iw4x-client/src/Components/Modules/AssetInterfaces/IMaterialPixelShader.cpp
2022-12-14 08:40:15 +00:00

66 lines
2.3 KiB
C++

#include <STDInclude.hpp>
#include "IMaterialPixelShader.hpp"
#define GFX_RENDERER_SHADER_SM3 0
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)
{
Components::FileSystem::File psFile(std::format("ps/{}.cso", name));
if (!psFile.exists()) return;
auto buff = psFile.getBuffer();
auto programSize = buff.size() / 4;
Game::MaterialPixelShader* asset = builder->getAllocator()->allocate<Game::MaterialPixelShader>();
asset->name = builder->getAllocator()->duplicateString(name);
asset->prog.loadDef.loadForRenderer = GFX_RENDERER_SHADER_SM3;
asset->prog.loadDef.programSize = static_cast<unsigned short>(programSize);
asset->prog.loadDef.program = builder->getAllocator()->allocateArray<unsigned int>(programSize);
memcpy_s(asset->prog.loadDef.program, buff.size(), buff.data(), buff.size());
header->pixelShader = asset;
}
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<Game::MaterialPixelShader>();
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();
}
}