils::Stream::ClearPointer(&dest->textureTable);
|
|
}
|
|
}
|
|
|
|
if (asset->constantTable)
|
|
{
|
|
AssertSize(Game::MaterialConstantDef, 32);
|
|
|
|
if (builder->hasPointer(asset->constantTable))
|
|
{
|
|
dest->constantTable = builder->getPointer(asset->constantTable);
|
|
}
|
|
else
|
|
{
|
|
buffer->align(Utils::Stream::ALIGN_16);
|
|
builder->storePointer(asset->constantTable);
|
|
|
|
buffer->saveArray(asset->constantTable, asset->constantCount);
|
|
Utils::Stream::ClearPointer(&dest->constantTable);
|
|
}
|
|
}
|
|
|
|
if (asset->stateBitsTable)
|
|
{
|
|
if (builder->hasPointer(asset->stateBitsTable))
|
|
{
|
|
dest->stateBitsTable = builder->getPointer(asset->stateBitsTable);
|
|
}
|
|
else
|
|
{
|
|
buffer->align(Utils::Stream::ALIGN_4);
|
|
builder->storePointer(asset->stateBitsTable);
|
|
|
|
buffer->save(asset->stateBitsTable, 8, asset->stateBitsCount);
|
|
Utils::Stream::ClearPointer(&dest->stateBitsTable);
|
|
}
|
|
}
|
|
|
|
buffer->popBlock();
|
|
}
|
|
}
|