iw4x-client/src/Components/Modules/AssetInterfaces/IMaterialVertexShader.cpp
Louve f409b881e2
IW4OF integration (#772)
Co-authored-by: Louvenarde <louve@louve.systems>
Co-authored-by: Roxanne <roxanne@thegamebakers.com>
Co-authored-by: FutureRave <edoardo.sanguineti222@gmail.com>
2023-02-15 11:58:31 +00:00

51 lines
1.8 KiB
C++

#include <STDInclude.hpp>
#include "IMaterialVertexShader.hpp"
#define GFX_RENDERER_SHADER_SM3 0
namespace Assets
{
void IMaterialVertexShader::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 IMaterialVertexShader::loadNative(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* /*builder*/)
{
header->vertexShader = Components::AssetHandler::FindOriginalAsset(this->getType(), name.data()).vertexShader;
}
void IMaterialVertexShader::loadBinary(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder)
{
header->vertexShader = builder->getIW4OfApi()->read<Game::MaterialVertexShader>(Game::XAssetType::ASSET_TYPE_VERTEXSHADER, name);
}
void IMaterialVertexShader::save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
{
AssertSize(Game::MaterialVertexShader, 16);
Utils::Stream* buffer = builder->getBuffer();
Game::MaterialVertexShader* asset = header.vertexShader;
Game::MaterialVertexShader* dest = buffer->dest<Game::MaterialVertexShader>();
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();
}
}