iw4x-client/src/Components/Modules/AssetInterfaces/IMaterialTechniqueSet.cpp

201 lines
6.0 KiB
C++

#include <STDInclude.hpp>
#include "IMaterialTechniqueSet.hpp"
#include <Utils/Json.hpp>
#define IW4X_TECHSET_VERSION 1
namespace Assets
{
void IMaterialTechniqueSet::load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder)
{
if (!header->data) this->loadFromDisk(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
if (!header->data)
{
AssertUnreachable;
}
}
void IMaterialTechniqueSet::loadNative(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* /*builder*/)
{
header->techniqueSet = Components::AssetHandler::FindOriginalAsset(this->getType(), name.data()).techniqueSet;
}
void IMaterialTechniqueSet::loadFromDisk(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder)
{
header->techniqueSet = builder->getIW4OfApi()->read<Game::MaterialTechniqueSet>(Game::ASSET_TYPE_TECHNIQUE_SET, name);
auto ptr = header->techniqueSet;
if (ptr)
{
while (ptr->remappedTechniqueSet && ptr->remappedTechniqueSet != ptr)
{
ptr = ptr->remappedTechniqueSet;
builder->loadAsset(Game::ASSET_TYPE_TECHNIQUE_SET, ptr, false);
for (size_t i = 0; i < Game::TECHNIQUE_COUNT; i++)
{
const auto technique = ptr->techniques[i];
if (technique)
{
for (size_t j = 0; j < technique->passCount; j++)
{
const auto pass = &technique->passArray[j];
builder->loadAsset(Game::ASSET_TYPE_VERTEXDECL, pass->vertexDecl, true);
builder->loadAsset(Game::ASSET_TYPE_PIXELSHADER, pass->pixelShader, true);
builder->loadAsset(Game::ASSET_TYPE_VERTEXSHADER, pass->vertexShader, true);
}
}
}
}
}
}
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->passCount; ++j)
{
Game::MaterialPass* pass = &technique->passArray[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<Game::MaterialTechniqueSet>();
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<Game::MaterialTechnique>();
buffer->save(technique, 8);
// Save_MaterialPassArray
Game::MaterialPass* destPasses = buffer->dest<Game::MaterialPass>();
buffer->saveArray(technique->passArray, technique->passCount);
for (short j = 0; j < technique->passCount; ++j)
{
AssertSize(Game::MaterialPass, 20);
Game::MaterialPass* destPass = &destPasses[j];
Game::MaterialPass* pass = &technique->passArray[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->args)
{
buffer->align(Utils::Stream::ALIGN_4);
Game::MaterialShaderArgument* destArgs = buffer->dest<Game::MaterialShaderArgument>();
buffer->saveArray(pass->args, pass->perPrimArgCount + pass->perObjArgCount + pass->stableArgCount);
for (int k = 0; k < pass->perPrimArgCount + pass->perObjArgCount + pass->stableArgCount; ++k)
{
Game::MaterialShaderArgument* arg = &pass->args[k];
Game::MaterialShaderArgument* destArg = &destArgs[k];
if (arg->type == 1 || arg->type == 7)
{
if (builder->hasPointer(arg->u.literalConst))
{
destArg->u.literalConst = builder->getPointer(arg->u.literalConst);
}
else
{
buffer->align(Utils::Stream::ALIGN_4);
builder->storePointer(arg->u.literalConst);
buffer->saveArray(arg->u.literalConst, 4);
Utils::Stream::ClearPointer(&destArg->u.literalConst);
}
}
}
Utils::Stream::ClearPointer(&destPass->args);
}
}
if (technique->name)
{
buffer->saveString(technique->name);
Utils::Stream::ClearPointer(&destTechnique->name);
}
Utils::Stream::ClearPointer(&dest->techniques[i]);
}
}
}
buffer->popBlock();
}
}